Five BladesWiki

The world

Biomes

The game has seven biomes. The current biome determines nearly all available content: specific enemies and bosses, which encounter types appear and how often, its own shops and item pool, themed events, and the scenery shared between hub and battle. The biome is a state independent of progress — a run can get harder without changing scenery, and change scenery without getting harder.

The race ring

Six biomes in a closed ring, each with three home races, and each race split between two neighbours — six of them bridge one biome to the next, and dwarves, goblins and demons each share a border with one of those six. The Sacred sits outside the ring: no home race, which the engine reads as “all of them”. Every run begins there, and the first travel card is the first real decision.

WEREWOLF UNDEAD MERFOLK LIZARD HUMAN ELF GOBLIN DWARF DEMON SACRED BATTLEGROUNDS ALL RACES RUN STARTS HERE ANCIENT FOREST SHROUDED MARSH LUMINOUS TOMB ENCHANTED SHALLOWS ARID WASTELAND SUNLIT PLAINS
Why a fixed start, and why the Sacred

Biome variety is meant to come from travel — a visible player choice — not from an invisible draw at boot. Always starting in the same place gives the run a recognisable origin, against which the first journey stands out.

The Sacred is the only biome outside the ring: every race appears with equal odds. The player sees what came into their hand, and the first journey becomes the first build decision — head for the biome that is rich in what they already have.

What separates one biome from another

What changes between biomes is the probability of each encounter type appearing. The monsters already come from the biome; the strategic personality comes from how the options are drawn there. Biome identity is tabulated data, not special-cased code — adjusting a biome's character means editing weights.

Biome profileHow it feels to play
Heavy on shopsA shopping biome: lots of gold converted into build, few surprises.
Heavy on Elite / BossA dangerous biome: high loot for a build that is ready.
Heavy on free eventsA generous biome: cheap rebuilding after a bad stretch.
Heavy on specialsA volatile biome: NPC dilemmas that overturn the run.
Heavy on one specific shopA biome that pushes one build archetype.

Fixed structure per biome

Every biome in the ring — the six outside the Sacred — has, in addition to the shared events:

  • A race shop: heroes only, one of each of the three home races in every tray.
  • A general shop: any-race hero 50% + themed biome items 50%.
  • One dungeon, always closing on a boss, and with no shop inside.
  • One special battle outside the dungeon.
  • Two of its own free events, and two exclusions from the shared pool, always with a fictional justification.
  • Exactly two surface bosses plus the dungeon boss. The ceiling holds for all seven.
Not built yet
  • Authored per-biome weights — the seven tables exist but are empty of personality.
  • Luminous Tomb is down to two elites after the Vampire became the Deep Hold's boss: the thinnest elite pool in the game.
  • Per-biome card titles — they currently come from a single list, so a forest title can appear in the desert.

Sacred Battlegrounds

The tutorial biome. It does not pull toward any race — it pulls toward a hand. Both shops and the free gift teach blade against bow, and the two bosses test it. Melee always strikes the front; a bow strikes a random target. Everything authored here exists so the player discovers that difference before deciding where to go.

FantasyHome racesExcludes from the shared pool
Sacred field — always the starting pointAll races — outside the ringBlack Hole, Weapon Shop
CardType~WeightWhat it does
The Muster TentShop20Heroes only, any race, 3 slots. This is where the team that decides the first journey comes from.
Blade and BowShop203 slots in fixed order: a blade, a bow, and a third drawn 50/50 between staff and shield. No potion or food — the tray is the lesson.
The Fallen BannerFree4Choose 1 of 3, with all three slots guaranteed: a melee, a bow, and a third drawn between staff and shield.
The Last StandSpecial8Five bodies from five different races at 80% of a boss. Prize: three weapons, one of each hand.
The SiegeworksDungeon10Combat only, up to the Gatekeeper (Cerberus + Abyss Hound).

Sunlit Plains

The farming and road biome. Rich in food and in people to hire — the most generous in resources and the mildest in cast.

FantasyHome racesExcludes from the shared pool
Open grasslandHuman · Elf · DemonBlack Hole, Abandoned Cage
CardType~WeightWhat it does
Trade CaravanShop20One human, one elf and one demon, 3 slots.
The County FairShop20Road goods: simple weapons, provisions and a wide curated potion selection.
Farmstead TableFree12Choose 1 of 3 harvest foods (pie, eggplant, watermelon, leek…).
Last WishFree10Single gift: an undead hero. A nod to the Tomb across the ring.
The Wager on the FieldSpecial8A duel: only your champion (the highest max HP) takes the field against a knight. The prize is a promotion on them.
The Wolf DenDungeon10Fights and chests up to the Black Pack (Den Alpha + Dark Wolf + Cub), paying 2 items.

Ancient Forest

The biome of the bow and the fae court. Excluding the sword shop is authorship: here the house hand is range, and the fae potions all stack on whoever shoots.

FantasyHome racesExcludes from the shared pool
Primordial elven woodlandElf · Werewolf · GoblinMercenary Camp, Sword Shop
CardType~WeightWhat it does
The Wild CourtShop20One elf, one wildkin (werewolf) and one goblin, 3 slots.
Greenway MarketShop20Curated elven arsenal — bows, nature staves, the Emeraldcutter.
The Elder GroveFree14Choose 1 of 3 woodland heroes (elf twice as likely as wildkin or goblin).
Fae RingFree10Single gift, 100% potion — and all of them bow-facing: Quiver, Hawkeye, Archer's Delight, Thornquiver.
The Fae CourtSpecial8A fairy between two salamanders, formation locked in order. Prize: an elf joins you.
The Hollow HiveSpecial8A swarm of five bodies at 57% of a boss. Pays 2 foods from the hive's larder.
Collapsed RuinsDungeon10Ends at the Holy Moose, which opens the armoury under the roots (2 weapons).

Shrouded Marsh

The hostile biome: the only one with an ambush in its event list — a battle that appears at an event step, without the rhythm's warning. Its two generous gift cards were cut on purpose.

FantasyHome racesExcludes from the shared pool
SwampWerewolf · Undead · GoblinOath Altar, Quartermaster's Table
CardType~WeightWhat it does
Moonlit StallShop20One werewolf, one undead and one goblin, 3 slots.
Bogwatch OutpostShop20Guard bows, curated steel and claw, antidotes. The widest-variety shop in the game.
AmbushBattle8The only battle flagged isAmbush, licensed to appear among the events.
The Glutton SlimeSpecial8Five dividing slimes. Pays the swallowed cart (2 items) — and on a loss it eats an item from the stash.
The FerrymanTravel10An extra passage outside the travel step.
The WarrenDungeon10The only dungeon with an ambush among its nodes. At the bottom, the Brainster — pays 2× an elite's gold.

Luminous Tomb

The biome that gives people away and charges dearly in cast. Two free undead sources, a shop that resurrects rather than sells, and the heaviest dungeon in the game — weight 12, three fights before the bottom.

FantasyHome racesExcludes from the shared pool
Luminous tomb of the undeadUndead · Merfolk · DwarfMercenary Camp, Hunters' Post
CardType~WeightWhat it does
The Drowned CourtShop20One undead, one of the drowned (merfolk) and one dwarf. “No one is sold here. You pay the waking rite.”
The OssuaryShop20Curated bone weapons (Death Scythe, Skull Wand) and the largest mortuary potion stock.
Mass GraveFree14Choose 1 of 3 undead.
Bone WitchBargain3.5The rarest card in the game. A trade — neither gift nor shop; she names a steep gold price (178–210) and takes all you have if you can't pay in full.
The Restless DeadSpecial8Three of five possible dead. Prize: one of them rises on your side.
The Deep HoldDungeon12Two medium nodes against one easy, plus the open crypt. Bottom: Vampire + Renegade Ghoul.

Enchanted Shallows

The densest biome in cards (seven) and the only one with two free hero sources beyond the shop. Its dungeon is the most varied in the game — five node types, including both gifts and a special battle.

FantasyHome racesExcludes from the shared pool
Enchanted watersMerfolk · Lizard · DwarfSword Shop, Abandoned Camp
CardType~WeightWhat it does
Tide MarketShop20One merfolk, one reef lizard and one dwarf, 3 slots.
Driftwood MarketShop20Curated sea weapons, fish provisions and tide remedies.
Tide Pool CampFree14Choose 1 of 3 merfolk.
Pearl DiversFree14Choose 1 of 3 divers (merfolk twice as likely as lizard or dwarf).
The Mirror TideSpecial8Mirror: the cast is your own team, renormalised. Prize: a copy of one of your heroes — the merge currency.
The FerrymanTravel10An extra passage outside the travel step.
Sunken VaultDungeon10Five node types. Bottom: the Drowned Digger — 2× an elite's gold.

Arid Wasteland

The biome of scarcity: its two exclusions cut precisely free food and a free recruit. In exchange, it is the only one with three bosses and the only one whose special card charges a toll on defeat.

FantasyHome racesExcludes from the shared pool
Arid badlandsLizard · Human · DemonMeal, Hunters' Post
CardType~WeightWhat it does
Sunscale StallShop20One lizard, one human drifter and one demon, 3 slots.
The Dust BazaarShop20Curated fire weapons (Fire Wand, Dragonic Wand, Flame Staff, Flame Bident) and dust elixirs.
Basking RocksFree14Choose 1 of 3 (lizard twice as likely as human or demon).
The MirageFree8A half-buried weapon or caravan remains — and the mode is drawn: sometimes a single gift, sometimes 1 of 3.
The Bandit TollSpecial8Two bandits. Pays elite gold ×1.5 — but losing costs half your gold. The only wealth penalty in the game.
Ember CavesDungeon10Bottom: the Magma Golem alone, guarding a hoard of fire potions (2 items).