Forbidden Knowledge

The World of Crystalax


The Age of Harmony

The world of Crystalax was once whole. Four lands lay in balance — the Shadowlands, the Volcano Plain, the Wildlands, and Arcane Island — each watched over by a great protective crystal: Shadow, Fire, Nature, and Arcane.

For an age the crystals held, and the tribes beneath them flourished in their own ways: the Vampires in their twilight courts, the Dwarves at their volcanic forges, the Shamans running wild beneath Rasha's moon, and the Mystics charting probability on their island of glass and geometry.

The Fracture

Then the crystals broke.

No tribe admits to striking the first blow, but the fractures spread through all four crystals at once. Shards rained across Crystalax and became magical relics of terrible power. Where the shards fell, magic stopped obeying its old laws.

Spells misfired. Storms thought for themselves. And in the thin places of the world, reality simply... tore.

What the Chaos Is

The rifts have a name now: The Chaos.

It is not a creature and not a spell — it is what leaks through when the walls between dimensions give way. Unpredictable energies, ancient monsters, and impossible luck spill from the rifts and touch every battle fought in Crystalax.

The desperate feel it strongest. When a chieftain stands at the edge of death, the rift opens for them — and the Chaos itself begins to answer their call. The tribes call this going Chaotic.

The War of the Chieftains

Now the four tribes war for the shards, each believing only they can be trusted to make the crystals whole.

Vladak the Sire schemes to gather all four crystals beneath the Shadowlands. Lord Ironbeard walls the Volcano Plain in fire and iron, trusting no one — least of all Vampires and Mystics. The Shamans hunt as Rasha wills it. And Phileas, the Chaos Oracle, reads the rifts and smiles, as if the ending is already written.

You are a chieftain of one of these tribes. The Chaos does not take sides. It takes everyone.


Why the Game Exists

Conjure the Chaos was created by David and his girlfriend, who wanted a game fun enough for family game night and fast enough for a quick battle between friends — easier to learn than the big card games, but with real strategy.

It grew into something bigger: a movement to reconnect people away from screens, and to give school-aged children the opportunity of a lifetime — having their original artwork featured on cards in a commercially produced game.

Wizard Hat Games supports young artists. No AI is used on their cards.

Watch the lore video on the official site to hear the story of Crystalax and the Chaos. Watch it on the official site →