Sovereigns of the Time Before Level 1 Setting: The Great Devoid Warlocks, Bowman, and Berserks stand north of the Devoid, watching as four Dwarves and eight Fetch prepare to activate the Devoid Knot. More Dwarves watch on from the bluffs to the east of the Devoid. A Dwarf runs in from the north of the bluffs, shouting "Help! Save me!". A Ghols runs out onto the ledge above him and throws a mortar at him, killing him. A bowman says "Damn!" The Ghols taunts, then more Ghols appear from the north. One Berserk says to another, "You go for help, we'll hold them off as long as we can!" The other Berserk runs to the World Knot in the northwest. The rest of the humans (Berserks, Bowmen, and Warlocks) and the Dwarves around the Devoid Knot walk around the Devoid to the southern ambush point in the bluffs. The Dwarves on the bluffs are given to player control. Waves of Ghols pour out of the north, punctuated occasionally by mortar-throwing Ghols on the northeastern ledge. The Dwarves must use a mesa to their advantage to hold back the Ghols until the human reinforcements can reach them. Once the humans reach the southeastern ambush point, a massive wave of Ghols pours in from the north, not stopping until the front of the wave hits the humans at the southern ambush point. A mortal Ghol will sneak around along the southeastern ledge and attack the humans from behind. After that wave is defeated, more Dwarves and Mortar Dwarves arrive on the southeastern ledge and are given to player control. One more huge wave of Ghols rushes down the bluffs and must be held off with their help. All the while, the Fetch have been fiddling with the Devoid Knot. Once the Ghols are defeated, the ground begins to ripple and a beam of light shoots out of the Devoid. A mass of Spiders with some Spider Queens begins to boil out of the Devoid, and the Fetch turn against the player. As the first Spiders reach the bluffs, Lightning and Flame Callieach begin to teleport in around the edge of the Devoid and join the assault on the player. Around this time, reinforcements arrive through the World Knot: the Avatara Riordan, a unit of Heron Guards, and more Bowman and Warlocks. They walk to the north of the Devoid, where Riordan says "Stand back, all of you!" and casts a dispersal dream on the nearest Spiders. The reinforcements are given to player control. After another wave of Lightning and Flame Calleach, more Dwarven reinforcements arrive from the southeastern ledge. After several more waves of Lightning and Flame Callieach are defeated, an Avatar of the Dark Gods teleports in on the south edge of the Devoid. He quickly annihilates any forces remaining south of the Devoid. A Heron Guard says "What the hell is that?" Another Heron Guard says "Quickly, to the World Knot!" The player must retreat to the World Knot. His Bowmen and Warlocks will most likely be quickly annihilated by the Avatar of the Dark Gods, but his Heron Guards and perhaps Riordan should be able to make it. When they reach the World Knot, one Heron says "Quickly, everyone! Into the Knot!" As the humans flee, four Trow appear from the north end of the bluffs and quickly circle around to the south of the Devoid, where they are given to player control. The Avatar of the Dark Gods turns to face them, but they should be able to overpower it as they are resistant to lightning and flame and they outnumber the Avatar of the Dark Gods. Once it is dead, victory conditions are met, but the level does not yet end. When the Avatar of the Dark Gods is defeated, another boil of Spiders and Spider Queens pours out of the Great Devoid, along with more Lightning and Flame Callieach, and then three more Avatara of the Dark Gods. The Trow should be quickly overwhelmed. After the Trow are dead, an Avatar of the Dark Gods moves to the World Knot in the northwest, stands in it, and teleports out. The level ends. Level 2 Setting: Muirthemne Heron Guards appear in a World Knot in Muirthemne and scatter. A Heron Guard shouts "Those beasts, they're unstoppable, we haven't a prayer!" They are given to player control, along with Warriors, Bowmen, Warlocks, and Dwarves already on guard around the World Knot. About a minute later, an Avatar of the Dark Gods appears through the Knot. He is followed incrementally by Lightning and Flame Callieach. The player must defeat these forces and get a Dwarven Pathfinder into the Knot to destroy it from the other side. Several satchel explosions teleport back through the Knot shortly after the Pathfinder goes through. Level 3 Setting: The Gjol River Several Trow, including one Trow Swordsman, some Heron Guard Heroes, Berserks, Bowmen, and Warlocks, must hold back the forward forces of an army of Spiders, Spider Queens, Lightning Callieach and Flame Callieach, until two Avatara of the Dark Gods and a massive horde of undead Callieach arrive. Then the player must flee northwardly. Level 4 Setting: The shores of the Deep An army of Iron Trow, including fully armored Trow Warriors and partially armored Trow Swordsmen and Trow Spearmen, plus the human survivors of the last battle, must hold back a massive army of Spiders, Spider Queens, Flame and Lightning Callieach, hordes of undead Callieach, and several Avatara of the Dark Gods. None of these enemies can be allowed to reach the waters of the Deep, for the Avatara of the Dark Gods seek to reunite the Runestones of Wyrd and then destroy them, destroying the One Dream and the world with them. Level 5 Setting: Forest Heart Various Trow and human forces must escort some Dwarves deep into Forest Heart to find a Tain shard. Forest Giants reluctantly join the player's forces. Feral Myrkridia, including some Myrkridian Giants, are the main threats, but Lightning and Flame Callieach wander the woods as well, and one Avatar of the Dark Gods awaits. Once the Tain shard is found, the Dwarves, Humans, and Trow teleport into it. Level 6 Setting: Inside the Tain TBD