Shards: The eight fragments that Hybris was divided into within the game's lore. The Gods of the Land and the Otherworld that survived the War in Heaven took seven of the shards for themselves, with Donn selecting Tech Duinn as his domain. The eighth Shard, Tairngire, was given to Nuada to allow him to recover and recuperate from the pain of almost dying to maintain Hybris' stability. Each Shard takes the virtues and beliefs of the God that claimed it, with the Otherworld Gods preferring mysticism and the strength of man, and the Land Gods preferring innovation and believing in progress. In mechanics, each player selects firstly the side of the divide they belong to, the Land or the Otherworld, and then selects a Shard within the Land or the Otherworld to continue character creation. The choice of Shard determines the player character's access to Impulses. The Shards of the Otherworld: - Cichol: The Realm of Strength. A world where martial prowess reigns supreme and the arts of swords, spears and axes dominate all, claimed by Cichol, the greatest warrior of the Gods of the Otherworld. Here, the skilled learn to use Impulses, techniques that allow them to temporarily exceed human limits with their weapons. The official PvP shard in the Otherworld. The hub city is Credne. (Most "knightly" player characters start on this shard.) - Impulse: Weapon Skills: Techniques using weapons that can exceed human limits through sheer speed, strength and dexterity. The strongest Weapon Skill a single person possesses is called an Absolute Skill, unique only to that player. (Combat Arts with one unique 'finisher move' Combat Art, these are fueled by a fast-regenerating Impulse Gauge.) - Plot Recap for Cichol: Players that start in Cichol begin their playthroughs as initiates looking to test themselves to join one of the Six Houses, by being tested by the Quartermaster of each House. The tutorial consists of preparing and warming up for the initiation fight with the Quartermaster. After the initiation fight, players and some Firbolgs are then tasked with dealing with the intra-House tournaments, as well as fighting off the threats of the Skeleton King Varrin, whose lieutenants, the Fallen Generals, resurrected Armsmasters of times past, lead and seek to bring down Cichol. Eventually, Varrin reveals his past; Varrin was an Impulse Gear wielder, with the "magic armor" he wielded being an Impulse Gear, and he and his followers were Raiders who stole Impulse Gears and went to Cichol to try to conquer the land, only to be defeated by the Armsmasters. Cichol players are then revealed to be Divers who can transfer themselves between Shards; the Armsmaster thus tasks them with seeking help across the Shards to fight the Forbidden Ones, opening up the rest of the game. The major event for Cichol was the Nobility of Setnala event, where Setnala, a previously antagonistic but noble Fallen General and one of the founding Azure Knights, was revealed to have grown disillusioned with Varrin, and became an unofficial Seventh House with his men with Setnala as an Armsmaster, who were half-resurrected in the process and became allies of the protagonists. Unlike the similar event for Oghma, player characters could only switch to the House of the Blue Flame after proving worthy of one of the previous Six Houses. - The Six Houses: The Six Houses containing the martial masters of Cichol, the best fighters of the Shard. Each House is led by an Armsmaster, the strongest fighter of each House, a master of the art; the Firbolgs who are Armsmasters have, to this day, never been beaten in a fight by even the strongest Divers who have challenged them, though some, such as RainMaker, have never challenged them, leading to speculation. The early Cichol storyline revolves around a Diver joining one of the Houses, earning the respect of the Quartermaster of each House, who determines who can and cannot join the House traditionally through a duel with the Quartermaster. The newest House is the House of Exogenes, comprised of the disgraced Houses of Scourges and Gauntlets, after Strea, a master of both, managed to rally the remainder of the Houses to her side and fought for the respect of the other Armsmasters. The Six Houses are as follows: - The House of Swords, led by Armsmaster Hessel - The House of Axes, led by Armsmaster Kandra - The House of Spears, led by Armsmaster Kizuna - The House of Bows, led by Armsmaster Solus - The House of Daggers, led by Armsmaster Jast - The House of Exogenes, led by Armsmaster Strea - The Forbidden Ones: Ancient ghosts that have begun to plague Cichol, led by the Skeleton King Varrin, and the antagonists of the Cichol storyline. Their aim is to avenge Varrin's fall, as the tyrant of Cichol that was taken down by the warriors that comprrised the first incarnation of the Houses, with the House of Scourges and the House of Gauntlets being disgraced to begin with due to them being responsible for resurrecting the Skeleton King and bringing back the Forbidden Ones. Later, it is revealed that the Forbidden Ones are natives of Lugh, formerly founding members of the Azure Knights who, disillusioned with their code of honor, ventured into Cichol to take their own personal kingdom, only for the native Cichol warriors to overthrow them. Their Impulse Gears were seen as "magic armor", for which Orichalcum and other mystical metals were worked to destroy the Gears. - Cethleann: The Realm of Prophecy. A world where magical fantasy creatures live in harmony with the land in seven kingdoms (the Elves, the Goblins, the Trolls, the Spriggans (basically Lalafells), the Dwarves, the Merrows (basically merfolk) and the Pixies (winged elves)), fantasy creatures brought to refuge by Cethleann, kindest and most skilled mage of the Otherworld Gods. Impulse, magical energy, is used for a variety of things in this world from casting spells to operating magical artifacts. The official trading Shard in the Otherworld. The hub city is Meduseld. (Most traditionally magical and odd-job characters start on this shard.) - Impulse: Cethleann's Blessing: Spells using the magical language created by Cethleann to manipulate Impulse. (Cethleann characters have access to Mana to allow them to enhance their weapons and tomes with special effects through using Mana, similar to the DSS Spell System.) - Plot Recap for Cethleann: Players that start in Cethleann begin their playthroughs as prospects to join one of the entourages of the leaders of the Seven-Headed Council, by clearing out local nests of Antlions and Manticores. After the initial missions prove your bonafides, the entourages then task you with investigating the Returners, who have grown rowdier, whose advanced technologies are revealed to be Oghma-originated Impulse Heart technology, with the Returners having a mysterious backer whose desire to destabilise Cethleann fits with the Returners' desire to return the Shard to war. Cethleann players are then revealed to be Divers who can transfer themselves between Shards; they are then tasked with investigating the origin of the devices in hopes of countering them and defending the peace, opening up the rest of the game. The major event for Cethleann was the Renegade Blacksmiths event, one of the first major events to involve three Shards, as Goblins seeking to fight the Returners acquired technology from Morrigan to deal with them, with players tasked with attaining materials to help the Goblins build hybrids between Morrigan's technology and Cethleann's magic to counter the Returners. - The Seven Kingdoms: The Seven Kingdoms of Cethleann, with the heads of each kingdom sitting on the Seven-Headed Council. Players of Cethleann are Divers who start as low-level retainers of the entourages to monarchs of each Kingdom, who are very powerful mages or warriors in their own right; like the Armsmasters, no Diver has been known to have defeated a monarch in combat. As Cethleann players gain more respect with the Firbolgs, they eventually become more important, taking up roles with the entourages while investigating attempts to break the Peace of the Seven-Headed Council. The eighth Kingdom, that of humanity, is small, and technically part of the Council in spirit, but their voice is nonetheless held to be important. The Kingdoms are as follows: - The Elfin Kingdom, led by Queen Elanna - The Greenskin (Goblin) Kingdom, led by King Grislir - The Rockskin (Troll) Kingdom, led by Queen Arusha - The Littlefolk (Spriggan) Kingdom, led by King Momoya - The Sealand (Merrow) Kingdom, led by King Tritius - The Winged (Pixie) Kingdom, led by Queen Alsara - The Mountain (Dwarves) Kingdom, led by Queen Cacamir - The Kingdom of Man, led by King Theren, convener of the Council but not its head - The Returners: The antagonists of Cethleann, they seek to return Cethleann to the state of war between the eight kingdoms by disrupting the Seven-Headed Council, feeling that peace has made Cethleann weak and that all of the Kingdoms would better benefit from constant war between them all. Divers oppose the efforts of the Returners to deal with the Seven-Headed Council. The Returners employ technologies beyond the Shard, with Divers eventually traveling to the other Shards as a result to find answers to deal with the Returners, with the mysterious backer of the Returners having ties to Le Couteau. The leader of the Returners is the Pixie Ninama, an illegitimate child of the previous Queen and sister to the current Pixie Queen, who seeks to use the Returners to take over the Pixies for herself and lead them to glory over the other Kingdoms. The Returners also field Le Couteau units, with unclear ties between the two groups, though it is clear that Le Couteau is supplying the Returners with their technology. - Elatha: The Realm of Light. A world where Impulse, spiritual energy, flows through beings, claimed by the worldly Elatha, whose attunement to the elements knew no equal. Elementalists, those attuned to the spiritual energies, can manipulate the elements through martial arts. The hub city is Chorwon. (Elementally-attuned characters and martial artist-esque characters will generally start on this shard.) - Impulse: Elemental Impulse: Using special techniques, Elementalists from Elatha can manipulate the elements through specialised techniques, with their strongest technique being called an Impulse Burst. (The Gnosis system from Chains of Horai, with three Gnosis Arts in addition to the Burst to compensate for the lack of access to Combat Arts for Elatha characters and players needing to build Impulse Gauge to unleash Impulse Burst.) - Plot Recap for Elatha: Players that start in Elatha begin their playthroughs as initiates to one of the Elementalist Schools, having to deal with thieves and thugs in the streets of Elatha as nobody takes them seriously, before ending the tutorial by fighting their way into the Elementalist Schools by fighting a high-ranking acolyte and winning. The Darkness Gate's acolytes begin their rampage, however, forcing the Elementalists to begin their mission by targeting Darkness Gate acolytes. Shiren is revealed to be allied with a secret benefactor from Morrigan, who grants him access to nanomachines to enhance his Darkness Gate abilities; players are tasked with traveling to Morrigan to find a countermeasure. The major event for Elatha was the Darkness Gate Scroll event, where revelations were made that, despite the beliefs of the Grandmasters, not all Darkness Gate Style practitioners were evil, with the few practitioners who were sane enough to use Darkness Gate without going insane leaving scrolls for the players to find and retrieve for their Grandmasters. - The Elementalist Schools: Each Elemental Impulse in Elatha is tied to a certain Elemental Style, derived from the teachings of the god Elatha, who taught the first humans to manipulate energy through channeling it by way of martial arts. Divers in Elatha start out joining a school that teaches one of these Styles, after being initiated in a match to test their affinity for each Style. The Grandmaster of each Elemental Style is the undisputed master of the Style. Labanan, the famed player Guild, has been adopted as an unofficial School by the Firbolgs, who sometimes approach the guild to have unruly players disciplined by Labanan. The Styles are confirmed by the developers to have been based on real martial arts styles, with their inspirations mentioned below, though the Styles are not entirely based off the styles they are inspired by and many incorporate weapon use that the actual styles don't employ for the sake of gameplay balance. Skilled Elementalists eventually learn techniques from other Schools to supplement their own, with the Grandmasters being skilled at multiple aside from their own specialisms. The Schools are as follows: - Raging Fire Style, the Fire School led by Grandmaster Ase (Karate) - Thunderstrike Style, the Thunder School led by Grandmaster Yoru (Iaijutsu) - Glowing Jade Style, the Earth School led by Grandmaster Hei (Hung Gar) - Storm Cyclone Style, the Wind School led by Grandmaster Kana (Judo) - Iron Spike Style, the Metal School led by Grandmaster Ayu (Pencak Silat) - Piercing Branch Style, the Nature School led by Grandmaster Marikila (Eskrima) - Stilling Wave Style, the Water School led by Grandmaster Ayra (Tai Chi) - Blizzard Fist Style, the Ice School led by Grandmaster Aina (Wing Chun) - Shadow Flight Style, the Darkness School led by Grandmaster Orren (Taekwondo) - Blinding Flare Style, the Light School led by Grandmaster Vidhi (Muay Thai) - Darkness Gate Style School: The main antagonists of Elatha, Darkness Gate Style was a forbidden Style channeling the dark forces of Tech Duinn. Unlike Shadow Flight Style, which channeled darkness, Darkness Gate instead channeled the power of nothingness itself, allowing its wielders to trump any save the masters of the other Elemental Styles. The Style was forbidden long ago for, due to its affinity being nothingness, the use of Darkness Gate Style eventually consumed the identities of all of its wielders save the strongest willed; save a scant few, most of its practitioners fell to madness and corruption, their identities withered away except the thirst to seek power to replace what was lost. However, Grandmaster Shiren, an ambitious master, sought to gain a Style that could beat all the other Styles in combat and, after being defeated by the then-incumbent Grandmasters of the other Schools, sought out the forbidden Style. His acolytes are now the plague of Elatha, and fight to suppress the other Styles, while Shiren plots to take over Elatha with his newfound power. The Style was based on Baguazhang in reality. The Shards of the Land: (Gun-wielding characters can only start in these Shards.) - Lugh: The Realm of Speed. A shard devastated by the Cataclysm, the humans of this world had to improvise and create a few safe areas spurred by Lugh, god of light and king of the Land Gods. Humanity uses Impulse Gears to suit up and fight both for entertainment in the Arena and to fight raiders from the wastelands with stolen Impulse Gears. The official PvP shard in the Land. The hub city is Corinth. (The counterpart to Cichol.) - Impulse: Impulse Gear Techniques: Specialised manoeuvres using the Impulse Gear to achieve feats not normally available to those without Impulse Gears, with the strongest being called an Incarnate Technique. (Counterpart to Weapon Skills.) - Plot Recap for Lugh: Players that start in Lugh begin as a person having either created, bought or scavenged an Impulse Gear, seeking to use it for fun and profit as part of the Pulseclubs. After proving oneself in the Arena and later by saving travelers in the wasteland from Raiders, one of the Pulseclubs recruits the player, allowing them to proceed. Lugh players eventually find a corporate sigil of the Kaeda, revealing that the Kaeda are bankrolling the Raiders. The Kaeda are revealed to be refugees from Cichol from the days of King Varrin, who brought supplies of the metal Orichalcum, which is used to create incredible weapons in Cichol; having figured out how to synthesise Orichalcum, the Kaeda are able to use it to create Impulse Gears superior to Impulse Gears made from other materials and bankroll both sides for their own profit. Lugh players are then sent to search for Cichol, to figure out the history of the Kaeda, and figure out a counter to Orichalcum-boosted suits. The major event for Lugh was the Champions of Corinth event, where the Pulseclubs competed in the eponymous annual event for glory and for resources for their respective Pulseclub, with the winner getting Orichalcum to boost their suits with. - The Pulseclubs: Impulse Gear users band together in Pulseclubs, clubs that operate together both in combat in the Arena for sport and rove the wastelands to protect others from the Raiders. Lugh players pick one Pulseclub to join upon character creation, on whose behalf they compete in the Arena and with whose help they defeat the Raiders. Each Pulseclub has a specific theme they prefer in their members, with their leaders ranging from equally fearsome combatants to corporate sponsors who started a Pulseclub to cash in on the phenomenon. The playable Pulseclubs are as follows: - Azure Knights: A knight-themed Pulseclub that focuses on fighting Raiders and close combat Gears with a rigid code of honor. Led by the veteran Impulse Gear fighter Victor Gabriel/Teal Saber. Their club colors are blue. - Vortex: A small, underdog Pulseclub that seeks to become the best of the Pulseclubs on the fighting circuit that fosters a sense of companionship in its group, their theming is almost non-existent with the most flexibility. Led by the mysterious veteran Impulse Gear fighter Sable Jet. Their club colors are black. - All Elites: A corporate-sponsored Pulseclub focusing on advertising the Kaeda Conglomerate, producers of the Impulse Gear suits, the All Elites are themed around using complex, flashy styles. Led by Cameron Kaeda, second son of the Kaeda conglomerate. Their club colors are yellow. - Corinth's Roar: A brutal, strength-based Pulseclub with animal theming, they hold patrotic pride to Corinth and compete fiercely against the Pulseclubs of other cities. Their leader is the hot-blooded Lime Wolf/Aya Nannar. Their club colors are green. - Scarlet Legion: One of the first Pulseclubs, comprised of those seeking to fight Raiders and their Arena opponents alike by use of superior firepower. Their leader is the retired fighter Risa Matou. Their club colors are red. - Immortals: A long established Pulseclub with a focus on using magical combat, the Immortals are instead focused on investigating the Shards, with Arena and Raider combat a secondary concern for the betterment of Corinth. Their leader is Aleister Vexley, an official in Corinth's government. Their club colors are white. - The Raiders: Lugh's antagonists, the Raiders live outside of the cities to lead raids on the cities and plunder them, making their own cities in the wastelands with the materials they can find. Part of the Lugh storyline reveals that the Raiders are working in conjunction with certain elements in Corinth and other cities, which the Pulseclubs are then tasked with fighting for various reasons, from Kaeda's disgust with his family's involvement with the Raiders, to Sable Jet's desire to protect their friends. - The Conglomerates: Five big families that control megacorporations that run most of the cities of Lugh. They are as follows; the Kaeda, the Morsi, the Aimoto, the Hogni and the Balisera. The Kaeda are the antagonists behind the Raiders, and are based in Corinth and the city of Thabes, and are the bankers of the conglomerates; the Kaeda were refugees from Cichol during the time of Varrin's reign, who sought their fortune in Lugh and eventually sought to solidify their rule behind the scenes. The Aimoto are genuinely benevolent, and run healing services for the cities, being allies of the playable Pulseclubs. The Morsi run the shops in the Conglomerates, having ties to Kalina and Alter Rouge, with Hogni funding the Arenas and Balisera handling power and the PulseNet, the Shard's equivalent to the Internet. - Oghma: The Realm of Innovation. A world governed by steam and clockwork, the Impulse Heart pioneered by the illustrious Professor Galloway allow the use of primitive technologies to power things from airships to rifles to trains. This world was claimed by Oghma, intellectual master of the Land Gods whose inventions and Ogham script can be found all over the Six Shards. The major races of the Shard are humans, the Puca that possess traits of animals, and the mythological being-based Fuath. The official trading Shard in the Land. The hub city is Camberton. (The counterpart to Cethleann.) - Impulse: Customised Magigadgetry: Special tools powered by Impulse Engines that channel magickal energies for special effects. (Counterpart to Cethleann's Blessing.) - Plot Recap for Oghma: Players that start in Oghma are students of one of the five Colleges, tasked with conducting expeditions for the sake of research and boosting Impulse Heart technology. Eventually the Oghma players are granted the authority to conduct their own expeditions, where they end up competing with the thieving ring Le Corbeau (Le Couteau after the event). Le Corbeau (and Le Couteau) are thieves that operate across the Six Shards, with the majority being Oghma natives but a few operating as far as Morrigan. As part of their expeditionary duties, Oghma players are allowed to venture across Shards for their research. The major event for Oghma was the Raven's Nest event, where Le Corbeau was eventually split into two organisations as Alissa Salazar, a thief for the sake of challenge clashed with the slaving, murderous Alexis Moreau and split off her like-minded thieves, with Le Corbeau becoming a player origin and heroic (but still roguish) thieves and the cutthroat Le Couteau becoming the new antagonists of Oghma. - The Colleges: Camberton University has several major colleges to which the Divers belong to, focused on different aspects of knowledge gain. The early Oghma storyline focuses on the research of each College and their interactions with those who would get in their way. - Triskelion College: A College themed around the study of combat, whose player characters focus on fighting. - Galloway College: The science-themed College, named for the inventor of the Impulse Heart, whose player characters focus on science and magic. - Jones College: The exploration-themed College, named for a famed explorer, who are masters of exploration. - Myreland College: The medical College, whose students focus on medical treatment. - Aster College: A more generalist College, these are the player characters who don't quite fit into the previous four. - Le Corbeau: The antagonists of Oghma, a group of thieves seeing their competition with the Colleges for artifacts and technology as a friendly competition. Later developments in the plot of Oghma lead to Le Corbeau teaming up with the Colleges occasionally to deal with their new rivals. New player characters joining after the event that led to Le Corbeau beginning to side with the Colleges can join Le Corbeau instead. The leader of Le Corbeau, Alissa Salazar, is a famed cat burglar known for leaving calling cards of her own. Some of Le Corbeau can be seen elsewhere in the Shards, as the organisation (along with Le Couteau) spans all Six Shards. - Le Couteau: The current antagonists of Oghma, a group of plunderers who are far worse than Le Corbeau, willing to enslave or harm others to get their way. Le Couteau's leader, Alexis Moreau, is a brutal fighter renown for abusing his own men and leading them through fear. Le Couteau has ties to the Returners in Cethleann, for unclear motives, though speculation suggests that it may be to exploit the natural resources of that Shard. - Morrigan: The Realm of Battle. A world close to modern-day Earth. Here, the elite organisation Echelon Seven deploys teams of elite soldiers drawn from around the world to protect Impulse technology that enables them access to specialised equipment, alternating between running combat drills against each other and engaging the elusive organisation Outer Paradise to protect Impulse tech. This realm is claimed by Morrigan, goddess of battle and equalled only by Lugh and Cichol. The hub city is Lancaster Base. (The counterpart to Elatha.) - Impulse: Echelon Combat Kit: The elite soldiers of Echelon Seven bring their own gear to the fight, bringing with them special tools (and in some cases, psychic abilities) to fight with, with the strongest being their Field Order. (Counterpart to Elemental Impulse.) - Plot Recap for Morrigan: Players that start in Morrigan are ex-special ops soldiers recruited to Echelon Seven to combat Outer Paradise. After completing some drill missions, Commander Pentecost then grants you your first mission against Outer Paradise, where Ahab's elite soldiers, the Disciples, are sent to deal with the players. Later revelations in the plot reveal that Ahab is an acolyte of Darkness Gate Style, with the Disciples being evil former acolytes of other Elemental Styles. With Commander Pentecost requiring Echelon Seven to know more about the Elemental Styles, he tasks them with traveling to Elatha, and opening up the rest of the game. The major event for Morrigan was the Shadow Agony event, where Ahab is revealed to have been alive since the days of the original practitioners of Darkness Gate Style, using his skill with Darkness Gate to prolong his life; players in this event had to fight the Disciples to capture training videos for Echelon Seven to deal with Elemental Styles. The event reveals also that Commander Pentecost may actually be a Diver himself from Elatha, and also a master of Darkness Gate Style, albeit with the willpower to control it rather than let it corrupt him, like Ahab. - The Task Forces: the Task Forces under Echelon Seven. Each Task Force has its own specialism and the early Morrigan storyline focuses on the new recruits to the Task Forces being drilled in new missions. - Task Force Revenant: A task force of shocktroopers equipped with offense equipment. - Task Force Caladrius: A task force of healers and medics deployed as backups to the other Task Forces, who are as capable of combat as the rest. - Task Force Behemoth: A vanguard task force of tough, stalwart soldiers with defense-oriented abilities. - Task Force Manticore: A supportive task force with disruptive abilities. - Task Force Onryo: An espionage-themed task force with abilities themed around movement and stealth. - Outer Paradise: The antagonists of Morrigan, a terrorist group that seeks to acquire Impulse technology for the purposes of taking over the Shard and instituting their ideal utopia on Morrigan. Their leader, the enigmatic Ahab, is speculated to have been a former ally of Ulster Pentecost, commander of Echelon Seven, and wields abilities seemingly beyond the capabilities of the Shard, later revealed to be a combination of psychic abilities native to Morrigan and Darkness Gate Style from Elatha. Outer Paradise's elite soldiers are equals to the Task Forces, with the vast majority of their troopers being robotic troops; the Disciples, in addition to wielding Impulse tech, are also Elemental Style masters. The Shards of Shadow: - Tairngire: The Realm of Promise. Standing in the middle of all six inhabited Shards, it is a pristine wilderness untouched by anything save the small city of Caer Monas, established to protect the tower of Elphyne. Divers in-universe travel through Tairngire to access the other six Shards, while Caer Monas acts as a neutral area and is the hub city of Tairngire. The overarching plot of Tairngire involves helping the scholar Anri investigate Elphyne, using information from the other Shards to help her unpack the mystery. - Elphyne: A tower in the middle of Tairngire, the tower is visibly different to the rest of Hybris, resembling a giant monolith or a giant black skyscraper rather than the vaguely fantastical aesthetic that dominates the rest of Hybris. The tower permanently has a golden light surrounding it and launching into the sky; attempts at placing exact coordinates on where the light goes using mapping tools within Hybris have returned glitchy and impossible results, and attempts to follow the lights through in-world mobility methods have resulted in being looped back towards the ground. The land around the tower proper similarly empties out into a bottomless pit formed in a ring around the tower. Attempts to bridge the gap have failed; building materials cannot be placed in the gap at all, flight by Dearg or the usage of Limited Modification Tools is halted through an "Inviolability Error" and attempts to forcibly teleport into Elphyne have also failed through the same mysterious error message. A powerful Sluagh, the titanic dragon Carman also sleeps outside Elphyne and attacks any Sidhe, Firbolg or Diver that attempts to enter Elphyne, while being resistant to any form of damage or other attempts to draw it away from Elphyne; to date, no player groups have ever defeated Carman. There are many theories as to what lies inside Elphyne mechanically, given that attempts to analyse it have entirely failed using currently existing tools- again, due to the little-understood Inviolability Error. The lore explanation is that Elphyne contains the body of Nuada, and Carman is the protector of Elphyne. - Tech Duinn: The Realm of Death. Players briefly pass through Tech Duinn when respawning, along with Aes Sidhe/Firbolgs. A realm of shadow and darkness, only the dead occupy Tech Duinn.