The world

Encyclopedia

The world of Orunthys as the game itself tells it: eras, powers, lands, chapters, characters, lords and relics — all of it in English, with the world’s own names taken from the game itself.

113 articlesfully translated

Part 1

Eras

10 articles
  • The first breath

    The Blight did not come from outside. The world drew it in itself — and could not breathe it out.

  • A thousand years in stone

    The Echo of the mountains fell asleep in the warden’s stone — and slept there a thousand years, until the Blight woke the warden with rage.

  • The century of the rising Blight

    The Blight does not flow into the funnel — it flows OUT of it, and it had been rising for a whole century without a pause.

  • The Keepers who did not return

    The Barrow of Pestilence holds the names of earlier Keepers: all of them reached the gate, not one of them climbed back up.

  • Waking by the Dead Brook

    The Keeper comes to himself by black water, in a silent forest, and the first to meet him is an Echo of the Source.

  • The Titan put to sleep

    Four lords of the lands are beaten, the Rift Titan is asleep — and there the first chapter ends.

  • A song with no owner

    The sleeping Titan did not fall silent: his song spread as an echo across the lands, and each land holds one note of it.

  • The gate unlocked

    Three lords of the Heart have fallen, the seals are lifted — and the Gates of the Source no longer hold the bottom of the world.

  • The choice at the bottom

    The Source is beaten — and the world waits for a decision: quench the first breath, take it by the hand, or share it out among all.

  • The thread to the south

    The Mother of Nightmares fell silent, but the Blight did not end at the bottom of the swamp: a thread runs south from the Cradle — and leads to the Throne.

Part 2

Powers

4 articles
  • The Keepers

    Those who see souls. There are few of them, and on the square they are known by name. A Keeper does not kill an infected beast — he wears it down in battle and gives back the stolen soul.

  • Echoes of the Source

    Lumi, Flora, Garr and Vale — four voices of the Source itself. They arrive not by choice but by the story: light, living roots, a stone hum, and a weeping that weakens the strongest.

  • The Blight and Malkar

    Malkar tears souls out of the living, and bodies without souls become monsters. The Blight keeps the memories of the souls it swallowed — and so remembers more than anyone alive.

  • Orders of the Keepers

    A standing company for the long haul: shared weekly tasks, a treasury and a vault of items for everyone. One Keeper is a sorrow; an Order of Keepers is a score in your favour.

Part 3

Lands

15 articles
  • The Keepers’ Square

    The only place where a light still burns. From here they leave for the lands and here they return: the shop, the forge, the jeweller, the mail, the order board and the hall of Orders.

  • Dead Brook

    The first land. The water in the brook is black as pitch, and the forest is silent. Here a Keeper wakes, meets Lumi for the first time, and gives a soul back for the first time.

  • Whispering Woods

    The trees repeat the voices of the missing. The wood will let nobody go while the Stag of a Thousand Eyes lives, and the ruined Sanctuary of the Source keeps silent — for now.

  • Dead Fields

    People work the fields and make no sound: the Faceless Reaper stole their voices and their names. He waits by the dead mill.

  • The Stone Rift

    The Blight has woken the rocks themselves, and the stone underfoot is warm. Deep in the rift an ancient warden sleeps, and inside him an Echo of the mountains is locked.

  • Defiled Shore

    The surf casts onto the rocks what should have drowned. The land of those who have already walked half the road.

  • Heart of the Blight

    The bottom of the old world — the funnel the Blight comes out of. Nobody comes here to learn — you come with a full relic build and a full party.

  • Swamp of the Sleepers

    Beyond the Heart's funnel the water stands still. Nobody dies here — they fall asleep.

  • Salt Reaches

    The floor of a departed sea: salt, a sunken temple, whale bones and a lighthouse that shines towards the bottom. The first Reach south of the Swamp of the Sleepers.

  • Northern Reach

    Ice, barrows and ships frozen in place. The Blight freezes here as badly as people do — it just does not die of it.

  • Ashlands

    A land that burned so long that ash became soil. Glass instead of sand, masks instead of faces, and the forge in which the world was made.

  • Sky Reach

    A road above the clouds: hanging gardens, storm spires, a monastery where the bells ring by themselves, and the shards of a fallen moon.

  • Underdeep

    Beneath the world the Blight grows like mycelium: quietly and everywhere at once. Grottoes, mines, the roots of the world and a lake where no one sees.

  • Blood Marches

    They fought here so long that the land learned to fight on its own. Rusted trenches, a crimson forest, an unconquered fortress and a plague town.

  • The Underside

    This is no longer a land — it is its reflection. A mirror forest, an inverted chapel, a garden of bones and the Throne from which the Blight rules the world.

Part 4

Chapters

5 articles
  • Chapter 1. The Return of Souls

    The road from waking by the dead brook to the sleeping Titan of the Rift.

  • Chapter 2. Echo of the Titan

    The Titan sleeps, but his song is left with no owner. Five lands hold one note each.

  • Chapter 3. The Source

    The Blight does not flow into the funnel — it flows OUT of it. Beyond the stone there is only the bottom.

  • Chapter 4. The Cradle

    Beyond the Sinkhole nobody fights — they sleep. People lay down to rest by the causeway and never got up, and the Mother of Nightmares keeps rocking them.

  • Chapter 5. The Reaches

    The Cradle fell silent, but the thread of Blight did not snap — it runs south, through seven Reaches, to the Throne itself. At every campfire wait those who still hold the land. Take their errands, fell the pack leaders and the lord — and the land will be people's again.

Part 5

Characters

10 articles
  • Lumi

    The first voice a Keeper hears, and the only one who explains the world to him.

  • Flora

    The Echo of the Whispering Woods: her roots heal the party, and her voice is heard at the Sanctuary of the Source.

  • Garr

    For a thousand years he slept in the warden’s stone. His hum deafens enemies, and his back holds any blow.

  • Vale

    Her weeping weakens the strongest — and in her voice the world asks for mercy before the descent.

  • Malkar

    The cause of everything that roams the lands: he tears souls out of the living, and bodies without souls become monsters.

  • The Obelisk of the Void

    The Void speaks for the first time — and does not speak as an enemy: it is as much a victim of the funnel, eaten out to the bottom.

  • The well spirit

    Once people threw coins into it and made wishes. Now the people are silent and the water is bitter.

  • Kael

    Strikes them all at once. Sturdier in a fight and steadier in a trade — he is where people start who want to understand the game rather than the tables.

  • Liara

    Moves faster than anyone and hits a single target three times as hard, and her strike heals the party. Fragile: she pays health for speed.

  • Shrine Companions

    Store companions are creatures of their own, with mechanics of their own. Each has its own body, move and a second mechanic, while its strength is fair — that of a story companion: Flora, Garr or Vale. Victory cannot be bought.

Part 6

Lords

49 articles
  • Ragged Hide

    The first lord of the game and the first step in the chain of chapter 1. While he lives the wood keeps silent; with his fall the bear’s soul goes free, and the Keeper takes his first named trophy.

  • Lord of the Brook

    Not a story lord but a hunt: he stands aside from the chain, waits for his level, and hands over the rusted diadem of a king who rules nothing but black water.

  • Devourer of the Source

    He sits at the end of the game’s first labyrinth and stands at the gate of the Spiral’s first layer. Fast and soft on defence — he teaches that speed decides no less than a health pool.

  • Stag of a Thousand Eyes

    While the Stag lives, the Whispering Woods let nobody go. His fall gives Flora back to the world — the first time a Keeper’s victory turns into a new voice in the party.

  • Mourner of the Grove

    All the grief of the Whispering Woods sleeps in her tear. On the tiers of the Spiral she stands as lord of the forest layer; in the world she waits in the Weeping Grove for level ten.

  • The Faceless Reaper

    He stole the voices and names of the dwellers of the Fields. Beating him does not bring back the dead — it brings back memory: people begin to recall what they were called.

  • Lord of the Harvest

    He stands on the Rotten Field, holds the Fields layer on the tiers of the Spiral, and waits at the end of the mill cellars — the game’s second labyrinth, which opens after the Reaper falls.

  • Ash Reaper

    His scythe is a blade of everlasting flame that reaps both the living and the memory of them. The hunt for him opens around level fourteen, on a scorched boundary of the Fields.

  • Rift Titan

    An ancient warden the Blight woke with rage, and inside him the Echo of the mountains is locked. The Titan is not killed but put to sleep: with that the first chapter ends and the second begins.

  • Tyrant of the Rift

    His core is a beating crystal heart of the rift that does not go out even in the dark. The same Tyrant waits at the end of the third labyrinth and holds the rift layer on the tiers of the Spiral.

  • Echo of the Titan

    The song of the sleeping Titan, having found itself an old body. It strikes with a voice rather than a fist, and grows with the Keeper only to the top of the chapter’s corridor — no higher, so that someone stuck still has room to grow.

  • Lord of the Surf

    He stands by the Salt Lighthouse and locks the whole rest of the game behind him: the road into the Heart of the Blight opens only to a fallen Tide Lord. His crown is a ring of wet salt: the sea remembers everyone left in it.

  • The Drowning Choir

    The game’s fourth labyrinth is a ring of halls with a dead-end lair, and in that dead end the Choir sings. You hold its shell to your ear to hear those the crypt would not release.

  • Blight Maw

    The first of the three lords of the Heart and the mildest of them — mild by endgame standards: he heals from his own bites, and his fang later drains strength from whoever the Keeper strikes.

  • Plague Lord

    He guards the barrow under which the names of earlier Keepers lie. Black incense smoulders in his censer, and the smoke remembers every field it mowed down.

  • Void Warden

    He holds the gate with a shield, and with the same stubborn slab he holds a blow when he becomes the Keeper’s armour. He also stands as lord of the last layer of the Endless Spiral — the one only an endgame build ever reaches.

  • The Source

    Neither beast nor god: a steady beating under the skin of the world, out of which the Blight comes like sweat. It knows the Keeper by name and waits for him — and after the fight the world demands a choice, and that choice stays as a seal in your palm.

  • Mother of Nightmares

    She does not steal souls the way Malkar does — she rocks them to sleep. A cloud of her moths lulls the party, and whoever sat down by the causeway never got up. She lives in the Cradle at the bottom of the mire, beyond the Sinkhole of the Heart.

  • Mother of Salt

    Salt keeps everything that drowned, and the Mother of Salt keeps the salt. Because of her the marsh water turned bitter and the crabs put on armour of salt.

  • Bishop of the Abyss

    In the Sunken Temple the tide reads the prayers, and the Bishop of the Abyss serves them. His flock is ink priests and drowned novices, and he poisons no worse than they do.

  • Whalebone Lich

    The sea left and abandoned its dead, and the Whalebone Lich raised them. Fragile, like everything in the Coral Graveyard — but he hits hard.

  • Devourer of Light

    The light of the Lighthouse of the Drowned leads to the bottom, and it burns for the Devourer of Light. The last lord of the Salt Reaches: beyond him the ice of the North begins.

  • Lord of the Pass

    On Rimefrost Pass the banners froze before they fell. The Lord of the Pass stands on the road north — heavy and patient, like the ice itself.

  • Eir, Heart of Winter

    The Icewood bears his name: the trees there ring like glass, and the cold comes from him, not from the sky.

  • The Silent God

    The dead in the Barrows are silent — and they listen to him. The Silent God is thick and slow, like barrow stone, and the fight with him is a war of attrition.

  • Queen of Ice

    In the Frozen Harbor the ships froze halfway home, and the Queen of Ice holds them there. The last mistress of the Northern Reach: fell her, and spring will find its way back.

  • King of Ash

    Here ash falls instead of snow. They say the King of Ash remembers when this country was green — and hates it for that.

  • Worm of the Red Sun

    Beneath the Glass Dunes, in the Worm's Lair, the Worm of the Red Sun stirs. The sand above him cuts, and the scorpions and serpents of the dunes sting for him.

  • Lord of a Thousand Masks

    The faces left, the masks stayed. The Lord of a Thousand Masks waits in the Hall of Masks, followed by the Faceless Priest and the Stone Mask Guardian.

  • The First Smith

    In the Forge of the First burns the fire that forged the world, and the First Smith stands at the furnace. The last lord of the Ashlands: iron, lava and a blow as heavy as a hammer.

  • Mother Tree of the Gardens

    The Hanging Gardens grow above the clouds, and the Mother Tree of the Gardens holds them. She takes a blow like an old tree, and the vine serpents strangle for her.

  • Storm Dragon

    On the Isle of Storm Spires lightning strikes twice — and the second time it is him. The Storm Dragon is as fast as the storm itself.

  • Celestial Ox

    The bells of the Cloud Monastery ring by themselves, and the Celestial Ox walks to their sound — as sturdy as the monastery wall.

  • The Shattered Moon

    The moon cracked — and fell here. What is left of it rules the Shards as their mistress. The last mistress of the Sky Reach: fragile, but she hits hard.

  • Queen of the Mycelium

    In the Fungal Grottoes the light grows out of the ground, and the ground out of her mycelium. The Queen of the Mycelium poisons, like everything that grows around her.

  • Heart of Amethyst

    In the Crystal Mines the Blight has grown into the stone, and the heart of that growth beats deep in the adit. Crystal armour and the patience of stone.

  • The World Root

    The roots of the world lead down — to it. The World Root is thick and unmoving, and the fight with it is a war of attrition.

  • Lord of the Blind Depths

    No one sees here — and everyone hears. The Lord of the Blind Depths sits deeper than anyone; fell him, and the Underdeep will breathe for the first time in ages.

  • The Iron General

    The war is over, the soldiers stayed — and the Iron General commands them. Rusted steel takes the blow, and his pack leaders still give his orders.

  • The Crimson Queen

    The leaves of the Crimson Forest are red, and not from autumn. The Crimson Queen rules it from her lair, and the wolves and the ivy drink life for her.

  • King of the Fallen

    The defenders of the Fortress of the Fallen never surrendered — and the King of the Fallen did not surrender with them. Armour, chains and cursed arrows are all that is left of the garrison.

  • Father of Plague

    In Plague Town the doors are boarded up from inside, and everything behind them is his brood. The Father of Plague poisons, like almost every creature of his town. The last lord of the Blood Marches.

  • The Reflected Keeper

    In the Mirror Forest reflections live a life of their own, and it is better not to look them in the eye: your own reflection is there. The Reflected Keeper waits in the Dark Mirror and strikes first.

  • Voice of the Underside

    In the Chapel of the Inverted prayers sound backwards — in his voice. The Voice of the Underside is as fragile as stained glass, but it burns.

  • Gardener of Death

    White flowers grow only on bones, and this garden has a single gardener. The Gardener of Death is followed by the Bride of the Garden and the Bone Giant.

  • The Blight Lord

    From here the Blight rules the world, and he rules the Blight. The Blight Lord is the end of the thread that runs from the Cradle through seven Reaches: fell him, and the thread will snap.

  • Shadow of the Rift

    Drops jewellery and relics — the fine loot of the chasms, which almost nobody else gives.

  • Devourer of Storms

    Pays gold more generously than anyone, and of the loot it hands over weapons more often than anything else.

  • Idol of the Blight

    Showers you with shards and emblems, and its loot is armour and shields.

Part 7

Relics

20 articles
  • Claw of Ragged Hide

    The claw of the first beast to fall by your hand — it still holds the heat of its rage.

  • Crown of the Drowned

    The rusted diadem of a king who rules nothing but black water.

  • Heart of the Devourer

    A pulsing core of stolen souls — it beats even torn out.

  • Eye of a Thousand Gazes

    The Stag’s eye sees through the haze — nothing escapes its gaze.

  • Tear of the Mourner

    A frozen tear of the grove; all the sorrow of the Whispering Wood sleeps in it.

  • Shroud of the Faceless

    A scrap of the shroud of the Reaper who mowed the voices of the Fields — now it stays silent beside you.

  • Sickle of Ash

    A blade of everlasting flame — it reaps the living and the memory of them alike.

  • Carapace of the Rift

    The Titan’s crystal armour — its cracks glow with the Source.

  • Core of the Tyrant

    The pulsing crystal heart of the rift — it does not go out even in the dark.

  • Note of the Titan

    A steady low hum in your palm. While you hold it, the Titan’s song sings for you.

  • Diadem of the Surf

    A ring of wet salt at the throat — the sea remembers everyone it kept.

  • Shell of the Choir

    Hold it to your ear and you will hear those the crypt never let go, singing.

  • Fang of the Maw

    A tooth an arm’s length long. It still drinks — but now it drinks strength out of those you strike.

  • Censer of Plague

    Black incense smoulders inside it. The smoke remembers every field it mowed down.

  • Seal of the Warden

    A slab bearing the palm of the Void: it takes a blow as stubbornly as it held the gate.

  • First Breath

    A warm knot that breathes in time with you. The world breathed it in once — now you breathe it out.

  • Mother’s Feeler

    A moth’s feeler, warm and alive. While it hangs at your neck, sleep cannot take you — not in battle, not by the causeway.

  • Seal of Quenching

    To breathe out for the world: close the first breath and quench the Source for good.

  • Seal of the Bridle

    Not to quench it but to take it by the hand: the Blight becomes the Keeper’s weapon.

  • Seal of Balance

    To share the first breath among all: a little Blight for everyone, so that nobody gets all of it.

All 113 articles are already written in Russian — русская энциклопедия.

The world of Orunthys: encyclopedia