Codex

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The Codex is a collection of information on Commanders, Units, Terrain, Lore, and the Rules of Wargroove. Codex entries can be unlocked or expanded by completing Campaign missions and Arcade runs.

Commanders[edit]

Mercia

Bio Unlocked at start Though Mercia must find her feet as the new ruler of Cherrystone, her inexperience is counteracted somewhat by her commitment, loyalty and compassion. She's a talented commander and a natural leader, though she still needs the guidance and support of her friend and tutor, Emeric. Mercia Codex Portrait.png
Unlockable Icon.png
Complete Mercia's Arcade run
Mercia
Age: 21.
Height: 171 cm.
Favourite thing: Summer.
Least favourite thing: Wasps.
Unlockable Icon.png
Complete The Breach
Personal History & Ethos
Mercia and Emeric: Emeric has always been in Mercia's life, and she can't imagine a world without him, any more than she could a world without her father. After the death of Mercia's mother when she was just six, Emeric's steady, quietly loving presence kept her and her father going. Officially, Emeric is Mercia's tutor, but she has always considered him family - as did her father.
Groove Healing Aura
Mercia raises her sword to the sky and heals all surrounding allied units by 50%.

Groove Charge Speed: Fast

Groove Animation Mercia.gif
Groove Strategy Mercia's Healing Aura is at its most efficient when used to repair expensive and powerful units. This Groove also increases her sustainability, allowing her to take risks other commanders cannot.
Damage Matrix Damage Matrix Commander.png

Emeric

Bio Unlocked at start Emeric is an immensely powerful mage, well versed in arcane lore. He is a scholar, and his knowledge, alongside his tactical know-how and compassionate wisdom, have made him an indispensable advisor to the Cherrystone throne. Beyond that, he is a kind (if reserved) individual, who cares fiercely for the late King Mercival and his daughter Mercia. Emeric Codex Portrait.png
Unlockable Icon.png
Complete Emeric's Arcade run
Unlockable Icon.png
Complete The Beginning
Personal History & Ethos
Emeric is the youngest son of a noble Cherrystone family. His siblings, twins, were 15 years his senior, which meant that he had a somewhat solitary childhood. He took refuge in his studies, and devoured books voraciously. From a young age, he showed a deep interest in, and talent for, the arcane magical arts. He was a dedicated student, who soon outstripped his tutors to become the leading mage of his generation.
Groove Elder Shield
Emeric deploys a magical gem. Its aura provides a defensive bonus to all nearby friendly units.

Groove Charge Speed: Fast

Groove Animation Emeric.gif
Groove Strategy Emeric's Elder Shield can be used both defensively and offensively, as any Alchemists within its range will have their crits activated. The gem should be placed in a difficult to reach position.
Damage Matrix Damage Matrix Commander.png

Caesar

Bio Unlocked at start A magnificent and majestic canine, Caesar leads armies with wordless dignity. His mere presence is enough to inspire and guide troops through battle. Caesar Codex Portrait.png
Unlockable Icon.png
Complete Caesar's Arcade run
Unlockable Icon.png
Complete Canine Justice
Personal History & Ethos
Caesar was born in a litter of three on the summer solstice. Each pup was promised to the youngest child of a noble family, and while his sisters were homed far across the seas, Caesar remained in Cherrystone, where he became Mercia's much beloved pet and best friend.

Caesar's closest companions outside the royal household are his crossbow-wielding personal guards, Horatio and Beatrice. As well as protecting Caesar on the battlefield, they also provide mid-combat belly rubs and ear scratches as required.

Groove Inspire
Caesar's majestic presence inspires all adjacent units to dig deep and have a second go.

Groove Charge Speed: Medium

Groove Animation Caesar.gif
Groove Strategy Caesar's Inspire is great for pushing an attack. The Groove works particularly well in conjunction with siege units, allowing them to move and attack in the same turn.
Damage Matrix Damage Matrix Commander.png

Valder

Bio Unlocked at start Valder is the ruler of Felheim, and wielder of the Fell Gauntlet. A combination of keen intellect, consummate martial skill and potent magics make him a singularly capable and intimidating foe. Valder Codex Portrait.png
Unlockable Icon.png
Complete Valder's Arcade run
Unlockable Icon.png
Complete Felheim
Valder grew up in a 'fallow era' - so named because the Gauntlet's whereabouts were unknown in this period. In fallow eras, Felheim always became turbulent. Pockets of civility remained, but were adrift on a sea of rampant savagery. The dead, unchecked and ungoverned, wreaked havoc, forcing the living into acts of desperation. Despite this, until the age of ten, he lived a relatively quiet life in a remote coastal township. Able to make what it needed and do without what it didn't, the settlement sustained itself in isolation, and managed to keep the chaos of the wider world at arm's length. However, one day in late autumn, the fragile tranquility of Valder's life was fractured. A lawless horde of freebooters, both living and dead, stormed the settlement. They pillaged the town, and in a final act of malice, razed it to the ground.

Valder escaped with a small group of other children. His next few years were spent wandering the land, initially with the other survivors, but eventually alone. Always a quiet boy, he became cold and aloof. He hardened his heart. He taught himself to fight.

Then, one night, when he was 18, a new chapter of his life began. He had settled for the night in a ruined cottage out in the wastes when he awoke from his restless slumber to an unearthly sight - a glowing purple orb hovered above him, its pearlescent core swathed in violet flame. Entranced, he reached out to touch it. The orb danced out of reach, and then flitted away, flying over the ruined walls and across the glinting snow outside. Valder tore after it. It darted into a wood, an eerie phantom throwing flickering shadows into the night. It shone more brightly as it penetrated the darkness, fleet and silent. Still Valder chased it.

All of a sudden, the wood ended, and the world opened instantly out into a wide, moonlit expanse. A vast frozen lake. Valder stood on the frosted shore and stared out across its icy surface. In the very centre, the orb hung, suspended in the chill of the night. It seemed expectant.

Hesitantly, tentatively, he stepped out onto the smooth ice. With relief, he found it bore his weight. He took a few steps and waited. Still not jarring, jagged creak, no sign the ice would fail. Out across the lake, the orb waited. It seemed a long way, but Valder made it. He crept across the mirror-bright surface, out to where the orb hung, still and quiet in the chill air. For a second time he reached out to touch it. and as his fingertips met the cold, violet flame, there was a sickening crack.

When he awoke, the last thing he remembered was the splintering ice giving way beneath his feet, and the freezing water closing over his head. He was grateful to find himself alive. Slowly, he opened his eyes and took his bearings. He was lying on his back on the surface of the frozen lake, and on his left hand he wore the Fell Gauntlet.

Groove Raise Dead
Valder raises a skeleton from the ground. The skeleton is immediately active.

Groove Charge Speed: Very Fast.

Groove Animation Valder.gif
Groove Strategy Valder's Raise Dead charges very quickly, allowing him to rapidly increase the size of his army should he wish to take an aggressive approach. Raised skeletons are able to move and attack in the same turn they're summoned, enabling Valder to strike foes many tiles away.
Damage Matrix Damage Matrix Commander.png

Ragna

Bio Unlocked at start Created by Valder to be the ultimate commander, Ragna is a patchwork assembly of the best parts of history's greatest warriors. She strives to be the baddest she can be. She is Queen Mercia's dedicated adversary. Ragna Codex Portrait.png
Unlockable Icon.png
Complete Ragna's Arcade run
Unlockable Icon.png
Complete Worst Enemies Forever
Personal History & Ethos
Never ask Ragna if she thinks of Valder as her dad, because she'll punch you. Nonetheless, she shows him filial devotion. While Ragna may not find it particularly easy to express her feelings, they are writ large by her actions. Beyond anything else, she longs to impress her creator and make him proud of her. Unfortunately, her ardent desire is frustrated by two considerations: first, while it's clear that Valder has a great deal of time for his young zombie commander, he's not the sort to outwardly express pride or affection, and second, despite her impressive progenitors and irrepressible zeal, Ragna often falls short of the victories she seeks.
In fairness to Ragna, it serves us well to remember that she is only five years old.
Groove Shield Jump
Ragna leaps into the air. Upon landing she deals 65% of the damage she would inflict at full health to surrounding units.

Groove Charge Speed: Slow.

Groove Animation Ragna.gif
Groove Strategy Ragna's Shield Jump can be used both offensively and defensively - when performed on a large group of enemies, it can rack up enormous damage, and when used in a dangerous situation, it can provide a means of escape.
Damage Matrix Damage Matrix Commander.png

Sigrid

Bio Unlocked at start Sigrid is a High Vampire, an ancient being of prodigious power. She serves Valder, Lord of Felheim, and he considers her his most reliable subordinate. Like the icy wastes of her homeland, Sigrid is cold and brutal. Sigrid Codex Portrait.png
Unlockable Icon.png
Complete Sigrid's Arcade run
Unlockable Icon.png
Complete High Vampire of the West
Personal History & Ethos
The longer a High Vampire lives, the stronger they become. However, over 900 years' worth of amassed might is still not enough for Sigrid - she lists for even more power. Her Master was 4000 years old when he turned her into a youngling vampire, and her earliest memories are of the savage acts inflicted by this powerful being on a trembling world. To Sigrid, it seemed that all possibilities lay at her Master's feet. The power over life and death was his, and he wielded fate like a silvered blade, cold and deadly in his intractable grip. Really, it was enough to turn anyone's head.

Sigrid took the West lands of Felheim from her Master when she was just 526 years old. She never could have defeated him in a direct confrontation, so she bided her time, knowing that he trusted her, and that his trust made him vulnerable. Then, one fateful evening, she stole into his room in the dead of night and killed him. It was as simple as that - he was dead before he had a chance to open his eyes.

Sigrid was too young to have experienced The Great Dissonance first-hand, but she grew up hearing tales of death and destruction, of bloodlust and savagery, of absolute power. And at the centre of these tales was a weapon called Requiem, and the Key that was said to unlock it. Sigrid travelled. She sought out further stories and hunted the descendants of the people spoken of in the legends. She found the graves of long-dead mages, and the scrolls detailing the design of Requiem's prison. She found out where the weapon was and how to reach it. She also found out that the Key was guarded by the monarchy that had built its kingdom upon the ashes left in Requiem's wake.

Groove Vampiric Touch
Sigrid drains all health from an enemy unit, and adds it to her own health.

Groove Charge Speed: Medium.

Groove Animation Sigrid.gif
Groove Strategy Sigrid's Vampiric Touch makes her one of the most sustainable units in the game, and can also be used to eliminate problem units.
Damage Matrix Damage Matrix Commander.png

Greenfinger

Bio Unlocked at start Greenfinger Zawan is brave and wise; an experienced elder who rules the Floran with strength and compassion. He has the ability to produce and manipulate plants at will by invoking the powers of nature - an ability uncommon even amont the Floran. Greenfinger Codex Portrait.png
Unlockable Icon.png
Complete Greenfinger's Arcade run
Unlockable Icon.png
Complete Shadows in the Mist
Personal History & Ethos
Not every Floran has the skills to be a Greenfinger. Though their abilities aren't necessarily inherited, they are innate. In every generation, a Floran with the potential to become a Greenfinger is born. Beyond their powers to manipulate plants, Greenfingers are also more level-headed and forward thinking than other Floran. It is these traits that are the most important when it comes to governing their kin. Floran are fun-loving, easy-going, and unremittingly violent, so it takes a Greenfinger's guiding hand to keep them in check.

Zawan trained to lead the Floran under the tutelage of Greenfinger Russom. Zawan was young when this training began; it doesn't take long for a sapling capable of becoming a Greenfinger to show themselves, being naturally attentive and studious in ways other Floran simply aren't. Zawan was taught all that Russom could impart: how to cajole wayward hunters into good behaviour; how to encourage a Floran's natural inquisitiveness towards informative learning; and how to channel the energy of their people into productive endeavours (rather than thoughtless violence). For 22 years Zawan was schooled in the way of the Greenfinger, but when Greenfinger Russom died at the age of 212, Zawan felt there was still much to learn. Despite these reservations, Greenfinger Zawan has excelled as a leader, and has fostered an era of safety and prosperity for the Floran of Aurania.

Groove Wild Growth
Greenfinger picks five tiles within a range of five on which to instantaneously grow vines, blocking enemy movement.

Groove Charge Speed: Medium.

Groove Animation Greenfinger.gif
Groove Strategy Greenfinger's Wild Growth is particularly useful in conjunction with ranged units that are able to use his vines for cover. During fog of war, the vines are also capable of Ambushing foes.
Damage Matrix Damage Matrix Commander.png

Nuru

Bio Unlocked at start A young Floran, and a talented hunter and fighter, Nuru is a lively, intelligent and courageous commander whose skills are out of this world. Nuru Codex Portrait.png
Unlockable Icon.png
Complete Nuru's Arcade run
Unlockable Icon.png
Complete ??
Groove Teleport Beam
Nuru beams down a friendly unit in the heat of battle. You pay for the unit.

Groove Charge Speed: Fast.

Groove Animation Nuru.gif
Groove Strategy Nuru's Teleport Beam allows an extra unit to be quickly called up when a map is short on recruitment structures, allowing enemies that might otherwise cause trouble to be swiftly countered.
Damage Matrix Damage Matrix Commander.png

Sedge

Bio Unlocked at start This sinister Floran is a bloodthirsty and sadistic individual who thrives on the fear of others. A skilled hunter and practised killer, Sedge considers any creature that is not Floran to be prey. Sedge Codex Portrait.png
Unlockable Icon.png
Complete Sedge's Arcade run
Unlockable Icon.png
Complete ??
Groove Sadistic Rush
Sedge hits a target for 35% damage. If the target is killed, the Groove is not depleted, and the turn does not end.

Groove Charge Speed: Very Slow.

Groove Animation Sedge.gif
Groove Strategy Sedge's Sadistic Rush is one of the slowest charging Grooves in the game, but once it's charged, it need never run out. In a pinch, however, it can be expended in order to inflict 35% damage without suffering a counter-attack.
Damage Matrix Damage Matrix Commander.png

Tenri

Bio Unlocked at start A noble and pragmatic ruler, Empress Tenri is internationally renowned and respected. She is a highly strategic commander and a graceful, skilled fighter. She has the ability to muster and manipulate the wind in her attacks. Tenri Codex Portrait.png
Unlockable Icon.png
Complete Tenri's Arcade run
Unlockable Icon.png
Complete ??
Groove Rising Wind
Tenri uses a tornado to move any unit except an enemy commander.

Groove Charge Speed: Medium.

Groove Animation Tenri.gif
Groove Strategy Rising Wind allows Tenri to increase the effective movement range of any unit, including herself. Used tactically, it can also move enemies to locations that render them ineffective.
Damage Matrix Damage Matrix Commander.png

Ryota

Bio Unlocked at start An unwaveringly loyal supporter of his empress and his nation, Ryota is committed to the protection and preservation of Heavensong. He is quick, both in body and mind, and a superb strategic thinker. Ryota Codex Portrait.png
Unlockable Icon.png
Complete Ryota's Arcade run
Unlockable Icon.png
Complete ??
Groove Blade Dash
Ryota dashes through groups of enemies, dealing 45% of the damage he would inflict at full health as he goes.

Groove Charge Speed: Medium.

Groove Animation Ryota.gif
Groove Strategy Ryota's Blade Dash allows him to deal potentially enormous damage should the enemy's units be arranged correctly. He can use his own units to try and achieve the perfect arrangement before activating it.
Damage Matrix Damage Matrix Commander.png

Koji

Bio Unlocked at start The son of Empress Tenri, Koji is an enthusiastic and committed young commander. Although he is still developing his skills, he is nevertheless an impressive kid - especially when it comes to the weapons he creates. Koji's most remarkable creation to date is Tenko, the 12-foot tall fox puppet he pilots. Koji Codex Portrait.png
Unlockable Icon.png
Complete Koji's Arcade run
Unlockable Icon.png
Complete ??
Groove Sparrow Bombs
Koji spawns two flying bombs. Upon death, they deal 50% of Koji's maximum damage to nearby enemies.

Groove Charge Speed: Slow.

Groove Animation Koji.gif
Groove Strategy Koji's Sparrow Bombs are capable of dealing huge damage to groups of units, or even to enemy commanders. However, care must be taken to ensure that they are not destroyed by ranged units before they reach their target.
Damage Matrix Damage Matrix Commander.png

Units[edit]

Cherrystone[edit]

Felheim[edit]

Floran[edit]

Heavensong[edit]

Terrain[edit]

See Terrain

Lore[edit]

Aurania
Unlockable Icon.png
Complete Lord of the Dead
Aurania
The continent of Aurania is home to Felheim, Cherrystone, the Floran Lands, the Lost Leagues, Heavensong and the island of the Dragon's Cradle. It is the home of our heroes, and of our heroes' foes. Welcome to Aurania - please enjoy the view!
Lore Aurania.png
Cherrystone
Unlocked at start The Cherrystone Kingdom
A peaceful place, where pastoral grasslands give way to lush meadows and cool, emerald forests. While the Cherrystone Kingdom is caught between the harsh snowscapes of Felheim to the west and the hazardous wilds of the Gloomwoods to the east, the kingdom, for the most part, manages to exist in its own tranquil state.

While wary of their eastern neighbours, Cherrystone's citizens are rarely actually troubled by the Floran, provided humans don't accidentally wander into the Gloomwoods. The same cannot be said of their neighbours to the west, where the border with Felheim requires constant vigilance. Occasionally over the centuries, leaderless hordes have stormed the border, intent on pillage and plunder, while every few generations, whoever happens to be the current wielder of the Fell Gauntlet decides to make a foray into Cherrystone in a vicious attempt to expand Felheim's borders. Thus, the Cherrystone army is forced to remain on guard at all times.

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Felheim
Unlockable Icon.png
Complete A Plague of Skeletons
The Felheim Legion
Splintered fjords and rimy forests; broad, empty tundra and jagged snow-capped mountains. This is Felheim. It's a quiet place, all sound muffled by the fathomless snow. Sometimes the wind will pick up, and howl a mournful, bitter song across the icy plains, but otherwise, silence reigns. Here, the undead walk. The chill can't reach their weathered bones. Perhaps they look frail to you? They're not. They're held together by more than rotting sinew - they exist by sheer force of will.

The living also eke out an existence among the undead, hunting ice boar and blubber seals. Like the land they inhabit, Felheim's living citizens are a quiet people; stoic, no nonsense individuals. If it weren't for the ascension of a new Gauntlet-clad Lord every few decades, they'd happily keep themselves to themselves. But there we go - you can't have everything...

Lore Felheim.png
Heavensong
Unlockable Icon.png
Complete Welcome to Heavensong
The Heavensong Empire
"Heavensong has many territories beyond the seas that circle Aurania, but the heart of the empire beats within these shores. It's a land of shining golden sands striped with fertile valleys of desert flora, of awesome mountain ranges speckled with shimmering diamond mines, of sparkling oases and endless azure coastal waters. It's a country of craftsmen, artisans and inventors. Of beauty, honour and intellect. Heavensong truly is a magnificent nation..." - Eastern Aurania Pocket Travel Guide, 2nd Edition
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Floran
Unlockable Icon.png
Complete Beyond the Border
The Floran and Their Lands
No one knows for sure where the Floran came from - even the Floran themselves are more than a little hazy on the subject. History, it's fair to say, is not their strong point. However, the inquiring mind need not give up hope of discovering their origins. We can, with justified conviction, make an educated guess.

Around 900 years ago, give or take a day, a comet smashed into the north coast of central Aurania. The impact caused a minor tremor, and a great amount of inconvenience to a group of local fishermen, who lost several rods and a tackle box to the burning debris. When humanoid figures emerged from the wreckage, the fishermen thought to give these reckless hooligans a piece of their minds. Unfortunately, they ended up giving the figures much more than that, as three of the fishermen were eaten on the spot. The fourth and final fisherman fled. A scrawny fellow, he was lucky to retain what little flesh he had on him.

Though this is all we know of that fateful day, one need not take a huge mental leap to infer that this was the Floran's genesis in Aurania, especially as shortly after the comet's sollision with the fishermen, rumors and reports of 'tree people' began to spread across the continent.

900 years ago, Aurania's population was minuscule, so the Floran had little trouble in carving out their own niche in the peaty woods and muddle deltas of the central continent. They thrived in such a fertile environment, and enjoyed comfortable easy lives, developing a special affection for the Gloomwoods, their favourite and most cherished hunting grounds. Floran, as a general rule, aren't mean or cruel, but they do seem to struggle with the concept of the sentience of other races. As they years passed, they found it easier to stop hunting the native humans and instead keep them at a distance. Boar and deer tasted better anyway, and whenever they hunted down a human, other humans would come, brandishing flaming torches and pitchforks, and start a big fight about it. Eventually, they had to figure, 'Why bother?' So the Floran are peaceable enough when left to their own devices - as long as you leave their hunting grounds alone.

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Lost Leagues
Unlockable Icon.png
Complete Puppy in the Middle
The Lost Leagues
Before it became known as the Lost Leagues, this land was once the westernmost portion of the nation of Silmor, which bordered the country of Cacophony. The Lost Leagues gained their new name long ago, when they became the epicentre of the devastation reaped during a war known as the Great Dissonance. A cataclysmic battle was fought on the region's central plains, and the destruction that began that day rippled out from that point. The Lost Leagues are also home to the Quagmarsh, where a once-great king met his demise, and the war of the Great Dissonance finally ended. After the war, the Lost Leagues were abandoned. Even today, the place elicits a sense of foreboding, and the land feels cursed. Very few people live there and the Leagues remain unclaimed and ungoverned, making them a perfect refuge for outlaws - as long as they're able to stomach the oppressively ominous atmosphere.
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Cacophony
Unlockable Icon.png
Complete An Old Friend
Cacophony
Long ago, the continent of Aurania consisted of just two vast countries, divided roughly along the line that now marks the border between the Floran Lands and the Lost Leagues. In the east was Silmor, a country of plains and marshes, mountain ranges and wide, bright deserts. In the west was Cacophony, wooded and green, its furthest reaches blanketed with thick snow. Not much is known about these two fallen nations, as few survivors were left to tell their stories.
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Unlockable Icon.png
Complete ???
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Cherryblade
Unlockable Icon.png
Complete We Must Stop Meeting Like This
The Cherryblade
Not every member of the Cherrystone royal family has borne the Cherryblade, but every few decades, it's put in the hands of an individual considered capable of wielding it. King Mercival II was a sabre fighter - fleet-footed and skilled with a light blade - and although he himself never used the Cherryblade, he saw early on that his daughter had the strength and capacity to wield this important weapon.

The story of the Cherryblade has been passed down from generation to generation through the Cherrystone royal family. To the young Mercival, that's all it was: a story his mother told him by the light of a fire as he sat nestled between his parents. She told him about a proud nation called Cacophony that was reduced to ruins, and a dark weapon that would have brought about the end of everything. Most affecting of all was the story of the young princess who sacrificed herself to save the world. Mercival's mother had planned to reveal the truth of these stories to her son once he reached the age of 21, but her life was tragically cut short when Mercival was still just 19. As a result, he only found out about the true importance of the Cherryblade from a letter that accompanied his mother's will.

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Fell Gauntlet
Unlockable Icon.png
Complete The Fortress
The Fell Gauntlet
The Fell Gauntlet will not be wielded by just anyone. Only the most determined and tenacious individuals can access its power without being overcome by it. It allows the bearer to command the undead - to raise them and imbue them with thought and purpose. It's Valder's strong, unyielding will that makes him capable of using the Gauntlet. Despite (or perhaps because of) the Fell Gauntlet's nature, it cannot be wielded by even the most powerful members of the undead.

Lost to memory not long after its creation, it only resurfaced several generations after its disappearance. In the millennium since then, it has passed through the hands of despots, tyrants and autocrats. For the last 16 years it has adorned the hand of Valder. Unlike his predecessors, Valder has sought neither absolute power, nor sanctioned arbitrary destruction. In fact, his ascension has fostered a wary peace both within and without the borders of Felheim.

The Fell Gauntlet was forged by the same hands that created Requiem, but of the two, the Gauntlet is the lesser weapon. While the Gauntlet can command the dead, Requiem holds dominion over all - dead and living alike. The Gauntlet was not used in the war that claimed Cacophony and Silmor, having been lost (or more likely stolen) so soon after its creation.

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Unlockable Icon.png
Complete ???
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Vampires
Unlockable Icon.png
Complete We Meet Again
Vampires
There are two types of vampire: the common 'Lesser' Vampire and the rarer 'Greater' or 'High' Vampire. Both are undead.

The 'High Vampire' is indeed the greater species by far. It is an ancient breed, and includes individuals that have monstrous power. High Vampires are not born, but created. When a High Vampire decides the time is ripe, they wait until the dead of night, and then steal into a nearby village to kidnap the most readily available human infant. The process of changing that infant from human to High Vampire takes 13 months, and is done using a kind of magic innate and exclusive to the vampiric races. The resulting youngling is part family, part student and part servant to the High Vampire who created it (known as its Master). Over the course of centuries, the youngling slowly matures into an adult, becoming more willful and rebellious as time passes. After a few hundred years, the Master-youngling relationship (always based on practical need rather than affection) often becomes strained. In the worst cases, one kills the other, in the best, the two High Vampires simply part ways. Very rarely does the relationship between a youngling and their Master last longer than five hundred years. Technically, a High Vampire can make a new youngling whenever they like, but most tend to wait a millennium or so between parting with one and creating another.

The Lesser Vampire - known to specialists as 'vampyro chiroptera' - is commonly referred to simply as 'a vampire'. While it's believed that vampires were first created by High Vampires, the two are nevertheless distinct species, with very little in common besides their natural magics (and bloodlust). Unlike High Vampires, vampyro chiroptera are winged, and more at home in the air than on the ground. Vampyro chiroptera 'reproduce' by felling a living individual, consuming a great deal of their blood and then sharing some of their own blood with the victim. Shortly after, the victim dies. After a period of thirteen days, the corpse reanimates, sprouts wings (if it doesn't already have them) and begins its new 'life' as an instantly mature vampire. It seems this process of reanimation draws on the same kind of magic used by the High Vampires, albeit in a form that is less powerful and much expedited.

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Outlaws
Unlockable Icon.png
Complete Dogged Perseverance
Outlaws
There are Outlaws everywhere. Really. Just, all over the place. Why are there so many? Is it due to geopolitical issues? There must be some kind of socio-economic cause, surely. Maybe there's some sort of global anarchic political movement going on? ...I don't know, I really don't. All I can say is that they're literally a law unto themselves.
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Fish[edit]

Codex Fish.png

Rules[edit]

See Rules