THE ECHO ARCHIVE · A LIVING WORLD CODEX

EVERY WORLD
LEAVES A TRACE.

Explore MYRHA through places, characters, peoples, plants, creatures and stories. Every entry leads to other memories. No unpublished story outcomes.

192 ENTRIES10 TERRITORIES02 LANGUAGES
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THE WORLD, UNCOVERED.

Search the collection, choose a subject and journey from entry to entry.

192 entriesBOOK WORLD & CONCEPT MATERIAL CLEARLY LABELLED
Shoan Highlands — conceptual archive illustrationRegions
WORLD LORE

Shoan Highlands

Terraced river valleys and monastery settlements beneath persistent mist; Baisu stands on the Naeril.

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Graufeld Marches — conceptual archive illustrationRegions
WORLD LORE

Graufeld Marches

Western marshland, bell traditions and competing feudal powers.

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Valmark — conceptual archive illustrationRegions
WORLD LORE

Valmark

A western realm beside Graufeld, separated and joined by rivers, roads and old tolls.

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Xicalan Reach — conceptual archive illustrationRegions
WORLD LORE

Xicalan Reach

Red deserts, salt flats and stepped stone temples under an unforgiving sun.

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Orush Plateau — conceptual archive illustrationRegions
WORLD LORE

Orush Plateau

A pale salt highland of travellers and astronomer-priests.

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Saolim Riverlands — conceptual archive illustrationRegions
WORLD LORE

Saolim Riverlands

Lakeside and river communities gather at Heartmere.

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Koru Coast — conceptual archive illustrationRegions
WORLD LORE

Koru Coast

A southern coast with bronze casting and mask traditions.

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Rimefrost Wastes — conceptual archive illustrationRegions
WORLD LORE

Rimefrost Wastes

Northern glaciers, black sand, geysers and distant strongholds under the Wound.

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Ashen Wastes — conceptual archive illustrationRegions
WORLD LORE

Ashen Wastes

A western volcanic belt of broken ridges and dark flows.

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Veiled Wings — conceptual archive illustrationRegions
WORLD LORE

Veiled Wings

Remote northern-eastern ridges and islands, only partially traced on existing maps.

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Baisu — conceptual archive illustrationPlaces & zones
WORLD LORE

Baisu

A river settlement of wooden houses, bridges, markets and lanterns raised along the Naeril.

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Renmai — conceptual archive illustrationPlaces & zones
WORLD LORE

Renmai

A highland settlement associated with the upper river roads.

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Naeril River — conceptual archive illustrationPlaces & zones
WORLD LORE

Naeril River

The main river of the Shoan Highlands.

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River Shrines — conceptual archive illustrationPlaces & zones
GAME WORLD CONCEPT

River Shrines

Small places of ritual along the Naeril, marked by bells, lanterns and weathered stone.

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Drowned Terraces — conceptual archive illustrationPlaces & zones
GAME WORLD CONCEPT

Drowned Terraces

Lowland terraces beneath Baisu, where standing water fills stepped fields and old paths vanish between the banks.

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Bone Bridge — conceptual archive illustrationPlaces & zones
GAME WORLD CONCEPT

Bone Bridge

An old crossing in the highlands, remembered for its connection to ancient conflict and the road through the valley.

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Cinder Monastery of Vharest — conceptual archive illustrationPlaces & zones
GAME WORLD CONCEPT

Cinder Monastery of Vharest

A mountainside monastery of ash-dark cloisters and bell towers.

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Whispering Passes — conceptual archive illustrationPlaces & zones
GAME WORLD CONCEPT

Whispering Passes

High, mist-laden passes where ropes, narrow bridges and mountain shrines mark the safer ways between cliffs.

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Cloud Terrace Monastery — conceptual archive illustrationPlaces & zones
GAME WORLD CONCEPT

Cloud Terrace Monastery

A mountain monastery above the valleys, associated with dwarf pines, cranes and a quiet discipline of watchfulness.

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Tomb of the Green — conceptual archive illustrationPlaces & zones
WORLD LORE

Tomb of the Green

A mountain tomb shown on the northern Shoan map.

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Grauwall — conceptual archive illustrationPlaces & zones
WORLD LORE

Grauwall

The great walled city of the western marches, rising over canals and river crossings.

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Veld River — conceptual archive illustrationPlaces & zones
WORLD LORE

Veld River

A waterway of the western basin, crossing the roads and marshes around Grauwall and its neighbouring domains.

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Veld Bridge — conceptual archive illustrationPlaces & zones
WORLD LORE

Veld Bridge

A significant stone crossing and toll passage.

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Heartmere — conceptual archive illustrationPlaces & zones
WORLD LORE

Heartmere

The great inland lake, linked to several rivers and long-distance journeys.

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Grauwall Upper City — conceptual archive illustrationPlaces & zones
GAME WORLD CONCEPT

Grauwall Upper City

The elevated streets of Grauwall gather stone residences, watchful gates and the sound of bells above the canals.

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Grauwall Undercity — conceptual archive illustrationPlaces & zones
GAME WORLD CONCEPT

Grauwall Undercity

A dense district of canals, low bridges and damp stone beneath the city walls.

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Bell Towers of Grauwall — conceptual archive illustrationPlaces & zones
GAME WORLD CONCEPT

Bell Towers of Grauwall

Tall bell towers shape Grauwall’s skyline and its rituals of work, warning and remembrance.

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Mordholt — conceptual archive illustrationPlaces & zones
GAME WORLD CONCEPT

Mordholt

A settlement among the marches and old gallows roads.

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Gallows Hill — conceptual archive illustrationPlaces & zones
GAME WORLD CONCEPT

Gallows Hill

A bleak rise outside the walls where the routes of the living cross places associated with judgement and loss.

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Cathedral Quarter — conceptual archive illustrationPlaces & zones
GAME WORLD CONCEPT

Cathedral Quarter

A district of stone arches, crypts and bell towers in Grauwall, deeply bound to the city’s calendar and institutions.

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Txolqan — conceptual archive illustrationPlaces & zones
WORLD LORE

Txolqan

A canyon city of red stone, sun temples and desert trade at the edge of the Xicalan interior.

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Sunscar — conceptual archive illustrationPlaces & zones
GAME WORLD CONCEPT

Sunscar

A sun-struck expanse of sand and salt, where light washes colour from distant shapes and travellers watch their water.

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The Salt Road — conceptual archive illustrationPlaces & zones
GAME WORLD CONCEPT

The Salt Road

A caravan route across exposed plains, linking trade, settlements and the passage toward Orush.

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Tzura — conceptual archive illustrationPlaces & zones
GAME WORLD CONCEPT

Tzura

A ruined city of ash, dark stone and an enduring memory of fire in the desert highlands.

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Orun Towers — conceptual archive illustrationPlaces & zones
WORLD LORE

Orun Towers

High towers on the Orush ridge, built for watching the heavens and recording change against the dark.

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Sahren-deh — conceptual archive illustrationPlaces & zones
WORLD LORE

Sahren-deh

A settlement east of the Orun ridge, situated along the dry highland network of routes and watchpoints.

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Orush Salt Plateau — conceptual archive illustrationPlaces & zones
GAME WORLD CONCEPT

Orush Salt Plateau

Pale, dry high ground crossed by travellers and marked by towers, ridges and long horizons.

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Xolca Gorges — conceptual archive illustrationPlaces & zones
GAME WORLD CONCEPT

Xolca Gorges

Deep-cut river passages where the water meets rock, fig trees and the long dry approaches to Xicalan.

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Stepped Pyramids — conceptual archive illustrationPlaces & zones
GAME WORLD CONCEPT

Stepped Pyramids

Monumental stone temples rising in levels above the Xicalan desert.

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Kelda Hold — conceptual archive illustrationPlaces & zones
GAME WORLD CONCEPT

Kelda Hold

A northern outpost among cold rock and steam, sheltering those who travel through the Rimefrost Wastes.

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Nakh Geyser Hold — conceptual archive illustrationPlaces & zones
GAME WORLD CONCEPT

Nakh Geyser Hold

A highland stronghold near geothermal vents, where steam rises through ice and old glasshouses stand silent.

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Black Shore — conceptual archive illustrationPlaces & zones
GAME WORLD CONCEPT

Black Shore

A coastline of volcanic sand beneath glaciers, swept by weather from the Wylla Sea.

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Keldruna Ice Caves — conceptual archive illustrationPlaces & zones
GAME WORLD CONCEPT

Keldruna Ice Caves

Caverns of ice and rock in the northern interior, shaped by freezing water and the heat below the crust.

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Frostcrown Pass — conceptual archive illustrationPlaces & zones
GAME WORLD CONCEPT

Frostcrown Pass

High mountain crossings of ice bridges and fierce weather near the northern spine.

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Cinderhold — conceptual archive illustrationPlaces & zones
GAME WORLD CONCEPT

Cinderhold

A severe northern site of dark glass, ice and ruined stone; the world-design notes place it near the upper reaches.

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Obarem — conceptual archive illustrationPlaces & zones
WORLD LORE

Obarem

A Koru coastal settlement connected to the mask-making and bronze-keeping traditions of its people.

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White Towers — conceptual archive illustrationPlaces & zones
WORLD LORE

White Towers

White ruined towers on a southern coast and island belt, rising above blue water as a landmark on the world map.

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The Wylla Sea — conceptual archive illustrationPlaces & zones
WORLD LORE

The Wylla Sea

The surrounding sea of MYRHA, joining distant shores while keeping the continent apart from the unknown horizon.

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Weeping Willow — conceptual archive illustrationFlora
GAME WORLD CONCEPT

Weeping Willow

Willows line the wet approaches to Baisu and soften the boundaries between wooden houses and the Naeril.

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Night Lotus — conceptual archive illustrationFlora
GAME WORLD CONCEPT

Night Lotus

A named waterside flower of the Baisu region, tied to the still ponds and slow river margins in the Shoan field notes.

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Mistgrain — conceptual archive illustrationFlora
GAME WORLD CONCEPT

Mistgrain

A highland plant named among the vegetation of the mist terraces, appearing beside farms and cultivated steps.

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Lantern Berries — conceptual archive illustrationFlora
GAME WORLD CONCEPT

Lantern Berries

Berries named in the Shoan terraces, one of the small plants that distinguish the highland vegetation from the dry south.

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Ashgrass — conceptual archive illustrationFlora
GAME WORLD CONCEPT

Ashgrass

Sparse grasses associated with the old battlefield and Bone Bridge, where open ground breaks the wetter valley vegetation.

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Dwarf Pine — conceptual archive illustrationFlora
GAME WORLD CONCEPT

Dwarf Pine

Compact conifers of the upper Shoan slopes and monastery grounds, where wind and altitude limit taller growth.

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River Reed — conceptual archive illustrationFlora
GAME WORLD CONCEPT

River Reed

Reeds gather in the banks and shallow water of the Naeril, a natural boundary for paths and river life.

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Black Ivy — conceptual archive illustrationFlora
GAME WORLD CONCEPT

Black Ivy

Dark ivy appears on Grauwall stone and in the upper city’s damp courtyards in regional plant accounts.

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Plague Lily — conceptual archive illustrationFlora
GAME WORLD CONCEPT

Plague Lily

A named flower found in Grauwall vases and the surrounding plague-marked lands; its title belongs to local language, not to a verified medicinal property.

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Gallows Oak — conceptual archive illustrationFlora
GAME WORLD CONCEPT

Gallows Oak

Old oaks mark the tracks toward gallows hills and outlying settlements in Graufeld.

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Soot Moss — conceptual archive illustrationFlora
GAME WORLD CONCEPT

Soot Moss

A dark moss of shaded canal stones and the low districts, named in the Grauwall undercity vegetation notes.

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Emberthorn — conceptual archive illustrationFlora
GAME WORLD CONCEPT

Emberthorn

A thorny desert plant named around Txolqan, part of the sparse flora of the hot canyon routes.

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Ash Palm — conceptual archive illustrationFlora
GAME WORLD CONCEPT

Ash Palm

Palms listed among the plants of the canyon city, where limited water makes even sparse shade meaningful.

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Blood Blossom — conceptual archive illustrationFlora
GAME WORLD CONCEPT

Blood Blossom

A ritual flower named in Xicalan temple contexts.

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Salt Crystal Trees — conceptual archive illustrationFlora
GAME WORLD CONCEPT

Salt Crystal Trees

Tree-like forms recorded on the salt roads and flats, part of the stark visual identity of the Sunscar approaches.

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Silver Thistle — conceptual archive illustrationFlora
GAME WORLD CONCEPT

Silver Thistle

A pale highland thistle named for the Orush plateau, set against dry stone and long caravan roads.

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Night Cactus — conceptual archive illustrationFlora
GAME WORLD CONCEPT

Night Cactus

A dryland cactus identified in the plateau flora near the towers of Orun.

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Riverbank Fig — conceptual archive illustrationFlora
GAME WORLD CONCEPT

Riverbank Fig

Fig trees are named along the Xolca river gorges, where the water softens the harsh desert edges.

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Frost Moss — conceptual archive illustrationFlora
GAME WORLD CONCEPT

Frost Moss

Low moss among the northern holds, enduring where the landscape offers little shelter from snow and ice.

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Steam Moss — conceptual archive illustrationFlora
GAME WORLD CONCEPT

Steam Moss

Moss associated with the geyser strongholds, where geothermal warmth interrupts frozen ground.

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Frost Fungus — conceptual archive illustrationFlora
GAME WORLD CONCEPT

Frost Fungus

A fungus named in the black sand and glacier fields, one of the few living details described for those reaches.

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Snow Lichen — conceptual archive illustrationFlora
GAME WORLD CONCEPT

Snow Lichen

Lichen on northern stone and sheltered rock, among the sparse living traces of the Rimefrost outposts.

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Highland Crane — conceptual archive illustrationFauna
GAME WORLD CONCEPT

Highland Crane

Cranes inhabit the rivers and monastery approaches of Shoan.

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Mist Moth — conceptual archive illustrationFauna
GAME WORLD CONCEPT

Mist Moth

Small moths are noted around Baisu’s damp buildings and lantern-lit river paths.

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River Frog — conceptual archive illustrationFauna
GAME WORLD CONCEPT

River Frog

Frogs belong to the waterlogged margins of Baisu; field notes describe their strange silence as part of the landscape mood.

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River Serpent — conceptual archive illustrationFauna
GAME WORLD CONCEPT

River Serpent

Large river serpents form part of the Naeril and Heartmere animal world; they appear in regional stories as much as in practical river lore.

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River Heron — conceptual archive illustrationFauna
GAME WORLD CONCEPT

River Heron

Herons watch the shallows of the Naeril and the banks around shrines and reeds.

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Terrace Lynx — conceptual archive illustrationFauna
GAME WORLD CONCEPT

Terrace Lynx

A mountain cat of the Shoan terraces, listed as a territorial predator in the ARPG bestiary.

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Mist Crane — conceptual archive illustrationFauna
GAME WORLD CONCEPT

Mist Crane

Cranes associated with highland mists and the terraced slopes, distinct in local field notes from ordinary river birds.

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Highland Sheep — conceptual archive illustrationFauna
GAME WORLD CONCEPT

Highland Sheep

Sheep graze the mountain terraces where fields yield to rougher grass and highland pathways.

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Marsh Crow — conceptual archive illustrationFauna
GAME WORLD CONCEPT

Marsh Crow

Crows appear among western marsh roads, rooftops and old gallows sites.

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Bell Bat — conceptual archive illustrationFauna
GAME WORLD CONCEPT

Bell Bat

Bats nest among Grauwall’s bell towers; the game bestiary links them to a landscape of constant ringing.

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Plague Rat — conceptual archive illustrationFauna
GAME WORLD CONCEPT

Plague Rat

Rats gather in the canals and outlying plague lands; in game design some appear as hostile swarms.

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Plague Hound — conceptual archive illustrationFauna
GAME WORLD CONCEPT

Plague Hound

Hounds are recorded in the Graufeld bestiary as dangerous packs on neglected roads.

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Blind Canal Fish — conceptual archive illustrationFauna
GAME WORLD CONCEPT

Blind Canal Fish

Sightless fish live in the undercity waterways according to the Grauwall zone notes.

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Carrion Fly — conceptual archive illustrationFauna
GAME WORLD CONCEPT

Carrion Fly

Carrion-fly swarms belong to the damp, troubled ecosystems described around Grauwall.

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Salt Lizard — conceptual archive illustrationFauna
GAME WORLD CONCEPT

Salt Lizard

Pale, salt-crusted lizards navigate rock and desert canyons; the ARPG bestiary treats them as agile wildlife.

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Sun Falcon — conceptual archive illustrationFauna
GAME WORLD CONCEPT

Sun Falcon

Birds of prey named in the Txolqan and Sunscar field notes, crossing the open air above stone and salt.

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Desert Scorpion — conceptual archive illustrationFauna
GAME WORLD CONCEPT

Desert Scorpion

Scorpions occupy the dry lands and salt roads of the Xicalan Reach.

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Salt Worm — conceptual archive illustrationFauna
GAME WORLD CONCEPT

Salt Worm

A massive subterranean creature described beneath the salt flats in the game bestiary, treated by caravans with caution.

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Highland Fox — conceptual archive illustrationFauna
GAME WORLD CONCEPT

Highland Fox

Foxes are listed among the animals of the Orush plateau and the ridges near Orun.

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Plateau Owl — conceptual archive illustrationFauna
GAME WORLD CONCEPT

Plateau Owl

Owls appear in the Orush animal notes, a quiet part of the plateau’s night ecology.

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Ice Eel — conceptual archive illustrationFauna
GAME WORLD CONCEPT

Ice Eel

Eel-like creatures inhabit northern frozen waters in the ARPG bestiary and Rimefrost region notes.

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Steam Crawler — conceptual archive illustrationFauna
GAME WORLD CONCEPT

Steam Crawler

Small creatures of the geyser environment, named for their movement through hot steam and cold rock.

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Frost Crow — conceptual archive illustrationFauna
GAME WORLD CONCEPT

Frost Crow

Crows of the northern holds, seen against snow and dark volcanic stone.

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Blind Ice Stag — conceptual archive illustrationFauna
GAME WORLD CONCEPT

Blind Ice Stag

A deer-like animal named in the Kelda region’s cold-weather field notes.

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Geyser Salamander — conceptual archive illustrationFauna
GAME WORLD CONCEPT

Geyser Salamander

Salamanders belong to the hot-water margins of northern geysers, contrasting with the surrounding frost.

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Mud-Drowned — conceptual archive illustrationBestiary
GAME WORLD CONCEPT

Mud-Drowned

Waterlogged undead from the Shoan bestiary, designed for slow, grasping encounters in flooded terrain.

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Mist Stalker — conceptual archive illustrationBestiary
GAME WORLD CONCEPT

Mist Stalker

A swift hostile creature of Shoan mist, appearing in the game notes as an ambush predator of poor visibility.

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Lantern Wisp — conceptual archive illustrationBestiary
GAME WORLD CONCEPT

Lantern Wisp

A wandering light in the mist, classified among spirits in the game bestiary.

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War Dead of Wild Greed — conceptual archive illustrationBestiary
GAME WORLD CONCEPT

War Dead of Wild Greed

Armoured remains associated with ancient highland battlefields and the oldest conflicts remembered there.

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Ashen Host Scout — conceptual archive illustrationBestiary
GAME WORLD CONCEPT

Ashen Host Scout

A low-ranking operative of the Ashen Host in ARPG creature design, marked by secrecy rather than overt military force.

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The Restless — conceptual archive illustrationBestiary
GAME WORLD CONCEPT

The Restless

The troubled dead of Graufeld are designed around the region’s bells; their behaviour changes with the sound of the city.

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The Hanged — conceptual archive illustrationBestiary
GAME WORLD CONCEPT

The Hanged

Figures associated with the gallows roads, represented in the game bestiary as a nocturnal threat.

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Canal Ghoul — conceptual archive illustrationBestiary
GAME WORLD CONCEPT

Canal Ghoul

Lurking figures in wet urban passages, listed among the dangers of Grauwall’s canals.

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Bellward — conceptual archive illustrationBestiary
GAME WORLD CONCEPT

Bellward

Armed guardians who embody Grauwall’s relationship to order, ritual and its bells.

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Bone Priest — conceptual archive illustrationBestiary
GAME WORLD CONCEPT

Bone Priest

A cultic adversary of the ARPG bestiary, dressed in ritual imagery rather than a conventional soldier’s uniform.

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Sunscar Demon — conceptual archive illustrationBestiary
GAME WORLD CONCEPT

Sunscar Demon

A hostile presence of the heat-burned desert, linked in game design to sand and sudden movement.

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Emberash — conceptual archive illustrationBestiary
GAME WORLD CONCEPT

Emberash

Ash-dark figures with embers in their cracks, among the enemies proposed for the ruined firelands.

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Obsidian Warden — conceptual archive illustrationBestiary
GAME WORLD CONCEPT

Obsidian Warden

A defensive construct in the Xicalan game bestiary, visually bound to the region’s dark mineral architecture.

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Ink Wraith — conceptual archive illustrationBestiary
GAME WORLD CONCEPT

Ink Wraith

A spectral figure associated with the scholarly and tower environments of the eastern highlands.

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Frostbound — conceptual archive illustrationBestiary
GAME WORLD CONCEPT

Frostbound

Cold-bound undead from the northern game bestiary, moving through frozen routes and outposts.

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Heat-Eater — conceptual archive illustrationBestiary
GAME WORLD CONCEPT

Heat-Eater

A hostile northern creature named for its relationship to warmth in a landscape where heat is scarce.

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Wound Shard — conceptual archive illustrationBestiary
GAME WORLD CONCEPT

Wound Shard

A spirit-like threat named in the ARPG notes for the far northern reaches near the Wound.

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Draconid — conceptual archive illustrationBestiary
GAME WORLD CONCEPT

Draconid

A dragon-like humanoid form documented among the elite creatures of the ARPG.

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The Wound — conceptual archive illustrationMyths & cultures
WORLD LORE

The Wound

A scar named at the far northern edge of the mapped world.

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The Absent Dragons — conceptual archive illustrationMyths & cultures
WORLD LORE

The Absent Dragons

Dragons persist in stone, names, songs and the rituals of later generations.

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The Breaking — conceptual archive illustrationMyths & cultures
WORLD LORE

The Breaking

The name given in chronicles to a great rupture in the world’s history.

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Memory and Resistance — conceptual archive illustrationMyths & cultures
WORLD LORE

Memory and Resistance

In MYRHA, memory is no neutral store of facts.

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The Four Dragon Colours — conceptual archive illustrationMyths & cultures
WORLD LORE

The Four Dragon Colours

Old traditions speak of black, red, blue and green dragon lineages.

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The Bell Traditions — conceptual archive illustrationMyths & cultures
WORLD LORE

The Bell Traditions

Bells give shape to Grauwall’s days, gatherings and public life.

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The Grave Daughters — conceptual archive illustrationMyths & cultures
WORLD LORE

The Grave Daughters

A watchful order associated with the highland tombs.

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The Ashen Host — conceptual archive illustrationMyths & cultures
WORLD LORE

The Ashen Host

A name whispered in accounts of grey cords, night roads and uneasy allegiances.

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Koru Mask-Making — conceptual archive illustrationMyths & cultures
WORLD LORE

Koru Mask-Making

Bronze masks are vessels of cultural memory in the Koru traditions.

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Orush Star-Watchers — conceptual archive illustrationMyths & cultures
WORLD LORE

Orush Star-Watchers

The observers of Orush preserve measurements and sky records in towers and caravan houses across the salt plateau.

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Saolim River Markets — conceptual archive illustrationMyths & cultures
WORLD LORE

Saolim River Markets

Trade follows the lake and river crossings, carried by boats and changing currents rather than fixed roads alone.

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The Storm Clans — conceptual archive illustrationMyths & cultures
WORLD LORE

The Storm Clans

Clans shaped by harsh lands and martial tradition form part of the cultural landscape beyond MYRHA’s cities.

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The Grey Order — conceptual archive illustrationMyths & cultures
WORLD LORE

The Grey Order

An old magical tradition remembered in fragments after eras of hostility toward its practitioners.

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Dragon Hunters — conceptual archive illustrationMyths & cultures
WORLD LORE

Dragon Hunters

The term survives in stories, lineages and guarded objects.

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The White Towers — conceptual archive illustrationMyths & cultures
WORLD LORE

The White Towers

A band of coastal ruins identified by pale towers on the southern sea; records of their former inhabitants remain partial.

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Barbarian — conceptual archive illustrationClasses
GAME WORLD CONCEPT

Barbarian

Close-combat endurance and the tradition of storm-clan fighters.

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Mage — conceptual archive illustrationClasses
GAME WORLD CONCEPT

Mage

Elemental mastery from a fragile magical heritage.

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Amazon — conceptual archive illustrationClasses
GAME WORLD CONCEPT

Amazon

A ranged combat specialist whose planned skill trees centre on marksmanship, armaments and traps.

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Demon Hunter — conceptual archive illustrationClasses
GAME WORLD CONCEPT

Demon Hunter

A mobile, evasive combat specialist with planned Shadow, Poison and Survival skill trees.

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Dragonblood — conceptual archive illustrationClasses
GAME WORLD CONCEPT

Dragonblood

A martial archetype shaped by dragon heritage, with planned trees for Might, Shouts and Dragon Form.

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Necromancer — conceptual archive illustrationClasses
GAME WORLD CONCEPT

Necromancer

A caster archetype built around the uneasy boundary of life and death; planned trees are Reanimation, Plague and Bonecraft.

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Edran Veyr — conceptual archive illustrationCharacters
WORLD LORE

Edran Veyr

A fisherman in Baisu, twenty-six. Since the morning of the Scream, water has frozen beneath his hands.

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Mera Veyr — conceptual archive illustrationCharacters
WORLD LORE

Mera Veyr

Edran’s mother. She bakes bread for her neighbours and guards the story of her family.

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Dahrim Veyr — conceptual archive illustrationCharacters
WORLD LORE

Dahrim Veyr

Edran’s cousin, a boatbuilder, missing for years.

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Bodil — conceptual archive illustrationCharacters
WORLD LORE

Bodil

A timber merchant and neighbour of the Veyrs. She says less than she thinks.

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Tovan — conceptual archive illustrationCharacters
WORLD LORE

Tovan

A curious boy from the neighbourhood, always at hand.

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Ama of Obarem — conceptual archive illustrationCharacters
WORLD LORE

Ama of Obarem

A wandering Koru. She carries three bronze masks, and one of them speaks.

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Korrith — conceptual archive illustrationCharacters
WORLD LORE

Korrith

A travelling carpenter with a dark mark on his arm. It has already driven him out of more than one village.

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Hob, Lusa and Pell — conceptual archive illustrationCharacters
WORLD LORE

Hob, Lusa and Pell

A workshop owner in Renmai, his wife and his fourteen-year-old nephew.

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Saloa Stromsang — conceptual archive illustrationCharacters
WORLD LORE

Saloa Stromsang

A Saolim raftswoman on the Naeril. A river serpent pulls her rafts.

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Serren and Rovik — conceptual archive illustrationCharacters
WORLD LORE

Serren and Rovik

Two strangers who ask after Edran in Baisu.

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Selqa Kir-Vessa — conceptual archive illustrationCharacters
WORLD LORE

Selqa Kir-Vessa

A Daughter of the Tomb and spear-bearer, Naeda’s niece.

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Naeda Kir-Vessa — conceptual archive illustrationCharacters
WORLD LORE

Naeda Kir-Vessa

The High Mother. She carries the green spear and guards more than the tomb.

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Brynn — conceptual archive illustrationCharacters
WORLD LORE

Brynn

A Daughter of the Tomb at the highest watch post and Selqa’s closest companion.

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Zora — conceptual archive illustrationCharacters
WORLD LORE

Zora

A Daughter of the Tomb who stands watch with Brynn.

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Ressa — conceptual archive illustrationCharacters
WORLD LORE

Ressa

The youngest watch-sister, barely seventeen.

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Junna and Leret — conceptual archive illustrationCharacters
WORLD LORE

Junna and Leret

Watch-sisters.

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Hedda — conceptual archive illustrationCharacters
WORLD LORE

Hedda

The order’s master builder. She knows every joint and watercourse.

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Enna — conceptual archive illustrationCharacters
WORLD LORE

Enna

The Daughters’ healer.

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Tessan — conceptual archive illustrationCharacters
WORLD LORE

Tessan

The archivist. She keeps the Shelter Books and the Book of the Dead.

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Urel — conceptual archive illustrationCharacters
WORLD LORE

Urel

An old woman who tends the fig garden.

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Jarin — conceptual archive illustrationCharacters
WORLD LORE

Jarin

Brynn’s brother from Renmai. He can open any lock.

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Jessa — conceptual archive illustrationCharacters
WORLD LORE

Jessa

Keeper of letters at the old ferry house by the Bone Bridge.

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Dova and Tirra — conceptual archive illustrationCharacters
WORLD LORE

Dova and Tirra

An old woman and her injured daughter.

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Vhaurin — conceptual archive illustrationCharacters
WORLD LORE

Vhaurin

A healer who tends the sick at the old lime kilns.

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Neru — conceptual archive illustrationCharacters
WORLD LORE

Neru

A boy from the lime kilns.

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Ilqueth — conceptual archive illustrationCharacters
WORLD LORE

Ilqueth

A young scribe. She keeps a list of the dead who have no token.

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Solmenn, called “the Grey One” — conceptual archive illustrationCharacters
WORLD LORE

Solmenn, called “the Grey One”

An elderly scholar and Ilqueth’s teacher. He draws the Screams on his cellar wall.

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Kettwyl — conceptual archive illustrationCharacters
WORLD LORE

Kettwyl

The Lord Bellkeeper, master of bells, courts and fees.

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Ottla — conceptual archive illustrationCharacters
WORLD LORE

Ottla

A bellkeeper at the Tanners’ Arch, sixteen years at the rope.

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Anselm — conceptual archive illustrationCharacters
WORLD LORE

Anselm

A bellkeeper at the Tanners’ Arch.

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Marn — conceptual archive illustrationCharacters
WORLD LORE

Marn

A mason. He demands a bell of its own for every lane.

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Kera Oderen and Sile Oderen — conceptual archive illustrationCharacters
WORLD LORE

Kera Oderen and Sile Oderen

Bell founders, mother and daughter.

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Adaan — conceptual archive illustrationCharacters
WORLD LORE

Adaan

A Koru metal founder in Koru Lane.

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Tavin Brennar — conceptual archive illustrationCharacters
WORLD LORE

Tavin Brennar

A grain merchant with a winter storehouse outside the West Gate.

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Ebba and Leni — conceptual archive illustrationCharacters
WORLD LORE

Ebba and Leni

Two sisters from Brennar’s winter storehouse.

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Gesa and Fenn — conceptual archive illustrationCharacters
WORLD LORE

Gesa and Fenn

A tanner’s widow and her eight-year-old son.

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Hanno — conceptual archive illustrationCharacters
WORLD LORE

Hanno

The son of a tanner from Tanners’ Lane.

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Iolan — conceptual archive illustrationCharacters
WORLD LORE

Iolan

An elderly widower.

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Sahreh — conceptual archive illustrationCharacters
WORLD LORE

Sahreh

A sky-measurer in the Tower of the Orush. She measures the edge of the Wound.

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Naqir — conceptual archive illustrationCharacters
WORLD LORE

Naqir

The tower’s most experienced measurer and Sahreh’s former teacher.

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Ashem — conceptual archive illustrationCharacters
WORLD LORE

Ashem

An assistant in the tower.

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Mehrun — conceptual archive illustrationCharacters
WORLD LORE

Mehrun

A well-scribe of Orun.

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Elmet Harven — conceptual archive illustrationCharacters
WORLD LORE

Elmet Harven

Warden of the Bridge of Harven. She collects the toll on the customs island.

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Cerys Velcor — conceptual archive illustrationCharacters
WORLD LORE

Cerys Velcor

Princess of Valmark. She negotiates the old Bridge Charter on behalf of her crown.

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Teren Velcor — conceptual archive illustrationCharacters
WORLD LORE

Teren Velcor

Prince of Valmark, Cerys’s brother.

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King Corvald — conceptual archive illustrationCharacters
WORLD LORE

King Corvald

King of Valmark.

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Aldric Rauthen — conceptual archive illustrationCharacters
WORLD LORE

Aldric Rauthen

Heir to the crown of Graufeld, twenty-nine.

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Queen Arelis Rauthen — conceptual archive illustrationCharacters
WORLD LORE

Queen Arelis Rauthen

Queen of Graufeld, Aldric’s mother.

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Imke — conceptual archive illustrationCharacters
WORLD LORE

Imke

A widow from a Graufeld village.

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Okke — conceptual archive illustrationCharacters
WORLD LORE

Okke

A boy at the bridge.

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Dessic, the First Hunter — conceptual archive illustrationCharacters
WORLD LORE

Dessic, the First Hunter

A war veteran on the last day of the dragon age.

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Avar — conceptual archive illustrationCharacters
WORLD LORE

Avar

Dessic’s companion-in-arms.

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The Woman with the Head Bandage — conceptual archive illustrationCharacters
WORLD LORE

The Woman with the Head Bandage

A stranger on the battlefield whose name Dessic never learns.

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Thae’oun — conceptual archive illustrationCharacters
WORLD LORE

Thae’oun

A green dragon.

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Kaldruun — conceptual archive illustrationCharacters
WORLD LORE

Kaldruun

A black dragon.

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Vhiruln — conceptual archive illustrationCharacters
WORLD LORE

Vhiruln

A blue dragon.

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Yllaveth, “the Green” — conceptual archive illustrationCharacters
WORLD LORE

Yllaveth, “the Green”

The dragon whose tomb the Daughters of the Tomb guard.

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Lethra — conceptual archive illustrationCharacters
WORLD LORE

Lethra

Mera’s grandmother. She never drank from a metal cup.

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THE ARCHIVE PROMISE

EXPLORE WITHOUT
SPOILING THE STORY.

MYRHA spans novel lore and ARPG world design. Game-specific material is labelled as concept work. Quest outcomes, later revelations and unpublished plot turns remain hidden.

THE STORY BEGINS WITH BOOK ONE ↗
THE WORLD BEYOND THE STORY

TEN LANDS. ONE WORLD.

ALL REGIONS ↗
THE GREEN ECHO
Kindle ↗Paperback ↗Hardcover ↗