# Chains of War ™

Seventy-three years after the Rain Catastrophe shattered Tyrrha, the land of Calinthia stands as a fragile bastion under the tyranny of the Duxa Empire. Peace with the Urthnaki Confederation, once brokered by the illusive Elvae, has endured for decades—held together by the empire’s control of MIRA, the mineral that sustains life itself.

Today, tensions have reached a boiling point following the destruction of the MIRA Nexus—a vital facility for refining MIRA. Blame spreads like wildfire: the Duxa accuse Urthnaki saboteurs, the Urthnaki decry imperial negligence, and the elusive Elvae mediators scramble to hold the crumbling alliance together. Meanwhile, whispers of rebellion rise from the Hadaki miners, exploited for decades, as they rally around a hero of their own.

With mistrust deepening and war looming, the fate of Calinthia lies in your hands.

## Mission

Chains of War is developing a fantasy saga that carves a new world on the Cardano blockchain through storytelling, artworks, 3D assets, and gamification. The blockchain and NFTs offer a platform to create communities, raise funds, and be at the forefront of blockchain utilization. Ultimately, Chains of War aims to become a multi-platform fantasy franchise, pioneering on the Cardano blockchain.

## Vision

The indisputable rise of blockchain technology makes it possible to rethink systems and even entire industries. Decentralized transactions & governance, ownership, transparency & reward-based systems, the possibilities are endless. In particular, NFTs (Non-Fungible Tokens) bring incredible advancements in ownership and use of digital assets.

Throughout modern history, the impact of fantasy on popular culture has been unmistakable. Today, fantasy is regarded as one of the most prominent and adaptive genres. With fans worldwide, from New York to Tokyo, it has left its footprint on the film and gaming industries, fulfilling the desires of the many who love fantasy. It, therefore, is no surprise that fantasy as an entertainment industry will play an elemental role in the development and usage of blockchain technology.

In the following pages, you will be guided through the story, the game and the open source information.

### Jump right in

<table data-view="cards"><thead><tr><th></th><th></th><th data-type="content-ref"></th><th data-hidden data-card-cover data-type="files"></th><th data-hidden></th><th data-hidden data-card-target data-type="content-ref"></th></tr></thead><tbody><tr><td>The World</td><td></td><td><a href="/pages/Zvukm7MAGL6ooitMTmpY">/pages/Zvukm7MAGL6ooitMTmpY</a></td><td><a href="/files/N8WleiL0TWd1GXgJD7UK">/files/N8WleiL0TWd1GXgJD7UK</a></td><td></td><td></td></tr><tr><td>The Game</td><td></td><td><a href="/pages/jhiXPHskzvWnqiwKzWmH">/pages/jhiXPHskzvWnqiwKzWmH</a></td><td><a href="/files/LQk8dRg462ZRU3IWi6wp">/files/LQk8dRg462ZRU3IWi6wp</a></td><td></td><td></td></tr></tbody></table>


# The Future of Chains of War

A foundation for future developers and creators.

#### Following the dissolution of Blue Fork, the Chains of War project has transitioned to a fully open-source, community-driven model. The world of Tyrrha now belongs to the community.

With a heart for the Cardano community and a deep respect for our supporters, we have decided to release all project materials to the public. This includes the game’s source code, 3D assets, lore, and high-resolution art. Our goal is to ensure that the years of work poured into Tyrrha can serve as a foundation for future developers and creators.

## **What is available?**

* The Source Code: The underlying scripts, engine, animations, etc.
* The Asset Vault: 3D models, textures, and environmental assets.
* Lore & Media: The complete history of Tyrrha.

## Want to participate?

* To play the game and try our current build, head over to [Play](/open-source/play-alpha-build) and follow the instructions.
* To start building, visit Developer [Download](/open-source/developer-download) and [Resources ](/open-source/developer-resources)for more information.

## Contact

* Interested in acquiring the Chains of War trademark, Mira Foundation, and associated assets? Please contact <info@chainsofwar.io> for inquiries.


# Play (Alpha Build)

#### Although active development has ceased, the latest stable Alpha build remains playable for the community to explore.

## 🎮 Play the Alpha

* Platform: Epic Games Store
* Access: [Play Chains of War on Epic Games](https://store.epicgames.com/en-US/p/chains-of-war-bd5b0b)&#x20;

> Note: As active development has ended, this build is provided "as-is." Online features or server-dependent mechanics may have limited functionality.


# Developer Download

For developers, modders, and creators, we have made the full project files available. This download contains the raw assets and environment files required to open and edit the game in its native engine.

**Download Project Files**

* [Download Source Assets (Direct Link)](https://mega.nz/file/3ygVXBRb#B7Ejt1bk-S0fak15w2dkYS6mBqGJXKpE39gvfW27lc4)&#x20;
* Format: .zip / .project
* Size: 84.99gb

**How to use the Developer Build:**

1. Download & Extract: Download the archive and extract it.
2. Engine Requirements: Ensure you have Unreal Engine 5.2 installed.
3. Open Project: Navigate to the extracted folder and open the `.uproject` file.
4. Documentation: Refer to the [Developer Resources](/open-source/developer-resources) page for more details on the file structure.


# Developer Resources

#### 📖 Technical Documentation

To assist the community in taking over development or utilizing assets, we have provided a comprehensive technical manual. This document covers the project architecture, asset pipelines, and implementation details.

* [<mark style="color:$primary;">Download Developer Manual (PDF)</mark>](https://drive.google.com/file/d/1p8oVFnG79LCrkO0Ql0Y2yVDQZoQAuvIX/view?usp=drive_link)&#x20;

####


# License

Effective Date: February 2026

The Chains of War project, including its source code, 3D assets, and documentation, is a community-governed project. To facilitate this, the following licenses and disclaimers apply:

1\. Software & Code (MIT License)

Copyright (c) 2026 Chains of War Contributors / Blue Fork

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

2\. Creative Assets & Manuals (CC BY 4.0)

All art assets, 3D models, and the Developer Manual are licensed under the Creative Commons Attribution 4.0 International License. You are free to share and adapt these materials for any purpose, even commercially, provided you give appropriate credit.

3\. Disclaimer of Liability & Misuse

* No Endorsement: Usage of the source code or assets by third parties does not imply endorsement, sponsorship, or affiliation by Blue Fork or the original development team.
* Limitation of Liability: Blue Fork and the original creators shall not be held responsible for any financial losses, legal disputes, or fraudulent activities (such as "scams" or "rug pulls") conducted by third parties utilizing these open-source materials.
* Trademark Notice: While the code and assets are open, the "Chains of War" name and logo remain protected trademarks. This license does *not* grant permission to use these trademarks in a way that suggests an official connection to the original project or to mislead users.


# The Age of Rain

The history of **Tyrrha** is by no means a harmonious romance. It tells the story of a world submerged in a planetary crisis, cleaved by a disruptive episode of unparalleled environmental decline.&#x20;

Starting seventy-three years ago in what is presently known as the **Rain Catastrophe**, a series of consecutive superstorms and acid rainfall destroyed all that lay in its path. Within a year, many of Tyrrha’s capitals were reduced to ashes, robbing human, orc and elven societies of their homes and habitat.&#x20;

In this chaos, power shifted like sand in a storm.

<figure><img src="/files/N8WleiL0TWd1GXgJD7UK" alt=""><figcaption></figcaption></figure>

In the north, an ambitious industrialist-turned-tyrant, Fernan **Duxa** I, declared himself Emperor of Calinthia, promising order in times of turmoil. To some, a ruthless oppressor; to others, a saviour, ushering in an era of human dominance on Tyrrha.

Among the orcs, the legendary warlord T’ebor the Toothless was hailed as the autarch capable of ensuring a future for the **Urthnaki** clans. The orcs, hardest hit by the planet’s oxygen-depleted atmosphere, pinned their hopes on T’ebor’s resourceful and often unorthodox leadership.

For the **Elvae** of Calatria, the new ecological reality unexpectedly gave them a unique position in the political hierarchy. Protected by their advanced hydrodome system, they weathered the Rain unscathed, emerging with an invaluable advantage—the largest reserves of food on the planet, a commodity more precious than gold in the desolate aftermath.

However, in the aftermath of Tyrrha's collapse, the Hadaki people became the centre of attention.


# MIRA

The legendary people of [**Hadaki**](/chains-of-war-lore/factions/hadaki) were hit hardest because of their unique connection to **MIRA**, an oxygen-absorbent mineral mined in the Hadaki capital of **Tirros** and critical for survival in Tyrrha’s oxygen-deprived environment.

MIRA is an extraordinary mineral with the unparalleled ability to **absorb, store, and purify oxygen molecules**. Its crystalline lattice binds oxygen from the surrounding air, capturing it and enhancing its purity at a molecular level. Under specific conditions—such as shifts in temperature, pressure, or applied energy—MIRA releases the stored oxygen in a controlled manner, making it a vital resource in Tyrrha's oxygen-starved environment. This unique property has made MIRA essential for survival, **enhancing and extending life**, enabling respiration in depleted zones, and stabilising air supplies in subterranean or industrial settings.

As skilled miners with unparalleled expertise in deep extraction, the Hadaki were indispensable to harvesting this life-sustaining resource. However, this expertise and the demand for MIRA brought the Duxa Empire’s colonial reach to their secluded mountain home, stripping them of autonomy and exploiting their people.&#x20;

<figure><img src="/files/5nsN5jQVa8flpX8QfT6P" alt=""><figcaption></figcaption></figure>


# The Laws of Balance

The destruction of Tyrrha’s vital ecosystems had an unexpected consequence: a state of **global interdependence**. In the years following the Rain, a political status quo emerged as a necessity, with every faction reliant on the others. The [Duxa](/chains-of-war-lore/factions/duxa) required labourers to compensate for their lack of human capital, the [Urthnaki](/chains-of-war-lore/factions/urthnaki) relied on [MIRA](/chains-of-war-lore/publish-your-docs/mira), and the [Elvae ](/chains-of-war-lore/factions/elvae)saw an opportunity to fill the now-existing void in the power vacuum.

By the third year after the Rain, **Emperor Duxa I** strengthened ties with **T’ebor** of the [Urthnaki Confederation](/chains-of-war-lore/factions/urthnaki), setting the stage for an unprecedented accord between men and orcs. With the Empire controlling the distribution of MIRA, it held a key advantage in the negotiations. However, T’ebor recognised an opportunity: the decline of the Duxa population had shifted the balance of power, giving the orcs leverage through their ability to offer labourers.&#x20;

Two years of negotiations followed, addressing trade, territory, and arms. The resulting agreement, the **Laws of Balance**, established a fragile but enduring economic and political stability. Among its most significant provisions were:

* A **trade agreement** formalised the annual exchange of orc harvesters for MIRA.
* The **demilitarisation of the Silent Waste** created a buffer zone between the empires of Tyrrha.
* The **deployment of Elvae advisor interpreters** to the Duxa Imperial Court and the Urthnaki Confederation was tasked with maintaining the delicate balance between men and orcs.

The Laws of Balance marked the dawn of a new age, forging an uneasy chain of power. Long-standing enemies found themselves allied out of necessity, their pact sealed at the [**Council of Storms**](/chains-of-war-lore/publish-your-docs/the-council-of-storms), held every seventy-fifth Sunshift. It was a triumph for the rulers—a safeguard for their thrones.&#x20;

But the suffering continued unabated for those on society’s margins, like the Hadaki and the others living off the crumbs left by the Empire in Calinthia. Year after year, from the shadows of Calinthia’s vast deserts to the dark depths of the mines of Tirros, the lost voices of resistance rose in volume, reverberating like lightning.

And then suddenly and against all odds, the chord of balance snapped.


# The Nexus Destruction

The **destruction of the Nexus** sent shockwaves across the political landscape of Tyrrha, irrevocably altering the delicate balance in the alliance. As the primary facility for refining raw [MIRA](/chains-of-war-lore/publish-your-docs/mira) into a usable form, **the Nexus held immense strategic value for the Duxa Empire and all factions reliant on the oxygen-absorbent mineral**.

More than that, the destruction of the Nexus created a void in the trade routes and supply lines that had long been crucial to Tyrrha's stability. With trade grinding to a halt and tensions escalating, many began to see the Empire's vulnerabilities, opening a door for those who had long lurked in the shadows—especially in Calinthia, the industrial heart of the Empire. [**Sandcrows**](/game/enemies/sandcrows) from Mythalas, who had resisted the Empire since the Expulsion. The [**Sha-Kor**](/game/enemies/sha-kor), the fierce female warriors and survivors from the Kor villages. The [**Rogue Foundlings**](/game/enemies/rogue-foundlings), who had lived outside Gor Ghulum's grasp for nearly a decade. And the [**Smugglers**](/game/enemies/the-smugglers-of-shragai), always scheming for their next opportunity.

As alliances shifted and betrayals became commonplace, one thing grew abundantly clear: the destruction of the Nexus was not the end but the beginning of a far greater reckoning. The battle for Tyrrha’s future had begun, and with it, the question of whether a shattered land could ever be made whole again.&#x20;


# The Council of Storms

With the [Laws of Balance](/chains-of-war-lore/publish-your-docs/the-laws-of-balance), a chain of power had emerged. On the seventy-fifth Sunshift of every year, the great powers of Tyrrha attend the **Council of Storms**, deep in the Silent Waste. And every year, the tension is palpable. A caravan of [Urthnaki](/chains-of-war-lore/factions/urthnaki) representatives from the south would bring orc-slaves, spices and agrotechnological inventions to the Council. Rows of Hordesman accompanied the caravan, armed to the teeth, protecting the carriages with steel dedication. The Imperial Company’s Magistrates brought gemstones, gold, and of course, refined capsules of “[Mira](/blockchain/mira)”. Stored into encrypted titanium containers, there is no mistaking the gravity of the arrangement that would take place. For reasons of security, the Elvae advisor-interpreters of both courts would oversee the transaction, mediating in the strained Duxa-Urthnaki affairs. Weighing and measuring with mathematical precision, ensuring nothing was left unturned.

\
Despite the expectancy of sabotaging the transaction, in the past seventy-three years, incidents rarely occurred. And if they did occur, they were stricken down by man and orc together. Not as friends, not at all. But as factions protecting their common interests. What was held unimaginable unfolded at the Council of Storms every seventy-fifth Sunshift of every year. A victory for those in power. But for those on the fringes of society, the leaching continued. They waited. And waited. Until the moment of change arrived.


# Calinthia

The Alpha version of the game unfolds in Calinthia, a sprawling region under the iron grip of the Duxa Empire. Players will be free to explore iconic landmarks tied to the Empire’s dominance and the resistance groups seeking to overthrow it.


# The Watchers

The Watchers are two towering spires that serve as the cornerstone of the Empire’s espionage network, standing in the heart of Calinthia. Constructed in the second decade After Rain, their design was made possible through advanced technology reverse-engineered from the confiscated To’ashir see-sphere of Hotis, enabling surveillance far beyond the Empire’s physical borders.&#x20;

Beyond their function as spy towers, the Watchers house a training facility for the elite Imperial Sentinels—shadow operatives who act as the Emperor’s covert eyes, monitoring and eliminating threats within and beyond the Empire’s domain.

<figure><img src="/files/hl6LcVVPaGgyNYGkbM0H" alt=""><figcaption></figcaption></figure>


# The Storm Track

The Storm Track consists of two towering arches that once shielded against the violent superstorms ravaging the land. This colossal structure generated a protective energy field—a veil of electromagnetic pulses that disrupted the fierce winds and diffused lightning strikes, offering safety to those caught beneath their reach. The energy barrier worked by creating a controlled zone of stability in the heart of the chaos, allowing people to take refuge from the storm’s fury.

Now, this once vital guardian is abandoned, its protective systems inactive, leaving the arches as silent, decaying monuments to a forgotten age.&#x20;

<figure><img src="/files/K7S8I2c25aYAxB7jK3k9" alt=""><figcaption></figcaption></figure>


# Hidden Settlements

The **Khardru settlements** are hidden underground communities scattered throughout the [Hadaki](/chains-of-war-lore/factions/hadaki) Basin, where the Hadaki people took refuge from the dangerous storms that often sweep across the land. These settlements are built deep within the mountains, offering shelter and safety during the harshest weather. While small hideouts can be found, some Khardru settlements are as large as cities, housing thousands of people within their vast tunnels and chambers.

Inside, the Khardru are organized into tight-knit communities, using the natural rock for construction and protection. These settlements are self-sufficient, relying on geothermal energy for warmth and light, and the people thrive by mining and trading resources.


# Atronis

Atronis is the imperial capital of the Duxa Empire and the industrial engine of Calinthia. Whilst its foundations on the banks of the Minaii river were laid long ago, its signiﬁcance rose when the Atronis-born and self-proclaimed Emperor Fernan Duxa I decided to rebuild the city after its destruction in the ﬁrst year of the Rain.

<figure><img src="/files/ngHoRKv6cmgKecJHkZHQ" alt=""><figcaption></figcaption></figure>

Built in the image of the powerful Duxa dynasty, Atronis was imagined to resemble the idea of human superiority and human prevalence on Tyrrha, an idea incarnated through architecture and industrial design displayed throughout the city. Its most iconic landmarks are the Tower of Tolarax, the impressive “Mira” Plants, and the Great Palace of Duxa - residence of the Emperor and his family.

CommentThe most powerful instruments of the Empire can be found in Atronis: the Imperial Court of Magistrati and Councillors, as well as the Duxa Artiﬁca - the massive body of laymen eternally loyal to the Emperor. And, of course, the all powerful MiraCorp mining corporation - the epitome of sustained global interdependence.

<figure><img src="/files/WZDP30g3f1vzeWSrNDr9" alt=""><figcaption></figcaption></figure>


# Tirros

Carved in the living rock of the mountains, the subterranean wonder of Tirros is a metropolis in the heart of the Peaks of Light. Although its origin is unknown, it is assumed that the first Hadaki started chiseling their way into the mountains roughly five-thousand years ago.

<figure><img src="/files/1y1EVkGz1Wolq7lYXD5K" alt=""><figcaption></figcaption></figure>

Once passed through the Gate of Triads, a complexity of hundreds of caverns and chambers open up in splendor, with a myriad of spiraling marble staircases and century-old corridors curving deep down towards the great Hadakian halls, underground courtyards and mines. Tirros is absolutely an example of a splendid symbiosis of craftsmanship and natural realism in its core, exemplified by the immense upward and downward levels of the city seem to sustain each other as were part of one organism. The greatest example of this is found in the Centenarian Aula, an enormous hall where a mystical cylinder-shaped glass construction called the Cataract generates enormous amounts of power, fueling the city with energy used for climate control, irrigation, and, most importantly - charging the immense mining machines.

After fiercely resisting Duxa attempts to take control of the city, the inevitable happened. In the aftermath of the annexation of Tirros, many managed to flee into the depths of the mountains. However, for many a man, woman and child, life under Imperial rule became the new reality. With the Order disbanded and the Guard of Tirros scattered, the hope-soaked tales of ancestral glory are all that echoes through the catacombs.

<figure><img src="/files/vbGQJbmVNH16WXY6B9I7" alt=""><figcaption></figcaption></figure>


# Valis

Valis is the third largest of Calinthia and one of the oldest major cities in Tyrrha. Located in the far northwest of the continent at the mouth of the Black Tongue inlet with the Endless Sea beyond, the city is considered a city of great wisdom.

‍Founded in the year 2189 Before Rain by the Kaja Royimer the Tall, Valis’ tolerant climate welcomed generations of statesmen, philosophers and scientists, sparking scientific development and research which paved the path for the industrial-intelligentsia of the modern age. A city encircled by an inviting scarlet-and-white city wall, it consists of winding cobbled streets and houses made of ocher granite rock, with remarkable dome-topped roofs revealing the exquisite architectural minds behind its design. Behind the cities’ inner city walls lie some of the most powerful centers of Calinthia, the most important of all being the Korial, also known as the House of Sages: a magical dome-on-pillar shaped institute keeping record of all human and extra-human developments.

After annexation by the Duxa in the aftermath of the Rain, Valis has kept most of its mystical allure intact under Imperial rule. However, under pressure from the Empire the wise of Valis succumbed, becoming mere peons in spreading pro-Duxa propaganda all across Calinthia and beyond.

<figure><img src="/files/Sk9OWBgOfcHOYCNe3V4f" alt=""><figcaption></figcaption></figure>


# Corintes

Built on the site of what once was the city of Heralias, the city of Corintes was founded with the sole purpose of protecting the Calinthian border from southern invasion. A garrison city and a military bulwark right at the border of the Silent Waste, the city is home to the majority of the Duxa Military, who are trained to dedicate their lives as loyal servants of the Empire.

‍As the Corintesian are tasked with the prime objective of defending the northern realm of Tyrrha, the feel one gets of the city is one of stark pragmatism. A place where individual freedom feels as far away as ice is far from fire, an ever-present feeling of wariness presses down on all inside its walls. Surrounded by a gigantic piercing wall of hard yet plane stone, the inner city consists of large black-and-red terminals and factories, rectangular hangars designated for the construction of war machinery, training facilities, and barracks for the accommodation of stationed combatants. Every aspect of life is strictly regimented by the local Magistrati, and the notorious Fist of Txomin - a military caste of Atronis-born humans trained in the martial virtues of the Spirit of War.

‍Outside of the city, a hundred or more watchtowers are manned by Imperial Gunners and Protectors. They wait patiently in utter silence, trained to act on a moment’s notice.

<figure><img src="/files/p6Frjx76ctEmD7OVwCDK" alt=""><figcaption></figcaption></figure>


# Hotis

Hotis is the second largest Hadakian city and historically an important strategic location right at the edge of the Hadaki Basin. During the Battle of the Basin, the city was conquered by the Duxa Empire, eventually leading to the capitulation of the city - an event that was followed by the fall of Tirros one year later.

‍For many centuries, the Hotisian were regarded as the guards of the Hadakian realm. A city built high against the foothills of the Southern Peaks, its slender watchtowers stand gloriously from dusk till dawn. Behind the walls and in the heart of the city stands the great Marble Tower and the famous Dome of Clouds, which housed the only known To’ashir on Tyrrha - a spherical stone with the power to see as far as lies in the might of its user. Another impressive landmark and symbol of Hotisian craftsmanship is the Gate of Yadis - the septagram-shaped entrance to the mountains and the mysteries beyond. Strongly bound to the mother-city of Tirros, Hotis was, and will be again, the Hadakian shield against those who intend to do harm to those beloved to them.

‍However, as happened to most of the cities now part of the Empire, the stature of Hotis was stripped from most of its iconic splendor. The holy crests are removed, statues torn down, the coat of arms no longer flaunting on the long mast poles of the cities’ towers. All that remains are those Hotisian who either keep a straight face whilst faced with their oppressors, or those who dwell in the shadows of the mountains, scheming in silence.

<figure><img src="/files/iEcXYtnooSfpVULIo3DX" alt=""><figcaption></figcaption></figure>


# Miritae

The city of Miritae is a port city fundamental in the exchange and trade of Calinthian resources and goods to all over Tyrrha. Inside the cities’ walls, a wide array of shipyards, foundries, nautical research centers and guilds can be found working solely on the development of nautical exploration. Whilst the city is forbidden for non-Imperials, it is known that the center of power remains the Black Sail, an enormous building made of volcanic glass which functions as the command center of the local Magistrates and the Duxa naval force.

<figure><img src="/files/TsyiyY1E5ryBikskqUc8" alt=""><figcaption></figcaption></figure>


# North's End

Once a city of sizable naval power and a widely respected center for trade in northern Calinthia, the city of North’s End’s epilogue reads as a bitter end. One of the only non-Hadakian cities that were known for attending the courts of Tirros, it was completely destroyed by Duxa forces in the year 4AR. What used to be a thriving port city known for its trade in valuable furs and blue pearls was reduced to ashes, the ruins of the old city remains proof of its existence.

<figure><img src="/files/TqRwlsYw4VNw9wSWTNoz" alt=""><figcaption></figcaption></figure>


# The Peaks of Light

The Peaks of Light are a mountain range in the far north of Calinthia and by many nicknamed "the roof of Tyrrha ". It is by far the highest range on Tyrrha, home to the Hadaki of Tirros and Hotis, and supposed hideout for the exiled Orderling of Hadaki: the leaders of Hadaki, creators of the famous mining enterprise.Not much is known about the Peaks of Light, apart from its vast wilderness and mysterious allure. The Duxa have sent many companies on expedition, in search of the Orderlings, but have either returned in failure or died miserably.

<figure><img src="/files/G8HB8NJX4RSXUg76Vjb6" alt=""><figcaption></figcaption></figure>


# Illium


# Calatria

The city-state of Calatria is considered the last elven stronghold. Some Imperial architects have denounced it “the last breath of Tyrrha”, for inside the city-state one is relieved from the oxygen poor environments one finds all around Tyrrha.

<figure><img src="/files/CdRa2W4DYuuJfWrQIV0G" alt=""><figcaption></figcaption></figure>

Inside the enormous bio-megalopolis, a complex variety of indigenous florae can be found, next to hyper-plantations and, not the least, the Trees of Atrica – a supertree-system of three giant trees that connects the cities’ infrastructure to hanging squares and courtyards covered by the trees’ foliage. High above, the fantastic hydro dome covers the city like a blue veil, softly humming by the magic weaved by a thousand hydromancers. A city that truly reinvented itself in the aftermath of the Rain, the city homes more than half a million Elvae, who work as craftsman in the workshops, as botanists in the hyper-plantations below, or stand on lookout, guarding the realm of elves with heart and soul.

In recent history, Calatria became a refuge for those elves fleeing the terror of the Rain. As time passed and generations followed, some voices have become stronger, calling for a return to those lands loved dearly.

<figure><img src="/files/2TwtKfojjPvspvU01fO5" alt=""><figcaption></figcaption></figure>


# Yubin

Yubin is a former Elvae capital located in the Yubin Hills southeast of Calatria. A city built on a plateau that rises sharply above the surrounding area, it once was a city of timeless beauty, filled with ornate high cylinder-shaped towers, captivating golden aqueducts and rich market squares to whom many from close and afar would gather.

&#x20;During its thousand-year history, Yubin has always been regarded the cradle of Elvae civilization on Tyrrha. Long before the foundation of Calatria the Yubinese were famed for their tremendous craftsmanship, forging armor and weapons of stellar quality. More than that, they are considered as the architects behind the Code of Ilvindran, the laws that bind all descendants of the First Elves of Novimum. Once a grand place built with the pride and honor of those First Elves, the cities’ tale is bound to those whose roots run deep into its sacred soil.

As the Yubinese had to flee after the destruction of their city during the Rain they found shelter in the city-state of Calatria, where they were embraced as the Lost Elvae. However, having encountered the hardships of life as half-citizens, some have spoken to return to their beloved Yubin.

<figure><img src="/files/JSdQnFAW7lQ7fuKCayO3" alt=""><figcaption></figcaption></figure>


# Aetria

The harbor city of Aetria is the second largest port on Tyrrha (after Miritae) and regarded by the Elvae as a city of supreme naval splendidness. Partly destroyed during the Rain of Stars, the city of Aetria consists of enormous wharfs where the authentic silvadar ships are made: large but shallow sailing vessels designed for rapid transport of goods to other parts of the Black Sea.

<figure><img src="/files/1bpyQcGC4I71Vh5FgS1P" alt=""><figcaption></figcaption></figure>


# Terena

Terana used to be called the City of Guilds, housing thousands of craftsmen from all over Tyrrha. Elves, men and even orc lived here peacefully for centuries, pushing the city of Terana forward in terms of manufacturing and architecture, geometry, craftsmanship, agriculture, and artistry, a thriving place of exchange and mutual understanding. Completely destroyed by the Rain, the city is now merely a shaded symbol typifying the demise of honest inter-specie interaction.

<figure><img src="/files/r9XfE0GeuKWxBL35lYoJ" alt=""><figcaption></figcaption></figure>


# Dûn


# Urthnak

Urthnak is the largest of orc strongholds and capital of the powerful Clan of Clay. Located between the desolated Plains of Dun in the northwest and the Teeth in the east, the city stands as an impregnable metropolis of ancient grandeur, an unmistakable superpower of modern history.

Founded roughly three-hundred years after what the orc call the Great Schism, Urthnak is most recognizable by the Great Fungi, astonishingly-shaped black-and-brown sandstone structures hanging high above a thousand and one orc compounds. Whilst in Urthnak, it is hard to miss the impressive range of black-tiled market squares, along which the soaring spines of the Urthnok Guildhouses - the legendary workplaces of the Mhizhak craftsmen - rise high and mighty. Other than that, it is without doubt the Clay Palace that catches the eye: a gigantic cubical complex right in the middle of Urthnak, a bastion of power characterized by a triangular-shaped glass roof shining bright when light catches it.

In current international affairs, the notoriety of Urthnak surged as the Urthnaki warlord and veteran of the War of Wails, T’ebor the Toothless, compromised with the Duxa Emperor regarding the profitable slave-mineral exchange, thereby securing Urthnaki existence on Tyrrha.

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# Daradin

A majestic fortress-city located east of the Mountains of Pilatri and southwest of the Plains of Dun, Daradin is home to the Clan of Salt and one the three major orc strongholds on Tyrrha.

As the city seems to be hidden between thick clouds of fog for most of the time, there are days where light does not reach the onyx walls of Daradin. However, on clear days, one is able to see the mhille terrasses at the feet of the city, and maybe the long carving stairway that leads straight up to the Portal of Gor and behind it the power-soaked Monolith of Arak. Steep slippery cobbled paths seem to slide seamlessly through this brisk city, connecting the many Mizhak Guildhouses and to the impressive courtyard of the Halai Din, the despotic rulers of the Daradin and the wealthy catalyst behind the Confederation of orc.

After all, the export of agrarian technologies like the mhille system – an enormous pump-like machine that converts sulfuric acids to pure carbon dioxide necessary for growing food stocks - has historically made the Daradin an increasingly powerful faction within the Duxa-Urthnaki exchange program.

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# Molghir

The oldest of the known orc cities, Molghir’s history reaches back to the times of the Great Schism - the coming of the first orc on Tyrrha. A city built close to the gaping depths of the Blind Gorge, it is the home of the Shadowclan, a notorious bunch of shape-shifters and omen-sayers who pride themselves as the original defenders of the Three Orphans of the sky god Golar - the “God Who Carved Earth”, “the Sacrificial”, “the Giver of Light”.

In the city, one can sense the religion-spiked fanaticism that has built its walls. Wandering over the broad blackstone pavilions, a creeping feeling of constriction gets to you whilst progressing past mighty open roofed buildings and massive sanctums where an occasional pale Foundling preaches to its following, a sense that continues up until you’re right in front of the iconic Bul Uguril - the holy tomb of the Orphan Aguzam the Shadeen.

Presently, the Molghiri are known as the architects behind orc-harvester recruitment and transport, a process starting with a holy ceremony of sacrificial enslavement called Khariakh. During these ceremonies, the toughest of orc-harvesters are selected and ritually anointed, ready to be sent away as slaves to the Duxa Empire.

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# Gor Gholum

Although the exact origins of the sacred city of Gor Ghulum are unknown, the cities’ reputation has traveled a long way. An enigmatic citadel of power and worship, it is without doubt the most holy of cities in the realm of orc.

Home to the pale Shamani and Foundlings of Gor Ghulum, it is pivotal in the spreading of socio-spiritual and religious teachings among the orc clans - also known as the Carving, the singing of monotone hymns audible from hundreds of miles away. Within the city, there are many temples, the most important being the Bul Azim - the temple of Golar. A simple structure of horizontally and vertically places grey-granite pillars, the temple of Golar embodies the full spectrum of Shamani holiness, the epitome of orcish faith and spiritual engagement.

Forbidden for anyone but the supreme warlords of the orc clans, it is widely acknowledged that the political reach of the Shamani far-stretching. An invisible influence, a silent orchestra that anonymously holds command strongly in its grip, it is without doubt one of the most elusive magical bulwarks of the modern age.

<figure><img src="/files/i8pBRi9PHWcBr0VeB8Qc" alt=""><figcaption></figcaption></figure>


# Orphans

Possibly the most iconic landmark on Tyrrha, the Orphans are considered by the Urthnaki clans as the most sacred site of all. According to Urthnaki mythology, it was in the three craters where the sky god Golar decided to leave his three sons to be orphaned by the clans of clay, salt and shadows. The craters are relatively wide and shaped by millions of years. The rocks that make up the craters are basalt, while shades of sand-yellow and red make it stand out in the dry realm of southern Dun.

<figure><img src="/files/vXG7X2hMqlhpg3Xm9uJw" alt=""><figcaption></figcaption></figure>


# Mardhos

Built on the ruins of what once was the great city of Mardhos, the Council of Storms is regarded the epicenter of Tyrrhean political-economic affairs, a place of international conclave and exchange. Right in the middle of the desolated Silent Waste, the Council of Storms consists of various compounds situated around a forum known as the Eternal Square - the meeting place of the great powers of Tyrrha. It is here where representatives of the Duxa Empire, the Urthnaki Confederation and the Elvae annually debate on the topics of economic affairs, climate policy, and defense, setting the course to sail for the coming years.

<figure><img src="/files/htaPlAu93OYFMrvQc7uP" alt=""><figcaption></figcaption></figure>


# Factions

In the vast realm of Tyrrha, from the southern region of Illium to the northern lands of [Calinthia](/chains-of-war-lore/calinthia) and from the steppes of Dûn to the stronghold of Tirros, diverse societies vie for power and survival.&#x20;

Choose your allegiance: the imperials of the [Duxa](/chains-of-war-lore/factions/duxa) Empire, the miners of the [Hadaki](/chains-of-war-lore/factions/hadaki), the orcs of the [Urthnaki](/chains-of-war-lore/factions/urthnaki) Confederation, or the [Elvea](/chains-of-war-lore/factions/elvae) of Calatria.

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# Duxa

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Today, humanity is governed by the **Duxa Empire.** This vast political-religious entity spans from the Razor Mountains in the west to the Teeth in the east, within the northern realm of Calinthia. The empire's rise to power was solidified after the Rain of Stars devastated the Tyrrha ecosystem, leading to widespread disease and famine. In the aftermath, the Duxa Emperors formed a strategic alliance with the [Urthnaki](/chains-of-war-lore/factions/urthnaki) Confederation, which resulted in the [**Laws of Balance**](/chains-of-war-lore/publish-your-docs/the-laws-of-balance). In this agreement, orc slave-harvesters are exchanged for the critical mineral [MIRA](/chains-of-war-lore/publish-your-docs/mira). This trade has been fundamental in maintaining the power balance between humans and orcs.

**Emperor Tygho Duxa III'**&#x73; reign has been characterized by tight control over the [Order of Hadaki](/chains-of-war-lore/factions/hadaki/the-order-of-hadaki), a powerful mining guild responsible for Mira extraction. Composed solely of **Hadaki** men and women, the Order has become essential to the empire's economy. The Duxa maintain their dominance over the Hadaki people through strict regulation, ensuring that the extraction of Mira remains uninterrupted and that the empire’s political grip on the region remains unchallenged.

<figure><img src="/files/iRl4j4my7oxsBJ8LmG9C" alt=""><figcaption><p>Hierarchy of the Duxa Empire</p></figcaption></figure>


# Emperor Tygho Duxa III

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# The Imperial Court

The two classes within the Imperial Court, the **Magistrati** and the **Imperial Councillors**, are essential to the Duxa Empire's functioning.&#x20;

The **Magistratus**, known as lawkeepers, govern Calinthia's six districts, acting as the Emperor's direct political representatives. They oversee the administration and ensure the Emperor’s will is executed, with the Magistratus of Tirros, Deklan Kotos, being the most prominent figure among them. Handpicked for their political acumen and influential connections, many Magistrati come from powerful banking and industrial backgrounds, positioning them as key enforcers of imperial policy and law.

The **Imperial Councillors**, on the other hand, are the intellectual and economic backbone of the Duxa Empire. Comprising influential industrialists, scholars, and scientists, they form the Imperial Council, advising the Emperor on policy, economic development, and technological advancement. Their influence shapes the empire’s strategic decisions, driving progress in industry and research. Together, these two classes maintain the delicate balance of power in the empire—while the Magistratus upholds law and order, the Imperial Councillors guide the empire’s economic and scientific progress, ensuring its continued dominance in Calinthia and beyond.


# The Duxa Military

The Duxa Military consists of several specialized classes, each with a unique role in maintaining the empire's security and dominance.&#x20;

The **Sentinels** are a covert elite force of espionage specialists trained at the Watchers to operate in the shadows. Tasked with gathering intelligence on non-imperial activities, they are known as the Emperor's Eyes. Deployed across Calinthia, their expertise in stealth, surveillance, and intelligence gathering makes them a powerful and essential tool in detecting potential threats or rebellion, ensuring the Duxa Empire remains vigilant and in control.

The **Imperial Gunners** are an elite group of marksmen renowned for their precision with heavy artillery. Their primary responsibility is to defend the southern Calinthian border. Their role in securing the empire's borders is vital to maintaining the stability and safety of the Duxa realm, ensuring no enemy can challenge its might.

**Txomin's Fist**, a military caste devoted to Txomin, the Spirit of War, is perhaps the most feared and loyal faction within the Duxa military. Infused with MIRA, a substance that enhances their faithfulness and combat abilities, members of Txomin's Fist are unwavering in their loyalty to the Emperor. Known for their relentless determination and formidable martial prowess, they are often called upon to lead the charge in critical battles.&#x20;

Finally, **the Protectors.** Stationed at the southern border, they serve as explosion engineers and sinkhole strategists. Their expertise in creating barriers and defending against underground attacks makes them indispensable in safeguarding the empire’s frontiers from surface and subterranean threats.&#x20;

Together, these classes form the core of the Duxa military, each contributing to the empire’s continued strength and security.


# The Duxa Artifica

The **Mekanic** within the Duxa Artifica forms the backbone of the empire’s industrial workforce.

Employed primarily in the mineral compression industry of Atronis, their labour was essential to the empire’s technological advancements and resource extraction. The term "work and live" reflects the totality of their existence, where their lives are intricately bound to their work environments, with many residing near the MIRA plants and factories. Their demanding and regimented lifestyle, marked by rigorous training, ensures they can meet the ever-increasing demands of the empire. Despite the hardship, their role is crucial, as the minerals they process are vital to producing weaponry, infrastructure, and technology, making them an indispensable pillar of the Duxa Empire’s continued power and progress.


# Hadaki

<figure><img src="/files/lyPbFbtYmyFIgSq8IUQf" alt=""><figcaption></figcaption></figure>

The **Hadaki** are a human species native to the harsh northeast mountains of **Calinthia**. For centuries, they lived in isolation, hidden from the outside world. However, discovering the rare and valuable mineral [**MIRA**](/chains-of-war-lore/publish-your-docs/mira) brought them into the sights of the [**Duxa Empire**](/chains-of-war-lore/factions/duxa), who annexed their capital and colonized their people seventy-one years ago.

Adapted to their rugged environment, the Hadaki have mastered mountain survival. Their capital, **Tirros**, is a vast subterranean city carved deep into the rock, consisting of winding staircases, underground courtyards, and intricate tunnels. Renowned for their craftsmanship, underground navigation, and deep-mining expertise, the Hadaki possess the unique knowledge necessary to extract MIRA—a skill coveted by the Duxa. With MIRA becoming even more valuable after the collapse of Tyrrha's ecosystems, Hadaki’s mining operations became a key target for the Empire.

The Hadaki are spiritually connected to the **Thryssal**, a mythical source deep within the mountains. They believe all their people come from, and will return to, this sacred place—a belief that binds them together. Despite the Duxa’s efforts to suppress religious practices, the Hadaki’s sense of community and unity remains their greatest strength and a persistent threat to the Empire’s rule. Their enduring connection and organisation into **Families** fuels their resistance, positioning them as the central protagonists in the struggle for freedom and self-determination.

<figure><img src="/files/SPoyB1VfnOQBGEx9zKlj" alt=""><figcaption></figcaption></figure>


# Deklan Kotos

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# The Order of Hadaki

The **Orderlings** are the ruling class of Hadaki, and their power is derived from ancient myth and practical governance. Their authority is political and spiritual, as they are believed to be the direct descendants or chosen ones of the original creators of Hadaki. According to legend, the first **Orderlings** were imbued with a divine mandate to guide and protect their people, and their bloodline is revered as sacred.

The **Orderlings** are also responsible for overseeing the mining operations, ensuring the extraction and use of the **MIRA** mineral, which is vital for survival and advancement in Hadaki. Their role as overseers extends to the moral and philosophical teachings of Hadaki society, often acting as guardians of tradition, overseeing the **Pilarians**, and ensuring the smooth operation of Hadaki’s industrial complex.


# The Guard of Tirros

\
The **Black Protego**, or Hadakian Knights, are elite warriors who train in the secretive and elusive martial art of shadow fencing. This combat style, a blend of stealth, agility, and precision, is honed in the harsh underground tunnels and the rocky terrain surrounding Hadaki’s city centres. The Black Protego are known for their ability to disappear into their surroundings, blending seamlessly with the environment, whether they are in the dense mines or the harsh desert landscapes. Their hit-and-hide tactics make them masters of surprise attacks and ambushes, capable of striking swiftly and silently before vanishing.

The Black Protego also serve as protectors of the **Orderlings**, carrying out covert operations and eliminating threats to the ruling caste with silent efficiency. Though officially outlawed under the Duxa Empire, their resistance continues in the shadows, with exiled knights secretly passing down their training to new generations. They see themselves as the last defenders of the **Order of Hadaki,** and the way of life passed down through the ages.

The **Hadakian Spectre** are experts in long-range combat, with unmatched accuracy using firearms. Their unique communication system, the **Whispers of Ou'alid**, allows them to coordinate silently using air vibrations that only fellow Spectres can understand. Known for their strategic minds and knowledge of ancient warfare, the Spectres abandoned the Holy City of Tirros after the Duxa Expulsion. Rumours suggest they now operate in secrecy, possibly forming alliances with rebel factions.


# The Pilarians

The **Pilarians** are organized into **Families**, large communal units that serve as social and functional entities. These Families are tight-knit, bound by a deep sense of loyalty and shared history. Pilarians see their work as a spiritual endeavour, believing they are fulfilling a divine purpose by building the physical and cultural foundations of Hadaki.

While **Pilarians** are seen as the labouring class, they hold a level of respect that is unparalleled. Their work ensures the survival of Hadaki, and they are deeply proud of their contributions. It is common for Pilarians to celebrate their achievements in grand festivals and ceremonies, where their craftsmanship and loyalty are honoured.

**Deepminers** are an elite group within the **Pilarians**, tasked with the dangerous job of mineral extraction deep underground. They face extreme conditions but are honoured for their self-sacrifice and essential role in supplying Hadaki with the precious resources necessary for its advancement. Known for their expertise and bravery, the **Deepminers** are considered holy workers, with some prestigious Families, like the **Kori**, being famous for their mining legacy and unmatched skill.

The **Talarim** are master craftsmen within the **Pilarians**, highly respected for their ability to forge the sacred **suit-armours** central to Hadaki culture. These suits are protective and serve as symbols of status and honour. The **Talarim** are known for their meticulous craftsmanship and the preservation of ancient techniques, ensuring that each suit is a testament to both their skill and Hadaki's rich traditions. Their work is revered across Hadaki, symbolizing the strength and identity of their people.


# Urthnaki

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The **Urthnaki Confederation**, a powerful alliance of orc clans, governs the expansive and resource-rich lands of Dûn. This confederation is formed by the **Clan of Clay** from **Urthnak**, the **Clan of Salt** from **Daradîn**, and the enigmatic **Clan of Shadows** from **Molghir**. Together, these clans operate as part of the **Horde of Urthnaki**, a decentralized but highly organized force known for their mobility and independence in warfare. Despite their historical reputation as brutal and savage beings, the Urthnaki have demonstrated remarkable prowess in statecraft and military strategy. Their economic and political influence is bolstered by their slave-breeding facilities in Molghir, which supply the [Duxa Empire](/chains-of-war-lore/factions/duxa) with labour in exchange for access to valuable minerals under the [Laws of Balance](/chains-of-war-lore/publish-your-docs/the-laws-of-balance).

The origins of the Urthnaki orcs are shrouded in myth and tied to the geological upheaval of the **Time of Schism**, a cataclysmic event marked by violent tectonic shifts and the creation of the Blind Gorge. According to elven magister Tilium, the first orc emerged during this era, a “wild fury” rising from the depths to dominate the surface world with an indomitable spirit. While early descriptions emphasized their untamed and destructive nature, the Urthnaki have evolved into a complex society, balancing their martial traditions with a keen understanding of diplomacy and economics. Their use of gen-altering minerals like Mira remains a subject of intrigue, as the genetic resistance of orcs to modification raises questions about the transformative potential of this powerful substance.

Central to the Urthnaki identity is the **Faith of Orphans**, a religion deeply rooted in their history and mythology. The faith venerates Golar, the sky god who descended to the mortal world bearing three orphan sons to be raised by the Urthnaki clans, symbolizing unity and order. The catastrophic Rain, which devastated the region of Dûn, provided fertile ground for the rise of this faith. The **Gor Ghulum** clergy capitalized on the chaos, preaching unity through the leadership of T’ebor and binding the fractured clans under a shared religious and political framework. Today, the Faith of Orphans serves as a spiritual guide and a cornerstone of Urthnaki cohesion, influencing their culture, governance, and interactions with the wider world.

<figure><img src="/files/XH5gC2XPBRUeVfwKHB15" alt=""><figcaption><p>Hierarchy of the Urthnaki Confederation</p></figcaption></figure>


# T'ebor the Toothless

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# The Shamani of Gor Ghulum

The Shamani of Gor Ghulum are the spiritual backbone of Urthnaki society, bridging the realms of the divine and the mortal.&#x20;

At their apex stand the **High Shamani**, the ultimate stewards of the ancient orc religion and its teachings. These figures hold unmatched political and spiritual authority, guiding the Urthnaki clans with wisdom and reverence. As custodians of the Faith of Orphans, the High Shamani safeguard the traditions and beliefs of their ancestors, ensuring the clans remain united under the holy creed of the sky god Golar. Their influence extends beyond religious doctrine, as they often serve as mediators and decision-makers in the delicate balance of orcish politics.

Beneath the High Shamani are the **Foundlings**, the dedicated apprentices of Gor Ghulum who are essential in spreading the Holy Song of Golar throughout the Urthnaki lands. Revered as "Dreamweaver," the Foundlings forge spiritual connections between the clans and the Orphans—the three divine sons of Golar. They teach the Urthnaki of their sacred heritage through haunting monotone hymns, weaving tales of divine providence and unity. Their perceived lineage as descendants of the Orphans grants them an exalted status among the clans, making their words a powerful tool in solidifying the Faith of Orphans as the cultural and spiritual heart of the confederation.


# The Horde of Urthnak

The **Horde of Urthnak** is the military might of the Urthnaki Confederation, a formidable force known for its discipline, ferocity, and tactical ingenuity. At the heart of this army lies a diverse yet cohesive structure, each division excelling in specialized roles that contribute to the Horde's dominance on the battlefield.&#x20;

Among the most revered units of the Horde are the **Ushari**, often called the Flame of Dun. This legendary cavalry branch consists of elite female warriors renowned for their unparalleled courage and battlefield acumen. The Ushari are natural leaders, commanding respect from their peers and enemies alike as they lead devastating charges that break even the most substantial enemy formations. Their presence on the battlefield symbolizes both the ferocity and honour of the Urthnaki, embodying the spirit of their people in combat.

The **Stormbringers** are the shadowy elite of the Horde, death commandos whose deeds during the Great Awakening have become legend. Armed with their iconic half-moon blades, these infiltrators excel in stealth and precision, capable of dismantling enemy forces from within. The Stormbringers strike terror into the hearts of their foes, their movements swift and silent, leaving devastation in their wake. Feared and respected, they are a living testament to the Horde's versatility and tactical prowess.

Completing the structure are the **Hordesmen**, the steadfast ground forces that form the vanguard of the Horde. Stationed primarily in the orc capital of Urthnak, the Hordesmen are masters of various combat forms and strategies, their resilience and strength unmatched in prolonged engagements. As the frontline warriors, they bear the brunt of battle, holding their ground with unwavering determination and ensuring the Horde's victories are both decisive and enduring.&#x20;


# The Urthnok

The **Urthnok**, an essential societal structure within the Urthnaki Confederation, represents the foundation of orcish survival and innovation. Its existence revolves around two primary factions: the Mhizhak and the Orc-Harvesters, each symbolizing critical aspects of Urthnaki life—ingenuity and labour.

The **Mhizhak** are master inventors and engineers whose contributions define the technological edge of the Urthnaki. Their invention of the **Mhille** agrarian system revolutionized agriculture, filtering sulfuric acid from soil to create fertile ground for crops in otherwise inhospitable conditions. During the oxygen crisis on Tyrrha, the Mhizhak worked tirelessly within the Guildhouses of Urthnak, pioneering solutions to combat oxygen deprivation. This effort gave rise to **Ghulbatics**, a groundbreaking bionical system that integrates artificial veins with biological tissue. Ghulbatic veins enhance red blood cell production and accelerate oxygen circulation, blending seamlessly with Urthnaki bodies while displaying a strikingly visible network of pulsating white-blue energy where flesh meets technology.

Complementing the ingenuity of the Mhizhak are the **Orc-Harvesters.** These labourers and workers, selected from the ‘lesser’ orc caste, are integral to sustaining the economic and industrial needs of the confederation. Their preparation involves the Khariakh ceremony, a sacred rite of sacrificial enslavement, which marks their readiness to serve as workers or commodities traded with the Duxa. Despite their subservient status, the Orc-Harvesters are vital to the Urthnaki’s survival, producing goods, tending fields enriched by the Mhille system, and providing the physical labour required to uphold their society.


# Elvae

<figure><img src="/files/tkDYpvm5HFzPLCGG4Vt5" alt=""><figcaption></figcaption></figure>

The **Elvae** are the eldest of the three known species of **Tyrrha**, often revered for their deep connection to the natural world and intellectual and diplomatic prowess. The Elvae's cultural and ecological heart is **Calatria** (meaning “Three Gardens”), a **bio-megalopolis** that is a testament to their harmonious relationship with nature. Calatria incorporates an intricate web of indigenous flora, **hyper-plantations**, and the iconic **Trees of Attica**, a towering supertree network that intertwines the city's infrastructure with its living spaces.

The Elvae possess a **psychoanalytical nature**, a depth of exegetical knowledge, and a remarkable ability to adapt diplomatically, earning them significant roles in post-Rain Tyrrha. Their influence extends into human and orc governance, where they serve as court advisors. Their enduring role as intermediaries between the great powers—men, orcs, and their own dwindling kind—has solidified their reputation as the protectors of harmony. Yet, beneath this noble façade lies an air of enigma, hinting at motives shrouded in secrecy and perhaps something far darker.

<figure><img src="/files/zTwv5BN8g7JtszKLlmQV" alt=""><figcaption><p>Hierarchy of the Elvea</p></figcaption></figure>


# Ania Tivandrae

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# The Centenari

At the summit of the Elvae hierarchy stands the **Elderling**, the highest and most revered figure among their people. As a ruler and a living symbol of continuity, the Elderling embodied collective wisdom and traditions of their kind. The Elderling’s authority is absolute, encompassing spiritual guidance and political governance. They dictate the philosophical direction of the Centenari and oversee all major decisions, from internal policies to external alliances. It is said that their voice resonates with the echoes of centuries, their decrees reflecting not just the needs of the present but the lessons of the past.

Beneath the Elderling are the **Paradin**, a distinguished class of advisors, diplomats, and interpreters whose influence extends far beyond the borders of the Centenari. Known as **advisor-interpreters**, the Paradin are entrusted with preserving equilibrium in Tyrrha, particularly between the competing powers of the **Duxa Empire** and the **Orcish confederacy**. They have trained for decades in diplomacy, honing their philosophy, linguistics, and negotiation skills. This rigorous preparation allows them to mediate the most sensitive and high-stakes political conflicts. Their role is not merely to advise but to interpret; they translate not just words but intent, ensuring that cultural and political misunderstandings do not lead to chaos.


# The Shield of Calatria

The **Shield of Calatria** is the military force among the **Elvae**, tasked with defending the ancient city-state of Calatria and its people.

The **Calatrian Archers** are renowned for their unmatched bow skill and incredible ability to strike from a distance. These rangers are highly specialized in mounted combat, riding the massive, flightless **Rhacos birds**, a species unique to Calatria. These creatures, known for their speed and endurance, provide the Archers with unparalleled mobility across the vast, biodiverse landscapes of Calatria’s forests and plains.

The **Elvaedri** are the **melee specialists** of the Shield of Calatria, known for their exceptional speed, stealth, and lethal precision in close combat. These warriors are trained to move unseen and strike before their enemies even realise they are there, making them living shadows in the dense woods surrounding Calatria. Their ability to blend into their surroundings is unparalleled, often disappearing into the foliage or shadows and reappearing at the most unexpected moments.


# The Hydrologists

The **Hydrologists** are a dedicated and highly skilled class of **Elvae** labourers who maintain the Hydrodome, a marvel of engineering and magic that shelters **Calatria** from the ferocious superstorms that plague the region.

The **Hydromancers** are Elvae architects with expertise in both hydromancy and engineering. They design and maintain the Hydrodome, a vital structure that shields Calatria from superstorms. Their semi-magical abilities allow them to control water, repairing and adjusting the dome’s systems as needed. Hydromancers also craft weapons for the Shield of Calatria, ensuring the city’s defence. Their role blends magic with craftsmanship, making them crucial for Calatria's survival.

The **Botanists** are Elvae agriculturalists focused on cultivating semi-aquatic crops like faju and gago beans in the wetlands surrounding Calatria. They manage the controlled flooding of arable land, ensuring the crops thrive while maintaining environmental balance. Their work is vital for feeding the population and maintaining Calatria’s sustainability, as the crops rely on the carefully regulated water levels controlled by the Hydrodome.


# Fauna

Tyrrhean wildlife, living and surviving in the harshest conditions, can be distinguished into two categories: the Catax and the Vexlarian.

### The Catax

The Catax, often categorised into ancient and modern, is a meta category for the remarkable species native to Tyrrha, believed to have existed long before the Rain. Unlike typical lifeforms, the Catax have transcended conventional biology, evolving beyond their original physical forms. Over millennia, they have transformed into ethereal entities, their existence now intricately tied to the spiritual and natural forces of Tyrrha itself.&#x20;

| Species         | Type    | Faction   | Class      |
| --------------- | ------- | --------- | ---------- |
| Sabrecat        | Ancient | Urthnaki  | Mammals    |
| Taurus          | Ancient | Duxa      | Mammals    |
| Rhacos          | Ancient | Elvae     | Birds      |
| Aquaril         | Ancient | Elvae     | Amphibians |
| Parcera         | Ancient | Duxa      | Mammals    |
| Glypto          | Ancient | Urthnaki  | Reptiles   |
| Frostfang       | Ancient | Hadaki    | Reptiles   |
| Flaremole       | Ancient | Hadaki    | Mammals    |
| Shadow Lizard   | Modern  | Universal | Reptiles   |
| Riverdemon      | Modern  | Universal | Mammals    |
| Thorned Warthog | Modern  | Universal | Mammals    |
| Morphus         | Modern  | Universal | Reptiles   |

## Vexlarian

The Vexlarian represents a diverse and resilient meta-category of smaller creatures throughout Tyrrha. These species share adaptability, resourcefulness, and a deep connection to the land’s harsher environments. The Vexlarian thrive in regions where many more prominent or more typical species would struggle, from the rocky, arid deserts to the dark, dense forests and underbrush. Despite their smaller size, these creatures are essential in maintaining ecological balance and often exhibit highly specialized behaviours to survive in these challenging conditions.

| Species       | Type   | Faction   | Class    |
| ------------- | ------ | --------- | -------- |
| Sandclaw      | Common | Universal | Mammals  |
| Basilisk      | Common | Universal | Reptiles |
| Magnalis      | Common | Universal | Reptiles |
| Eranalis      | Common | Universal | Mammals  |
| Little Wings  | Common | Universal | Reptiles |
| Karadaro      | Common | Universal | Birds    |
| Death Magenta | Common | Universal | Insects  |
| Phenyx        | Common | Universal | Birds    |


# Mounts

In Calinthia and far beyond, from the deepest caves to stretched-out plains, wild animals are standing testament to survival in the harsh world of Tyrrha.


# Sabrecat

The **Sabrecat** is a genus of the almost extinct machairodont and is most commonly found on the Plains of Dûn and further south. A large carnivorous animal, the Sabrecat is more robustly built than any of the extinct great cats, with well-developed forelimbs, exceptionally long upper teeth, and a jaw adapted for precision killing. Although the size of the Sabrecat varies slightly, they weigh between four hundred twenty and five hundred kilograms and have a shoulder height of one hundred seventy centimetres. However, some have countered these rough estimates, speaking of rare breeds of Sabrecats like the Boreal Fangar, a mythical beast unrivalled in size and strength.&#x20;

Historically, the notorious Daradin Urthnaki are famed for capturing wild Sabrecats. There is great honour in the capture as it is an integral part of the '*arslakh*, an Urthnaki ritual that marks the coming of age of Urthnaki men and women.

<figure><img src="/files/r3bic2M3tZ7n0LfzqZhq" alt=""><figcaption></figcaption></figure>


# Taurus

The **Taurus** is a species of mega bulls that roam the continent of Calinthia. Also known as the "Rage of Duxa", they are considered among the strongest mammals living on Tyrrha. With a shoulder height of up to two hundred fifty centimetres and massive elongated broad horns that reach an incredible length, the Tauros became a symbol of human superiority on Tyrrha, epitomised the creed of Strength and Honour, which was so popular among those living within the borders of the Duxa Empire.&#x20;

The Tauri are considered sacred by the humans of the Empire, only to be mounted by the Duxa notables. At the same time, some of the Tauri have been subjected to wild infusion and experimentation, giving them their unusual scale-like plated skin where the animal's fur recedes. For example, the Emperor's bull, Taros the Great, was injected heavily with chemical vaccines, creating a beast of almost unequalled strength.

<figure><img src="/files/Wtomg6VwSXSNbRfsQgyg" alt=""><figcaption></figcaption></figure>


# Rhacos

The **Rhacos** is a genus of giant flightless terror birds that roam the hills of Yubin in Western Ilium.\
With flightless wings, a long neck, and a proportionately large head, the Rhacos is known as one of the dominant land predators in Illium. It stands almost two hundred forty centimetres tall and weighs around one hundred forty kilograms. Strong legs make the Rhacos incredibly capable of running at high speed; however, its most fearsome attribute is its enormous, hooked beak, which tears through flesh easily. The three toes on each of its feet are all armed with razor-sharp claws.\
Historically, the Rhacos are regarded by the Elvae as 'maradaea Ilum' or 'guards of Illium.' Ever since the Old Days, the Elvae and Rhacos have been intertwined, their relationship determined by their rootedness in the spirit and soul of Illium.

<figure><img src="/files/MCOOVNfzi9p4xJpilFpZ" alt=""><figcaption></figcaption></figure>


# Aquaril

The **Aquaril** is a genus of the Bufonidae family, amphibians characterised by their leathery skin and short, steady legs.&#x20;

They are bound originally to the sacred Lake of Oziah but have migrated south to assist the Calatrians during the Rain of Stars catastrophe. Despite its looks, the Aquaril is a highly sophisticated and intelligent animal, capable of moving large distances over land and water. Its most remarkable quality is that the Aquaril can store large quantities of water in its inner cavities. They were elemental in creating the Calatrian Hydrodome, as the Aquaril's power to pump water from the basin to the twenty-two water pillars erected by the Elvae hydromancers helped protect the megalopolis of Calatria. As a result, the Aquaril gained legendary status among the Elvae.

<figure><img src="/files/qkMUlSPX45plHoTV08Ol" alt=""><figcaption></figcaption></figure>


# Parcera

The **Parcera** is a mammal most commonly seen in the Mistlands and Rainlands of the Calinthian continent and regarded as one of the largest mammals still existing on Tyrrha.&#x20;

With a length of two to three metres, a shoulder height of roughly two metres, and weighing between seven thousand and twelve thousand tonnes, the Parcera is considered a 'gigantari,' the largest of the few living giant mammals living on Tyrrha. Its short neck supports a thick skull with two large, tusk-like incisors attached to the bottom jaw and a horn that departs from the nose at a downward bent angle. As part of the cavalry units during the Duxa Expulsion in the first years After Rain, the Parcera's fame rose extensively, tearing down fortified walls with surprising ease. They remain hard to tame, especially those named Great Longhorns and Green Wraths, but most notoriously, the Parcera named Goliath: the most fierce.

<figure><img src="/files/EKvqGXM3pqvITcM1vH0g" alt=""><figcaption></figcaption></figure>


# Glypto

The **Glypto** is a genus of giant mammals related to the extinct *Armodae* and lives on the vast Plains of Dûn on the edge of the Silent Waste.&#x20;

Like its extinct relatives, the Glypto is encased from head to tail in thick, protective armour composed of bone plates. Its armour-clad tail is a lethal club, sometimes spiked with sharp horns. An animal with a surprisingly fast action radius, the common Glypto is primarily used by the Urthnaki for transportation and agriculture. The Glypto are known for their regenerative qualities, which quickly recover damaged shells. In times of war, the Glypto have been used in modern warfare as part of a "moving wall"; a semi-defensive unit of Glypto positioned so that they form a half-moon shape of moving protection.

<figure><img src="/files/FB9YhN5zTdS3VS5esApN" alt=""><figcaption></figcaption></figure>


# Frostfang

The **Frostfang** is a genus of cold-climate reptiles that live in the Hadaki Basin and are primarily found in lower mountain caverns and caves.&#x20;

Robustly built and known for their almost crocodile-like physique, the Frostfang's most notorious feature is its two enormous, almost boar-like bottom fangs, ranging from thirty-three to forty-two centimetres long. Its shoulder height reaches an impressive one-hundred-and-fifty centimetres on average, and its weight varies between a staggering four hundred to four hundred fifty kilograms. They usually live in packs led by a subgenus called 'Wild Heat', a pulsating red Frostfang known to be extremely hostile.&#x20;

In the Hadakian experience, the Frostfang is a blood-lusting, fearsome animal praised for its tactical inventiveness, seamlessly adapting to Hadakian military tactics. However, after the Duxa Annexation, the number of Frostfang still living has fallen, making it one of the rare species in Tyrrha.

<figure><img src="/files/vbYgbnMXTBQwWMf7HgW7" alt=""><figcaption></figcaption></figure>


# Flaremole

Of all the original mammals of Tyrrha, the **Flaremole** is one of the more human-bound species.&#x20;

Growing as large as the now-extinct grey bears, Flaremoles live deep in the mountains of the Peaks of Light in Northern Calinthia. Its name tells a story on its own. Born with blind eyes, a fluorescent, adhesive matter named '**darksalt**' determines its way of navigating the mountains' depth. This slimy and obnoxious-smelling substance helps the Flaremole navigate as it digs through stone with enormous, three-fingered claws. The Hadaki discovery of the darksalt trails paved the path for various mining expeditions and, ultimately, a deeper and more existential relationship between the Hadaki and the Flaremole. As the Flaremole is strongly attracted to the scent of certain minerals, the Hadaki expertise largely depends on the Flaremole's qualities. Extraction of the darksalt substance and using the essence for deep navigation is one of the critical reasons for the unrivalled Hadakian technological advancement. Darksalt is used as a marker tool and applied in producing Hadakian suit armors.

<figure><img src="/files/bl5YjVjJDRNV9gulvvmF" alt=""><figcaption></figcaption></figure>


# Shadow Lizard

Having lived in relative anonymity for centuries, the remarkable rise of the **Shadow Lizard**'s population on Tyrrha remains highly interesting among scholars.&#x20;

A beast usually hiding in the caverns of mountain ranges, the Shadow Lizard appeared increasingly from the second decade After Rain, terrorising mountain tribes and communities alike. An animal with a snake-like head and the body of a giant lizard, it is most notoriously known for a poison called *Blind Echo*. This poison paralyses the victim and alters skin cell composition, resulting in the victim's skin taking up the colour of sand and stone until all that remains is invisible death.&#x20;

With a length of two to two and a half meters and an average weight of three-hundred fifty kilograms, the Shadow Lizard is also known for its darting tail, which it uses to pierce its prey—two long, sharp teeth and claws with nails as large as fifteen centimetres complete this terrifying creature.<br>

<figure><img src="/files/LrQIGaniV7RfNbqcrC4h" alt=""><figcaption></figcaption></figure>


# Riverdemon

The **Riverdemons** are carnivorous reptiles that have successfully adapted to living on land, mainly preying in wetland areas around Tyrrha.

&#x20;A solitary hunter, Riverdemons are characterised by their lean physique, a deadly tail used to constrict their prey, and a head that reminds of the long-extinct nautical dragons. They are regarded as extremely dangerous as they are incredibly fast-paced over short distances, catapulting themselves from shallow water onto their prey. Like the Morphus, Riverdemons can shift to different hues and degrees of brightness, using their camouflage to remain unseen.&#x20;

Their primal intelligence and stellar physical qualities have led to widespread hunting campaigns by both the human races and the Urthnaki and Elvae. However, it is being said that the Demon is not allowed to be hunted as it chooses the rider it deems fit.

<figure><img src="/files/r6RF0oxHic2T9E8nPMXt" alt=""><figcaption></figcaption></figure>


# Thorned Warthog

Most commonly seen in the grassland environments all over Tyrrha, the **Thorned Warthog** is regarded as a valid symbol of Tyrrhean persistence.&#x20;

Not many would have given a dime for the survival of this animal, but it survived. Migrating to as far as the mistlands in the north, the Thorned Warthog picked up the scrabbles destruction, feeding on carcasses and smaller animals like watercats or Yubinese martens. An omnivore and an aggressive hunter, its two large curved tusks and two smaller tusks mark the Throned Warthog's massive appearance. Its most defining features are the large, blade-like spikes rising from neck to shoulder.&#x20;

Be not mistaken by the underdog of Tyrrha: its strength and persistence have made it travel a long way.

<figure><img src="/files/z6kQ9dVA1ssYpznVEGjT" alt=""><figcaption></figcaption></figure>


# Morphus

The Morphus is a rare creature that belongs to an unknown reptile animal class. Although it is still a mystery how the Morphus came to the northern Tyrrhean continents, research has shown that it is most likely a native to the tundra of the Iron Reach.

With a size between two hundred and two hundred eighty meters and a weight maximum of four hundred kilograms, the Morphus is regarded as one of the most giant reptiles still living on Tyrrha. An animal that can use its long, muscular back legs to stand in a humanoid way can also run using its hands and feet. Its crooked spine, possibly the result of its evolution to walk upright, is armed with sharp, horn-like spikes, and some say it uses its long tail for coordination.&#x20;

However, the Morphus' ability to shift to different hues and degrees of brightness of skin remains the largest of mysteries. Some have connected the camouflage ability to the animals' presumed psychic powers, as some have said to have seen the Morphus wondrously change colours whilst trapping its prey with dark illusions.

<figure><img src="/files/wFy4h1HT1bW642weLKM0" alt=""><figcaption></figcaption></figure>


# Gameconcept

## ["World of Warcraft Meets Escape from Tarkov: Chains of War"](https://gamepost.io/chains-of-war-launches-on-epic-games-store/)

***Fusing the iconic fantasy genre with the hottest gaming trend***

*"Fans of the iconic ‘World of Warcraft’ franchise can expect fast-paced, action-packed gameplay with the high-quality graphics of Unreal Engine 5. Meanwhile, players of ‘Escape from Tarkov’ can experience a fantasy setting enriched with RPG elements. Chains of War© seamlessly combines fantasy RPG elements with the extraction looter genre, offering PVPVE gameplay where players must equip themselves and escape before time runs out. The game emphasizes strategy, skillful combat, and rich storytelling, providing an immersive and thrilling experience for all players."*

{% embed url="<https://www.youtube.com/watch?v=n6t86uKy3rs>" %}

### Extraction Looter

For those unfamiliar, an extraction looter game is a genre where players venture into perilous environments to collect valuable items and must successfully reach an extraction point within a set timeframe to secure their loot. The high-risk, high-reward nature of the game hinges on the tension between exploring for resources and the ever-present danger of losing everything upon death or time expiration. In Chains of War, we've implemented several mechanics to capture this essence:

1. Secure Extraction of Items: Items stored in your backpack and equipped on your character are only secured once you successfully extract. If you die or fail to extract before the timer runs out, you lose these items.&#x20;
2. Vault System for Safe Storage: a vault where players can store items they wish to keep safe indefinitely.&#x20;

<figure><img src="/files/Pfs7PiEXTsG3S8VlNAGF" alt=""><figcaption></figcaption></figure>

3. Quest Completion Mechanics: Extraction isn't just about loot; it's also tied to quest progression. Successfully extracting completes relevant quests, adding depth to the gameplay.&#x20;
4. Mechanics Centered Around Timely Extraction: The core mechanics are entirely built around the concept that success is defined by extracting within the allotted time frame. This principle adds urgency and strategic planning to every session. Overcoming technical hurdles to make this system robust was essential for maintaining the game's integrity and player satisfaction.

<figure><img src="/files/V22BNVcuAO7A3WtrZRqr" alt=""><figcaption></figcaption></figure>


# Alpha

Chains of War, an innovative Free-to-Play Fantasy RPG Extraction Looter (FREL) game, can now be wishlisted on the Epic Games Store. Currently in development using Unreal Engine 5 and incorporating blockchain technology, Chains of War© offers a fresh gaming experience by blending fantasy with the popular extraction looter genre.

<figure><img src="/files/LaOyByubGgdM8ZNwMu7b" alt=""><figcaption></figcaption></figure>

On November 29 the Closed Alpha for Chains of War was released on [Epic Games](https://store.epicgames.com/en-US/p/chains-of-war-bd5b0b), the platform for 270 million PC players. This early iteration of the game offers a first look at the world of Tyrrha, the factions, and our unique take on the extraction looter genre. Here's everything you need to know about the Alpha release:

{% embed url="<https://www.youtube.com/watch?v=0KBpBhWHQ00>" %}

### Closed Alpha

First and foremost, this is an Alpha version—a work in progress. The Closed Alpha is the first phase in testing through a rough first version to gather feedback for further game development. Here’s what will be included:

* A World to Explore: A detailed map filled with hidden treasures, thrilling challenges, and the lore of Tyrrha. Players can experience gameplay as one of the four core factions.
* Single-Player Experience: The multiplayer mode is still under development, so this release focuses on single-player gameplay only.
* Blockchain Features Disabled: To ensure security, prevent vulnerabilities, and create a more approachable product for traditional audiences, blockchain elements will remain inactive until the final product launch.
* Core Mechanics in Action: Looting, quest completion, and the all-important extraction systems will be at the forefront. Every decision you make—when to fight, loot, or extract—will carry weight.

Participation in the Closed Alpha is exclusive to:

* Backers
* Official testers
* Content creators

<figure><img src="/files/c2uQO0DKo5fKZCFfk9Tg" alt=""><figcaption></figcaption></figure>

### Early Access

As we move toward Early Access, expect significant enhancements and new features. The Early Access build will include:

* Mounts Unlocked: Experience the full roster of mounts, adding a new layer of strategy and excitement to exploration.
* Improved Gameplay: Feedback from the Alpha phase will guide us in refining mechanics, balancing combat, and addressing any issues to deliver a smoother experience.
* Marketplace Introduction: Dive into the in-game economy with the debut of a functional marketplace for trading gear, mounts, and collectables.
* And More: Additional updates and surprises will be announced as we approach Early Access.

<figure><img src="/files/V22BNVcuAO7A3WtrZRqr" alt=""><figcaption></figcaption></figure>


# POI


# Storm Track

Nestled amidst the heart of our battlefield, the Storm Track lies between the frozen Hadaki Basin and the expansive desert that envelops The Watchers. Distinguished by its unmistakable arches, The Storm Track emerges as a beacon on the battlefield, signalling the daunting challenge of crossing this treacherous canyon alive.

<figure><img src="/files/NQEH2qBp0Q5DKqZE75vz" alt=""><figcaption></figcaption></figure>

The Storm Track unveils a canyon landscape, offering visibility and fostering intense ranged engagements from ridge to ridge. Strategically positioned throughout the canyon are objects that serve as cover and vantage points, enhancing tactical manoeuvres and granting heightened vision.

<figure><img src="/files/bHpQPlLbIc2449iizH6c" alt=""><figcaption></figcaption></figure>

{% file src="/files/Z3n4vPbq09i3WqlEyYV6" %}


# The Watchers

As we delve deeper into the game's content, let's explore the mechanics that make playing enjoyable and challenging. One key location on the map is The Watchers, familiar to those who follow our lore. These towering structures are recognizable from a significant portion of the map, presenting a unique obstacle once you arrive unscathed.

<figure><img src="/files/1oHXZ5TqQRQogMrZ9fbV" alt=""><figcaption></figcaption></figure>

The challenge lies in gaining entry – will you sneak past the guards to access a tower or engage in combat for better loot? Once inside, you embark on what we call Vertical Gameplay.' Using the lift, you ascend to face challenges on each level. Each successfully conquered challenge propels you to the next, with escalating difficulty and higher rewards at each level. If you clear all four levels, you'll reach the pinnacle – the Battle Arena. Here, waves of adversaries must be overcome to eventually defeat a boss.

<figure><img src="/files/sh9Ss6hds3PbOBemfKHD" alt=""><figcaption></figcaption></figure>

This must be accomplished within a specific time to avoid missing the extraction zone. This challenging Point of Interest (POI) serves as a helpful landmark and doubles as the ultimate loot haven.


# Classes

<figure><img src="/files/qkfazfxKE52VM8zT27TR" alt=""><figcaption></figcaption></figure>

Each faction offeres a variety of playable classes:

|                                          | Duxa | Urthnaki | Elvae | Hadaki |
| ---------------------------------------- | :--: | :------: | :---: | :----: |
| [Warrior](/game/classes/warrior)         |   X  |     X    |   X   |    X   |
| [Commander](/game/classes/commander)     |      |     X    |       |        |
| [Ranger](/game/classes/ranger)           |   X  |          |   X   |    X   |
| [Spellcaster](/game/classes/spellcaster) |   X  |     X    |   X   |        |
| [Cleric](/game/classes/cleric)           |   X  |     X    |   X   |    X   |
| [Craftsman](/game/classes/craftsman)     |   X  |     X    |   X   |    X   |
| [Harvester](/game/classes/harvester)     |      |     X    |       |    X   |


# Warrior

Skilled in melee combat, the Warrior is a strong and resilient fighter, acting as a shield for their allies.

<figure><img src="/files/HLgck1sqklF7l0hMmvbK" alt=""><figcaption></figcaption></figure>

## Abilities

### **Fury Strike**

Melee combo attack that deals X more damage when hitting an opponent (special attack 1: Melee (combo) attack that deals X more damage than basic attack, must hit directly on target)

### **Bash**

Charge towards your opponent, deal X more damage than basic attack (special attack 2: Charge/leap (max 10 feet) towards an enemy, deal X more melee damage than basic attack, to close the gap with an opponent)

### **Seism**

Smash multiple opponents to the ground while dealing X more damage. (special attack 3: AOE attack. Smash on the ground, X more damage than basic attack in 12 feet area. Can also be used while in the air)

### Berserker

Deal X more melee damage for 7 seconds (special attack 4: Berserk, deal X more melee dmg for 7 seconds)

### **Harden**

Take X less damage for 10 seconds (special attack 5: Battle Hardened, take X less dmg for 10 seconds)<br>


# Commander

A natural leader, the Commander excels in coordinating various combat elements, making them a formidable and strategic force on the battlefield.

<figure><img src="/files/PDasWTx3qstKDo0MpflB" alt=""><figcaption></figcaption></figure>

## Abilities

### **Fury Strike**

Melee combo attack that deals more damage when hitting an opponent.

### **Bash**

Charge towards your opponent, dealing more damage than basic attack.

### **Seism**

Smash multiple opponents to the ground while dealing more damage.

### Intimidate

All opponents within 10 feet are weakened and more vulnerable to damage from all sources.

### **Rage**

Deal 70% more damage for 4 seconds.


# Ranger

Master of ranged combat and agility, the Ranger protects the vanguard with precision and speed, utilising bows and other ranged weapons.

<figure><img src="/files/hesiqlPIQiHIMWkAueME" alt=""><figcaption></figcaption></figure>

## Abilities

### **Eagle Eye**

Release a golden arrow that deals X amount of damage.

### Final Destination

release a golden bullet that deals X amount of damage (special attack 2: Golden bullet: shoot a golden magic bullet dealing X amount of damage)

### Deadly Rain

Release a salvo of arrows on your opponents, dealing X amount of damage (special attack AOE Arrow rain in 20 feet area in front of you dealing X amount of damage)

### Marksman

Ranged weapons deal 10% more damage (special attack 4: PASSIVE: Ranged weapons deal 10% more damage)

### Focus

Ranged weapon's shooting speed is increased by 40% (special attack 5: Haste ranged weapons shoot 40% faster for 10 seconds)


# Spellcaster

Harnessing the power of magic, the Spellcaster wreaks havoc on enemies using their formidable mental abilities, casting powerful spells to defend themselves and their companions.

<figure><img src="/files/InkxiFdgw56HzYQZ1JiX" alt=""><figcaption></figcaption></figure>

## Abilities

### Blitz

Release powerful blasts from your hands, dealing X amount of damage to a single target (special attack 1: Hand Blasts: Release magic blasts from hands, deal X amount of damage to a single target, range 20 feet)

### Inferno

Burn your opponent with fire, dealing X damage from 7 feet distance (special attack 2: Fire breath, deal X dmg 7 feet in front of you)

### Hysteria

Send agonising waves of magic in all directions. Deals X amount of damage within a 12-foot radius (special attack 3: AOE Send out a wave of magic in all directions. Deal X amount of damage in a 12-foot area.)

### Arcanist

Release a powerful projectile from your hands, dealing X amount of damage to a single target within 35 feet range (special attack 4: Arcane bolt, shoot a projectile from the hand that does x amount of damage, range 35 feet)

### Mindlock

Basic attack speed is increased by 25% for 10 seconds (special attack 5: Haste: 25% faster basic attacks for 10 seconds)


# Cleric

A mysterious healer and supporter, the Cleric works silently in the shadows, healing the fallen and influencing the battlefield in subtle and enigmatic ways.

<figure><img src="/files/FloGJDKuRuSoGmGF58dv" alt=""><figcaption></figcaption></figure>

## Abilities

### Mindlock

Basic attack speed is increased by 25% for 10 seconds (special attack 5: Haste: 25% faster basic attacks for 10 seconds)

### Arcanist

Release a powerful projectile from your hands, dealing X amount of damage to a single target within 35 feet range (special attack 4: Arcane bolt, shoot a projectile from the hand that does x amount of damage, range 35 feet)

### Shade

Protect yourself with a magic shield from incoming damage for X seconds (special attack 4: Magic shield yourself from incoming damage for X seconds)

### Heal

Heal yourself and party members for X amount of health (special attack 4: Heal self and party members for x amount of health)

### Flash

Restore all cooldowns for self and party members (special attack 5: Reset all cooldowns for self and party members)


# Craftsman

Endowed with endurance and a passion for crafting, the Craftsman excels in creating valuable items, driven by a desire for wealth and recognition.

<figure><img src="/files/qbHd17ILh7m5wDtr5gkO" alt=""><figcaption></figcaption></figure>

## Abilities

### Eagle Eye

Release a golden arrow that deals X amount of damage (special attack 1: Golden Arrow: shoot a golden magic arrow dealing X amount of damage)

### Final Destination

Release a golden bullet that deals X amount of damage (special attack 2: Golden bullet: shoot a golden magic bullet dealing X amount of damage

### Deadly Rain

Release a salvo of arrows on your opponents, dealing X amount of damage (special attack AOE Arrow rain in 20 feet area in front of you dealing X amount of damage)

### Marksman

Ranged weapons deal 10% more damage (special attack 4: PASSIVE: Ranged weapons deal 10% more damage)

### Focus

Ranged weapon's shooting speed is increased by 40% (special attack 5: Haste ranged weapons shoot 40% faster for 10 seconds)


# Harvester

A keen-eyed scavenger, the Harvester excels in finding valuables in unexpected places, utilising sharp observation and nimble hands to collect valuable resources.

<figure><img src="/files/tuASxOf37Flqz8RjJ3F7" alt=""><figcaption></figcaption></figure>

## Abilities

### Sly Shock

Attack from behind deals X amount of damage (special attack 1: Backstab. Attack from behind deals X amount of damage)

### Mindlock

Basic attack speed is increased by 25% for 10 seconds (special attack 2: Haste: 25% faster basic attacks for 10 seconds)

### Rush

Move 50% faster for 12 seconds (special attack 3: Move 50% faster for 12 seconds)

### Reveal

Scan an area of 35 feet radius for valuable loot

### Cloak

Become invisible for 10 seconds (special attack 5: Go invisible for 10 seconds, attack breaks invisibility)


# Enemies

### Imperial Protectors

The Imperial Protectors are the epitome of strength and dedication in the Duxa Empire's military forces. With their advanced weaponry, unyielding discipline, and merciless approach to warfare, they stand as the guardians of the Empire's interests in the challenging and unpredictable realm of Calinthia.&#x20;

Where? The Watchers, the Hadaki Basin, military outposts throughout Calinthia

<figure><img src="/files/ry6lmpco0zbxvF6tLSQ1" alt=""><figcaption></figcaption></figure>

### Shragaian Smugglers

The Smugglers of Shragai, a notorious and loosely organized band of smugglers, emerged in the tumultuous years following the Rain catastrophe, filling the void left by once-mighty rulers. Led by their cunning leader, the sidious alchemist Sandor Grek, this group of rogues became a symbol of defiance and resourcefulness in the war-torn region of Calinthia.&#x20;

Where? Throughout Calinthia, usually in less open spaces like canyons and forests.

<figure><img src="/files/QtAjN6WfNpnNolvZtKDF" alt=""><figcaption></figcaption></figure>

### Rogue Foundling

The Rogue Foundlings are a secretive and enigmatic group of Urthnaki, a pariah faction that has broken away from their faith and the rigid hierarchy of the holy city of Gor Ghulum. Led by a mysterious figure known as the Foundling King, they have become a symbol of rebellion and defiance in the eyes of the Gor Ghulum clergy. The Rogue Foundlings found refuge at the Black Swamps in their quest for independence.

Where? The Black Marshes, southern forest area.

<figure><img src="/files/SCFmqI5up7GVgLFNgx9k" alt=""><figcaption></figcaption></figure>

### Sha-Kor

The Children of Kor is a mysterious group of castaways, eking out an existence amidst the harsh desert lands of central Calinthia. At the heart of their operations are the Sha-Kor, a group of fierce female warriors who have become notorious for their expertise in setting desert traps, their intricate understanding of the desert landscape, and their artful ways of disrupting the supply lines of the Duxa convoys.

Where? Desert, canyons.

<figure><img src="/files/5uCm6D4ZCqaGN0Tad9ZO" alt=""><figcaption></figcaption></figure>

### Sandcrows

The Sandcrows, a secretive and enigmatic caste of assassins from Sharem, emerged from the shadows of history in the aftermath of the Rain. From poisonings and subtle manipulations to outright confrontations, the Sandcrows were masters at eliminating their targets without leaving a trace. They exist today as a shadowy presence, a whispered legend among the people of Calinthia.&#x20;

Where? Hadaki Basin, east on the map

<figure><img src="/files/7qAiYaJ6ayO8SOt9qvpG" alt=""><figcaption></figcaption></figure>

<br>


# Imperial Protectors

The Imperial Protectors are the epitome of strength and dedication in the Duxa Empire's military forces. With their advanced weaponry, unyielding discipline, and ruthless approach to warfare, they stand as the guardians of the Empire's interests in the challenging and unpredictable realm of Calinthia.

The Protectors are an elite division of the *Legionari Duxa* tasked with safeguarding the southern borders of Calinthia—a region fraught with natural instability and external threats. These officers specialize in harnessing the volatile terrain to the Empire's advantage, employing advanced knowledge of explosion engineering to construct defensive barriers and lay intricate traps.

After the destruction of the MIRA Nexus, the Protectors were tasked with upholding the 'peace' in Calinthia.

<figure><img src="/files/ry6lmpco0zbxvF6tLSQ1" alt=""><figcaption></figcaption></figure>


# The Smugglers of Shragai

The Smugglers of Shragai are a notorious and loosely organized band of smugglers that emerged in the tumultuous years following the Rain catastrophe. Filling the void left by once-mighty rulers, they deal in stolen MIRA, weapons, and narcotics, with their contraband spread far across the Sea of Sharem in the east and the Silent Waste in the south.&#x20;

Led by their cunning leader, the insidious alchemist Sendar Grek, the Smugglers became a symbol of defiance and resourcefulness in the war-torn region of Calinthia. To maintain their vigilant endeavours, the Smugglers move from place to place, usually hiding in the swamps and bushland of the east.&#x20;

Despite their notoriety, the Smugglers of Shragai have established a significant presence across Calinthia. Their relocating agility and cunning leadership under Sendar Grek enable them to evade capture and continue their illicit operations, making them an unpredictable force in the region's underworld.

<figure><img src="/files/QtAjN6WfNpnNolvZtKDF" alt=""><figcaption></figcaption></figure>


# Sha-Kor

The Children of Kor is a mysterious group of castaways who live in the harsh desert lands of central Calinthia.&#x20;

At the heart of their operations are the Sha-Kor, a group of fierce female warriors who have become notorious for their expertise in setting desert traps, their intricate understanding of the desert landscape, and their artful ways of disrupting the supply lines of the Duxa convoys.&#x20;

Originally from the Kor villages around the city of Valis, the Kor were heavily persecuted by the Duxa regime. Those who didn’t escape were placed under the guardianship of wealthy Atronians, indoctrinated, and are now themselves hunting for their kin. Those who escape seek salvation in the desert, calling for the Children to take them in.&#x20;

The Sha-Kor are those Children who have fled, survived and eventually risen as protectors of the Children. With remarkable kindness, they take in escapees, teaching them the ways of play while planning for the children to become ruthless hunters for anything, that is, Duxa.&#x20;


# Sandcrows

The Sandcrows are a secretive and legendary caste of assassins originating from the eastern continent of Mythalas. They emerged during the Duxa Expulsion of Calinthia, a historical event marking their initial attempts to overthrow the rising Empire. Despite their efforts, the Sandcrows have been largely unsuccessful in their campaign, leading to some mockery for their inability to significantly impact the Empire's ambitions.&#x20;

Physically, the Sandcrows defy common stereotypes of slender assassins, being described as remarkably stocky, with necks like bulls and arms resembling Boga tree branches. Despite their apparent visibility, their speed is what makes them incredibly deadly. The Sandcrows' tactics range from subtle manipulations and poisonings to outright confrontations, showcasing their mastery in eliminating targets without leaving a trace. Today, they exist as a shadowy presence and a whispered legend among the people of Calinthia.&#x20;

Historically, the Sandcrows hail from the continent of Mythalas, located east of the Tyrrhean continent. They follow a strict lineage, with assassins being born into the profession. Their creed, "Flame and fist, the Way will take us home," reflects their commitment to their cause and suggests a deep-seated belief system or guiding philosophy within the group.

<figure><img src="/files/7qAiYaJ6ayO8SOt9qvpG" alt=""><figcaption></figcaption></figure>


# Rogue Foundlings

The Rogue Foundlings are a secretive and enigmatic group of Urthnaki, a pariah faction that has broken away from their faith and the rigid hierarchy of the holy city of Gor Ghulum. Led by a mysterious figure known as the Foundling King, they have become a symbol of rebellion and defiance in the eyes of the Gor Ghulum clergy.&#x20;

The Rogue Foundlings found refuge at the Black Swamps in their quest for independence. With their treacherous terrain and thick mists, the swamps provide natural protection against their enemies. The Foundlings have adapted to life in the swamps, using their knowledge of the land to evade capture and launching guerrilla attacks on the forces sent to hunt them down.&#x20;

The Foundling King's claim to be a direct descendant of the legendary Orphan Aguzam the Shadeen, revered as the founder of Molghir, one of the Urthnaki's holiest cities, adds a layer of mystique to their cause. The Rogue Foundlings' creed, "In dirt and dust we lay," is a testament to their defiance, drawing parallels to the Orphan Aguzam's legendary fate, where he was said to be laid to rest in a crater by the god Golar.&#x20;

Despite their precarious existence and the constant threat of discovery, many revered the Foundling King as a hero, embodying the hope of those who yearn for freedom from the oppressive yoke of religious tyranny imposed by Gor Ghulum.

<figure><img src="/files/SCFmqI5up7GVgLFNgx9k" alt=""><figcaption></figcaption></figure>


# Quests

## **Quest Missions Layout**

The objective of a quest system = Having a sense of direction of what needs to get done next gives players focus and motivation, and helps create momentum. Momentum creates the incentive for players to continue questing.

To give players a sense of direction and motivation, it’s essential to:

1. Create an inspiring, immersive quest story experience that feels extensive, is built cohesively, and is easy to get.
2. Clearly define all elements, from vendor types and personalities to quest items and the locations where those items can be found.&#x20;
3. Clearly define the value of the quest item input and output (see below).
4. Clearly define when you can enter a particular quest. This can be defined by defining quest items, defining which classes can enter specific quests, your XP level, etc
   1. At the moment, everyone can enter every quest.
5. Clearly define what happens with the quest item when you fail to achieve a quest.

Multiple vendors and vendor clusters (extensive experience) with different storylines (cohesion) offer relatively easy-to-understand quests.&#x20;

The overarching challenge is always to get to the extraction point in time. Next, the challenge is completing the quest marker to complete the challenge. And lastly, the player won’t be the only one there; the playfield raises the difficulty level.

Simplified formula: Start selected quest mission (Q) -> reach quest marker (M) -> Extract (E) within time.&#x20;

## **Quest framework**

The story of the quest depends on vendor demands (VD). The vendor demands depend on the vendor type (VT). The type of demand is bound to a specific area (A).&#x20;

* Simple example: Vendor 1 demands item type X found in area Z. Return with item type X to continue to the next quest mission.
* Simple example: Vendor 2 demands three kills in area Y. Return after completing to continue to the next quest mission.

\
**Value input/output**
----------------------

The value of quest input and output can be defined in many ways. Simplified: more challenging quests = higher rewards. On the output, it could be like this:

1. The value of VD (for example, item, kill, etc.) is directly exchangeable for MIRA. Define the value of the quest based on the rarity item, the task's difficulty, etc. Quest has a set reward value.
2. The value of VD is part of a set; only the complete set is exchangeable for MIRA—higher rewards for completing set quests.
   1. “Find scroll I in quest A, find scroll II in quest B, find scroll III in quest C” = get access to… / get rewarded MIRA / get rewarded special item / etc.
   2. “Kill MPC boss Quest 1 and boss Quest 2” = get a higher reward. Unlock/complete Quest 1 before continuing.
3. The value of VD enables new quests to complete. No direct value of VD apart from unlocking a new quest / a new item / etc.


# Single Quest

## Types of Quest Missions

### **Kill Quest**

* Trash kills - This generic form often involves checklists and can be implemented in various ways.
  * Example: “Kill three enemies\`(other players) in the Long Corridor”.
  * (more specific) Example: “Kill three Duxa enemies in the Great Canyon”.
* Named kills - Usually tied to plot development, this form entails using lethal force to stop a key criminal (or opposing) entity.
  * Example: “Kill Khodizum at the Two Brothers”.

### **Fetch Quests**

* Find an item
  * Delivery Quests (bring an item to NPC = Vendor) and Resource Quests (find the item to use)
* Find Information: A quest for an item to use but without being able to use the item

  * See the above example on collecting scrolls, collecting kills, etc.

### **Scout Quest**&#x20;

* Reach an POI
  * Example: Reach the top of The Watchers
* Find an object
  * Example: Find object X in the desert area

## Vendor TYpes

Vendors can be divided in a couple of ways:

* Easy, medium, hard
  * Easy: Kill one enemy
  * Medium: Kill three NPCs
  * Hard: Kill Khodizum at the Two Brothers
* Kill Quests and Fetch Quests
  * Example Fetch Quest: Vendor I is a spy. There are 3 quests to complete this vendor’s storyline. Completing all 3 quests will give you a handsome amount of MIRA. All quests will be relatively simple locate-and-run quests close to the spawning point.&#x20;
* Location (mountains, desert, grasslands, for example)
  * Example: Vendor I is an assassin from Tirros. There are 3 quests to complete this vendor’s storyline. Every quest gives you a high set value in MIRA. In quest number one, you must kill three MPCs in the Hadaki Basin. In quest number two, you must kill 5 MPCs in the Hadaki Basin. In quest number three, you must assassinate 7 MPCs in the Hadaki Basin. After completing all quests
    * This is a combination of types of quests (Kill Quests, Trash Kills), in a specific location (mountains) handed out by a vendor of a certain class.
* Class (mage, thief, assassin, etc.)
  * Example: Vendor I is an assassin. There are 3 quests to complete this vendor’s storyline. Every quest gives you a set value in MIRA as a reward. The vendor demands you bring him silverberries located at area A in quest one. In quest two, he asks you to hide the potion he made from the berries at the Black Rock. You receive another set value of MIRA as a reward. In the third quest, the assassin will ask you to kill three (random) enemies with the leftover potion applied to your weapon. After completing the three quests, you’ll receive a set value of MIRA and a weapon / a vial of potion / a letter that unlocks assassin vendor II.
    * This is a hybrid of Fetch Quests and Kill Quests. combines easy, medium, and hard difficulty levels. The type vendor is equal to its class (mage, assassin), and is bound to a specific area on the map.


# Story Mode

**RPG elements and Vendor Clusters**

RPG elements could be integrated into the Quest System through Vendor Cluster locking to inspire players with a sense of direction, focus and motivation based on their choices. Once a player chooses a specific Vendor Cluster, he chooses a specific path for his character to develop. The chosen path’s output reward will depend on the type of Vendor Cluster. The choices made between Vendor Clusters (see example below) lead to deviations in the story arc.

<figure><img src="/files/QejOmq6Cx7VSZNggEOyH" alt=""><figcaption></figcaption></figure>

Example:

* The player can choose to align with the Hand of Hali (Vendor Cluster 1 - Guerilla Fighters), the Mordhax Order (Vendor Cluster 2 - Mages), or the Silent Thunder (Vendor Cluster 3 - assassins). Any character can choose any cluster (i.e. clusters are not class-bound). The example player identifies with spellcasters, picks his spellcaster Urthnaki, and aligns with Vendor Cluster 2.&#x20;
* Vendor Cluster 2 consists of 3 ‘mage’ Vendor Types. The story arc of Vendor Cluster 2 feels to the player as if he has to prove his worth and become part of the Mordhax Order - he does not know yet what the final reward will be and is triggered to learn more of the immersive storyline, so he continues completing all quests.
* After completing the complete Vendor Cluster 2, the player is surprised to see the ending of Vendor Cluster 2: he has to make yet another choice. Three different Vendor Clusters appear, which weren’t available directly from the quest menu. And so his journey continues.

<figure><img src="/files/2aXQIgxYhlwurOvn53Lb" alt=""><figcaption></figcaption></figure>

The story mode consists of 8 story lines that embarkes the player into the world of Chains of War.&#x20;

The following Story Mode vendors are available:

## [Daziq Qahar](/game/quests/story-mode/duziq-qahar)

<figure><img src="/files/PngD4goEo7GnMYCf7BU1" alt=""><figcaption></figcaption></figure>

## Bulba Skar

<figure><img src="/files/6Mn0DvjJXYgC6p6nhFhz" alt=""><figcaption></figcaption></figure>

## Dazar Deem

<figure><img src="/files/I6QGOuW9q2gn9DIFa1g6" alt=""><figcaption></figcaption></figure>

## Kiram Yall

<figure><img src="/files/MAtcC5TJOnOSSQYBd96p" alt=""><figcaption></figcaption></figure>

## Shaza Ghul

<figure><img src="/files/iheZwsQ79fq8pvlriFhs" alt=""><figcaption></figcaption></figure>

## Solara Gallick

<figure><img src="/files/QzFzmD4TvA0DXN1bKbff" alt=""><figcaption></figcaption></figure>

## The Weasel

<figure><img src="/files/lJmDpI7yrLhq4RtUtpgg" alt=""><figcaption></figcaption></figure>

## Venicia Valdera

<figure><img src="/files/s0wDxJoTfttq81Zg3RsT" alt=""><figcaption></figcaption></figure>


# Duziq Qahar

<figure><img src="/files/PngD4goEo7GnMYCf7BU1" alt=""><figcaption></figcaption></figure>

“My name’s Duziq Qahar. I’m a Shragaian smuggler raised in the underworld of the Empire by Sendar Grek, the leader of the Shragaian smuggler syndicate. He took me in after my mother and sister were abducted and murdered by Imperial soldiers. All my life, I have known one thing: I will avenge my family’s death and bring the Empire down to its knees.

My mentor and guardian, Grek, has taught me to navigate the treacherous paths of smuggling and sabotage. His latest plan is our most daring yet: to obliterate the Imperial visi-signals by destroying the To'ashir see-stone, an object used to control and manipulate far beyond the Empire’s reaches. Grek has crafted a wirefuse detonating system, an intricate creation that could blind the Empire forever. Grek must stay hidden from the Empire's gaze, leaving the dangerous task of finding the particles to someone else. That someone must be me. I must be that someone.

I was devastated to learn I wouldn’t be part of his plans, considering my position to him. So, I’ve assassinated Arton, my primary rival for this mission. It was a necessary move, albeit ruthless, to frame him as a thief and traitor. In this game, sentiment has no place; every decision is a calculated step towards our ultimate goal, my ultimate goal—the destruction of the Duxa Empire.

Sendar Grek called me in on the claim that I framed Arton for the mission. Now, I’m awaiting trial, ready for whatever is to come.”


# Items / loot

Items may be obtained as drops from Enemies and Bosses, given by NPCs, looted from chests, or found throughout the map. Categorisation of items is necessary to determine each item's value and utility.

<figure><img src="/files/VmPUYM4P1dOBw4wc5ppw" alt=""><figcaption></figcaption></figure>

## **Item Category Definition**

Items are, for now, divided into five different categories. These categories contain items of a particular type and effect, i.e. items with specific characteristics that define, for example, how often an item can be used, what the effects of the item are, etc.&#x20;

Both static and fluid characteristics define items within item categories.

Example: a health potion can only be consumed and belongs to the static category ‘Consumables’ - the health potion can not be used as ammunition, a tool, etc.

However, the fluidity of different categories becomes visible when looking at the interaction (utility) between certain items. For example, the consumable health potion can be forged from two materials using a tool that enable the player to create the health potion.

## Item Categories Concept

<figure><img src="/files/3GzIaEJ2Op1MZf0JZsPK" alt=""><figcaption></figcaption></figure>


# Armor

The armor are categorized into the following groups:

* Chest
* Legs
* Head
* Shield


# Weapons

The weapons are categorized into the following groups:

* 1-Handed Melee&#x20;
* 2-Handed Melee&#x20;
* Dual Wield Melee&#x20;
* 1-Handed Gun
* Dual Wield Guns&#x20;
* Rifle&#x20;
* Bow


# Ammunition

Items that can be used with ranged weapons like bows and guns. Ammunition could also contain the subcategory ‘projectiles’: throwable items that can only be used once.

The ammunition are categorized into the following groups:

* Arrows and Bolts
* Bullets
* Projectiles


# Consumables

Items often utilised for their immediate or temporary effects during exploration or combat.

The consumables are categorized into the following groups:

* Healing
* Resistane&#x20;
* Medicine
* Damage Negation


# Key items

Key Items are items used to advance in Vendor Cluster Quests, gain access to new areas, or unlock new gameplay features. For now, Key Items are locked quest items, serving as keys to proceed with quests.

Example:&#x20;

After completing Vendor 1 in Vendor Cluster 1, the player obtains a rusty key. The player can proceed to Vendor 2 in Vendor Cluster 1 - the rusty key still needs to be needed. After completing Vendor Cluster 1, the player has to choose: use the rusty key to enter Vendor Cluster 2.1, or discard the key and enter Vendor Cluster 2.2.

* Additionally, choosing the use of the key item will consequently set you on a renegade/paragon trajectory. However, using the key item does not always mean ‘renegade’ or ‘paragon’: some Vendor Clusters will leave these indicators out, making it all about choosing ‘yes’ or ‘no’ on using key item - this initiates positive stress and tension in the player, as he does not know clearly what’s next.

## Mysteral Dagger

Made 400 Sunshifts ago by an ancestor of Daqos Dark, the Mysteral Dagger was crafted as a ceremonial weapon, a gift given during the coronation of the last Stormking of Tirros. As per tradition, the Stormking buried the gifted blade in the deep snow of the Hadaki Basin, leaving the dagger for time to spit it out to the surface.

<figure><img src="/files/c1owl01I9rallemWwwqM" alt=""><figcaption></figcaption></figure>

## Tidewave Necklace

A relic worn by the last Stormqueen of Tirros, Halia Shin, who, according to legend, gave the necklace to a young deep-miner as a token of gratitude for those who work in the darkest depths of the Hadakian realm. According to legend, the necklace gives its wielder the power to bend time in its favour.

<figure><img src="/files/RMZ1iqFbQggIONg2Tq0Q" alt=""><figcaption></figcaption></figure>

## Mist of Life

The Mist of Life was crafted by the Orderlings of Tirros and designed to give a deceptive sense of immortality before ultimately causing the body to decay and the soul to suffer eternal torment. This alchemical creation was intended to warn against humanity's pursuit of eternal life - an abomination for the Hadaki, who believe in the cyclical nature of existence.

<figure><img src="/files/CpUDEh5y5XV81ZupnOLh" alt=""><figcaption></figcaption></figure>


# Materials

Items can be used to forge items or sold on the marketplace. Materials are often used to forge ammunition, consumables, and even tools.

The materials are categorized into the following groups:

* Ores and gemstones
* Herbs and plants
* Ingredients
* Miscellaneous




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