Creating The Remedium: A Late-Game Threat Born from a Wish
- Justin Connors
- Sep 11, 2024
- 4 min read
Updated: Oct 1, 2024
When designing The Ardinock Chronicles, I wanted to have a faction that wasn’t just a typical villain group but a real late-game problem—a group that comes after everyone. That’s how The Remedium came to life: a force that isn’t tied to any particular faction or nation but exists solely to eliminate what they believe is corrupt or wrong. Their entire existence is dedicated to "purifying" the world, and in the process, they challenge not only the players but the factions they have encountered along the way.
The idea was to have a group that tested everyone—heroes, villains, factions—giving players hard choices about whom they want to save, if anyone at all.
A Wish Fulfilled… and Never Ending
One of the concepts that has always fascinated me is the idea of living in someone else’s wish. What if a wish was made, and the world was forced to live out its consequences? What if someone made a wish for help, but the "help" never left, evolving into something beyond its original purpose? To me, the Wish spell and the concept of granting wishes in a creative world are incredibly powerful narrative tools, capable of reshaping everything in unexpected ways.
The origin of The Remedium is rooted in that exact idea. Someone, somewhere made a wish—a plea for aid to right the wrongs of their kingdom. The Remedium was born from this wish, and like an unstoppable force, they completed their task, purging the corruption from the land. But instead of vanishing when their job was done, they stayed. They lingered, their purpose growing beyond the original wish, until they became something far more dangerous—a force that seeks to "cleanse" any land of what they deem corrupt, without mercy or consideration for the lives involved.
In a way, they’re like a wizard’s version of Mr. Meeseeks from Rick and Morty—created to fulfill a task, but with no expiration date, no way of being released from their duty. They don’t seek power for themselves or control over the world—they seek the total elimination of anything that stands in the way of a world they believe to be pure.

A Duo With Possibilities
I introduced The Remedium as a mysterious duo: The Silvern Woman, the cold, powerful sorceress, and The Veiled, the enigmatic figure in a wide-brimmed hat. They are the face of The Remedium in Ardinock, and their power is unmatched. However, I intentionally left open the possibility that there could be more members of this group. Perhaps they’re part of a greater organization, or maybe new Remedium agents will emerge as the story unfolds. It’s that ambiguity that keeps The Remedium exciting and full of potential for future adventures.
By starting with just this pair, I created a space for players to wonder what else is lurking in the shadows, waiting to challenge them. This duo tests players’ allegiances, forcing them to confront the hard question of who they really want to save in a world being slowly "purified."

The Power of Testing Every Faction
One of the things I love about The Remedium is that they are unbiased in their mission. They don’t care whether you’re part of the GleamWands, the Crimson Hand, or even the Arcana Magisterium. Their goal is simple: complete elimination of anything that disrupts what they see as the natural order. That creates an incredibly interesting dynamic for players because it puts every faction on the chopping block.
The Remedium isn’t just another big bad to fight—they’re a force that makes players question which factions are worth saving, which alliances they should form, and how far they’re willing to go to stop the Remedium’s advance. And what happens if the players agree with the Remedium’s vision? What if they want to help purge the land? These are the kinds of complex choices that make the Remedium such a fun element in late-game adventures.
The Remedium’s Origin
Here’s the full backstory of how The Remedium came to be:
The Remedium was born in a faraway kingdom, created out of desperation by a troubled ruler who saw his kingdom falling apart due to corruption, dark magic, and unrest. In a moment of weakness, he made a wish for a group that could be summoned to right the wrongs plaguing his land. The wish was granted, and the Remedium appeared—two powerful beings who quickly restored balance by purging all sources of corruption.
But they didn’t stop there. When the task was completed, the Remedium didn’t leave. Instead, they remained, their mission expanding beyond the kingdom. Over time, they became a dark secret within the magical society, known only to those in power. They act only when requested, but when they do, they believe in fulfilling their task by the purest means possible: complete elimination of the problem, no matter the cost.
The Remedium’s methods are extreme, and their definition of "corruption" has broadened. What started as a mission to rid a single kingdom of evil now involves purging entire lands of anything they deem unnatural or disruptive to the natural balance. And once called upon, they cannot be stopped.
The Remedium represents my fascination with wishes and their consequences. They embody the idea of a wish granted, but with far-reaching, unintended results. As a late-game problem for players in The Ardinock Chronicles, they bring a unique challenge that forces hard choices, tests alliances, and pushes the story in unexpected directions. Whether they are faced head-on or negotiated with, one thing is clear: The Remedium always finishes what they start.
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