Lore
Main Story[edit]
Chapter One[edit]
- Heart of Darkness
- City on a Hill
- Into the Unknown
- The Gloom Dagger
- The Descent
- Tangled Webs
- Controlling the Chaos
- What Lurks in the Shadows
- Call of the Void
- Eyes to See
- Fading Light
- Walking in Shadows
- Distress Beacon
- The Fallen Shrike
- Into the Pit
- Source of the Slime
- A Bargain at the Crossroads
- The Trial of Lingering Light
- Ruins of Aurelian
- Remnants of the Past
- The Archon Assault
- Fallen Archon
- The Bloodworks
- The Fall of the Silver Codex
- Duality
- Finding the First
- Bad Omens
- Unraveling Chaos
- Unraveling Doubt
- Unraveled Remains
- Lighting the Flame
- The Lost Colony
- The Shrouded Woods
- Shadows Over Deepwood
- The Devil You Know
- The Hidden Heart
- Lies Within Lies
- A Champion's Blood
- The Ring of Blood
- Lost Spirits
- The Road To Ruin
- The Hollow Heart
- Wormwood
- Roots of Evil
- The Deathless
- Epilogue
- Despair and Hope
Side Stories[edit]
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The Precursors[edit]
The mysteries of the past threaten the future
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Echoes[edit]
Reborn from the Gloom
Factions[edit]
Notable Characters
Imperial Archons[edit]
Imperial Archons are soldiers of the Avar Imperium, specifically of the Avar Church. They act in the faith of their gods, the Architects. While they seek to spread peace and defend the innocent, it is undeniable that their actions have been controversial.
Shrike Syndicate[edit]
Before the Gloomfall, the Shrikes were a network of smugglers who played both sides in the endless conflict between the Avar Imperium and the Maze. While many saw the Shrikes as criminals, they lived by a code and defended the people of Westreach. They were local heroes. But now, they are a menace, tossing aside their morals and fighting Skylight for vital resources instead of joining forces to fight back the Gloom.
Notable Characters
Reavers[edit]
Settled in the shrouded woods of Frostmarch, the Reavers are feral beings, more beast than human. Though, they used to be humans of the Woodwen tribe. Now they appear to be manipulated by forces behind the Gloom, using their inherent connection with nature to strengthen the corrupted Heart of the Woods.
Notable Characters
- Unknown
Geartooth Goblins[edit]
The Geartooth Goblins have been a pestilence on the Highlands longer than the Imperium’s presence in the frontier region. It is believed skirmishes between Imperial forces and the Goblins were initiated by the Geartooth, as they have always been hostile to non-goblins on sight.
Westreach Tribes[edit]
Three human tribes previously lived in the Westreach region: the Stonegren, the Riverden, and the Woodwen. They are culturally very different than the people who later settled in Westreach, having no access to modern technologies, and instead relying on ancient primal magics of the land.
Woodwen[edit]
The Woodwen, a tribe of warriors and mystics, lived primarily in the Frostmarch and worshipped the natural powers in the forest there--the Heart of the Woods. They battled the Avar Imperium settlers to a standstill, remaining a free and proud people. In the last decade, they chose to allow the settlers on their land, and it was thought an age of peace was at hand. Now, fundamentally changed by the Gloom, the Woodwen are no more.
Notable Characters
- Unknown
Stonegren & Riverden[edit]
Little is known about the Stonegren and the Riverden, but it is believed the Avar Imperium pushed them from their home within Westreach in their quest to claim the region, possibly causing their extinction.
Races in Evenor[edit]
Notable Characters
- Unknown
Architects[edit]
The Celestial Architects are beings with god-like abilities. It’s said they forged Evenor from primal elements, imposing order on primordial chaos. After the Aegis War, the Arcs left the world in the hands of humanity, leaving behind the Beacons which hold immense elemental power.
Notable Characters
- Unknown
Precursors[edit]
The Precursors are the Architects first children, forged to help mold Evenor into the Arcs vision. They turned on their creators, challenging them for control over reality. They failed initially, but appear to have returned to finish what they started, as the Gloom has fallen over Evenor due to their hand.
Eldren[edit]
Eldren are the first children of the Precursors, formed from their spilled blood in the Aegis War and cast aside by the Architects. We know of three kinds, Deep, Wood, and Water Eldren. They are a dying race, whose essence fades with each generation.
Notable Characters
- Unknown
Wood & Water Eldren[edit]
Little is known about the Wood and Water Eldren.
Notable Characters
“Constructs”[edit]
Name pulled from "Ghost in the Machine" Quest dialog. Appear to originate from an ancient civilization, The Kingdom of Ashes, who were far more advanced with the arcane. The questline suggests an entity's essence may have been placed in their form to give them life. However, they have no memory of the life they had before becoming a "construct".
Locations[edit]
Westreach[edit]
Westreach is a region that has been fought over for decades by the Avar Imperium and the Maze.
Highlands[edit]
The Kragan Highlands is a large mountainous region within Westreach. The Empire first fortified the region, the ruins of the Avar monastery, Aurelian, remain scattered throughout. The area was once renowned for its Trade Road—a gleaming promise of the prosperity to come. A promise broken by the Fall.
Aurelian[edit]
Equal parts library, temple, and arcane workshop, Aurelian was once a monastery for the Order of the Silver Codex. Originally founded as an Imperial outpost in a dangerous frontier, the ruins of Aurelian boast imposing fortifications which loom over the Highlands. Rumor tells that the monastery was abandoned during the height of the Mazewars.
The Codex Halls[edit]
Once home to monks dedicated to the Arcs, but now in ruin and home to the Broodmother, who is the cause of an infestation of shadow mutated spiders. It is here that monks would participate in a rite of passage, called the Trial of the Lingering Light, that would allow them passage to the inner sanctum of Aurelian.
Undercroft[edit]
The inner sanctum of Aurelian, were the Avar monks were committing heresy by researching ways to utilize the power of the Precursors. It is also home to The Argent Hand, the highest tenets of the Silver Codex.
Repository of Knowledge[edit]
The heart of Aurelian and the place of experiments led by The First Scribe that inevitably caused the Gloom to consume the region.
Frostmarch[edit]
The Frostmarch is the ancestral home of the Woodwen, a culture rooted in ancient primal magic. The Woodwen fiercely resisted the Avar Imperium's expansion, but in the last century the Woodwen king allowed a group of Avar settlers to establish a peaceful lumber community, Deepwood Holt. This resulted in a decade of uneasy coexistence, balanced carefully by the Reeve (or headman) of the Holt. When the Gloom struck, the Holt was cut off from the Empire. A brutal new threat appeared: the Reavers, ruthless warriors who slew any Avar who ventured too far outside the Holt.
Deepwood Holt[edit]
Before the Fall, Deepwood Holt was primarily a logging settlement. Supplied weekly by the intercontinental Avar Express, the lumber stripped from the Frostmarch became instrumental in fueling the Imperium's expansionist efforts. Now, the Holt is a husk. And what few survivors remain have fled in silence.
The Shatterlands[edit]
An area south of Westreach.
The Crucible[edit]
At the height of the Mazewar, the Shatterlands became the site of a hundred day battle that ultimately stalled the Imperial advance. Though both armies ventured deep into the region's chasms, neither stumbled across the secret hudden within. The Architects' first design on Evenor. A machine with which they penned the fate of this conquered world.
Shattered Foundry[edit]
Unlike the other Breaches, this structure appears to have been constructed by the Eldren to reach ruins deeper within. Even before the Fall, the Deep Eldren were known to use passages called Shadow Conduits to traverse great distances between their cities in mere moments. The knowledge to forge worlds between worlds from darkness and will was gifted by the Mother of Shadows before her exile at the Aegis War's end.
Aegis Vault[edit]
For generations arcanists studied Beacons and Balefires, attempting to reverse engineer their purpose. The wonders left by the Architects were considered by many to be divine. Impossible to replicate. But even Arctech was built up brick by brick. Their earliest designs were incepted within a single facility, named for the Aegis who died for their cause.
Avar Imperium[edit]
The Avar Imperium, also known as the Imperials and the Empire, is or was one of the human nations of Evenor. Their capital city is the Avar Throne, an industrial city built around one of the Beacons. The Empire's fate after the apocalyptic events of the Gloomfall is currently unknown.
Dominion of the Seven Winds[edit]
The Dominion is or was one of the nations of Evenor. Their capital city is the Citadel of the Seven Winds, an arcanic city built around one of the Beacons. The Dominion's fate after the apocalyptic events of the Gloomfall is currently unknown.
Kingdom of Ashes[edit]
The Kingdom of Ashes are the ruined remains of a once great civilization, with achievements far beyond the Avar Imperium and the nation of The Maze. The only known survivor of this kingdom is Kyros, who has dedicated his life to uncovering the fate of his nation.