
Lore: Alignments
There are four main Alignments to which all things are divided: Chaotic, Dark, Light, and Neutral. Within each alignment are deities who bestow their followers with power and abilities granted by the respective magic and energy of Havokk and tied to their alignments. In the following sections, each of the game’s core alignments and the deity figures are associated with them.
Factions are distinguished groups on Havokk, all having been declared as official orders or, in some cases, even ancient orders since the beginning of Havokk’s recorded history. They are associated with one of the game's four main Alignments, and as players progress through a Campaign Format game, a game system that influences how they interact with other characters and environments depends on the Factions they align themselves with and the level of Renown they build up with each of these groupings. Full profiles of each Faction are found on the Renown page.
Chaos on Havokk is not an ideology, nor merely a reaction to order. It is a primordial force; the living current of spontaneity, mutation, and unrestrained possibility woven into the realm itself.
Where Order seeks stability and entropy seeks decay, Chaos seeks expression. It manifests as sudden change, improbable survival, violent growth, and impossible transformation. Those who wield Chaotic energy do not command it so much as ride it, allowing their will to bend alongside it rather than against it. This makes Chaotic beings uniquely powerful and uniquely vulnerable.
On Havokk, Chaos can be sensed, channeled, and shaped by those whose bodies, minds, or souls are attuned strongly enough. For some, this attunement is a blessing. For others, it is a slow and irreversible corruption. Chaotic energy does not pass through its wielders unchanged; exposure often results in supernatural mutations: shifts in skin tone or texture, changes in physical strength or mass, altered anatomy, or entirely new biological traits.
These transformations are not always uniform. Two beings exposed to the same source of chaos may emerge radically different, or not emerge at all. Since the arrival of Ytaxia and the subsequent fracture of Havokk’s balance, Chaos has surged in potency. Entire ecosystems have been rewritten. New species have arisen. Old forms of life have twisted into unfamiliar shapes. Chaos does not distinguish between creation and destruction; it recognizes only motion. Those who survive long-term exposure often develop a symbiotic relationship with chaos, learning to anticipate its surges and guide its flow. Others are consumed, becoming unstable anomalies or mindless extensions of the force itself.
When Chaotic energy concentrates, it condenses into crystalline structures known as Nexxusite. These crystals act as anchors and amplifiers, radiating chaotic resonance into their surroundings. Space warps near them, and life mutates at an accelerated rate. Chaotic-aligned beings frequently incorporate Nexxusite into their armor, weapons, and bodies, using it to heighten their abilities and reinforce their connection to the current of Chaos. However, prolonged exposure to non-Ytaxian physiology risks instability, madness, or physical dissolution. To wield Nexxusite is to gamble with one’s own coherence.

Chaotic cards, effects, and abilities embody the alignment’s defining philosophy: nothing is ever truly lost. The Gambit ability represents the volatile advantage of Chaos. When a player discards a card as part of a cost or effect, Gambit temporarily displaces that card instead of destroying it. At the beginning of the player’s next turn, the card returns to their hand, symbolizing Chaos’s refusal to allow outcomes to remain final. The Reshape ability reflects the cyclical, adaptive nature of chaotic life. Used or discarded resources are recycled, transformed, or reborn into new forms. What was once spent becomes fuel again, reinforcing the idea that Chaos thrives on motion rather than accumulation. Together, these mechanics reward players who embrace uncertainty, timing, and risk; mirroring the lived experience of Chaotic beings in Havokk.
The Chaotic alignment is currently bound to Chimeraxion, the living avatar of Ytaxia. When Ytaxia was imprisoned by her sibling Aribus upon first reaching the realm, she cast fragments of her essence into Havokk. From this act of defiance and desperation, Chimeraxion was born; not a god, but a vessel, a living conduit through which Ytaxia may still touch the world. Though Ytaxia remains confined within the Void, she communes through Chimeraxion, whispering guidance, wisdom, and prophecy to those attuned to Chaos. Whether these whispers are benevolent, desperate, or manipulative remains fiercely debated. To Chaotic followers, Chimeraxion is proof that chaos endures, that transformation is inevitable, and that no prison can hold possibility forever. In Havokk, Chaos is not the end of the world; it is the force that ensures the world will never stop changing.


Ytaxia is not merely a deity; she is a cosmic convergence, a living embodiment of Chaos entwined with the endless eternity of the universe. Where other beings represent concepts or ideals, Ytaxia is the principle of uncertainty made flesh. Her existence defies permanence, definition, and expectation, forever shifting between extremes of destruction and mercy, terror and wonder. In her presence, reality does not simply bend; it reconsiders itself. Ytaxia is capable of immeasurable violence and cruelty, but just as capable of profound grace and compassion. This duality is not a contradiction; it is the natural state of Chaos.
When Ytaxia stands at full strength, her form, mind, and power are in constant flux, endlessly evolving, adapting, and refining themselves in response to all that surrounds her. Even Ytaxia may not know her own limits. Aribus and Lylath, her younger kin, describe her as a colossal, winged entity crowned with many heads, each gazing into a different future, each capable of utter devastation.
Whether these descriptions are true, embellishment, or carefully crafted propaganda remains unknown. What is known is that Aribus and Lylath, despite weaving falsehoods about Ytaxia’s origins and intent, genuinely fear her. Their fear is not moral or based on retaliation for their betrayal; it is existential. It was this fear that ultimately drove them to conspire against their eldest sibling, imprisoning her within the Void.
Ytaxia’s abilities, through thought alone or perhaps mere presence, can create, unmake, or rewrite entire realms. Laws of magic, time, and matter hold no absolute authority over her. This combination of limitless power and unknowable intent made her kin see her not as a ruler, but as an uncontainable variable. What little is known of her true nature comes only from fragmented memories preserved within Chimeraxion, and the self-serving accounts of those who bound her.
Though imprisoned, Ytaxia was not extinguished. Before her confinement was complete, fragments of her essence were cast into Havokk, coalescing into a rare and unstable phenomenon known as the Ytaxia Bloom: a crystalline, living remnant of her power. From this remnant, Chimeraxion was born a living avatar. Chimeraxion safeguards the bloom, preserving the last tangible connection between Ytaxia and Havokk. Around this site, the Order of the Remnant constructed their following, believing the bloom to be both womb and beacon; proof that their deity yet lives.
Even imprisoned, Ytaxia has inspired devotion. Through Chimeraxion, her whispers reach the faithful. Not commands, but possibilities. Those who follow her are known as the Order of the Remnant, and they believe Ytaxia’s return is not an apocalypse, but a restoration of balance through transformation. They work tirelessly to empower Chimeraxion, believing that strengthening the avatar will eventually weaken Ytaxia’s restraints within the Void. To outsiders, the Order is feared, misunderstood, and often hunted; yet their leader and patron have historically remained isolated and non-hostile, defending themselves only when threatened. To most of Havokk, Ytaxia is now little more than a name spoken in caution or curse. Should Ytaxia ever be freed, no prophecy, deity, or mortal can say whether she would return as savior, destroyer, or something altogether new.

Playing a Chaotic character means acting in the moment, carrying yourself to your maximum potential with whatever is available to you. Followers of Ytaxia and the Chaotic powers of the universe are more inclined to what some refer to as “enlightenment” and others as “madness.” Being exposed to the theoretical and infinite power of the cosmos is too much for some and can lead to the inability to distinguish reality from alternate dimensions or delusions. Some are physically affected by this power, but never mentally. As is the true nature of Chaos, the outcome is forever uncertain. You’re driven by a power and influence that binds the fabric of creation – you either live by your ability to control this power or see yourself destroyed in its wake.
Social interaction is sometimes affected by the appearance of Chaotic characters, where many of them adapt mutations or alterations to their physical forms. Depending on the alterations, this could cause NPCs to flee in fear of them, or see them as a benevolent guardian or friendly figure.
Chaos does not have a distinct enemy, as Light and Dark have declared with each other. However, the Chaotic alignment sides with Light and Neutral beings more than it does the Dark alignment. The Dark alignment seeks to destroy all there is, the antithesis of Chaos’ everlasting cycle of eternity. This means that any social interactions between Chaotic and Dark characters are usually brief, if not hostile, in most scenarios. This isn’t always initiated by the Chaotic characters, however, as Dark alignment beings are known to instigate threats and violence on a whim.



Mako's Pirate Horde

Order of the Remnant

The Nation of Phyreno
The Void is not darkness in the absence of light; it is the hollow between moments, the silence after extinction, the truth that remains when all meaning has been stripped away. Life, creation, memory, hope; these are inefficiencies to be erased. Where Chaos reshapes, and Light preserves, the Void ends so that eternal stillness may persist.
Those who draw upon the Dark alignment embrace the most corrosive impulses of sentient existence: greed, hatred, cruelty, fanaticism, and despair. Some serve the Void willingly, believing nothingness to be the only honest end. Others are bound by pacts, curses, or chains of necessity, forced into servitude by powers that promise survival, vengeance, or power. The Void rewards submission with poison that rots flesh and spirit alike, curses that cripple will and body, and rituals that convert suffering into strength. Dark-aligned characters do not simply kill; they unmake, draining vitality, corroding resolve, and reducing once-great beings into hollow shells. Wherever the Dark alignment takes root, ruin follows. Cities fall into decay. Fields turn barren. Hope withers long before bodies do.
Dark-aligned abilities weaken enemies by siphoning life force, eroding their strength and defenses until resistance becomes meaningless. Attack and Armor values diminish as vitality is leeched away, leaving foes exposed to inevitable destruction. The Toxic ability represents the insidious lethality of the Void: poisons that continue to kill long after the strike has landed.
The Anima ability embodies the ultimate bargain: sacrifice your own life force to unleash devastating power. Those who wield Anima walk a razor’s edge, trading survival for dominance, inching closer to becoming extensions of the Void itself. Dark power is never free. It is borrowed from your own inevitable extinction.
The deities of the Void share a singular mission: the total annihilation of existence. Yet even among beings devoted to emptiness, rivalry persists. Each seeks to be the final hand that snuffs out creation; two such entities now infest Havokk. They are allies not through trust, but necessity, united by destruction, divided by arrogance, and obsessed with their dark ambitions.



Aribus is not merely evil; he is the conclusion of all things, and the personification of the expression "all things must end." An ancient being born beyond Havokk, Aribus exists to shepherd existence toward its final stillness. Unlike the villainy of lesser tyrants, he does not revel in cruelty for its own sake; suffering is simply a byproduct of erasure. Where life persists, Aribus sees an error that must be corrected.
Though capable of manifesting physically, Aribus prefers dominion from within the Void, where his power is absolute. There, he shapes this dark reality as one might sculpt ash: controlling, consuming, and extinguishing anything that enters his domain. From the Void, he whispers into minds, corrupts champions, and empowers cultists to act as instruments of his will. Within the Void, nothing resists him in his war against creation itself.
Aribus is the eternal adversary of Life and harbors particular contempt for Light symbols of persistence, renewal, and defiance against entropy. His conflict with his sister, Lylath, is ancient and unending. Where she preserves and illuminates, Aribus erodes and smothers. Before arriving on Havokk, Aribus had already condemned his home realm to extinction, believing its destruction inevitable. Until then, his reach was limited, seemingly bound to the fragment of the collective Void and unable to traverse realms freely. Though the Void touches all realities, Aribus lacked the means to cross the thresholds between them. That changed with Ytaxia.
When Ytaxia’s power tore open the barriers between realms, Aribus glimpsed his true destiny. Other worlds existed. More life waited to be erased. If he could claim Ytaxia’s ability to traverse reality itself, the Void would no longer be contained; it would become universal.
Aribus convinced Lylath to aid him in imprisoning their eldest sibling, promising an uneasy truce. He claimed Ytaxia’s containment would end their eternal conflict and prevent further catastrophe. Lylath, blinded by pride and convinced that Light would ultimately purge Darkness, agreed. Aribus believed time would do the rest. His plan is based on the assumed notion that the Void would corrupt Ytaxia, consume her essence, and grant him dominion over her ability; and from there, all realms of the living. With that power, Aribus would extinguish existence entirely; not realm by realm, but all at once.
Upon arriving on Havokk, Aribus discovered the Void already tethered to the realm, yet unclaimed. By the time he became aware of Zhakul, Aribus had already decided there would be no shared throne. Now, the two work together uneasily, each believing the other a temporary means to an overall collective resolution.
Their singular goal is absolute: The destruction of Havokk, the annihilation of Uutu and Lylath, the silencing of chaos, and ultimately, the end of all existence.


Before the coming of renegade gods and the tearing of realms, Zhakul was Havokk’s shadow. He was not an invader, nor a conqueror from beyond the stars, but a primordial force born alongside the realm itself. Where Uutu embodied light, renewal, and sanctuary, Zhakul embodied darkness, suffering, and inevitability. Together, they formed a natural equilibrium. Not good and evil, but presence and absence, hope and despair.
To Zhakul, coexistence was stagnation. Pain, he believed, was not merely a consequence of existence but its truest expression. Life gained meaning only through suffering, and Havokk, in his eyes, was wasted on peace and shelter. Where Uutu nurtured, Zhakul tested. Where Uutu healed, Zhakul scarred. In time, Zhakul sought dominion.
Zhakul’s attempt to seize Havokk for himself marked the first true divine conflict of the realm. His actions escalated from subtle corruption to open torment, sowing agony in early life and poisoning the harmony that once existed. Uutu responded not with annihilation, but restraint. In an act of profound sacrifice, Uutu bound both himself and Zhakul to Havokk and to one another, ensuring neither could abandon the realm nor achieve supremacy over the other. This binding anchored Zhakul’s existence to Havokk’s, preventing him from fully entering or ruling the Void beyond any longer.
Zhakul’s first true defeat came not at the hands of another god, but a mortal champion: Tama, Dragonkind warrior and "brother" to Axel. Kuzuryu, alongside several scholars throughout Havokk, devised a ritual method to trap even deity forces within what is now referred to as Nexxusite. Tama, driven by duty and desperation for approval, used the ritual to bind Zhakul into a Nexxusite prison.
The ritual demanded a terrible cost: the caster must relinquish a portion of their own essence. As Tama was not an Elder Dragonkind, the sacrifice tore away a large fragment of his Dragonsoul. In his final act before imprisonment, Zhakul corrupted the missing piece of Tama’s Dragonsoul, filling it with anguish, bitterness, and self-loathing, and cursed it through dark Void power. Though he was sealed away, Zhakul’s malice endured, festering within Tama like a spiritual infection.
Zhakul eventually extended his influence beyond the crystal prison, calling out to a mortal consumed by suffering. That mortal became his new avatar, a temporary shell through which Zhakul once again walked Havokk. Upon his release, Zhakul confronted Aribus. The two formed a truce, not from trust but out of necessity. Aribus sought universal annihilation; Zhakul sought dominion through pain. Their goals overlapped, and the destruction of Havokk and the eradication of Uutu and Lylath. However, their philosophies clashed. Aribus sees suffering as irrelevant, a byproduct of his overall goals. Zhakul sees it as essential. For now, they stand together, each believing the other temporary.
Zhakul does not wish to end existence immediately, as Aribus does. By his own selfish ambitions, he wishes to rule it while on his path to total annihilation, and then, only then, would he be the one to claim eternal glory for the destruction of reality. His ultimate goal is to locate Tama and complete his rebirth within a form worthy of a god; unbound, empowered, and capable of reshaping Havokk into a realm where pain is law, despair is currency, and suffering is eternal. To Zhakul, Havokk is not meant to be erased. It is meant to hurt forever, an eternal spite towards his counterpart, Uutu, by destroying his creations and relishing in his pain through the remainder of their bound existence.
Zhakul is dangerous not because he is the strongest, but because he understands mortals. He whispers where Aribus erases. He tempts where the Void consumes. He promises meaning through suffering. And unlike Aribus, Zhakul was born of Havokk, which means he knows exactly where to cut.

Followers of Aribus, Zhakul, or those who crave the power the Void offers them all find themselves aligning with a singular purpose, no matter how their journey began: to end all things. The Void’s whispers of power and promises of glory to those who embrace it lure many to its cause. Aribus and Zhakul are skilled manipulators and tormentors, capable of turning even the most vigilant opponents into devout followers or pawns to their schemes.
Playing a dark alignment character means not just being willing to make those hard choices, but you often enjoy them and look forward to the pain they inflict. Whether a dark-aligned character specifically follows the Chancellors of the Void or any other dark-aligned organization, these characters are especially dangerous – you must be ready and willing to do terrible deeds for the Void’s glory.
Almost all dark characters are hard to be around personally (unless your party is also Dark). These characters revel in being disrespectful, heinous, violent, and rude whenever possible. For those who have a more refined personality or who prefer to operate from the shadows, dark characters are sometimes more about the long con or deep betrayals, deceits, and double-crossings. Overall, a dark character can’t generally be trusted or relied upon unless their companions serve a common goal or purpose. Their demeanor is often inappropriate for the environment, and they do not respect others or their boundaries.



Cult of the Night Matron

The Assassin's Guild

Chancellors of the Void
Those who find themselves associated with the Light alignment truly embrace that Light is not merely comfort. It is conviction. Light has always been associated with justice, warmth, and hope; the comforting glow of a hearth in the night, the rising sun after catastrophe, the torch that guides the lost through despair.
Those who follow the Light believe existence has meaning, that life is worth preserving, and that suffering is something to be resisted, not embraced, nor ignored. Many Light-aligned beings are generous, resolute, and compassionate, driven by an inner sanctity that urges them to protect others simply because it is right to do so. Others follow the light so that it may be directed upon the wicked.
The power of Light can heal wounds, reinforce allies, and shield the innocent. It can also be condensed, focused, and forged into devastating weaponry, searing foes with solar intensity. For some, Light is an external force to be channeled. For others, it is an internal oath, a belief so deeply held that it manifests as supernatural strength.
Light cards focus on preservation, escalation, and dominance through unity. Healing and shielding keep allies standing where others would fall. The Purge ability weaponizes righteousness, banishing non-Light cards and stripping opponents of their tools, a reflection of Light’s intolerance for corruption. The Blessed ability embodies collective radiance: each source of Light strengthens the next, stacking buffs until Light-aligned forces become an overwhelming, unified front. Left unchecked, the Light does not merely survive the battlefield; it claims it.
The Deities of Light are two divine beings who currently reside on Havokk: Uutu, the original guardian of the realm, and Lylath, the self-crowned Matron of Light. Though both stand opposed to the Void, their philosophies could not be more different. Uutu protects without demanding worship. Lylath demands devotion in the name of protection.



Lylath, the Matron of Radiant Dominion, is a visitor to Havokk, having arrived alongside Aribus and Ytaxia. Known to mortals as the Matron, Lylath is the embodiment of Light, creation, and absolute certainty. She is the youngest of three sibling-beings, born after Aribus and Ytaxia, and has spent much of her existence striving to prove herself their equal. That striving became resentment. Lylath’s Light burns brilliantly, but it is fueled by pride. She believes Light must rule unchallenged, that darkness must be eradicated rather than endured, and that those who do not embrace her radiance are obstacles to a perfected existence.
Though she despises Aribus, Lylath allied with him out of necessity. The two devised a plan to imprison Ytaxia within the Void, where her influence would be severed from creation and weaken both her power and resolve to stop them and their ambitions. Their pact was not born of trust, but of mutual fear. Lylath justified her actions as service to the greater good. In truth, she saw Ytaxia as an inevitable rival, one whose power to reshape existence threatened Lylath’s destiny to rule as the sole arbiter of Light and creation. When battle led them to Havokk, Ytaxia was weakened, and Lylath seized the moment. Together with Aribus, she bound Ytaxia, setting into motion consequences that now threaten all realms.
Upon discovering Havokk already touched by Light through Uutu’s legacy, Lylath declared herself its rightful ruler, as the sole master of the radiant regime Havokk would use to destroy the Void and its followers. She established the Regiment of Light, an organized, militant force, dedicated to purging darkness and enforcing her will. Her most devoted champions, the Archon Warriors, are rewarded with immense power. They shape Light into weapons, armor, and devastating spells, acting as living embodiments of her doctrine.
To the people of Havokk, Lylath presents herself as a maternal protector, a queen who will bring peace through purity. But Lylath does not seek balance; She seeks submission. Where Uutu once guarded the realm quietly, Lylath shines relentlessly, vowing to cleanse Havokk of corruption and restore it to what she believes it should be: a world unified beneath her radiant rule.


Long before renegade gods walked Havokk, Uutu was its guardian. At the birth of the realm, Uutu emerged as the original deity of Light, life, and creation. Uutu's observations of a universe at large were made with eyes filled with wonder and life. Uutu sought to bring the wonder of life and creation seen through their universe to Havokk, and this unbalancing of their natural order was a grave offense to Zhakul. Zkahul saw this as a power grab, and that Uutu's willingness to disrupt their balance was an active choice, he began striking back. When causing suffering to Uutu and his followers was no longer enough, Zhakul sought dominion, forcing Uutu into open war. The conflict scarred Havokk.
Despite the violence, Uutu remained benevolent. He frequently walked among mortals, taking the form of Elders across many species. Rather than rule, he taught, guiding civilizations toward cooperation, compassion, and justice. To avoid worship and dependence, he concealed his true nature, allowing mortals to grow on their own terms. Uutu’s last known appearance occurred during a catastrophic event in which he expended the remaining energies of his manifested form to protect a group of mortals. A natural disaster that would have claimed many lives, among them was a young Olivia.
Though Uutu’s physical presence faded, his influence endured. The spark of justice he ignited within Olivia shaped her path and inspired the formation of the Guiding Light, the two eventually crossing paths themselves. An order dedicated not to worship, but to action, standing against tyranny, defending the innocent, and doing what is right even when it is costly. Uutu has not been seen since.
Whether he is regenerating, diminished, or watching silently is unknown. What is known is this: Havokk still bears his imprint. Acts of selfless courage, unexplained miracles, and sudden turns of fate in moments of despair are often attributed to the Vigilant Protector. Uutu does not demand faith. He simply waits until Havokk truly needs him again.

Light characters are driven by purpose, gods, monsters, and everything in between to protect those who cannot protect themselves. Light characters exist to wipe out evil and injustice from existence. Their goal is always to carry on the legacy of life and creation, protecting this sacred task at all costs. Followers of Lylath, Uutu, or the overall sense of “good” associated with beings of Light all eventually wind up on the same path: the path of justice.
Playing a Light character means having a strict moral code, an unwavering moral compass (usually), or an extreme disdain for the agents of the Void. These characters are typically law-abiding and more inclined to offer a helping hand than cause problems. Doesn't mean they can't be quirky or fun. Or rock out.
Light characters have an overall welcoming disposition in social situations. As characters who welcome friendly interaction, camaraderie, and teamwork, these characters are usually open to collaborative efforts. Unless they are interacting with Dark alignment characters, who are notoriously known for being unsociable, Light alignment characters will usually only ever have negative or hostile interactions with Dark characters when provoked or when witnessing crimes.
Light characters are specifically opposed to the Dark alignment and all those who associate with it willingly. Light characters are driven by a purpose to do good, so naturally, Dark characters are the opposite of Light characters in fundamentally every way. Otherwise, Light characters are only ever enemies with those who willingly participate in racist, bigoted, sexist, violent, or offensive acts, and those who do so specifically to harm others.



Archons of Light

The Templar Order

The Guiding Light
The neutral alignment is the embodiment of Havokk's unbound and untamable will. Neutrality, in the context of Havokk’s alignments, does not imply indecision, apathy, or weakness. Instead, Neutral represents power that originates outside the ideological paths of Chaos, Light, and Darkness. Neutral forces draw from the arcane fabric of creation itself, the raw, magical essence that permeates Havokk and binds reality together. This energy is neither radiant nor void-touched, neither chaotic nor ordained. It simply is. Where Chaos reshapes, Light judges, and Darkness consumes, Neutralality endures.
Characters, creatures, and artifacts aligned with Neutral power are often deeply connected to Havokk’s natural rhythms, ancient magic, or personal mastery rather than divine mandate.
The philosophy behind Neutral design is simple: Power does not require devotion. Though unaligned, Neutral forces are not lesser. Neutral alignment carries no inherent moral expectation. A Neutral being may be benevolent, cruel, pragmatic, curious, or indifferent. What defines them is not belief, but self-determination. As such, Neutral characters frequently cooperate with other alignments when goals align, forming unlikely alliances to achieve outcomes that none could accomplish alone.
Neutral cards and abilities emphasize versatility, adaptability, and accessibility. Neutral cards can be played by any Hero, making them invaluable tools regardless of alignment. Neutral Heroes can draw strength from multiple alignments, though they are barred from alignment-exclusive effects, creating an innate sense of balance both in-game and in the story of their lives.
Neutral abilities often interact with fundamental mechanics: energy, card flow, battlefield control, and raw statistics, rather than ideological conditions.
The neutral alignment’s deity is Thanatos, the Soul of Havokk. For some, the deity they follow is Havokk itself. Though not comprised of the same origin or powers as the other deities of Havokk, Thanatos is equally as revered and feared as one of the greatest powers of the realm. Among the Dragonkind people of modern Havokk, there are temples and shrines dedicated to Thanatos. Since Thanatos was the first being to physically occupy the realm, all Dragonkind acknowledge him as their progenitor, and that of all species.



Among all powers on Havokk, none are more intrinsic to the realm than Thanatos. Thanatos is not a god who arrived from beyond the stars, nor a being born of ideology or conflict. He was willed into existence by Uutu and Havokk itself, a primordial consciousness given form to embody the realm’s vitality, magic, and continuity. Where other deities shape Havokk, Thanatos is Havokk. Thanatos’ physical manifestation is a colossal titan of overwhelming presence and terrifying majesty. His body is layered with armor-thick scales and massive crystalline growths that pulse with every known energy form. These crystals are not adornments — they are conduits, expressions of the world’s raw magic given shape. The lower half of his body bears the powerful muscles and scales reinforced with crystalline plating the size of siege wagons. His long, ridged tail ends in a crescent-shaped blade formed of bone and crystal, capable of cleaving both matter and energy alike. Two vast wings rise from his back, each large enough to eclipse the sun over an entire settlement when fully unfurled. Their scaled membranes are dense enough to deflect artillery fire, and their presence alone can stir storms of arcane energy. Crowning his head is Thanatos’ most iconic feature — a fusion of natural horns and crystalline growths that radiate quiet authority. He is unmistakably draconic, unmistakably ancient, and unmistakably alpha.
Thanatos possesses unparalleled mastery over energy. His bond with Havokk allows him to absorb, transmute, and redistribute all known energy forms, including those associated with Chaos, Light, and Darkness. His physical form adapts in response to what he absorbs, reshaping itself as needed. He is timeless; Thanatos does not age, weaken, or decay over time. As Havokk endures, so does he — growing stronger as the realm’s magic deepens and spreads. In the earliest days of Havokk, Thanatos wandered the world alone, maintaining balance by instinct rather than rule. Eventually, he recognized that no single being should govern existence unopposed. In communion with Havokk itself, Thanatos fractured his own Dragonsoul, sacrificing a portion of his essence to create the four Elder Dragonkind. These beings were not meant as heirs or weapons, but as a council — manifestations of different aspects of Thanatos’ will, designed to govern, protect, and balance the realm. Though born of benevolent intent, the Elder Dragons developed distinct personalities shaped by Havokk, its peoples, and external forces. Over time, ambition, ideology, and conflict fractured their unity. Thanatos would not intervene directly — balance, he believed, must be chosen, not enforced.
Thanatos was last seen during the Elder Dragonkind War, where he confronted Armanos in a battle that reshaped the land itself. Whether Thanatos was slain, diminished, or chose to withdraw remains unknown. Among Dragonkind historians, the prevailing belief is this: Thanatos still exists, bound to Havokk in a state beyond mortal perception. Many believe he refuses to manifest in the current age, knowing that countless factions would seek to exploit the power of an Elder Dragonkind for conquest, divinity, or domination. Among Dragonkind, shrines and temples to Thanatos still stand. He is widely regarded as the progenitor of their species, the first of their kind, and the silent guardian of their world. Yet Thanatos demands no prayers. He issues no commandments. His reverence comes from understanding, not obedience. Where other deities demand belief, Thanatos embodies continuity, the unbroken thread of Havokk itself. Should he ever return in full, it would not be as a ruler or conqueror, but as the living will of the world deciding that it must endure.

Neutral alignment characters can follow any specific moral pathway besides "obviously evil." When making actions and playing as a Neutral character, you have some creative liberty with their personality (for the most part). The Neutral Heroes are typically more driven by specific agendas than any grand "good v evil" epic.
Socially, Neutral Players are generally able to blend in with any type of audience. The actions they choose to perform define them as individuals, so whether social modifiers are applied to these characters depends strongly on their overall demeanor and influence, as well as the actions they perform. Neutral is not just “everything else.”
Neutrality is a constant and represents an eternal baseline for all things on Havokk. It is what remains when belief is stripped away. It is Havokk’s memory, its magic, and its refusal to belong to any single doctrine. In a world torn between Chaos, Light, and Darkness, Neutral stands as proof that power can exist without dogma and that sometimes, the greatest force is the one that simply outlasts all others.
Neutral characters are, like their name, generally neutral towards all parties (even Dark-aligned characters). Depending on the character and situation, these characters are often just "present" in most scenarios. However, if they were to have any specific "enemy," it would be dark-aligned characters - mostly out of self-defense.



Brokers of the One Tree

Coalition of Unified Havokk

Defenders of the Sovereign Leaf

High Mages of Dhulahan

Using the Cards
Included in this section are the rules and descriptions associated with card-related elements and using the game cards themselves. Characters, Events, Items, Skills, Spellcraft are covered in more detail, and the rules corresponding to them.
Expanding your Realm
Included in this section are the resources related to non-card game elements, such as the Player leveling system, Alignments & Factions, Movement, and other related items.
Lore Master Rules
Included in this section are the resources available to Lore Masters, expectations for their rule, and recommendations on running Campaign Format adventures.