The Tomes

Tales of PegScape — the story, the bestiary, the halls of fame, the ledger, and the contract scrolls.

Of Runes and Power

Every whole PegScape coin (PegScape) you carry condenses, in the eyes of the realm, into a single Rune — a pixel-cut sigil pressed with the stamp of one slot, one tier, and a power you can read at a glance. The bank holds them stacked; the forge binds them into a loadout.

Tiers ascend like the realm's old metal hierarchy: Bronze (Common), Iron (Uncommon), Steel (Rare), Mithril (Epic), Adamant (Legendary), Dragon (Mythic). Each step multiplies the stat range a Rune can roll. Higher tiers are vanishingly rarer — almost every Rune the well surfaces is Common.

The Forge of the Pool

New Runes arrive only one way: a buy from the Magic Pool. The pool's hook watches every swap and, when conditions deserve it, drops a batch of fresh Runes into the buyer's bank. Boost flags — a sharp dip, a whale's purse, a streaking buyer, a vengeful return — tilt the rolls upward without ever guaranteeing them.

Selling a Rune burns one whole PegScape into the void, in LIFO order. A loadout slot whose Rune was burned by a sell now reads STALE — unequip it, or it counts as zero in the arena.

The Colosseum’s Code

Two souls, two Runes, one blockhash. A challenger commits a hidden number; the defender accepts and commits theirs. After both reveal, the chain mixes the blockhash that follows the second reveal into their secrets, and a power-weighted roll names the victor.

Power is the sum of stats across all five slots. The higher power favours its bearer, but does not guarantee victory — the blockhash is honest. Wagers are single Runes per side; the loser parts with theirs.

When the Runes Flicker

A duel can stall — a player vanishes after committing, or both reveals land in a window where the chain has forgotten a blockhash. The realm has answers for each. Anyone can ping a stuck duel to nudge the blockhash window forward; anyone can resolve a forfeit when a deadline lapses; anyone can recover a truly stuck fight to refund both sides minus a small bounty.

Bounties — half a percent on resolve, forfeit, recovery, and burn — are pull-claimed at the Colosseum. Watching the realm pays.