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For the first time in centuries, the Eternal Throne sits empty. Many futures lie before you...

The realm of Myria is in turmoil. King Caiphus is dead; his remaining relatives— his daughter Vara, his bastard son Kaleb, his widow Eilyn, his sister Talir, and his uncle Rolant —all have claim to his title, but each has his or her own personal agenda to pursue. The capital city of Argenport is wracked by civil war, and the frontier is all but lawless. All the while, strange and supernatural threats are emerging from the Shadowlands. Build your armies, defeat your opponents, and fight to claim the Eternal Throne!

Eternal is a Collectible Card Game created by Dire Wolf Digital. The game touts itself as a middle ground between Magic: The Gathering and online CCGs like Hearthstone, and its stable of designers includes several prominent Magic pros. Unsurprisingly, it shares most of its features with Magic: players must play Power cards to increase their mana cap; players may only have four of any card in their decks; units are "Exhausted" after attacking or blocking; the defending player can block attacking units with their own; players can play Spells on their own turn and Fast Spells at certain points during any turn; there are five factions that can be combined in any way you please. However, it also shares Hearthstone's PvE elements, slick visual aesthetic, premium "foil" cards, and ability to convert useless cards into shiftstone and then into actually-useful cards of your choosing. Finally, it has a few traits completely unique to itself taking advantage of its digital-only format, such as cards being altered, transformed, and duplicated mid-game.

The game has multiple modes, including multiple single-player campaigns (as in Hearthstone, single-player campaigns must be purchased with either gold or real money but contain exclusive card sets which form 'side sets' released between the main sets), a Gauntlet mode against AI opponents, Ranked and Casual matches against other players on a ladder (with two formats, "Expedition" using cards from the most recent sets and "Throne" using cards from across all of Eternal), a Puzzle mode that tests your knowledge of the game, and single-player and multi-player draft modes. It also has an ongoing story, following the adventures of the five Scions as they maneuver for political and military advantage against an explosive "swords, six-guns and sorcery" setting.

Eternal first launched in 2016. As of 2023, the game has released fifteen major sets and about as many minor "campaign" sets. A physical card game adaptation, Eternal: Chronicles of the Throne was released in 2019.


Gameplay tropes:

  • Anti-Magic:
    • Silencing a unit removes all of its abilities.
    • The Aegis skill blocks the first spell or ability used on a unit or player.
  • Ascended Meme: A scarf was removed from Sandstorm Titan's art during Eternal's Beta, and the community's common joke was asking when it would get its scarf back. The Fall of Argenport added the Sandstorm Scarf, a relic with the same passive effect as the Titan.
  • Attack! Attack! Attack!: Keywords like Warcrynote , Sparknote , and Onslaught note  encourage this, while Recklessnote  enforces it.
  • Back from the Dead: Multiple factions are able to draw cards from their void and put them back into play. It's a staple of Shadow (necromancy) and to a lesser extent Time (digging up buried secrets), while Fire and Primal have a more limited form returning weapons and spells respectively.
  • Better to Die than Be Killed: A concede option is available, to speed up an inevitable loss.
  • Boring, but Practical: Several very basic effects, like dealing 3 damage, permanently stunning an enemy unit, or even just drawing two cards, are nonetheless very well-used.
    • The preconstructed Fire/Justice starter deck, Rakano Glory, is the Eternal equivalent of MtG's Boros. It's filled with Warcry, so you don't have to really think about your plays; you just Attack! Attack! Attack!, knowing that even if you have a sub-optimal trades this turn, you'll inevitably draw something huge. Even at low levels of player skill, this deck will get you pretty far in Casual or Forge.
  • Boss Battle: Available in Gauntlet mode. The seventh battle always has a gimmick, such as all units having Charge, automatically drawing 7 cards when your hand is empty, or every spell coming with a free unit. Naturally, the AI decks are made to fully exploit their gimmick.
  • Breakable Weapons: All "relic weapons", which are deployed on your avatar (IE Hearthstone's weapons), add Armor, and shatter when your Armor is broken.
  • Bribing Your Way to Victory: Since it's a Collectible Card Game, this comes with the territory: most in-game purchases accept either Gold (earned in-game) or Gems (bought with real money). However, the game is generous with gold and card packs earned through playing, and you can keep all of the cards you obtain in Forge and Draft.
  • Cap: There are two of them related to the number of spells you can play per turn. "Power" is the amount of mana you can spend each turn. In general, it only goes up by one every turn, as you can only play one Sigil (what Magic would call a Land) per turn (though naturally there are cards that let you get around this). "Influence" controls what colors of spells you can play. There are one- and two-color power cards, the latter of which typically come into play "Depleted" unless you meet certain other conditions. If you play a Depleted power card, then your Power cap and Influence will go up but the power itself won't be available until next turn.
    • This system results in a number of convolutions over the "tap a land for mana" system from Magic. First off, you don't use up Sigils every turn; they're just a pass-fail check. If your hand is filled with 1-power Fire spells and you finally get a Fire Sigil, you can then dump all those 1-drops in one turn, because all they require is that you have one Fire influence on the board. Additionally, the two-color power cards add two Influence but only one Power, so they don't enable two-power spells on their own. Finally, there are some really interesting power costs in the game, such as Sand Warrior, which doesn't cost any power, but cannot be played until your Time influence is three or more.
  • Cast from Hit Points: Multiple Shadow cards deal self-damage as an additional cost for its effect, whether directly like Desecrate or Dangerous Gambit, or indirectly like Impending Doom dealing damage each turn it's on the field.
  • Color-Coded for Your Convenience: The game's five "factions", similar (but not identical) to Magic: the Gathering's color pie: Fire (red), Time (yellow), Justice (green) Primal (blue), and Shadow (purple). Multifaction cards are black, while cards with no faction requirements are grey.
  • Color-Coded Item Tiers: Common (grey), Uncommon (green), Rare (blue), Legendary (orange), Promo (purple). Promo cards have three-quarters the cost of Rare cards, but are earned by playing the game during Events or Chapters, then afterwards can be obtained via crafting.
  • Counterattack: Certain cards can be used to punish an opponent for attacking, such as cards that deal damage to an attacking unit or kill an exhausted unit.
  • Counterspell: A staple of Primal, with Backlash and Spell Swipe being some of the earliest examples.
  • Crippling Overspecialization: Void decks are particularly vulnerable to cards that mess with the enemy’s void, and it's possible to totally shut down enemy combo decks if you have the right answer.
  • Crutch Character: Aggro decks dominate the early game, but if they can't pull out an early win, they'll have a hard time catching up.
  • Deader than Dead:
    • Voidbound cards cannot be retrieved from the void under any circumstance. This can either be applied by an enemy (for instance, if In Cold Blood is cast on a Justice unit, it will also force the enemy player to discard all copies of that card, and marks them as Voidbound to ensure they can never be taken out again), or by yourself (cards that bring other cards back from the void such as Turn Back Time frequently mark them as Voidbound, or are inherently Voidbound themselves, to ensure that It Only Works Once).
    • Cards with a Devour effect must destroy a certain number of cards from the enemy void, removing them from play altogether. In an interesting quirk, this is mutually exclusive with the other Deader than Dead effect — Voidbound cards are protected from Devour.
  • Death of a Thousand Cuts: Token decks rely on whittling down the opponent with a swarm of small units, which can quickly become a swarm of not-so-small units when certain cards are played.
  • Down to the Last Play: As is typical for card games. In even matches, victory or defeat can be decided by a single draw.
  • Draw Aggro: When a unit with Taunt attacks, the opposing player must block it if able. This can be used to force an opponent to make a less-favorable block, or to allow stronger units through untouched.
  • Enemy Summoner: Mostly the stock of the Grenadin, but present in all factions.
  • Faction Calculus:
    • Fire: Playing with Fire, Blood Knights, Zerg Rush, weapons, single-target damage, temporary power gain, most of the Attack! Attack! Attack! keywords. Limited in its potential for card draw, and in dealing with multiple threats at once.
    • Time: Dishing Out Dirt, Badass Army, Magikarp Power, power ramping, health gain, bounce. Limited in its ability to deal direct damage to units.
    • Justice: Redshirt Army, buffs and weapons, control spells. A hybrid color that shifts from an early-game aggro with small units, to late-game control with tankier units.
    • Primal: An Ice Person, Shock and Awe, drawing cards, direct damage, lots of spells, Anti-Magic. Its units are often weaker than their counterparts in other colors, forcing you to supplement them with its more powerful spells.
    • Shadow: strong removal, units that grant bonuses once they hit the opponent, Life Drain, gaining advantage from cards in the Void, and bringing cards back from the Void. Very specialized counterplay can leave it high and dry if it doesn't draw exactly what it needs.
  • Fastball Special: Based on cards like Yetipult and Jotun Punter, the general strategy of the yeti is "if you can't throw rocks or snowballs at it, throw other yeti at it".
  • Flight: Units with the Flying skill can only be blocked by other flying units.
  • Forced Transformation: A useful way to permanently remove a troublesome unit is to transform it into a weaker unit with no special abilities, like a Frog (Polymorph, Rain of Frogs) or a Pig (Feeding Time, Cirso, the Great Glutton).
  • Forced Tutorial: The game opens into a starting fight. After the fight finishes, you have to play a five-part tutorial, each section unlocking a deck for the color you played in that section.
  • Gondor Calls for Aid: The Ally keyword, which gives a one-time bonus when a unit with a given type is in play on your board (for instance, Tandem Watchwing gets +1/+1 when another Valkyrie is in play).
  • Healing Hands: Direct healing effects are mostly the domain of Time and Justice, such as Sanctuary Priest and Combrei Healer.
  • Herd-Hitting Attack: Most factions have access to effects that target multiple enemies, or affect the entire board.
  • Heroic Second Wind: The first time a unit with Revenge dies, it's shuffled back into its owner's deck and gains the Destiny skill, which means it'll be instantly returned to play when drawn. Certain Revenge units gain a bonus on the second pass, such as Watchwing Conscript.
  • HP to One:
    • Most debuffs reduce a unit's health by a fixed amount, but the Withering Witch will always set enemy units' health to 1 regardless of existing buffs or debuffs (and if a unit has already taken damage that turn, said damage will carry over, causing it to drop dead on the spot), making her one of the most potent tools in Feln's arsenal.
    • Last Stand at the Gate sets your own health to one, but plays three sturdy units and a powerful weapon for free.
  • I Shall Taunt You: There's a full communication wheel, including a Threaten emote.
  • Luckily, My Shield Will Protect Me: Most weapons give units an attack and health boost, with shields trending towards the latter.
  • Magikarp Power:
  • Mook Maker: Present in most factions. For instance, Marisen, the Eldest summons a random vermin on each player's turn, and The Tormentor summons a Spiteling each turn as long as he's in the void.
  • Mutual Disadvantage: Some effects, like Hailstorm or Harsh Rule hit every unit on the board, regardless of friend or foe.
  • My Rules Are Not Your Rules: Single-player Campaign and Chapter missions typically feature some sort of altered rule. Some of them apply to both players (ex: "All units, when played, deal their Strength in damage to a random target"), some of them involve Equivalent Exchange (ex: "The opponent's units are all +1/+0, but you draw a card when you kill one"), some are particular challenges (ex: "Deal enough damage to break the enemy's Armor, without reducing their Health to 0").
  • No-Sell:
    • A few units, such as Ancient Terrazon, are invulnerable to combat damage, though not immune to spells.
    • Certain powerful spells like Decimate bypass Aegis and cannot be negated by counterspells.
  • Not Quite Dead: Sleeping Draught resummons a unit that died on that turn.
  • Obvious Rule Patch: Exploits involving certain cards are sometimes patched out. In particular, any interaction that generates an infinite combo (usually involving cards with Echo, or returning cards from the void) will usually be nerfed.
  • One-Hit Kill: Units with Deadly will kill whatever they deal damage to, no matter how much health it has. The Last Word extends this to players.
  • Play Every Day: Daily quests, and a free card pack for your first Versus win of the day.
  • Power at a Price: Common with Shadow and Fire, with several cards activated by sacrificing other units.
  • Purposefully Overpowered: A number of cards in any set would qualify. The Empty Throne's Sandstorm Titan is considered the first such case, being a unit with 5/6 stats for 4 power, in addition to its powerful battle skill and situationally useful card text.
  • Save Scumming: Campaign levels can end up involving this trope, because luck of the draw — both towards you, in getting a strong opening hand, and your opponent, in getting a bad one — can be such a deciding factor in a game where you don't automatically increase your power cap every turn like you would in games like Hearthstone. If at first you don't succeed, just Retry until the Random Number God finally blesses your hand. Certain Campaigns and Chapters require you to play with a pre-set deck, meaning that opening hand is basically the only thing you can control.
  • Single-Use Shield:
    • Aegis gives one that protects a Unit (or player) against a single spell or effect. It does not work on battle damage from another creature or a relic weapon, nor does it protect against an effect cast by its controller (so you can't put Aegis on your creatures and then have them survive your own board wipe spell, for instance).
    • Regen wil prevent the first damage a unit takes, but will not prevent non-damaging effects or spells, similar to Hearthstone's Divine Shield.
  • Situational Sword: Some cards have very narrow uses, like removing attachments. If your enemy has no weapons or curses, it'll just sit there in your hand.
  • Splash Damage Abuse: Averted, unlike many other card games. Units with Aegis are protected even from enemy effects that hit the entire board (but not against your own effects, so if you play a board-clearing spell, Aegis won't save them).
  • Straight for the Commander:
    • As in Magic, you declare attacks at your opponent directly, and they declare which of their units are blocking your attackers. Averted only with units with the Killer skill, which lets them attack another unit directly (once).
    • Defiance adds a new card type, Site. If your opponent has a Site in play, you declare attacks either at his their total or at their site, but all attacking units can only target one or the other.
  • Stone Wall: Any unit with high health can be this. Units with Deadly can also be this, since they guarantee that you'll kill an attacker.
  • Tactical Withdrawal: There are spells and Summon effects that will return units to their owner's hands, such as Teleport or Praxis Displacer; these can be used to neutralize an enemy unit or protect one of your own. Other versions are more specific; Safe Return specifically makes the returned unit stronger, while Lost in the Mist makes it harder for the unit to be played a second time.
  • Thanatos Gambit:
    • Units with Entomb have special effects when they die, encouraging you to let them die, sacrifice them yourself, or bring them back into play so their Entomb effect can trigger again.
    • Units with Tribute, encourage you to get your own units killed or discarded before deploying them, since they get bonuses if one of your units was sent to the void before you play them.
  • Zerg Rush: Fire does this the best, especially with Grenadin, almost all of whom summon more Grenadin. Shadow can also manage this to some extent, with cards like Rat Cage.
  • Zero-Effort Boss: The final level of "Dead Reckoning" involves one character dealing a Plotline Death to another (namely, Jekk killing Rolant). Said victim is trapped at 1 Health and 0 Power; you take your turn first and are not allowed to pass it; and you are given the option of whether you want to use Jekk's gun or Icaria's sword to finish the job. Unless you concede, the boss has no way to survive the turn.

Setting and Flavor tropes:

  • All Your Powers Combined: If you have an East-, North-, West-, and South-Wind Herald in play, they merge to form the almighty Avatar of Winds.
  • An Ice Person: Mostly in Primal, and the flavor for most stunning spells. Rimescale Draconus is an ice dragon who permanently stuns all exhausted enemy units.
  • Applied Phlebotinum: Most of the setting's magitek is powered by Shiftstone.
  • Badass Longcoat: Sheriff Marley and Marshal Ironthorn sport these, complete with dramatic flow.
  • Barbarian Tribe: Most of the humans who inhabit the Skycrag mountains.
  • Battle Couple: Whirling Duo.
  • BFS: The Sword of the Sky King, a monstrous 8/8 relic weapon.
  • Bigfoot, Sasquatch, and Yeti: Yeti are mischievous, but their idea of "mischief" often proves fatal to travelers. Their larger kin, the jotun, can be equally dangerous.
  • The Blacksmith: Icaria and her Resistance are based in the settlement of Rakano, home to some of the most skilled blacksmiths and armorers in the land.
  • Blood Magic: Forbidden by all shaman tribes, with the exception of the Feln.
  • Bold Explorer: Explorer is a creature type, present in Primal, Time and Fire (representing the Praxis digging up ancient sentinels, and the Elysians exploring the furthest reaches in Myria).
  • Carry a Big Stick: Mithril Mace, Morningstar, Copperhall Cudgel, and so on.
  • Continuity Nod: Multiple cards reference other cards, usually through art or voice lines. A few examples:
  • Cult: A recurring foe throughout Eternal lore; Radiant-worshippers who live in the ruins of the Xenan temple, dragon-worshipping exiles in Xulta, the Queen of Glass' followers in Bastion, Hecaton worshippers in Thera.
  • Cyborg: Valkyries are elite soldiers augmented with magitek wings.
  • Defector from Decadence: Much of the Resistance is backed by deserters from the Crownwatch, who oppose Rolant's oppressive rule.
  • Dishing Out Dirt: Several Time cards have a sand motif, among them Sand Warrior and Sandstorm Titan.
    Sand Warrior: Back to dust!
  • Dual Wield: A player with the Starsteel Daisho equipped can attack twice per turn.
  • Dug Too Deep: The Stonescar mines are one of the richest Shiftstone sources in the world, but beware what lurks in the depths...
  • Dungeon Punk: Myria and many of its counterparts sport colorful fantasy elements in an unpleasant, noir setting.
  • Energy Being: The Radiants, who live on the border of the Shadowlands. There appear to be two Radiant factions with opposing goals, the Lumen (Time) and the Umbren (Shadow), with the Worldjoiner possessing elements of both.
  • Epic Flail: The Charchain Flail.
  • Fantastic Drug: Miviox, a red mist that heightens emotions, lowers inhibitions, and can turn any crowd into a crazed mob in moments. Unleashed involves a joint venture between the Cabal and the Auric Bank to release clouds of the stuff on Argenport, to profit off the resulting chaos.
  • Fantasy Gun Control: Averted, Eternal's setting is described with "swords, six-guns and sorcery". Marshal Ironthorn boasts a particularly impressive shotgun. Gunpowder, on the other hand, is a somewhat rare commodity, being made from ground-up shiftstone.
  • Fantasy Kitchen Sink: And how! So far, the game includes oni, valkyries (sort of), centaurs, minotaurs, gorgons, dragons, giants, elves, and yeti. And that's on top of dinosaurs, gunslingers, ninjas, and robots.
  • Forest Ranger: The elves of the Lethrai clan; given that the forest in question is the Direwood, they're not exactly a friendly lot. Deepwood Ranger also fits the motif to a T.
  • Glamour Failure: The False Prince has some strong stats for his power cost, but if either player targets him with a spell, the "illusion" breaks and he turns back into a Frog.
    False Prince: What gave it away?
  • Honest John's Dealership: Smuggler's Stash.
    "They're good as new!"
  • Instant A.I.: Just Add Water!: The Grenadin were built as mining robots, but prolonged exposure to Shiftstone has imbued traces of sentience.
  • Knight in Shining Armor: Justice likes this aesthetic.
  • La Résistance: Exemplified by the iconic Icaria, the Liberator.
    Icaria: Rise up, or be cut down!
  • Lost Technology: Sentinels, great titans of stone and metal. The Praxis have managed to wake up some long-dormant sentinels, and have even started to figure out how to create new ones.
  • The Lost Woods: The Direwood, home to the Lethrai, the Feln, and all sorts of giant beasts.
  • Magic Nuke: Harsh Rule depicts one of these.
    Rolant: This ends now!
  • Make an Example of Them: Inspire Obedience depicts a disgraced Valkyrie in stocks as Makto tears off his wings.
  • Metallic Motifs: Argenport, Silverwing, Copperhall, and the Auric Bank.
  • The Multiverse: Multiple realms visited in the story are hinted to be alternate versions of Myria, with some sharing characters and affiliations, and all of them sharing a single constant: The Eternal Throne.
  • Mysterious Stranger: An enigmatic faction of present through nearly all of Myria, carrying the influence of the Shadowlands. Every Stranger bears a pink crescent mark over their left eye, and they function in-game as a Hive Mind, with each new Stranger adding their skills to the collective.
  • Names to Run Away from Really Fast: Nightmaw, Sight Unseen and Voprex, the Great Ruin, among others.
  • Oni: Oni are a creature type associated chiefly with Fire and to a lesser extent Justice (and have appeared in Shadow). They live in a stratified martial society referred to as the "Shogunate" and are associated with Rakano, both the settlement and the Fire-Justice faction (though none to date have been Rebels).
  • Our Elves Are D Ifferent: They's sneaky, treacherous infiltrators and most closely associate with the Feln (Primal-Shadow) faction, which is known for forbidden blood magic.
  • Our Dragons Are Different: Naturally, they are all powerful flying units and are most closely associated with Fire and Primal, though dragons have appeared in every color but Justice (not counting Nictotraxian, who requires one influence with every color).
  • Our Minotaurs Are Different: The Auric minotaurs run the largest treasury in Argenport, making them one of the wealthiest and most influential factions in the city. They settle legal disputes with unarmed ("horn-to-horn") combat.
  • The Owl-Knowing One: The Hooru are a reclusive society that serve a council of wise owl elders.
  • Perspective Flip:
  • Playing with Fire: The Fire faction, natch.
  • Precursors: An unknown civilization that created the now-dormant Waystones and Sentinels. Talir and the Praxis Arcanum seek to uncover their secrets.
  • Proud Warrior Race: Oni adhere to a strict code of loyalty.
  • Sealed Evil in a Can: The Lumen seek to prevent someone from being released, but who or what is as of yet unknown.
  • Shadowland: Myria is surrounded by the Shadowlands, an encroaching wasteland tainted by dark magic. Other realms have their own equivalent, and it's been shown in more than one form; Bastion is a massive tower city being slowly consumed by the rising Shadowsea.
  • Star Killing: Lastlight Judgement. One of the few cards that requires all five influences to play and has a cost of 15, and in return it kills everything on the board and forces both players into a neverending Night phase that saps their HP every turn and forces them to draw two cards. It is essentially the Godzilla Threshold embodied by a single card.
  • State Sec:
    • After the Resistance's crushing defeat in Argenport, the Inquisition was founded to hunt down the remaining rebels, as well as bury all evidence of Rolant's involvement in the Harsh Rule. In Argent Depths, the Inquisition is unnecessary as the Crownwatch is already the authoritarian arm of the alternate King Caiphus.
    • In Thera, Steelwarren has its own inquisition to root out followers of the Hecaton (and later the Hermit), with its leader Ziat resorting to more and more drastic measures to root out perceived enemies.
  • The Syndicate: The Cabal controls most of the Argenport underground. As the war rages on and resources become scarce, more and more civilians come to rely on the Cabal for survival. Eventually, Rolant himself is forced to strike a deal for their help in keeping the city running, placing them in a position to overthrow and imprison him at the first opportunity.
  • Taken for Granite: The fate of any enemy unit that dies when Statuary Maiden is in play.
    Statuary Maiden: You'll stay... forever...
  • Void Between the Worlds: The true nature of the Shadowlands. It's possible to travel between realms if you can find a safe path. A group of Myrian explorers follow a Waystone route to Xulta, and following Xulta's destruction, a caravan of refugees eventually find their way to Myria.
  • Warrior Poet:
    • Fire being associated with both creation and destruction, an artisan is emblematic of Fire just as much as a warrior is. Darya, Warrior Poet is a textbook example of both.
    • These are common among Oni culture, particularly in Xulta:
      To the oni, bards and orators were as important as warriors. Songs and epics inspired soldiers to greater and greater feats of battle, and without chroniclers and eulogists even the most heroic warrior would one day be forgotten.
  • Weird West: Myria at large has its fair share of gunslingers, frontier towns, desert outlands, and at least one casino, but is also a Fantasy Kitchen Sink with dragons and dinosaurs.
  • Wild West: Stonescar, a mining town on the frontier, has a more "classic" western flavor compared to other areas of Myria. Rakano, a frontier town that became the nucleus of the Rebellion against Rolant's regency has a lot of this flavor as well.

Character and Story tropes:

  • Alternate Self: Multiple characters travelling to other realms have met their alternate-universe counterparts:
    • Each and every Stranger is an alternate Horus Traver, gathered by Azindel.
    • Hour of Glass reveals the enigmatic Queen of Glass to be an alternate Talir.
    • When Kaleb's Ragtag Band of Misfits end up in Thera, Finneas ends up meeting his Theran counterpart.
  • Another Side, Another Story: The last portion of The Tale of Horus Traver retraces segments of The Empty Throne campaign, particularly Talir's story and Caiphus' last stand in the throne room, with the player in control of the Strangers instead.
  • Anyone Can Die: Prominent characters integral to the initial plot die in the campaigns of Eternal.
  • Arc Words: "Until the world goes dark."
  • The Bard: Diogo Málaga and his electric guitar.
    Diogo: A discovery for the ages! (guitar riff)
  • Big, Screwed-Up Family: Few of the Scions seem to particularly like each other, with most of them being indifferent or tolerant at best. The exceptions seem to be Eilyn towards her daughter Vara (and even that is one-sided for a good while), and half-siblings Vara and Kaleb being content to not bother each other. Notably, everyone hates Rolant. Most of them have reconciled following The Fall of Argenport.
  • Death Seeker: Upon losing his family, Horus wandered into the Shadowlands to die. Azindel found him first.
  • Double-Meaning Title: The Jekk's Bounty campaign refers both to Jekk's work as a Bounty Hunter, and the bounty on him, which the player character defeats him in the last stage to collect.
  • Epic Hail: The isolated city of Bastion, knowing other cities exist beyond the Shadowsea, uses salvaged Waystones to send a distress call in the hopes that someone, anyone can answer. Talir, searching through time and space to track down Caiphus, hears the call.
  • Evil Chancellor: Caiphus' vizier baited him into tapping into the power of the Eternal Throne, knowing damn well what the consequences would be.
  • Evil Twin: Kaleb has the Failed Reflection, an alternate clone of Caiphus that was mad with isolation.
  • Framing Device:
    • The Empty Throne is narrated by Jekk, recounting each of the Scions' tales before his execution by the Crownwatch. At the end, it's implied that Icaria comes to his rescue.
    • The Tale of Horus Traver is narrated by a future version of Talir, who also serves as the penultimate opponent, reaching back through time in an attempt to stop Horus and save her brother.
  • Hopeless Boss Fight: The end of the starting campaign, with Caiphus' battle against the Stranger horde.
  • How We Got Here: The Tale of Horus Traver is a Whole Episode Flashback to the death of King Caiphus.
  • Jumping Off the Slippery Slope: Rolant's efforts to protect Argenport from the Resistance started with forced conscription into the Crownwatch, then quickly spiralled into a Magic Nuke and the subsequent cover-up thereof.
  • Killed Off for Real: Icaria and Rolant in Dead Reckoning, Milos in Homecoming.
  • Knight Templar: Inquisitor Makto. He is absolutely dedicated to crushing the last vestiges of the Rebellion and ensuring loyalty to Rolant.
  • Missing Mom: Kaleb is Caiphus' illegitimate son. His primary goal is to learn the identity of his mother, though he stumbles upon some interesting discoveries along the way...
  • The Paragon Always Rebels: Icaria was the first Valkyrie, but turned against Rolant and now leads the rebellion against him.
  • Pyrrhic Victory: Rolant repelled the Resistance's siege of Argenport and dealt them a crushing blow in the process, but wiped out an entire district in the process, plunging the city into further chaos.
  • Rebel Leader: There have been several leaders of two different rebellions to date: first General Izalio, who was killed by Rolant in the final tutorial mission, then the iconic Icaria, the Liberator, killed by Inquisitor Makto during Dead Reckoning; Milos Izalio took over but his father's rebellion was rendered moot by the events of the Fall of Argenport; Milos then signed on to lead another rebellion in distant Kosul to restore the rightful ruler, Svetya, to the throne and topple Yushkov, the Usurper.
  • Rebellious Princess: Caiphus' daughter Vara is the favored heir to the Eternal Throne. She's not interested in political machinations, instead venturing into the Shadowlands to find her own path.
  • The Reveal: Two layers: Caiphus was seemingly killed by the Eternal Throne itself, and it's later revealed that he survived, but was cast into the Shadowlands by the Throne and possibly achieved some form of Ascend to a Higher Plane of Existence as a result.
  • Royals Who Actually Do Something: Every Scion is a powerful warrior, each specializing in one of the five Factions.
  • Start of Darkness: The Tale of Horus Traver chronicles Horus' descent from ordinary homesteader to Stranger boss.
  • Succession Crisis: Following Caiphus' death, each of the five Scions has a claim to the Eternal Throne.
  • Treacherous Advisor: Azindel guided Vara through the Shadowlands and back... and then tricked her into accepting a cursed amulet which wiped her memories. Once she recovered, hunting down Azindel became her top priority.
  • Tyrant Takes the Helm:
    • Rolant, as head of the Crownwatch, became the de facto ruler of Argenport following Caiphus' death. His attempts to maintain order within the city created an oppressive regime, which galvanized an existing resistance movement into a full-on rebellion.
    • As a consequence of the above, Makto is placed in charge of the valkyrie after Icaria's defection.
  • You Can't Go Home Again: Eilyn left her clan when she married Caiphus. Many years later, she decided to pay them a visit, only to find out that the clan (in particular, her brother Vadius, who had risen up to lead the clans in her absence) had long since rejected her. However, she regains her position as leader by defeating Vadius in combat.

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