The Rabbits were digging. Naturally, everyone assumed carrots. Beneath the Warren was a sealed chamber of stones unlike anything in the Kingdom — some contained weather, some contained cities, some appeared to remember things. The Rabbits found them first. Anyone holding a stone can play.
That recipe is unique across the whole supply and hashed before the mint opens. Every stone is born with a name. These six render live from their ids — refresh, and they are the same. That is the point.
Some contained weather. Some contained cities. Some remembered things. Some reacted to the Rabbits. Some should never have been cut. The deepest are older than the Kingdom. Nine Mythics — each with a reason to exist, each recognisable from its shape alone. They turn on their own; touch one to turn it yourself.
Nothing here was picked for rarity. Every stone on this page is rendered live in your browser from nothing but its number — touch one and turn it. Open its page for the full-size version. No file is loaded, no server is asked. There are no ugly Carats.
A stone comes up from beneath the Warren. You don't choose it. You learn what it is when it clears the dirt — species, cut, inclusion, aura, Realm, and its name.
The Book lights a page for everything you've discovered. Pages stay lit forever, even after you trade the stone away. Unknown pages read ???.
Recipes never say "any ten stones." They say a Moonstone from the Moon Temple, a Ruby cut as a Heart, a Carrot cut. Commons matter. Someone always needs one.
The Exchange shows what you hold, what you're missing, and who has it. One stone from finishing the Seven Planets? It tells you which one.
The Cutter can recut a stone, mutate it, or fracture it. A fractured stone isn't garbage — the Cracked set and the forbidden recipes want exactly those.
Fill the sockets. The mechanism wakes. The stones burn and something from a separate, rarer collection comes out. Some recipes are published. Some are found — and the finder's name goes in the Book.
You do not need a Rabbit to play. The Book, the Exchange, the Cutter and the Forge answer to any Carat. Most of the ladder is reachable without ever seeing the Rabbit Chamber.
What the 333 hold is a door: a Realm no one else can reach, recipes that need a stone from it, and a chamber under every seat. It is in‑house. It is visible from the hall.
NOT ALL STONES SHOULD BE CUT.
Twenty‑five Realms at the opening. Six are rare. One is only reachable through the Rabbit Chamber.
7–12 specific stones. One great stone in a setting.
15–24 stones. Multi‑stone objects with moving architecture.
24–33 stones plus achievement state. Museum pieces with orbitals.
33 stones and a Rabbit path. Hand‑finished.
Secret recipes only. One‑of‑one, and the finder is named.
What was in it is written in the Book, per seat, when the Vault opens. The Rabbit Chamber answers to a Rabbit. Everyone else can see the door.
THE ORIGINAL 333 OPENED THIS VAULT · A RABBIT KEY IS REQUIRED
The Genesis Court is 333 and cannot grow. Nothing forged, fractured, or found in CARATS is a seat, becomes a Rabbit, or adds a 334th. Later orders of the Moon Court are their own orders; none of them is a Genesis Rabbit, and none of them touches what the 333 already hold.
A Realm only their key opens, and recipes that need a stone from it. Which houses, and what's inside, is written in the Book as each chamber opens.
A Realm lit in one colour. The stones found there refuse to be any other.
Something is rooting through the treasury. Stones from here come up already muddy and somehow worth more.
Small, loud, and running unsupervised. Every stone from here is a bet.
Plaster, gold seams, and one impossible thing. The oldest door in the Vault, and the last to open.
Every season makes something old newly required. Secret recipes are committed before the mint and found by players, sometimes years later. The Book keeps every discovery and every finder's name. The game ends when the last page is lit, and there are more pages than stones.