recursal/Fanatic-Fandom huggingface dataset:
Anrheg

Settlements

* Garenoch
* Golloch's Landing
* Ruins of Culloch Mor
* Vyneg Mor
* Kerac's Blight
* Hare's Rest
* Carricmouth
* Fentis-Ron
* Fellforge
* Fellheart Hold
* Dar-Esa
* Gaer Carrog
* Rannoc
* Carg Makaz
* Scymadkazla (Shifting Forge

Pathways

* The Step
* The Great Grainway

Waterways/Seas

* Low Sea of Carrog
* High Sea of Bari
* Carric Gulf
* Estacarr River
* Carric River

### **Other Known Geography:**

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

#### Regions, Realms and Provinces

Abercarr - Mountains of Abkhazla - Estacarr -

#### Settlements, Mines, Keeps and Holds

Garenoch - Vyneg Mor - Ruins of Culloch Mor - Kerac's Blight - Hare's Rest - Carricmouth - Fellforge - Fellheart Hold - Dar-Esa - Gaer Carrog - Rannoc - Carg Makaz - Scymadkazla (Shifting Forge - Tyr Gurayd -

#### Mountains

* Mountains of Abkhazla
* The Fell Ridge

#### Seas Waterways

* Carric River
* Estacarr River

#### Other Terrain

* Hare's Leap
* Hare's Gap
* Plains of Estacarr

This wiki is not an official Mantic Games publication.
Admrul Ghurak

Ghurak, a self-styled orc pirate 'admrul', is the primary antagonist in the Kings of War: Armada novel 'Pious'. An ex-slave, Ghurak escaped captivity with a small band of orcs and rose to prominence as a violent and successful krudger. However, the challenges, battles and riches of a life at sea soon gave him other, more ambitious plans.

This wiki is not an official Mantic Games publication.
Assassin Class

These don’t have an impressive array of guns on each broadside. Instead, they boast a very devastating armament on the bow, perfect for unleashing just before launching a Boarding Action. When they do fight in a Boarding Action, they can unleash their special Decimate ability to try and reduce the CS of the enemy ship, as the assassins target the imposing figures lining up against them. If the ship has also been upgraded with members of the Blade Dancers within its crew, it can also reroll some of the attacks that miss, as the frenzied warrior women unleash their vengeance upon whatever sorry foe is in front of them.

Speaking of sturdy, the Twilight Kin ships aren’t as sturdy as those of most other fleets, and so need to be looked after to avoid an early watery grave. This also means that they can’t go around ramming into anything and everything like orcs do. So, how do the Twilight Kin captains board ships that simply try to run by sailing at Full Speed? Well, they have a unique upgrade, the Barbed Harpoon, that can be used to attempt to grapple ships that are trying to avoid their clutches. This is a one use only ability however, so care must be taken to use at the appropriate time.

This wiki is not an official Mantic Games publication.
Battle-Captain on Rhinosaur

The trusted deputies of the Clan Lords, the Battle-Captains are superior warriors and tacticians in the prime of life.

Battle-Captains are often given command of large divisions of the army and the freedom to take the battle to the enemy as they see best.

Ancient Salamanders are granted the honour of thundering to battle on the near unstoppable Rhinosaurs. These blocky brutes live in herds on the fertile plains and both Raptors and Rhinosaurs have learnt to live with and avoid each other.

While a pack of Raptors may target a weakened individual, they can still pack a lethal punch, and so the Raptors tend to favour easier prey.

This wiki is not an official Mantic Games publication.
Dungeon Saga: The Return of Valandor Adventure Pack

The second quest module continues off of the first. Though the heroes have foiled Mortibras' efforts to capture Valendor's body, he managed to steal the Tome of Valendor and release the voice that commanded him in the first place. This voice is revealed to be Ba'el of The Abyss, who now challenges the heroes alongside the necromancer. This module includes an additional miniature of each undead enemy type, as well as more cards to supplement the heroes from the first module, though it does not contain any new overlord cards. Also included are a new hero and a new boss:

Valendor the Great: The legendary hero who defeated Winter returned. He's not normally playable, but can be summoned to aid the heroes in several scenarios.

Undead Demon Lord Ba’el: Imprisoned inside Dolgarth for centuries, Ba'el is now an undead demon boss that can be fought in two of the included scenarios.

In The Return of Valendor the cunning necromancer, Mortibris, defies death to threaten the realm once more. His foul objective is to break down the barriers between the mortal world and that of the dead. At his side stalks the long-imprisoned demon, Ba’el – a being of unfathomable evil. To thwart this unholy allegiance, the heroes must seek out the spirit of Valendor himself, the greatest hero ever known, bringing about a confrontation of titanic proportions.

Return to the depths! The quest continues with 6 all-new adventures, intensifying with every step as you advance to face the toughest challenge yet.

Become Legendary! The heroes and Mortibris now wield greater power than ever, using the superior Legendary side of the hero cards from the very first adventure.

Summon Valendor! Assume the god-like form of the almighty Father of Magic, bolstering the ranks of the heroes with a new and powerful ally.

Confront Ba’el! Dare you stand and face the Eater of Realms, the Bane of the Mortal Kingdoms, the Bringer of Woe? And what will become of Mortibris himself?

This wiki is not an official Mantic Games publication.
Charioteers

Chariots are one of the most devastating weapons deployed by the Kingdoms of Men, and only the finest warriors are permitted to use them.

Training hard to acquire the expertise to handle the warhorses which draw them, as well as to gain the skill to make use of their weapons on the jolting, shifting platform, charioteer units are the pride of any army and the bane of many foes.

This wiki is not an official Mantic Games publication.
Barrihon Ironmantle

**Barrihon Ironmantle** captain of Thunderguard a GrimmStone Class vessel, leading a larger fleet including a couple of RuneAxes, some Hunter-class ironclads and two Fury Class warships the EmberHeart and the Oakenbane.

They fought a mighty sea battle against an Empire of Dust fleet led by Shobik’s Wrath, scourge of the Carrick Gulf, captained by Sarib-Tia the Infinite.

All was going the Dwarfs way with many ships burned and sunk, till Shobik’s Wrath High Priests intoned the Ritual of the Elements and lightening drew down, struck the Jewels of Shobik, which then engulfed the fleet in blinding light, reducing the Dwarven crew to smoking skeletons.

This wiki is not an official Mantic Games publication.
2018 - 2019 NBA Season

## Awards

	+ F Giannis Antetokounmpo, Milwaukee Bucks
	+ F Paul George, Oklahoma City Thunder
	+ C Nikola Jokić, Denver Nuggets
	+ G Stephen Curry, Golden State Warriors
	+ G James Harden, Houston Rockets
	+ F Kevin Durant, Golden State Warriors
	+ F Kawhi Leonard, Toronto Raptors
	+ C Joel Embiid, Philadelphia 76ers
	+ G Damian Lillard, Portland Trail Blazers
	+ G Kyrie Irving, Boston Celtics
	+ F LeBron James, Los Angeles Lakers
	+ F Blake Griffin, Detroit Pistons
	+ C Rudy Gobert, Utah Jazz
	+ G Kemba Walker, Charlotte Hornets
	+ G Russell Westbrook, Oklahoma City Thunder

	+ F Giannis Antetokounmpo|Milwaukee Bucks
	+ F Paul George, Oklahoma City Thunder
	+ C Rudy Gobert, Utah Jazz
	+ G Eric Bledsoe, Milwaukee Bucks
	+ G Marcus Smart, Boston Celtics
	+ F Draymond Green, Golden State Warriors
	+ F Kawhi Leonard, Toronto Raptors
	+ C Joel Embiid, Philadelphia 76ers
	+ G Klay Thompson, Golden State Warriors
	+ G Jrue Holiday, New Orleans Pelicans

	+ Deandre Ayton, Phoenix Suns
	+ Marvin Bagley III, Sacramento Kings
	+ Luka Dončić, Dallas Mavericks
	+ Jaren Jackson Jr., Memphis Grizzlies
	+ Trae Young, Atlanta Hawks
	+ Shai Gilgeous-Alexander, Los Angeles Clippers
	+ Collin Sexton, Cleveland Cavaliers
	+ Landry Shamet, Los Angeles Clippers
	+ Mitchell Robinson, New York Knicks
	+ Kevin Huerter, Atlanta Hawks
Death Engine Impaler

When dwarves get inventive worry, when Abyssal Dwarfs get inventive panic. This Chariot is geared for one thing, death. Powered by Ratkin's, this large fast implement of death is hunting for fresh targets.

Powered by a night terror inside as the engine. This creature is permanently bolted into the vehicle, with god knows what being pumped into its body and the stumps of its limbs joined to metal armatures that drive the tank. It’s bizarre and wholly cruel, but horribly inventive. It’s very Ratkin.

This wiki is not an official Mantic Games publication.
Clawshots

Taking the art of lethality from afar to extremes, the Ratkin Clawshot rifle is an arcane, long-barrelled contraption beloved of individuals who prefer to strike the enemy from the safety of a hilltop (and behind a large pavise).

It’s easier to run away downhill, too.

This wiki is not an official Mantic Games publication.
Barrow of Voitolius

## Barrow of Voitolius

### Settlement

* Tarisios
* Samarik
* **Barrow of Voitolius**
* Ardar
* Neiea
* Zantaporte
* Ruins of Du'lan Var

### Other Locations

* The North March
* The Brothermark
* Forest of Galahir
* The Samarites
* Marshes of Basilea
* Neiea's Mirror
* Elos Passage (Ardar to St Victor Dupont)
* The Warden Lands

This wiki is not an official Mantic Games publication.
Blightcraft

Within the fourth level of the Ratkin nests are the laboratories of the blightcraft scientists.

There is a fierce rivalry between the scientists and the Warlocks lower in the nest. The scientists believe it should be them, armed with their lethal, if unreliable, contraptions that should have the honour of being close to the all-powerful Brood Mother.

Within the ranks of the scientists there are two distinct camps:

1. engineers that favour to build machines powered by arcane alchemy Shredder and Weapon Teams
2. splicers that prefer to work on live subjects, examples include Night Terror and Brute Enforcers

Unsurprisingly there is bitter competition between these two camps, with both trying to prove their methods are the most successful.

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

Huge hybrid creatures, Grotesques are disgusting to behold and terrifying to face.

These multi-limbed mutants are excessively violent, often tearing their opponents to pieces, leaving little more than chunks of flesh and bone in pools of blood.

Although their presence is highly sought after by overmasters, their size and strength, coupled with their inability to communicate, means that they commonly have to be destroyed at the end of each battle to prevent them from killing their masters.

This wiki is not an official Mantic Games publication.
Caeryn Golloch

## Caeryn Golloch

### 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.
Captain Charn Ferrus

Charn Ferrus is a captain in the Basilean Navy and one of the main protagonists in the novel 'Pious'.

**Character Bio**

Described as a grizzled, weather-beaten man in his late thirties, Charn Ferrus joined the Basilean Navy as a boy sailor before rising through the ranks as a midshipman and then lieutenant. His pace of advancement was mediocre, but nonetheless he was selected for duties as a warship captain and was given command of the Batch Two Elohi-Class Frigate 'Pious'. The timeline of Charn's promotion and appointment to command would indicate that he may have commanded another ship before Pious. Charn is a no-nonsense man and strict-disciplinarian, believing that publicly and openly correcting his subordinates - often sarcastically or angrily - is preferable to acting as a mentor. Whilst unpopular with his officers, he nonetheless is known by his own superiors as a captain who gets the job done. Having prioritised his career throughout his life and volunteered for sea-going drafts over shoreside jobs, he is a highly experienced captain with a far greater professional knowledge of both seamanship and war fighting when compared to younger captains, although this has come at the cost of his marriage. The novel 'Pious' sees Charn leading the titular frigate and her crew in anti-pirate duties in the Infant Sea, based out of Keretia, and his working relationship with his reluctant Second Lieutenant, Jaymes Ellias.

This wiki is not an official Mantic Games publication.
Kieszyk

**Kieszyk** [ps. okrutnik z fuhu, okrutny zamordysta] (doł. 30 lipca 2020) - niebieski obywatel, drugi premier KKN, były Minister Infrastruktury, reprezentant III, IV i V kadencji, jeden z ojców założycieli FUH, jeden z dwóch konsulów przed utworzeniem konstytucji KKN.

### **Życiorys**

Użytkownik Kieszyk dołączył na serwer 30 lipca 2020 roku. Początkowo miał zamiar zasilić fioletową ćwiartkę jednak przez brak miejsc trafił do niebieskiej. Przed dołączeniem do FUH głównie dawał pojedyncze pomysły do konstytucji, nie sporządził żadnego poważnego projektu. Na początku dołączył do PZW oraz BWS jednak 1 sierpnia zmienił BWS na FUH, do czego przekonał go eloutkłem krytykujący BWS. 21 sierpnia otrzymał propozycję objęcia stanowiska Ministra Infrastruktury którą przyjął i 23 sierpnia został członkiem Rady Korony króla Antka I Utkniętego. Brał udział w betatestach i tam założył wraz z GrzechuNorth osadę na granicy z czerwonym która stała głównym miastem niebieskich. Był jednym z pierwszych osadników na Europecrafcie (Jeden z założycieli Behszahr oraz Kissamos). Główny organizator wyborów ćwiartkowych do Izby Reprezentantów od 13 września. Po wyborze Carskiego Kota na króla 4 października został Premierem nowo powołanego rządu.

### **Ciekawostki**

* Chodzą pogłoski że podczas beta testów dopuścił się straszliwych zbrodni wojennych, jednak do teraz nie przedstawiono odnośnie tego żadnych dowodów
* Dawny Avatar Kieszyka wyglądał inaczej
* Jest naczelnym jedynym redaktorem "Głosu Korony"
* Był jednym z osuszaczy pierwszej świątyni i zginął 3 razy przez Guardiany oraz błędy gry
Dragon Breath

The heat of the inferno unleashed by the Dragon’s Breath is able to melt armour and flesh, making this ensorcelled war machine one of the most feared weapons on the field of battle.

Crews of these Twilight Kin also delight in burning and melting their foes with spouts of unholy witchfire, spewed from their corrupt versions of the elven Dragon’s Breath.

This wiki is not an official Mantic Games publication.
Biggit

Rising through the ranks of a goblin army is typically a story of back-stabbing, treachery and betrayal. However, the benefit is clear to any aspiring goblin leader – you get to stay at the back and shout the commands really loudly.

Being the nastiest, fiercest goblin around might not sound like much of an achievement, but Biggits still manage to command a grudging respect from their lesser brethren.

They can be found on any battlefield where a goblin army fights, ‘leading’ the charge by standing behind everyone and pointing a lot.

This wiki is not an official Mantic Games publication.
Bay of Imlar

## Bay of Imlar

### 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.
Apaphys, Champion of Death

The 13th youngest child to a wealthy Ahmunite family, parents were reborn unwillingly during the rite of Purification while he was young, causing the family to fall on hard times. Struggling to survive in the gutters of civilisation.

While the Ophidian Empire rose and established itself, the Ahmunites fell to a world of plague, despair and undeath. It is through this that Apaphys rose to power. Apaphys stuck a bargain for immortality with Soppdu, the currupt djinn of war, just as the Ophidian God-Kings blighted Ahmunites with their curse.

Soppdu replaced Apaphys’s soul and took the freedoms and pleasures of flesh. Riding on back of his wyrm N’Jem D’ru, he unleashes a reign of terror - The Champion of Death.

With the djinn flowing through the veins of the rotting body of Apaphys, it burns with utter desire for chaos and destruction.

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

The dreaded halfbreeds are the most widely known of the Iron-casters’ mad experiments.

Sick amalgams of bull-like quadrupeds and dwarf, the heavy thunder of their hooves are heard and feared further across the northern steppes as the herald of death or slavery.

Halfbreeds form the Abyssal Dwarf equivalent of shock cavalry.

Halfbreeds vary, but usually take the form of the upper torso of a dwarf fused with the body of a quadruped abyssal.

Intelligent enough to wield weaponry and follow some orders, but their low status and the chronic pain of their tortured forms drives them into a state of fury, making them dangerous and unpredictable on the battlefield.

Charging the enemy at first sight, galloping at great speed before swinging their heavy hammers to crush the foe.

This wiki is not an official Mantic Games publication.
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. They are pack animals.

Rarely, aralez are born winged, and these individuals become the dominant leaders in the family packs.

This wiki is not an official Mantic Games publication.
Corsairs

The Salamander navy has a highly skilled force of marines used for both defence and protection, as well as in aggressive boarding actions as part of the policing activities in the waters around the homelands.

They are also used in targeted commando missions and, on some occasions, given free rein to sow chaos and destruction upon their enemies in whatever way they feel will be most effective.

These independent, buccaneering crews have become renowned for their lightning raids and disruptive actions on smugglers, pirates, and slavers alike.

Small bands of Corsairs sometimes hone their skills away from the navy and fight with the Salamander land forces where they are employed as advanced skirmishers.

While it is rare (although not unheard of) for female Salamanders to fight in the army, female Corsairs are a much more common sight.

This wiki is not an official Mantic Games publication.
Corpse-Mother

Most ghoul clans are ruled by a Corpse Mother, the oldest and most respected matriarch in their repulsive community. Corpse-Mothers have absolute power over the clan and it is they who guide and direct the raids and attacks against the living, though they rarely take part themselves.

While most ghouls are wasted, emaciated creatures, the Corpse-Mothers ruling over them are bloated, corpulent creatures, gluttonously feeding on the choicest meats and organs after a kill while the rest of the clan starves.

They are regarded with almost holy reverence by the clan, and any threat to a Corpse-Mother is met with savage, unbridled fury. It is these creatures that a necromancer must treat with if they are to bring ghouls to the battlefield, although it is normally a mere formality. Ghouls follow necromancers willingly, drawn to the stench of death and thrilled by the promise of slaughter.

This wiki is not an official Mantic Games publication.
Dogs of War

Fighting alongside the regular infantry, the Foot, or House, Guard are elite, professional veterans—well-drilled and experienced campaigners.

Used as their bodyguard, these units are greatly valued by barons and dukes alike for their loyal and efficient service.

This wiki is not an official Mantic Games publication.
Bharzak the Grim

Bharzak the Grim after failed attempts at mutation and torturing Dwarves, turned his eye to the Rats, after 13 years of experimentation and hybridisation the Ratkin were created.

Bharzak the Grim, overmaster of the Gift-Piers of Zarak, wanted more. More work, more blood, more pain, more productivity, more sacrifice. More slaves. A seemingly endless supply simply wasn’t enough.

The never-ending nightmare of misery, brutality and pain the slaves screams echo through the endless night of the caverns.

Slaves came in all shapes and forms, Dwarfs, Orcs, Goblins, Men, Elves, etc seized from far off lands by roaming slave gangs and raiders, prisoners from battles, or born into slavery.

Some are bred for it.

Working slaves to death with no rest to appease the Wicked Ones, a decree was issued to double the number.

After butchering over a hundred dwarfs slaves, captured on raids on an Imperial dwarf hold, Bharzak discarded the remains into the corner for the rats to feed on. The Rats...

Experimentation began, locking himself away chittering screeches and agonised wails could be heard.

Consumed with his experimentation the hold forgot about Bharzak and a new overmaster took his place.

The heavy doors of his lab were flung open some thirteen years later. Striding out came Bharzak followed by a vast pack of mutated rats.

A new race of slaves were created, the Gnorr.

They could do more: work harder, work longer and breed faster.

Using the biggest brutes Bharzak reasserted his authority and rose back to a position of power greater than before.

The Ratkin become a commonplace sight in the slave dens, their endless supply saw them sacrificed, tortured, maimed, worked, and discarded in unfathomable numbers.

Bred for oppression the Ratkin were cruelly exploited.

The Ratkin then revolted, The Great Revolt, and tore into him, those that managed to escape became the Ratkin, those that were caught remained the Ratkin Slaves.

Bharzak and there are many secrets he keeps to himself.

Following his near-death at the hands of one of his brutes, he rebuilt his disfigured body with parts from both Ratkin and Grotesque, and he is now such a monstrosity to behold, even the most hardened and debauched Abyssal Dwarfs have to avert their gaze.

The breeding program continues and is still headed by Bharzak.

This wiki is not an official Mantic Games publication.
Centaur Bray Hunters

Across the great plains and slopes of the wilds roam the centaurs.

Centaurs are a race of simple hunter-gatherers with strong ties to the earth. Although generally peaceful, they are highly territorial and will attack and run down any who provoke them. They live a nomadic existence, travelling in herds of extended families of both young and old.

When they take to battle, most centaurs use their hunting tools. Many carry heavy two-handed weapons, normally used to fight the beasts of the Mammoth Steppe, but also more than capable of bisecting a man. Others make use of sturdy bows, firing on the move with deadly accuracy.

The centaurs act as scouts and outriders for the Forces of Nature. They can cover great distances quickly and are commonly employed by the druids to look into threats and report back from ongoing conflicts. This suits the centaurs fine, allowing them to satisfy their wanderlust and protect their way of life.

This wiki is not an official Mantic Games publication.
Anag'rha'su, Lord of the Sixth Circle

Using the Eye of the Abyss gem Twitch Keenear summoned the Demon **Anag'rha'su, Lord of the Sixth Circle** from the depths of the Abyss.

Anag'rha'su sent Twitch Keenear on a quest to the Halpi Mountains to gather a pair of dwarfish gauntlets, which would allow Twitch to unlock the full power of the Eye of the Abyss gem, and in turn will grant Twitches Brood Mother the most powerful Ratkin nest.

Anag'rha'su gifted Twitch a bone shaped staff, embodied with the power of the Abyss.

This wiki is not an official Mantic Games publication.
Duhollt

## Duhollt

### 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.
Blacksouls

Blacksouls form the backbone of the army, and these doughty warriors prefer to receive the enemy charge, letting the foe expend their might against their ranks, before hacking into them with vicious axes.

Favouring heavy axes and hammers, marching to war in tight regiments, often bearing ensorcelled dark iron shields.

This wiki is not an official Mantic Games publication.
Death Engine Spewer

Ratkin took the Death Engine and tinkered more. This Chariot is geared for one thing, death. Powered by Ratkin's, this large fast implement of death is hunting for fresh targets.

Powered by a night terror inside as the engine. This creature is permanently bolted into the vehicle, with god knows what being pumped into its body and the stumps of its limbs joined to metal armatures that drive the tank. It’s bizarre and wholly cruel, but horribly inventive. It’s very Ratkin.

This wiki is not an official Mantic Games publication.
Depth Horrors

Depth Horrors are terrifying to behold. Summoned from the depths devoid of light, these ugly brutes haul themselves from their watery lairs to delight in the fresh meat on offer in the strange, dry world above.

As they are unused to light, the Mythicans summon dark storm clouds to cover them in battle, blocking out the sun to allow them to see and fight unhindered.

This wiki is not an official Mantic Games publication.
Ages of Pannithor

## Timeline

* In the beginning
* Age of Creation
* Age of Sorcery
* Age of Nobility
* The Time of Light
* Age of Glory
	+ The Fenulian Mirror
* The God War
	+ The Battle of Madness
	+ The Battle of Tarisios
* Time of Darkness
	+ *The Kingdom of Tragar*
* The Age of Expansion
* Time of Woe
* The Time of Ice
	+ Winter's War
	+ The Battle of Haelthorn
	+ The Fall of the North
	+ The Battle of Halman’s Farm
	+ The Reckoning
	+ Great Inundation
	+ *Hegemony of Basilea*
	+ *Golloch Empire*
* The Age of Conflict
	+ The Battle of Deep Chasm‏‎
	+ The Battle of Nathan Peak
	+ The Battle of Ironhold Bridge
	+ The Great Revolt
	+ Massacre of Perino
	+ The Battle of Black Pass
	+ The Abyssal Crusade
	+ Edge of the Abyss
	+ Invasion of the Halpi Mountains
	+ The Siege of Cwl Gen
	+ The Battle of the Bloody Steppe
	+ The Battle at Rhyn Dufaris
	+ The Battle for the Frozen Sea
	+ The Flooding of the Abyss
	+ Ice & Iron
	+ The Battle for Ravenswood
	+ The Battle of Andro
* **Now**

Pannithor is the official world setting for the Kings of War game.

This wiki is not an official Mantic Games publication.
Ariagful, Goddess of Red Fire

Goddess of the Abyssal Dwarfs. She is said to imbue their weapons and armor with the dark fire that protects them and grants their ironcasters their magical prowess. Her Shining One half is Fulgria and is worshipped by their regular dwarf cousins.

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Billa-Reffu

## Billa-Reffu

### Politics / Culture

Rulers: Ophidian Empire | Factions: Ophidians

### Other Locations

* Amaa-khopet
* **Billa-Reffu**
* Hokh-oul
* Hokh-tar
* Khotp-remun
* Mirquai
* Nidarqa
* Nem-krat
* Quaturu
* Sarhorrek
* Thataiza
* Ul'Arah
* Talonhok
* Wastes of Ophidia
* The Cracked Lands
* Southern Desert

Mountains & Woodlands

* Cradle of the Gods
* Pillars of Anokhet
* The Sentinel
* Wailing Spires

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Angkor Heavy Mortar

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.

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Duduach

## Duduach

### 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

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Bombboat

Designed by goblin Banggits, Bombboats are fitted with incredibly large and very dangerous mortars, and their one and only job is to use that weapon against the biggest target they can find – if they don’t get torn apart in the attempt.

There are loads of Orcs who volunteer for Bombboat duty, as the trill of things going "Boom!" is a big draw, even if it costs them their hearing...wot wot

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Caetyn Vetg

## Caetyn Vetg

### Settlement

* **Caetyn Vetg**
* Hos-mar-ek
* Khotp-remun
* Khe-Luxarn

Myr-Ahmun and the Wastes of Ophidia

* Khym-rer
* Ui'Arah
* Lost City of Ileureleith
* Ruins of Katapor
* Nehkesharr the Dead

Ahmun (The Cracked Lands)

* Lost Akharas
* Ui'Astia (Under-Sand)
* Nehkesharr the Dead
* Glimmer

### Other Locations

* Meadows of Dusk
* Fields of Malatheer
* Fields of Ophir
* Wailing Spires
* Cradle of the Gods

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Clarion

The skald Clarion is the emissary of the Alliance.

For a decade, he has travelled the length of Talannar’s kingdom and back, instilling fresh purpose and belief in those brave souls far from Chill, putting their lives on the line for the greater good.

His is a monumental task, to perform a skald’s work for the whole of the Alliance. But he is more than capable, a patient and powerful man with an incredible memory, passion and empathy.

Clarion has now been sent south, the herald carrying Talannar’s message to the lands that must become allies, or suffer whatever fate has in store for them.

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Craggoth

The disgraced ranger Banick Kholearm fought alongside the ancient greater earth elemental known as **Craggoth** during the war with the Abyss.

The two formed a bond as brothers in arms, fighting as heroes throughout the war, even surviving the loss of the Halpi Mountains.

Pushed from their homes in the Halpi Mountains by the swarm of vengeful Abyssal Dwarfs, across the Great Cataract and into the kingdom of Golloch. The Free Dwarfs weren’t so free anymore.

In the years that followed the mysterious magic that animated the golem started to break down, the construct’s motions slowing and stuttering, as if with old age.

Banick travelled across Abercarr, beseeching the ancient order of Stone Priests to save his companion. None would agree to help the outcast dwarf. So, in desperation, Kholearm turned to a fellow outcast – a Free Dwarf Warsmith.

With the knowledge of forging and machinery, the Warsmith was able to augment **Craggoth’s** failing energy with a powerful furnace and the elemental’s limbs were reinforced with mechanical joints.

The Warsmith passed the knowledge to maintain these contraptions to Kholearm. Now, **Craggoth** and the disgraced dwarf fight side by side to protect each other from a world that has all but rejected them.

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Blessed Sister Vaelleri

High Paladin Gnatius and **Blessed Sister Vaelleri** and battled the Abyssal onslaught that seemed to appear from nowhere, hidden by unnatural shadow.

They were north of the Halpi Mountains, having set out to treat with the warring dwarfs, thereby securing passage through their lands to the lands of Abercarr, to seek out the sorcerers of far Abkhazala, now nearing the Abyss.

Their passage discovered a desecrated monastery, the brother monks eyes plucked from their heads, driven mad from what they had read in a strange book.

So a new mission was announced, to seek out the hellish things that had corrupted those monks…

This was when a great roar was heard and a deep red glow appeared on the edge of his vision. Abyssals flooded in from every direction, and his force was too sorely depleted to fight so many.

Vaelleri ushered Gnatius down a trap door that was there, and the remaining troops filled down into cramped tunnels, sloping ever downwards.

Men-at-arms lit the way with torches, and perhaps that explained the growing heat, which seemed unnatural in this frozen waste.

Where the passages split Gnatius prayed and picked a route.

Marching for hours of days, time was lost, the ever downward slog was like an arid desert, dead ends seemed to part at their touch, tricks of daylight ahead which would be blocked walls of coal.

Exhaustion was their only tell tail sign of the passage of time. Tiered, stragglers were left as the party moved on, only for them to disappear if they looked back.

They finally reached a great door bound in brass and set in carved stone, Gnatius looked back and only **blessed Sister Vaelleri** and himself remained.

But **blessed Sister Vaelleri** did not know of the party they descended with, and only stated that it was their quest alone.

They had reached the lair of Zhortan of Abkhazala, the demonologist.

Gnatius drew his sword and the sounds of battle echoed all around, shadows dancing in the periphery of his vision.

Vallaeri was gone, Gnatius wondered if she had ever been here.

Before him stood a dark figure, in robes of deepest crimson. The Abyssal sorcerer Zhortan.

As Gnatius went to stike Zhortan, his sword felt too heavy, his hands looked old and gnarled, the blade was about to stike Zhortan when there was a great burst of flame, a gibbering, maniacal laugh, and red-skinned figures danced impishly all around Gnatius, prodding him with pitchforks, goading him with blasphemous insults.

"The way to the next circle is barred to you." resounded in his mind.

Gnatius fought on and on, slashing with his sword at his fiery torturers, until he was filled with blood-rage, sinking to one knee.

His sword was pressing firmly into the frozen ground, giving prayer to the Shining Ones for his deliverance.

His revere broken by Vallaeri urging him not to linger here.

Gnatius opened his eyes and looked about the shattered ruins, masked by the swirl of endless snow.

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Chainway

Culloch Mor is the one place Free and Imperial dwarfs can meet without fear of violence.

A rocky outcrop with bleak hardy trees, jutting up from the centre of the Great Cataract.

Great Cataract is a vast waterfall formed by the high sea of Bari emptying itself into the low sea of Suan.

This sacred place could be reached by the **Chainway**; an incredible feat of dwarven engineering that joined the north and south to Culloch Mor by way of suspension chain ferries.

A place where Free and Imperial dwarfs met each other to talk matters of state or just re-unite with estranged relatives or friends.

The dour Thistledew clan maintain the **Chainway** as they are the only clan to remain neutral.

Now severed when the Abyssal Dwarfs invaded from the north and took the Halpi Mountains, the chainway hangs limp.

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Celebrithil

Roads & Passages

* The Copper Road
* The Greenway
* Black Pass

Mountains & Woodlands

* Dragon Teeth Mountains
* The Copper Face
* Knifepeak Mountains
* Rhovan Forest
* Whychwell Forest

Waterways

* Straits of Von Terel
* Erkswell River
* Erks Lake

### **Other Known Geography:**

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

#### Regions, Realms and Provinces

Ardovikian Plain - Rhordia - Young Kingdoms of the Ardovikian Plain - Dragon Teeth Mountains - Shadowlands - The Guardforts - The Copper Face - The Greenway - Straits of Von Terel -

#### Mountains

* Dragon Teeth Mountains
* The Copper Face

#### Seas Waterways

* Straits of Von Terel
* Erkswell River
* Erks Lake

#### Other Terrain

This wiki is not an official Mantic Games publication.
Books

## Background Books

1st Edition Kings of War Rulebook (2010)
Kings and Legends (2012)
Basilean Legacy (2012)
Hellfire and Stone (2012)
2nd Edition Kings of War Rulebook (2015)
Uncharted Empires (2015)
Destiny of Kings (2015)
Edge of the Abyss (2017)
Clash of Kings 2017 (2017)
Clash of Kings 2018 (2018)
Clash of Kings 2019 (2019)
3rd Edition Kings of War Rulebook (2019)
Uncharted Empires (2019)
Halpi’s Rift (2020)
Kings of War: Getting Started (2020)
Dwarf King's Hold: Dead Rising
Dwarf King's Hold: Green Menace
Dwarf King's Hold: Ancient Grudge
Dungeon Saga: Dwarf King's Quest
Dungeon Saga: Return of Valendor
Dungeon Saga: Infernal Crypts
Dungeon Saga: Warlord of Galahir
Dungeon Saga: Tyrant of Halpi
Dungeon Saga: Eye of the Abyss
Dungeon Saga: Path of the Righteous
Dungeon Saga: The Green Tide
Dungeon Saga: The Unholy Crusades
 Vanguard Books
Kings of War Vanguard Rulebook
Vanguard: Ice and Iron
 Armada Books
Armada Rulebook (2020)
Primovantor Pilgrim newspapers (2020)
Kings of War Role Playing Game
 Gameplay tools* Kings of War Gameplay tools

### Novels and anthologies

Before the "Tales of" series, Books were published under the Dungeon Saga banner. With the advent of 3rd edition Tales of Mantica became Tales of Pannithor.

**Dungeon Saga**
The Dwarf King’s Quest (2017)
**Tales of Mantica / Pannithor**
Edge of the Abyss (2018)
Steps to Deliverance (2019)
Drowned Secrets (2020)
Pious (2020)
Nature's Knight (2021)
Claws on the Plain (2021)
The Battle of Dawn Keep (2021)
Rise of the Celestians (2021)
Faith Aligned (2021)
Shadows and Infamy (2021)
Frozen Rage (2022)
The Cost of Power (2022)
Mask (2022)
In the wake of the Leviathan (2022)
Honor's Price (2022)
Kindred Adrift (2022)
The Goblin King (2022)
Untitled Dwarf (2022)
Age of Creation
Age of Sorcery
Age of Nobility
* Tales of Pannithor: Untitled Dwarf (2022)

The Time of Light
* Tales of Pannithor: Rise of the Celestians (2021)

Age of Glory
The God War
Time of Darkness
* Tales of Pannithor: Honor's Price (2022)

The Age of Expansion
* Tales of Pannithor: The Battle of Dawn Keep (2021)
* Tales of Pannithor: Kindred Adrift (2022)

Time of Woe
* Tales of Pannithor: Mask (2022)

The Time of Ice
* Tales of Pannithor: Frozen Rage (2022)

The Age of Conflict
* Dungeon Saga – The Dwarf King’s Quest (2017)
* Tales of Mantica: Edge of the Abyss (2018)
* Tales of Pannithor: Nature's Knight (2021)
* Tales of Mantica: Steps to Deliverance (2019)
* Tales of Pannithor: Claws on the Plain (2021)
* Tales of Mantica: Drowned Secrets (2020)
* Tales of Pannithor: Pious (2020)
* Tales of Pannithor: Faith Aligned (2021)
* Tales of Pannithor: Shadows and Infamy (2021)
* Tales of Pannithor: The Cost of Power (2022)
* Tales of Pannithor: In the wake of the Leviathan (2022)
* Tales of Pannithor: The Goblin King (2022)

This wiki is not an official Mantic Games publication.
Berserker Bully

These individuals group together in small warbands, or rarely into whole clans, and march to whatever battles they can find.

Fighting with wild abandon and seemingly feeling no pain, these Berserkers do not stop fighting until they are killed outright.

Wielding two handed weapons which a man would struggle even to lift, the ogres are a whirlwind of destructive force, barrelling through entire regiments of the foe and scattering even the bravest and most capable warriors around them.

Berserker Bullies are usually bigger and stronger than other Berserkers and all are expert fighters. A rare few display a gift for tactics and strategy and rise to high rank in the militaries of other nations.

This wiki is not an official Mantic Games publication.
Big Rocks Thrower

Thanks to the goblin’s desire to stay as far from the enemy as possible, a Gadjit’s creative talents are regularly used to make all manner of powerful long-range war machines.

Although crude compared to the engineering of the dwarfs, the boulder chucking **Big Rocks Thrower** and the harpoon-launching Sharpstick Thrower can quickly devastate ranks of infantry.

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Dungeon Saga: The Green Tide Adventure Pack

Far to the west was where Kapoka found them; far to the west in the heavily forested hills of the Successor Kingdoms, near the walled city of Valentica. The entrance to their lair was well hidden, and perhaps a human would have had trouble spotting it. Not a gladewalker though. Not in the woods where the trees spoke to him, told him of the outrages of the vile destroyers, their secret paths, their dens, their lairs. They were fools to hide in the woods.

This wiki is not an official Mantic Games publication.
Dragon Teeth Mountains

Mountains & Woodlands

* **Dragon Teeth Mountains**
* The Copper Face

Waterways

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

Winter's War killed the The Grand Republic of Primovantor grinding the provinces north of the Dragon's Teeth to clay, with the ice retreating north and up to the peaks of the Dragon’s Teeth mountains, the rich southlands drowned by the sea, what remained was Basliea with the twin cities of Primantor and the Golden Horn. Pinched between the Infant Sea and the Dragon's Teeth is the Kingdoms of Men and north of the Dragon's Teeth is the League of Rhordia, and the Territories of the Elves.

The Dragon Teeth Mountains are hazardous to the traveller.

Trade routs such as the Greenway, the main east to west trade route between the Young Kingdoms and the Successor Kingdoms were created to bypass the hazardous Dragon Teeth Mountains.

As part of the Edge of the Abyss war, the Kingdoms of Men built a great wall alongside the Dragon Teeth Mountains to cut off their realm from the marauders in the North. The wall itself is manned (or should that be Ogred) by Ogre Warriors.

### **Other Known Geography:**

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

#### Regions, Realms and Provinces

Ardovikian Plain - Young Kingdoms of the Ardovikian Plain - Successor Kingdoms - Valentica - Primovantor - The Guardforts - The Copper Face - Celebrithil - The Greenway - Straits of Von Terel - Dol Gragos - Deepholt -

#### Empires

* Basilean Hegemony
* The Grand Republic of Primovantor

#### Settlements, Mines, Keeps and Holds

Vyrdenfield - Valentica - Oxenmeet - Havalthorn - Ironhelm Keep - Celebrithil - Sathoi - Celebruthil - Nevishir -

#### Roads & Passages

* The Valenstride
* Darvlian Reach

#### Mountains

* Brokenwall Mountains
* Damar Mountains
* The Copper Face

#### Seas Waterways

* Bay of Imlar
* Erkswell River
* Straits of Von Terel
* Erks Lake

#### Other Terrain

* Martolian Plains
* Bailean Massie

This wiki is not an official Mantic Games publication.
Council Chamber

The **Council Chamber** holds the suits of armour of fallen knights.

When a knight is not in battle or training they pray in meditation and contemplation onto he **Council Chamber**.

A Knight will feel the calling and are drawn to the ensorcelled armour, as soon as they touch it, flash of searing blue light and the knight is blessed with a portion of water magic, known as the Armour of Tides.

These knights are the Order of Redemption, the mightiest and noblest of the Brotherhood’s warriors.

This wiki is not an official Mantic Games publication.
Bowmen

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

The venerable bow is the most common ranged weapons in human kingdoms, although some human rulers equip their troops with crossbows, trading tactical flexibility for hitting power.

This wiki is not an official Mantic Games publication.
Barica

**Barica**

Lower Mantica

Khyrathor

Viesha

**Barica** is the eastern region of Pannithor

### **Other Known Geography:**

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

#### Regions, Realms and Provinces

Abercarr - Mountains of Abkhazla - Carrog - Estacarr - Diffeth - Anrheg -

#### Settlements, Mines, Keeps and Holds

Golden Horn - Culloch Mor - Great Cataract - Ylin-Vlaad - Dolgarth - Golloch's Landing - Caervn Gollock - Aberkhaz - Haunt - Eta-Bik - Sude-Bik - Garricmouth - Fentis-Ron - Suds-Bik - Ets-Bik - Kjellstad - Caeryn Baric - Barican Gates - Gaer Zarn - Faeyrnhold - Uan-fanek - Duregs Hold - Gaer Donig - Gaer Carric - Caeryn Golloch - Dolvareg - Tyr Eurayd - Ganekhaz - Iult - Caregmere - The Under-Gate - The Sea-Gate - Garenoch - Vyneg Mor - Ruins of Culloch Mor - Kerac's Blight - Hare's Rest - Carricmouth - Fellforge - Fellheart Hold - Dar-Esa - Gaer Carrog - Rannoc - Carg Makaz - Scymadkazla (Shifting Forge - Tyr Gurayd -

#### Roads & Passages

* The Holdway
* The Great Grainway
* The Step
* Croguedd Pass

#### Watches and Marches

* Southern Watchline
* Kemow's Watch
* Kernow's Watch

#### Mountains

* Mountains of Abkhazla
* The Sorrows
* The Fell Ridge
* The Carric Wall
* Bulwark Peaks of Barica

#### Seas Waterways

* Infant Sea
* Frozen Sea
* Low Sea of Saun
* High Sea of Bari
* Low Sea of Carrog
* Carric Gulf
* Sea of Eriskos
* Barinmere
* Barinpool
* Carric River
* Estacarr River

#### Other Terrain

* The Great Elk Plain
* Plains of Difetth
* The Khazlan Fields
* Rankgourd Marshes
* Iron Meadows
* Hare's Leap
* Hare's Gap
* Plains of Estacarr

This wiki is not an official Mantic Games publication.