recursal/Fanatic-Fandom huggingface dataset:
The First Corwenth Rebellion - Volume I

*"Seven centuries after the death of the God of the Land, the Heretic Kingdoms were firmly in control of the tyrannical Garulian Empire. Founded by Garul I, who had declared himself not just Emperor but God as well, the line of God-Emperors and Empresses soon became to believe that they were indeed divine.
In the reign of God-Empress Koreth IV, the province of Corwenth rebelled against the Garulians. The Warlords of Corwenth joined in an uneasy alliance, and, protected by the mountains of the Sundered Shield to the north of Corwenth, prepared to defend their lands against their oppressors.
Guarding the only pass through the Sundered Shield, Kyallisar was key to the defence of Corwenth. It’s Warlord accepted payment from the Garulian forces, and opened his gates. Death was his reward, as Koreth couldn’t countenance traitors.
All expected Corwenth to be crushed by the brute force of the Garulian legions and their Sura allies."*
The Legendary City of Arken

*"The city of Arken was founded by the family of Arkor Godslayer, at the site of his birth, after he met his death whilst killing his god.
Though the next century was hard, as ambitious warlords and Scarred mages vied for power over the Heretic Kingdoms, Arken eventually prospered. Under the reign of the Garulian God-Emperors, it was considered the jewel of Corwenth – though Garul I made sure to control any known person of the bloodline of Arkor.
After seven centuries, however, Arken was invaded by Garulian forces seeking to quell the First Corwenth Rebellion. Simultaneously, Taryn Arkor seized the Godslayer and declared himself Theocrat. Terrified by this event, the Garulian soldiers sacked Arken for riches before fleeing.
Taryn, descendant of Arkor, declared that in return for their destruction of his ancestor’s city, all Garulians must perish. In this way did he use history to justify his lust for power and blood.
Arken was never rebuilt."*
The Chromaton

**Source:** Arcanum Laboratory in Thole, in the generator room

*"While the others sleep, I continue my research, edging ever closer to something outside our realm of comprehension. The chromata has its own drive. It wants me to complete my work, to become more powerful. If the others knew about these late-night progressions, they would surely think it wayward of me. They may even be plotting behind my back; have they come to the same conclusions that I have, and now want this power for themselves?*

*If this continues, I may have to take matters into my own hands and douse this spark of rebellion before they can act upon it. At this point, even without them, I believe I could continue my research, and build some sort of beast, powered by colour: with the help of the other magi’s essence, of course.*

*The others, if they begin to suspect, will surely make moves to eliminate me, but I must keep them blind of my true goal. The Chromaton awaits."*
The Fall of the Theocrat - Volume I

*"As time passed, the Theocrat slowly faded in power. Though still wielder of the Godslayer, and a danger to all within the Heretic Kingdoms, Taryn’s lust for power and destruction had waned with age.
Nearly three hundred years after the Theocrat’s initial rise to power, Kjellin Malfagon, Lord Protector of Corwenth, was approached by the Scarred Outcast. Quova had journeyed to Corwenth in disguise during his years of wandering after the near-destruction of the cult, and had met and befriended Malfagon as a child.
An alliance of unlikely allies moved to depose the Theocrat for good. Quova and Malfagon were aided by Kjellin’s son Morgan, and the notorious brigand Jasker the Wild Boar. Thus began the second rebellion."*
The Reliquary Crusade

**Source:**  Outside the entrance to House Malfagon in Upper Kyallisar

*"Unable to hold off Garulian forces after the betrayal of Kyallisar during the The First Corwenth Rebellion - Volume IFirst Rebellion, Corwenth faced disaster. Rescue was proposed by the mysterious, twisted Taryn Arkor, who took a small band of Corwenth’s mightiest heroes and penetrated the Garulian Reliquary, resting place of the Godslayer sword.*

*But Taryn tricked the heroes. Once they had secured his passage to the Godslayer, he took it for himself, and set about slaying those who had aided him. Of the great heroes of that era, only Mara Valkarin escaped the Reliquary alive. Having beheld the danger and the power of the Theocrat, and of the religion he intended to embody, she swore that she would live to see his fall."*
Dispatch to General Akhdar, Day 231

*"I now begin to appreciate why command of this detachment was assigned to me and not Jasker. Although both on the battlefield and in matters of stealth and concealment the Wild Boar is unsurpassed, he lacks respect for procedure. I regret to inform you that Captain Jasker has released Zaar from his bindings so that the sole thing keeping him as our prisoner is a blood oath Jasker exacted from him. The troops are unsettled by this development. It would be safest to remove Zaar to a war camp on the Corwenth side of the border, but the intensity of berserker patrols makes this impossible.*

*Jasker's discussions with Zaar while sparring have proved productive, however. The Taymurian enclaves are hard to oust because their tribes are far more mobile than human settlements, and it is thus difficult to displace their settlers from our land. However, from what Zaar occasionally implies Jasker suspects that the real secret of the Taymurian occupation are siege burrows somewhere in Corwenth, providing bolt holes and concealed transit. Discovering and controlling these tunnels must become a strategic objective - they will not only allow the removal of the enclaves, but will likely permit our troops to access regions far behind enemy lines.*

*Corwenth shall not yield,*

*- Captain Darius"*
Spirits of the Ancestral Moon

Totems of the Moon is a quest in Chapter 3 of Shadows: Heretic Kingdoms and its remake/sequel Shadows: Awakening.

This quest begins in the Hermit Cave. Your objective is to track down four totems and bring them to the spirits in the Taymurian Wilds.

## Totem Locations

### Totem of the New Moon

At the bottom of the spiral room in Kogog'Aak. You need at least one Sun Stone fragment to reach it.

### Totem of the Waning Moon

This totem is located in the Main Hall of the Hidden Fortress in the Moon Wilds.

### Totem of the Waxing Moon

In the Taymurian Wilds. Take the Shadow overpass and solve the statue puzzle to summon the totem. In my game it was:

* Wolf Statue: Snake track
* Monkey Statue: Bird Track
* Bird Statue: Monkey track

### Totem of the Full Moon

This totem is located in the topmost corner of the map inside the Ziggurat of the Sun .
Devourer

## Background

A Devourer is a type of demon existing in the Heretic Kingdoms setting. They nourish themselves on the Essence shed from souls transitioning into the afterlife. Only souls with sufficient essence maintain their identities in the afterlife. These souls can be used to create usually symbiotic Puppets - a Devourer's only means of manifesting in the Mortal Realm.

One such demon serves as the protagonist of Shadows: Heretic Kingdoms and its remake/sequel, Shadows: Awakening.

Most are summoned with pacts that bind them to individual souls, leaving them with only one Puppet.

## Known Devourers

### Urz'Rha

The Devourer controlled by the play in Shadows: Heretic Kingdoms and its remake/sequel Shadows: Awakening. Summoned without a pact.

### Carissa's devourer

Carissa's Devourer was cruel and, unlike Carissa herself, completely loyal to Mara Valkarin.

### Mara Valkarin's devourer

Mara's devourer was particularly cruel an ambitious, even for one of its kind. It is very possible that its corrupting influence was responsible for Mara's eventual descent into evil.

### Tar Evanger's devourer

All that is known of Evanger's devourer is that it was, in Serge's words, "blind in shadow because he is a sightless mage."
City of Outcasts - Volume I

**Source:** Thole Market

*"For as long as I have been Intendant of Thole, there have been many unanswered questions about the history of this ancient city. It is well know that the Garulian Empire valued the town both as a highly defensible garrison at the farthest edge of their dominion, and also because the arid conditions of the Outlands made it perfect for building catacombs. Nobles received lavish burials, while those who could not afford the death tax were held as stock for the necromancers.*

*Although the garrison was supposedly of strategic importance, serving as a bulwark against invasion from the Ninth Republic to the east, in the latter days of the Empire it began to take on economic significance as a major exporter of undead slaves. Although surviving records are sketchy, either a plague or an uprising led to an unprecedented surplus of untaxed corpses. Since Corwenth already provided ample zombie miners and domestic undead proved exceptionally durable, the corpse surplus led to a historic trading compact with the reptilian Sebekan slavers from beyond the Burning Wall. It seems that the Sebekans traded priceless eastern silk for slaves, both living and undead, securing Thole's prosperity."*
The Life of Quova, the Scarred Outcast - Volume I

*"Quova began his life with the Sura, at Blackrock Castle. How he came to be there is unknown. It is known that he was trained until the age of twelve by a Sura shaman - for Quova bore the Macula, and the promise of great power as a mage.
At twelve, nearly eight hundred years after the death of the God, Quova was taken as apprentice to a powerful Civil Necromancer, Sice Larwan. Sice’s public face was that of a man dedicated to his Theocrat. But he secretly plotted the downfall of Taryn Arkor as High Sage of the Order of the Veil.
Quova was not Sice’s sole apprentice. Mara Valkarin’s only child, Serge Valkarin, also studied under the necromancer. He and Quova soon became friends."*
The Life of Quova, the Scarred Outcast - Volume IV

*"Quova settled at the Oracle with his love, Cassandra, and their daughter, Alexandra. His meditations upon Cassandra’s teachings led him to finally control the power of the Essence that raged within him.
Eventually, Baron Tar Evanger of the Penta Nera found him.
Cassandra prophesied to Evanger:
Your hatred of Quova shall destroy you, just as you will destroy me.
Killing Cassandra, Evanger continued his pursuit of a grief-stricken Quova, who hid with his old teacher Sice Larwan, now an undead lich, in a nameless mine in the Sundered Shield. Here Quova spent fifty years in meditation and contemplation, trying to overcome the grief of his loss and the rage that burned inside."*
Records of the Ishkai Confederacy, Volume II

**Source:** Border Defences, requires Darius

*"Rich from their Accession War pensions, the Ishkai veterans began planning what only a decade earlier would have been unthinkable: a free nation of Ishkai. However, in a clash of arms the tiny Ishkai would always be outclassed. So it was that they pooled their wealth in order to hire the very Sura who had once enslaved them as mercenary warriors. Brokering this deal was not easy, and Darius, the newly proclaimed 'Lion of Corwenth', had to negotiate with Blackrock Sura chieftains to attain an agreement.*

*For five years, Ishkai insurgents - defended by Blackrock Sura mercenaries - fought to liberate their brothers and sisters who were enslaved, and to displace the Razor Feather Sura from the frozen lands west of the Sighing Ice and thus create a land the Ishkai could inhabit. The underground city of Ishana Kurai was founded in 312 AC, marking the dawn of the Ishkai Confederacy. However, the Razor Feathers did not take the shrinking of their territory lightly, and allied with their blood enemies, the Red Smoke Sura, to sack Blackrock Castle and force the Sura who had supported the slave rebellion into exile in the Confederacy."*
The Shadowhands - Volume V

**Source:** One copy in Fallen Eagle Fortress, another in the Sewers

*"In the 97th year of the Theocrat's rule, Taryn discovered that his Civil Necromancer, Sice Larwan, was a member of the Order of the Veil, a secret organization devoted to his destruction. Outraged, Taryn dispatched his Shadowhand assassins to end Sice's life. Fortunately for the necromancer, he had already prepared the Rites of Undying and was able to cheat death, becoming a lich himself.*

*Over the decades that followed, the Theocrat made no fewer than eight attempts to permanently terminate the living death of his former associate. Shadowhands, alone or in pairs, repeatedly tried to penetrate Sice's underground fortress underneath Red Cliff mines, but the fortifications proved impregnable. One of the Shadowhands was eventually slain - or worse, turned to Sice's command - ending the attempts once and for all. Whatever happened, Taryn became reluctant to deploy the Shadowhands after this point, and what became of them after his assassination by the Order of the Veil is not known."*
Principles of Gateweaving

**Source:** One copy in The Forgotten Catacombs, another copy in the Thole Cellar with the well

*"The mage who studies gateweaving must begin by understanding the currents of the Veil. Like water flowing downhill, all essence flows from where there is life - forests, cities, plains - to where there is death, particularly monuments that mark the passing of multitudes. It is possible to weave gates both up and downstream, although it is always easier to gate towards death essence.*

*The Garulians first discovered that building rune-inscribed Cenotaphs upon mass graves or battlegrounds created weaknesses in the Veil between worlds. The first Imperial gateweavers began by using incantations to link one Cenotaph to another, but the technique required physically visiting the monument before a gate could be created between it and any others visited. Fortunately, an experienced gateweaver can move others along their own paths, which facilitated the training of scores of gateweavers who acted as sentinels during the reign of the God-Empress Koreth Rex."*
Dispatch to General Akhdar, Day 97

*"Our concealed position has afforded us opportunities both to secretly attack the enemy supply stores and to monitor enemy troop movements into Corwenth. The Taymurians have begun to suspect an incursion and have deployed berserker units along their supply lines to intercept our interdiction attempts. Fortunately, my Ishkai War Mage has rendered us scentless and Jasker is an expert at concealing our tracks.*

*A berserker unit engaged us in a hollow two leagues east of our encampment. They were concealed within siege burrows, catching us by surprise. We took heavy casualties. Their commander, a berserker calling himself Zaar, is unlike the other Taymurian warriors - let alone berserkers - and called a ceasefire to allow both sides to bury the dead once his blood rage had subsided. Request reinforcements with hunting experience and at least one additional War Mage.*

*Corwenth shall not yield,*

*- Captain Darius"*
Josuke Higashikata

* Part 4
* Part 8

Erina Joestar (Great Grandmother)

George Joestar II (Paternal Grandfather)

Ryohei Higashikata (Maternal Grandfather)

Joseph Joestar (Father)

Tomoko Higashikata (Mother)

Holy Kujo (Half-Sister)

Shizuka Joestar (Adoptive Sister)

Jotaro Kujo (Nephew)

Jolyne Cujoh (Grandniece)

Giorno (Granduncle)

## Part 4: Diamond is Unbreakable

Josuke Higashikata (東方 仗助, Higashikata Jōsuke; the Suke — 助 — in his name may also be pronounced as "Jo") is the protagonist of Diamond is Unbreakable and the fourth JoJo of the JoJo's Bizarre Adventure series.

Josuke is a high school first-year residing in the town of Morioh. He soon meets Jotaro Kujo, who informs him that he is Joseph Joestar's illegitimate son. After his grandfather dies, Josuke takes it upon himself to protect his beloved town from malevolent Stand users. Josuke wields Crazy Diamond, a powerful Stand with the power to repair almost anything.

## Part 8: JoJolion

The tentatively-named Josuke Higashikata (東方 定助 Higashikata Jōsuke) is the protagonist of JoJolion. He is the eighth JoJo of the JoJo's Bizarre Adventure series.

Josuke is a young man afflicted with retrograde amnesia, lacking any memories prior to being discovered by Yasuho Hirose near the Wall Eyes in Morioh Town. He dedicates himself to discovering his former identity and those originally associated with him.

Josuke's original identity was that of Josefumi Kujo (空条 仗世文 Kūjō Josefumi), and became his current self after fusing with the man Yoshikage Kira (吉良 吉影 Kira Yoshikage). Josuke is a Stand User and retains his original identity's Soft & Wet.

For more information on this character, please visit their pages on the JoJo wiki: [1][2]
Chronicle of God-Empress Koreth IV

*"The chronicle and final testament of the God-Empress Koreth IV.*

*To my estranged daughter, Princess Evia of Garulia, know this: only you can save the Empire now. The Oracle has foreseen both my death and the fall of the Garulian throne, but she has also spoken of the day you shall bear the Imperial Scepter. According to the prophecy:*

'*When the daughter of the last God-Empress wields the Imperial Scepter she shall open the Chamber of Time and the circle shall be complete'.*

*I have tried to divine her meaning, but she either will not or cannot say. However, on one point she has been clear: if there is another God-Empress after me, it shall be you, my daughter.*

*I have bequeathed the Timeless Paragon to you, and hidden it here where only you could find it – it will allow you to bear the Imperial Scepter. The Imperial Scepter will allow you to open the Chamber of Time, creating a passage into the past. As the last of the Imperial Line, wielding the scepter shall make you God-Empress, the heir to the throne of the Garulian Empire. Whatever our disagreements, you are a princess of the Imperial Line and you know your duty – with great trepidation, I place my trust in you, my daughter.*

*May the Empire rise again at your behest,*

*- Koreth IV, God-Empress of Garulia."*
Annals of the Cult of the Eternal God

*"After fifty years of meditation, Quova emerged from Sice Larwan’s shelter, and rode once more into the world. His self-appointed quest was to locate the messiah, she who – as foretold in Cassadra’s prophecy – had the power to become the resurrected God of the Land.
To this end, Quova formed the Cult of the Eternal God. He accepted followers, testing those he chose using the Essence stolen from the Penta Nera. Some died, but some became transformed. Still, he searched for the messiah.
Fifty years of searching passed from the day of Quova’s forming of the Cult of the Eternal God. At this time, Quova found a bedraggled man walking almost senseless, a child in his arms. This man gave his name as Talion. Talion, tested by Essence, survives; the child - his daughter, Carissa - was too young to be tested."*
Annals of House Malfagon, Volume X

**Source:** One copy in House Malfagon, Kyallisar, another in Fallen Eagle Fortress

*"The birth of Kiri Malfagon to Lady Cadenza in 305 AC occurred during her exile to Fallen Eagle Fortress, after Taymurian forces had (once again) sacked Kyallisar during the Accession Wars. Paying tribute to the newborn heir to the Lord Protectorship, a renowned soldier visited Lady Cadenza and proposed a daring plan. Darius, one of the most decorated soldiers and talented military minds in Corwenth, proposed recruiting Ishkai refugees to the army to serve as sappers and supply runners, creating a mixed-race army of a kind that had not been seen before. This was not the brute strength of the Sura mercenaries, but the guile and skill of their Ishkai slaves – treated, for the first time, as freeborn.*

*Lady Cadenza saw an opportunity to defeat her political rivals by endorsing a hero whose strategy promised an opportunity to avenge Corwenth on the Taymurian invaders and thus bring her a glorious victory and consolidate her position. It was ironic, given that House of the Eagle was her chief rival in Kyallisar, that this occurred within a castle named after the defeat of that Noble House in a skirmish that had originally handed the Lord Protectorship to House Malfagon, some five centuries earlier. Thanks in part to Darius’ scheme, the Accession wars ended in victory for Corwenth in 306 AC. Lady Cadenza was celebrated as a great leader, and her position seemed impregnable. Yet two years later, an unknown assassin ended her life and returned Kyallisar to a state of political instability."*
Graabak

*He is the serpent wyrm at the roots of the Tree of Worlds... he who will swallow the sun on the final day. Our people call him Graabak, the Serpent of a Thousand Coils, the Harbinger of Apocalypse, the Herald of Armageddon.*
 *-* Krek, a Taymurian shaman and last of the Conclave

## Names

Graabak claims that Graabak is simply another one many names given to him by mortals. He also claims to have been know as the following:

* Tehom - The Great Deep of the primordial waters of creation in Jewish cosmology. Personified as a terrible monster.
* Tiamat - A Goddess of creation in Babylonian mythology sometimes represented as a sea serpent of adragon.
* Nidhogg - A serpent who gnaws at the roots of Yggdrasil and who in Nastrond (a region of Hel) gnaws on the corpses of those guilty of murder, adultery, and oath-breaking (which the Norsemen considered the worst possible crimes).
* Druk - The Bhutanese 'Thunder Dragon'
* Ao Diyu - Probably a reference to the Chinese Dragon Kings of the Four Seas whose surnames are Ao.
* Mlokinel - Unknown
Dispatch to the Warlord of Kyallisar, Day unknown

*"Only I remain now. Even though I have no way of delivering this message, I feel compelled to write for there is nothing else I can do. I cannot rest. I cannot sleep. That thing is out there; I can sense it, lurking above me like some monstrous shadow. The rest of my section is gone, we failed in our mission. All attempts to retreat from this hellish place have failed – this accursed labyrinth knows no end! Our sole hope of salvation was confronting the fiend, and thus we tracked it to the deepest point of the sewers – yet it vanished as soon as we had cornered it! We encountered the beast once more, and in a fit of rage Corporal Gunnel gave the order to charge... but I could not follow. We had no chance of victory against it, and to my shame I turned tail and ran – I had no choice! I can still hear their screams, echoing endlessly through these damnable walls!*

*If anyone finds this message, you must escape! The beast is watching."*
Quova Blackrock

### History

An orphan raised as a bondschild for the Blackrock Sura. He later became High Sage of the Order of the Veil after Sice Larwan disappeared. Lust for power led him to attempt the ritual of the Penta Nera alone. Unable to control the power, he was twisted into a demon form and accidentally slew Mara Valkarin before fleeing in shame when he realized what he had done.

Now hunted by the Order and, more specifically, Tar Evanger, Quova sought shelter with the Oracle Cassandra. The two fell in love and Cassandra gave birth to a daughter. Eventually, Tar tracked them down. Though Quova managed to escape, Cassandra and their daughter were murdered by the High Executioner.

Quova spent some fifty years hiding with his former master, the lich Sice Larwan, in quiet meditation.

### Read More

* The Life of Quova, the Scarred Outcast - Volume I
* The Life of Quova, the Scarred Outcast - Volume II
* The Life of Quova, the Scarred Outcast - Volume III
* The Life of Quova, the Scarred Outcast - Volume IV
Freezie's Dumb Discord Camp Wiki

**Welcome to the Freezie's Dumb Discord Camp Wiki!**
We're a collaborative community website that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

*Community Founders*: Write a good and paragraph-length description here about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.

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The Imperial Tombs

This is the character quest for Evia. For Kalig and Jasker it's just treasure. In Shadows: Awakening you eventually get a choice between the Shadowhand and the Draconian.

## Both Games

### Imperial Tomb I

Accessible only to Evia Her character quest takes her here. This tomb is located in the Burial Grounds near the Cenotaph behind one of the rows of flame traps. It's just a room with a miniboss.

### Imperial Tomb II

This tomb is hidden in the Outland Ruins (Map). Kill the Bone Demon and get the Gold Fuse. Use it to lower the bridge and enter the tomb. From there it's just a Boulder Guide puzzle and a straight shot to the end of the tomb.

### Imperial Tomb III

Accessible only to Evia. This tomb is located in the Broken Spear Pass Underground. Take a right at the end of the path just behind Kiri's cell.

## Shadows: Awakening

### Imperial Tomb IV

This tomb is located in Fallen Eagle Pass. The final boss drops the first of three Bonekeys. If you're doing Evia's quest don't forget to use the forge a second time on the way out.

### Imperial Tomb V

This tomb is in the Sura Wastes near the drawbridge. It requires one Bonekey to unlock. The final boss drops the second of three Bonekeys.

To open the locked door you need to use the Ironclad Zombie to smash the iron door. Head up the newly revealed stairs and kill the miniboss for the key.

### Imperial Tomb VI

This tomb is located in the Red Smoke Mountains past a hidden path puzzle. It requires two Bonekeys to unlock. The final boss, the Shadowhand, will offer to join you. If you accept you unlock him as a Puppet. If you refuse and kill him you get the third and final Bonekey and can progress to the next tomb where the Draconian is. You cannot acquire both in a single playthrough.

### Imperial Tomb VII

The final tomb is located in the Ice Caverns. It is only accessible if you refused to recruit the Shadowhand and took his Bonekey.
Sebekan

The Sebekan is a Puppet in Shadows: Heretic Kingdoms and its remake/sequel Shadows: Awakening.

## Background

From across the Burning Wall, the Sebekan Slavers sweep the Heretic Kingdoms to capture both the living and the undead for sale in the great slave markets of the Ninth Republic. Little is known of their language of culture.

## Shadows

The Sebekan is acquired in the Broken Spear Pass Underground. He guards Kiri Malfagon's cell.

### Stats (Shadows: Awakening)

**Class:** Mage

* **Base Strength:** 10
* **Base Agility:** 14
* **Base Endurance:** 18
* **Base Willpower:** 22
Shadows: Awakening

Shadows: Awakening is an action RPG released on PC in August 2018. The isometric game is developed by the Slovakian studio Games Farm, formerly known as 3D People, and published by Kalypso Media Digital.

It serves as both a remake to Shadows: Heretic Kingdoms (the first half of the game) and a sequel (the second half).
Records of the Ishkai Confederacy, Volume IV

**Source:** One copy in the Civil Mage Villa, another in Meltwater Bastion (Requires Darius)

*"As Ishana Kurai's tunnels grew and her population flourished, the Parliament of Ishkai realised they would need more than metal and gemstones for export if they were to maintain the Confederacy, especially given the expense of maintaining a permanent Sura mercenary guard at the border (albeit, at a substantial discount). Thus was the idea conceived that the Ishkai could host a grand 'Market of Knowledge' in the secure depths of Ishana Kurai, a place where information and rumour could be traded, and where everything learned could be recorded in library books forming an ever-growing store of knowledge, and hence of power.*

*As well as collecting every book that had ever been written, the Ishkai collated written knowledge of spells, enchantments, and attunements into a scroll bank covering all four elements, necromancy, gateweaving, and forgotten arcana - the greatest alchemical library the Heretic Kingdoms had ever seen, surpassing even the Librarium Magnus of the God-Emperors of Garulia. Then, in perhaps the boldest move of their short history, the Ishkai began stockpiling every prophecy of the Oracle they could acquire - and journeyed each moon to visit Alexandra and ask new questions, always careful to inquire about strangers lest the snare of destiny bring doom upon them as it had done the Lord Protector of Kyallisar."*
The Last of the Firewyrms

**Source:** One copy in Broken Spear Pass Underground, behind Kiri's cell, another next to the Bone Demon in the ruins before Imperial Tomb II.

*"The Wardragons had been the mainstay of Garulia’s military power even before they acquired the Godslayer sword. Records from before that time are scarce, and it is not clear how it was that Garulia came to breed firewyrms and produce their great and terrible Wardragons, the very mention of which was enough to strike terror into the Garulian Empire’s enemies. It is, however, widely recorded that the death of the God of the Land left the firewyrms sterile. One by one, the Wardragons fell in battle, never to rise again.*

*After ascending to the throne as God-Emperor, Garul III visited the Oracle where it was prophesied that his cousin General Arkus, would succeed him as God-Emperor within a year. Outraged, Garul III instigated a terrible civil war, executing many of his relatives on one terrible night and taking the remaining two Wardragons to Taymuria to ally with the Queen of the Sun. He made a gift of the last she-dragon to the Sun Queen, who sacrificed the beast to the terrible serpent wyrm at the roots of the Tree of Worlds to fulfill some unknown pact.*

*There followed the infamous Nine Day War, during which Garul III and his Taymurian allies were defeated by General Arkus, whose mastery of elemental magic allowed him to meet the last of the Great Wardragons in battle and emerge victorious. Claiming its skull as his battle helm, he ascended to the throne as Arkus Dragonskull and the Age of the Wardragons ended."*
Shadows: Heretic Kingdoms

***Shadows: Heretic Kingdoms*** is an action RPG released on PC in November 2014. The isometric game is developed by the Slovakian studio Games Farm, formerly known as 3D People, and published by bitComposer Games. The predecessor of *Shadows* is *Kult: Heretic Kingdoms*, published in 2004, the successor is *Shadows: Awakening*.

## Premise

The world of the Heretic Kingdoms is in a state of uneasy peace. A string of rebellions have freed the people from one tyrant after another, but still the land is not free. The shackles of the cruel Theocracy have been thrown off, but this has only lead to greater tensions between the men and women of Corwenth, the wolf-folk of Taymuria, and the great ogres of the Sura Wastes.

A power vacuum threatens the already fragile peace. No one rules the Heretic Kingdoms, and old hostilities re-emerge in the absence of a common enemy to keep the peace. Even the Oracle, once a vital part of the politics of this world whose words could influence the powerful, cannot avert the oncoming darkness – it is said she has fled, fearing for her own life.

Lurking in the shadows of the Heretic Kingdoms is a secret society that once fought to free the land from the oppressive Theocrat. But after his death, the Penta Nera began to crave power for themselves – and fought among themselves. The five members of this once great council have fallen, and their souls have been enslaved by dark forces whose terrible agenda even they are only just beginning to discover…

The player must assume the role of the Devourer, a mighty demon who can travel back and forth between the human and shadow world, devouring the souls of his enemies.

## Gameplay

The core element of Shadows: Heretic Kingdoms is its internally conflicted main character and the associated unique party system. Seamlessly switching between the Devourer and up to three party members, each with their own special abilities, provides strategic depth in battle, while switching between worlds also allows players to outwit their opponents in battle, avoiding traps and solving puzzles along the way.

## External links

* Official Website. Retrieved on 2014-03-12.
* Facebook. Retrieved on 2014-03-12.
* bitComposer Product Page. bitComposer Games. Retrieved on 2014-03-12.

## References

1. ↑ Games Farm. Retrieved on 2014-03-12.
2. ↑ bitComposer Games Announcement. Retrieved on 2014-03-12.
3. ↑ Official Website. Retrieved on 2014-03-12.
4. ↑ bitComposer Games Announcement. Retrieved on 2014-03-12.
Find Safe Passage Out of Thole

If, during Zaar's trial in Chapter 2, you admit that you escaped through the catacombs, you can return to Arashad to warn him of the impending nomad attack. Offering to find a new escape route will trigger this quest. Arashad will give you a key that unlocks the door in the Catacombs in the Spider Queen's room.

To open the escape route you must solve a puzzle. The solution is as follows:

1. The statues in the Southern room should be turned North and West, from top to bottom.
2. The Northern room is trapped. One of the sarcophogi in the North has a lever inside that disables the trap.
3. Turn the two outer statues to face the one between them.

The door will open and you can return to Arashad for your reward.

**Warning:** If not completed, Scorpion King and The Lost Merchants will fail upon evacuating Thole as Arashad will no longer be around to turn those quests in.

### Thole Evacuating Anyways

At some point Thole will be deserted regardless of your choices. It's unknown if this is a bug.
Jiisha's Letter III

**Source:** An Eye for an Eye

*"My dear Urshak,*

*It was wonderful to hear from you the other day – you did not say who wrote the letter on your behalf, but the script was so big I have to think it was a human. It is good to know that you are comfortable in Thole, and putting your skills with the bow to good use working with the Guilds. Perhaps you will be able to visit me soon?*

*Your sister, Jiisha."*
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Legendary Armor Pack

A DLC for Shadows: Awakening that automatically provides an appropriate and unique set of level 3 legendary equipment based on your choice of starting puppet during the game's prologue. Note that if you install the DLC after this choice, there's no way to get the equipment on that save file other than cheating it in with the console.

When choosing Evia, you get: Grindalvolr, Diadem of the Allfather, Odin's Robe, Odin's Gloves, Odin's Boots

When choosing Jasker, you get: Ichaival, Helm of Beowulf, Armor of Beowulf, Gloves of Beowulf, Boots of Beowulf

When choosing Kalig, you get: Lavateinn, Fafnir's Helm, Fafnir's Hide, Fafnir's Gloves, Fafnir's Boots
The Shadowhands - Volume II

**Source:** Sura Wastes

*"God-Emperor Arkus first created a single lich, transforming his most loyal royal assassin into the first of the Shadowhands. Fearing the kind of treachery that had led to the Nine Day War, Arkus had the Imperial necromancers bind the lich's will to a signet ring. It is from this ring that the name 'Shadowhand' originates, for the God-Emperor's right hand was known as the 'hand of light' and his left the 'hand of shadow'. Raising the right hand meant life, raising the left meant execution.*

*The Shadowhand Signet was thus the most powerful artifact that the throne of Garulia could deploy, since none of the God-Emperors and God-Empresses were of the blood of Arkor and thus the Godslayer sword - while still symbolic of Imperial might - could not be wielded. Safely sealed away in the Reliquary, the most devastatingly potent weapon ever forged lay silent, locked away from the eyes of all living things."*
Sura

## History

*"The Wastes, home to the brutal warriors of the Sura clans and their demon servitors.
Mercenaries more for love of warfare than for love of silver, the Sura demon-tamers had been essential to securing the Garulian Empire in its time. Mercenaries more for love of warfare than for love of silver, the Sura demon-tamers had been essential to securing the Garulian Empire in its time. All they need do is hire the Sura as their army.
It would not have been hard for Lady Mara to reach an agreement with Gorgog ...the Razor Feather clan hated their emancipated slaves, the Ishkai, and longed to wreak vengeance against them.
Marching against Meltwater Bastion, a victory by Gorgog’s army at that strategic point would spell doom for the Ishkai Confederacy.
Meanwhile, the Razor Feather’s ancient rivals, the Red Smoke Sura, watch from afar.
The sacking of the Confederacy must seem like justice to all the clans that once shackled the Ishkai in slavery.* - Slide for Sura in Shadows: Awakening
Records of the Ishkai Confederacy, Volume I

**Source:** One copy in Fallen Eagle Fortress, another in the Sewers

*"Almost as soon as news of the Theocrat's death reached the Sura Wastes, Ishkai refugees began appearing in Corwenth. It is not known how the story circulated that the nation would tolerate immigrants, but it motivated not only Ishkai slaves but also Taymurian outcasts to escape oppression by crossing the border. The Ishkai, settling in moutainous areas overrun with undead were scarcely a problem for Corwenth to absorb. It was the Greyclaw and Blackfang Taymurian settlers that would prove problematic. A decade after the fall of the Theocrat, Corwenth accepted the Taymurian refugees as legal residents - causing the newly formed Conclave of Tribes to demand that this territory be handed over to Taymuria - a demand that could not be honoured.*

*Thus began the Accession Wars, a five year conflict over sovereignty and borders. Initially, the Taymurians attacked Kyallisar and, after a year long siege, sacked that city once again. To retaliate, Corwenth began recruiting Ishkai as sappers, messengers, and scouts, a plan devised by a bold soldier of Corwenth named Darius. This move outraged the Sura who dissolved their treaty with Corwenth before devolving into internecine strife. Following a daring year-long operation behind Taymurian lines by Darius and the brigand-turned-hero Jasker the Wild Boar, an expeditionary force reached the capital of Dura'Tyr, forced the Conclave to surrender, and returned with enough booty to both rebuild Kyallisar and generously pension the Ishkai veterans."*
Research Notes of Octavia Mestrius, Treatise I

*"We have secured access to the Imperial Tomb holding the embalmed remains of one of the great Imperial Wardragons. Even in death, it is a majestic spectacle! Charged with the immense honor of restoring power to the throne of Garulia by resurrecting these mighty creatures, my fellow necrochemists and I have begun dissecting the corpse. It feels disrespectful – after all, this firewyrm was once blessed by the hand of the God-Emperor Garul I himself! But restoration of the dynasty is our task, and we shall not shirk from it."*
Necrophage

The Necrophage is a Puppet in Shadows: Awakening.

## Background

The Master Necromancer created this 'corpse-eater' for reasons unknown, and imbued it with power he came to dread.
The Necrophage is the only undead creature of its kind, burning with hatred for all things living or undead, and feasts with ghoulish delight upon all enchanted flesh.

## Shadows: Awakening

**Class:** Mage

* **Base Strength:** 12
* **Base Agility:** 12
* **Base Endurance:** 12
* **Base Willpower:** 16

The Necrophage is rewarded for completing the Necrophage's Curse DLC quest, first accessible in Chapter 4.

## Trivia

* The Necrophage was likely created by the lich Sice Larwan, former High Sage of the Penta Nera and mentor to Serge Valkarin and Quova Blackrock.
The Origin and Nature of Shadow

**Source:** One copy the Thole Market, another in the Outland Ruins - Level 1

*"The circumstances of the destruction of the Godslayer sword are not entirely known, although it is believed to have occurred in the ruins of the city of Arken and certain that it happened in the winter of 297 AC. The effect was immediately felt by every one of the Scarred from Dura'Tyr to the Oracle. The Mages of Kyallisar, the shaman of Taymuria and the Sura clans... all those attuned to magic felt the rending of the worlds.*

*If it is true that the death of the God of the Land was the beginning of magic in the Heretic Kingdoms, the destruction of the weapon responsible was the end of dreamwalking as the mages had known it. Only a small fraction of what had been called the dreamworld remained. The ethereal dimension of spirits and illusions was still accessible solely by mages, elementals, and demons - but the essence of life was stripped from it. The Veil between worlds was weakened, and in places tore open, unleashing the demonic denizens of Shattered Heaven. It was if the entirety of the Heretic Kingdoms began colliding with the hell dimensions. The sages named this new place between worlds 'Shadow', a realm of echoes and nightmares, as mysterious as the world of dreams it replaced but inestimably more dangerous."*
Dispatch to General Akhdar, Day 204

*"We have finally captured the enemy commander named Zaar. Magically disoriented, blinded, and stripped of his scent, we have interred him within our fortress as a prisoner of war. He is well cared for but heavily restrained - twice his blood rage has shattered his bindings, and we have been forced to use earth magic to hold him.*

*Although he reveals nothing of Taymurian strategy he has proved willing to debate politics and is fascinated by the concept of legal statutes, since Taymurian tribal politics are much less orderly. Zaar has provided a unique insight on Taymurian life - their oral tradition and absence of a written language have made them quite difficult for us to comprehend thus far. He is quite unlike other Taymurian soldiers we have captured, and although he swears to tear our limbs asunder on the battlefield, has been a model prisoner.*

*Corwenth shall not yield,*

*- Captain Darius"*
Dispatch to the Warlord of Kyallisar, Day 4

*"I can only hope my dispatches are safely reaching you, my Warlord, for I have heard word from neither my messengers nor my scouts.*

*The refugees have been frustratingly elusive. We have found evidence that they have been hiding in the sewers, as we expected, but have little knowledge of their whereabouts now. We have also run afoul of several traps set up by the refugees, wounding my men and hindering our progress through the tunnels.*

*I fear my section is reduced to less than half of its original company, and our numbers fall with each passing watch. Though I had first thought the notion to be meresuperstitious fear, I too am beginning to question whether there may yet be something else in these sewers… It feels as though we are being tracked, though not by another man. Men who wonder too far from the troop have disappeared, as if picked off by some predator, lurking in the shadows. This beast is truly starting to have an effect on my men’s morale.*

*- Imperial Corporal Gunnel "*
An Eye for an Eye

To initiate this quest speak to Morphew in the Thole Market. His stall is right next to the Cenotaph.

Enter the Hostel inspect the pile of bones at the foot of the stairs. Return to the Market and talk with the merchants until you get sent back into the Hostel. Eventually Fayruz will send you back into the Hostel.

Return to the Hostel and shift into Shadow. A scene will play out and you'll be rewarded with the soul of Urshak.
The Rise and Fall of the Garulian Empire - Volume IV

*"The bloodline of Arkor had waited six centuries for their revenge upon the Garulian Empire - but once the Theocrat had gained power, it took him a mere sixty years to completely eradicate his enemies.
As Taryn Arkor’s armies hunted the Heretic Kingdoms for Garulians to butcher, the God-Emperor of that time retreated with his closest family and retainers to Sura lands. The Sura had traditionally been allies to the Garulians, the Garulian progenitor, Garul I, having used their unmatchable mercenaries in his decisive campaign. But the Sura work for riches, not loyalty, a fact of which Taryn was aware.
The masses of Garulia all but destroyed, the Theocrat lay siege to Sura castle to prevent the escape of the Garulian royal family. Nine months later, and their money exhausted, the Sura expelled the royal family into Taryn’s arms, to die.
Thus ended the Garulian Empire."*
Juridical Commentary on the Zaarian Law

*"Since few of Zaar's nomads can read, and none can read Arkorian - let alone High Arkorian - this brief tract is for the eyes of history alone. This being so, let me commence by stating that the statutes that constitute Zaarian Law are the most laughably inadequate attempt at a written judicial system in the entirety of civilization. As an expert in jurisprudence, however, I must accede that they are not actually the worst legal system practiced in the Heretic Kingdoms.*

*Zaarian Law is at heart simply Taymurian tribal governance codified by someone who has encountered the concept of written law but can neither write nor think through the consequences of statute law. Indeed, far more time and effort seems to have been expended ensuring that the written laws equal the number of claws on Zaar's forepaws than in establishing a judicial system of any practical merit. The most ill-considered aspect of the legal code is that the only penalty specifically mentioned is death, which is always transmuted into trial by combat. The net result is that lawspeakers mete out justice solely in terms of how many combatants must be defeated in order to 'prove innocence'.  The nomads are fortunate this law is not invoked more often, or they would rapidly cease to exist."*