Fallen · Lore-only
The Capital
Royal SeatThe old heart of civilization, now lost to the fog. Home of the scholar Otto before ambition and famine unmade him — the origin point of Weavereach's cruelest story.
The gods killed each other, and their blood became a golden fog. Everything after is what the Gyldhunters walk into — a compiled account of the world, its keepers, and its buried griefs.
The full story, narrated — everything below, in one watch.
What the world was before the fog — the weave, the tree, and the powers that tended them.
Existence was once held together by the Web of Fate — a living weave that bound the past, present, and future destinies of every soul into a single order. It was tended by a silent deity the world remembers only as the Fate Goddess, whose story is knotted into Yggdrasil, the world-tree.
From that bond between goddess and tree came the Woodlings — the small bark-and-branch folk who still scavenge the ruins. Their oldest tellers insist they and the Goddess are "born of the same root," a claim the camp's lore-keeper, the white crow Soekja, quietly confirms.
The Fate Goddess was not alone. The pantheon held names now spoken only in curses and prayers: Kjernnos, whose blood would prove the most corrosive of all; Argus, remembered for teaching mortals lightning, and for the meteor-fall omen called the Decree of Argus; and Velvar, under whose "silent gaze" mortals are still said to find the courage to go on. Against them all stood the Outer Gods — unknowable powers from beyond the weave.
How a war in heaven ended the world — the single catastrophe every questline circles back to.
The pantheon went to war with the Outer Gods. It did not end in victory. It ended in mutual annihilation — every deity, on both sides, fell.
Divine blood soaked into the land and congealed into the Gyldenmist: a golden, corrosive fog that warps souls, drives the living to madness, and mutates them into the shambling Corroded.
With its keepers dead, the weave came undone. Destiny itself frayed — souls could no longer find their way home, and the dead began to pile up in the fog, unable to return. This unravelling is the Mistfall.
One fragment of the Fate Goddess's soul endured the war. It was reborn into the mortal ruins as a maiden — Dew — carrying just enough of the weave to begin mending it.
The fallen mortal world the hunters descend into — three ruins, each with its own catastrophe.
Fallen · Lore-only
The old heart of civilization, now lost to the fog. Home of the scholar Otto before ambition and famine unmade him — the origin point of Weavereach's cruelest story.
Playable
A fog-drowned woodland of broken bridges and tombs where "uncontrolled souls and the Gyldenmist have intertwined." The mist here never closes in — but a priestess wanders it, endlessly dying.
Playable
A ruined stronghold above a mining quarter where forbidden soul experiments were carried out. Here the Gyldenmist tightens over time, and a corrupted general still holds the deep.
Between runs, hunters return to a single safe harbor. Its residents are how the game feeds you the lore — one conversation at a time.
The fragment of the Fate Goddess. She grants fallen heroes immortal flesh, reads the Web through the camp's Goddess Statue and Gyldenblod Pool, and points the hunters at each hidden threat. Your guide, and the story's voice.
A great pale raven at the docks who recovers the gear of hunters who fall. Keeper of the old stories — it is Soekja who recounts the bond between the Fate Goddess and Yggdrasil.
Forges for the camp while he waits — ringing the Bell of Return over and over, trying to call his lost sister home. He does not yet understand why she will not come.
A melancholic child who remembers Brandrgarde too well. She carries the truth her brother can't face: the monster in the mist was their father.
Pip is the cunning little Woodling who runs the Auction House; Merimo, his enormous goat, keeps the caravan rolling between camp and the fog.
The camp's dealer in materials, forever musing on wealth and on what Gyldenblod really is. His "Path to Prosperity" is half commerce, half sermon.
Keeps the hearth and the cups. She readies hunters for what waits in the mist — and pours something strong for the ones who make it back.
A curious little scout who first sets you toward Soekja, baffled that anyone would bow to a divine statue. His squad suspects the Woodlings' origin is bound to the Goddess herself.
The mainline story isn't about the war — it's about the small, human wreckage left in its fog. These are the arcs to build the video's heart on.
Dramm rings the Bell of Return to bring his sister Drífa home from the fog. The bell sounds — and fades to silence. She never arrives.
“The chime rises and fades, until at last it falls silent.”
Quest — Siblings
Dew finds the reason: Drífa's soul is snared in Brandrgarde by "a vast and sinister soul, hidden within the Gyldenmist" — a presence that binds the lost "like tangled roots" and keeps them from the Web. That presence is Otto, once a royal researcher of the Capital, whom a mining collapse and starvation drove mad. Steeped in the blood of the god Kjernnos, he became Otto, the Flesheater. To free the daughter, the hunter must kill the father.
“Now, his wails of grief and fury have finally been silenced.”
Quest — The Flesheater's Feast
Beneath Brandrgarde, the Varg clan tried to seize the authority of dead gods. They sought to "piece countless souls into a single vessel" — a new life form built to hold a myriad of spirits at once. It failed horribly; the crammed souls "never truly became one, continuously collapsing in agony and madness."
After you put down the corrupted general Harald, Dew senses the true hand behind it all — "someone remains hidden deep within the shadows, pulling the strings of countless souls and fates." It is a long-lost priestess, the Fate Mocker, trapped in Hallowgrove between endless death and endless waking, bound to the experiments. She waits at the end as Sálmar, the Cursed Moonwane.
“Once mortals coveted the authority of the divine, all attempts turned into calamity.”
Quest — Soul Experiment
The Gyldenmist's greatest horrors — each one a person the fog hollowed out. Beating them is how the weave gets mended.
The fallen general of Brandrgarde, corrupted into a Mist Lord — a berserker swinging a golden greataxe, golden threads of stolen fate drifting from his form.
A scholar remade into a flesh-devouring monstrosity by Gyldenization. His soul knots the lost spirits of Brandrgarde in place — Drífa's among them.
The lost priestess, the season's true antagonist — imprisoned in Hallowgrove's Divine Anchor, endlessly dying, pulling the strings of souls and fates from the dark.
Also stalking the ruins — elite Corroded: Brandrgarde Captain · Foul Hound Alpha · Fungus Matron
The living storyline players are unravelling right now.
The Varg clan's forbidden work did not die with Brandrgarde. Their real ambition is monstrous: to weave the harvested dead into Cocoon Puppets and, from countless stolen souls, assemble a False God — a counterfeit deity whose birth would tear the already-broken Web of Fate fully apart.
Against that, the hunters' loop is the whole cosmology in miniature: descend into the Gyldenmist, harvest Gyldenblod from the corrupted, slay a Returner Woodling for its Soul of Return to escape — and carry that golden blood back to Dew, one thread at a time, to re-weave a world that should have ended.
In-game lines worth reading aloud — short, attributed, drawn from the questlines. Sourced from published quest text; capture in-game for the exact fuller readings.