recursal/Fanatic-Fandom huggingface dataset:
Boomer Chariots

Attempts have been made at creating ogre cavalry, but a beast that can stand the weight (and smell) of an armoured ogre for any length of time is still to be bred.

Instead, the ogres have resorted to using chariots of orcish make, either looted or bought from the orcs, together with herds of Gores to pull them. Organised in thundering squadrons, these very heavy chariots are easily capable of shattering the most well-drilled of battlelines.

The success of these charioteers has attracted other ogres to create their own heavy cavalry.

Not content with sitting back and blasting away with their noisy, lead belching handcannons, some hot-headed boomers ride to battle on chariots, demonstrating immense skill and dexterity as they seamlessly operate two engines of war.

This wiki is not an official Mantic Games publication.
Ahmunite Pharaoh on Royal Chariot

Driven by a willpower that conquered death itself centuries past, the fallen pharaohs of the Ahmunites are almost unstoppable in their unquenchable wrath.

Great is their ire and the vengeance they exact on those who violate the Ahmunite’s domain.

In battle, these cursed rulers radiate ruthless dominion over friend and foes alike, their burning eyes commanding obedience.

It is through their will alone that the Ahmunites have endured their curse and remained to threaten the world.

Leading from gilded chariots.

This wiki is not an official Mantic Games publication.
Bolt Thrower

These powerful war machines hurl bolts as tall as a man with such force that they can level castle walls or skewer half a dozen knights with a single shot. They are quick to load and fire and light enough that they can be swiftly moved around the battlefield, rapidly redeploying wherever their firepower is required.

Not all traditions and practices have been expunged from record or common use by the Twilight Kin. The war engines they use are still modelled on the ones used by their hated cousins.

While the bolt throwers of Elvenholme are sleek, elegant contraptions, the engines of Leith are forged with effigies of Abyssal and Stalker horrors and the dismembered remains of slaves adorn each mighty weapon. Bolts are often left rusty or smeared with poison and other filth so that even glancing blows may cause infection and disease.

This wiki is not an official Mantic Games publication.
Banick Kholearm

**Banick** had worked with the Dufaris Rangers, once favoured by the great Herneas himself.

On a scouting patrol **Banick** led his patrol into an orc ambush. He had been sloppy and careless, which resulted in **Banick** being the only survivor, for his punishment he was sent to the mines.

**Banick** had served his time a long time ago, but continued to eat, live and sleep drilling in the mines, his wife had long since died, so every waking moment was spent drilling in the mines.

At a lunch break, all the tools were down for all the dwarfs, but **Banick** kept hearing a thumping, suddenly a Greater Obsidian Golem exploded through the wall with Blacksouls came streaming in killing all in their wake.

**Banick** picked up his drill and hammered it till it worked, then set to drilling through the Golem's leg and any Blacksouls in his way to mine a new escape for himself and the other dwarfs.

All the could be heard above the drilling were the screams of the Blacksouls a the drill chewed through their armour and flesh. Soon hi normay black and sooty face was covered in the slick of blood.

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.

This wiki is not an official Mantic Games publication.
Cursed High Priest

The necromancer priests of Ophidia have learnt to control this to a degree themselves, but go to great pains to conceal these horrible truths of their magic from the common folk, for the illusion of the Mighty Dead would surely be lost if the people knew the price of dabbling in the blackest arts.

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

The fifth quest module and the last of those promised by the Kickstarter. This one takes place north of Basilea in the Halpi Mountains. This module has the Hegemon sending a party of adventurers to defeat a dragon that is terrorizing the region. As usual this set includes a host of new item, spell, and ability cards. It also has the "Dragon Overlord" deck. Two new heroes and a large monster boss are included as well:

Ally the Halfling Thief: A pre made rogue character. She is the first halfling model produced by Mantic.

Ibrahim the Human Paladin: A pre made paladin character. He is built to fight monsters, such as the one included in this module.

Karrathor The Unbroken: The titular "Tyrant of Halpi." A large dragon monster that serves as the boss of the module.

This wiki is not an official Mantic Games publication.
Dread-fiend

Fiends prey on hatred and jealousy. Empowered by these powerful emotions, they are drawn to those who plot and scheme revenge and spin webs of lies.

The most cunning and unscrupulous of the political elite, the most powerful crime lords and those that weave lies and distrust are like beacons to the most powerful and wilful of the chilling and sinister fiends.

They are terrifying, arachnid-like monsters with venomous fangs and a chitinous armour that reflects no light. They wait in the shadows, watching and learning the weaknesses of their prey, slowly plaguing their thoughts and thriving on their fears of failure.

When the time is ripe, the Fiends creep through the smallest of cracks in the skin of the universe to claim their prey. The hapless schemer simply vanishes, never to be seen again.

This wiki is not an official Mantic Games publication.
Cave Troll King

It is rumoured that within the greqt northern caves, there exists a cavern so deep and large that an entire kingdom of trolls can be found dwelling there.

Sometimes a great troll sporting a crude crown made of unidentifiable bones is sighted fighting alongside the clans of Varangur.

Whether this is actually a troll king or just a troll that happens to be larger, smarter and more violent than the rest is a mystery that has never been solved.

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

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

When a Halfbreed shows not only an aptitude to violence but also survival they can get promoted to a Champion.

Uncontrollable killing machines who must be unleashed upon the enemy swiftly, lest they endanger their own side.

This wiki is not an official Mantic Games publication.
Butcher Fleshripper

Butcher Fleshrippers are slaughter incarnate.

They will attack anything they can find, ripping their victims to bloody ribbons in an orgy of violence.

Somehow, these gory acts fuel the rage of the other Butchers around them, driving them into a violent frenzy, from which none can escape.

This wiki is not an official Mantic Games publication.
Berserker Brock Riders

Some dwarfs fall under the influence of the ‘red curse’, a violent rage that, in battle, transforms them into frenzied lunatics.

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.

Only a Berserker would be mad enough to trap and tame the vicious Brocks that inhabit the dwarfs’ realm. Securing such a steed is deemed a sign of courage and honour within the berserker clans.

This wiki is not an official Mantic Games publication.
Age of Ice

## 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**

The aftermath of The God War was to be felt through out Pannithor for thousands of years. Although the world returned to some semblance of what had been, too much had been lost. Many evil creatures now roamed the land and there was, always, the threat of the Abyss.

The ties between the three Noble Peoples were weakened. The Dwarfs blamed the doom that had befallen Pannithor upon Elvish pride while the Primovantians began a slow slide into barbarism. Wars became commonplace as Orcs, driven south as the world grew colder, troubled the more temperate lands south. Ice began to spread across the lands, finally bringing Primovantor to its knees.

The last great war took place almost a thousand years ago. The goddess known only as Winter had managed to escape Domivar's prison and, upon being discovered, she unleashed her magic upon the world. For the last time, Elves, Dwarfs and Men united against a common threat in a war that lasted 150 years.

With the 27 of the Wicked Ones trapped in the Abyss the world returned to an uneasy peace.

Until one of the wicked ones escaped/was never locked up - this one was called Winter, so no surprise what she did, sealing the world in ice.

The Age of Ice was born, this forced a huge migration south of many humans and other beings.

Finally, Valandor the Great, mightiest mage of his time, confronted Winter and defeated her.

However, victory did not come without a price. The melting of the ice inundated much of the world. Gone is the Great Republic of Primovantor and much of Elvenhome.

This wiki is not an official Mantic Games publication.
Burgljot

Passes

* The Nordgared Pass
* Pass of Hykrim

Waterways

* Ygrituul River
* Iceblood Fjord

City of Chill, raised and made from the rock and ice, a majestic city, framed by the twin peaks of Usmund and **Burgljot**. A vast, glittering blue ice wall surrounded the construction and ran as far as could be seen.

Atop of it were lines of ice bolt throwers. The modified elven ballistas ready to rain death on any who would dare approach the walls.

Inside the wall are elegant spires and buildings of azure blue ice and jet black obsidian, at the heart an imposing and beautiful citadel.

This wiki is not an official Mantic Games publication.
Baine Thistledew

**Baine Thistledew**, head of the Thistledew clan, who when the Abyssal Dwarfs invaded, hefted his enchanted Greataxe and stuck the massive chains. Though it took many blows, eventually the link was shorn in two.

With a sound of tortured metal, the entire Chainway pulled away from the shore and sank into the depths. The dwarfs stood in a sullen silence, considering the loss of the sacred meeting place and what it meant for the future of their kind. They awaited the Abyssal Dwarf invasion. It never came.

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

These dangerous warlocks of the Fourth Circle are carried into combat, where their violent outbursts of magic can be directed at the enemy.

They issue rambling orders to those around them, but it’s doubtful these remarks have little to do with reality.

This wiki is not an official Mantic Games publication.
Air Elementals

Air elementals are often invisible until they manifest fully in one location. While they are insubstantial, they can perceive the world but do not possess the strength to affect it. When they do gather their strength, they appear as a whirling cloud or storm and can strike their foes with winds matching those of a hurricane. When the foe comes to strike back, they simply dissipate back into the air, ready to reform elsewhere.

The magic to summon these beings is fragile, leaving the elementals vulnerable if they are struck at the wrong moment.

This wiki is not an official Mantic Games publication.
Colledyg The Lost Deeps

## Colledyg The Lost Deeps

### 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.
Boomers

Ogres enjoy the hurly burly of close-quarter fighting a lot, but they are cunning hunters, too, and for a proportion of them missile weapons hold an undeniable draw.

Prosaically called Shooters (the ogre language is blunt and to the point), these ogres spend their mercenary days providing ranged support for their paymasters, although the weapons the ogres carry are so large that ‘artillery support’ is probably a more apposite phrase.

Boomers carry fearsome blunderbusses that are more akin to short-ranged cannons than any firearm a man might wield.

Their blunderbusses kick out a wall of scrap and shot that will mash anything in front of it to mincemeat, especially when an entire group of boomers open fire at once.

These oversized weapons are ordinarily crafted for the ogres by the dwarfs, who are as delighted by the deep pockets of the shooters as the shooters are by the dwarfs’ meticulous expertise.

Once an ogre shooter feels the irresistible pull of home and hearth and heads back up north, he will take his pride and joy with him, where it will be much admired by his kinfolk, and eventually passed on to his eldest son.

This wiki is not an official Mantic Games publication.
Boskwraiths

Wild even by Fey standards are the Boskwraiths. The young adults bursting with energy and passion are unpredictable and deadly in chaotic fighting formations. Glittering pixies and will-o-the-wisps are drawn to the frenzied elves and surround them in a ghostly aura, giving them their name Boskwraiths.

When Boskwraiths mature most will join the ranks of the Forest and Palace Guards, those that embraced the extremes of life and the wild become the Archwraiths, menacing and deadly warriors with swarms of fairy kings around them.

This wiki is not an official Mantic Games publication.
Domitius

## Summary

Once a Paladin Captain with a legendary status among his fellow soldiers. Domitius tried to leave the horrors of war behind in favour of a life of religious peace.

But with the Abyss stretching its way towards the Hegemony of Basiliea Domitius must return to the battlefield once more.

## Background

Domitius had not always been devoted to prayer.

For many years Domitius was a Paladin Captain, more used to bellowing orders than prayers. Fighting with a fury that earned him his legendary status amongst his men.

Unlike his fellow Paladins, Domitius favoured the battle hammer to smite the enemies of Basiliea. Even the sight of the hammer would inspire those around him and give them more courage to defend the true path of the Hegemony.

As the years past, Domitius fame turned to infamy. Reveling in the destruction of his foes, his ornate armour would be soaked in blood. Soon he did not bother to was the blood from his armour, preferring to charge into the next battle to quench his lust for violence.

It was during one such battle that Domitius finally lost control. he remembered how his hammer "sung" to him, desperate to be bathed in blood of his enemies. Eager to please, Domitius few into a rage, swinging his hammer with wild abandon.

He could still hear the sickening crunch of skulls as his weapon sought out victim after victim. Soon he found himself standing alone upon the battlefield, a circle of bodies surrounding him. Letting out of cry of victory towards his fellow Paladins, as his mind returned he realised that his comrades were backing away from him, their weapons lowered towards him.

He looked down at the bodies surrounding him and let out a gap. Mixed in among the fiends of the Abyss, were other Paladins.... all with unmistakable wounds from the hammer.

Domitius' hands began to tremble and the hammer fell to the floor. To try and till his trembling hands in prayer and has sworn to devote his life to repentance, rather than fall prey to a life of violence.

Images of the Paladins he murdered still plague his thoughts, that his prayers do not seem to be able to quell, the draw of escape, of the Abyss is strong.

As the Abyss drew stronger the pull was stronger, seeing a vision of the Abyss scar stretching closer to Basilea, Domitius was pulled from his thoughts, he was needed to fight back the Edge of the Abyss.

After the war Domitius returned to his prayers.

This wiki is not an official Mantic Games publication.
Citadel of Leith

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

At the heart of Ileureleith, meeting in the **Citadel of Leith**, was an elven secretive intellectual project, the Conclave of Heaven devoted to the study of higher consciousness and the nature of divinity, greedy for both knowledge and power.

This wiki is not an official Mantic Games publication.
Carric River

## Carric River

### Other Locations

* Mountains of Abkhazla
* Anrheg
* Hare's Leap
* Hare's Gap
* The Fell Ridge
* The Sorrows
* Plains of Estacarr

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**

This wiki is not an official Mantic Games publication.
Degus

“*I just likes to stab ‘em in the ribs. Sometimes they makes funny noises.*”
- The Dungeon Saga Journal (2015)

### Biography

Degus was a goblin thief, presumably a good one, that had somehow ended up playing his trade within the human territories. He worked for a number of shady or downright criminal organisations and individuals, most famously Tyrias Volaire.

Degus met Tyrias Volaire when the human ranger was hunting down the head of a criminal organisation in Letharac. Degus had been "working nights" for the gang, helping them increase their already substantial profits with the inclusion of the local nobility's jewellery. Tyrias recognised Degus's considerable talent for breaking and entering and offered him a job - one where he wouldn’t be mistreated or beaten. Much.

Degus was part of Tyrias’s group of adventurers, along with Grimm the ogre fighter and the infamous Blaine, during the quest into the catacombs under the old fort on Hangman’s Knap.

### Sources

The Dungeon Saga Journal (2015)

This wiki is not an official Mantic Games publication.
Ba'su'su the Vile

Created by the Abyssal Dwarfs as a halfbreed, Ba’su’su, the Lord of Gargoyles, can be found soaring above any army of the Abyss with the other gargoyles.

Gargoyles to feed upon the dead and the dying, whether friend or foe. The cow and hiss into submission when in the presence of Ba’su’su, as it is his right to feed first and fully. Only when he has finished may the winged kin eat.

Feeling no kinship to any other denizens of the Abyss, he commands flocks of these lesser abyssals.

This wiki is not an official Mantic Games publication.
Ch’wthall’thoi

While most of the nightstalkers hosts are remnants of Pannithor's past, there are more terrifying beings from other planes, other universes, from worlds beyond space and time.

The oldest of Elves believe there are creatures more terrifying that the nightstalkers that are hosts to remnants of Pannithor's past, creatures that are from other planes, other universes, from worlds beyond space an time.

These creatures serve cyclopean beings that were once gods, worshipped before the Celestians. They whisper almost as a racial memory, strange names, almost unpronounceable, such as the **Ch’wthall’thoi**, and Tsatt’huul the fear-demon.

The dark star-gods and their minions are still feared, such that the very sight of them can cause the weak of mind to be driven mad.

Are the dark star-gods Celestians, or something far greater, far more powerful, far older? Are they the Primogenitors from another universe?

This wiki is not an official Mantic Games publication.
Battle of Madness

## 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**

At the Straits of Madness, the Green Lady found Liliana’s Shining aspect, in what is known as the **Battle of Madness**.

## Battle of Madness

### Other Locations

Straits of Madness

Ba’el, and his army of demonic creatures set to lay waste to these creatures, and Shining Liliana stood before him.

Liliana was battered but defiant when the Lady arrived, at the head of a vast fleet of her allies, elves and other, feyer creatures all working side by side in the name of the Lady.

The Wicked Liliana in the Lady seeing her shining counter part in such pain dove into a terrible fury, a fury of such power that even Ba’el and his army of darkness could not stand before her. Legions of hellspawn were consumed in the fires of her anger, causing Ba’el to limp off like a wounded dog to lick his wounds.

Exhausted after the battle, Liliana fell, limp, to be caught by the Lady, as soon as they touched, Liliana's corporeal form dissipated into motes of light and were absorbed into the Lady.

The twin aspects of Liliana were whole again, extinguishing the pain both sides felt, creating the Green Lady which would rule over the forces of Nature forever more.

This wiki is not an official Mantic Games publication.
Dar-Esa

## Dar-Esa

### Other Locations

* Mountains of Abkhazla
* Anrheg
* Hare's Leap
* Hare's Gap
* The Fell Ridge
* The Sorrows
* Plains of Estacarr

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

This wiki is not an official Mantic Games publication.
Campaigns in Pannithor

There have been several campaigns across Pannithor using the various game systems.

These have been narrative campaigns, with Edge of the Abyss taking the campaign and lore to a new level, with the global campaign reshaping the world of Pannithor.

* Kings of War
	+ Kings of War 1.0 – Kings and Legends
	+ Kings of War 1.0 – Basilean Legacy
	+ Kings of War 1.0 – Hellfire and Stone
* King of War 2nd Edition
	+ Kings of War 2.0 – Destiny of Kings
	+ Kings of War 2.0 – Edge of the Abyss
* King of War 3rd Edition
	+ Kings of War 3.0 - Halpi’s Rift
* Dungeon Saga
	+ Dungeon Saga: The Green Tide Adventure Pack
	+ Dungeon Saga: The Dwarf King’s Quest Adventure Pack
	+ Dungeon Saga: The Dwarf King’s Quest
	+ Dungeon Saga: Infernal Crypts Adventure Pack
	+ Dungeon Saga: Unholy Crusades Adventure Pack
	+ Dungeon Saga: The Warlord of Galahir Adventure Pack
	+ Dungeon Saga: The Tyrant of Halpi Adventure Pack
	+ Dungeon Saga: The Return of Valandor Adventure Pack
	+ Dungeon Saga: Rise of the Shadow King Adventure Book
	+ Dungeon Saga: Eye of the Abyss!

* Vanguard
	+ Vanguard: Ice and Iron
* League of Infamy
* Armada

This wiki is not an official Mantic Games publication.
Duke on Ancient Winged Aralez

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

Binding with such a creature is incredibly tough and takes a great deal of endurance on both sides, but the honour of succeeding and the lasting friendship that follows if successful is profound.

This wiki is not an official Mantic Games publication.
Alobart Rhor

The chaplain **Alobart Rhor**, head of the Church of the Children from the City of Eowolf, saw his people forgetting the lessons of the past.

Browbeating the dukes from the remaining cities together and forged an alliance against the new, common foe, the orcs.

Rhor led the new alliance for a few years into a counter attack that first blunted and then pushed back the orc assault, ultimately defeating it at the Battle of Halman’s Farm.

Rhor himself was grievously and fatally wounded in the battle but lived to hear that the dukes had agreed to forge a permanent alliance and work together to rebuild their lands and cities.

This wiki is not an official Mantic Games publication.
Bone Giant

The incantations of the high priests can be made to work on any living thing, not just humans. In times of war, the mages will raise the husks and remains of the creatures that inhabited the dunes of the Cracked Lands.

All manner of man and beast have become lost and wandered aimlessly to their deaths in the barren wastelands of the Cracked Lands and the southern deserts. Colossal giants rarely venture so far, but those that do share the same fate as all of the other lost souls – eternal service in the unholy ranks of the Ahmunite Empire.

This wiki is not an official Mantic Games publication.
Arkhanten

Once a brave captain of the Infant Sea, when the Ahmunites were wiped out by the vengeful Ophidians, Arkhanten was trapped forever in a sea of sand.

With the Abyss raging, Arkhanten's ships have emerged from the barren lands, ready to set sail once more and spread the terrible curse to new land.

Arkhanten became known as Arkhanten the Cursed Slayer.

This wiki is not an official Mantic Games publication.
Aeron Cadwalader

The preconception of halflings as gentle, unconcerned folk, careless of the world around them, is mostly unfounded.

While they hark from an idyllic and bucolic homeland, they are acutely aware of the dangers that surround them and the threat of raids and marauding warbands of greenskins.

To this end, the shires have a conscription program, enforced by their recruitment sergeants, ensuring that they fulfil their obligations to the defence of the League.

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

A small ship, so not one with a huge amount of SPs, it is one that if you can use at the correct moment, the synergies will vastly swing combats in your favour. This is because the Banshee is crewed by some of the Twilight Kins allies – Nightstalker Banshees. And their Banshee’s Wail will subdue any enemy ship that it is grappled, allowing your Assassins and Butchers an even easier fight.

Being short on long range firepower, how do the Twilight Kin captains manage to sail so close to the enemy without taking punishing salvos as they close? Well, the sorcerers summon a dark shroud for the Twilight Kin to sail under. What an enemy captain might first take to be a mere storm, they will realise to be a full-on attack when it is too late. The shroud makes any long range shots all but impossible to hit their intended target.

This wiki is not an official Mantic Games publication.
Bartolius of Sinners Vigil

### Worship

Shining Ones namely: Mescator, God of Justice, Domivar the Unyielding, Fotia and Irdima

### Sources

Destiny of Kings

“*Courage lad. We have faced off against these beasts before. Send runners to Golden Horn, and reinforcements will soon be here*.”

- Bartolius prior to Mortabris's attack on Sinner's Vigil

Bartolius was an aged Basilean commandeer, charged with the command of Sinners Vigil. This was a watchtower that formed part of the network of such towers intended to forewarn the City of the Golden Horn of the approach of enemies. By the time the vile Necromancer Mortabris attacked Sinners Vigil on his way to attack the city, Bartolius has resigned himself to the fate of garrison commander. The old man had dreaded battle for the past few years, and the cold and hunger associated with his post had added headache and loss of sleep to his sad state. Despite his age, Bartolius was still a sensible commander, talking of courage to his men and calmly armouring himself before Mortabris's attack, even though he knew his fate, and that of his garrison was already sealed.

### Sources

*Destiny of Kings* — pg 2s

This wiki is not an official Mantic Games publication.
Derym's Deep

## Derym's Deep

### 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.
Barthamus Crowe

Necromancers are some of the most reviled individuals throughout Pannithor. Tainted by the dark arts of raising the dead, these once great magic users are slowly corrupted into shadows of their former greatness.

Barthamus Crowe was among the League’s best magicians – able to control the pull of magic with an incredible ease. But when his family was killed by a marauding orc warband, Barthamus’ mind began to crumble. Sensing an opportunity, the League offered Barthamus access to forbidden tomes of necromancy, in order to raise his family from the dead. The spell worked – for a time – but eventually they became shuffling, groaning shells of their former selves.

Determined to bring his family back for good, Barthamus continues his work for the League in the hope of uncovering more arcane magic or the opportunity to gain access to the League’s illicit vaults.

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

## Abyssal Wastes

### 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.
Dictator

Many armies are lead by the bombastic Dictators, the voices of the Basilean faith. Generals drawn from the ranks of the priesthood, sisterhood, paladins or even the lowly men-at arms, they draw up grand strategies to protect the lands of the Hegemon from harm. As they tend to be older men, they might not be the most powerful of warriors, but their presence on the field is nevertheless vital to guide the Basilean legions to victory.

This wiki is not an official Mantic Games publication.
Barinpool

### **Other Known Geography:**

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

#### Provinces & Settlements

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

* Tragar
	+ Deiw
	+ Zarak

#### Historic Sites

* Faeyrnhold
* Gaer Zarn

#### Landmarks & Notable Locations

* Amogramok
* Munhir Amok
* Barican Gates

#### Mountains, Woodlands & Other Terrain

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

#### Seas Waterways

* **Barinpool**
* Barinmere
* The Reckonvaeg
* Frozen Sea

This wiki is not an official Mantic Games publication.
Barinmere

### **Other Known Geography:**

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

#### Provinces & Settlements

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

* Tragar
	+ Deiw
	+ Zarak

#### Historic Sites

* Faeyrnhold
* Gaer Zarn

#### Landmarks & Notable Locations

* Amogramok
* Munhir Amok
* Barican Gates

#### Mountains, Woodlands & Other Terrain

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

#### Seas Waterways

* Barinpool
* **Barinmere**
* The Reckonvaeg
* Frozen Sea

This wiki is not an official Mantic Games publication.
Boomer Sergeant

Sergeants often act as the right hands of warlords, keeping the troops in line or even taking temporary command in their stead. The ogres don’t engage in politicking or infighting like the kingdoms of men or orcs.

For them, the strongest leader is simply the best and should another show themselves to be stronger, most leaders will step down and accede to them. Because of this pragmatic view, leadership disputes are rare among the mercenary companies.

Some sergeants are drawn from particularly successful regiments of boomers. These bombastic individuals are able to yell orders to their troops through the din of their weapons firing, making them effective battlefield commanders.

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

The largest and most powerful vessels in any human navy, these incredibly rare ships are a sight to behold. Despite their four masts, they are heavy and slow compared to other Basilean ships, though their lack of manoeuvrability is somewhat offset by their inverted bows – a design inspired by the Ophidian river fleets. This lends these behemoths of the seas extra protection against raking fire, and enables them to cut through choppy waters with relative ease. At the stern of the Dictator-class stands a high aftcastle, from whose many towers and ramparts the commanders signal orders to the rest of the fleet.

The firepower of a Dictator-class is formidable to say the least, and their crews amongst the most disciplined in the fleet. Their three-and-a-half gundecks can bring to bear broadsides of more than 30 cannon, firing in an interrupted sequence. When the smoke clears, it is an exceptional foe indeed that has not been reduced to driftwood.

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

The fourth quest module takes place in the Forest of Galahir and finds a party of heroes pursuing the orc warlord Thundrak Skullsplitter and his horde. The set includes a set of orc and goblin enemy miniatures and a bunch of cards. This is also where you get the "Orc Overlord" deck of cards. Two new heroes and a boss miniature are also included:

Kapoka the Gladewalker Druid: A pre made Gladewalker druid. His race makes him very defensive, while his class has a mix of offensive and defensive spells.

Hrrath the Salamander Fighter: A pre made Salamander fighter. He is built more for offense then for defense.

Thundrak Skullsplitter: An orc barbarian boss. He is something of a boss equivalent to Orlaf from the base game.

This wiki is not an official Mantic Games publication.
Camuchel

## Camuchel

### 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.
Bulwarkers

Unlike the Shieldbreakers, Bulwarkers are stoic, their battlefield role requiring stubbornness and grit.

Armed with long spears and thick armour, a Bulwarkers regiment will manoeuvre themselves into the path of a cavalry charge before bracing behind heavy shields to receive it. The enemy cavalry meets a wall of dwarf steel and sharp spears, usually coming to a sudden and messy end.

This wiki is not an official Mantic Games publication.
Brotherhood Watchline

## Brotherhood Watchline

### Settlement

* Careg Fulgran
* St Victor Dupont
* Zantaporte
* Samarik
* Ruins of Du'lan Var
* Eruks
* Kurros
* Ge
* Tmoskai
* Neiea

### Other Locations

* The Desolation of the Abyss
* The Brothermark
* Marshes of Basilea
* Neiea's Mirror
* The Samarites
* Plain of Antovar
* Mountain of Kolosu
* Mountain of Tarkis
* **Brotherhood Watchline**
* The Tragar Pass
* the Warden Lands

This wiki is not an official Mantic Games publication.
Clan Lord on Fire Drake

Coversion

Descendants of the first great dragons to arrive on Pannithor, lithe, tempestuous Fire Drakes spend most of their time coiled around searing thermal vents.

Some Mage-Priests, having studied and learnt the secrets of wyrm-tongue, can entice the drakes to war in return for fresh meat, and worse.

Very few winged drakes remain and those that do can only be enticed to leave their fiery slumber by the most powerful and cunning individuals.

The price of their service is only known to those brave enough to seek it.

The Clan Lords are the supreme commanders of the Salamander armed forces, often leading from the front and by example.

These elite warriors are vastly experienced in warfare and are masters of tactics and logistics.

This wiki is not an official Mantic Games publication.
Deathpack

A writhing mass of teeth, claws and bone, the Deathpack is a collection of horrific undead beasts herded into battle by a handler. They sweep over the enemy in a flurry of vicious attacks and only the hardiest warrior can withstand their frenzied onslaught.

This wiki is not an official Mantic Games publication.
Abercarr

Gates

* The Under-Gate
* The Sea-Gate

Settlements

* Golden Horn
* Duregs Hold
* Dolgarth
* Garenoch
* Golloch's Landing
* Gaer Donig
* Tyr Gurayd
* Ganekhaz
* Dolvareg
* Caregmere
* Gaer Carric
* Aberkhaz
* Billa-Reffu

Pathways

* The Holdway
* Croguedd Pass
* The Step

Waterways/Seas

* Sea of Eriskos
* Low Sea of Saun
* High Sea of Bari
* Infant Sea
* Carric Gulf

### **Other Known Geography:**

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

#### Regions, Realms and Provinces

Mountains of Abkhazla - Carrog - Diffeth - Anrheg -

#### Settlements, Mines, Keeps and Holds

Golden Horn - Culloch Mor - Great Cataract - Crag Gallen - Dolgarth - Golloch's Landing - Caervn Gollock - Aberkhaz - Duregs Hold - Gaer Donig - Gaer Carric - Caeryn Golloch - Dolvareg - Tyr Eurayd - Ganekhaz - Iult - Caregmere - The Under-Gate - The Sea-Gate - Carg Makaz - Scymadkazla (Shifting Forge - Tyr Gurayd - Eastport - Jarrun Bridge - Helgarth -

#### Roads & Passages

* The Holdway
* The Step
* Croguedd Pass

#### Watches and Marches

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

#### Mountains

* Mountains of Abkhazla
* The Sorrows
* The Carric Wall

#### Seas Waterways

* Infant Sea
* Low Sea of Saun
* High Sea of Bari
* Carric Gulf
* Sea of Eriskos

#### Other Terrain

* Plains of Difetth
* The Khazlan Fields
* Rankgourd Marshes
* Iron Meadows

This wiki is not an official Mantic Games publication.
Abbess Petrynia

Abbess Petrynia  captain of the Enduring Grace, took her fleet to face Uggikh of the Swift Skulls fleet of Orc pirate ships which besieged the western coast of Keretia.

Petrynia  led her ships through the Orc fleet destroying some of their ships, boarded the lead Smasher, when her heart sank at the arrival of the Orc Ripper Hulk.

This wiki is not an official Mantic Games publication.
Captains' Council

The **Captains' Council** is part of the Order of Redemption held in Council Chamber, the was set that the knights were on surrounding benches, with all knights having an equal right regardless to rank or experience, the central seat was left empty for Valandor, so his spirit may guide them.

This wiki is not an official Mantic Games publication.
Ahmunite Pharaoh

Driven by a willpower that conquered death itself centuries past, the fallen pharaohs of the Ahmunites are almost unstoppable in their unquenchable wrath.

Great is their ire and the vengeance they exact on those who violate the Ahmunite’s domain.

In battle, these cursed rulers radiate ruthless dominion over friend and foes alike, their burning eyes commanding obedience.

It is through their will alone that the Ahmunites have endured their curse and remained to threaten the world.

This wiki is not an official Mantic Games publication.
Bearer of the Holy Icon

Only the bravest and most virtuous amongst the young acolytes are given the honour of carrying into battle one of the holy icons of Basilea. These take many forms, from golden statues of a saintly hero or heroine of history, to the battle flags of renowned regiments.

This wiki is not an official Mantic Games publication.
Abbess on Panther Chariot

The holy leaders of each convent are known as abbesses.

These individuals are almost always strict and uncompromising, keeping their charges in order both on and off the battlefield.

Each is obeyed with unquestioning loyalty, for any who see the abbess fight on the battlefield or in training can see their unwavering dedication to the Shining Ones.

Setting amongst the enemy with a heavy flail or curved Koliskos, the abbess brings the light of the gods to those without faith.

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

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.