Everyone and everything the game already tells us about the world: the voices of the Spellbook, the Legendary Heroes, Treasures and Landmarks, and the ages and wars they mention. A reference for writers and role-players. Nothing here is new; it is all gathered from the game itself.
How to read this guide
Source rule: descriptions of Heroes, Treasures and Landmarks are the in-game text word for word, and the quotations are the Spellbook flavour text. The short notes and the relationship lists are summaries of those texts.
Race labels.Race stated in the text means the game says it outright. Race implied means it is deduced from the text (for example, a ruler of “the Dark Elves”). Not stated means the game never says. Writers are free to decide those.
Tone. The game is a mix of grand fantasy and dry, silly humour (a hero whose arrows hit the orc, a troll who thinks a Storm is bath time, a hero paid in leprechaun skins). Both registers are canon.
The World
The three Continents
Nova — “The Mad God has broken the Land of Nova!”
Old Kingdoms have been torn apart and millions of warriors, scholars and laborers scattered to the winds. Only those unique individuals – the most strongest of mind and will can even remember what came before. You are such a Lord. Now is your greatest opportunity to take control of the land. […] You have just rebuilt a small village in this ruined landscape and drawn a few thousand followers.
The realm is full of abandoned kingdoms that have fallen into barbarism. Legendary Heroes, Treasures and Landmarks are scattered among them, waiting to be claimed by those more worthy.
Dan — “New powers stir in the Land of Dan”
For years, the Continent of Dan has slept in quiet desolation. The scars of a million wars left the land cold, shrouded in perpetual smoke and dust. Unappealing even to those creatures that shun the light. Until now. Now, a few sparks of possibility start to appear. With the potential for growth, and a chance at greatness. Will you rise up and claim this land as your own?
WhiteSands
The unranked, non-competitive test continent that “closely mirrors Nova”. In the game’s fiction, a place to practise.
Powers & gods
The Mad God
Power
The figure who “has broken the Land of Nova”, leaving barbarian kingdoms in the ruins. He is “excited by your zealous conquest” and places bounties on conquerors, and he sets quests on players (the Quests menu has “Mad God quests”). All barbarian kingdoms belong to him.
Gaea
Goddess of nature
Mother of the living earth. Her Tome is quoted in Animals (“The first owners of the land shall attempt to reclaim it, always”). Gnomes hold great celebrations of her (Gaea’s Love) and call on her wrath; a Priestess of Nature says “she cherishes all her children”. Scales of Gaea are said to have been crafted by her. The Ruins of Megora grant Gaea’s Wrath; the Ever Flower grants Gaea’s Presence.
Diadra
Mistress of the Dark
The deity of Sarrson’s court. Gohlein dedicates drained souls to her “eternal care” and Sarrson proclaims “we will force all to kneel before the great Diadra” while perfectly protected by a Dispel Barrier.
The peoples
Eighteen player races walk the Continents (see the Race Bestiary for their strengths in play). Their in-game character blurbs:
Race
What the game says about them
Centaurs
Ranged raiders; stampede in raids; legendary hunters.
Dark Elves
Use innate Dark Power to steal mana from spells and specials.
Dwarves
Legendary miners; Legendary Artificers who forge objects that can be Enchanted.
Gnomes
Festive (celebrations of Gaea) and wrathful (Holy Fire).
Goblins
Terrifying; swarm in great numbers.
Halflings
Kleptomanic thieves who can breach vaults, granaries, armories, guard towers and castles.
High Elves
Arcane; Legendary Enchanters who can enchant dwarven artifacts.
Humans
Mercantile; Treacherous – burn and poison enemies without hesitation.
Leprechauns
Make gold from thin air; uncatchable (teleport at will).
Minotaurs
Their Death Maze loses enemies; traps cause extra casualties.
Ogres
Stampede; Bloodlust (extra food and double troop damage at the cost of population).
Orcs
Bloodlust; Necromancy – they animate the dead of their foes.
Sprites
Omniscient scryers; shatter minds with horrific visions.
Trolls
Legendary Regeneration: losses regrow after 10 turns.
Vampires
Regeneration, Vampirism (enemy dead rise as new vampires), resistant to weapons and armour.
Werewolves
Regeneration, Lycanthropy, Raging; resistant to weapons and armour.
Wood Elves
Tree Maze loses enemies; efficient hunters; weak to Fire.
Gnolls
Adaptive: switch troops between four types, gaining experience.
Also mentioned in the lore but not playable: Lizardmen (the afflicted of Migradori; the “second-last Lizardman” speaks of the Unknown), Half-Orcs, Half-Elves, Fire elementals, Liches, Dragons, Wargs, nightspawn and demons.
The Voices of the Spellbook
Many spells carry a one-line quotation. A handful of names recur: kings, queens and wizards who feud, ally and betray each other across the spells. Here they are, with every quotation attributed to them.
Lord Sarrson
Ruler of a Dark Elf kingdom
Dark Elf race implied
The most frequently quoted ruler in the Spellbook. Vaeric's scouts vanish in “Sarrson's kingdom”, and the Queen is asked to scry “the Dark Elves” on his behalf, so his kingdom is Dark Elven. Kruktchek says he thinks he has a “monopoly over the stealing of mana” (the Dark Elf racial Dark Power). He has strong feelings about rats, and a steward (now deceased) was blamed when rodents appeared “as if by magic”.
Once an ally of Chief Gragzul: he rails that “we could have crushed this land together” before turning Quivering Death on the orcs.
Wavers between feuding with and seeking help from Lord Vaeric: Vaeric’s humans set fire to a warehouse district Sarrson must save (Fire), yet he also plans to ask Vaeric to Heal his troops after beating back an Ogre onslaught, offering Dark Power in return.
Named as the target of Kruktchek’s rat joke and of Mana Sap rivalry.
Shown as corrupted when he calls up demons (Summon Demons).
In their words (11)
'Gohlein, cheer me up.' - Lord Sarrson 'Piss off.' - High Dark Wizard Gohlein
'Now, our time has come. Now, we will take this realm and force all to kneel before the great Diadra. Now, we are perfectly protected.' - Lord Sarrson
'Piss off!? You piss off. Seriously Gohlein, something I can't explain is disturbing me.' - Lord Sarrson
'Vaeric's humans have ignited the warehouses, organise a bucket brigade before we lose the city. Quickly!' - Lord Sarrson
'Gohlein, we have repelled the Ogre onslaught for now. See if Vaeric will Heal our troops, before the Ogres return. Offer him some aid using our Dark Power in the future.' - Lord Sarrson
'A pox on all your houses.' - Lord Sarrson
'Gragzul, you despicable fool, we could have crushed this land together. Now your orcs will melt at the fury of my wrath!' - Lord Sarrson
'Yes it will help the crops, but isn't is a little risky, M'Lord?'- High Dark Wizard Gohlein, to Lord Sarrson
'From the abyss I call forth champions of chaos. Rise and bring ruin upon my foes.' - Lord Sarrson, corrupted
'M'Lord, I assure you this is not due to my lack of diligence! They have appeared as if by magic!' - steward (now deceased), to Lord Sarrson
'On second thought, I think I shall stay in today.' - Lord Sarrson
High Dark Wizard Gohlein
Sarrson's court wizard
Dark Elf race implied
Serves Lord Sarrson. Prays to Diadra, Mistress of the Dark, when draining life. He is the one told to “cheer me up” (Aphrodisia), and he cheerfully tells Sarrson that Rain is a little risky.
'Gohlein, cheer me up.' - Lord Sarrson 'Piss off.' - High Dark Wizard Gohlein
'Perhaps some obscured Death curses on Gragzul's army will deter their aggression?' - High Dark Wizard Gohlein
'And thus we pull the souls from their screaming bodies and dedicate them to your eternal care.' - High Dark Wizard Gohlein, prayer to Diadra, Mistress of the Dark
'I wrap them in shadow so complete that even their gods cannot see them. They are mine now.' - High Dark Wizard Gohlein
'We can simply fund the reconstruction from the mana we have accumulated, M'Lord. ' - High Dark Wizard Gohlein
'Yes it will help the crops, but isn't is a little risky, M'Lord?'- High Dark Wizard Gohlein, to Lord Sarrson
Lord Vaeric
Lord of a human realm in an alliance
Human race stated in the text
Named as the ruler of “Vaeric's humans” and “his pitiful humans”. Valadriel calls his realm “the food bowl for his pathetic alliance”, so he is the head of, or at least the breadbasket of, a group of allied realms. True to the Human racial (“Treacherous”), his people burn and poison: Sarrson says Vaeric’s humans ignited his warehouses (Fire), and Vaeric himself orders a vial emptied into an enemy lake (Poison Water).
Employer of Archmage Juerdon (he begs him to do something about the drought).
Enemy of Queen Valadriel, who besieges Ballaruk against him and starves him with Wasteland. He once offered her a weeklong ceasefire if she would scry the Dark Elves for him.
Also a target of Gragzul’s western flank assault (Valadriel supplies the weapons).
Dealings with Sarrson swing between war and bargaining. Vaeric himself loses a suit of armour to a thief (Safecrack) and rations his land (Fasting).
In their words (4)
'If the weather doesn't turn soon, this drought will end us. Do something!' - Lord Vaeric, to Archmage Juerdon
'With the new rationing in effect, we don't need as many farms. Commission more Mage Towers.' - Lord Vaeric
'Empty this vial into their lake tonight and tomorrow we will wake to their screams.' - Lord Vaeric
'Didn't I have a suit of armor yesterday?' - Lord Vaeric
Archmage Juerdon
Archmage of Lord Vaeric
Not stated (serves human Lord Vaeric) race not stated
The Spellbook's great battle-mage: weather, floods, warp lightning and the storm of time. He fought at Tereb Bluff against “nightspawn”. His “final letter” (Just Cause) apologises to “my queen” for a dark sacrifice, so late in his life he served a queen rather than a lord (not named). A treasure in the game, Juerdons First Wand, is his old, empty, scratched wand.
Gives the Battlehand its call: “Gather the Battlehand and the storm of time answers to you alone.” The Battlehand is a collectable set (see below).
Can tear down a rival ruler’s (“her”) magical defences with Mana Drain.
In their words (8)
'The Blessing appeared as a if a curse to the nightspawn, hindering their ability to disregard our weapons.' - Archmage Juerdon, battle of Tereb Bluff
'If the weather doesn't turn soon, this drought will end us. Do something!' - Lord Vaeric, to Archmage Juerdon
'The waters rise beyond measure, drowning all pride and conquest beneath their weight.' - Archmage Juerdon
'Sometimes the most righteous path requires the darkest sacrifice. Forgive me, my queen.' - Archmage Juerdon, final letter
'It will take some time, my Lord, but I can tear down her magical defenses.' - Archmage Juerdon
'The crazy weather is deflecting our dispel attempts, and causing massive havoc in our farmlands.' - Archmage Juerdon
'Let their very blood turn against them, let their sinews burn from within.' - Archmage Juerdon
'Gather the Battlehand and the storm of time answers to you alone.' - Archmage Juerdon
Queen Valadriel
Warrior-queen and conjurer of fire and stars
Probably an Elf (not confirmed) race not stated
Imperious and relentless: she leads the Siege of Ballaruk (Inferno, Dispel), calls down meteors, cracks the land, and orders deathmists in gnoll villages to keep them from repopulating “for an Age”. She armed the orcs for Gragzul’s attack on Vaeric. The troll king Brog refers to a “funny tall elf friend” who gives him armour, which may be her.
Allied with Gragzul against Vaeric: she provides his weapons.
Rival of Vaeric (Ballaruk, Wasteland, Dispel) yet receives his ceasefire offer.
Uses Purgatory against werewolves menacing her border, and Dark Rituals against the gnolls.
In their words (9)
'Call the deathmist in their villages, I want it to be an Age before they can repopulate.' - Queen Valadriel, addressing the Gnoll threat
'Vaeric thinks those barriers will protect his pitiful humans? Destroy them.' - Queen Valadriel, seige of Ballaruk
'Rend their lands asunder.' - Queen Valadriel
'Let nothing remain but ash and memory. Let the world remember what defied us.' - Queen Valadriel, at the Siege of Ballaruk
'Activate the provider protocol. Half our mana goes into food until further notice.' - Queen Valadriel
'The stars fall in judgment. Let them taste celestial fire.' - Queen Valadriel
'These werewolves dare menace our border? Send them into oblivion!' - Queen Valadriel
'Vaeric's scouts never returned from their mission to Sarrson's kingdom. He has offered us a weeklong ceasefire if we will Scry the Dark Elves for him.' - Queen Valadriel
'It is time to end Vaeric's time as the food bowl for his pathetic alliance.' - Queen Valadriel
High Sorceress Tremulia
Court sorceress to an unnamed Queen
Not stated race not stated
Reports to “my Queen” or “M’Lady”. She tracks gnomes slaughtered by beasts to the north, offers cheap healing to plague-struck gnolls to the south, and keeps Dark Elf assassins wandering in circles on her realm’s borders.
Her Queen is not named. The gnoll help in Choir of Cherubim sits oddly beside Valadriel’s gnoll deathmists, so they may be different queens (see Open questions).
'The gnomes to the north are being slaughtered by hideous beasts, my Queen. They cannot kill them off fast enough.' - High Sorceress Tremulia
'My Queen, the gnolls to the south have sought aid recovering from their recent losses to the plague. I may have a solution that requires little resources.' - High Sorceress Tremulia
'The Dark Elf assassins spent several weeks wandering in circles M'Lady, they never once got close to our borders.' - High Sorceress Tremulia
'The heavens hear our plea. Send us strength, send us hope, send us deliverance.' - High Sorceress Tremulia
'We know the enemy is coming. Hold strong, brave defenders. I shall enhance your fortitude.' - High Sorceress Tremulia
Chief Gragzul
Orc war-chief
Orc race stated in the text
His army is orcs (“your orcs will melt”). Plagued by famine, winter and wargs, he sends his Beastmaster against the gnomes and attacks Vaeric’s western flank with weapons supplied by Valadriel.
Animates the slain trolls of King Brog against the living.
In their words (7)
'In the past week we have lost half of our weapons and armor, rebuilding will cost us dearly.' - High Shaman Kruktchek
'Behold! Our Necromancy turns the slain Trolls of King Brog against those still living!' - High Shaman Kruktchek
'The mysterious curse has ruined our gear. Swords, axes, armor. Everything is breaking, boss.' - High Shaman Kruktchek
'Do not send more warriors into that cursed ground until I can dispel it. Or else we will not have enough orcs left for a third wave.' - High Shaman Kruktchek
'Sarrson thinks he has a monopoly over the stealing of mana. He is wrong.' - High Shaman Kruktchek
'The fallen shall rise. Not to glory, not to redemption, but to slavery. Such is the way of the grave.' - High Shaman Kruktchek
'Boss. They have a large enchantment causing much confusion. It will take some time to remove. But I did manage to find and remove the death ward which was hidden beneath it.' - High Shaman Kruktchek
Troll King Brog
King of the Trolls
Troll race stated in the text
Cheerful, blunt, dialect-heavy and forever hungry: he eats logs (Gaea’s Presence), thinks a Storm is bath time, and throws parties (Dark Paradise). His slain trolls get animated by Kruktchek. A “King Brogrim” is warned by Kelara in the Tempest quote, likely the same king.
Befriended by a “funny tall elf” who equips him with armour.
'That funny tall elf friend say take this shiny armor and hold still. Um, you do it.' - Troll King Brog
'Okuh, everyone ready? Div, dur, dee, doo, dun, Party Time!!' - Troll King Brog
'Mmmmm. Nup. Too spooky. We come back later.' - Troll King Brog
'Tastiest log I've eat all week, I'll have another! No, two!!' - Troll King Brog
'Storm? I thunk this was bath time, harrar!' - Troll King Brog
'Methunk these annoying elf folk would like some more animal friends, ya?' - Troll King Brog
'All the fury of the sky itself, concentrated upon a single point of destruction. Behold the end.' - Kelara the Untouched, warning to King Brogrim
Priestess Elara
Priestess
Not stated race not stated
Summons the wraiths of the fallen to shield the innocent (Guardian Spirits).
In their words (1)
'Wraiths of the fallen, blessed ones, I summon you to shield the innocent from darkness.' - Priestess Elara
Nurgath the Pale
Plague-lord
Not stated race not stated
“My armies march on the breath of the dying” (Pestilence).
In their words (1)
'No wall keeps out the cough, the fever, the rot. My armies march on the breath of the dying.' - Nurgath the Pale
Goldy the inventor & Berevenel the Paranoid
Inventor and a nervous defender
Not stated race not stated
The twin voices of Spell Steal Barrier: Goldy finds the barrier a handy way to make scrolls, while Berevenel begs the enemy to stop shooting at their defences.
In their words (1)
'This is a really handy way to make scrolls.' - Goldy the inventor. 'Stop shooting at our defenses!' - Berevenel the Paranoid.
Legendary Heroes
Notable named characters in the Collectables. Each one is a person who can be held by a kingdom. The race is shown where the game gives it.
Deboragette
Wood Elf race stated in the text
The woodelf Deboragette is reknowned for her skill with the bow. In ten seconds, she can put four arrows in an apple on the head of a orc from a hundred paces. The other eight arrows go in the orc. But her retinue are quite rowdy.
Greensong
Human race stated in the text
The legendary human ranger Greensong is rumoured to have spent twenty years living in a lost woodelf village. It is said he has a halfelf son and daughter but never speaks of them, because they're vegan.
Sarrsons Torturer
Dark Elf race stated in the text
This dark elf may have caused more pain and suffering than any other, ever.
Baryon can tell a tale or two. Or twenty. The last surviving member of Mudin's Hammer, this Dwarf will keep you entertained for days if you keep the lager flowing.
Diamondmind of Qazizi
High Elf race stated in the text
A High Elf sorceress with a reputation for cruelty inflicted through illusion and mind-control. Her prowess in using compulsion is unparalleled.
Holding it grants the spell Dark Paradise.
Quoted in the Spellbook (1)
'Your mind is a fortress. A fortress is only as strong as its walls. I shatter walls.' - Diamondmind of Qazizi
Mugg the Big Ogre
Ogre race stated in the text
Mugg fought for the humans in the battle of Strena Doh. When they refused payment afterwards he accepted this meekly and left. Everyone was so astonished that Mugg later was gifted with a title and lands in the south.
Righteous Lucciniaro
Vampire race stated in the text
The vampire general Lucciniaro is possibly the only of his kind to ever mutiny against a commander. Stories vary, but something was powerful enough to return him to the light. He now lives off goats blood and teaches magic in an orphanage.
Flying Lion at Dawn
Apex Warband
Centaur race stated in the text
Informally called Lion, this Centaur is a champion of his race. The leader of countless raids, he is fast and skilled with both bow and spear.
Chef Crxis
Minotaur race stated in the text
Specialising in Minotaur fine desserts since the eruption of Mount Corrsan. Nobody knows how he gets the gorubulem to inflate and still stay cold. Truly a master chef.
Holding it grants the spell Create Food.
Maelis the Shattered
Not stated race not stated
Once a brilliant accountant, Maelis was caught in a friendly spell that shattered her mind. Now she wanders the kingdom as a cautionary tale, yet somehow still teaches magic to those patient enough to listen.
Quoted in the Spellbook (1)
'Forget. Forget everything. Forget who you are, what you want, what you fear. Be blank.' - Maelis the Shattered
Thorgin Stonefist
Defender's Legacy
Dwarf race stated in the text
A dwarf champion famous for his one-handed axe work. He is also learning to create living walls of stone from pure willpower instead of mana. The defence of the city of Ravenreach would have gone very poorly without him.
Holding it grants the spell Physical Barrier.
Quoted in the Spellbook (1)
'We will not bend. We will not break. This land is ours, and we shall hold it until the stones crumble to dust.' - Thorgin Stonefist
Callista the Wise
Gnome race stated in the text
An elderly gnomish scholar who has studied all six schools of magic for over a century. Her treatises on Enchantment form the foundation of modern magical education.
Holding it grants the spell Enchant.
Quoted in the Spellbook (2)
'Every object carries potential. Every tool can become a masterpiece. Every weapon, a work of art.' - Callista the Wise
'Send me your fire, your lightning, your curses. I shall return each gift to the hand that gave it.' - Callista the Wise
Vraxx the Hollow
Death Archive
Not stated (a warlock) race not stated
A warlock who bargained with death itself. He can cast his dark rituals without consequence, as if death itself will not touch him. Peasants fear his very shadow.
Holding it grants the spell Darkest Rituals.
Quoted in the Spellbook (2)
'Let their strength rot from the inside out. Let them weaken with every breath.' - Vraxx the Hollow
'When the leash slips, even the dead forget whose hand once fed them. Let them feast on their former masters.' - Vraxx the Hollow
Seraphine Brightbow
High Elf race stated in the text
A ranger of the High Elves who mastered Summon Animals through mystical communion with nature. Her bond with the beasts is said to be unbreakable and eternal.
Holding it grants the spell Summon Animals.
Lord Markus the Cruel
Apex Warband
Human race stated in the text
A human noble obsessed with curse magic and Possessed Weapons. He weaponized equipment itself, and his castle is said to still be cursed.
Holding it grants the spell Possessed Weapons.
Quoted in the Spellbook (1)
'These blades remember their victims. They hunger. Feed them.' - Lord Markus the Cruel
Thela Frostborn
Storm's Heart
Half-Orc race stated in the text
A half-orc sorceress who commands winter as if it were her servant. Towns become icy tombs and armies become frozen statues in her wake.
Holding it grants the spell Blizzard.
Quoted in the Spellbook (1)
'The storm comes. The eternal cold. All shall be entombed in ice and silence eternal.' - Thela Frostborn
Pyrios the Eternal
Infernal Wasteland
Fire elemental (in humanoid form) race stated in the text
An ancient fire elemental bound into humanoid form, Pyrios will burn until the end of days. When not commissioned for war, it resides within an active volcano.
Holding it grants the spell Inferno.
Saint Livayne
Healing Halls
Not stated (a priest) race not stated
A priest dedicated to life and healing. He successfully combined several magics which effectively created eternal population growth. This was good, until too many began to rely on it.
Quoted at the Battle of Three Rivers, and as “Livayne the Eternal” in Resurrection. Once wore the Healer’s Aegis.
Holding it grants the spell Chorus of Cherubim.
Quoted in the Spellbook (1)
'We will not retreat while our brothers draw breath. I will hold the line.' - Saint Livayne, at the Battle of Three Rivers
Blackthorn the Deceiver
Dark Elf race stated in the text
Specialising in Amnesia, this dark elf magician sells his services to those who wish to avoid repercussions. He demands however, payment in Leprechaun skins.
Holding it grants the spell Amnesia.
Auriel Songmaster
Lovebound
Not stated race not stated
Her voice is said to be so enchanting that listeners willingly leave their kingdoms. Their hearts are forever locked to hers, and they spurn the attention of all others.
(The Siren’s Call quote credits “Oriel Songmaster”.)
Holding it grants the spell Siren's Call.
Quoted in the Spellbook (1)
'Come to me, my beautiful soldiers. Leave your masters and join my embrace. You know you want to.' - Oriel Songmaster
Grothmak the Unstoppable
Apex Warband
Orc race stated in the text
An orc warlord who rides Frenzied beasts into battle and survives wounds that should have killed him thrice over. His only law is attack, always attack.
Holding it grants the spell Frenzy.
Quoted in the Spellbook (2)
'Feel nothing but the hunger. Give your body to the rage, and it will give you victory, or a glorious death.' - Grothmak the Unstoppable
'Let the beast within consume reason! Let us become instruments of pure, glorious violence!' - Grothmak the Unstoppable
Lyria of the Silver
Half-Elf race stated in the text
The half-elf mystic who specialized in translocation and spell stealing, robbing enemy mages of their magic and reappearing behind their lines. Countless kingdoms have hired her as a mercenary.
(Teleport credits “Lyria of the Silver Threads”.)
Holding it grants the spell Teleport.
Quoted in the Spellbook (1)
'One step, and I am elsewhere. One thought, and I disappear. Space itself bows before my will.' - Lyria of the Silver Threads
The Sorrow Monk
Not stated race not stated
A mysterious figure cloaked always in black, who can melt the resolve of a land's defenders. Soldiers flee at the mere whisper of his approach, their courage shattered before battle begins.
Holding it grants the spell Fear.
Daravan the Timeless
Archlich (undead) race stated in the text
An archlich who discovered how to combine the powers of life and death, becoming effectively immortal. After twenty lifetimes, he now slumbers in a tower, and none dare disturb him lest he take their power.
A human sea captain whose understanding of Storm and Rain allowed him to control weather across oceans. His trade routes were never delayed, not even by tempest.
Holding it grants the spell Rain.
Kelara the Untouched
Not stated (a priestess of Life) race not stated
A priestess of the Life realm who achieved the rare feat of mastering death without falling to darkness. She alone has proven that light can destroy as surely as shadow.
Quoted warning King Brogrim of the Tempest.
Holding it grants the spell Purgatory.
Quoted in the Spellbook (1)
'All the fury of the sky itself, concentrated upon a single point of destruction. Behold the end.' - Kelara the Untouched, warning to King Brogrim
Legendary Landmarks
Places of power, ruin and myth. Many of them mention the figures above.
The Ruins of Megora
This ancient kingdom was destroyed ages past, but the myth remains that some of the most passionate musicians lived here. Resting among the fallen stones is said to provide melodious inspiration.
Holding it grants the spell Gaea's Wrath.
The Red Mesa
Gargantuan
Hugely impressive, the stark tower of natural stone bursts above the skyline. In the dying light of day's end the red rock appears as flowing blood. Giant, winged terrors roost on it's cliffs.
Holding it grants the spell Dragon Barrier.
Quoted in the Spellbook (1)
'The winged terrors of the Red Mesa do not guard treasure. They guard us.' - a warden of the Red Mesa
The Crystal Palace
Celestial Tri-Sanctum
Who made the Crystal Palace? No one is sure. Corridors are high enough to fit Trolls, but many rooms would barely fit Halflings. Some scholars contend it was a research post for many races. Other imagine it is a home of beings made from light. Whatever its origin or purpose, none dispute it is a bastian of hope and life. Sadly, it is incredibly fragile.
Holding it grants the spell Resurrection.
Lake Maraartu
Excellent fishing. A myth about a sunken shrine. No lizardmen. What's not to love about this lake.
The Twisted Bronze Spire
Gargantuan
Stretching over five hundred hands into the sky at a steep angle, the twisted bronze spire dominates the surrounding stony plain. It is frequently struck by lightning, sending out corrupting pulse waves.
Holding it grants the spell Curse Barrier.
Quoted in the Spellbook (1)
'Let them come. Every blade raised against these walls will crumble to rust in the wielder's hand.' - the inscription at the Twisted Bronze Spire
The Blood Ring
First built by Orc Chief Thrukxz, this battle arena has been wildly popular for over ten generations. Fortune, glory, life - these things change hands daily.
Holding it grants the spell Summon Beasts.
Fort Berrycannon
It's tiny and of no obvious strategic value, but anyone that ventures nearby gets pelted with noxious cynaberries hurled from hidden gnomish mechanisms.
Narth Academy
Built into the side of a cliff, guarded by a river and inside a jungle - this school is hard to find. But the collaboration of gnolls and trolls who run it offer an excellent course in mercenary business building.
The Crypt of Kohrcquan
Even the vilest Sprite mage in recorded history, believed to have experimented on over ten thousand souls, could not stave off death and was entombed by his loyal followers.
Holding it grants the spell Final Death.
The Sunken Cathedral
Celestial Tri-Sanctum
Built by the High Elves in ages past, this underwater temple is said to be where Divine Prayer was first codified. The ghostly hymns sung within can still be heard on quiet nights on the lake.
Holding it grants the spell Divine Prayer.
Grimhold Fortress
Defender's Legacy
An impenetrable stronghold where innumerable sieges have failed. Its walls are inscribed with runes that push fear info the minds of those who face them.
Holding it grants the spell Fear Barrier.
The Serpent's Coil
A natural rock formation resembling a massive serpent, spiraling up from the desert. Local legends claim it marks the spot where the Quivering Death spell was invented.
Holding it grants the spell Quivering Death.
Scorched Plains of Threzzak
Infernal Wasteland
Once a lush meadow, now a blackened expanse where nothing grows. It is believed the first meteor strikes were tested here during the Age of Fire. The ground remains unnaturally hot to the touch.
Holding it grants the spell Wasteland.
The Listening Spires
Three towering stone formations that amplify sound in mysterious ways. Scholars visit to study acoustics, but locals whisper the spires can hear thoughts.
The Bone Orchard
A forest of bleached trees, their branches pale and twisted. Where the ancient sorcerer Kohr practiced the first raising of ghouls, creating undead guardians that still patrol the perimeter.
Holding it grants the spell Animate Dead.
Valorian Heights
A mountain peak named after the hero who first codified valor. On clear mornings, an optical illusion creates the appearance of armored warriors standing watch over the valleys below.
Holding it grants the spell Valor.
Mirrorfall Lake
Perfectly still waters that reflect the sky with impossible clarity. Sages believe it is a natural Scrying focus, and many come here seeking visions of distant kingdoms.
Holding it grants the spell Scrying.
The Crater of Tempests
Storm's Heart
This immense crater remains a howling vortex of winds and crackling energy, untouched by time. Should the eternal storm breach the crater walls, the entire world would be at risk. Fortunately, only small parts escape.
Holding it grants the spell Raging Storm.
The Wailing Catacombs
Death Archive
Necromancers are drawn to this ancient burial ground where countless souls rest. The insights it grants into the research of unlife are considered foundational to the study.
The Garden of Desire
Lovebound
A perpetual garden that morphs to match the intrinsic desires of its visitors, confering a deep sense of satisfaction. Some say the effect is highly addictive.
Black Compass Rock
Gargantuan
A massive outcropping said to confound all navigation magic. Standing atop it, one's own sense of direction fails completely. It is surrounded by the ruins of camps and bones of the lost who starved to death.
Holding it grants the spell Delirium Barrier.
Quoted in the Spellbook (1)
'They marched in with banners high. They wandered out, if they wandered out at all, unable to recall their own names.' - of Black Compass Rock
The Halls of Echo
A vast cavern system where sound travels impossibly far. Rumor claims that words spoken here can be heard coming from wells and caves thousands of leagues away, echoing eternally.
Holding it grants the spell Reflect Barrier.
Molten World Heart
A volcanic peak perpetually shrouded in ash and flame. It erupts precisely every 13 years, the beating heart of the world. The magma is highly sought for creating premier artifacts.
Holding it grants the spell Volcano.
The Shattered Palace
The remains of an ancient noble's estate, destroyed long ago by multiple siege spells that left anti-magic residue.. The rubble is arranged so perfectly that historians believe it was left as a warning.
Holding it grants the spell Earthquake.
Songwind Vale
A valley where wind currents create natural melodies. Composers and musicians come here to find peace and inspiration, particularly those composing insprational ballads and tributes to lost heroes.
Holding it grants the spell Self Sacrifice.
The Jade Enclave
Healing Halls
A temple of jade and crystal built by an order of healers. No conflicts have ever occurred here, and it is rumored that even the ancient disease can be cured within its walls.
Holding it grants the spell Healing.
Alter of the Sun and Moon
Celestial Tri-Sanctum
Proported to be unfindable in the first thousand days of searching, this simple carved rock in the Migradori Forest permits a ritual so mind-altering that practioners weep from their new understanding of the cosmos.
Legendary Treasures
Relics, weapons, books and curiosities.
The Gluttonous Idol
An idol of a bloated, grinning god of excess. Its holder's soldiers grow greedy and are less likely to mutiny, but the kingdom's storehouses empty much faster.
The Ring of Karkaan
Battlehand
Centuries past, two huge armies fought outside Karkaan for control of the silver spire. The battle in the balance, Fromiur the Red enchanted a ring for his commander which conferred a horrible bloodthirst to his blade. They won the battle, but lost their souls.
Holding it grants the spell Frenzy.
Warfang
Orcs fear little, but they fear this dagger. Forged and enchanted by a master goblin sorceror, Warfang thrives on orcish flesh. It was instrumental in the great goblin uprising.
Holding it grants the spell Plague.
The Eye of Autumn
A massive orange gemstone, brilliantly cut to reflect light like that which dances between falling leaves.
Suzine by the Water
A tapestry depicting a minotaur maiden lounging at a stream. Considered one of the rarest examples of minotaur culture not fixated on strength or battle in existance.
Holding it grants the spell Magical Harvest.
The Ever Flower
Supposedly crafted with magic several centuries ago, this potted flower never wilts and its aroma has regenerative properties.
Holding it grants the spell Gaeas Presence.
Hawk Statuette
Crafted from gold with inset rubies and sapphires, this two foot high angular representation of a hawk is probably of dwarven origin.
The Book of Nomii
Librumary
The leprechaun priestess Nomii was reknowned a few centuries ago for producing the most elaborate funerals, where the honoured dead were cremated in the sky by dragonfire. Her words of insight on life and death have been treasured.
Holding it grants the spell Summon Dragons.
Juerdons First Wand
Now empty of charge, of poor craftsmanship and heavily scratched - this wand is still quite valuable amongst collectors and historians.
Holding it grants the spell Drought.
Ghoulmind Codex
Death Archive
An ancient grimoire bound in leather of unknown, but still troubling, origin. Its pages seem to move of their own accord, and studying it grants nightmarish visions.
Holding it grants the spell Psionic Blast.
Warpstone Fragment
Infernal Wasteland
A metre long crystalline shard that hums with barely-contained magical energy. Mages are drawn to it like moths to flame, but all life around it is corrupted by chaos.
The Healer's Aegis
Healing Halls
This silverine brooch in the shape of a shield prevents any infection from any source. Once worn by Saint Livayne, while attempting to cure the Lizardmen of Migradori of their mysterious affliction.
Holding it grants the spell Dispel Barrier.
Miscokan's Dragon Armor
Now at least two millennia old, this ancient relic is a fabled and priceless display piece. But would be useless as actual armor.
Holding it grants the spell Living Armor.
Mask of a Thousand Faces
A grotesque mask carved from an unknown dark wood. The wearer becomes difficult to identify or track. The mask melds with their flesh and adapts to conditions.
Enchantment Compendium
Librumary
A metal journal filled with years of magical research etched in steel. Several enchantment spells are described in exquisite, painstaking detail.
The Demon's Pact
Librumary
A ancient contract written in blood. Exactly what deal it promises is unclear, but those who possess it find their chaotic spells are far more reliable. Many believe it is horribly cursed.
Holding it grants the spell Summon Demons.
Scales of Gaea
Shimmering scales said to have been crafted by Gaea herself. Those who carry them find they can see the true balance in all things.
Holding it grants the spell Fasting.
The Frostborn Crown
Storm's Heart
An icy circlet that never melts, radiating cold even in summer. The wearer gains an intimate attunement with wind and snow, but fire strikes them with incredible pain.
Holding it grants the spell Ever Winter.
Dust of the Meteor
Fine, luminescent ash collected from the Crater of Tempests, stored in a sealed crystal jar. Holding it, bestows a powerful urge to destroy.
Holding it grants the spell Flash Flood.
The Requiem Bell
Death Archive
This bronze bell has not been rung in a thousand years. The sound is said to be both beautiful and terrible, and any undead that hear it will go to their final rest.
Holding it grants the spell Dark Resurrection.
Siren's Locket
Lovebound
A delicate silver locket containing a lock of hair that shimmers between gold and silver. The wearer's suggestions are very hard to resist.
The Amulet of Paradox
A complex pendant showing symbols that change based on the observer's perspective. None truly understand its purpose, but legendary mages claim it increases all spell success by twice as much when they fail.
Holding it grants the spell Summon Genie.
The Lich's Phylactery
A small obsidian orb containing a spark of undead energy. Extremely dangerous and rumored to house a fragment of Daravan's soul. The wearer can behave like the Lich King in some ways.
Holding it grants the spell Infernal Darkness.
Thunderstone
Battlehand
A polished rock that crackles with residual lightning. It is believed to have been forged in the heart of a Warp Lightning explosion under a Meteor Strike, by maniacal gnomish engineers. Crazy!
Holding it grants the spell Warp Strike.
The Hero's Oath
Defender's Legacy
A weathered banner bearing sigils of great battles. Those who march under it find their valor enhanced, increasing courage and endurance alike. Countless righteous armies have flocked to its call.
Holding it grants the spell Just Cause.
Focusing Prism
Battlehand
A dozen mysterious scholars spent 20 years imbuing a single plain crystal with the essence of their concentration. Nobody but they knew why. But the ability of this gem to now supercharge other magic stones is undisputed.
The Golden Gauntlet
Battlehand
Is this nigh-incomprehensible magical device from the future? Many think so, based on the bizarre screams of the mage who summoned it, as he was both torn apart and sucked into nothingness.
Other Voices
Spellbook quotations credited to an unnamed speaker, a text or an inscription.
'I told you there was nothing good out in the Unknown.' - The second-last Lizardman
'The first owners of the land, shall attempt to reclaim it, always.' - Tome of Gaea
'Are we really this desperate? I didn't realise anything could taste worse than boiled deep mushroom. - Lord Sarrson
'The earth embraces you. Her bounty flows without limit. She cherishes all her children.' - A Priestess of Nature
'The earth itself rises against you. You have violated the natural order for the last time.' - A Gnomish Elder
'The plagues of the wild turn even the friendliest beasts into ravening horrors.' - Unknown scout, last entry
'What do you mean, someone has now infected the beasts with a plague? That's really not funny.'- some unfortunate Gnome
'You know how Sarrson feels about rats? He's going to love this, heh. - High Shaman Kruktchek
'The desert takes all who challenge it. The sand remembers your bones.' - Unknown nomad chieftain
'The walls of Durduin proved useless when the Dragons came. Wave after wave of the massive flying monsters simply razed the city to the ground.' - Histories of the Westland
'I call upon the bound spirits of wish and whimsy. Come forth and grant my desires, willing or no.' - Unknown sorcerer
'The land itself has turned against you. Pray that your gods are listening.' - Unknown
Collectable Sets
Some assets belong together. The game groups them into named sets, which also tells us who and what are thematically linked.
Apex Warband
3 assets
Three war-leaders: a centaur raider, a cruel human noble and an orc warlord.
The Aegis was once worn by Livayne “while attempting to cure the Lizardmen of Migradori of their mysterious affliction”. The Jade Enclave is a healers’ temple where even the ancient disease can be cured. All three are in the Healing Halls set. The Ancient Disease spell is quoted by “the second-last Lizardman”: “I told you there was nothing good out in the Unknown.”
Two separate dark figures: the ancient sorcerer Kohr (first ghouls) and the sprite mage Kohrcquan (ten thousand souls, entombed by loyal followers). Both feed the undead theme.
Winged terrors roost on the cliffs; the warden says they “guard us”, not treasure. Linked by set to the Twisted Bronze Spire and Black Compass Rock (Gargantuan).
The Lovebound set with the Garden of Desire and the Siren’s Locket.
Events & Ages
Few events are dated, and only a handful are ordered against each other. They are listed oldest-first where the text gives a hint, and the rest are grouped as “undated”.
Ages pastThe ancient kingdom of Megora is destroyed; its ruins remain.
Ages pastThe High Elves build the Sunken Cathedral, where Divine Prayer was first codified.
The Age of FireThe first meteor strikes are believed to have been tested on the Scorched Plains of Threzzak, once a lush meadow.
Ancient (“at least two millennia”)Miscokan’s Dragon Armor is already at least two thousand years old.
“A thousand years” agoThe Requiem Bell was last rung.
Centuries pastTwo huge armies fight outside Karkaan for the silver spire; Fromiur the Red enchants the Ring of Karkaan. Also the age of the priestess Nomii, and when the Ever Flower was crafted (“several centuries ago”).
Over ten generationsThe Blood Ring arena of Orc Chief Thrukxz has been popular.
Every 13 yearsThe Molten World Heart erupts, “the beating heart of the world”.
Undated – the warsThe Siege of Ballaruk (Valadriel vs Vaeric); the fall of Durduin to dragons (Histories of the Westland); the Battle of Tereb Bluff (Juerdon vs the nightspawn); the Battle of Three Rivers (Saint Livayne holds the line); the battle of Strena Doh (Mugg for the humans); the defence of Ravenreach (Thorgin); a great goblin uprising in which Warfang was instrumental; the eruption of Mount Corrsan; an Ogre onslaught against Sarrson; a plague on the gnolls; a famine and winter for Gragzul’s orcs; the Lizardmen’s mysterious affliction in Migradori; the loss of the Silver Threads and the “Age” Valadriel wants the gnolls to need to repopulate.
The presentThe Mad God breaks the Land of Nova; kingdoms fall into barbarism; Lords who remember what came before rebuild villages. Dan wakes from “a million wars”.
Gazetteer
Place
What the game says
Ravenreach
City defended by Thorgin Stonefist.
Ballaruk
Besieged by Queen Valadriel; Vaeric’s humans have barriers there.
Durduin
Walls razed by dragons (Histories of the Westland).
The Westland
Region whose Histories mention Durduin.
Tereb Bluff
Battle site: Juerdon’s Bless against the nightspawn.
Three Rivers
Battle site: Saint Livayne’s stand.
Strena Doh
Battle site: Mugg fought for the humans.
Karkaan
City of the silver spire, fought over by two armies centuries ago.
Migradori Forest
Home of the Altar of the Sun and Moon; the Lizardmen of Migradori were afflicted.
Mount Corrsan
Volcano whose eruption began Chef Crxis’s dessert career.
Qazizi
Home of Diamondmind.
Megora
Ruined ancient kingdom.
The Unknown
Where kingdoms get lost; “nothing good” lies there.
The south
Where Mugg was given lands; where gnolls live (Tremulia’s report).
The north
Where the gnomes are slaughtered by beasts.
Named Artifacts
The game’s artifact store (relics that carry a spell) names these items. They have no description in the game, so only the names and spells are listed. They are free for writers to define.
Vargas Helm – Death
Iron Lantern – Purgatory
Banner of Raynor – Valor
Cursed Whetstone – Possessed Weapons
Wand of Stovokor – Summon Dragons
Blood of the Demonlord – Summon Demons
Horn of Destruction – Acid Rain
Axe of the Balrog – Inferno
Enchanted Cauldron – Create Food
Scepter of Rending – Mana Drain
Angelic Lyre – Siren's Call
Empty Spellbook – Spell Steal
Psychotic Idol – Frenzy
Open questions for writers
Places where the existing lore is silent, spelled two ways, or can be read two ways. Writers are free to decide; these are the loose threads.
Spelling variants. Auriel / Oriel Songmaster; Brog / Brogrim; Lyria of the Silver / of the Silver Threads; Livayne / Livayne the Eternal. Are they the same people? The game suggests so.
Whose Queen is Tremulia’s? She says “my Queen” and “M’Lady”, but never names her. Valadriel is the only named queen; the gnoll policy seems opposite to Valadriel’s, though.
Juerdon’s queen. His final letter asks forgiveness of “my queen”. In other quotes he serves Lord Vaeric.
Races not stated: Juerdon, Valadriel, Tremulia, Livayne, Vraxx, Maelis, Auriel, Kelara, the Sorrow Monk, Elara, Nurgath, Goldy and Berevenel.
Sarrson “corrupted”. The Summon Demons quote credits “Lord Sarrson, corrupted” – by what?
Mudin’s Hammer, Fromiur the Red, Kohr, Thrukxz, Miscokan, Nomii, Valorian are named only once each.
The Mad God: who or what is he? The game gives only his actions.