World Overview
The world of For Honor is a post-apocalyptic, low-magic, late-medieval world, reshaped by a massive global disaster called the Cataclysm, where Knights, Vikings, Samurai (and later Wu Lin) are crammed into a single mangled continent and locked into cycles of war for scarce resources, honor, and sheer survival.
It looks like historical Europe, Scandinavia, and Japan (with a later Chinese analogue) – but it is not actual Earth history. It’s a divergent Earth-like world that mirrored our history up to about the 11th century and then went catastrophically off the rails.
2. The Cataclysm: The Central Premise
2.1 What the Cataclysm Is
The Cataclysm (often “the Great Cataclysm”) is a planet-wide natural disaster that strikes around the 1000–1100 AD equivalent in this world. Before it, history is basically like ours; after it, everything is different.
It’s not a single event but a sequence of calamities:
Massive earthquakes and tectonic upheaval
Huge tsunamis
Violent storms and tornadoes
Widespread flooding and environmental collapse
Collectively, they:
Kill an enormous portion of the population
Smash continents together or tear them apart
Bury or drown prior civilizations
Twist coastlines and mountain ranges into something unrecognizable
The official lore explicitly says the world “once paralleled the real world” and then deviated after the Cataclysm.
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So the premise isn’t “generic medieval fantasy world”; it’s broken Earth-mirror.
2.2 Why It Matters
The Cataclysm explains everything unusual about For Honor’s world:
Why medieval Knights, Norse-style Vikings, and feudal Samurai co-exist in the same era.
Why technology stagnated around late medieval levels for centuries rather than progressing.
Why resources are painfully scarce, making war a necessity rather than just glory.
Why so many civilizations were wiped out or reduced to ruins and myths.
It also bakes in the core theme:
Survival in a world where nature itself betrayed you, and only the strong, organized, and ruthless lasted.
3. Tech Level: Where on the “Medieval Scale” Are We?
3.1 Baseline Technology
Across factions, the technology level is roughly:
Late early-medieval to late-medieval, depending on the faction and specific subgroups.
Primarily steel weapons and armor, no gunpowder as used in battle (no firearms or cannons as standard tools of war).
Fortifications: stone castles, wooden palisades, keeps, fortresses with siege machinery.
Siege tech: battering rams, catapults, ballistae, siege towers.
Transportation: ships with sails and oars, horses, basic carts and wagons.
The game’s aesthetic deliberately mixes eras a bit for rule-of-cool (you’ll see influences from different centuries in armor and weapon designs), but the overall functional tech ceiling is pre-gunpowder warfare as a norm.
3.2 Factional Flavor
Each faction sits at a slightly different spot on that scale:
Knights (Ashfeld / “Legions”)
Classic high-medieval plate armor, chainmail, and great helms.
Organized military orders (Legions), feudal lords, castles, siege engines.
They feel like the most “advanced” militarily in terms of organization, metallurgy, and heavy fortifications.
Vikings (Warborn / Valkenheim)
Earlier-era tech: mail, leather, furs, horned/crested helmets (stylized), wooden shields.
Emphasis on longships, raiding culture, and brutal close combat weapons (axes, hammers).
Less formal heavy fortifications, more rugged hill forts and great halls.
Samurai (Chosen / the Myre)
Lamellar armor, kabuto-style helmets, katanas, spears, nodachi, etc.
Organized in something akin to daimyō / imperial hierarchy, with walled cities and palaces.
Technologically comparable to Knights in many respects, but culturally and aesthetically distinct.
Wu Lin (Wulin Empire)
Inspired by various Chinese dynasties, with ornate armors and weapons.
Implied to have a large, structured empire comparable in sophistication to the others.
Importantly, no faction has firearms as a central part of their warfare, even though gunpowder historically existed in some of the inspirations; this is a deliberate choice to keep the melee-focused, “hero warrior” combat at the core of the premise.
For Honor’s world is low magic in the sense that:
You don’t have obvious fireballs, wizards, or explicit spellcasting as a normal part of warfare.
Society is not built around magical systems; it’s built around steel, sweat, and tactics.
Most day-to-day combat is grounded: blades, stamina, shields, positioning.
However, the game’s universe is suffused with myth and implied supernatural elements:
Mythical locations like Wyverndale, once said to be a city guarded by dragons, destroyed in the Cataclysm, now reduced to a sacred meadow; it exists in the world’s lore and as a symbolic neutral ground.
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Gods and deities exist in the belief systems of factions, and some lore and events lean into the idea that these gods might not be purely metaphorical (for example, seasonal events, curses, relics, and warriors with near-superhuman resilience).
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Heroes perform feats that are realistic by game standards but borderline superhuman in a grounded narrative (tanking huge hits, stamina beyond normal humans, etc.).
The tone lands in that sweet spot where:
The worldview of the characters is religious and superstitious.
The camera of the story treats gods and myths ambiguously – sometimes as pure belief, sometimes with hints that there is something beyond.
The game itself adds slightly supernatural skins, events, and cosmetics in limited-time modes that aren’t always treated as strict canon.
So: not high fantasy like D&D; more like a mythic historical war drama with occasional supernatural seasoning.
The premise of “you are a hero on the battlefield” is wrapped in these ideas:
You’re not a random soldier; you’re one of the elite, archetypal warriors (Warden, Kensei, Raider, etc.).
Each faction sees these warriors as embodiments of their culture’s ideals: honor, freedom, glory, survival, duty, etc.
War is normalized; generations have grown up knowing nothing but conflict over the scant resources left after the Cataclysm.
So in-universe, the “heroes” you pick are the living symbols of how each culture has adapted to this brutal environment.
Geography & Nations
For Honor takes place on a single supercontinent-like landmass commonly referred to in meta-lore as Heathmoor (though the name itself is not widely used in-universe). The geography is brutally shaped by the Cataclysm, which introduced:
Torn mountain ranges
Violently shifting coastlines
Drowned valleys and shattered plains
New river systems created by tectonic shear
Enormous temperature and resource disparity between regions
Three major power blocs define the landscape:
Ashfeld – The Knights’ territories (temperate highlands, war-torn plains, burned forests).
Valkenheim – The Viking homelands (arctic coasts, fjords, mountain passes).
The Myre – The Samurai lands (humid swamps, rice plains, marshy river deltas).
Later, a fourth region outside the original triad is added:
The Wu Lin Empire – Based in a far-eastern region beyond the major landmass (rugged mountains, river valleys, imperial fortresses).
Each of these regions is large enough to contain multiple sub-biomes, cities, fortresses, ruins, and strategic choke points.
II. ASHFELD — THE KNIGHTS’ DOMAIN
Ashfeld is a war-scarred, temperate-to-dry region dominated by plains, riverlands, and charred forests. It is the most “classically medieval” region and contains the remnants of once-great empires.
1. Environmental Character
Rolling plains and farmland — heavily contested, often burned to ash.
Dry highlands and badlands — some areas resemble scorched steppe.
Temperate forests, many burned during centuries of war.
Rivers and lakes — used for troop movement and irrigation.
The Cataclysm hit Ashfeld hard, destroying much of its infrastructure and creating chokepoint canyons, collapsed roads, and ruined aqueduct lines.
2. Political Structure
Ashfeld is controlled by the Knight Legions, including:
Iron Legion
Stone Legion
Dawn Legion
Blackstone Legion (Apollyon’s elite, militaristic faction)
The Legions each rule parts of Ashfeld as quasi-feudal micro-kingdoms, loosely cooperating when threatened.
3. Major Locations in Ashfeld
A. The Great Fortress Cities
These are large, walled Knight cities or ancient citadels:
• The Blackstone Citadel
The stronghold of Apollyon.
Gothic stonework, towering battlements, enormous siege-proof gates.
Symbol of Knight militarism and ambition.
• Holden Cross’s Fortress (Iron Legion seat)
Massive courtyard, multi-layered walls.
Serves as a recruitment and training ground for Wardens and Conquerors.
B. Warfront Sites
Locations that exemplify Ashfeld’s constant battle:
• Hallowed Bastion – A fortress built around a cathedral-like structure.
• The Sentinel – A broken fortress tower overlooking desolate farmland.
• The Shard – A coastal fortress-city torn apart by the Cataclysm.
C. Ruins and Ancient Structures
Ashfeld contains numerous forgotten or abandoned structures that suggest a once-thriving civilization:
Collapsed great bridges
Irrigation ruins
Crumbling watchtowers and citadels
These reinforce the post-apocalyptic nature of the world.
III. VALKENHEIM — THE VIKING HOMELANDS
Valkenheim is a snow-covered, mountainous northern region marked by fjords, frozen forests, violent storms, and harsh living conditions.
1. Environmental Character
Permafrost and bitter cold nearly year-round
Jagged mountains split by narrow passes
Fjords carved by ancient glaciers
Sparse forests for lumber, often depleted
Unpredictable storms, intensified since the Cataclysm
Life here is fundamentally about survival against the elements.
2. Political Structure
The Vikings are not a single kingdom but a collection of clans, loosely organized under the Warborn.
Clans often include:
Raider tribes
Shield clans
Berserker bands
Highlander/Outlander groups
Leadership is based on:
Strength
Feats in battle
Ability to provide resources
3. Major Locations in Valkenheim
A. Iconic Viking Locations
• The Great Mead Hall
The central cultural hub of Viking society.
Used for feasts, rites, war councils.
• Valkenheim Village / Warborn Settlements
Built around longhouses
Often in valleys or coastal zones
Designed to withstand blizzards and raids
B. Battlefield Regions
• The Ice Floe – A battlefield literally set on floating ice chunks.
• The River Fort – A Viking fortification built into a narrow canyon along a river.
• The Gauntlet – A brutal mountain-pass fortress.
C. Mythic/Religious Sites
Valkenheim contains stone circles, old altars, and shamanic sites where Vikings commune with spirits and reaffirm tribal identity. These areas hint at supernatural or mythically significant forces that “guide” the Vikings’ destinies.
IV. THE MYRE — THE SAMURAI LANDS
The Myre is a humid, subtropical region dominated by marshlands, rice terraces, bamboo forests, and river deltas. It is the most resource-rich area in theory—but the terrain makes cultivation difficult.
1. Environmental Character
Dense swamplands and marshes
Bamboo forests
Hot, humid summers
Rice paddies and terraced farmlands
Monsoon-fed river systems
After the Cataclysm, the Myre lost much of its arable land, being swallowed by swamp and sinkholes.
2. Political Structure
The Samurai are organized under the empire of the Chosen, historically united under an Emperor.
After the Cataclysm:
The Samurai fled their homeland (farther east) and settled the Myre.
Resources are extremely limited; every scrap of land must support the population.
Their major ruling classes:
Daimyō (regional lords)
Imperial line (though fractured)
Warrior orders such as:
Kensei
Orochi
Nobushi
Shugoki
3. Major Locations of the Myre
A. Samurai Cities and Fortresses
• The Samurai Imperial Palace (The Myre’s Capital)
Traditional layered-roof architecture
Surrounded by carefully tended gardens and lotus pools
Symbolic heart of Samurai culture in exile
• Temple Gardens
One of the most iconic maps
Beautiful shrine architecture juxtaposed with overgrowth and decay
Used as a spiritual training ground
B. Strategic Locations
• Overwatch – A cliffside fortress used for spotting Viking incursions.
• Sanctuary Bridge – A narrow stone bridge over a river gorge, critical for defense.
C. Environmental Challenges
High humidity rots armor and wood
Disease spreads easily in marsh environments
Flooding isolates settlements for months
The Samurai survived through strict discipline, agricultural ingenuity, and relentless adaptation.
V. THE WU LIN EMPIRE — THE EASTERN REALM
Wu Lin Empire is inspired by Chinese history and culture. It lies far to the east or southeast of Heathmoor.
1. Environmental Character
The Wu Lin lands are diverse:
River valleys resembling the Yangtze or Yellow River basins
Steep mountain ranges
Fortress-monasteries carved into cliffs
Lush forests and farmlands
These lands, too, suffered from the Cataclysm—especially through drought, famine, and warlord uprisings.
2. Political Structure
The Wu Lin are remnants of a once-magnificent empire, now fractured by:
Civil war
Natural disaster
Bandit kingdoms
Rebellions
Their hierarchical warrior classes include:
Tiandi (imperial guardians)
Shaolin (warrior-monks)
Jiang Jun (generals)
Nuxia (elite bodyguards)
3. Major Locations in the Wu Lin Region
A. Qiang Pass
A monumental fortress-cut valley
Once served as a key defensive choke point for the empire
Fought over by multiple factions in expansions
B. Wu Lin Capital (Implied)
A great palace-city visible in cutscenes:
Multi-tiered walls
Dragon motifs
Massive drum towers and signal beacons
Terraced gardens
C. The Shaolin Temple
Mountain monastery
Houses libraries, training courtyards, and relic shrines
VI. WYVERNDALE — THE MYTHIC NEUTRAL LANDS
1. What Wyverndale Is
A neutral meadow and battlefield, believed in legend to be:
The site of an ancient city guarded by dragons (wyverns)
Destroyed long before the modern factions existed
A place where warriors of all cultures may meet under ritual neutrality
Some events treat it as a ceremonial battleground, where faction champions fight without declaring full-scale war.
2. Tone and Mystique
Wyverndale is one of the clearest examples of the mythic-but-not-explicitly-magical nature of For Honor’s geography.
VII. OTHER NOTABLE GEOGRAPHICAL FEATURES
1. The Shattered Coast
A coastline violently reshaped by tsunamis and earthquakes
Jagged cliffs, broken harbors, capsized ships embedded in rocks
2. Floodplains and Swamp Belts
The Cataclysm created massive wetlands between Ashfeld and the Myre, which act as natural boundaries and disease-filled no-man’s-lands.
3. Ancient Ruins and Lost Civilizations
All regions contain ruins predating the existing factions, implying a shared ancient empire or at least widespread pre-Cataclysm civilization. These often include:
Sunken cities
Broken aqueducts
Abandoned citadels
Megalithic structures
VIII. INTER-REGIONAL GEOGRAPHY: CHOKE POINTS & NATURAL BORDERS
Because For Honor is built around conflict, the borders matter greatly.
1. Ashfeld ↔ Valkenheim Border
Separated by mountain ranges and frozen rivers
Vikings raid southward during thaws
Knights fortify mountain passes
2. Ashfeld ↔ The Myre Border
Defined by rivers, wetlands, and canyons
Knight agriculture bumps up against Samurai resource scarcity
3. The Myre ↔ Wu Lin Corridor
Likely via southern land routes or oceanic channels
Historically used for Samurai migration during exile
Now a contested cultural and strategic interface
Races & Cultures
ONLY HUMANS, BUT MANY CULTURES
Although For Honor’s world includes myth, religion, fantasy-tinged events, and the occasional supernatural hint, all sapient peoples are human. There are no elves, dwarves, orcs, etc.
However, these humans are divided into distinct cultures that function almost like races narratively — each with its own:
Ancestry
Language
Martial traditions
Religion
Territory (scarce and fiercely protected)
Perception of other cultures
Internal rivalries and clan/legion structures
These cultural “races” are:
The Knights (Ashfeld Legions)
The Vikings (Warborn Clans)
The Samurai (Chosen Empire / Exiles in the Myre)
The Wu Lin (Great Eastern Empire)
Outlanders (recently added multi-cultural group not tied to one land)
Remnants of pre-Cataclysm civilizations (ruins, lost peoples)
Each group occupies a unique biome carved by the Cataclysm, and this geography shapes their worldview and relations.
II. THE KNIGHTS — THE PEOPLE OF ASHFELD
1. Identity & Cultural Essence
The Knights (often called the Legions) are descendants of the medieval “western” peoples of Heathmoor. They draw from feudal Europe: chivalric tradition, crusader iconography, and ironclad martial discipline.
Their culture values:
Order and hierarchy
Honor (heavily militarized and duty-oriented)
Faith (various monotheistic or polytheistic elements depending on legion)
Civility and law, though this is often twisted by centuries of war
2. Subfactions — The Legions
The most notable Legions include:
Iron Legion – Strict militarists, traditionalists, highly structured.
Stone Legion – Focused on defense and service to the common people.
Dawn Legion – Religious/idealistic tones.
Blackstone Legion – Apollyon’s faction; survival-of-the-strong philosophy; proto-fascistic “Age of Wolves” doctrine.
Each legion controls different fortresses, valleys, and cities across Ashfeld.
3. Territories
The Knights inhabit Ashfeld, a region of:
Barren plains
Burned farmland
Ruined cities
Stone fortresses
Scorched forests
Resources are scarce: food, fertile land, forests, and iron are constant pressure points.
4. Relationships With Other Races
With Vikings
Historically the most violent border conflict.
Vikings raid southern Ashfeld for livestock, metal, and land.
Knights view them as “wild, lawless marauders.”
Vikings see Knights as “rigid, oppressive, pompous.”
Centuries of war means animosity is deep and generational, though grudging respect exists for individual warriors.
With Samurai
More formal relations: grudging mutual respect.
Knights admire Samurai discipline; Samurai admire Knight resolve.
Deep conflicts arise over resource scarcity in the borderlands.
With Wu Lin
Limited contact until late; culturally alien.
Knights see Wu Lin as “exotic but formidable.”
Warfare occurred mainly in neutral zones.
III. THE VIKINGS — THE WAR-BORN CLANS OF VALKENHEIM
The Vikings are not a monolithic people but a collection of tribal clans and warrior societies inhabiting the frozen north.
Traits:
Fierce independence
Reverence for nature and the old gods
Emphasis on personal glory and communal strength
Collective survival in a hostile climate
Brutal but honest culture
They were believed extinct before their dramatic return centuries after the Cataclysm.
2. Subfactions / Clans
Among the Warborn and other Viking groups are:
Raider Clans – Massive warriors, charismatic war leaders
Berserker Circles – Cult-like groups dedicated to battle frenzy
Shieldmaidens – Ranks of highly trained female warriors
Highlander tribes – Celtic-inspired outlanders absorbed into the Viking sphere
Shamanic Groups – Mystics communing with spirits; borderline supernatural belief systems
3. Territories
Valkenheim is a frozen, mountainous, storm-blasted region:
Fjords
Pine forests
Tundra
Ice fields
Frozen rivers
It is resource-poor, which creates constant pressure to raid southward.
4. Relationships With Other Races
With Knights
The Vikings’ primary enemy for centuries.
Conflicts center on:
Food shortages
The need for warm lands
Cultural incompatibility
Revenge cycles
With Samurai
Vikings see Samurai as fascinating opponents:
They admire Samurai courage
But often underestimate their discipline
Skirmishes occur mainly during expansionary pushes.
With Wu Lin
Least interaction, but they view Wu Lin as “mysterious warriors from across the sea.”
The Vikings’ decentralized nature makes diplomacy rare.
IV. THE SAMURAI — THE CHOSEN OF THE MYRE
he Samurai (collectively the Chosen) are descendants of an eastern empire destroyed in the Cataclysm. They migrated west into what is now The Myre, turning swamp and marshland into a new homeland.
Values:
Discipline
Duty
Service to the Emperor
Ritual and spirituality
Balance between inner self and martial skill
They are survivors of diaspora and cultural disruption.
2. Subfactions
Daimyō houses – Regional lords ruling fortified estates
Ronin groups – Masterless Samurai, mercenary-like
Warrior orders:
Kensei – Tactical leaders
Orochi – Imperial assassins
Shugoki – Guardians of villages
Nobushi – Battlefield medics and spear specialists
3. Territories
The Myre is a region of:
Swamps
Rice terraces
Bamboo forests
River deltas
Flooded ruins
Originally a refuge, The Myre became the Samurai's permanent settlement.
Resource challenges:
Constant flooding
Limited farmland
Disease
Vulnerability during monsoon seasons
4. Relationships With Other Races
With Knights
Relations marked by:
Territorial competition
Semi-formal warfare
Mutual (reluctant) respect of martial traditions
Knights see Samurai as “overly rigid,” while Samurai see Knights as “overly sentimental.”
With Vikings
Violent clashes occur, but less frequent than Knight-Viking wars.
Vikings are chaotic compared to Samurai discipline — each side finds the other culturally baffling.
With Wu Lin
Most culturally similar; share concepts of empire, ritual, and ancestor reverence.
Diplomatic potential exists, though distance limits interaction.
V. THE WU LIN — THE EMPIRE OF THE EAST
1. Identity & Essence
The Wu Lin are heirs to a massive empire shattered by famine, civil war, and the Cataclysm.
Traits:
Strong imperial identity
Complex social hierarchy
Deep traditions in martial philosophy
Reverence for ancestors and celestial order
They are the most populous and structured faction—at least historically.
2. Subfactions
Imperial Army divisions (led by Jiang Jun generals)
Shaolin Monastic Orders
Bodyguard sisterhoods (Nuxia)
Tiandi (imperial guardians)
3. Territories
The Wu Lin lands include:
Mountain fortresses
Great river valleys
Terraced farms
Dragon-decorated citadels
Metropolis-scale cities
These regions are fertile but politically unstable.
4. Relationships With Other Races
With Knights
Respect from afar; little historical conflict until recent contact.
Both admire strong hierarchies but differ philosophically.
With Vikings
Warriors admire Vikings’ spirit but consider them chaotic.
Conflict tends to be opportunistic rather than ideological.
With Samurai
Strongest cultural resonance, but also rivalry: both are imperial, refined, and steeped in tradition.
Diplomacy or warfare could swing either way.
VI. THE OUTLANDERS — MULTI-CULTURAL, NOMADIC, BORDERLESS
The most recent addition to the world, the Outlanders are not one race or kingdom but a collection of displaced peoples, wanderers, mercenaries, inventors, seafarers, and fringe cultures.
They include:
Afeera – desert scholar-warriors with advanced mechanical knowledge
Pirates – maritime powers operating between all major regions
Highlanders before their absorption into Viking culture
Mercenary bands with no allegiance
Survivors from regions not directly shown in the game
Their “race” is defined by:
Mobility
Adaptability
Diasporic identity
Desire to carve out new homes in a fractured world
Relations:
They are both threat and opportunity for every faction, offering alliance or devastation.
VII. THE PRE-CATACLYSM PEOPLES — THE LOST RACES OF HEATHMOOR
While not active races, the ruins and relics of earlier civilizations are scattered across Heathmoor.
These lost peoples shaped much of the world’s mysterious geography.
Examples:
The ancient city of Wyverndale (said to be guarded by dragons)
Sunken temple complexes in the Myre
Buried citadels in Ashfeld
Collapsed ports and harbors along the Shattered Coast
Mountain monasteries in Wu Lin territories predating the empire
These vanished peoples contribute to:
The mythic tone
The spiritual beliefs of factions
The sense of cyclical destruction
Magic & Religion
I. THE MAGIC LEVEL OF FOR HONOR — “GROUND-TRUTH LOW MAGIC, MYTHIC HIGH SATURATION”
Magic in For Honor is:
• Rarely explicit
No fireballs. No sorcery schools. No codified magic users.
• Culturally subjective
Each faction believes in different gods, spirits, omens, or ancestors.
Some of those beliefs manifest in ways that look supernatural.
• Heroic and symbolic
Magic is often expressed through warriors themselves, whose feats seem beyond normal human capability — but still grounded.
• Mythic-realistic
Legends may be metaphorical… or may reference pre-Cataclysm wonders we no longer understand.
• Event-based
Seasonal events introduce supernatural elements (wraiths, curses, frost spirits, relics) that are canonically ambiguous — possibly folklore, possibly real.
In short:
Magic exists, but always behind a veil.
Warriors may be touched by spirits, fate, or divine influence — but the world never openly declares it.
II. SOURCES OF MAGIC / SUPERNATURAL INFLUENCE
There are five primary metaphysical forces in For Honor.
1. FAITH AND THE GODS OF EACH CULTURE
Each faction has its own pantheon or spiritual system.
These religions shape how people see the world — and sometimes change the world itself.
A. Viking Gods — The Old Ways
The Vikings worship a pantheon similar to Norse tradition:
Gods of war, storms, beasts, and fate
Ancestor spirits
Natural forces personified
Magic manifests through:
Berserker fury states (frightening, trance-like, almost supernatural)
Shamanistic rituals that call on spirits
Signs and omens (ravens, storms, auroras)
Spiritual visions
While never explicitly supernatural, Viking mysticism clearly bends probability and empowers warriors in battle.
Examples of magical-like Viking phenomena:
Berserkers entering trance-fury that gives preternatural reflexes
Shamans predicting storms or interpreting omens with eerie accuracy
Valkenheim auroras interpreted as messages from the gods
B. Knight Faiths — The One God, Saints, and Symbols
Knights have:
A monotheistic leaning “Church”-like belief
Warrior-saints
Relics and holy symbols
Ideals of justice, order, and divine mandate
Magic manifests through:
Miraculous endurance
Symbolic purity (Wardens often portrayed as chosen by ideals)
Paladinesque divine legitimacy
Artifacts carried by crusaders of old
Knight relics and holy places often radiate meaning:
Shrines where soldiers claim visions
Blessing rituals for swords
Prophecies from priests interpreting signs
Apollyon twisted this into the Age of Wolves doctrine, weaponizing belief.
C. Samurai Spirituality — Ancestors, Nature, and Ritual
Samurai belief centers on:
Ancestor spirits
Nature kami (spirits of wind, river, rice, mountain)
Ritual purification
Fate, harmony, and cosmic order
Magic manifests through:
Uncanny discipline bordering on supernatural focus
Ritual trance states
Spirit-guided intuition
Shrine pilgrimages producing “blessings”
Examples:
Orochi reacting to threats with impossible speed
Kensei guiding troops through dream-visions of ancestors
Nobushi using herbs with semi-mystical medicinal properties
Wu Lin Spirituality — Celestial Order, Qi, and Virtue
Wu Lin spirituality draws from:
Qi (life force)
Balance of the cosmos
Celestial cycles
Ritual combat as spiritual refinement
Magic manifests through:
Shaolin meditations granting heightened awareness
Tiandi channeling inner energy into strikes
Ancestral blessings
Monastery relics infused with symbolic power
Wu Lin warriors often appear the most consciously “mystic” in their physicality — but still within grounded realism.
2. THE CYCLE OF WAR ITSELF — MEANINGFUL, ALMOST COSMIC
Apollyon believed war is a natural law, not a choice.
The world of For Honor almost seems to support this idea:
Peace never lasts.
Disasters follow lulls in conflict.
Fate seems to push factions back into battle.
This creates a near-mythic idea:
War has become a metaphysical force in Heathmoor.
Certain “war gods” or ideals — wolves, storms, fire — influence the world’s cycles in subtle ways.
RELICS AND ANCIENT PRE-CATACLYSM WONDERS
Scattered across all factions’ territories are ruins of a civilization older than the Knights, Vikings, Samurai, or Wu Lin.
These include:
Wyverndale’s ancient city structures
Sunken temples in The Myre
Pre-collapse aqueducts and towers in Ashfeld
Forgotten mountain shrines in Wu Lin lands
Obelisks and megaliths inscribed with unknown symbols
Some relics are believed to:
Grant blessings
Channel ancestral spirits
Bring misfortune or madness
Increase a warrior’s strength
Heal wounds
These relics create archaeological, mystical, or political adventures as factions fight to control them.
DEITIES AND THEIR POWER (ACROSS FACTIONS)
1. Viking Gods
Equivalent to Norse deities:
All-Father figure
Storm gods
Beast gods
Gods of battle and fate
Vikings believe these gods:
Send omens
Guide warriors
Determine who dies in battle
Influence weather and hunts
2. Knight God / Church
The Knights follow:
A monotheistic faith (unnamed but analogous to Christian-like worship)
Saintly orders
Sacred rites of purification and blessing
This faith is tied to:
Duty
Justice
Honor
Divine purpose
3. Samurai Spirits
They honor:
Kami (nature spirits)
Ancestral lineages
Guardian spirits
These spirits grant:
Protection
Insight
Resolve
Premonition
4. Wu Lin Celestial Order
They believe in:
Qi as cosmic energy
Ancestor worship
Heavenly mandates
Yin-Yang balance
Spiritual refinement through martial art
5. The Implied “Older Powers”
Ruins, stories, and Wyverndale hint at:
Ancient beings
Dragon symbolism
Pre-Cataclysm mystics
These may be myth or forgotten history.
V. ADVENTURE HOOKS BASED ON MAGIC & DIVINITY
**1. A Viking shaman predicts a new Cataclysm.
Heroes must determine whether the omen is real.**
**2. A Knight relic begins glowing during battles.
Is it divine favor—or a curse?**
**3. Ancestral spirits in The Myre appear in dreams.
Do they warn of danger, or demand a forgotten rite?**
**4. Wu Lin monks guard an ancient artifact.
Factions converge to seize or protect it.**
**5. An Outlander scholar claims to decipher pre-Cataclysm runes.
What ancient power lies beneath Valkenheim’s ice?**
Economy & Trade
I. THE NATURE OF ECONOMY IN FOR HONOR
A Low-Technology, Post-Cataclysm, War-Dominated Economic System
There is no standardized global currency, no banking system, and no large-scale peaceful trade network.
Instead, society relies on:
Local production
Tribute systems
Plunder and raiding
Barter
Regional proto-currency
Resource monopolies
Conflict-driven exchange
The economy is shaped by:
The Cataclysm, which destroyed infrastructure and farmland.
Centuries of war, which prevent stable trade.
Harsh geography, which isolates factions.
Cultural incompatibility, which limits cooperation.
Despite this, trade does occur (often secretly).
II. CURRENCIES ACROSS THE FACTIONS
Every faction has its own economic norms. No one uses a common coin.
1. THE KNIGHTS (ASHFELD)
Primary Currency:
Coinage (silver and copper pieces) minted by Knight Legions or local lords
Used mainly within Ashfeld’s internal economy
Stamped with:
Legion symbols
Heraldic crests
Religious iconography
Economic Foundation:
Agriculture (though strained)
Metallurgy (the Knights have the best forges)
Stonework and fortification construction
Feudal taxation
Tolls on roads and bridges
Trade Behavior:
Knights engage in:
Formal trade within Ashfeld
Limited trade with Samurai or Wu Lin merchants
Almost no open trade with Vikings (raids instead)
2. THE VIKINGS (VALKENHEIM)
Primary Currency:
Barter economy
Value determined by immediate survival needs
Common trade goods:
Furs
Meat
Timber
Bone tools
Iron scrap
Whale oil
Trinkets taken in raids
Treasure as Currency:
Vikings hoard:
Bracelets
Arm rings
Silver ingots
Gold trophies
These are less “money” and more status markers, but can be traded.
Economic Foundation:
Hunting
Fishing
Lumber
Raiding (primary source of wealth)
Seasonal trading expeditions
Trade Behavior:
Vikings trade with:
Outlanders
Some Wu Lin merchants (rare)
Occasionally Samurai coastal settlements
But most wealth comes from plunder.
3. THE SAMURAI (THE MYRE)
Primary Currency:
Rice
Measured similarly to historical koku
Rice determines:
Wealth
Social status
Military funding
Tribute
Food security
Rice is literal currency and symbolic lifeblood of Samurai society.
Secondary Currencies:
Lacquerware
Silks
Blades (if finely crafted)
Ceramic goods
Economic Foundation:
Rice agriculture (difficult in swampy terrain)
Fishing
Craftsmanship (armor, blades)
Trade Behavior:
Samurai trade:
Exotic goods
Ceremonial items
Weaponry
In exchange for:
Timber from Vikings
Metals from Knights
Spices & silk from Wu Lin
But the marshy terrain limits trade volume.
4. THE WU LIN EMPIRE
Primary Currency:
Stamped bronze or brass coins
Strung together by rope or cord
Sometimes gold or silver ingots (yuanbao equivalents)
This is the most organized and monetized economy in the world.
Economic Foundation:
Large-scale agriculture
Silk production
Tea cultivation
Ceramics
Metalwork
Great artisan industries
Tributary taxation
Trade Behavior:
Wu Lin merchants reach:
The Myre
Outlander enclaves
Occasionally Knight territories
Trade is heavily disrupted by civil wars.
5. THE OUTLANDERS
Outlanders come from desert, highland, maritime, or nomadic cultures.
Currencies:
Salt (valuable in some regions)
Spices
Exotic metals
Ingots and trade bars
Loot from piracy
Economic Role:
They serve as:
Intermediaries
Smugglers
Mercenaries
Inventors
Knowledge traders
They are the economic wildcards of the world.
III. TRADE ROUTES OF HEATHMOOR
(Land, river, sea, illicit, and mythic trade corridors)
There are four types of trade routes in For Honor:
1. LAND ROUTES
Ashfeld ↔ The Myre
Goods: rice, bamboo, lacquer, medicine
In exchange for: iron, steel, horses
Danger: raids, bandits, monsoon floods
Ashfeld ↔ Valkenheim
Goods: lumber, furs
In exchange for: grain, metal tools
Danger: constant border conflict
The Myre ↔ Wu Lin
Goods: silk, tea, porcelain
In exchange for: rice, weapons
Danger: mountainous passes, storms, bandits
2. RIVER ROUTES
Rivers are extremely important because they bypass hostile territories.
Samurai river barges carry goods deep into The Myre
Knights use river fortresses as checkpoints
Viking longships sometimes sail upriver during thaws
Wu Lin use canal systems in their homeland
3. MARITIME ROUTES
Coastal Trade (rare but vital)
Vikings dominate northern seas
Pirates dominate southern seas
Samurai maintain a defensive navy
Wu Lin fleets sometimes venture west
Dangerous Seas
Since the Cataclysm:
Storms
Unstable currents
Lost reefs
Uneven coastlines
Travel is extremely risky, limiting trade volume.
4. ILLICIT TRADE ROUTES
Black markets exist in:
Neutral zones
Outlander ports
Hidden marsh towns
Viking smuggler coves
Knight border forts
Illicit goods include:
Stolen relics
Forbidden texts
Blackstone weapon stockpiles
Exotic poisons
Wu Lin martial manuals
These black markets fuel sub-faction power struggles.
IV. WHAT RESOURCES DRIVE WAR?
1. Food
Valkenheim: constant famine
Ashfeld: burned farmland
The Myre: unstable rice production
Food scarcity drives raids, conquests, and alliances.
2. Timber
Valkenheim supplies most lumber
Knights desperately need it for fortifications
Samurai need it for boats and rebuilding cities
3. Iron
The Knights have the best iron sources
Vikings need iron for weapons
Samurai and Wu Lin must trade or steal it
4. Salt, spices, medicines
High value
Transported by Outlanders, Wu Lin traders, coastal smugglers
5. Silks & Ceramics
Wu Lin exclusives
Become prestige goods and diplomatic gifts
6. Horses
Knights monopolize horse breeding
Samurai struggle to maintain cavalry
Vikings rarely use them due to terrain
V. ECONOMIC SYSTEMS BY FACTION
1. KNIGHTLY ECONOMY: FEUDALISM AND FORTIFICATION
Manorial farming
Tithes and taxes
Knightly orders sponsoring artisans
Large-scale forges for mass weapon production
Toll roads and tariffs
Knights use their economy to maintain:
Castles
Heavy infantry
Siege weapons
Religious institutions
2. VIKING ECONOMY: SURVIVAL AND PILLAGE
Seasonal hunting
Gathering
Raiding
Clan-based redistribution
Crafting essential goods
Viking wealth is not stored — it's celebrated, shared, or spent in feasts.
3. SAMURAI ECONOMY: AGRARIAN EMPIRE IN EXILE
Rice tax determines military power
Daimyō compete for fertile land
Artisans elevate culture (weaponry, tea, lacquer)
Trade caravans fund cities
The Myre’s unstable environment creates cycles of feast and famine.
4. WU LIN ECONOMY: IMPERIAL TRADE NETWORKS
Bureaucratic tax system
Artisan guilds
Agricultural surplus
Merchant fleets (limited by political unrest)
Tribute from vassals
The most “advanced” economic system—when not disrupted by civil war.
5. OUTLANDER ECONOMY: MERCANTILE & ADAPTIVE
Smuggling
Crafting innovations
Maritime trade
Caravan networks
Resource arbitrage
They exploit economic weaknesses of all factions.
VI. ECONOMIC THEMES OF FOR HONOR
Scarcity = war.
Geography dictates prosperity.
Cultural values shape trade.
Diplomacy is expensive; raiding is cheaper.
Black markets thrive during conflict.
Factions rise and fall with resources.
The world is a closed economic system, constantly pressurized by starvation, conflict, and ideology.