L (Part 4) Lay of the Rimelands - Part 4: Voorziel the Cursefount (continued) - The party walked further into the chamber, at once enchanted by its beauty and seized by the malice it contained. “What is that thing?” whispered Morilwen. “Whatever it is,” growled Hallgrim, “someone is trying to free it. They’ve only managed to crack the ice, and look at the damage it’s…” He stopped suddenly. There was a noise in the chamber that wasn’t coming from the risen, a rhythmic “thk-thk-thk” sound as of ice being repeatedly struck by a sharp implement. Next to one of the larger crystals was a smallish slender hooded figure in a blue-white cloak and robes. The figure held a large violet dagger with a wavy blade that glowed fiercely with magical energy, with which they were languidly stabbing one of the elven runes on an ice pillar. Morilwen drew an outraged breath. “You there!” she shouted, as she and her archeresses drew their bows and Hallgrim his sword. “Do not move! Step back from that pillar at once!” The figure paused, knife in mid-air. Its hood turned towards the party for a few seconds, then back towards the pillar. The dagger resumed its scarring of the rune, its owner seemingly indifferent to the threat of arrows. “Stop!” shouted Morilwen again, a strange note of panic entering her voice, “If you do not stop you will be shot!” But the figure ignored her. “Lower your bows,” she muttered at the archeresses, who looked at each other with surprise. “Lower them, I say!” she then snarled. The archeresses complied, but Morilwen kept her bow trained on the figure. Hallgrim glanced at Morilwen in confusion, and saw tears in her eyes. “That dagger,” she said, her voice quivering with terror and rage. “Where did you get it?” Again, the dagger stopped in mid-air, but this time, the figure removed his hood as he turned to the party. “Why, you did, dear auntie!” said said Prince Lysanthir, his young voice dripping with sarcastic affection, “For my twenty-fifth birthday! How could I forget?” With that, he brought the dagger down with all his strength onto the Frysta rune. There was a violent pulse of magical energy from the dagger, and suddenly a large fragment of ice burst off of the orb, flying into a far corner of the grotto and shattering into dust, as if it had been hurled there by an ice giant. There was now a hideous appendage extending from the inside of the orb where the ice was missing. It appeared as a giant leg, like that of a crab or a spider, jointed yet which seemed to be able to bend fluidly like the tentacle of a sea creature. It was able to extend and retract itself at will, and it whipped about the chamber, seemingly at random yet at the same time with an apparent intelligence. It was covered in cilia that moved with a hideous life of its own, and it was topped with a needle-sharp white barb with which it seemed to regard the room, like a serpent searching for a meal. “Voorziel!” said Lysanthir pleasantly, as the others looked on in horror, “Awake at last, are you? You took your time…” He turned his face upwards toward the ceiling of the grotto, and a faraway look entered his eyes. “You must be starving.” he said quietly. Lay of the Rimelands Story - Final: The Jewel and the Dagger - “Your highness has awakened the Cursefount,” said the Mage quietly. “Why?” Prince Lysanthir smiled and shut his eyes, as if relishing a song only he could hear. Behind him, Voorziel’s tentacle stopped its flailing through the frigid air and glided towards him, alighting on his shoulders and wrapping itself around his body like a serpent. Behind Morilwen, the archeresses had once again nocked their spellshaft arrows, this time aiming at the tentacle where it protruded from the ice. Morilwen’s arrow, however, was aimed directly at the Unkari prince’s throat. “Answer him,” she muttered in a voice choked with anguish. Lysanthir opened his eyes and turned to Morilwen. “Awakened it?” he said in a mock-hurt tone. “It’s been awake for years, the pitiful thing. Locked in ice for centuries, all alone, no one to eat or drink…” he paused for a few seconds, then, with a wink, added “...with.” One of the archeresses gave a signal, and they let fly their arrows towards the base of the tentacle. However, not one of them found their target, each arrow instead burying itself in the large crack in the blue ice. The gasped in confusion and dismay as Lysanthir gave them a pitying smile. “Unlucky!” he said, without even turning to see where the arrows had landed. “Dear me, Such a lapse in standards these days! Unless...oh, were you aiming for the crack? Awfully kind of you, but it’s not that easy, I can tell you. I’ve been working so hard to break this wretched ice for quite a long time now.” Lysanthir embraced the cilia-covered appendage wrapped around him as one would a beloved pet. “It was years ago when I found it. Back then, the ice was sound and I could barely hear its voice, but I knew I was the only one who could. I visited it whenever I could sneak away from the tree, and it told me of the past...” A faraway look entered the elven prince’s eyes. “...About how it was dragged into our world eons ago by elven warlocks to be their weapon, then locked away when it finished its job. About its millennia spent in solitude and hunger and confusion and madness. “I spent years secretly researching the runes on the pillars. In the end, I discovered that they could be disabled by disfiguring them in the correct sequence while chanting certain incantations, wielding a weapon imbued with the highest levels of magics. Thank you again for the dagger, by the way, Aunt Morilwen.” Morilwen said nothing, but kept her arrow trained on Lysanthir’s neck. “Over time,” he continued, “I defaced enough of the runes to finally damage Voorziel’s prison of ice. For the first time, I could hear it clearly!” He closed his eyes rapturously with the memory. “I gave Voorziel all of my life warmth, and it filled me with its power. When the curses began to flow, I had to put on a bit of a show for everyone back home. You were all so easy to fool, you know!” Hallgrim’s knuckles whitened inside his silver gauntlets as he gripped the hilt of his blade. “Enough,” he growled through gritted teeth. “First we kill it, then you will have plenty of time to prattle. But you will be held accountable, prince or no.” Lysanthir turned to Hallgrim as if noticing him for the first time. “Auntie, your trained bear speaks!” he sneered from behind his cheerful smile. “It really ought to think before it does so, however.” “It cannot be killed,” said the Mage, “that’s why it was contained.” He turned to the Oracle, who shook her head subtly. “Quite right, Lord Mage,” said Lysanthir, who did not notice this exchange. “Nothing from this world can harm my dear friend. And for that matter…” He held out his deity dagger, then plunged it directly into his gut with all his might. The wicked blade pierced his robes but was turned aside by his stomach without leaving so much as a mark. Morilwen was unable to stifle her involuntary gasp. “Fear not, Aunt Morilwen! The dagger is perfectly sound, as am I. Terribly sorry to have worried you, but I did all of this for our people! The Unkari were glorious once, and shall be again, with Voorziel behind us! Only this time, we will not simply be first among nations...” Voorziel’s tentacle withdrew from Lysanthir’s body. The prince took a step towards Morilwen, a warm grin across his pallid face. “...we will be the only nation!” He stretched his hand out to Morilwen, who did not move. Her arrow remained aimed at the prince’s throat. She no longer wept, but her voice carried a note of desperation. “Tell me,” she said quietly, “that you are not in your right mind. Tell me that that thing has possessed you, that you are its prisoner, that it tricked you, anything. Please. Say one word and we will take you from this place. I promise. Please.” Lysanthir’s smile disappeared suddenly. His outstretched hand dropped to his side. His expression became a mask of pain. “H...he…” he whispered haltingly. There was no sound in the chamber for a few seconds, and even the corpses beating their arms against the ice orb were still. Fingers of ice gripped Morilwen’s heart. “H...hel...hells...take you all,” he whispered with a wink, and the grin returned. “Ha ha! Forgive me. I could not resist such an opportunity for a jest!” The bow and arrow dropped from Morilwen’s hands as her arms fell to her sides, grief and despair robbing her of the strength to keep them up. “No, not all those receiving the Cursefount’s gift become mindless,” he continued. “Those of great strength of will may accept its power and become like it, while leaving their hearts and minds intact.” “Oh, do not be sad, dear Aunt Morilwen!” continued Lysanthir, “You are not the only one I fooled! You really ought to get a new Oracle, you know. I think this one is broken!” But the Oracle did not respond to this criticism. Her eyes were shut, and her lips were moving in silent, fervent prayer. In her hands, she held a large blue gemstone, which bore in its center the same rune of containment as the ones around the chamber that had been scratched out.
L (Part 5) Lay of the Rimelands Story - Final: The Jewel and the Dagger (continued) - When Lysanthir saw this, his smile vanished and his face somehow grew even paler. “You have underestimated the Oracle, my prince,” said the Mage mournfully. “Lord Hallgrim, we have need of your sword.” Hallgrim started at the sudden mention of his name, but his reflexes reacted of their own accord and his blade drew a silver streak in the air, deflecting Voorziel’s claw as it shot towards the Oracle. Lysanthir’s body jerked in shock, as if startled by a sudden noise behind him. “You...how could you know…” he muttered, stepping backwards in evident dismay as Voorziel’s leg thrashed again and again against Hallgrim’s sword. The temperature in the grotto began to drop and an uncanny wind began to pick up in response to the Oracle’s silent chant. Once again the archeresses opened fire, attempting to draw the attention of the flailing claw. Morilwen drew her dagger and ran in front of the Mage, who Voorziel had also begun to attack. “Forgive me, Captain,” said the Mage to Morilwen as her blade parried the tentacle’s frantic assault, “we could not act until the time was right. I had hoped that the prince could be saved. Alas!” He took out his own jewel of containment. “You must at all costs prevent the ritual from being interrupted! Archeresses, to me! You must now give of yourselves that your tree may live!” Unhesitatingly, the archeresses dropped their bows and ran to the Mage’s side. They formed a circle around him and the Oracle, facing outward with arms linked. “Lord Hallgrim!” shouted the Mage over the howling winds, “You cannot harm the Cursefount! You must find someone who can, ere your strength desert you.” He held up the jewel in preparation for the ritual. “Perhaps,” he added “someone close to you…” “What?” cried Hallgrim over the din, but the Mage had already begun casting the spell of containment. The air surrounding the circle of elves began to glow with arcane light. Lysanthir, meanwhile, had fallen writhing to the floor with his hands over his ears, trying in vain to block out a sound only he could hear. Suddenly, his body arched in excruciation, as if he had been struck by lightning, and he let out a great scream of anguish. At the same time, the great orb began to rumble, and another chunk of the magical ice flew off of it, revealing the top half of a giant white skull with a hideous red eye mounted in its center. The eye swiveled wildly for a moment before focusing on the prone Lysanthir. It raised its white barb high into the air, then before anyone could react, it brought it down on Lysanthir’s midsection, piercing it completely. Then cilia of the limb near Lysanthir’s body began to grow. Almost instantaneously, the black hair enveloped the prince’s body, then shrank again. When it retracted, there was nothing left of his corpse other than his dagger, which clattered to the ice. The eye then turned to Morilwen and Hallgrim, and the limb resumed its assault. Suddenly Hallgrim understood the meaning behind the Mage’s words. “I have it!” he shouted, “Captain, we have but one chance! I will hold the creature off and you must open that chest! If it’s the last thing you do, you must open it!” Although Morilwen’s mind was numb with the horror of what she had witnessed, her body responded instantly to Hallgrim’s cry. Dodging a swipe of the claw, she ran and slid down the ice to where she had dropped her bow. In a single elegant movement, she picked it up, nocked an arrow and fired it at the large lock on the chest. The spellshaft struck the lock, which burst as if struck by a giant’s hammer. “It is done!” cried Morilwen over the roaring winds. At that moment, the claw whipped around and struck her left shoulder. She gasped in pain as the claw yanked itself out of her, and fell to the ground motionless. Hallgrim bellowed a curse and ran to her side, hacking with all his might at the monster’s vile appendage. His silver blade flashed through the air, turning the claw away from Morilwen’s body over and over again. But the rage that drove him was beginning to lose to pain and fatigue, and he could feel his arms become more and more leaden with every blow. Then Voorziel’s tentacle whipped back and struck Hallgrim on the side of the head, knocking off his helmet and sending him flying several yards in the air before hitting the ground with a crash. Hallgrim struggled against the tidal wave of oblivion that was descending on him, but his limbs would not respond to his commands. The last thing he heard was the chanting of a spell as it reached a fierce crescendo over the whipping winds. The last thing he saw before he sank into unconsciousness was the hilt of his sword in front of his face. As his vision faded, he thought he saw a gloved hand appear, which took up the hilt of the sword, then vanished with it from his sight. Then all his senses left him, and he remembered nothing more. ***** “Hallgrim,” came a familiar voice out of the darkness, “can you hear me?” Hallgrim’s eyes began to open slowly, then with a start he pushed himself up off the ground into a seated position as he remembered their plight. Immediately he regretted it, wincing from the pain to the blow to his head. Yet the grotto was as quiet as the crypt, and the supernatural gale had ended. Hallgrim turned to see Morilwen crouched next to him. He did not know how long he was unconscious, but it was long enough for her to bandage her shoulder. Putting a hand to his head, he realized she had bandaged his head as well. Morilwen stood up and offered her hand to Hallgrim. He took it and stood up shakily, then looked more closely at his surroundings. The blue ice of the chamber shone with a powerful glow, and the Frysta runes had all been restored. Near the entrance to the cave stood an array of ice pillars that were not there before. Each one bore a large and shining Frysta rune that faced the center of the chamber. There was one pillar for the Mage, the Oracle, and each of the archeresses. Hallgrim turned to the center of the chamber. There stood the orb, moored by its pillar, even larger than it was then they had arrived. All the risen who were ringing it originally had disappeared. No cracks were visible, and the new ice was so thick that from where he stood he could barely make out the outline of the demon that lived within it. Something about the outline in the ice seemed different, however. He walked slowly towards the orb, and the closer he came, the more he perceived. There was an outline of a figure above the accursed creature’s eye. The figure had an elven frame, and was trailed by a magnificent furred cloak that was frozen in mid-billow behind him. In his hands was the hilt of what Hallgrim recognized as his own sword, whose hook-like point was buried in the center of the monster’s giant eye. With this final gesture, Othorion had bought them enough time to succeed. He was now frozen in time, a statue commemorating his own heroic final act. “Is he...alive in there?” Hallgrim whispered to himself. “I do not know,” replied Morilwen despite being yards away from Hallgrim near the entrance of the grotto, “It is a matter for a Mage to discern. We will be returning to this place. This chamber must be studied properly, then sealed.” Hallgrim turned back to see Morilwen gathering the possessions of the elves, which had fallen to the ground when they relinquished their bodies and souls to the spell of containment. “My thanks for tending to my injuries,” he said. “Do you require assistance?” “I am fine,” said Morilwen. “I must return their earthly remnants to the tree. Are you ready to…” Morilwen stopped herself in mid-sentence. She remembered that Hallgrim could not expect to return to his home unpunished after his betrayal, even if it had saved the Hoarfrost lands. “Do not worry,” said Hallgrim, sensing her meaning. “I have a place to go.” He found his helmet among the blue crystals and picked it up. “I will return to my people and submit myself to justice. It is best I do so. It is our way.” Morilwen’s serious features bore a hint of sadness as she watched the large man walk over to the big wooden chest that had contained Othorion. She knew that he would do as he said, and that there was little chance of mercy for the human. The laws of the rimelands were as rigid as ice, as immutable as the seasons, and as severe as the winter snows. Hallgrim reached into the wooden chest and pulled out the shard of inferno he had placed in it to keep Othorion as warm as possible. He searched for the other item he had put in with him in the hopes of keeping him sane, the ring of betrothal Othorion’s wife Esta had given him when they courted, but he could not find it. A rare smile played on his face as he realized that the ring was likely frozen in the ice with Othorion. Morilwen finished gathering the remains of the departed. “I too must to face the judgment of my people. There is much shame and grief in my family’s future…” she pulled Lysander’s deity dagger out of her belt and stared thoughtfully at it for a while, its violet luminescence playing on her elven features, “...but the future comes to judge us all whether we are prepared for it or not. We can only face it and await our sentencing.” Hallgrim picked up the leather straps to the sledge that carried the chest. “Better a bleak future than none at all, eh?” said Hallgrim, not unkindly. The two turned back to the giant blue orb of ice in the center of the chamber for a moment, then headed out of the cavern together.
L (Part 6) The Light of Annihilation - Your salvation lies in the shadows… In a distant realm, two deities make a wager on your fate... A blinding light in the sky heralds your approaching doom...and a shadowy being imbues the Oracle with a cosmic power... All is not yet lost. Call together your allies to thwart the Luminous Glory of the Aetherlux before its radiant assault wipes your realm from existence!
M The Mages' Synod - Once a year, Mages, alchemists, and other practitioners of the arcane arts from across the continent gather to exchange notes, thoughts, and theories at a great conference known as the Mages' Synod. A well-loved part of the Synod is a festive showcase of spectacular magic put on for the host kingdom's subjects by the visiting Mages, known as the Sorcerers' Spectacle. This year, it is your kingdom's turn to host the Synod, and the Mage has planned something memorable for the Spectacle... The Malevolent Mechanisms - Silence from Argelied! The kingdom of golem crafters has closed itself from the wider world, whilst their golem creations spy on the neighboring powers. The Mage searches for answers in Argelied, discovering a dark secret within the dollmasters' workshops. Can you uncover the puppeteered plot and save Argelied from succumbing to dark magic? Malphas, Unbound - The ambition of generations of Corvelias has at long last been fulfilled! Malphas, demon god and king of Corvidaemonium, has been freed from his infernal shackles and stands now at the Witchqueen's side. Surrounding them are a host of corviform demons, awaiting the command to strike. You are all that stands between the Raven King and his subjugation of all who live on your plane. But can you stand up against a god long enough for aid to arrive? Maps of Betrayal - As Maaku cuts his teeth as an urban thief, you will help him find various supply drops around Grimsbridge. Left behind by the thieves guild, these caches contain valuable supplies. For those seeking greater rewards, there are premium boxes that will require some light co-ordination and trading to open. Marrox the Confined - There’s an old story they tell in your kingdom, a legend passed down through countless generations. It tells of an immortal god-beast named Marrox, whose unstoppable rampage terrorized the world, until a hero named Zoma appeared. Zoma built a hidden labyrinth with his bare hands and filled it with fabulous riches. Marrox, lured by the treasure, entered the labyrinth and was trapped forever. You thought this a myth, until Zoma’s compass falls into your hands. A myth that is proven is a myth no more... Murder in Halloch Moor - After successfully quelling the uprising in the Underworld, you return to your kingdom only to hear tales of ghostly happenings in the Highlands region of Glenhalloch. Fearing a connection, you head to the Highlands to investigate... Glenhalloch Castle has been abandoned for centuries, but lately villagers have spotted strange lights and movement in its imposing towers. And then a local villager was found killed in his home... Murder She Brought - Catastrophe in Clairmont! King Thibault was killed on his throne by and unknown assassin! Now his estranged daughter arrives at the kingdom seeking help. Can you unravel this killing in the kingdom?
N Netherking EB - A giant rent suddenly appears in the fabric of the night sky, beyond which can be seen the eternal moonless dark of the Nether Plane… The final seal is invoked and the tear in the sky is healed, but the Floating Kingdom now hovers in the sky of the Mortal Realm. As your forces fight through the evil mass, you spot a giant skeletal figure in the distance, silhouetted bye the moon... Your suspicions are confirmed... somehow, The Exiled One has returned. Apheriun performs an arcane gesture, and the very light of the moon is extinguished. As you move nearer to Apheriun, you begin to realize at last the source of his terrifying new power... You have at last battled your way to the Netherking. The time of the final reckoning is at hand! Defeated at last, Apheriun and his kingdom begin to disolve. Your forces return to the ground in time to watch the last vestiges of the island disappear in the light of the restored moon. You have defeated the Netherking!
O (Part 1) The Oathkeeper's Challenge - The time has come for the Fellowship Tourney: a festival that is full of feasting, merriment...and competing with rival clans! You must work together with your clan as you prepare to prove your might against your rivals...and earn the blessing of Ithioch, God of Clans and Oaths! But do not delay: the tournament is right around the corner, and there is much to do... Once Beyond Reach - The Baadal Cordillera has never been crossed by man or beast. Even its so-called foothills are grim and snow-capped enough to be considered “forbidding” in their own right, and would dominate any of the world’s lesser mountain ranges. Here, however, they are dwarfed by the giants arrayed behind them, row upon row of jaguar’s teeth, whose cusps look down on mountaineer and airship alike. Towering far over even the tallest of these jagged citadels stands Mount Panganod, undisputed king of the Baadal Cordillera. For centuries, its peak stood out on the horizon, yet there are no records of it ever having been plundered. You are quite shocked, therefore, on your first crossing of the Baadal Cordillera in your newly built high-altitude airship, to discover the existence of a building at the peak of Mount Panganod. Upon exploring the structure, you see that it appears to be some kind of temple to an unknown god, pyramidal in form, and built out of a yellowish limestone quite unlike the stone of which the mountain is composed. The deep tiers of the pyramid are decorated with stylized carvings depicting the sun, the moon, and beasts both mundane and fantastic. The air around the structure is strangely warm, far warmer than the air around the peak of one of the world’s tallest mountains should be. A shaft of sunlight seems to shine down on the pyramid and its surrounding area, as if through a hole in the sky. Running up the center of each side of the pyramid is a wide staircase, and at its peak, a mysterious stone archway. A strange magic is at work; you and your crew attempt to climb the stairs, but are unable to make any headway. You tread for minutes up the stone steps, yet the archway at the top draws no nearer, and the bottom of the pyramid is as close as it ever was. Looking around near the base of one of the sets of stairs, you spy a plaque set in the stone, bearing an inscription in an ancient language. The Mage tries to interpret the pictographs, but the only words he can make out are: “Ascend…” The Ordeal of Aozark and Priark - With three divine challenges successfully under your belt, it is time to face the fourth ordeal of the Endecatheon... Aozark and Priark, the twin gods of the sun and the moon, demand that you build an expansive temple in their honor. They have chosen a far-flung site for the construction of this marvel, guarded by dangerous beasts. You must hurry to consecrate the land and build a shining temple that will win the divine favor of the Celestial Twins! The Ordeal of Baalir and Gilmarant - With nine of the eleven gods appeased, it is time for you to face the final challenge from the Endecatheon! The last ordeal is put forth by Gilmarant of the Sky, god of alchemy, and Baalir of the Shadows, god of assassins. The people of the distant Sussurun Kingdom are notoriously secretive...and notoriously dangerous. You must sneak undetected into the Sussurun Kingdom to locate the Prunagabia, a legendary fruit with untold alchemical properties... If your kingdom can meet this final challenge, you will be rightly declared a champion of the gods! The Ordeal of Hyndemara and Viskard - Following your successful mission on the high seas, you have returned to face the third ordeal of the Endecatheon! The next challenge comes from Hyndemara, goddess of the sky, and from Viskard, god of magic. On distant misty cliffs stands a long-forgotten archive: the Pansophian Library, where the most precious tomes and arcane secrets have been kept for generations. Now you must prove yourself worthy, both in mind and in body, to enter the sacred library and uncover a trove of lost knowledge for your kingdom... The Ordeal of Rosabranta and Kyzarian - With the defeat of the Vormurak, the time has come to face your next challenge from the gods! The second ordeal comes from Rosabranta, goddess of merchants and the sea, and from Kyzarian, god of the forge and the underworld. Many sailors have been lost in the search for aecorite, a rare gem mined only from the ocean floor. You must undertake a perilous journey to find the fabled vein of aecorite for Kyzarian's forge...and put an end to the warring between speculators on Rosabranta's seas! The Ordeal of Selona and Ithioch - As the Endecennial Feast draws to a close, your kingdom finds itself in the gaze of the gods. The Endecatheon is impressed by your victories and wishes to see the heights of your power... Your next challenge comes from Selona, goddess of forests and mountains, and Ithioch, god of clans and oaths. An unholy beast lurks in the heart of an ancient forest, corrupting all that comes near. Gather your clan and ride forth for a perilous hunt!
O (Part 2) Orisons of Glory: Part 1 - The Ordeal of Gilmarant: The Potion of Az - The wars rage on, and you have come to the sacred Temple of the Endecatheon to petition the gods for divine assistance for your kingdom. Your prayers for power and glory do not go unanswered… Bryntalli Warmother, goddess of battle and chief of the gods of the Endecatheon, manifests before you and declares that you will be put to the ordeal! She and each of her children, the deities of the Endecatheon, will present you with a task. Complete it to their satisfaction and you will earn that deity’s favor...and with divine favor comes divine power! The god of alchemy, Gilmarant of the Stars, has vouchsafed to you an ancient recipe for a potion of incredible power. Legends say whoever imbibes the concoction will gain divine strength and fortitude...if it doesn’t kill them. You must seek out the ingredients, craft the potion, quaff it...and survive! Orisons of Glory: Part 2 - The Ordeal of Hyndemara: The Fallen Temple of Eqnos - An evil presence has infested the Temple of Eqnos, dedicated to Hyndemara, goddess of the sky and She Who Speaks to Oracles. You must take holy water, drive out the evil in the temple, and reconsecrate the land! Orisons of Glory: Part 3 - The Ordeal of Aozark & Priark: The Celestial Tower - The narcissistic twin gods, Aozark of the Sun and Priark of the Moon, demand a monument be built in tribute to their glory! You must now raise a shining tower of stone in their honor...with your bare hands! Orisons of Glory: Part 4 - The Ordeal of Rosabranta: Luskull & the Golden Coral - For centuries, a great sea-beast named Luskull the Horned has guarded the Golden Coral, killing all who dare to approach. For your next trial, Rosabranta, goddess of the seas and guardian of merchants, sends you to the Abyss to slay Luskull and retrieve the shining Golden Coral for her. Orisons of Glory: Part 5 - The Ordeal of Baalir: The Assassin-Monks of Rilaba - The Monks of Vigilance are a murderous sect of fanatics known for their stealth and prowess with the dagger. Baalir of the Shadows, god of spies and assassins, now wishes to pit your skill against theirs, and has commanded you to eradicate every last one of them...without alerting them to your presence. Orisons of Glory: Part 6 - The Ordeal of Viskard: The Scrolls of Tenk'Araman - Viskard of the Frost, the god of magic has commanded you to reproduce the Ten Thousand Scrolls of Tenk’Araman, a collection of ancient writings, by hand. No ordinary quill and parchment will do, either, for the only materials that can contain the holy runes of Tenk’Araman are vellum and ink fashioned from the skin and blood of the deadly tombhag python... Orisons of Glory: Part 7 - The Ordeal of Kyzarian: The Quest for Etymite - The metal etymite is one of the few materials under heaven that can withstand the heat of the holy flames of Mighty Kyzarian, ruler of the underworld and god of the forge. He sends you now to Bjellma Island, where he has sensed the presence of a vein of etymite, and has commanded you to mine it for his smithy!
O (Part 3) Orisons of Glory: Part 8 - The Ordeal of Ithioch: The Winged Steed of Phantassos - The god of clans, Ithioch the Loyal, has dispatched you to the country of Phantassos, where a divine winged horse with the strength of a thousand warriors is running rampant! You must subdue the beast somehow and make it your steed. Fortunately, you know of a magical herb with the power to soothe even the angriest beast. Orisons of Glory: Part 9 - The Ordeal of Selona: The Spreading Infection - Selona, goddess of the forest and the mountains, has commanded you to destroy the hordes of giant beetles wreaking havoc in the Wurohl forest. You arrive to find that there are thousands of them, and each one is the size of a wolf! To hunt them all down would take an eternity! Fortunately, you have heard tell of a rare variety of wild honey, whose scent attracts every beetle for miles around... Orisons of Glory: Part 10 - The Ordeal of Bryntalli: The Necromancer of Krazad Circ - In the mountains of Krazad Circ lives an evil necromancer whose sacrilegious acts have enraged the very heavens. The Warmother herself has charged you with the task of placing his twisted black heart at her feet. The Other Side of the Walls - As your forces battle unseen assailants on the ramparts of Barrenhigh stronghold, your spies are busy finding another way inside... Spymaster Thanna and her agents must now infiltrate the fortress under the cover of your siege. If they succeed, they will provide a desperately needed opening for your soldiers' advance. But if they fail, they will soon find themselves stranded behind enemy lines! The Owl and the Boar - King Astigar the Protector, patriarch of the ruling Eberam family and sovereign of Zeuht, has died. Zeuhtian law dictates that the crown must pass to his infant daughter Princess Vesa, Duchess of Beaufoy. However, the late king's half-brother, Prince Alon, Grand Duke of Dolian, has also laid a claim to the vacant throne. The dispute has escalated into a bitter war of succession. The peasantry and noble loyalists march under the banner of the Beaufoy Owl, while the bulk of the aristocracy support the Dolian Boar. Now, both sides are seeking the aid of your kingdom, and Zeuht is too powerful an ally to ignore. You must take a side, and wade into the bloody conflict...
P A Passage of Time - The time has come to plunge once more into the course of history... Having already stopped the First March of the Blodfolc, you now must thwart their second march and end Nraizu's plot for good. The same way Sister Aethel's actions against the Blodfolc were written in history, the history of the Second March seems to spell out her demise... With the fate of the world at stake, there is little choice but to follow history as written. Yet Tomhasir claims to have a plan...if you trust him... Patron Saints of War - The cause was unclear. Perhaps, the gathered Mages of the Kingdoms theorized, it was caused by the recent quake, or the accompanying upsurge in the magical flow. The result, however, was clear for all to see. Somehow, somewhere, on a plane beyond mortal understanding, the gates to the Warriors' Afterlife had been thrown open... Hordes of spectral soldiers and hunters continue to flood through the gates, whispering promises of power and wealth to any mortals willing to commemorate their heroic deaths, or to share their corporeal bodies and give them one last taste of what they lived for... BATTLE! Pawns of the Otherworlds (Season 5 Wars) - The conflict between the Red War Paladin Captain and Rancor the Razer was nearing its finale. The prolonged war had seen the Paladin Captain’s forces dwindle to a shadow of their former glory and numbers, while Rancor seemed to draw from an endless source of troops and power. At last, the Captain, nearly bereft of allies, found himself surrounded on all sides by Rancor and his forces, who were about to deal their final blow. Suddenly, the Paladin heard a voice speaking directly to his mind. It was a voice so alien as to be terrifying in its strangeness. It carried an unnatural intelligence and foreignness, as if it belonged to a being that had had lived long enough to see the birth and death of stars, but was only speaking in the language of man for the first time. In otherworldly tones bleeding with disdain and loathing, it spoke its name to the Paladin: Shagor-Ulna. It revealed to him that Rancor had sold his soul to a being from the underworld known as Hastireth. This demon was the bottomless well from which Rancor drew his immense strength and influence. It promised the Captain power from the other planes, beyond the wildest dreams of man. The power to defeat Rancor, the pawn of Hastireth, Shagor-Ulna’s eternal enemy. All it would cost him was his sanity. Now, both factions overflow with terrifying energy as the two otherworldly beings, unable to leave their home planes, bend the will of thousands to fight as pawns in their stead! Now begins the final showdown between Rancor the Razer and the Red War Paladins, between malice and madness! A Perplexing Circumstance - An item called "The Inscrutable Box" has appeared in the Marketplace. We aren't sure who put it there, but it wasn't us. While we investigate the situation, we ask that you please do not purchase this box. There is no telling what might happen if you open it... We sent some spies to gather intel in the Marketplace. While speaking with some of the merchants who would've had their stalls set up near the Inscrutable Box, a few of them noted that they saw a cloaked figure lurking in the shadows before noticing that the box had appeared. A few days ago, some merchants who had set up their stalls near the entrance/exit of the Marketplace also reported a shadowy and ominous-looking figure leaving the gates. Perhaps it's the same fellow? Quite odd that someone would leave a peculiar-looking box lying around though. What could be their motive for leaving an Inscrutable Box behind? Is it safe to open? We are not quite sure. But a certain individual that fits the description comes to mind -- and I hope it's not another one of their tricks to send us to a place like Dwelsinger's domain! The Phantom Clan - Your investigation of Glenhalloch Castle has taken a sinister turn, as the long-abandoned castle is much less abandoned than you thought... From seemingly nowhere, an army of ghostly soldiers has appeared to challenge your forces. But what are these warriors after? And what is keeping them here? A Plague of Riddles - Ill tidings have reached your ears. There have been reports of strange, unidentified creatures appearing in a town in the Lowlands, attacking and abducting your subjects. Meanwhile, an increasing number of your troops have been laid low by a mysterious illness, leaving your kingdom perilously vulnerable... Pride of Novgoravia - An unstoppable force! The mercenary kingdom of Novgoravia is willing to join the fight against Jääkäärne...for a price. Can you loot enough gold to hire their fabled army? Puppets of the Cordimancer - A shadow is spreading across your kingdom... Without warning, denizens of your realm suddenly and violently turn against their allies, their thoughts and actions controlled by an unseen psychic hand. Wild creatures attack your cities with strange cunning and organization. Most terrifying of all, a curse is spreading through your armies, causing those afflicted to lose their identities and become mental slaves of... The Cordimancer! Pursuit Through the Rustthorn Vale - Deep within autumn woods, the royal court is closing in on the killer of King Thibault. But dark forces await. Face the golem, uncover Arkosa’s deadly plot, and race to save Gwyn from a lethal poison before time runs out. Can you survive the twisted trails of Rustthorn Vale?
Q The Quell - Someone has sabotaged your kingdom's portal, stranding you in Osmon Rai. Fortunately, there are rumors of an unclaimed portal only a short flight away... However, to get to the portal, you must first enter the skies of the Quell, a race of extremely territorial avian hunters. You must find a way to overcome the Quell's distrust of outsiders and convince them to take you to the portal... Questions of Trust - You now find yourself facing the wrath of Nraizu's agent. It's a demon you recognize, though her power has grown immeasurably since you saw her last... Tomhasir, the mysterious vagrant, is offering you his assistance. Though trusting him could be a mistake, in the face of certain death you may have little choice. You must fight for your lives against a horde of blood-and-gore minions while you get to the heart of Nraizu's plot!
R The Radiant Pretender - The twisted machinations of the demon Acrimanus have reached the Mirrored Realm. Your investigation has led you to the most likely source...a luminous fortress occupied by the Vindictalux, a being who claims godhood over all of Pallumen. If none challenge this would-be god, the entire realm of Pallumen could fall into Acrimanus's grasp. You must battle your way to the fortress and force the Vindictalux to face you! Rags to Riches - Ready up your wagon, we're going on an adventure together! Rancor Wars - Though a man of questionable virtue, few believed the Paladin Captain would betray his own men. Yet after an ill-fated game of chance with the infamous mercenary, Rancor the Razer, the Captain struck a duplicitous deal. Rather than part with his beloved treasure, the Paladin Captain sold his best soldiers to Rancor. A kidnapping was arranged, and under dark of night, Rancor the Razer took his spoils. The Paladin army was henceforth split in two factions: the remaining Red War Paladins, and the small group of soldiers taken by Rancor. Betrayed by their captain, the taken Paladins chose a new name—the Vanished Paladins—and adopted Rancor's cruel, merciless fighting style. The Vanished Paladins will stop at nothing to eradicate the Paladin Captain and his remaining Red Paladin forces... The Raven and the Rook - You have broken the curse placed upon Field Marshal Holmfast by the Witchqueen, and the time for retribution is at hand! You summon the one known as "the Rook": Thanna Solius, spymaster and head of your royal spy network, Crownseye… Realms at War - As if submerged in an ocean of fire, the skies roll and crash with ethereal flames. A blinding light roars in the distance as it pulls the flames inward, swirling. Your kingdom's horizon is imploding. Before you can sound an alarm, the rapid churning tears through the veils of space and time. Another world, familiar yet unnervingly distinct, appears to you through this blazing gateway. A new realm of glory awaits... IF you can handle the competition. Welcome to Kawfire! Rebels of Tembai Canyon - You have been invited to the Fatesands with the offer of an alliance. Yet it's not the Shasa or the Nekhmet who have called you to join them, but a ragtag collection of outcasts from both of these societies... You arrive at the hidden settlement called New Tembai, where its leader assures you that you will be richly rewarded for your help. But what sort of conflict might these Fatesands rebels be dragging you into? The Red Paladins - The Dark History of the Red War Paladins In the ancient days, these lands were protected by a brave but reckless clan of knights known as the Red War Paladins. These fiery-blooded soldiers roamed the battlefield, striking down transgressors with a steely resolve. Alas, the captain of these once-righteous knights came to choose power over virtue. One fateful day, the foolish Paladin captain called upon the Mage, demanding she enchant his knights' armor---at no charge. Disgusted by the captain's flippant demand, the Mage cursed his army, imbuing their red armor with a toxic, mind-twisting power. From that day forward, the Red War Paladins were no longer known for their virtue, but for their fanatical, bloodthirsty violence. The era of the Red War Paladins has long since passed, yet their cursed armor remains, scattered throughout these kingdoms. Though the Mage's curse is great, it is believed those who survive the Estoc Trials may be able to harness the armor's power... Resolutions of War - The Imperial Hastiludes have ended. The time for festivities is over. With a new year comes the renewal of hostilities. Monarchs throughout the lands begin to exhort their troops to battle while firing insults at their enemies. A red mist of rage descends upon the lands as the Kingdoms prepare once again for WAR! Return of the Dark One - Leidamea and her five champions are victorious! Their forces have fought through all resistance to surround the Temple of Viskard...and their victory comes with a terrible consequence. With Leidamea's influence pressing in from all sides, the Mage can hold out no longer. His magical circlet of containment has reached the bounds of its power...Khal'Khor is about to be free! The Return of the Queen - A spate of mysterious abductions has shaken your kingdom, with victims leaving nothing behind but bloody trails... A familiar foe appears in your court to gloat of your impending doom. But she is not the only one who is plotting her revenge... Return of the Shadofael - Strange events have been occurring recently throughout the land, and you've received a premonition that something bad is about to happen... Especially because the sky towards the Northwest is beginning to turn black. Something tells you that the Shadofael beasts might be making a return, and this won't be the last time you'll encounter this. The Return of the Witchqueen - The Vigonian Oracle has revealed herself to be the Witchqueen Zadreah, last of the accursed Corvelia bloodline! With the aid of her ancestors, who she has raised from the dead, she begins to cast the spell of Infernal Unbinding! You must fight your way through the resurrected witches of the Corvelia line and put a stop to her spell before it is cast and a cataclysm is brought down upon the world! The Revenant-King of the Hoarfrost - As predicted by the Oracle, a great evil has awakened once again in the Hoarfrost! Centuries after his defeat, an ancient undead king has returned to seek vengeance against those who wronged him. King Iokul Murkfrost rises once again! Ride now to vanquish the Murkfrost's armies and rescue the enslaved Rime Elves before it is too late! Revenge of the Radiant - The Aetherlux have created an abomination of Light, and seek to smother all of Pallumen with Her Illumination. Call together your allies and stop their radiant assault! Rexcalibur the Gigantodon - Warriors Rexcalibur has shattered the icy stasis that contained him and the city is in danger! We need to gather the strongest troops avalible to locate, subdue and freeze the titan again before he annihilates the city! The Riddle of Drakkend Mountain - Mt. Drakkend is home to the Grimgard, a clan of dwarves known far and wide for their skill in the forge and their prowess on the battlefield. Traffic moved briskly to and from the mountain, for the quality of the weapons forged by the Grimgard dwarves was without parallel. Then one day, without warning to the outside world, the dwarves of Mt. Drakkend vanished… The Rise of the Bloddrihten King - You and your armies are trapped in the palace of Basghor Bloddrihten, king of the Blodfolc. Outside, the recently awakened denizens of the vampire city of Blodcyth march on the palace, led by their brutal king. You must track down the source of their immortality and destroy it before they can reach you, or your kingdom will be overrun...and devoured... Rise of the Ravagers - Call your soldiers to arms! Your castle is under attack! Seemingly from nowhere, the sky has filled with monstrous two-headed dragons who are assaulting your castle with their fiery breath. You must defend your home from these beasts before they can reduce it to rubble! Rise of the Snow Legions - The Winterfest Kingdom is under siege! Awaken the legendary Snowman Legions, battle Frost Imps, and reclaim ancient relics. Can you stop the icy wrath of Lurithal before it consumes the realm? Join the fight in this frosty epic! The River of Souls - The Oracle has had a frightening vision: restless spirits roaming across your kingdom, unable to depart... Something has upended the order of the Underworld, and with it, death itself. With the guidance of Tomhasir the Vagrant, you must make your way deep underground to the River Aeternox, where the Ferryman of Souls awaits the newly deceased...
S (Part 1) A Sacrifice of Flesh - A portal to the nether realm has opened, through which a horde of elite demon knights pour to assault your armies while Moutos the Malevolent begins a gruesome ritual … Sanguine Sacrifice - Reports abound of strange activity in the forests. The Deithe Fiannai, typically content with animal sacrifices this season, demand human sacrifices and in massive quantities. Can you determine the cause of this sudden bloodthirst? Is there even a way to stop it? The Scorching Trail - Doom! Destruction! Fire! Tiny Teeth! The Mage and Scout Captain Gwyn have been tasked with taking care of a small dragonling as they search for its mother in the drake-filled Firewing Mountains. Can you brave dragon-infested territory to return the hatchling to its brood? The Scourge Beneath Us - An explosion rocks the palace from below. Suddenly, a surge of demons bursts forth from the catacombs, burning and pillaging everything they touch. You must stop the source of this demonic scourge and save the outlying towns before it's too late! The Sea Witch's Warning: Awakening the Nameless - While surveying the newly discovered lands of the Abyss, your party is suddenly approached by a gnarled mer-crone clad in shades of green and bearing direful tidings. While surveying the newly discovered lands of the Abyss, your party is suddenly approached by a gnarled mer-crone clad in shades of green and bearing direful tidings. The quake that recently shook the kingdoms, she croaks, was not an act of nature. The hag conveys an ominous warning to the royal party: the quakes were the stirrings of a nameless and ancient evil. For eons it has slept beneath the Abyss, but now...it is beginning to awaken. The only way to appease the being is by making an offering of Tribute Jewels. Only then will it honor the primeval covenant by which it was originally bound and return to slumber. The Sea Witch hands you a scroll bearing the formula for the creation of these Tribute Jewels, then swims off into the murk, leaving all present with a single grim thought: It tore the land asunder while asleep. It must not be allowed to awaken. The Seaborne Kingdom - You have now heard two tales of those whose lives were destroyed by the demonic influence of Acrimanus. Determined to stop a third tragedy, you follow the trail of the Unnamed Merchant to the Island Kingdom of Seriforma... Though you are welcomed as a guest in Seriforma, your warnings fall on deaf ears...yet there are subtle signs that something may already be amiss. You must work swiftly to find any sources of demonic power before it is too late! Season Four of the Estoc Trials - Since the dawn of creation, Air and Water have fought for dominion over the land. Wind and waves have clashed for centuries, but now these two elemental forces have concentrated their energy to take on new terrestrial forms—as warring bodies of flesh and steel. Who will triumph: cool and agile Air or swift and mercurial Water? The Season of the Boar - The harvest season is drawing to a close, which means it is the time for the yearly harvesttime boar hunt. You and your court gather outside the forest of your realm and prepare to see who can bring in the biggest boar... Secret Treasure of the Volcano - "Ah, Majesty. I see you are pondering the letter from the Unkari. From the Deity-King himself. He writes that he and his retinue must return to the Koti Jungle in order to perform some sort of rite, or a great calamity will befall the land. He has requested an escort. Ah, yes, the homeland of the Unkari until their mysterious banishment. I believe I know the rite to which the Deity-King refers, Majesty, and it would indeed be calamitous were he not to perform it. Even so, why do they require an escort? What could Unkari elves possibly have to fear from the jungle? When the Unkari were banished, a few tribes elected to stay behind. In doing so, they paid a great cost, and doubtless the Deity-King and his small group seek protection in case these tribes bear them any resentment for it. I see. Very well, we will escort the Unkari delegation on this mission in their ancestral lands. A wise decision, My Liege." Secrets of Highhallow - You have defeated King Renaullus and shattered the demonic weapon that corrupted his soul. Now the only question remaining is how the doomed king got his hands on an artifact of such power. As you investigate the weapon's origin, you find a link to a dark tale that stains the ancestral history of Commander Brannyn Highhallow. You must now travel to his family home in search answers... Selona's Gift - You and your kingdom are feasting to celebrate the defeat of Malphas, when the Oracle arrives bearing a message from the gods... A gift from Selona, goddess of the forests and the mountains, awaits you at Wurohl forest! Serpent and Stone - Two statues arrive as gifts from a city known for its artists. While the statues are breathtakingly beautiful and realistic, something about them bodes sinister. As you investigate the source of the unease that the statues evoke, you find that both the art and the artist are not what they seem... The Shackled Moon - Someone, or something, has banished the day. For the past twenty hours, the full moon has hung unmoving overhead, heedless of the passage of time. Your people are terrified, wondering what they could have done to anger the gods to such an extent... In the distance...a wolf howls... The Shadofael - Strange creatures prowl from the ruined lands, seeking innocent humans to devour... The Shadofael have found a way into our realm. We stand here between the Shadofael and countless innocent folk. We cannot falter! Shadows of Clairmont - Seeking answers! The court is clouded by suspicion and betrayal, as Lady Morrigan seeks to uncover the shadowy forces manipulating her kingdom. Can you uncover the truth behind King Thibault's murder? Shattering the Illusion - Thanna's questioning quickly revealed the false Brannyn. Our real Commander is imprisoned and must be rescued. Is he the only one held captive by Leidamea's demonic spell? And will Brannyn even want to return from Leidamea's clutches? The Siege of Barrenhigh - The stronghold of Barrenhigh lies before you! Inside is King Renaullus of Vengaelia, who has acquired a mysterious artifact of terrible power that he will soon turn on your kingdom...unless you can stop him first. Your soldiers and scouts await your signal. Give the order to march on Barrenhigh and fight to secure the safety of your kingdom! The Siege of Mt. Omenar - It's finally time for the dwarven feast of Hearthlight to commemorate the year's end...but you have scarcely had time to sit down to your meal when a rival dwarven clan storms the Hillbreakers' gates! Hearthlight is under attack! You must join together with Holm and his kin to protect their home from the invaders and save the Hearthlight festival!
S (Part 2) The Siege of Svathmar - At last, you have the walled city of Svathmar, capital of Neshia-Ysania and seat of the Witchqueen Zadreah, under siege! Yet, just when victory seems to be within your grasp, a giant wall of black mist surrounds the city and your armies... and begins closing in... Skorpios the Deathstalker - The people of Damas have suffered under Arkosa's cruel reign for eons—it's time to end her tyranny. The Skyborne Shipyard - After months of research, your court magicians have discovered the means to activate an ancient portal to Osmon Rai that your armies unearthed a year ago. At last, you have an opportunity to spread your kingdom's influence to the sky continent, where you would be able to trade in goods and weaponry from around the world. Despite the potential danger, you board an airship and prepare to travel through the portal to see the endless horizon of Osmon Rai with your own eyes... The Sleeper of Elrengoth Forest - "Every druid knows that there is another side to nature. A dark side. For the druids of Elrengoth Forest, Samhain is a time of danger, when malicious spirits gather in the woods to cause what harm they may while the veil between worlds is raised. It is the druids' job to perform the rituals necessary to banish these dark spirits of nature and reinforce the barrier between the spiritual and material worlds made weak by the coming of Samhain. However, this year the evil pervading Elrengoth has managed to awaken an ancient ally… The druids of Elrengoth Forest have requested your assistance in performing the ritual to subdue an ancient evil that is awakening this Samhain! Spirit of War: Merry Mischief - Despite their reputation as stern harbingers of war, not all ancient spirits are without humor. Some playful spirits are said to leave amusing gifts for their favorite soldiers. These trickster spirits delight in watching skilled warriors battle with such lighthearted gifts. And like all ancient spirits, nothing amuses them more than a war well fought… …except perhaps a well-aimed pudding to the head. Spragga Returns EB - Spragga laughs at your feeble attempts to defeat him on the day of his return to Kingdoms at War. Despite your best efforts SPRAGGA LIVES!!!!! From the Spragga Returns EB released on April Fool's Day 2014. It was not able to be defeated. For fun, the Developers enlisted a few players and clans to actually complete the EB to further fool the community. The Spymaster's Gambit - As your soldiers fight outside the walls of Barrenhigh stronghold, your spies are waging their own battle on the inside. Spymaster Thanna and her agents have gained access to the central keep of Barrenhigh, where strange whispers abound about the Vengaelian king. Your spies now have the perfect opportunity to sabotage your enemy's defenses, but if they are discovered before they succeed, they risk death behind the enemy's walls...
S (Part 3) Starfall: Rush for the Shards - A meteor formed of purest Thaumalite has burst over the kingdoms. Armies from every nation are now rushing forth to recover fragments of the precious mineral. The Stone Emperors: Twin Paths to Glory - Among the ancient wonders unearthed in the recent earthquakes is a hitherto hidden cavern, whose entrance is blocked by two immovable stone pillars. The inscription at the foot of the left pillar reads: THE STONE EMPERORS At the foot of the right pillar is engraved the following: Long have we abided, we twin emperors. Where once towered our shining city, war-loving and proud, We alone remain, cursed stewards of a hidden trove. A sealed storehouse whose only key is valor. Two paths can ye follow to our treasure and our liberation: The first is the Path of the Hunter, strewn with the bones of beasts. The second is the Path of the Arena, with blood and metal paved. Collect ye symbols of our favor, and the entrance shall be revealed to you. Upon reading this inscription, a pillar of blue light bursts upward from the stone pillars and into the sky! The contest for glory and the ancient treasure of the Stone Emperors has begun! A Storm of Retribution - Your fleet has arrived, and you set off in pursuit of the pirate gang who invaded Alverdine, the Harpies' Harriers. Can you catch up to them and mete out justice before they can regroup? Or are you sailing into a trap? Sugargoats and Teacakes - Having discerned the faeries mean no ill will to their mortal neighbors and are, in fact, attempting to invite them to a festival in the spirit of fun and friendship long forgotten by all with mortal lifespans, Gwyn treats with the faeries to arrange safe passage and a speedy return for the villagers of Skimbledown Glen. The last time one of our own treated with the faeries, their leader was reluctant to let him go. Caution and diplomacy are key, lest the villagers never return home... The Summoners' Circle - The formation of your alliance against Vigona and the very survival of your kingdom depend on ending the recent attacks on Brum Nazak by its neighbor, Escaria, the land of summoners. You ride to Escaria to investigate the cause of the sudden invasion, only to be met by a horde of raging demons and rampaging elementals! Sun Lord and Green Lady - Long ago, mankind worshipped the Deithe Fiannai, antler-crowned gods of the Sun and the Moon. Each year, Fianogh Ghriannos, god of the Sun and the beasts of the forest, demanded of mankind a blood sacrifice to pay for a year’s hunting of his subjects. His twin sister, Geal Bheanna, goddess of the Moon and the green life of the forest, called for her domain to be cleansed of evil. If their price wasn’t met, it was said that Fianogh Ghriannos would release the Sun from his hunting nets, and Geal Bheanna would not play her magical harp, which was responsible for the progression of the seasons. According to legend, if their demands go unheeded, the world will descend into a never-ending winter... The Swarmlantern's Fire - In order for the Quell to help you return home from Osmon Rai, you agree to assist them in their bid to destroy a xycton swarmlantern, a giant psionic flame that feeds the voracious xycton. The Quell show you their plan to extinguish the flame, and together you set off towards the xycton lair...
T (Part 1) The Tale of the Schnapphorn - You have received a plea for aid from the snow-covered mountains of Eskerith Reach. The remote village of Frostheim has seen every single child within its borders go missing. Village elders suspect that a mythical monster is behind these kidnappings. It is up to you to seek the truth and recover the missing children before it is too late! Temporal Tyranny - Tyranny in the Time Tangle! A dangerous faction of metal wraiths has appeared in the Cogbara homeland, conducting raids against their people before disappearing back to their own timeline. Can you destroy these malicious constructs? Terror on the Waves - Reports of pirate attacks and strange weather warrant further investigation on the coast. Purple clouds and bright red lightning terrorize merchants and travelers alike, while raiders rumored to take no survivors wreck havoc upon the waves. We're no stranger to pirates, however. Let us free these waters from the piratical menace before our people fear to sail entirely! Testimony of the Dead - You have discovered the truth behind the haunting of Glenhalloch Castle: the vanished Clan Duneghal still resides here, and has sworn to take revenge on the bloodline of the clan that betrayed them many centuries ago. Though you have achieved a truce for now, the phantom chief of Clan Duneghal has given you an ultimatum: if you do not ease their suffering by dawn, they will unleash their blight upon the people of the Highlands...and anyone else who stands in their way! The Thief Initiate - Maaku has found his way under the city of Grimsbridge to the hidden guild of thieves. As instructed by Thanna, he has accepted the thieves' challenge: to break into a nobleman's estate and switch one of his valuables for a decoy. But all is not as it seems... As he works to complete his task, Maaku unwittingly opens a door to a greater threat he cannot see... Time Tangle Lands - Warriors! After many battles and years of exploration, the kingdoms grow crowded and the time for expansion into new lands is here! Deep within the heart of the sea, a mystical land known as the Time Tangle exists. Legends whisper that the Time Tangle was once an ordinary jungle, until a cataclysmic event shattered the temporal fabric, leaving behind this extraordinary realm. Amidst this temporal chaos, a race of peaceful capybaras has found solace in the Time Tangle. The Cogbaras have mastered the delicate art of time suppression magic, enabling their clockwork cities to exist independently from the erratic tides of time. Venturing beyond the protective boundaries of the clockwork cities, intrepid adventurers encounter the ever-shifting nature of the Time Tangle. In the Time Tangle, the delicate balance between primal nature and mechanized wonders awaits discovery. Embark on a journey through time, join forces with the Cogbaras, and unveil the mysteries that lie within this extraordinary land. Prepare to be enthralled by the pulsating rhythms of the Time Tangle, where the eons converge and the future is forged amidst the intricate interplay of time and magic. Titanic Destruction - Doom marches ever closer! Gwyn and the Mage have failed to find a beast to rival the titan, Rexcalibur! Now the titan continues to make its destructive way towards the kingdom and all hope seems lost! Can you discover the weakness of this massive monster? To the lists! 3-Day Jousting Tournament - A jousting tourney, or joust a plaisance has been called and all nearby kingdoms have been invited to participate! Issue your challenges to your fellow nobles, take up your lance, and mount your stoutest steed as you head to the jousting lists to compete for honor, fame, and valuable rewards! Let the tournament begin! Tomb of the Sin Eater - Your pursuit of the unnamed merchant has led you to a half-buried ruin in the mountains of Mistbone Rise, and you now find yourself in an ancient temple where demonic priests once worshipped Acrimanus. A strange power is housed in this ruin. You must investigate the temple for a way to end the corrupting powers of Acrimanus, but beware the many dangers that have been buried here for countless centuries... Tournament of Kingdoms - Are you not entertained!? The kingdom has been selected to host the prestigious Tournament of Kingdoms. This gladiatorial tradition pits the most powerful nations in the lands against each other! Bloody battles await heroic champions as they look to bring honor to their homelands! Can your gladiators best the competition and bring glory to the kingdom? Tournament of Kingdoms (The Battle Queen!) - Arkosa returns!? The great tyrant queen of Damas shockingly appears in the kingdom wielding the legendary blade, Estoc! What could she possibly want from the kingdom? Can you appease this legendary figure? A Traitor Among Us - After parleying with the Deithe Fiannai and searching for Leidamea's presence, the team is back together. The Oracle has crafted rings to keep everyone safe. But it quickly becomes clear not everyone returned as their true selves... Who among us is Leidamea in disguise and what has she done with our friends? Traitors in the Fatesands - The leader of the New Tembai settlement has a vision for a united Fatesands, but not all Shasa share that goal... In the midst of your visit, the Shasa army has descended on New Tembai to arrest its settlers as traitors, and you have been caught up among them. You now find yourself locked in Sunseye Fort, the most notorious prison in the Fatesands. Find a way to escape this place before it's too late!
T (Part 2) Treasures and Promos from other Dimensions! - Your Majesty, while investigating the shattered realm our scouts bring reports of rare blue looking chests being found. They contain Azure pieces that can be combined to form powerful Azure equipment. While they're not hard to locate they cannot be opened with force and only the most skilled locksmiths have been able to get them open, for a hefty fee. Trial of the Rime Elves - With the longest and darkest months descending on the Hoarfrost Lands, the rime elves have invited you to take part in their traditional winter festivities...a thrilling sled race! You and your companions must hurry to fashion your sleds and prepare for a fierce contest. Only the very strongest and swiftest of racers can overtake the rime elf champions! A Trial of Will - Despite an attack from Khal'Khor's servant Leidamea, you have survived your perilous journey across the ocean. Now, you and your forces must travel through Escaria in search of the Temple of Viskard. Only there might you uncover the power to contain Khal'Khor and save your struggling Mage. The Mage has yet to give up his fight. But Leidamea has not given up either... A Tribute to the Crown - Your kingdom has come together to commemorate the anniversary of your coronation. Gifts and offerings are pouring in from your grateful subjects. Join in the celebrations as your people honor your many victories! Trouble in Deepmine - The dwarves of Khruta-Kadh have invited you down to Deepmine to take part in an important ceremony. In recognition of your aid in their greatest time of need, they wish to present you with a gift: a legendary axe of their people. You have sent a small contingent to witness the ceremony and accept the gift on your behalf. But before the proceedings can begin, disaster strikes, trapping them down below... A Troubling Communion - The Oracle and Sister Aethel make a pilgrimage to a remote temple for spiritual training, but when the gods lead them to an isolated village, they find its people suffering from plague and monstrous attacks. The two are on their own to discover the dark force at work and end its heretical legacy! Twelve Days of Holidays - Oh! Visitors! Welcome to these frosty lands! Care for a gingerbiscuit person? They're moderately magical. The winds may be chilly, but my hospitality is snow joke. The spirits have scattered enchanted gifts far and wide... typical. But there's a catch! Only a magical sock can hold them. Why? Holiday magic, don't question it. Complete the tasks, and you'll be cooler than an ice dragon in a snowstorm! If you fail... well, at least you'll have a sock full of determination. Legend says the magical sock grows stronger with every holiday task... or just stretchier. Now sleigh those quests — I believe in you! And so does this gingerbiscuit person... probably. The Two-Headed Serpent - To the Highlands! With the artifact in Tomhasir's vault stolen by an unknown assailant, Gwyn travels to Caer Sidh to discover the truth about its power. Can you unlock the secrets of the serpent?
U Under Dragon-Filled Skies - You have fought off the dragons that attacked your castle, but your scouts report more dragon sightings all over the kingdom. This war is far from over. Triumphing over these gigantic beasts will require the Kingdom of Brum Nazak and their siege dragon army. But as you make your way there, you find hordes of ravager dragons patrolling the skies. You must keep one step ahead of these beasts as you hurry to Brum Nazak... lest your army meet a fiery end!! The Uninvited Guests - After emerging victorious in the battle against the Aetherlux, all is at peace in your kingdom. Alas, it could never last... Some familiar faces have appeared in your castle and decided to make themselves at home for an unspecified length of time...while their army of enchanted snow creatures runs rampant outside. It's time to get out there and fight back! Unmasking the Puppeteer - The fate of Argelied rests upon your shoulders. Venture into the depths of the puppet master's lair, where malevolent marionettes dance and necrotic enchantments linger. You must unravel the puppeteered plot and put an end to it before Argelied is forever lost to the clutches of dark magic. For the sake of Argelied, will you rise to the challenge and confront the master of puppets? V Valentine's Promo: Peony for your thoughts? - You've heard strange rumours about some wondrous crimson flowers that supposedly have mysterious powers. Wanting to investigate this matter, you set off with Holm, Gwyn, and some troops to gather these flowers and bring them back. Vanished Paladins - Long before the Mage uttered her fateful curse, an unusual incident befell the Red War Paladins… It happened on a still, moonless night, when the faint rustle of the desert wind was the only sound to be heard. No shrieks pierced the noiseless night, yet in the morning, the captain awoke to discover five of his bravest soldiers gone—vanished without a trace. The captain claimed the men fled of their own volition, they were cravens not worthy of the Paladin name. Yet inwardly, the captain knew this was a lie… For the vanished knights were of the bravest stock—they had not fled, they had been taken. The Veiled Enigma - A desperate plea for help has reached the kingdom from Escaria, the land of summoners, as an old friend reveals themself to make a secret request. Undercover, the Mage investigates a mysterious power controlling golems from neighboring Argelied. You must stop this sinister plot before it destroys the land of mages and changes magic forever! Vengeance Served Cold - The Deithe Fiannai threaten to cover the realm in eternal winter unless Leidamea is brought to justice. We must stop the frost and find Leidamea before it's too late... A Victorious 13! - Your kingdom is set to celebrate the Day of the Thirteen Victors, a holiday paying tribute to the legendary slaying of a thirteen-headed monster. But how will you choose to kick off the festivities? Will you join in the drinks and tales around the fireside? Or will you be waging a battle of your own? The Vigonian Letter - You have discovered that a vast and powerful empire may be planning an attack on your kingdom! You and your retinue head to your territories in the Abyss to seek answers… Visit Lovely Single City Today! - Hey there, adventurers, partygoers, witches, and conquerors! Are you ready to step out of your usual world and explore a brand-new city? Single City is welcoming new residents and inviting YOU to join the fun in a limited-time Cross promo, running until February 5th! Jump into the hustle and bustle of Single City, where influencers rule the streets and alliances are everything. By living your best life there, you'll unlock exclusive rewards for your game here! Fame, fortune, and rewards—what are you waiting for? It's time to play, slay, and earn! The Voice of the Ravagers - A heated battle in the skies has led you and your forces to a hidden valley, where the scourge of the ravager dragons seems to have originated... It is time for you to uncover the face of the one who controls these creatures. Your armies must slay the leader of the ravagers and put an end to their campaign of terror before they can take revenge upon your kingdom!
W (Part 1) War for the Hoarfrost - Counterattack! The Highlands Pact rushes into battle to reclaim the Hoarfrost Lands from the The Usurper King, Jääkäärne. Can you lead their forces to victory? The Warding of Coalfell - Having survived the attack on Fort Margorie, you arrive at Coalfell to find the town in the grip of a strange illness. You must isolate the town and prevent the disease from spreading, while you race against time to learn the true nature of this unnatural plague... The Wayward Invitation - Gwyn arrives with reports from the Hushgloom Woods of bizarre problems in the small village of Skimbledown Glen. Livestock being turned inside-out, thatched roofs collapsing when turned to gold, and furniture resting comfortably on ceilings. The village must be investigated at once to determine if these playful pranks bode something more devious... What Once Was Stolen - Maaku's attempts to infiltrate the Underbridge Thieves' Guild have unwittingly led him into a much deeper plot... The time has come for Thanna to strike against those sowing corruption in Grimsbridge. It begins with capturing the leader of the Thieves' Guild....and confronting an old betrayal that shaped Thanna's past. Whispers at Sea - Though you have made it back safely from the Fatesands, your victory over the storm has taken a heavy toll on the Mage, who is still suffering from the strain of keeping the evil god Khal'Khor contained. You and your forces must travel to Escaria to seek aid in expelling Khal'Khor and saving the Mage's soul. But your crossing will not go unnoticed... The Will of Nraizu - The Witchqueen of Neshia-Ysania has placed the commander of your armies under a powerful curse! You must find the means to break it before it takes his life!
W (Part 2) The Winterdark Revelry - Once a century, the Winterdark Court breaks through into the mortal lands. They bring “gifts” of icy magic, though these gifts come with a heavy price, sowing mischief and chaos among kingdoms. Can you stop these malicious fae? The Witchqueen's Pall - The Witchqueen of Neshia-Ysania has placed the commander of your armies under a powerful curse! You must find the means to break it before it takes his life! Without Rime or Reason - Rumors have been swelling about caravans near the Hoarfrost Lands being attacked by unknown assailants. Curiously, nothing of value has been looted from the caravans, but everyone in them has been kidnapped! You must investigate these reports and bring back any survivors from what is surely a horrific fate. Wolf in Sheep's Regalia - Jailbreak! Lady Morrigan has escaped...or been taken from her cell as the investigation into her father's murder continues! Can you track down the beast that kidnapped her? Wrath of the Sveruganti - Your rise to power was merciless and brutal. Your path to empire was paved with the bones of nations, crushed underneath your ever-marching, ever-growing legions of soldiers and machines of war. Now, your influence spans every known territory. Your glory is boundless! Your subjects, innumerable! Your dominion, uncontested... Until now. Your empire's voracious expansion has awakened the anger of the natural world itself! Filled with rage and indignation at the devastation caused by your hordes and at your scornful unwillingness to pay due tribute, the burning wrath of each land has manifested in the form of a gargantuan beast of legend. They are the Sveruganti, bent on revolt! Only when each Sverugant has been forced by your imperial might to bend its knee and acknowledge your ascendancy will you have truly earned the right to wear the emperor's crown! A menacing rumble is heard throughout the Lowlands, signalling the start of the first challenge to your supremacy. A greenwood on the edge of your territory slowly begins to rise from the earth. With the sound of a million creaking branches, it soon takes on the shape of a dragon made of hardwood and bark, and with forests for wings. It is the size of mountains. The first of the Sveruganti, Lignabelua, is born! With a cry of rage, the monster takes to the skies and sets out in the direction of your capital... Written on Their Bones - The Zeruan people are under siege from a legion of undead beasts. If this incursion is not stopped, all of Osmon Rai could pay the price... You must delve into the deadly hellgraves, the spawning site of the undead necrosteo. The answers you seek lie beyond terrifying skeletal beasts and a fog of deadly thaumatoactive energy. Only you can brave these horrors and save the Zeruan kingdom!