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Fatekeeper — the THQ Nordic / Paraglacial first-person action RPG, not to be confused with Risk of Rain 2’s Gatekeeper or any other “Gatekeeper” — carries a small but specific vocabulary. This glossary defines the proper nouns and signature terms you will run into across the wiki, and links each one to the hub page where it is covered in full.

Every entry is tagged for trust. Confirmed (Official) terms come straight from Paraglacial dev blogs, THQ Nordic press, or the Steam store. Speculative / Unverified terms are community shorthand we keep here only to disambiguate them — for example “Sanguimancy,” a fan name for the game’s leech magic that the developers have never used. Where a term has been outright fabricated by content farms (invented bosses, locations, and weapon stats), you will not find it here at all; those are addressed on the Sources & Editorial Policy page instead.

Haven
Confirmed (Official). Fatekeeper's central hub area, named in the Paraglacial dev blog "The Hub in Fatekeeper: Haven." It is the home base the Druid returns to between expeditions to regroup and prepare. See Haven.
Husks
Confirmed (Official). The first tier of Fatekeeper's official enemy taxonomy. The Paraglacial "Creatures of Fatekeeper" dev blog lists "twisted, mindless husks" alongside disciplined soldiers, towering beasts, and wielders of arcane power. See Creatures & Bestiary.
Sanguimancy
Speculative / Unverified — community term. A fan-coined name for Fatekeeper's blood/leech magic. Press confirms a "leecher" branch on the skill tree, but Paraglacial has not published Latinate school names like "Sanguimancy"; the label is unofficial wiki/community shorthand, not confirmed terminology. The underlying leech magic is real; the name is not. See Magic & Spells.
Shatter
Confirmed (Official). A named ice spell. The Paraglacial skill-tree dev blog describes "Shatter, which allows you to crush frozen enemies when using blunt weapons (maces, hammers, clubs)" — the anchor of the frost/blunt-weapon build archetype. See Magic & Spells.
Shortlings
Confirmed (Official). A named enemy type. THQ Nordic's first-gameplay coverage places "lurking Shortlings" in the shadows of an ancient ruined fortress, where they "wait for anyone bold enough to step into their domain." One of the few enemies confirmed by name at Early Access. See Creatures & Bestiary.
Solace
Confirmed (Official). Fatekeeper's setting — "an archipelago in the heart of a vast ocean, once named by sailors who wept at the sight of green shores after endless grey waters." Its geography spans deep boreal forests, glacial valleys, roaring rivers, and peaks rising nearly five thousand meters. See World of Solace.
The Druid
Confirmed (Official). The player character — "the last Druid," the Fatekeeper. THQ Nordic describes the Druid as "adept with blades, axes, and all kinds of melee weapons alike, yet equally attuned to raw elemental power," shaped by the player into a close-quarters brawler or a spell-focused mystic. A sharp-tongued talking rat rides the Druid's shoulder as a companion. See The Druid.
Underdwellers
Confirmed (Official). An ancient people who, "fleeing a tyrant they could not overthrow," descended underground — only for the earth to seal their path back. They built a thriving technocratic civilization in caverns lit by fire and crystal, forgot the surface, then tore open a path back to it by accident, rediscovering Solace. See The Underdwellers.

Sources