Demeo Lore

A voice over and some leaflets in game with printed text provides most of the lore currently in game. There have been some physical leaflets created and sent to fans for various contest rewards as well as a community video answering select lore questions via YouTube with the Game Writer Julius. We have also been fortunate to have specific details shared with us by Resolution Games for these pages.

This page will collect the sum total knowledge of the lore of Demeo and where possible cite the source if not included in game. In some cases we may release lore provided directly to the wiki by Resolution Games as well, this will be cited as well.

## The worlds of Demeo

   The game of Demeo is actually a world within a world as you are a player present in Deb's basement playing the fantasy board game Demeo. The Game Master Deb is the narrating voice heard throughout the tutorial and narrates the game's rounds while making comments of accomplishments while on your adventure. She will guide you through each adventure with your selected champion(s) putting you at odds with all of the game's denizens. As it is implied that she is in control of the monsters during their turn, just don't take it personally!

## Characters

The characters within Demeo include even the unique champions that you play as well as a host of enemies waiting to be discovered. We have compiled a list and lore for all of the characters within our character lore page.

## History

The World of Demeo is currently in its 5th age, during the first three Ages, borders changed due to fierce wars and quarrels. But since the 4th Age, borders and the world have become more constant. You can learn more about the history of the World of Demeo within the history lore page.

## Factions

### Elven Loyalists

The initially faithful of King Avnor and Queen Rúhn who hoped for a formula for everlasting life. They stood fast, even when the experiments escalated. When they saw how Rackarn started to corrupt and change their peers, they became scared and understood what they had helped accomplish. Some were slain by Rackarn’s foul magic, others corrupted and are now under the control of Alfaragh.

### The Thieves’ Guild

Established some time during the 4th Age, the Thieves’ Guild was created to protect those who steal, dupe, or rob. The guild is blind to who you might be - dwarf, human, or elf - and the idea is to share information between each other and, at the same time, protect one another from the law. They wear a mask as they perform their illicit deeds, and if one member is down on his luck, there is a fund to borrow money from - but not paying back in time results in death. They also share tips and tricks, and new members need to be invited by already existing members but will, in turn, have access to decades of accumulated knowledge.

### Eleven Rebels

These Elves stood up against King Avnor and Queen Rúhn whom they believed to be truly mad, intending to turn away their race from the path of evil. But they failed and got killed by the Loyalists. Their spirits got caught between living and dead. Led by rebel leader Rálma.

### The Circle

A form of union amongst sorcerers, mystics, alchemists, wizards, witches, mages, warlocks, and even some lesser priests with minor abilities. The Circle provides aid, guidance, and teachings to those who are a part of The Circle. If you are to band with The Circle, you do so by pledging an oath, assuring that you shall never use your powers for evil deeds or personal gain. Upon breaking the oath, you will be ostracized from The Circle, and, depending on the severity of your actions, you might spend time incarcerated. The Circle is led by The Chamber of the Elders, who decide matters tied to magic. The Elders maintain close contact with The Council, debating topics tied to magic in the world. To gain a seat as an Elder is complex, as you can only be considered based on recommendations from current Elders.

### The Northern Clan

A group of humans, elves and dwarves active during the 4th Age. They were few but filled a void as justice was short in supply. Anyone could reach out to The Northern Clan, pleading for aid in different situations - going from a warlord threatening a family or perhaps a wild animal running amok. Not mercenaries, as they only accepted a bed to sleep in and food in their bellies as payment, but often seen as a miniature, friendly army. However, one day they just vanished, and no one has seen them since.

### Undergrounders

The numerous homeless outcasts that reside in the sewers, catacombs, and below ground. They ascend during the day to beg for money and find food, spending the gold they receive on drinking. At night they venture back below where they live. They have their own flag to mark their turf, hung wherever they put up shop. If one is to spot one of said flags, it is better to turn back as Undergrounders are very territorial and feel that the underground is their place where they do not bother anyone.

### Lawbiders

Essentially the police of the world. Established by The Council to reduce illicit and criminal activity, hoping to create a more civil world. Applying to join the lawbiders requires a particular physique and a year's training. The vast majority of lawbiders are humans as goblins lack communication skills, dwarves are too short, and elves consider themselves "above such banal tasks." But all benefit from the lawbiders' existence as, since they started patrolling the provinces, a certain amount of control is noticeable.

## Locations

A description of world of Demeo locations mentioned within the lore of the game, indirectly through game items, or provided by Resolution Games. We will attempt to explain how they fit within the story of Demeo and hopefully broaden the landscape with increased locations within the World of Demeo.

### Spiritplane

The Spiritplane is everything and nothingness together. All Ages occur parallel, intertwined with each other, simultaneously as every geographical location is accessible across the entire Spiritplane by just taking a step. It is an afterlife of sorts, where those who once lived now can exist among time and places that once were. However, very little is known about the Spiritplane; scholars are aware of its existence, but how anyone ends up there is still up for debate.

Some die and go...elsewhere, as others seem to end up in the Spiritplane. At least one instance has been documented of a living being becoming absorbed into the Spiritplane and returning - but the reason why is vague. He was a human named Eddrick Sét. Before his mind abandoned him entirely, he talked about a massive brightness, immense endlessness, how he one second had wandered the Ronth Desert, and the next, been at the top of Mount Akká, how he were all races at once and time was just a concept as every sunrise and sunset since the dawn of earth was weaved into a bundle. The exact purpose of the Spiritplane is unknown too, but some claim it is of utmost importance, an antechamber for souls that still have something to accomplish. Existing inside the Spiritplane bare great possibilities; one could visit a loved one who died, walk the bottom of The Dólm Sea or...locate something that might not be locatable without the Spiritplane.

Elven Spirits that stem from the Elven Rebels have access to it, but to search its whole to locate something small might take decades. But there are strengths in numbers, calling for more Elven Spirits to be released, or one, immensely strong Spirit, like Rálma.

### Provinces

There are a total of eight provinces currently listed as part of the World of Demeo. While four provinces remain unknown the four known provinces are call the private provinces or "maars". These provinces are governed by a corresponding race, but common law still applies. Other than that, there is one simple rule: to be able to travel or visit, work, live or trade within one of the private provinces, one must first apply for a permit. If denied a permit but one still enters the province then one could be sentenced to several years at the Rí bastille or even be punished with death - even if that is very rare. Of course, some disregard applying for a permit, but you need to have obtained one if you are to work or trade within a given private province.

#### Nurmaar

The human province, rather acceptant of others entering their province, seeing it as a possibility for open trade and travel.

#### Helmaar

The elven province, similar to humans, they also accept those who seek the opportunity to trade, travel or work. But they differ as humans see others as a possibility, and elves consider them a necessity. However, nowadays, the province is not as strict as the elves are in decline. It is also currently where numerous locations in Demeo are located. Mentioned in the first adventure module The Black Sarcophagus leaflet in game as home to the Elven necropolis where the Elven King Rackarn sealed the souls of the Elves as part of his pact with Alfaragh.

##### Sunderhaven

The town sits on top of a large underground system of sewers home to creatures and a group know as Undergrounders as mention in The Realm of the Rat King module leaflet in game.

Deb says, *"In the province of Helmaar lay Sunderhaven, a town seemingly untouched by Rackarn. Although recently, whispers have been shared among the townsfolk about feral rats that appear to be steered by something. Undergrounders have seen a giant rat dubbed the 'Rat King', believed to reside in the sewers. Few venture down into his realm, but lately, the Elven Spirits have urged you to take on this perilous quest as more spirits must be freed if you are ever to defeat the darkness."*

##### Drych Forest

A remote forest you are urged to travel deep into by Elven spirits located within the providence of Helmaar. As mentioned in the Roots of Evil module leaflet in game.

Deb says, *"Drych Forest is an odious and fearful place that harms those who enter. This is the home of Druids of Drych - a commune of druids devoted to one sole task, namely keeping the Root Lord in chains. But now, Elven Spirits urge you to travel deep within to locate the tomb of the Elven Rebel leader Rálma and free her mighty Spirit. But to find the tomb, you must survive not only the Root Lord but also the druids' leader Mother Cy."*

##### Fhalgor

The Elven capital city located within Helmaar under which the necropolis lies with the corrupted Elven Queen left to protect the Black Sarcophagus.

#### Belmaar

The dwarven province. Dwarves overall are a secluded race, and they rather not mix with the other races. They have nothing against others; they simply just want to be left alone. As a result, they never approve any applications to enter the province. However, there are plenty of dwarves that - momentarily - live elsewhere than Belmaar.

#### Vakmaar

The goblin province, they seldom refuse any applications to enter their province, but they lack anything of value, and there are therefore very few occasions when anyone seeks a permit other than passing through.

## World Details

Interesting notes or bits of information gleamed from content in-game or externally.

### Racial Customs

#### The Elven Blaze

A special torch lit whenever someone died, as a way of remembering both them and reminder that even Elves are not immortal. Avnor Berim, the Elven King abandoned the tradition of lighting the blaze as it reminded him about their mortality.

#### Fountain of Faith

The Fountain of Faith plays an intricate role in the Elven faith. If you drink water from either West, North, South, or East, you can be aided in problems concerning Love, Gold, Family, and Health.

### Miscellaneous Tidbits

* There are four major cultures: Goblin, Elven, Human, and Dwarven within the World of Demeo.
	+ Goblin leader selected by strength
	+ Humans have a supreme Monarch *"For the Queen!"*
	+ Elves are scattered due to the Elven King's treachery
	+ Dwarves have a ruler, type unknown.
* Each culture has their own leaders or leadership structure but there is a Council of all four races with a singular representative from each.

## References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 Provided directly by Resolution Games Writer Julius
2. ↑ 2.0 2.1 2.2 2.3 2.4 2.5 YouTube-Lore: Question 4