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Flayer's Rack

The **Flayer's Rack** is a class 2 Tower Shield in *Salt and Sanctuary*. It is used by Red Lords and created by stretching human skins over a grid of dungeon ironwork. The shield is heavily implied to have been used by the Lords more for the sake of intimidation than personal defense.

The Flayer's Rack is obtained exclusively as a drop from Red Lords, as implied.

## Inventory description

*"A grotesque makeshift shield of the type carried by the Red Lords. Fashioned by stretching flayed human skins over a grid of dungeon ironwork, this unsanitary device functions more effectively as a tool of intimidation than one of personal defense; its blood-soaked tapestry of scarred hide tells a wordless tale of chilling cruelty and unspeakable agony."*
Kraekan Axe

The **Kraekan Axe** is a class 4 Axe in *Salt and Sanctuary*. It is an ornate, bearded axe wielded by Bronze Axe Knights.

The weapon is acquired by transmuting any Axe with the Bronze Axe Knight's Ashes, a Diamond Cluster and 30,000 salt.

## Inventory description

*"An ornate bearded axe wielded by the enigmatic Bronze Knights [sic], taciturn protectors of this nameless island. The true nature of these silent sentinels remains thoroughly unclear; whether they are indeed living beings at all or merely automatons puppeted by some unseen master is obscured in the impenetrable darkness beneath their helmets."*
Explorer

## How to Play

When you play Explorer, gain 2 Trade. At any time, you may scrap Explorer to gain 2 Combat.

Explorers are not shuffled into the main Trade deck. They are kept in a separate pile face up next to the Trade Row (opposite the Trade deck) where they are always available to be acquired.

When an Explorer is scrapped, it is placed back on top of the Explorer pile, not the scrap heap like other cards.

In the digital game, the Explorer pile can not be exhausted. However, when playing with physical cards there is only 10 included with every core set, therefor it is possible (however rare) to run out in the course of a game.

## Strategy

Explorers are a basic utility card always available to give your starting deck a trade boost, assuming there is nothing more cost effective in the Trade row. One important skill in the game is learning when mid game to stop buying Explorers and start scrapping them for the Combat bonus and to improve the efficiency of your deck.

## Reprints

Explorers also appear unchanged in the Colony Wars base game expansion set.
Kraekan

A **Kraekan** (plural: **Kraeken**) are a type of monster native to the sea, having killed many sailors and sent them to the island. They compromise most non-human enemies in *Salt and Sanctuary*. According to their respective Bestiary descriptions, The Unspeakable Deep is the most common form of a Kraekan, while Kraekan Dragon Skourzh is the most powerful.

The Kraekan name appears to be a corruption of "Kraken", which has a similar role. One "minor" Kraekan, the Mimku, also has an octopus-like physiology.
Swarm Cluster

## How to play

At any time during your turn, gain 5 Combat. If you have another Blob card in play, gain an additional 3 Combat. If you have two or more other Blob cards in play, gain another 3 Combat.

## Strategy

The primary 5 Combat is alreay very good, but like many other Blob cards it it greatly more valuable in a Blob-rich deck. With two other Blob cards in play, it provides an insane 11 Combat. On top of that, it is very difficult to take out due to its high defense of 8, and even more so if there are outposts that protect it. Conclusion: totally worth the 8 Trade.
Convoy Bot

## How to Play

When you play Convoy Bot you gain 4 Combat Strength and you may scrap a card in your hand or discard pile. When the ally ability triggers you gain 2 Combat.

## Strategy

Probably the best low cost Machine Cult card which stays useful until the end of the game. Thinning your deck with less useful cards can be good until the end of the game. Combined 6 Combat when the ally ability triggers is decent amount of damage.
Kraekan Helm

The **Kraekan Helm** is a class 3 Heavy Armor Helm in *Salt and Sanctuary*. It is a bronze helm worn by Bronze Knights and Bronze Axe Knights.

The Kraekan Helm is acquired as a drop from Bronze Knights and Bronze Axe Knights, the former only in the Castle of Storms onward as the ones before only drop certain loot and do not respawn.

## Inventory description

*"Heavy bronze helm worn by one of the Bronze Knights, mysterious guardians of the island."*
Farmship

## How to play

When you play Farm Ship, gain 3 Trade, draw a card and then discard a card. You can also scrap it to gain 4 Combat.

## Strategy

Three trade is nice, but there are multiple cards of the same or lower cost that also offer that. What distinguishes this card is the draw-discard. If you have multiple cards giving 3 Trade in your deck, this card makes it significantly more likely that you get two in the same turn and are able to buy an expensive 6+ Trade cost card. Scrapping for 4 Combat isn't bad either.
Blob World

## How to Play

When you play Blob World you get the choice between an attack of 5 combat or drawing cards equel to the many blob cards you played this turn.

## Strategy

This can be a great card if you have a lot Blob cards in your deck. It can really catalyst your turn and potentialy building up a large combat attack that can finish your opponent with a swift blow. Because of that chance it is easy to explain why this card cost 8 trade.
Imperial Flagship

## How to play

When you play Imperial Flagship, gain 7 Combat and draw two cards. If you have another Star Empire card in play, you can choose a target opponent who must immediately discard a card.

## Strategy

A simple but extremely powerful card. Due to the massive 7 Combat and unconditional double card draw it is well worth the cost of 8 Trade in any deck. The ally ability makes it even stronger, and in a deck focused on making your opponent discard cards it is very possible that with this card you can make your opponent discard 3 or more card at the beginning of their next turn.

Another thing to note is that this card pairs very well with Warpgate Cruiser in a deck that is not scrapped that well: you can draw up two cards, and if they are just two Scouts or Vipers just discard them for additional combat and draw up two new cards.
Jonastin

**Jonastin** is a piece of writing found in the Inventory description of the Sack of Salt in *Salt and Sanctuary*. It is one of the only pieces of story and lore not found anywhere in the Tree of Skill. The only part of it documented ingame (11:1) reads as follows:

*"So sprinkle salt on their heads, in remembrance of days long past, when salt held life."*
Corvette

## How to Play Edit

When you play Corvette you get 1 Combat Power and draw a card . If the ally ability triggers it adds another 2 Combat.

## Strategy Edit

The Corvette is a decent buy for 2 Trade. Not that it is bringing a lot of Combat, but drawing a card to prolong your turn is making it a good buy in any stage of the game. In fact you play it for free due the card draw. Later in the game its is still useful because it can the so needed Ally Abilities.
Captured Outpost

## How to play

At any time during your turn, you may draw a card and then discard a card. Captured Outpost is an Outpost with a defense of 3.

## Strategy

Captured Outpost is a flimsly outpost with a defense of only 3, so aside from the first turns it is unlikely to survive for long. Draw-discard is good in early game and midgame, but unfortunately this base does not do anything else, and cannot scrap itself either. It can still be of use in early game to go through your deck more quickly and/or make it more difficult to take out your other bases, and later in the game it will not clutter up your deck as much due to the draw-discard.
Ram

## How to Play

When you play Ram, gain 5 Combat. At any time, if you have another Blob card in play, you may gain 2 Combat. Also, at any time you may scrap Ram to gain 3 Trade.

## Strategy

A typically powerful ship for the Blob faction, the Ram is great as an early buy. The Ram provides a lethal dose of damage and is often scrapped in the early game to purchase a more powerful card.
Landfall

**Landfall** is a music theme from *Salt and Sanctuary*. It plays randomly in most areas throughout the island; the theme begins with a slightly eerie melody played on bells, before advancing into a semi-repetitive one played on an electronic guitar. Landfall sounds similar to Sacrilege, but has a different buildup.

Landfall can be heard here: [1].
Barter World

## How to Play

At any time during your turn, gain either 2 Trade or 2 Authority (but not both). Also, at any time during your turn you may scrap Barter World to gain 5 Combat.

## Strategy

Offering 2 Trade or 2 Authority gives you some flexibility in the early game to buy the more expensive cards. Trade is probably favored over Authority. Attackers can bypass the Barter World, but most of the time won't. Adding 5 damage damage as a scrap ability is a decent boost to your attack.
Clay Phantom

The **Clay Phantom** is an enemy in *Salt and Sanctuary*. It is a collection of the souls of mages who found an arcane rite that made them unable to move on to the next life. Many of these were scapegoated in times of war and disease, presumably the reason why these are found exclusively in the Red Hall of Cages.

Clay Phantoms float attack by summoning scythes that home in on the playable character. When killed, they drop the Clay Phantom's Ashes; they may also drop the Clay Mask.

## Bestiary description

*"A malicious collection of spirits, united behind one mask. In studying the arcane, many mages stumble upon a seemingly innocent rite with an unfortunate side effect: its caster's spirit may be incapable of properly moving on to the next life. How many wrathful spirits form a single Clay Phantom is unknown, but the consensus is that it's a surprisingly large number."*
Eviscerator

The **Eviscerator** is a class 4 Dagger in *Salt and Sanctuary*. It is a blade used by the Lepris, designed to hook and rend internal organs of living victims during their religious ceremonies.

The Eviscerator is acquired by transmuting any Dagger with the Lepris' Ear, a Diamond Cluster and 30,000 salt; it can also be given as a gift from Fern.

## Inventory description

*"A grisly blade used in unspeakable ceremonies. Specifically designed to hook and rend the internal organs of living victims."*
Doolie Chamers

**Doolie Chamers** is a character in The Crimson Quell. He was an initiate to the Ironforged Guard and second cousin of Councilman Fardrik, eventually agreeing to the latter's plan of killing Umari. Doolie was killed as a traitor by Aldrek after refusing to reveal any details about where the others of Fardrik's henchmen were.
Reclamation Station

## Scrap Ability

### Special

Gain 3 Combat for each of your cards that you scrapped this turn (including this one)

## How to play

At any time during your turn, you may scrap a card in your discard pile. You can also scrap it to gain 3 Combat for each of your cards that you scrapped this turn, including Reclamation Station.

Note: cards that scrapped themselves do count towards the total number of cards scrapped this turn. However, cards scrapped after Reclamation Station is scrapped do not count.

## Strategy

Reclamation Station is a strong outpost with a good defense of 6. Scrapping is obviously good, but it is a shame that you can only scrap from your discard pile, which means that sometimes you don't get to scrap. The self-scrapping ability is heavily underused in practical play: when timed correctly it can really boast a lot of Combat. This does not necessarily need to be for a final blow, it can also be done if scrapping is not necessary anymore.
Dread Horseman

The **Dread Horseman** is an enemy in *Salt and Sanctuary*. They are the unseated variant of the Dread Horseman (Mounted), and were originally powerful Dorian knights that guarded Taenibir. In-game, they are present in the Fort-Beyond-the-Mire and The Far Beach.

They wear the Cavalier's Cuirass, Cavalier's Armet, Cavalier's Sabatons and Cavalier's Manifers and wield a lance-like weapon (strongly resembling the Tainted Ranseur) and the Oppressor's Greatshield, dropping the Dread Horseman's Ashes.

## Bestiary description

*"Heavily armored knight. A Dread Horseman on foot is still a higly formidable foe, and in the few cases when Birian rebels managed to unseat a Dread Horseman, they only successfully disarmed and captured one."*
King Ericho

**This article is a disambiguation page for King Ericho**

The following is a list of links to pages that might share the same title.

Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.

**King Ericho** or **Ericho** may refer to:

* King Ericho the Austere, a king of Askaria
* King Ericho IV, his descendant
Kaltic Order

The **Kaltic Order** is or was a secret society of assassins. Little is known about the organization as most reports about them are conflicting and/or embellished, but most accounts point indicate that they disbanded decades prior to the events of *Salt and Sanctuary*.

Members of the Kaltic Order formerly used the Kaltic Razor as a weapon.
Devara's Light

*For the trophy, see Devara's Light (trophy).*
**Devara's Light** (also known as the **Order of Devara**) is a creed in *Salt and Sanctuary*. Members of it worship the goddess Devara, originally one of the Old Gods from what would be known as The Stone Roots.

Devara's Light is one of the three creeds that can be chosen when asked by Jaret, who remarks that the creed is "dying out, I'm afraid." Taking an oath to it earns players a trophy titled Devara's Light. Some items unique to it are the Earthern Vessel, Water of Blessing and Lightvessel. By default, the only Sanctuary devoted to Devara's Light is located in the Bandit's Pass.
Solar Skiff

## How to Play

When you play Solar Skiff gain 2 Trade. If the ally ability triggers you draw a card.

## Strategy

As a one-cost ship providing 2 Trade as a primary ability, the Solar Skiff is a good early-game purchase when you have 1 Trade to spend and you want to go for more Trade Federation cards in your deck. The drawing of a card when the ally ability triggers makes this a free play. Downside is it can't scrap itself.
Dark Arrows

**Dark Arrows** is a class 4 Spell in *Salt and Sanctuary*. It summons an orb of arcane magic that fires barrages of arcane arrow-like projectiles at foes. This Spell is heavily implied to be blood magic of some sort.

The Dark Arrows can be bought from Mages of the Order of the Betrayer.

A nearly identical attack is used by The Witch of the Lake.

## Inventory description

*"Summon an arcane orb that launches barrages of arcane arrows at foes."*

*"Blood magic is a powerful tool, but it is cast with great cost. A blood magic caster sacrifices a bit of himself with every spell he casts."*
Armor Guardian

The **Armor Guardian** is an enemy in *Salt and Sanctuary*. They are massive hulks created through unverified means by Court Sorcerers from Jaret's most devoted guardians, wearing the Titan Cuirass, Titan Greaves, Titan Armet and Titan Gauntlets.

Most Armor Guardians are found in the Castle of Storms (which originally belonged to Jaret), though one is curiously also present in the Dome of the Forgotten. They attack by slamming their Obsidian Pillars on the ground (often causing a shockwave) and defend using the Iron Rampart. When killed, they sometimes drop the Armor Guardian's Ashes.

## Bestiary description

*"A giant, heavily armored tower guardian. Jaret, the King of Storms, had his court sorcerers create these hulks from the most devoted of his guards. What magic made them is a mystery, but it seems like it would require something more powerful than common sorcery."*
Fleet HQ

## How to Play Edit

When you play Fleet HQ all your ships played with the Fleet HQ in play get 1 Combat Power. Fleet HQ is an Base with a defense of 8.

## Strategy Edit

Hard to get by this Base at a cost of 8. But do you let your opponent have it? Adding 1 Combat to each ship doesn't sound that much. But the numbers can add up quite fast. And can you or your opponents afford it to let it in play? Best have it at your side or scrap it out of the trade row before your opponents can get it.
Gravewalker

The **Gravewalker** is an enemy in *Salt and Sanctuary*. It is the soul of a Kraekan using stones from the Crypt of Dead Gods as a body, controlling it as a "green sprite" from the torso. All specimens seen in-game are present in that location.

The Gravewalker is one of the most powerful enemy types in the game. It mainly attacks by slamming its stone "arms" on the ground, though the soul itself seemingly "splits up" into several smaller, green projectiles that follow the playable character. These enemies drop the Gravewalker's Ashes when killed.

## Bestiary description

*"A Kraekan soul. The being that is the Gravewalker is actually the glowing green sprite in the center of the creature; the soul wields stone from the Crypt of Dead Gods as a body of sorts."*
Desert Sentry

The **Desert Sentry** is a royal guard of Kulka'as. Members of it wear the Scorpion Krug, Scorpion Dizcek, Scorpion Kolluk and Scorpion Migfer.

It is unclear how long the Desert Sentry has existed, since no signs of it are seen in the Ziggurat of Dust nor the Castle of Storms. As the Masterless Knight wears the Sentry's armor, he can be presumed to have been recruited into it before departing at age thirteen.
Citadel

The **Citadel** (also known as the **Citadel of Fire and Sky**) is an origin in *Salt and Sanctuary*. It is a stone tower built deep in the forests of Liven by the Keepers of Fire and Sky, allowing them to better practice their craft and train inexperienced Acolytes of Fire and Sky. Few outside the creed live in this place.

The Citadel is a key element to the plots of both the Annals of Grimsen and The Burning Clouds.
Cave Keeper

The **Cave Keeper** is an enemy in *Salt and Sanctuary*. It is a cave-dwelling brute found in tunnels connecting areas, such as the one between Hager's Cavern and the Fort-Beyond-the-Mire. The Cave Keepers also bear a lantern on their heads that illuminate their surroundings somewhat, but blot out other light sources. No explanation is given for their existence; the fact that they were able to craft the Stone Cleaver suggests that they are intelligent creatures.

Cave Keepers attack by running at trespassers and slamming with their Stone Cleavers. However, they are surprisingly weak and can drop the Cave Keeper's Ear when killed.

## Bestiary description

*"A misshapen, cave-dwelling brute. The magical lanterns they bear are somehow able to blot out the lights of men."*
Birian Lowlanders

The **Birian Lowlanders** are a group of lowland mercenaries originally from Taenibir. They were largely killed off and suffered a diaspora after the country was occupied by Markdor, but still have a fearful reputation and have an unique arms that strikes fear in most of the mercenaries' foes.

At least some Birian Lowlanders wield swords in the style of the Lowlander's Greatknife.
Hunting Bones

The **Hunting Bones** is an enemy in *Salt and Sanctuary*. It is a human skeleton reanimated by dark magic, present in the caverns under the Village of Smiles and Hager's Cavern.

Hunting Bones attack by shooting Flame Arrows with their Redtree Bows and by slowly slashing using their swords, the latter of which can be parried. They are also capable of teleporting, and sometimes drop the Hunting Bones' Rib when killed.

## Bestiary description

*"A reanimated human skeleton. Despite being nothing more than material set in motion by dark magic, it somehow demonstrates extreme proficiency with its Redtree Bow, peppering its enemies with flesh-searing fire arrows."*
Blade Wraith

A **Blade Wraith** is an enemy in *Salt and Sanctuary*, somewhat resembling the Grim Reaper. One is first seen in the basement of The Festering Banquet after The Sodden Knight's death, and another is seen in the Village of Smiles. They float around and attack the playable character by slamming the latter with their Wraithclaws. When vanquished, they frequently drop Blade Wraith Ribs.

The Blade Wraith's Bestiary description states that it is the work of "some powerful conjuror", likely The Architect. The Vacant Blades seen in Hager's Cavern are very similar to Blade Wraiths.

## Bestiary description

*"A cloaked creature of chains and bones. Blade Wraiths, like so many of this island's Kraeken inhabitants, are constructs of some powerful conjuror, weaved from materials both corporeal and ethereal."*
Crow

**Crows** are a type of animal seen on the upper areas of the island in *Salt and Sanctuary*. They feed on corpses and possibly also undead saltborns, the latter which are seen throughout the island. They are notable for being the only lifeforms present on it that neither attack the playable character or can be interacted with in another way.

The Nameless God can assume the form of a scarecrow, though it is unclear how efficient it is at keeping crows away.
Fetal Brat

The **Fetal Brat** is an enemy in *Salt and Sanctuary*. It is the larval form of the Vexing Brat, hatched from an egg-like object created in the latter's stomach.

Fetal Brats are never seen without their "parents", indicating that they have a very short life cycle. The creatures attack the playable character by running up to them and pecking. Unlike the adult Brats, they do not have any unique drops.

## Bestiary description

*"A Vexing Brat in its larval state. Vexing Brats are possibly the only creatures of Kraekan origin with what could be considered a life cycle: adult Vexing Brats feed on elemental energy, which they crystallize into blue egg-like things in their bellies, to be regurgitated, beginning the cycle anew."*
Askaria

**Askaria** is an origin in *Salt and Sanctuary*. Anything of or from it is known as **Askarian**. It is an empire-like country that appears to span several continents, having made enemies with others such as Tristin and Markdor, allied with Kulka'as and a few times unsuccessfully invaded by Kadania. Inhabitants of the country have a light skin color seen in several other, nearby places of the world as well.

The religion of The Three originates from Askaria, having united the entire country but suppressed others such as Devara's Light. The nation's military force is one of the most powerful in the world partially due to this union, having created many different types of weapons, but most commonly using ones such as the Askarian Scutum (although other notable ones include the Jaws of Death, Pruina Scutum and White Armor Set). It is at least partially governed by the High Council.
M3A1

The **M3** was an American .45-caliber submachine gun adopted for U.S. Army service on 12 December

## M3A1

### Place of Origin

13.5

1942, as the **United States Submachine Gun, Cal. .45, M3**. The M3 was chambered for the same .45 round fired by the Thompson submachine gun, but was cheaper to produce, and lighter, although, contrary to popular belief, it was far less accurate. This myth stems from a US army training film portraying the M3 as more accurate than its counterparts. The M3 was commonly referred to as the "**Grease Gun**" or simply "**the Greaser**," owing to its visual similarity to the mechanic's tool.

A suppressed Varient is available with lvl 17 Technician or by purchasing the OSS kit
Death

**Death** is a demon of some sort depicted on the Ashen Effigy. It appears to be worshipped by the inhabitants of Jinderen, or at least depicted on their murals. Death may or may not have any relations to the gods of death from other places in the world, such as Azredak, Tartilia and The Nameless God.
Year 1 Promos

## Description

A collection of 15 ships and bases released as a single pack as an "Add-On" to the Hero Realms Kickstarter. Each of the cards were previously released with alternate artwork via various means: with the initial Star Realms Kickstarter, various tournament prize kits, box promo, and other promotional events.

## Card List

### Blob

* Battle Screecher (x2)
* Breeding Site (x1)

### Machine Cult

* Fortress Oblivion (x2)
* The Ark (x1)

### Star Empire

* Battle Barge (x2)
* Starbase Omega (x1)

### Trade Federation

* Megahauler (x1)
* Security Craft (x2)
* Starmarket (x2)
Amygdala

**This article is a disambiguation page for Amygdala**

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Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.

Aaron Helzinger
(Comics)Aaron Helzinger
Gotham (TV Series)
Bandit's Pass

The **Bandit's Pass** is a location in *Salt and Sanctuary*. It is a linear area that serves to connect The Festering Banquet, the Sunken Keep and the Castle of Storms. The Bandit's Pass, as its name implies, contains many "bandit"-like enemies like Drowned Berserkers and Drowned Raiders. It also contains the only Sanctuary that is by default claimed to Devara's Light. If the player reaches the end of the Bandit's Pass without the Vertigo Brand, they will find Jaret who tells them it is "the end of the road", encouraging them to go elsewhere (to the Village of Smiles).
Island

The "**island**" (also known as the **Isle of Salt**) is the setting of nearly all of *Salt and Sanctuary*. It is a cold location deep under the sea, containing many ruined cities, temples and other locations claimed by The Nameless God, eventually for their inhabitants (and other deceased humans) to be used for Salt Alkymancy by The Architect.

## List of locations

* Shivering Shore
* The Festering Banquet
* Bandit's Pass
* Village of Smiles
* The Watching Woods
* Sunken Keep
* Castle of Storms
* Red Hall of Cages
* Cran's Pass
* Hager's Cavern
* Mire of Stench
* Fort-Beyond-the-Mire
* The Far Beach
* Dome of the Forgotten
* Ziggurat of Dust
* Mal's Floating Castle
* The Ruined Temple
* Pitchwoods
* Siam Lake
* The Blackest Vault
* Salt Alkymancery
* Crypt of Dead Gods
* The Still Palace
* "Developer Island"

## References

1. ↑ Map included with *Salt and Sanctuary: Drowned Tome Edition*
Brownvapor

**Brownvapor** is a type of poison described in The Poisoner's Field Guide. It is a gas of "foul vapors" created by combining dried Cytoplasm flesh with Kadanian tarvine. Brownvapor is very difficult to handle however; if it is violently released such as by shattering a containing flask, the "rapidly expanding and contracting" vortex of poison will revitalize the Cytoplasm, turning it into a malicious Poison Cytoplasm.

Brownvapor is also "burped" out of Bloated Monstrosities, likely as they consume both Cytoplasms and tarvine.
Dor Isle

**Dor Isle** is an origin in *Salt and Sanctuary*. As the name implies, it is an isle neighboring Taenibir, known for its highland clans who were the first to use the Kureimoa. It also contains bustling trade cities in which shields such as the Sunset Kite Shield are commonly wielded by peacekeeping forces. Inhabitants of the country have a light skin tone similar to those of Askaria, Jonas' Landing, Coastrock and Kulka'as.
Jamming Terminal

## How to play

At any time during your turn, gain 2 Combat and choose a target opponent who must immediately discard a card.

## Strategy

The main asset of this card is its ability to stay in play for long, as it has a high defense and is not an outpost. Especially combined with other cards that force your opponent to discard cards it can quickly become dangerous. It also provides an ally for your Star Empire cards while it is in play, which is important since all other cards in Frontiers that make your opponent discard have ally bonuses. The 2 Combat is not very strong, so in a deck not focused on Star Empire it may not be the best choice for this cost. Although if it stays in play for multiple turns, the total combat can still add up over time, and it does not need allying itself.

Conclusion: very strong in a deck focused on making the opponent discard, otherwise only useful if you can let it stay in play for multiple turns.
Andrea von Strucker

**This article is a disambiguation page for Andrea von Strucker**

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Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.

Andrea von Strucker
(Comics)Andrea von Strucker
Nick Fury: Agent of S.H.I.E.L.D. (TV Movie)Lauren Strucker
The Gifted (TV Series)
Earth-TRN414
Ghastly Gourd

The **Ghastly Gourd** is a class 0 Light Armor Helm in *Salt and Sanctuary*. It is a carved gourd with its flesh sealed into an arcane fabric, rendering it an effective piece of armor despite its appearance.

The Ghastly Gourd can be found in a pumpkin patch at the far-right side of the Village of Smiles, near the earliest-encountered Saltless enemies. When worn, it reduces overall wounding in a similar manner to the Bandaged Ring.

## Inventory description

*"A carved gourd. Its flesh has been sealed into a thick arcane fabric, rendering it an effective, if curious piece of armor. The Mad Queen Lenaia was as bloodthirsty as she was eccentric, and one of her better known peculiarities was her mortal fear of gourds."*
Keepers of Fire and Sky

*For the trophy, see Keepers of Fire and Sky (trophy).*
The **Keepers of Fire and Sky** are a creed in *Salt and Sanctuary*. It is a group of expert sorcerers (originally from Askaria and Liven) using the potential of Fire and Sky whose headquarters is the Citadel. They begin their training as Acolytes of Fire and Sky, eventually becoming Mages of Fire and Sky and Elders of Fire and Sky.

Unlike most other creeds, members of the Keepers of Fire and Sky do not worship any gods, instead most commonly worshipping the Sky. However, certain sects of it *do* worship gods of other creeds, and eventually two unique ones were favored: Gilbael and Arxigal. The only Sanctuary claimed by this creed is located, fittingly, at the top of a stone tower in the Pitchwoods. Taking its oath there will earn players the Keepers of Fire and Sky trophy.
Factory World

## How to Play

When you play Factory World you gain 3 Trade and you may put the next ship or base you acquire this turn into your hand. Factory World is an Outpost with a defense of 6.

## Strategy

This first time you read this card you probably awed:"Wooot"? Adding 3 Trade to your Purchase Power and adding the next card you buy into your hand, i say again your hand....do i need to say more?
Armor Mite

The **Armor Mite** is an enemy in *Salt and Sanctuary*. It is composed of two different creatures: the Ogre Crab and a bipedal one (most often a human) it has repurposed as a torso. Once the two are fused, the latter cannot survive without the accompanying Ogre Crab. They mainly appear in Hager's Cavern, though one specimen is also seen in a smaller cavern under The Festering Banquet.

Armor Mites typically walk sideways and attack the playable character with their Chitin Obelisks. If the character is too far away, they may perform a large leap and smash with the Obelisk on the ground. They sometimes drop Armor Mite Chitins when killed.

## Bestiary description

*"A cave-dwelling, heavily armored, chitinous creature. The Armor Mite is actually two creatures: an Ogre Crab and the fleshy, bipedal victim (usually a man) it has repurposed as its torso half. The victim doesn't actually die during the fusion, though once the process has begun, it cannot survive without its host."*
Kuchet

**Kuchet** is a deceased character in *Salt and Sanctuary*. He was the son of Executioner Erlang, who eventually became the "Executioner King" of Markdor or a nearby nation. It is unclear what Kuchet became during this time, but they both died during a struggle for The Coveted and may or may not represent The Coveting ghosts found in The Ruined Temple.
Bronze Axe Knight

The **Bronze Axe Knight** is an enemy in *Salt and Sanctuary*. They are identical to Bronze Knights, but are more powerful, wield the Kraekan Axe instead of the Kraekan Longsword and drop the Bronze Axe Knight Ashes when killed.

They are present in the Dome of the Forgotten and Mire of Stench.

## Bestiary description

*"A well-armored axe-wielding knight. The armor these guardians bear is completely unlike any from the continents."*
Carsejaw the Cruel

**Carsejaw the Cruel** (real name: **Admont**) is the optional boss of the Pitchwoods in *Salt and Sanctuary*. He was the bastard son of Marquis Laborn and the pretender Duke of Tristin, who claimed to have many enemies and killed much of the population with his Ducal Guard, the first of which were political opponents. He also killed many innocent women by calling them witches (a popular target), creating the Wrathful Dead and Pale Witches. These claims were eventually noticed as lies and a rebellion started, but failed, creating Impaled Knights. The Duke later died of fever.

When engaged by the playable character, Carsejaw battles them using various techniques that all involve stabbing with his Umbral Partisan and Scharfrichter. These include teleporting to them for a downward stab, and summoning Scharfrichters from the ground. He yields Carsejaw the Cruel's Ashes and The Pitchwoods when killed.

## Bestiary description

*"Admont, pretender Duke of Tristin, bastard son of Marquis Laborn. He claimed to have many enemies, and for a time, the people truly believed him, rallying behind him in his efforts to rid the duchy of witches and conspirators."*

## Trivia

* Judging by his father's name, it can be assumed that Carsejaw the Cruel's real, full name was "Admont Laborn".
* The clothing he wears is named as the Umbral Set.
Destroyer Bot

## How to play

When you play Destroyer Bot, gain 5 Combat and you may scrap a card in your discard pile.

## Strategy

With a good 5 Combat and the ability to scrap, this is a great card to have in the early game or midgame. It is especially useful when combined with draw/discard cards, since they can ensure that you have a non-empty discard pile so that you can actually use the scrap ability. Since it does not have any ally abilities it fits into almost any deck.
Dagger

The **Dagger** is a type of weapon in *Salt and Sanctuary*. It is one of the fastest and lightest weapon types in the game, based directly off the real-world weapon. However, this also makes Daggers weak as weapons compared to other types such as Swords.

Daggers in *Salt and Sanctuary* require the Assassin skill to use.

## List of Daggers

* Midshipman's Dirk
* Cutpurse Shiv
* Kaltic Razor
* Pessklaw
* Eviscerator
* Opal Tusk
Batsuichi Tsuka

The **Batsuichi Tsuka** is a class 2 Axe in *Salt and Sanctuary*. It is a hilt of a Greatsword wielded by Ronin Cran, commonly believed to have been crushed in two by an Armor Guardian during Cran's escape from the Castle of Storms. While this severely shortened the weapon and limited its capability in battle, it continued to be used by Cran as an Axe due to its newfound lightness and speed.

The Batsuichi Tsuka is acquired by transmuting any Axe with Ronin Cran's Ashes, an Amber Idol and 3,500 salt. Its etymology is unclear, though a similarly romanized term in Japanese (ばついち つか) simply means "tangled".

## Inventory description

*"The hilt of Ronin Cran's broken greatsword. Once a magnificent and imposing weapon, it remains serviceable even in this sorry state owing to its newfound lightness and speed. Popular accounts of Cran's flight from the Castle of Storms hold that his blade was rent in two by a crushing blow from an Armor Guardian."*
Ducal Guard

The **Ducal Guard** was a royal guard of Tristin during the reign of Carsejaw the Cruel. It became associated with fear and oppression when the Duke used them as executioners due to their expertise on a wide array of weapons, armors and battle techniques. Even after Carsejaw died from fever, the Guard still lynched many of the resulting vengeful mobs.

Members of the Ducal Guard wore the Onyx Burgeonet, Onyx Cuirass, Onyx Manifers and Onyx Sabatons. At least one can be presumed to have used the Umbral Aegis as well.
List of origins

**Origins** are an option during character creation in *Salt and Sanctuary*. They are all nations from the main continents outside the island, thus never explored in-game and only described in various pieces of lore.

The chosen origin is purely cosmetic; it does not change the protagonist outside of skin color and occasionally facial features.

## List

* Markdor
* Taenibir
* Dor Isle
* Liven
* Citadel
* Askaria
* Jonas' Landing
* Jinderen
* Coastrock
* Kulka'as
* Kar'hi
* Kadania
* Gulchmire
* Tristin
Court Sorcerer

The **Court Sorcerer** is an enemy in *Salt and Sanctuary*. They are the drowned incarnations of court advisors of Jaret and powerful arcanists. Their greed and manipulative nature is stated to be what caused the kingdom's downfall.

Court Sorcerers are found exclusively in the Castle of Storms, which was where Jaret lived. They attack using arcane attacks such as semi-homing projectiles and summoning fire-like magic from the ground. They can teleport as well. When killed, the enemies sometimes drop the Court Sorcerer's Ear.

## Bestiary description

*"A drowned incarnation of an advisor to Jaret, King of Storms. Court Sorcerers were powerful wielders of the arcane, and diabolical manipulators of the mind."*
Bloated Montrosity

The **Bloated Monstrosity** is an enemy in *Salt and Sanctuary*. It is a large and vaguely humanoid ogre; no explanation is given for this creature's existence.

Bloated Monstrosities are found alone in The Watching Woods, the Bandit's Pass, and the Mire of Stench. They attack using their Monstrous Mace by smashing it on the ground; they can also "burp" a large cloud of Brownvapor likely created by consuming both Kadanian tarvine and Cytoplasms. They occasionally drop the Bloated Monstrosity's Ear when killed.

Bloated Monstrosities are referred to as "forest tralls" once in The Poisoner's Field Guide, vaguely suggesting that they are constructs of The Architect.

## Bestiary description

*"An ogrish, pess-ridden drowned brute."*
Jaret

**Jaret** (previously known as the **King of Storms**; initially known as the **Old Man**) is a character in *Salt and Sanctuary*. He first appears at the Shivering Shore, asking the player what creed they are part of and giving them the necessary item (Candelabra of The Three, Earthern Vessel or Metal Icon, respectively) to claim the Sanctuary up ahead. He is later found at the end of the Bandit's Pass if the play does not possess the Vertigo Brand, hinting towards where they should go. Much later, Jaret appears at the Siam Lake and reveals that the player was "betrayed"; their mission to find the princess is a lie spun by The Nameless God. He appears a final time on the bridge connecting the Crypt of Dead Gods to The Still Palace and reveals his identity as the former ruler of the Castle of Storms who unintentionally prayed to The Nameless God, stating that "[he] want[s] this demon to remain nameless". Finally, Jaret reveals that "we are all dead" and "born of salt, bound by Sanctuary."

It is unknown what ultimately becomes of this character after The Nameless God is killed. If the player chooses the "Dominion" ending, he is simply walked past and ignored by the "new" Nameless God.
Blue moss

"**Blue moss**" is a type of moss mentioned in Chauncy's Medicine. It is a deriverative breed of White Aziella that grows on the southern and eastern continents, and is blended with spiced mead to create a powerful, invigorating elixir. Clerics of Devara's Light use blue moss as well: by soaking their canvases meant to heal paladins in its paste (and unrelated perfume) for seven days.
Embassy Yacht

## How to Play

When you play Embassy Yacht, gain 2 Trade and 3 Authority. Also, if you have two or more bases in play when you play Embassy Yacht, draw two cards.

*Note*: In order to draw the cards, you must have both bases already in play when Embassy Yacht enters play. If Embassy Yacht is played first, then later on that turn you have two or more bases in play, it is too late - Embassy Yacht does not trigger the draws.

## Strategy

Embassy Yacht is one of the few cards in the base game with a high risk/reward ratio. If you are not building a base-heavy deck, the Embassy Yacht is over costed (rarely worth the full three Cost). However if you can trigger the two draws consistently then the ship can be extremely powerful and allow you to draw into other strong combos.

While it is not unusual to have a single draw on a card, it is very rare to have two draws on a single card.

## Reprints

Embassy Yacht received an alternate art reprint promo card for GenCon 2014.
Fire and Sky

**Fire and Sky** (also known as the **Two Eternal Elements**) are a concept mentioned frequently in lore throughout *Salt and Sanctuary*. They are elements supported by the Tree of Life and contain ambient energies channeled into physical manifestations known as "magic", mainly by the Keepers of Fire and Sky. The elements are symbolized by a white ring with two "appendages" in a sea of fire.

The original goddess of Fire and Sky was Diadel. The elements are an important cause of the supposed end of the world documented in the Prophecy of Burning Clouds, during which the Keepers will be "enthralled" by "practitioners of blood magic and Salt Alkymancy".
Hager's Cavern

**Hager's Cavern** is a location in *Salt and Sanctuary*. It is named after Hager, whose Disemboweled Husk is the boss of the area. It is a large open cavern with, as implied, a cave theme. Several enemy types are most prominently featured here, such as Hunting Bones, Angsty Bones, Drowned Marauders, Vacant Blades and Armor Mites.

This is where the Marauders from the game's prologue are implied to have been claimed (along with the playable character) after the ship was wrecked. What appears to be their own ship is also present here, along with what is implied to originally have been a cellar. Fittingly, Hager's Cavern is located directly under the Sunken Keep. After Hager's Cavern, players may choose to go to either the Mire of Stench or Fort-Beyond-the-Mire.
Grenado

The **Grenado** is a weapon in *Salt and Sanctuary*. It is a bomb created using iron and Flash Powder, called the "Manifestation of the Thunder of Markdor". The name is a corruption of "grenade", a similar real-world weapon.

The Grenado is a one-time weapons, used by throwing it on the ground and later exploding. Unlike similar ones such as the Lightvessel and Birian Firepot however, this one does not explode upon impact.

Grenados are sold by Merchants of The Iron Ones, dropped by Drowned Raiders and given as starting equipment for the Thief class.

## Inventory description

*"A heavy iron sphere fitted with a wick and filled with Flash Powder, the Manifestation of the Thunder of Markdor."*
Cran's Pass

**Cran's Pass** is an area in *Salt and Sanctuary* that serves to connect the Red Hall of Cages and The Ruined Temple. It is named after Ronin Cran, who is the boss of the area as well. The Redshift Brand and Hardlight Brand are required to cross this area, and it contains the only Sanctuary that is by default claimed by The House of Splendor.
Feral Beast

A **Feral Beast** is an dog-like enemy in *Salt and Sanctuary*. They are found exclusively on the island explored in the game (mostly in The Festering Banquet, Bandit's Pass and Village of Smiles), making them similar to hellhounds. They attack by jumping and biting, potentially causing large amounts of damage if not killed first. Worthy of note is that they always appear with another enemy type, such as Bronze Knights and Drowned Raiders.

## Bestiary description

*"A massive, dog-like creature unique to the island. These beasts tend to desire only living flesh, and while fierce, they can fortunately be dispatched with relatively few blows."*
Angsty Bones

The **Angsty Bones** is an enemy in *Salt and Sanctuary*. It is the reanimated skeleton of a human warrior, found exclusively in Hager's Cavern.

Angsty Bones walk around aimlessly and teleport around the playable character. When one approaches the latter, it rapidly slashes them using its Virulent Scimitar which causes poisoning even if blocked. The Angsty Bones sometimes drop the Angsty Bones' Rib when killed.

## Bestiary description

*"A reanimated human skeleton. It wields a crude, rusted blade, and its cleaving blows inflict gaping, poisoned gashes."*
Congregation

The **congregation** (also known as **The First Lamb** or the **Choir**) was a religious group that worshipped an unspecified goddess in the Dome of Light. It and composed by humans who would become Whispermen and Whisperladies after the Dome was "cleansed of sin" by The Untouched Inquisitor.

The congregation at some point devised the Flint & Steel for unknown reasons.
Creed

A **creed** in the context of *Salt and Sanctuary* is a group of people who share beliefs and side with each other. It determines the appearance of Sanctuaries and gives the player different abilities, like stronger blunt weapons but weaker magic and vice versa, depending on said creed.

The player's creed is the only part of their character that is not chosen before starting the game; Jaret instead asks them upon washing up at the Shivering Shore. A chosen creed is not permanent however; they can be changed by "[t]ak[ing] the oath" at a Sanctuary of the creed they wish to become part of. However, this also causes them to become an apostate and "sinner", forcing the player to repent using salt in order to go back to a previous creed.

## List of creeds

* The Three
* Devara's Light
* The Iron Ones
* The Stone Roots
* The House of Splendor
* Keepers of Fire and Sky
* Order of the Betrayer
Kulka'as

**Kulka'as** is an origin in *Salt and Sanctuary*. Anything of or from it is known as **Kulka'an**. is a desert country compromising much of the southern continent and the original location of both the Castle of Storms and Ziggurat of Dust. It was at some point ruled by The Dried King and later Jaret, the latter of which allied with Askaria and their accompanying religion The Three shortly before the kingdom's supposed downfall; this also forced the Black Sands Collective to make peace with the Citadel to continue their craft as sorcerers. Additionally, Kulka'as was at some point guarded by the Desert Sentry. Inhabitants of the country have a noticably similar appearance to those of Askaria, Jonas' Landing and Kar'hi.
Laineia

*Not to be confused with Lenaia, the former queen of Liven.*
**Laineia** is a woman mentioned in The Untouched Inquisitor's Bestiary description. She was **The Second Lamb** of what would become the Dome of the Forgotten, and also the Dome's **Lady of Light**. She owned The Third Lamb as "her beloved pet." It is unknown what ultimately became of this lady as she is not encountered ingame; whether she became one of the location's Whisperladies or eventually left the Dome and escaped their fate.
Headtaker

The **Headtaker** is a Greataxe in *Salt and Sanctuary*. It is a two-handed cleaver wielded by the Kraekan Cyclops, somehow obtained or created by the creature.

The weapon is acquired by transmuting any Greataxe with the Kraekan Cyclops' Horn, an Amber Idol and 3,500 salt.

## Inventory description

*"A beastly two-handed cleaver wielded by the Kraekan Cyclops. Although crude and primitive at the first glance, even the minimal level of sophistication required to craft this monstrous weapon seems inconsistent with the outwardly brutish creature that carried it. Could it be that the Kraekan [sic], long regarded as mere predator of the deep acting upon base instinct alone, are something else entirely...?"*