Cherreads

Grimborne Codex

RESonance Key Code — Forbidden Bond of Echo, Mark & Anomaly

(Information will be updated as the story progresses)

♦ NIGHTMARE

A parallel dimension, source of Rifts and energy.

Formed from trauma, broken memories, negative emotions, and lost souls.

Architecture constantly shifts; time & space are inconsistent.

Creatures obey psychological laws, not physical ones.

♦ NIGHTFALL

Aggressive phase of Nightmare that hunts specific targets.

Life-Draw – Natural effect of Nightfall Rift that drains life energy.

Trigger: rare Mark/Echo energy or Origin fragments.

Feature: spontaneous Rift emergence, high-tier entities breaking limits, Hunter Divisions pursue Nightfall targets.

♦ RIFT

Permanent tears in the real world connecting humans to Nightmare.

Level 0–7 determines entity type and distortion intensity.

Example locations: Shadowrift Swamp (The Siphon Mire), High Rift, Abyssal Rift, The Nameless Grave.

♦ NIGHTMARE CREATURES (Summary)

Whisperling → dark smoke, disturbs minds.

Hollow Shade → humanoid in robes, energy siphon.

Gloom Walker → slows movement & mental processes.

Tormented Husk → projection of pain.

Nightmare Fiend → fast, hysterical attacks.

Rift Abomination → crystal projectiles.

High-level: Echo Horror, Grim Stalker, Dreamflayer, Primordial Echo, Origin Beast.

♦ DIVER

User of raw Nightmare energy → forms wild, self-made Marks.

Energy source: Void Essence (raw, unstable).

Can absorb Nightmare Essence, summoning Echo.

Normal stages: Awakened Diver → Bound Diver → Echo Carrier → Echo-Broken/Collapse.

Hybrid/Anomaly: advanced evolution → Echo Collector → Mindsplit Vessel → Grimborne Host → Prime Aberrant → Origin-Touched → Forbidden Vessel → Primordial → The Last Legacy.

♦ MARKWIELDER

Stable Mark user → draws power from Echo Mark Crystals.

Energy source: Mark Energy (stable).

Requires tools/rituals to enter Rifts.

Normal stages: Faint → Deep → Grim → Prime → Origin.

Mutation (anomaly): allows Mark fusion & unique forms, rare.

♦ CARRIER

Special category:

Humans carrying residual Emptiness or unstable wild Echo, yet not transformed into Nightfall Entities or Vessels.

Characteristics:

No official Mark

Cannot control energy

Emits low-level distortion

Risk of evolving into a creature

Carrier = "Mysterious Contamination"

Markwielders & Divers = trained professionals.

♦ ENERGY & ELEMENTS

Nightmare Essence: raw, wild, unstable; only Divers can absorb.

Void Essence: refined Nightmare Essence from Divers, stable for skills & Echo evolution.

Mark Energy: stable energy for Markwielders, safe for active & passive skills.

♦ EMPTY VESSEL

Diver/Markwielder with body & soul devoid of Echo/Mark.

Cannot use Echo/Mark abilities.

Can become a vessel for new Echo/Mark evolution.

♦ ECHO (Diver)

Nightmare soul entities capable of communicating with Divers.

Stages: Faint (seed) → Bound → Deep/Grim/Prime/Origin.

Forms: Whisper (mental), Shade (shadow), Wrath (physical/aggression), Riftborn (anomaly).

♦ ECHO MARK CRYSTAL

Formed from death → residual Echo → Nightmare Essence → crystallization → Echo Mark Crystal.

Types: Faint → Deep → Grim → Prime → Origin.

Absorbed by Markwielders; Divers can but with high risk.

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