Zhimona Thora
The Healer. Born between mountain clan and royal court in Nefaria, Zhimona split seasons between both worlds and became a huntswoman, shield-maiden, and respected knight.
At fifteen she trained as a scout and answered her grandsire’s summons. Mountain instinct plus court discipline made her a legend—especially when the tale wears a crown.
Asar Atum
The Fallen King. Orphaned at ten when rebels slew his scholar father, Asar wandered Terrakemet until taken in by an ancient people. He rebuilt a kingdom for fourteen years before flood erased it.
In the Eastern Marsh he heard of seven betrayed knights and set for Lancaster City. That road led him to the Fallen Ten.
Bacchus Falco
The Beastmaster. From the Trynmyn Islands, Bacchus trained beasts since childhood. With bison and birds at his side he became more than a hunter—he was a force of nature.
After eight years as an archer-scout, he roamed the western mountains until fate crossed him with nine knights. He rode with them into legend.
Torvald
The Leader. Oldest of the Nefarian Seven and their captain. Glacier-calm tactician forged in whiteout wars; he bound survivors by oath when Tirich Mir fell.
Ingvild
The Scout. Scout-master of the frost ridges. She reads snow like scripture and once ghosted a warband through Iglu’s Gloomwoods without a single print.
Solveig
The shield-maiden. Her bulwark saved comrades at Tophet Abyss—protecting the weak first, the realm second, and her kin always.
Ingolf
The Chef. Breaker of gates with a rune-etched axe. Turned from jarl politics after Tirich Mir’s fall, swearing to crack tyrants’ doors no matter the crest.
Steinar
The Architect. Bowman of the black tundra. Ash-wood longbow, ship-sinew string—he looses in gale winds like others breathe and marks arrows for those he couldn’t save. Steinar is the architect of The Fallen Ten.
Gudmund
The Hunter. Priest turned warrior. He served shrine and hearth before the wars froze both; now he carries spear and blessings, stitching morale where medicine cannot.
Randolf
The Protector. Harrier of the sea-roads. He learned war on sleet-slick decks, cutting supply lines with quiet cruelty and leaving enemies to the midnight water.