recursal/Fanatic-Fandom huggingface dataset:
Crag Gallen

## The Battle for Ravenswood

To the outside world, the Free Dwarfs are licking their wounds. But their leaders are not so beaten and know that the best time to strike back is when your enemy is celebrating victory. Their foul cousins desecrate their holds, their keeps, their homeland. Vile greenskins now reside in hallowed dwarfen halls, and Ratkin, the plague created by the hubris of the dark dwarfs, fill the mines with vicious tooth and claw. The unleashing of the Nexus was like a clarion call to the Free Dwarfs – a great and terrible wound inflicted upon their lands by the foul beasts that dared violate their homes. It signified the time to fight back.

Herneas the Hunter, having laid the foundations for the invasions, moved inland with the task of closing the Nexus. In his wake, Helgarth had been recaptured – a major strategic boon and key element in the plan. Far to the south, a fleet was on its way from the coasts of Abercarr and Estacarr, intent on besieging and recapturing Eastport, and then onto Jarrun Bridge.

Months earlier, Sveri Egilax had marched with a coalition army from the gates of Crag Makaz, through the Sorrows, meeting with Lord Aerion Frostwing near Scymadkazla. Aerion and his force of Northern Alliance fighters had been campaigning and hunting down first retreating Abyssal Dwarfs, and then Varangur raiders through Carrog, and via his agents had learnt of the dwarfs’ plans. With Talannar’s blessing, he joined the dwarfs on their campaign. A large vanguard was sent ahead to **Crag Gallen**, to secure the area.

As the Nexus erupted, the main body of dwarfs were ambushed as they neared the last pass out the Sorrows and were assailed from all sides by vast hordes of undead. Sveri and Aerion quickly sent messengers to the Vanguard at Crag Makaz, telling them not to waste time and to press on. The work Herneas had done in preparing the land for the invasion would be wasted if they couldn’t arrive in time to secure Helgarth.

At Helgarth, the coalition vanguard found they had arrived just in time. A vast, if uneasy, alliance of Abyssal Dwarfs and goblins had emerged from the depths of Ravenswood, and was marching on the beleaguered but stoic garrison, intent on taking it back and sharing the spoils.

As the two forces face each other across the broken ground, amidst the swirling and mystifying effects of the Nexus, they are preparing to fight to the last in a crucial encounter that may determine the success of the retaking of Halpi.

This wiki is not an official Mantic Games publication.
Bulwark Peaks of Barica

### **Other Known Geography:**

If you wish to expand your knowledge of Bulwark Peaks of Barica and its surrounding areas, a list of various locations are provided below for further reading:

#### Provinces & Settlements

* Mammoth Steppe
	+ Erskholme
	+ Khovidaan
* Carrog
	+ Suds-Bik
	+ Ets-Bik
	+ Kjellstad
	+ Caeryn Baric

* Tragar
	+ Deiw
	+ Zarak

#### Historic Sites

* Faeyrnhold
* Gaer Zarn

#### Landmarks & Notable Locations

* Amogramok
* Munhir Amok
* Barican Gates

#### Mountains, Woodlands & Other Terrain

* **Bulwark Peaks of Barica**
* Elkenshade Woods
* The Great Elk Plain
* The Ferrous Wastes

#### Seas Waterways

* Barinpool
* Barinmere
* The Reckonvaeg
* Frozen Sea

This wiki is not an official Mantic Games publication.
Akshun’arha, Carrion-Goddess

Akshun’arha, Carrion-Goddess is the Wicked One possibly responsible for the awakening of the Ahmunites undead.

There seems to be a trio of Gods of Undeath

* Shobik the God of Death
* Durunjak, Dark God of Death
* **Akshun’arha, Carrion-Goddess**

Fleeing the wrath of Domivar during the God War, the Wicked One Akshun’arha made a pact with magi of Ophidia.

For the price of a sacrifice of 13 nobles, and binding Akshun’arha essence into the husks, Akshun’arha gave them the knowledge of necromancy.

Hidden Akshun’arha soul was divided into 13, lying dormant till long after the God War.

What she could not outfight (the Shining Ones), she could outlast, spending centuries in slumber beneath the pyramids of Ophidia.

Discovering Akshun’arha plan, the pious men and vengeful elves delved deep below the pyramid, delivering final death to 10 of the hosts.

With each scream of rage and terror from a departing facet of Akshun’arha’s essence the remaining hosts stirred and grew angry, emerging from their sarcophagi.

Disturbed from their rest too early and released without the proper incantations, the three remaining facets of Akshun’arha’s psyche were driven mad, and fell upon the invaders hungrily, glutting themselves on blood in order to restore their shrivelled, desiccated bodies.

The three hosts went their separate ways, fleeing to the farthest reaches of the world, even as the ice retreated, where they created others of their kind through the unnatural curse of the Blood Gift.

What became of the first vampires is unknown – but their foul offspring have remained a blight upon Pannithor ever since.

This wiki is not an official Mantic Games publication.
Abyssal Horsemen

The Hellequins lead the Great hunt of the Second Circle.

These heavily armoured knights ride demonic steeds into battle and are armed with long lances to impale their foes on the charge.

It is said that they were once mortal but were elevated into the service of the Abyss, giving up everything for demonic power.

They see themselves as favoured in the eyes of the Wicked Ones and demonstrate their superiority with acts of violence against any being they meet, in reality, they are slaves to the power of the Abyss, no more favoured than the lowliest Imps.

This wiki is not an official Mantic Games publication.
Dianek the God of Earth

In the beginning there were 7 gods:

* Bhanek the God of Life,
* Shobik the God of Death,
* Ohmpek, God of Light and Raiser of the Sun,
* Lonok, Queen of the Shadows and Bringer of Darkness,
* Threnekka the God of Water,
* Korgaan the God of the Air and
* **Dianek the God of Earth**.

Dianek lived a solitary and mournful life. Hers was the earth and all that lay beneath it.

As he would not be able to see them Bhanek had no interest in making creatures for beneath the earth.

Shobik paid little attention on the Underworld, which ensured that time would drag their infinitesimally slowly.

With no light, the Underworld held no interest to Ohmpek.

The Underworld was of no use to Lonok, as the depths drank light more deeply than the shadow Lonok could cast.

Threnekka found Earth boring and only fit to wash away in slow erosion.

Korgaan just blew across the top of the earth without once touching it.

While the other Primogenitors played with their powers and vying to outdo one another through the heavens, Dianek remained below and tended to her depths in solitude. Try as she might, she could not fashion sentient creatures from the clay and mud, though she could raise simple mindless puppetlike constructs of rock to do her bidding.

Her anguished sorrowful tears brought about the dwarfs, her fellow Primogenitors heard her tears and bestowed life and the gentlest touch of time upon them, giving the dwarfs their sturdy vigour and longevity.

This wiki is not an official Mantic Games publication.
Despoiler Champion

The Despoilers, the fused remains of those demons who have drawn the ire of the Fiends, are insane abominations, reside in the Sixth Circle.

They are led into battle alongside the Molochs, their only fate to die in battle amidst the enemy’s ranks and be reborn in their cursed form in the bowels of the Abyss.

There is no escape from their punishment, just an eternity of slaughter and suffering.

This wiki is not an official Mantic Games publication.
Caer Lleud

## Caer Lleud

### Settlement

* Slazek-Don
* Ezer-Mar
* Tragazahk
* Grunn Keep
* Duduach
* Agendrakr
* Mount Ungar
* Deigfell
* Redgarakaz
* Ironhold
* The Gatefort
* Marn
* Colledyg The Lost Deeps
* Crag Hudd
* Gorric's Arch
* Dandim
* Atal Carreg
* Darthig
* Dynewrdd
* Tyr Gorfod
* Cwl Gen
* Dragon Spite
* Llyngyr Cadw
* Llynifeg
* Crafanc
* Helgarth
* Creidd Aran
* Jarrun Bridge
* Eastport
* The Pillars
* **Caer Lleud**
* Llyfanifeg
* Camuchel
* Derym's Deep
* Duhollt
* Tylmwyn
* Belyg's Dam
* Gars
* Edrych Aros
* Golgamor
* Rhyn Dufaris
* The Tithe Wharf
* Ruins of Culloch Mor

### Other Locations

* Abyssal Wastes
* Whyteweald
* The Fire Sands
* The Redwalls
* Ravenswood
* Dewbrock Plain
* Fulgrias Shelf
* West Downs
* Serigg's Breach
* West Halpi Ridge
* The Halpi Spine
* Mount Sol Arrath
* Mount Rhimerad
* Seedfields
* Eaveshrim
* Siren's Teeth Isles

Passes

* Slaver Road
* Tragar Pass
* The Cleaveway
* The Three Arches
* The Ironway
* The Coalway

Waterways

* Redgar River
* Rimebrook River
* High Sea of Bari
* Low Sea of Saun
* The Great Cataract

This wiki is not an official Mantic Games publication.
Cannon

The Successor Kingdoms are the homes of engineers and wizard-scholars, and their armies often reflect this.

   When it comes to engines of war and destruction, mankind has adopted, borrowed, or simply stolen designs from all over the known world.

Cannons are the simplest and perhaps still the most cost effective of the war machines used by men, and a dwarf tradition that the humans were very keen to make their own  Gunpowder weapons such as cannon are common there although none are as reliable or as well-crafted as those manufactured by the dwarfs.

This wiki is not an official Mantic Games publication.
Ba'el

Bane of the Mortal Kingdoms, Bringer of Woe, Eater of Realms. The Demon known as Ba’el has gone by many names in his long life.

Deamon who when appears in Pannithor takes the shape of the Manifestation of Ba’el

Valandor's Wicked One counterpart, Ba'el was one of the most feared leaders of the Abyssal forces in the God War.

It is said that he wiped entire civilisations out of existence and created rivers of blood and mountains of the dead from his unnumbered victims.

His name was feared wherever it was spoken.

He was eventually brought down by Valandor, who bound him in an eternal prison beneath the last civilisation he erased, Du’lan Var.

Why Valandor didn't simply kill Ba'el and rid the world of a great evil is unclear, but it is rumoured that Valandor could no more kill Ba'el than he could kill himself, being as they are two halves of the same soul (whether Ba'el thinks the same way is a different matter, he wouldn't be the first half-god to slay his opposite number). Talk of this is heresy and punishable by death in Basilea, exile in Elvenholme.

Ba'el remains imprisoned to this day, but he has the power to manifest himself in the outside world in a similar way to how The Green Lady projects her avatars, so Pannithor still isn't entirely safe from him.

Legend has it that if it was not for the Great Flood, Valandor would have returned to destroy Ba’el once he had righted the damage done by him.

**References:**

Kings of War 2nd Edition Uncharted Empires

Kings of War 3rd Edition Uncharted Empires

This wiki is not an official Mantic Games publication.
Athalaneus

The scribe Athalaneus wrote some observations on the nature of the Shining Ones, the Wicked Ones, and on the suggestions each of these made regarding the original nature of the Celestians.

* Celestians were neither wholly physical nor entirely ethereal. This in his opinion,disqualified them from being gods
* Celestians were beings of great power, who simply appeared as gods to the much less sophisticated mortal races of Pannithor at that time.
* Celestians had arrived at Pannithor from another plane of existence altogether, seeking refuge from some calamity or other and seeing in this world an opportunity to rule as deities, easily able to manipulate the naïve, lesser races which dwelled there.
* Celestians knew the paths to these strange ‘otherworlds’ and ‘planes of reality’ having emerged from there themselves and taught the elven kin how to use them.
* The Celestian Oskan was the youngest of the Celestians, possibly even the child of an unhappy union among their kind
* Oskan, was not to be trusted for he is bitter, and full of loathing both for his own kind and the noble races of Pannithor,
* Oskan was young weak and barely tolerated by his kin, conceived of a way to destroy both without challenging his peers himself. His pawn Calisor Fenulian, greatest of his kind and the most powerful elf to have ever lived.

Athalaneus was committed to the sanatorium, upon his death they examined his cell, one word repeatedly scrawled and scratched out that has continued to baffle scholars and historians alike was the name Reiliur, as well as stating that Valandor’s twin aspect was Ba’el.

This wiki is not an official Mantic Games publication.
Beraphael

Limited record is said about many of the Shining ones and how/whether some were diminished to Ur-Elohi like Fotia.

Legends are told of a few:

* Kurilia, the Phoenix Maiden, who led the charge against the abyssals at Baraskoi
* **Beraphael**, who ended the undead abomination known as the Gorelord with a single blow from his shining spear.

This wiki is not an official Mantic Games publication.
Beast of Nature

The Herd

When the anger of the Green Lady is truly roused, she summons the dread creatures of the wilds – the so-called beasts of nature – to fight on her behalf.

The origins of these monstrosities are known only to the druid elders and the Lady herself, though they are rumoured to have been created during a violent episode of her Wicked Aspect. Terrifying to behold, they combine the most formidable traits of chimera, sphinx, manticore and other monsters besides, forming a patchwork avatar of nature’s wrath.

This wiki is not an official Mantic Games publication.
Croguedd Pass

## Croguedd Pass

### Other Locations

* Golden Horn
* Golloch Empire
	+ Ruins of Haelthorn
	+ Dolgarth
	+ Culloch Mor
	+ The Great Cataract
	+ Golloch's Landing
* Gaer Donig
* Iult
* Ganekhaz
* The Holdway
* Tyr Eurayd
* Dolvareg
* **Croguedd Pass**
* Caregmere
* The Under-Gate
* The Step
* The Sea-Gate
* Caeryn Golloch
* Iron Meadows
* The Carric Wall
* The Khazlan Fields
* Southern Watchline
* Rankgourd Marshes
* Kemow's Watch
* Gaer Carric
* Aberkhaz
* Amaa-khopet
* Duregs Hold
* Plains of Difetth
* Sea of Eriskos
* Low Sea of Saun
* Infant Sea

This wiki is not an official Mantic Games publication.
Arianya

“*I don’t know about all of you, but I could really use a drink... What? I’m parched..*”

- Arianya after leaving the unnatural heat of ‘The Infernal Crypts

Arianya is a Naiad, a water creature most at home in bodies of water, in her case the pools of her home glade. She has been driven to mercilessly hunt down creatures of the Abyss after they attacked her home.

### Biography

#### Early life

Little is known of Arianya’s early life. It seems she was content living her life pools of her glade, communing with other water creatures, until the forces of the Abyss attacked her home. Arianya was the sole survivor of that attack. The lone warrior swore to track down and kill every creature involved in the attack. Now, with a passionate hatred of demons from the Abyss, Arianya the Demon Hunter will join any party hunting her despised foe.

#### Quest for the Fire Lotus

Some time after her quest started, Arianya joined a party of adventurers in the Employ of Furial, an eccentric potion maker and member of the Order of the Shrouded Sceptre. Along with Venetia Beriassor, a cleric of the Sisterhood, Semential Curtis, the human wizard and Ragran the Mighty, a human barbarian, she was transported by the old wizard to a portion of the Abyss ruled by Drech’Nok The Destroyer, in search of the legendary Fire Lotus. While that quest was ultimately successful, the extreme heat and dryness of the Abyss itself had a permanent effect of the water creature, despite the naturally resilient and healing nature of her aquatic race.

#### Battle with Grug the Troll

It was not only for revenge that Arianya would agree to join a quest. At some point in her career, either for money, glory or for the greater good, she joined with the Legendary Gladewalker Druid Kapoka in his own vendetta against the orcs. Somewhere near ear the city of Valentica, the two warriors, along with the salamander warrior Hrrath Flamespitter and the dwarf Guraf Dammerson, they hunted down the green skins following Grug the troll boss.

### Appearance

Arianya is tall and slim, like most of her race. The Demon Hunter carries not only the iconic trident, common amongst the Ensnarers of Naiad armies, but also a wrist mounted crossbow, reminiscent of the much larger weapon carried by the Naiads known as Hearpiercers. She eschews the armour and helmet worn by many of her race.

### Sources

Dungeon Saga: Infernal Crypts — pp 2, 10-21, 24

Dungeon Saga: The Green Tide - pp 2-16

This wiki is not an official Mantic Games publication.
Abyssal Champion

An Abyssal Champion of the Fifth Circle is a Lower Abyssal that has distinguished itself under the watchful gaze of the Archfiends, or rarely, the lords of the Abyss themselves.

Rewarded with powers far superior to their dark kin, the creature has now become a leader amongst them. Arrogant and violent, they lord their status over others, torturing their enemies with savage glee.

The Lower Abyssals fear these masters, but strive for the chance to take their power for themselves and enjoy the same cruelties.

This wiki is not an official Mantic Games publication.
Dewbrock Plain

## Dewbrock Plain

### Settlement

* Slazek-Don
* Ezer-Mar
* Tragazahk
* Grunn Keep
* Duduach
* Agendrakr
* Mount Ungar
* Deigfell
* Redgarakaz
* Ironhold
* The Gatefort
* Marn
* Colledyg The Lost Deeps
* Crag Hudd
* Gorric's Arch
* Dandim
* Atal Carreg
* Darthig
* Dynewrdd
* Tyr Gorfod
* Cwl Gen
* Dragon Spite
* Llyngyr Cadw
* Llynifeg
* Crafanc
* Helgarth
* Creidd Aran
* Jarrun Bridge
* Eastport
* The Pillars
* Caer Lleud
* Llyfanifeg
* Camuchel
* Derym's Deep
* Duhollt
* Tylmwyn
* Belyg's Dam
* Gars
* Edrych Aros
* Golgamor
* Rhyn Dufaris
* The Tithe Wharf
* Ruins of Culloch Mor

### Other Locations

* Abyssal Wastes
* Whyteweald
* The Fire Sands
* The Redwalls
* Ravenswood
* **Dewbrock Plain**
* Fulgrias Shelf
* West Downs
* Serigg's Breach
* West Halpi Ridge
* The Halpi Spine
* Mount Sol Arrath
* Mount Rhimerad
* Seedfields
* Eaveshrim
* Siren's Teeth Isles

Passes

* Slaver Road
* Tragar Pass
* The Cleaveway
* The Three Arches
* The Ironway
* The Coalway

Waterways

* Redgar River
* Rimebrook River
* High Sea of Bari
* Low Sea of Saun
* The Great Cataract

This wiki is not an official Mantic Games publication.
Brave Kyron

A Celestian associated with nature. When the Fenulian Mirror was shattered, Kyron split in two like the other Celestians.

His Wicked One and Shining One sides both retained the name Kyron, both seeking to continue to watch over the creatures of nature.

The wicked half was known to be cunning and cruel, while the shining half was known for his kindness and bravery.

It is said the two halves, instead of engaging in physical combat, argued incessantly with one another about the proper way to guide the natural world.

The Wicked One half (Dark Kyron) worked with Garkan the Black to create the Orcs, while the Shining One (Brave Kyron) half rescued the discarded souls of their experiments and formed them into The Herd and the creatures of the Trident Realms of Neritica.

Their rivalry eventually led to the two eternally chasing one another through the skies of Mantica, forever locked in a back and forth combat known as the Great Hunt.

Brave Kyron constantly gives chase to Dark Kyron, as can be seen with the night sky giving way to the day, with Brave Kyron giving us the light.

Brave Kyron appeared before to The Herd as the Avatar of the Father.

If the Thuul are to be believed then they were fashioned in the image of **Kyron** himself, and this may well be true, for their elders have an affinity for magic far greater than any other Neritican.

**References:**

Kings of War 2nd Edition Uncharted Empires

Kings of War 3rd Edition Uncharted Empires

This wiki is not an official Mantic Games publication.
Clansmen

The Clansmen form the grunts for your warband they are decent all-rounders.

As an exile himself, Talannar tends to attract those who have also been shunned by their own societies. As a result, the Northern Alliance also includes Elf, Dwarf and Human Clansmen. These form the grunts for your warband. As you might expect, the Elf excels in ranged combat, the Dwarfs are good when it comes to close combat and the humans are decent all-rounders.

The humans of the Northern Alliance come mostly from the Northern Clans who have sworn allegiance to Talanaar, but can come from many disparate lands. Of these, some are remnants of eastern tribes devastated by Varangur raids. Others are refugees of wars to the south, or exiled from the numerous Kingdoms of Men. Whatever their heritage, each has found a home as part of the Alliance, and will fight to their last breath to protect it.

This wiki is not an official Mantic Games publication.
Abyssal Berserkers

When the braincells are fried and the thirst for violence cannot be sated, the Berserker is born.

Lured into the service of the Wicked Ones by the promise of eternal slaughter, these violent warriors care little for strategy or power, often charging without provocation the moment they see the enemy.

They are normally found trying to keep up with the orcs, howling like madmen until finally they reach the enemy lines, where they become whirling, frenzied death-dealers.

Berserkers are twisted forms of their noble kin; they are not driven to battle-lust by the tragic history of their people, nor even by guilt over their betrayal of Golloch’s folk. No, these berserkers have given themselves over entirely to the death-cults of Tragar, giving up their very souls to the creatures of the Abyss in return for the promise of endless slaughter.

Only through killing can they hope to stave off eternal damnation, at least for a time.

Cunning overmasters will factor the berserkers’ bloodlust into their plans, often using them as bait or a diversionary ploy for the rest of the army.

This wiki is not an official Mantic Games publication.
Dragon Fire-team

Like their nobler kin, the Abyssal Dwarfs are skilled with black powder weaponry. The war machines of the dwarfs are based on tried and tested designs that have been in use for thousands of years. Those fielded by the Abyssal Dwarfs, however, are new and volatile creations of the Iron-casters.

Built to cause devastation and excruciating pain.

These infernal machines are created bearing the likenesses of abyssals, with leering faces and sharpened teeth.

Their appearance is far from coincidence, for the Iron-casters use their foul art to bind the essence of Ariagful’s children to their frames.

Each engine is, on some level, alive and viciously sentient.

They rage against their metal prisons, their aggression fuelling the fires of the weapons they employ.

With but a word, an Iron-caster can invoke the regenerative powers of the abyssal inside the machine and use it to magically repair any damage caused. Ariagful herself bears no ire to the Abyssal Dwarfs for her abyssals’ imprisonment, as the denizens of the Abyss are of little consequence to her.

This wiki is not an official Mantic Games publication.
Atal Carreg

## Atal Carreg

### Settlement

* Slazek-Don
* Ezer-Mar
* Tragazahk
* Grunn Keep
* Duduach
* Agendrakr
* Mount Ungar
* Deigfell
* Redgarakaz
* Ironhold
* The Gatefort
* Marn
* Colledyg The Lost Deeps
* Crag Hudd
* Gorric's Arch
* Dandim
* **Atal Carreg**
* Darthig
* Dynewrdd
* Tyr Gorfod
* Cwl Gen
* Dragon Spite
* Llyngyr Cadw
* Llynifeg
* Crafanc
* Helgarth
* Creidd Aran
* Jarrun Bridge
* Eastport
* The Pillars
* Caer Lleud
* Llyfanifeg
* Camuchel
* Derym's Deep
* Duhollt
* Tylmwyn
* Belyg's Dam
* Gars
* Edrych Aros
* Golgamor
* Rhyn Dufaris
* The Tithe Wharf
* Ruins of Culloch Mor

### Other Locations

* Abyssal Wastes
* Whyteweald
* The Fire Sands
* The Redwalls
* Ravenswood
* Dewbrock Plain
* Fulgrias Shelf
* West Downs
* Serigg's Breach
* West Halpi Ridge
* The Halpi Spine
* Mount Sol Arrath
* Mount Rhimerad
* Seedfields
* Eaveshrim
* Siren's Teeth Isles

Passes

* Slaver Road
* Tragar Pass
* The Cleaveway
* The Three Arches
* The Ironway
* The Coalway

Waterways

* Redgar River
* Rimebrook River
* High Sea of Bari
* Low Sea of Saun
* The Great Cataract

This wiki is not an official Mantic Games publication.
Canine

Canine, (family Canidae), also called canid, any of 36 living species of foxes, wolves, jackals, and other members of the dog family. Found throughout the world, canines tend to be slender long-legged animals with long muzzles, bushy tails, and erect pointed ears.

This wiki is not an official Mantic Games publication.
Darvlian Reach

## Darvlian Reach

### Region / Realm

* Young Kingdoms
* Primovantor
* Successor Kingdoms

### Settlement

* Oxenmeet
* City of the Jade Gate
* Havalthorn
* Dol Gragos
* Deepholt
* Sathoi
* Celebruthil
* Ironhelm Keep

### Politics / Culture

Factions: Kingdoms of Men, League of Rhordia, Undead

### Inhabitants

Human, Elven, Dwarf, Halfling, Ogre, Goblin, Orc

### Other Locations

Roads & Passages* The Copper Road
* The Valenstride
* Black Pass
* **Darvlian Reach**

Mountains & Woodlands

* Dragon Teeth Mountains
* The Copper Face

Waterways

* Straits of Von Terel
* Martolian Sound
* Bay of Imlar

This wiki is not an official Mantic Games publication.
Ally McSween

Ally McSween joined the party for the Saga against the The Tyrant of Halpi introducing lock-picking and thievery, as you’d expect from a Halfling thief.

Which changes the dynamic of the base group entirely in some ways, as instead of attacking a door to smash it, Ally could unlock it.

This wiki is not an official Mantic Games publication.
Bhanek the God of Life

In the beginning there were 7 gods:

* **Bhanek the God of Life**,
* Shobik the God of Death,
* Ohmpek, God of Light and Raiser of the Sun,
* Lonok, Queen of the Shadows and Bringer of Darkness,
* Threnekka the God of Water,
* Korgaan the God of the Air and
* Dianek the God of Earth.

Younger Twin of Shobik the God of Death.

Bhanek brings the spark of life to many an array of creations and forms, his imagination as limitless as his capacity for joy.

Bhanek was excitable and intemperate, releasing his creations into the world without a care or consideration.

What Bhanek created, Shobik killed, paving the way for the next set of creations.

This wiki is not an official Mantic Games publication.
Dolvareg

## Dolvareg

### Other Locations

* Golden Horn
* Golloch Empire
	+ Ruins of Haelthorn
	+ Dolgarth
	+ Culloch Mor
	+ The Great Cataract
	+ Golloch's Landing
* Gaer Donig
* Iult
* Ganekhaz
* The Holdway
* Tyr Eurayd
* **Dolvareg**
* Croguedd Pass
* Caregmere
* The Under-Gate
* The Step
* The Sea-Gate
* Caeryn Golloch
* Iron Meadows
* The Carric Wall
* The Khazlan Fields
* Southern Watchline
* Rankgourd Marshes
* Kemow's Watch
* Gaer Carric
* Aberkhaz
* Amaa-khopet
* Duregs Hold
* Plains of Difetth
* Sea of Eriskos
* Low Sea of Saun
* Infant Sea

This wiki is not an official Mantic Games publication.
Abyssal Guard

Those who rise to the top of the pile within the First Circle, by dint of cunning, martial prowess or, most likely, a combination of the two, will earn the right to don ceremonial armour and wield more powerful weapons.

These elite fighters are known as Abyssal Guard.

This wiki is not an official Mantic Games publication.
Birthing-daughters

In the deepest, darkest depths of the Ratkin lair you will find the bloated, near-blind monstrosity known as the Brood Mother, she is tended by a plethora of birthing-daughters – carers for the mewling, sightless Ratkin pups.

From her birthing-daughters, the Brood Mother will carefully select those that are allowed to breed with males throughout the lair. She will typically pick the most loyal and weak-willed, constantly fearful that one of her daughters will attempt a rebellion and try to become a Brood Mother herself.

The birthing-daughters scurry throughout the clan and deliver the Brood Mothers commands. However, it appears it is not uncommon for these messages to be interpreted in a way that will greatly benefit the receiver and they will readily accept bribes from recipients keen to ensure they’re first in line for the Brood Mother’s instructions.

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Brakki Barka

Most Abyssal Dwarf halfbreeds are reckoned too unruly and unpredictable of temperament to command others of their kind, resulting in them being set lose upon the foe individually or in small groups in the manner of mindless berserkers.

The one exception is the fearsome warlord **Brakki Barka**. So preternaturally strong is Barka, and so unending the extremes of his fury when denied, that he has risen to a station that none of his cursed kind has ever been known to hold.

He is the lord of the army of an entire temple-bastion, known as The Legion of Bhardoom

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Dreadnought Class

These enormous vessels are the epitome of dwarf technology, and represent the life’s work of their Warsmith commanders. Their funnel-stacks belch thick smoke into the air as their enormous paddle-wheels propel the ship forward through a churning sea. Floating fortresses of metal, they are as enduring and unassailable as the mountain holds of their creators – indeed, they could be said to be holds in their own right, home to an entire clan of engineers, targeteers and Warsmith apprentices, their families and worldly possessions in tow. Dreadnoughts often go many months without making berth, relying on smaller vessels for their resupply and the relaying of orders from home. They are maintained continuously, repaired at sea by the skill of their crew, and stand ready to be deployed into any theatre of war at a moment’s notice.

In battle, Dreadnoughts plough full steam ahead into the enemy line, cannonballs ringing off their armoured hulls as they turn their many gun turrets to bear on the foe. It is easy to see why the first Dreadnoughts were mistaken for gigantic sea monsters, and the devastation left in their wake only adds to their fearsome reputation.

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Army Standard Bearer

Twilight Kin

Kingdoms of Men

League of Rhordia

   Standard bearers, usually drawn from long-serving champions of the Palace Guard, have the singular honour of carrying the army standard into battle.

Bearing ancient enchantments of protection, the standards of elven lords are a blessing to their warriors.

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Armada

Wargame published by **Mantic Games**

No. of Players **2**

Session Time **90 minutes**

Authors **Matt Gilbert**

First Publication **2020**

Armada is a 1/700 scale "Sea combat fantasy miniature range" and tabletop game from Mantic Games.

## The Lore

Not all battles are fought on land, across the seas of Pannithor the various factions are deploying their fleets, either to protect their costs or to perform pirate raids for treasure or slaves.

Pannithor has a rich history of ship building and naval exploits. The noble races of man, elf and dwarf, have explored the world’s oceans and seas for millennia, plying trade, exploring new lands, and launching expansionist invasions. But they are not alone, for all races must eventually learn the mysteries of sea-faring life, if they are to compete and survive in an ever changing and dangerous world.

With Pannithors colourful history, and world changing events have opened up new possibilities and connected lands in ways not possible before. The Infant Sea, born from the great inundation following the war with Winter, is now a chaotic and dangerous expanse of trade, piracy and outright war. The rewards are great, however, for those that prove their might, and powerful warships patrol the waters of the world, flying their nation’s colours, and protecting their coasts.

## Version History

In November 2020 Mantic launched Kings of War Armada created by Matt Gilbert. The game is a slightly modified version of Warlord Games' 'Black Seas' tabletop game, set in the Napoleonic era. Armada uses the same rule set as Black Seas, albeit simplified in some key areas such as crew strength for boarding actions, effects of wind and sea state, and critical damage to ships. This was carried out in collaboration with Warlord Games; players of Black Seas can use their historic ships in Armada via the 'Kingdoms of Men' card pack, which gives Armada rules for Napoleonic-style 1/700 scale ships.

At launch there were 4 factions, The Basileans Armada, The Imperial Dwarven Armada, The Empire of Dust's Armada and The Orcish Armada

## The Factions

* The Imperial Dwarven Armada
* The Elven Armada
* The Free Dwarven Armada
* The Northern Alliance Armada
* The Order of the Brothermark Armada
* The Salamanders Armada
* The Kingdoms of Men Armada
* The League of Rhordia Armada
* The Ogres Armada
* The Order of the Green Lady Armada
* The Ophidians Armada
* The Sylvan Kin Armada
* The Herd Armada
* The Trident Realms Armada
* The Empire of Dust's Armada
* The Forces of the Abyss Armada
* The Goblins Armada
* The Nightstalkers Armada
* The Orcish Armada
* The Ratkin Armada
* The Ratkin Slaves Armada
* The Twilight Kin Armada
* The Varangur Armada
* The Undead Armada

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Desert Swarm

The incantations of the high priests can be made to work on any living thing, not just humans. In times of war, the mages will raise the husks and remains of the creatures that inhabited the dunes of the Cracked Lands. From swarms of insects and small reptiles, to lumbering undead behemoths, nothing is beyond the defilement of necromancy.

The practice of summoning these creatures began while there were still living warriors among the Ahmunite armies, with human soldiery being backed up by obedient undead insects and animals. Although it was unnerving, none could deny their effectiveness in combat. In death, they are still staples of the armies of the pharaohs, usually acting as natural battering rams and scouts.

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Ancients

Salamander Ancients are battle-hardened veterans who know their time on Pannithor is near an end, but who still wish to fight and lend their experience in training the younger generation.

They are not as agile as they once were but make up for it in their combat experience and fearlessness. They know death is near, and so nothing can faze them.

These grizzled warriors, with aging, dark skin, growing stiff and cold as the fire inside begins to dwindle, form implacable anchor-points in the battle lines of the reptilian armies.

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Brute Enforcer

Bharzak understood that slaves need to come in many shapes and sizes. After he had perfected the basic template for a Ratkin, he focused on developing a larger type that could survive in harsher conditions and, most importantly, be the work-horses of the mines. The result was the Ratkin Brute.

Bred for war, these hulking slabs of muscle, claw, and fur are hard to stop once they get the scent of blood.

Set to work among and alongside Abyssal Dwarf crews, they came to admire their masters and even now fashion their hair in plaits, attempting to mimic the well-groomed dwarf style.

Before going into battle, Brutes are injected with a horrifying cocktail of steroids and regeneration serums, concocted by their Brood Mother and spiked with blightcraft.

The most vicious of the Brutes are used as Enforcers, who march between the hordes and keep the rabble in line. Killing stragglers or those trying to sneak away often proves to be an incredible motivational tool.

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Amogramok

Amogramok is the Ogre Lands.

### **Other Known Geography:**

If you wish to expand your knowledge of Amogramok and its surrounding areas, a list of various locations are provided below for further reading:

#### Regions, Realms and Provinces

Mammoth Steppe - The Great Plains of the Mammoth Steppe - Ostra Ardovikia -

#### Settlements, Mines, Keeps and Holds

Ylin-Vlaad - Erskholme - Khovidaan - Barican Gates - Gaer Zarn - Faeyrnhold - Uan-fanek -

#### Seas Waterways

* Frozen Sea
* The Reckonvaeg
* Erskwell River
* Ersk Lake
* Barinmere
* Barinpool

#### Other Terrain

* Munhir Amok
* The Great Elk Plain

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Battle Shrine

The Church of the Children does not shy from its spiritual and guiding duties and ensures it is always a focal point for the League’s soldiers to rally around.

At times of great need, the Church will allow one of the rare Battle Shrines to be taken to war. These combine innovative and experimental weaponry from the College of Warcraft with blessed standards and soul-inspiring iconography.

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Ax

Ax
--

Ax warriors are named after the vicious axes they carry – orcs are pragmatic and unimaginative in their language.

These orcs, who form the core regiments of armies, also carry sharpened, spiked shields that are as much a weapon as protection. Combined with their crude heavy armour, these orcs can survive storms of ranged fire long enough to charge the foe and attack in melee.

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Brokenwall Mountains

## Brokenwall Mountains

### Settlement

* Mammoth Steppe
* Vestra-Ardovikia
* Ostra-Ardovikia
* Basilea
* Primovanta
* Valantora
* Damar Mountains
* Martolian Plains
* Bailean Massie
* Galahir the Great
* Primantor
* Halpi Mountains
* **Brokenwall Mountains**
* Dragon Teeth Mountains
* Nevishir

### Inhabitants

Human

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Decimators

Decimators are Abyssal Dwarfs bearing short-ranged black powder weapons, which fire clouds of grapeshot capable of stripping flesh from bone, and stopping the most determined charge in its tracks.

The thunderpipe is a short-ranged blunderbuss of a weapon designed to inflict horrific and painful injury so that the victim might be dragged in agony back to the slave pits.

This wiki is not an official Mantic Games publication.
Dandim

## Dandim

### Settlement

* Slazek-Don
* Ezer-Mar
* Tragazahk
* Grunn Keep
* Duduach
* Agendrakr
* Mount Ungar
* Deigfell
* Redgarakaz
* Ironhold
* The Gatefort
* Marn
* Colledyg The Lost Deeps
* Crag Hudd
* Gorric's Arch
* **Dandim**
* Atal Carreg
* Darthig
* Dynewrdd
* Tyr Gorfod
* Cwl Gen
* Dragon Spite
* Llyngyr Cadw
* Llynifeg
* Crafanc
* Helgarth
* Creidd Aran
* Jarrun Bridge
* Eastport
* The Pillars
* Caer Lleud
* Llyfanifeg
* Camuchel
* Derym's Deep
* Duhollt
* Tylmwyn
* Belyg's Dam
* Gars
* Edrych Aros
* Golgamor
* Rhyn Dufaris
* The Tithe Wharf
* Ruins of Culloch Mor

### Other Locations

* Abyssal Wastes
* Whyteweald
* The Fire Sands
* The Redwalls
* Ravenswood
* Dewbrock Plain
* Fulgrias Shelf
* West Downs
* Serigg's Breach
* West Halpi Ridge
* The Halpi Spine
* Mount Sol Arrath
* Mount Rhimerad
* Seedfields
* Eaveshrim
* Siren's Teeth Isles

Passes

* Slaver Road
* Tragar Pass
* The Cleaveway
* The Three Arches
* The Ironway
* The Coalway

Waterways

* Redgar River
* Rimebrook River
* High Sea of Bari
* Low Sea of Saun
* The Great Cataract

This wiki is not an official Mantic Games publication.
Bhardoom

**Bhardoom** - has its own legions, and slaves and chuck people into the abyss without a care. Brakki Barka is lord of the army of an entire temple-bastion, known as The Legion of Bhardoom.

The temple is along the face of northern mountain range in Tragar overhanging the Abyss within, or very close, to Deiw or Zarak, the exact locations is never revealed outside of the Abyssal Dwarfs.

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Doppelgangers

The Doppelgangers are faceless, silent, and yet spinechillingly creepy. No matter how desperately the enemy fight, they match them blow for blow, turning their own fear and panic against them. As the melee continues, soldiers will watch in terror as the otherworldly infantry slowly change to mimic them further, until they find themselves looking into their own grinning faces.

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Artic Wastes

The following Seas and Coasts

* The Crystal Sea
* Bay of Tarivek

### **Other Known Geography:**

If you wish to expand your knowledge of Artic Wastes and its surrounding areas, a list of various locations are provided below for further reading:

#### Mountains

* Drake's End
* Elfbane Sprires
* Giant's Gloam

#### Other Terrain

This wiki is not an official Mantic Games publication.
Dol Gragos

Mountains & Woodlands

* Dragon Teeth Mountains
* The Copper Face

Waterways

* Straits of Von Terel
* Martolian Sound
* Bay of Imlar

### **Other Known Geography:**

If you wish to expand your knowledge of Dol Gragos and its surrounding areas, a list of various locations are provided below for further reading:

#### Regions, Realms and Provinces

Young Kingdoms of the Ardovikian Plain - Successor Kingdoms - Primovantor - Dragon Teeth Mountains - The Copper Face - Straits of Von Terel - Deepholt -

#### Settlements, Mines, Keeps and Holds

Oxenmeet - Havalthorn - Ironhelm Keep - Sathoi - Celebruthil -

#### Roads & Passages

* The Valenstride
* Darvlian Reach

#### Mountains

* Dragon Teeth Mountains
* The Copper Face

#### Seas Waterways

* Straits of Von Terel
* Bay of Imlar

#### Other Terrain

This wiki is not an official Mantic Games publication.
Barican Gates

### **Other Known Geography:**

If you wish to expand your knowledge of Barican Gates and its surrounding areas, a list of various locations are provided below for further reading:

#### Provinces & Settlements

* Mammoth Steppe
	+ Erskholme
	+ Khovidaan
* Carrog
	+ Suds-Bik
	+ Ets-Bik
	+ Kjellstad
	+ Caeryn Baric

* Tragar
	+ Deiw
	+ Zarak

#### Historic Sites

* Faeyrnhold
* Gaer Zarn

#### Landmarks & Notable Locations

* Amogramok
* Munhir Amok
* **Barican Gates**

#### Mountains, Woodlands & Other Terrain

* Bulwark Peaks of Barica
* Elkenshade Woods
* The Great Elk Plain
* The Ferrous Wastes

#### Seas Waterways

* Barinpool
* Barinmere
* The Reckonvaeg
* Frozen Sea

This wiki is not an official Mantic Games publication.
Cursed Son

When a Reaver has survived enough battles and proven themselves both violent and tactical enough they gain the honour of Cursed Son.

Succumbing fully to the Mask of the Reaper, caring nothing for their own safety, they rush headlong towards the enemy in a frenzied bloodlust.

If you fear the Reavers, you dread the Cursed Son.

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Domivar

Created the Abyss with the axe of Oskan

A young Celestian and the son of Mescator, God of Justice. Domivar appeared before Bolisean, ruler of the twin cities of Primovantor and the Golden Horn, when that human nation was about to fall for good, and created an army of Elohi to save the cities, which in turn lead to the creation of Basilea out of the ruins of Primovantor as unified mankind. Domivar also slew Oskan in the God War and created the Abyss to imprison 27 of the 37 Wicked Ones loyal to him at the cost of his own life.

This wiki is not an official Mantic Games publication.
Crafanc

## Crafanc

### Settlement

* Slazek-Don
* Ezer-Mar
* Tragazahk
* Grunn Keep
* Duduach
* Agendrakr
* Mount Ungar
* Deigfell
* Redgarakaz
* Ironhold
* The Gatefort
* Marn
* Colledyg The Lost Deeps
* Crag Hudd
* Gorric's Arch
* Dandim
* Atal Carreg
* Darthig
* Dynewrdd
* Tyr Gorfod
* Cwl Gen
* Dragon Spite
* Llyngyr Cadw
* Llynifeg
* **Crafanc**
* Helgarth
* Creidd Aran
* Jarrun Bridge
* Eastport
* The Pillars
* Caer Lleud
* Llyfanifeg
* Camuchel
* Derym's Deep
* Duhollt
* Tylmwyn
* Belyg's Dam
* Gars
* Edrych Aros
* Golgamor
* Rhyn Dufaris
* The Tithe Wharf
* Ruins of Culloch Mor

### Other Locations

* Abyssal Wastes
* Whyteweald
* The Fire Sands
* The Redwalls
* Ravenswood
* Dewbrock Plain
* Fulgrias Shelf
* West Downs
* Serigg's Breach
* West Halpi Ridge
* The Halpi Spine
* Mount Sol Arrath
* Mount Rhimerad
* Seedfields
* Eaveshrim
* Siren's Teeth Isles

Passes

* Slaver Road
* Tragar Pass
* The Cleaveway
* The Three Arches
* The Ironway
* The Coalway

Waterways

* Redgar River
* Rimebrook River
* High Sea of Bari
* Low Sea of Saun
* The Great Cataract

This wiki is not an official Mantic Games publication.
Baron on Aralez

The majestic aralez live out on the plains in small family groups. Often mistaken by the ignorant for chimerae, these large dog-like beasts are well-known for their unique ability to heal minor wounds by touch.

Many adventurers, lost and exhausted in the wilderness, tell of an aralez coming to them in their dreams and afterward waking fully refreshed, their scrapes and bruises healed.

Aralez can be fiercely loyal, and the champions of the League are sent by the dukes to claim them as their companions in a ritual known as Binding.

   Man and beast hunt and live together for seven days, and after this time, if a bond is formed, the aralez will serve at the champion’s side as their faithful steed as part of the Honour Guard until the death of one of the partners.

The oldest, wisest, and most powerful of the aralez watch over their packs as guardians and will only form a bond with those who wield similar power and responsibility.

An aralez whose champion has died returns mournfully to the plains and lives out the remainder of its life in solitude, never seeking companionship from any other species ever again.

This wiki is not an official Mantic Games publication.
Ahmun

### **Other Known Geography:**

If you wish to expand your knowledge of Ahmun and its surrounding areas, a list of various locations are provided below for further reading:

#### Regions, Realms and Provinces

The Cracked Lands - Myr-Ahmyn - Myr-Ahmun -

#### Empires

* Ahmunite Empire
* Ophidian Empire

#### Settlements, Mines, Keeps and Holds

Citadel of Leith - Caetyn Vetg - Hos-mar-ek - Ui'Astia (Under-Sand) - Ui'Arah - Khym-rer -

#### Other Terrain

* Fields of Ophir

This wiki is not an official Mantic Games publication.
Baron

The barons are responsible for governing the sub-divisions within the League, and while they have some degree of autonomy, they still take their orders and swear allegiance to their duke.

Each baron will be responsible for the protection, taxation, and management of a swath of countryside outside their state capital.

Most operate a feudal society, they themselves vassals to their lords. All barons are granted the honour of attempting the Binding so that they may fight alongside the Honour Guard in battle.

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Druid

The Herd

Coming from the Order of Druids, they sense and feel the ripples, ebbs and flows of magical force and gently alter these to achieve the desired effect.

Ever mindful of the need for balance in all things, a druid will never commit to ‘mastery’ of one or the other form of magic as other magic users do, nor will they ever attempt magic that is beyond their limits.

To be a druid is to accept limitations rather than push against them, to ensure the world and the forces which shape it are disturbed as little as possible by your actions.

The varied warriors of the Forces of Nature can only be brought together by the power and authority of a Druid, a representative of the Green Lady herself.

The tribal Druids, or shaman as they are sometimes known, share the deepest connection to both the Mother and the Father and advise the great chieftains on all matters.

In times of dire need, the shamans from many tribes will gather to combine their skills and powers to beseech the Father for the power and guidance to lead their warriors to victory.

While they can hail from any races of the world, druids are most commonly human. Humans are capable of great good and great evil and so can be as neutral, benevolent or vengeful as the Green Lady requires.

These enigmatic individuals are skilled in the ways of the wild, able to communicate with not only beasts and animals but each of the various races with the forces of nature with ease. They can even commune with and summon the elementals to war when the need is great.

Druids summon the shamblers and wardens, channelling the innate sentience of the forests, leading them to war.

This wiki is not an official Mantic Games publication.