Xanthros –

When the young gods sought to shape humanity, their hopes were pinned on creating a race that could flourish as the elves had. Xanthros, the God of Dominion and Ambition, took charge of this endeavor but saw the task as an insult to his grandeur. Seething with contempt for the other gods, he vowed to outdo them, creating a race of humans who would surpass all others in strength, loyalty, and devotion. Thus, two human races were born: the broader masses, guided by the collective pantheon, and the Children of Xanthros, crafted by their creator to be devout instruments of his will. Taught from their inception that Xanthros was the only true god and that the others were false deities, the Children were imbued with a burning hatred for unbelievers, a legacy that would shape their culture for millennia.

After the gods were retreated after the war in heaven, the teachings of Xanthros became law among his followers. The Church of Xanthros grew to dominate every aspect of life, ruling with an iron fist. Within their borders, trade and diplomacy with outsiders were forbidden, and all efforts were directed toward self-reliance and military readiness. This isolation fostered both resilience and poverty, as wealth was funneled into grand monuments to Xanthros—towering cathedrals, immense statues, and sprawling temples—while the common people languished in abject squalor. Fear of the church and its ruthless enforcers kept dissent at bay, and even the smallest whisper of heresy was met with public executions to serve as a warning.

Effect of the Hopebringer –

Most of the followers lived in slums but none would dare rise up against the church and any that did found themselves killed as heretics.  Instead the members of the clergy lived in luxury so everyone strived to please the church and become members of its order. 

It was in this climate that the Hopebringer arrived in the city of Xanthros.  The church took note of his popularity among the masses and immediately declared him a prophet of Xanthros.  It was the followers of Xanthros that led the charge into the demons that besieged the city of Bastion and the Hopebringer was able to bring the church of Xanthros into the Alliance. 

Afterwards the church expanded into different towns and cities but there was plenty of tension with followers of other gods.  Only the status of the Hopebringer as a prophet kept the church of Xanthros in the Alliance for as long as they did.  In the end the inevitable happened, and violence erupted when the church of Xanthros declares the Hopebringer a heretic and war breaks out.  It was a short but brutal civil war.  The Alliance had the numbers and strategy but the church, which had now declared itself  the followers of the True Path, had the religious fervor.  In the end though the Alliance pushed them all the way back to the City of Xanthros.  As defeat loomed, the church leaders held council, when the Hopebringer appeared in their midst.  Fearing that the Alliance were on the verge of destroying them they listened.  The Hopebringer was loathe to see any more fighting between human kind as they were weakening themselves.  He offered them a way out where they would leave the city forever.  The church leaders agreed, knowing they had been defeated and declared that Xanthros had spoke to them and they were to go on a pilgrimage. 

Exodus - 

The Exodus of the Followers of the True Path was a harrowing journey that tested the faith and resolve of every man, woman, and child who heeded the church's call. Thousands left the decaying grandeur of Xanthros, burdened with whatever they could carry, driven by the promise of salvation in the west. The journey through the jagged mountain ranges proved treacherous, with freezing winds and treacherous passes claiming many lives. Disease swept through the refugees like wildfire, and food supplies quickly dwindled, forcing desperate measures as people scavenged for sustenance or bartered their belongings with unscrupulous merchants and bandits. The church's enforcers maintained order through fear and violence, preaching that these trials were divine tests sent by Xanthros to purify his chosen people. The gravest danger came when the group reached the borders of Orc territory, where a massive greenskin army mobilized to annihilate them. Pinned between the vengeful horde and the impassable mountains, the people prepared for a desperate last stand, ready to offer their lives in the name of their god.

A Savior - 

The Messiah appeared at the darkest hour, when the Followers of the True Path faced certain annihilation. Exhausted, starving, and demoralized, the remnants of the exiled faithful were cornered in a desolate valley, trapped between the jagged cliffs of the mountains and an advancing Orc warband. As the church leaders rallied the people for what they believed would be their final, glorious sacrifice in the name of Xanthros, a figure emerged from the shadows of the mountains. Clad in tattered robes yet radiating an aura of calm authority, the stranger claimed to be a messenger sent by Xanthros himself to lead his children to salvation. With an intimate knowledge of the terrain, he revealed a hidden pathway through the mountains, shrouded in mist and unseen by their enemies. The Orc horde advanced, but the Messiah’s guidance allowed the faithful to slip away undetected. To the weary and desperate followers, his arrival was no coincidence but a divine intervention, the fulfillment of prophecy. From that moment on, he became the unchallenged spiritual leader of the True Path, his words carrying the weight of their god. His presence unified the fractured flock, and his name was spoken with reverence and fear. To the faithful, he was the living embodiment of Xanthros’s will; to others, he was an enigma whose true motives remained shrouded in mystery.

City of Truth –

The City of Truth stands as the beating heart of the True Path’s theocracy, a place where the glory of Xanthros overshadows the misery of its inhabitants. It is a city of stark contrasts, divided between the grandeur of the church’s dominion and the squalor of its faithful followers. On one side lies an expanse of crumbling slums, where the masses eke out meager lives under the watchful eyes of church enforcers. Crime, though naturally bred in such dire conditions, is surprisingly rare—fear of the church’s swift and brutal justice ensures submission. Rising above the slums is the opulent half of the city, dominated by towering temples, immaculate gardens, and fountains flowing with crystalline water. Statues of martyrs line the cobblestone avenue leading to the Cathedral of Xanthros, each carved with painstaking detail to honor those who died spreading the faith.

At the city’s core, the Cathedral of Xanthros looms as both a marvel of architecture and a symbol of oppression. Its spires reach toward the heavens, visible for miles, a constant reminder of the church's authority. Inside, the clergy live in luxury, their chambers adorned with gold and tapestries, a stark contrast to the deprivation of the city’s populace. The Cathedral’s main congregation chamber is cavernous, capable of holding thousands, where the Messiah delivers fiery sermons to the poor. Attendance is mandatory, and the sprawling plaza outside overflows with the faithful, many kneeling in fervent prayer beneath the shadow of the Cathedral’s mighty walls.

Yet beneath the Cathedral lies a far darker secret—a sprawling labyrinth of dungeons where the confessors perform their grim duties. These hidden chambers are reserved for heretics and those accused of disloyalty to Xanthros. Torture and "cleansing" are common within these shadowy halls, with the agonized cries of prisoners muffled by thick stone walls. These dungeons serve as both a literal and symbolic foundation for the city’s power, ensuring fear and obedience among the faithful. The City of Truth, for all its outward splendor, is ultimately a place of suffering and control, where faith is both a shield and a weapon wielded by those in power.

Purity –

The Doctrine of Purity lies at the core of the True Path's ideology, shaping every aspect of life under the church's dominion. This unyielding creed demands absolute spiritual, cultural, and physical purity from its followers, enforced through relentless scrutiny by church enforcers and confessors. Any deviation from prescribed rituals or behaviors is considered heretical, with punishment ranging from public humiliation to death. Non-believers and foreign influences are regarded as corrupting forces; thus, interaction with outsiders is heavily restricted, and converts from other faiths are subjected to rigorous trials to prove their loyalty. Even within the True Path, individuals undergo periodic "cleansing rites" to reaffirm their faith and absolve themselves of perceived impurities. This obsession with purity extends to their military campaigns, where conquered territories are ruthlessly purged of heretics, and survivors are given a grim ultimatum: convert or perish. The Doctrine of Purity is more than a set of laws—it is a weapon, wielded by the church to consolidate power and instill fear, ensuring that dissent is crushed and unity is enforced under the unwavering will of Xanthros.

Monks of the Mountains –

High in the forbidding peaks beyond the City of Truth dwell the enigmatic Mountain Monks, an isolated sect of the True Path that follows a path of rigorous discipline and spiritual enlightenment. These monks believe that true devotion to Xanthros requires mastery over both body and soul, and they have spent generations perfecting their unique ability to channel divine energy through sheer focus and meditation. This energy manifests as shimmering, radiant force that can be unleashed in devastating bursts, capable of cutting through armor or repelling enemies with explosive precision. The training to harness this power is grueling, requiring years of physical hardship, fasting, and exposure to the brutal mountain elements to temper the body and sharpen the mind. The monks live in austere monasteries carved into the cliffs, their halls echoing with chants and the sound of combat training as they hone their martial techniques. Though they rarely descend to the lowlands, the church considers them sacred warriors, deploying them in times of great need as living weapons of Xanthros’s will. Their presence on the battlefield is both awe-inspiring and terrifying, as these silent, disciplined warriors unleash divine wrath upon the church's enemies, embodying the destructive purity of their god.

Power Struggles -

Beneath the united front of the True Path lies a simmering undercurrent of rivalry and ambition, as factions within the church vie for influence and dominance. The clergy, split between traditionalists devoted to maintaining the established dogma and reformists seeking greater power for themselves, frequently clash in secret councils and whispered conspiracies. The arrival of the Messiah has only intensified these struggles, as his rising popularity threatens the carefully balanced hierarchy. Some high-ranking clerics view the Messiah as a tool to consolidate their authority, while others regard him as a dangerous rival whose influence could destabilize the church. The confessors, with their control over the dungeons and secrets of the faithful, wield a shadowy power that keeps many rivals at bay, but their growing autonomy has sparked fears of unchecked tyranny. Meanwhile, ambitious generals of the military arm of the church see an opportunity to leverage their successes in spreading Xanthros’s faith to demand greater sway over the church’s direction. These internal conflicts are rarely overt; assassinations disguised as divine punishment, accusations of heresy, and backroom bargains are the weapons of choice. Yet, for all their infighting, the leaders of the True Path understand that their survival depends on unity in the face of external enemies, forcing a delicate and uneasy truce—one that could fracture at any moment.

Spreading the Word –

The True Path seeks to spread the word of Xanthros through a combination of fervent evangelism, military conquest, and calculated fear. Missionaries, often escorted by armed guards, travel to distant lands proclaiming the supremacy of Xanthros and offering salvation to those willing to convert. Those who resist are branded heretics and targeted for “cleansing” by the church’s zealous armies. The True Path’s campaigns are as much about domination as they are about faith, with conquered territories subjected to strict religious laws and mandatory worship. Statues of Xanthros and grand temples are erected to replace local symbols, and dissent is swiftly crushed by confessors and inquisitors. To the True Path, their mission is divinely ordained: the world must be purified and unified under the singular truth of Xanthros, no matter the cost in blood or freedom.

Regular

True Path Regular

Regular options for the True Path include the Redeemed.  These are the standing infantry for the True Path, and they are your average all round troops.  The Visionaries are your Scouts, and they use that ability to help reveal your opponents hidden cards.  Peasant Archers may be weak but you keep them off the front lines so they can pepper your opponent from range.  Fanatics are weak in defence, but they have a high size and the Mob ability which means on the attack they can swamp your opponent and roll a lot of dice.  Clerics are going to die if they get into combat, so you need to keep them safe for they have the Blessings ability which lets you boost your own cards or play havoc on your opponents plans by removing their own blessings and spells.

 

 

Veterans

Veterans

For Veterans you have the Heretic Hunters who have the Intimidate ability which allows you to give one of your other cards a big boost.  Or if you want a better close combat option you should take the Sisters of Faith who have better statistics.  Prophets open up the magic deck to you so you can cast your spells during the magic phase.  And Monks offer short ranged attacks but their Channel ability allows you to use the magic stat for those ranged attacks instead.

 

Elite

Elite - 

On the face of it Confessors look like a weak option for an Elite level card.  However, their Repent ability means if they reveal opponents cards, they can try to make them repent which could lead you to controlling your opponents cards.  Saint ride their great lions into battle which also gives them the Charge ability, making them very dangerous when on the attack.  Lastly you have the Martyrs who are much better in attack than defence but if they are killed the Deathtouch ability means that whoever kills them also join them in death.

Titan & Legend & Heroes & Champions

Charachters

Neither Hero option is designed for combat.  Cardinal Baptiste gives you a powerful magic user whereas Archbishop Pious XV lets you cast Blessings.  He also boosts any Clerics making casting blessings a lot easier.  At Champion level Luthar the Preacher has the Glory of Xanthros ability which significantly boosts your cards close by.  Deacon Constatine is better in close combat and has the Magic Item ability so he can have a free Magic Item to boost his ability.  Sheng Kang like Monks has the Channel ability so he can use magic score for ranged attacks instead plus also gives a bonus to all Monks.  In the reinforcement deck is the Messiah as the Legend card, easily the best spell caster you have.  And also, the Wicker Man Titan card, an extremely powerful close combat card.

Magic

Magic Items