Discover the histories, factions, and legends that shape the world behind the miniatures. Lore entries, short stories, and deep dives — all in one place.
The foundations of the setting - the Beyond, the Veil, the cosmic forces of Wither and Bright, the extinction Cycles, and how the world of Ternovis became home to refugees from every dying civilization. Start here.
The woods of the southeastern Courts stood out. Roots tangled under black moss. Trees with silver bark leaned inward. Pools of clear water sat still like mirrors, but they reflected strange shapes. Maglara rode through the woods...
The Elves of Gwynavir left their dying world after their original homeland was consumed by the great breach of the Veil and the forces of Bright. Unlike the Orcs, the Elves arrived with purpose and order. They did not ask for shelter.
The Orcs of the Ard Exarchate did not arrive on Ternovis through exploration, but through necessity. Their escape from their original world was made possible by an uneasy alliance between two very different groups:...
The city did not feel like it was under threat, and that was the point. In the lower districts of Ard-Mor, fires were lit early. Bone masks hung from doorways. Offerings placed in shallow bowls...
The upper terraces of Ard-Mor were quieter than the rest of the capital. Only old stone remained, Draconid work, still warm in color even as gray dust settled over it...
The wind came in low, steady gusts, carrying the ash. The clansmen were already moving, without formation, simply following their instincts. One spat into the ash. “Tastes like a burnt bone.”
A seafaring human civilization with no magic of their own, Venetian-inspired military and culture, unit breakdowns for every miniature in the Season 1 line, and a three-act chronicle following their arrival on Ternovis. Start here if you want to know the Republic.