
PRIME EVIL
FARCASTER LEGENDS
In the shadow of the Corrupted Cathedral, darkness stirs. Ancient evils awaken. Heroes must descend.
The Complete Lore Companion


THE PROLOGUE
Before the Fall
For four hundred years, the Grand Cathedral stood as a beacon of light in the heart of Valenhall. Its bells marked the hours, its priests blessed the harvests, and its crypts received the honored dead with solemn ceremony. None suspected what slumbered in the depths below.
The first signs were easy to dismiss. A strange echo in the lower chambers. Candles that guttered without wind. Dreams that left the clergy screaming. Elder Aldric, then the Grand Archivist, found references in ancient texts to something bound beneath the earth—something that had been deliberately forgotten.
His warnings went unheeded. The council believed faith would protect them. They were wrong.
On the night of the winter solstice, when the veil between worlds grows thin, the corruption burst forth. The Grand Priest sealed himself inside with the horrors to buy the town time to evacuate. His sacrifice gave Valenhall three days—enough for the survivors to establish defenses, enough for word to spread to those who might answer the call.
"The darkness does not negotiate. It does not rest. It only hungers."— Elder Aldric
Now, the corrupted Cathedral looms over Valenhall like a wound in reality. Below it, through bone-lined catacombs and twisted caves, the passage to Hell itself has opened. Something ancient and terrible sits upon a throne of fire and shadow, and its name—spoken only in whispers—is Morghast.
Heroes arrive daily, drawn by desperation, greed, or darker purposes. Most never return. Those who do speak of horrors beyond imagination, of treasures beyond measure, and of a power that grows stronger with each passing day.
The world needs champions. The darkness needs to be pushed back. And somewhere in the depths, the Prime Evil waits for the one who will finally challenge his throne.


VALENHALL
The Last Refuge
History
Founded at a crossroads six centuries ago, Valenhall grew around the Grand Cathedral that missionaries built atop what they called "blessed ground." They did not know—or chose not to know—that the ground was blessed precisely because something unholy was sealed beneath it. The town prospered for generations, its people proud and faithful.
Present Day
Now Valenhall is a town of survivors and seekers. The faithful refugees tend wounds and pray for salvation. Merchants and craftsmen serve the endless stream of adventurers. And in the shadow of the corrupted Cathedral, hope and despair wage a quieter war than the one fought in the depths below.
The Town Square
The heart of what remains of civilization. Here, heroes gather their courage, merchants hawk their wares, and the weary find what rest they can. Five souls have made it their mission to aid those brave enough to descend.


THE FOUR HEROES
Choose Your Path
The Paladin
Holy Warrior of the Dawn
Clad in consecrated armor and wielding weapons blessed by the old gods, the Paladin stands as a bulwark against the encroaching darkness. Their unwavering faith manifests as divine power, allowing them to mend their wounds through holy prayer.
Origin
The Paladins were once the sacred protectors of the Grand Cathedral before its corruption. When Morghast's shadow fell upon Valenhall, most of the holy order perished defending the innocent. Those who survived carry the guilt of failure and an unquenchable thirst for redemption.
Class Ability
Divine Heal
Channel the remnants of holy light to restore 40% of maximum health. A prayer to gods who may no longer listen.
Attributes
Signature Weapons
Playstyle
The Paladin excels at sustained combat, using their self-healing to outlast enemies. Best suited for players who prefer methodical, defensive gameplay.


KEEPERS OF THE FLAME
The NPCs of Valenhall
Elder Aldric
The Last Elder
His eyes have witnessed the rise and fall of three generations of heroes. Elder Aldric was among the council that first sensed the stirring beneath the Cathedral, though none heeded his warnings until it was too late.
Aldric served as Grand Archivist when the first signs of corruption appeared. He alone survived the council chambers when the Devourer's cultists struck. The guilt of surviving when wiser souls perished drives him to guide every hero who enters Valenhall.
"Welcome, brave soul. Valenhall needs your strength."
Theron the Smith
Forgemaster of Valenhall
The ring of Theron's hammer echoes through Valenhall day and night. He speaks little, but his weapons speak volumes—each blade carries the weight of his determination to arm those who fight the darkness.
Theron's grandfather forged the weapons that the original Paladins carried into the Cathedral. When those holy warriors fell, Theron swore that no hero would ever enter those depths under-armed again. His forge has not gone cold in fifteen years.
"The metal speaks to me... it tells of battles yet to come."
Sister Lyra
Last Priestess of the Light
When the Cathedral fell, Sister Lyra escaped through the catacombs, carrying sacred texts that would otherwise have been lost. Now she tends to broken bodies and shattered spirits, her faith somehow undiminished.
Lyra was a novice when the corruption began. She watched her sisters transform into twisted creatures, their prayers becoming screams. The light that answers her calls grows weaker each year, but she refuses to believe it will ever fully fade.
"May the light heal your wounds, brave soul."
Magnus the Wise
Keeper of Forbidden Knowledge
Ancient beyond reckoning, Magnus claims to have forgotten more about magic than most mages will ever learn. His milky eyes see more than they should, and his prices for identification services reflect knowledge that could save—or doom—anyone.
Some whisper that Magnus studied alongside Vex before the arch-mage's fall. Others claim he is far older, that he walked Valenhall when it was merely a crossroads in the wilderness. Magnus neither confirms nor denies any tale told about him.
"Stay awhile and listen to an old man's wisdom..."
Vesper the Mystic
Dealer in Shadows
No one knows where Vesper comes from or how she acquires her wares. Her shop appears and disappears without warning, her prices fluctuate with invisible tides, and her merchandise includes items that seem to have been lost to time itself.
Vesper arrived in Valenhall three days after the Cathedral fell, as if drawn by the catastrophe. She speaks of other towns, other dungeons, other apocalypses—always with the detached interest of an observer watching insects in a jar.
"The shadows whisper of your destiny..."


THE DESCENT
16 Levels of Darkness
The Corrupted Cathedral
Levels 1-4
Once the spiritual heart of Valenhall, the Grand Cathedral now pulses with malevolent energy. Its stained glass windows weep blood, its pews cradle the restless dead, and its altar channels power to the darkness below.
Atmosphere
The air here carries the echo of hymns twisted into screams. Holy symbols have inverted themselves, crosses now pointing downward. Every surface bears the residue of the faithful who perished defending what could not be defended.
History
The Cathedral stood for four centuries as the seat of the Light's worship. When Morghast's influence began seeping up from the depths, the clergy were the first to notice—and the first to fall. Some say the Grand Priest's final act was to seal the doors from outside, trapping himself with the horrors to buy the town time to evacuate.
Dungeon Levels
Denizens
Area Boss
The Devourer


LORDS OF SHADOW
The Named Evils
The Devourer
Hunger Incarnate
Abilities
A massive demon with an insatiable hunger for flesh, The Devourer was once a gluttonous priest who prayed for the power to consume all he desired. Something answered.
Origin
Father Aldwin was beloved by his congregation, though whispers spoke of his appetites. When the corruption began, he was the first to embrace it fully, his prayers for abundance answered in the most literal and horrific way possible. His transformation took three days. His congregation provided his first meal.
Tactics
The Devourer grows stronger as the fight continues, its Blood Frenzy increasing damage output the longer combat lasts. Rush it down before it can devour your hope.
"MORE... I NEED MORE..."
Bone Lord Malachar
The Eternal King
Abilities
An ancient lich king who commands legions of the undead. Malachar ruled a kingdom whose name has been deliberately forgotten, his cruelty so absolute that even history sought to erase him.
Origin
In life, Malachar united the warring tribes through conquest and terror. In death, he refused to relinquish his throne. The rituals that preserved him required the sacrifice of his entire court—a price he paid gladly. For a thousand years he slumbered, his power growing, until Morghast's influence stirred him to terrible wakefulness.
Tactics
Malachar raises skeletal minions throughout the fight. Focus on the lich while managing adds, and beware his Bone Prison which can immobilize you for devastating follow-up attacks.
"I RULED BEFORE YOUR ANCESTORS DREW BREATH. I WILL RULE WHEN YOUR DESCENDANTS ARE DUST."
Vex the Corruptor
The Fallen Arch-Mage
Abilities
A former arch-mage consumed by dark magic and the whispers from beyond. Vex sought knowledge without limit and found something that offered exactly that—at the price of his humanity.
Origin
Arch-Mage Vex was Magnus's most gifted student, driven by an obsession to understand the fundamental nature of magic. When he discovered the sealed caves beneath the catacombs, he found inscriptions that spoke of power beyond imagination. What he unsealed there offered him that power. What he became was the price.
Tactics
Vex's Corruption Aura deals persistent damage—keep your health topped up. His Void Rifts create dangerous zones; position carefully. Mind Shatter can disorient, so maintain focus.
"YOU CANNOT COMPREHEND WHAT I HAVE BECOME. I HAVE TOUCHED THE INFINITE."
Morghast the Destroyer
The Prime Evil
Abilities
The Prime Evil incarnate, harbinger of the end times. Morghast is not merely a demon—he is the embodiment of destruction itself, older than the world and patient beyond measure.
Origin
Before gods walked the earth, before light separated from darkness, there was Morghast. Some say he is the universe's answer to creation—its equal and opposite. He was bound here by forces now long dead, but bindings weaken over aeons, and his time of freedom approaches.
Tactics
The ultimate challenge. Morghast cycles through devastating abilities that test every aspect of combat. Learn his patterns, manage resources carefully, and bring your best equipment. This is the fight everything has been building toward.
"I AM THE END OF ALL THINGS. I WAS HERE BEFORE THE BEGINNING, AND I WILL REMAIN AFTER THE END."


BESTIARY
Know Thy Enemy
Undead
The restless dead, animated by dark magic or sheer malevolence.
Rotting corpses animated by dark magic, slow but relentless.
Bones held together by malevolent will, armed with ancient weapons.
Corpse-eaters driven by endless hunger, capable of draining life.
Spirits of murdered priests, filled with rage and able to phase through attacks.
Skeletal marksmen with unerring aim and arrows of bone.
Eternal sentinels cursed to protect treasures they can never enjoy.
Corrupted
Living beings twisted by demonic influence into something other.
Mad worshippers who traded sanity for dark bolts of energy.
Once holy protectors, now corrupted husks of their former glory.
Giant arachnids nesting in tombs, their venom drawn from decay.
Creatures perfectly adapted to darkness, striking from ambush.
Bats tainted by demonic presence, their screech carrying madness.
Abyssal
Beings from beyond reality, manifestations of the void between worlds.
Ancient beings from the depths, their gaze induces madness.
Creatures from between dimensions, partially phased from reality.
Demons that hunt through shadows, striking from impossible angles.
Constructs of corrupted crystals, pulsing with otherworldly energy.
Demonic
True demons from the infernal realms, burning with hellfire.
Minor demons spitting bolts of hellfire, numerous and vicious.
Demons of seduction and death, draining life with a kiss.
Armored warriors from the burning hells, wielding infernal weapons.
Pure hellfire given form, burning everything they touch.
Massive demons commanding lesser devils, wielding devastating power.
Constructs of molten metal and brimstone, impervious to flame.


MAGIC & POWER
The Arcane Arts
Holy Magic
The remnants of divine power, channeled through faith and prayer. Holy magic heals the wounded and burns the unholy. As the darkness grows, these prayers become harder to answer—but never impossible.
Dark Magic
Power drawn from the void between worlds. Warlocks who master these arts can unleash devastating destruction, but the knowledge carries a price. Some say the darkness remembers everyone who calls upon it.
Infernal Magic
The native power of Hell itself. Hellfire, soul rending, reality tears—these are the weapons of demons. Some mortals have learned to turn this power against its original wielders.
The Spell Schools
Restoration
Healing spells that mend wounds and restore vitality. From minor patches to full rejuvenation.
Evocation
Direct damage spells. Lightning, fire, shadow bolts—raw power shaped into destruction.
Abjuration
Protective magic. Shields, barriers, and wards that turn aside harm.
Necromancy
The magic of death itself. Life drain, soul manipulation, and darker arts best left unnamed.
Divination
Spells that reveal truth. Identification, detection, and glimpses of what should remain hidden.
Enhancement
Buffs and augmentation. Strength boosted, reflexes sharpened, power amplified.


THE DARK ECONOMY
$EVIL Token Ecosystem
The $EVIL Token
In the shadow economy of Valenhall, a dark currency flows. $EVIL is more than mere coin—it is crystallized malevolence, mined from the very essence of defeated demons and forged in the fires of Hell itself.
Built on Base network, $EVIL powers the entire Prime Evil ecosystem: rewards, staking, burning sacrifices, and the monthly Champions pool.
Burn Sacrifices
Those who sacrifice their $EVIL to the flames earn the favor of dark powers. Each tier unlocks permanent boons: profile flair, bonus inventory, gold bonuses, lifesteal, legendary weapons, and ultimately—your name inscribed in the eternal credits.
Staking
Lock your $EVIL to earn passive rewards. Higher tiers require longer locks but yield greater returns—plus in-game bonuses to gold and experience.
Daily Rewards
Return each day to claim $EVIL rewards. Build streaks for increasing payouts—day 7 rewards are five times the base amount.
Claim via the on-chain daily rewards contract. Maintain your streak or watch your progress reset to zero.
Champions
Each month, the top 10 most active players share an ETH rewards pool. Activity is measured by gameplay engagement—every dungeon cleared, every boss slain counts.
Rewards are claimable on-chain. Unclaimed rewards persist across epochs.
$EVIL Token Contract (Base Network)
0x40D5CA4CF9709E833B077a239E3d5206ab25Ab07