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This page is longest in the wiki how about splitting a section of it into separate article? Paul Newman Esq (talk) 08:13, 20 April 2018 (UTC)

I mean, this page talks about the lore of the game. Is it a fault that the lore is extensive? What do you want, Lore section 1 and Lore section 2? This page is fine as it is: comprehensive and covering the subject of the page. 18:27, 20 April 2018 (UTC)
The page is not fine, it is a bit of a mess right now. And it could be split perfectly fine (and not in some nonsensical "section 1/section 2" way), it contains enough different subjects to allow splitting. The1024 (talk) 15:07, 21 April 2018 (UTC)

Suggestion: Divide the lore up into the following pages: Sources/References(Perhaps the Lore Discovery Timeline), characters, events, and places. Rkylejuinor (talk) 01:52, 8 April 2019 (UTC)

RobotSpark#1805 is making a lore wiki. Really new, but looks promising. Perhaps we can use < ref \> < ref/ > references refering to specific pages on their wiki, so that sources and references can be specific Rkylejuinor (talk) 01:27, 4 October 2019 (UTC)

Almost forgot the URL: [[1]] Rkylejuinor (talk) 01:29, 4 October 2019 (UTC)


Just gonna use this page to get everything all sorted and up to date in my spare time before adding it all completed onto the page itself --Africandave (talk) 20:06, 19 December 2018 (UTC)



This guide aims to document the canonical lore of the Foxhole with as little conjecture as possible. Any information that has been identified as non-canon will not be included with the exception that it can be used to illustrate a point or idea that has been identified as canon. I hope to keep this updated as we discover more, there will surely be errors with such gaps of information, and I accept any suggestions or criticism of the material written here.

Much of this guide is a collaboration of discoveries and discussions between self-described "Lorehounds" on the #lore-discussion channel of the Foxhole Official Discord server. Come and join the hunt for lore,♥♥♥♥♥♥posting, and other off-topic faction bias nonsense.

Firstly, any information or item found in the map "Deadlands" prior to the release of the map "The Upper Heartlands" is to be disregarded.

Also, one lore find was permanently removed after the redesign of farannac coast involving a gruesome find in a cellar.

A word from the devs on the world setting and theme

   Originally posted by new player:
   Does the game take place in WW1 or WW2?

Neither. While the game is inspired by early 20th century weapons and tactics, the game actually takes place in an alternate timeline futures. We'll have more to say about the setting in the future. To be clear, our goal is not to make a WW1/WW2 simulator, but rather to make the player feel like they are fighting a war where the combat and strategies are grounded in the world wars.

   Originally posted by new player:
   Who are the Wardens and Colonials? Do they represent the Allies or Axis from WW2?

The Wardens and Colonials are fictional factions from the alternate timeline universe that Foxhole takes place in. They are not representative of any nation/group from real history and neither faction serves as the "good guys" or "bad guys" in the world.

The game is set in an alternate timeline and universe where the great wars never ended (see game desc in references).

Universe Timeline

We have a very limited understanding of the historical timeline or even the scale of time within the Foxhole universe. So far, we can piece together a simplified understanding of the order of major events and periods. Forgive my art skills, hopefully the following explanation can give meaning to this image. The placement of these events on the timeline will not be totally accurate.

Blue: The earliest period referenced in game known only as "Less sophisticated times" (at least from the Wardens perspective). This is mentioned in the map description of "Weathered Expanse" as a time when the great north-east bulwark (a great wall) and it's three gates defended the passage it's halls from northern invaders. The technological levels of the Warden Empire during this time are unknown.

Cyan: Both of these cyan time-blocks represent an unknown period of time. During the first period there are references to the Wardens thriving empire of trade on a seemingly grandiose scale (e.g. Endless Shore map description) while the second cyan block is known only as a period of post-war destruction where much of the world's history and technology is lost.

Green: The build up to the Great Wars. So far, the only preface to the conflicts we have discovered have been described by the Colonial author of Inner Haven as "a cowardly attack" by the Wardens (Inner Haven vol.1), "aggressive Colonial expansion northwards" by a Warden Soldier (Warden Scout - character note), and trade expansion by the Wardens (Christos and Juno Letter). During this time the Bulwark in the south was constructed as noted in lore articles in the Westgate map (Letter to Alderman). Later the nation of Veli forms an allaince with Mesea for protection from Caoivan trade expansion (Deserters Journal Farranac Coast). Colonials aim to sow discord among highlanders south of the wall in Westgate (Letter to Consul).

Orange: The Great Wars or possibly "The Great War". A collection of an unknown number of wars over a vast period of time that led to the destruction of the Warden empire. With the exception of the Boreal Wars no other conflicts have been named.

Red: A possibility of two separate or combined events 1) A naval/amphibious push into the western shore of Caoiva and a potential initial occupation of Fisherman's Row. 2) An event known as "The Breaching" where the Colonial legion broke through the southern Bulwark. Although the exact position of these events on the timeline is unknown it is presumably located in the early to mid-stage of the great wars before the "Colonial Legions" forces advance further north into warden territory. Legate Silas Maro appears to be leading the Colonial Military on this front during this time.

Brown: The Wardens lose the Deadlands and are pushed back to Callahan's passage by the Colonial Legion led by Thea Maro. After the Wardens are ousted from their homeland's capital (as per Deadlands map description) they make a stand in Callahan's Passage (as per Callahan's Passage map description). Further referenced in Inner Haven vol. 1 as the loss of "Sun's Haven" which was later known as the now "Abandoned" Ward.

Purple: The Boreal Wars or "Northern Wars" (Boreal=North). As mentioned in the Colonial's Hatchet "h5" Tank description the Boreal Wars were stated to have occurred late during the Great Wars. This conflict was centred in the Warden's snowy and mountainous terrain in the north possible near Whedon's Row. It is not clear if this was the final conflict in the Great Wars.

Yellow: Present day/recent history. Following the post-war destruction this is the current period the game is set in. Much of the technology of both nations has been lost or abandoned after the devestation. We don't know how long the current conflict has lasted or how much longer the fighting will continue. It could even be considered to be a continuation of the great wars.

The Wardens and The Colonials

Wardens We know that the Wardens are the native inhabitants of most if not all of the current playable world map (the 9 game map tiles). Many proper-nouns that the Wardens use are what we would consider gaelic and anglo-germanic, some are from folklore stories, this gives us some insight into Warden culture. From the world map we see that their home region is Caoiva (Caoiva is pronounced "Qwee-va", in plural people from Caoivia are called Caoivish "Qwee-vish") and they operate out of Whedon's Row. It is clear that Deadlands was the heart of the Warden empire (as per Deadlands map desc) with the now "Abandoned Ward" and "The Plaza" being the most urbanised area in the map. Its river links to the vital estuary of Endless Shore which served as the Empire's busy port and point of trade (Endless Shore map desc). Upper Heartlands was originally cultivated by Warden farmers (Upper Heartlands map desc) and Callahan's Passage takes its name from a Warden leader (more on him later) in addition to falling back to this held territory during the Great War (Callahan's Passage map desc). Finally Weathered Expanse is stated to have been firmly held by Wardens "for centuries" (Weathered Expanse map desc). We also know that the Colonials needed amphibious craft to take Fisherman's Row and the Farranac Coastine (Landing APC desc) implying they owned these regions too. Mooring County, a place located north of the River Mercy, is credited as being the place the Devitt mk.III Warden light tank was developed after the event known as The Breaching (as per Devitt Tank desc).

The only map that doesn't explicitly state Warden ownership in a source is Umbral Wildwood, however it is located north of the Wardens great southern bulwark. Umbral Wildwood does however give us some clues about Warden Culture. Players can find a copy of a book called Inner Haven (author unknown) written from a Colonial's perspective. In volumes 8 and 12 the Wardens are described as having been well-led under Callahan and wealthy enough to buy luxury goods like paintings and sculptures. Along with the Endless Shore description we know they were a trading nation that interacted with other cultures. A Warden recruitment poster found on the ground on the Farannac Coast

Colonials From the world lore we see that their home nation may have been Mesea and they base themselves in Stema Landing. Later it seems that the nation of Veli was integrated into their borders, along with it's capital of Damokratos (Colonial Lance Tank description). Many of the proper-nouns Colonials use are what we would consider latin and hellenic, along with titles like Consul and Legate, this gives us some insight into Colonial culture. They are sometimes referred to as the "Colonial Legion" (Vol. 12 of Inner Haven) and that some of its citizens reside in an industrialised western city-state called Dimiourg (Hatchet Tank desc). A place called Therízo and it's farm complexes are associated as being from the south but it is unclear if this is colonial territory. The name Colonial implies that they are a culture of colonizers especially since this is self-referenced by a Colonial in the writings of Inner Haven (as opposed to being a insult/colloquial term used by the Wardens). We also know they heavily relied on the use of Landing APCs to take Fisherman's Coast and the beaches of the Farranac Coast (Landing APC desc) perhaps pioneering this technology. They are informally refered to as "Collies" (plural) by some Wardens (See character "M") or "Colly" (singular) (See Characters Cara and Saoirse).


Little is known about the individuals that shaped the world foxhole is set in, perhaps because so much of the information and technology of the past has been destroyed or lost to time. We can discover small snippets of information in the game world, maps and item/artwork descriptions.

Callahan: Easily the most prominent character in Foxhole, he lends his name to many places and even entire regions (Callahan's Boot/Belt, Callahan's Passage). He is mentioned (sarcastically) in Vol.8 of Inner Haven as the Warden's "great" leader and two mounted statues in his likeness can be found flanking the Abandon Ward's southern bridge. The plaques describe how Callahan led the Wardens to economic prosperity, and suggests diplomatic and militaristic prowess. Callahan is depicted on a horse wearing a uniform with a full beard and wears a sword on his belt (which possible gives its name to "The Blade" and "Pommel Annex" to the west of "Callahan's Belt").

In a book chronicling the history and accomplishments of Callahan (Mooring County lore) we learn that he led an elite unit called "The Hands" ("Become a hand of Callahan" is found on the statue near the trainign grounds in the Warden home region). It details how he united the warring clans, fought of the northern invaders, brought prosperity and hope to Caovia, and how he laid out the foundations on the construction of the Bulwark.

Thea Maro: A descendent of Silas Maro (great-granddaughter), Thea is raised to be an expert soldier and tactician, who later leads with swift and decisive leadership to take the capital of the Warden's empire. It is refererenced again as Sun's Haven, what we know now as the Abandoned Ward in Deadlands. While Christos expresses doubts some colonials may have about her advisors and intentions as a leader (Letter to Junos) the publication Inner haven describes her as a visionary who may have surpassed Silas Maro's legacy. She is later awarded a seat on the high council representing Veli, but declines to remain in military service (Inner Haven Vol 2).

Legate Silas Maro: A Legatus of the Colonial Legion (equivalent to a General although possible a diplomatic legatus) is credited as being to first to walk on the ruins of the Bulwark following the Breaching (Inner Haven vol.1). His great-granddaughter is Thea Maro.

Captain Brightwen: Leader of the Warden operations south of the Bulwark on The Great March. We find an unsent report written by him to his superiors about the capture of Erikstown in the south of the region.

Cormac Flood: A Warden craftsman and engineer who, driven by his disdain for the Colonials, reverse engineered the mighty Lance tank to produce the beastly Flood Mk-1 battle tank.

Dorian Grivas: A skilled leader of in the Colonial Legion, Dorian Grivas has an impressive kill-count and operations log. Her Grave is found at Fengaris Chapel.

Colonial Author: The author of the volumes of Inner Haven, with presumably at least 12 volumes having been written, only four have been recovered so far (Inner Haven - Please check the references section at end of guide)

Morgan: A Warden stowaway, she kills two colonial gaurds with their own knife to make her escape to Westgate, planning to steal a truck and escape north via the Heartlands she plans on returning to Fisherman's Row with reinforcements to save the other captives. A note in a letter later mentions how a female rebel frees captives by leading them through, and then closing the enterance to, an old mine that led to safe harbour.

Saoirse and Cara: Two Wardens (Female by the traditional names) who silently argue on paper about what counts as a kill in a "very serious" competition where they compete to see who can kill the most Colonials. One tent has been cleared out suggesting that one of the two has departed. (Campsite - The Jade Cove)

Christos and Juno: In Terra on the Farranac coast we find an unsent correspondence between a male and a female Colonial (who might be lovers or a couple). Christos complains about the war, the Wardens, and Thea Maro. He is leaving Terra soon to return to a small village in Cálokai and sent wine with his letter, presumably that too did not make it. (Terra - Ruined House)

Ava Gibbs: A resident of the Ceo Highlands, she had written a letter to Alderman Higgens refusing to move from her families land holdings despite provication. It was returned to her.

Alderman Higgens: An individual of some influence and power within a council (an alderman), credited with building "that silly wall" - the Bulwark, In a letter by Ava Gibbs.

Young, Talented Engineer: A Colonial who developed the H-Class Hatchet "H5" Light Tank during the Boreal Wars (H5 desc). They came from an "industrialised western city-state" called Dimiourg.

Region and World Lore

This sections below look into specific region/map lore or the world as a whole that isn't already stated in the map descriptions or has been found on map-specific lore items. They may have been touched on earlier but this should tie them in to the story/universe as a whole.

The old world map (In references) is a dated copy and has been replaced with this new world map that was given to us in December of 2017. You can click on the link to inspect in in higher quality. Caoiva and Veli[]

Here is the current game world map for reference.

The world has been divided by a thin white line into two distinct regions, Caovia in the north, and Veli in the south. It is not clear whether these are geographical nation boundaries or the current territory held by the Wardens and Colonials (at any given point in time eg. the start of the war). There are mentions of at least one other nation; Mesea and possible Nicnevin (a very large territory north of the known world)

World Lore:

Here are some place names that have appeared in lore that have not reappeared anywhere on the world map or regions maps to date.

   Mesea - Possibly the Colonials home nation
   Welsford - The original Warden name of The Spire on Weathered Expanse

Mooring County

Gough-Mercy Family Blade: A finely crafted officers blade, linked to the Gough-Mercy family name (see NSRF lore items in deadlands and heartlands regarding Carol Gough-Mercy) abandoned in a house near the sea

Nicnevin roar Paratrooper company : A note detailing plans to cut-off the Wardens from their northern neighbours in Nicnevin.

Letter to a Mesean Soldier: A correspondence between a wounded former Colonial soldier and his Mesean friend enquiring about the Mooring County front and making plans to meet up for a drink one day.

Callahan's Hands: Found near the previous letter is a book detailing the deeds of Callahan and his elite unit "The Hands".

Dead warden with transcript: You come across the body of a dead Warden soldier clutching the record in his hand. It is a one-way radio transcript to the Consul, and more specifically their Commander, from a colonial soldier or officer. They stress the danger of assaulting Whedon's Row and suggest an amphibious approach. Wary of Warden tenacity, they suggest the Consul should leave Whedon's Row and focus on the rest of Caoiva.

Trench baths: In a barn you find supplies soldiers used to wash the grime from them after trench warfare.

Farm campsite: A well used firepit at a small farm near the Reaching river and Ogmaran.

Deserter's letter in a book: A book with a star carved into it's cover contains a letter to Ciara from the deserter that we encountered in previous lore pieces. They pair are trying to make it to Morgen's Crossing but Ciara has failed to meet at the pre-arranged location.

Callahan's Passage

Frozen Warden: The Passage is a harsh and unforgiving place, crossing the frozen lake proves dangerous.

Weathered Expanse

This region is shrouded in mystery, known as the location of the Warden's last stand during the Great War and the point of defense from northern invaders in more simple times, the region holds a great significance to the Warden Empire.

Burgundi Manuscripts: You find notes about the seemingly cursed expedition of a ship called the Burgundi. While the unnamed captain refused to leave the vessel after becoming trapped in ice he died along with his valuable livestock. The crew later all died of mysterious illnesses.

Frostmarch: Central to the region is a place-name called Frostmarch, now nothing but a bare intersection in the middle of the map. Buildings once appeared on the map in the Devbranch version of the region and this may be a reference to that, however the site is central to a ring of defensive walls and the player can find this unsettleing prompt.

Players can also find a sign referencing Frostmarch Village near the Warden starting town of The Weathering Halls, it is unclear if it is suggesting it was previously called that or is simply pointing to another location on the map.

Welsford: A large welcome sign is found near the town of Spire that suggests it was previously known as Welsford.

Deserter's Journal: In this deserters journal we learn a little more about the Legion. This deserter heading north might be the same one from Farranac coast but it isn't directly suggested. A colonial who (after possibly shooting himself) has a Legion named "The Swords of Maro" after him suggesting he was a colonial soldier. It is unclear if this is reference to Silas Maro or another Maro by the same name, but the gendered pronouns exclude Thea Maro and any other female.

Farranac Coast

Set at the mouth of the river Mercy this region consists of the west coast of the continent and the western isles.

Missile Silo Site: One of two discovered missile sites on the world map with a command console displaying the number '2041', your character doesn't seem to understand its function.

Campsite: A remote campsite on the coast where you can find Vol 2. of Inner haven (Please check the references section at end of guide).

Ancient Lore: Found next to the undelivered letter of Christos is a book on ancient lore.

Pleading Warf: A skeleton found on the Pleading Warf, died with a hand above their head suggesting it was not of natural causes.

Deserter's Journal: Another deserters journal from the Swords of Maro. The deserter was originally Velian and talks briefly about world history. He flees with his lover to the north, hoping not to be followed.

Owen and Beru: Players can find the graves of two characters near a destroyed farmhouse. This is a reference to "Uncle Owen" and "Aunt Beru" from the Star Wars franchise. (Farm - Kardia)


The most interesting conflicting information about The Deadlands is the central town known as Abandoned Ward. Earlier citations refer to it as Sun's Haven by both Colonials and Wardens sources suggesting that this was not a lexiconic variation. Infact the southern bridge and entrace to Abandoned Ward is still known today as Sunhaven Gateway.

Warden Scout: His dead body (now just a skeleton) can be found high in the cliffs overlooking a pass. The soldier had a pair of binoculars which the player can pick up and use. His bag contains a letter, his unit was pulled back from the Bulwark following the breach and was repositioned to defend Sun's Haven. He writes this letter to what we can assume is his family, telling them to flee by horseback to safety at Whedon's Row. (Scout and Binos - Deadlands)

Ambushed Warden: Scene of an ambushed camp. Not much remains but a blood trail suggests someone managed to escaped. Tracking the soldier's last step you find him lying in the mud with a headwound and helmet cast aside (Blood Trail - Deadlands).

Letter to Carol and NSRF paycheck: A letter from a Warden soldier to someone called Carol (Carol Gough-Mercy, see Heartlands lore), lamenting their situation and sending their paycheck fowared to the same person.

Endless Shore

Known as a booming trading centre during the Warden Empires times. Ships from many nations would be found in safe harbour here.

Missile Silo Site: One of two discovered missile sites on the world map with a command console displaying the number '5087', your character doesn't seem to understand its function.

Defaced Statue: A heavily vandalised statue and plaque of what is most likely Callahan in Saltbrook.

Jackson: A Warden soldier whose death leads his comrade to hang himself. (Dead Man's Tree - Endless Shore)

Hermit: Living a solitary life on a small island in the eastern sea, they keep themselves occupied (Island - Endless Shore).


A coastal region in the South-west of the world map where the Bulwark meets the Ageing Ocean.

Grief-stricken Highlander: A young highlander from southern Westgate who spends years hunting his sons Warden killers. He avenges his death, at the cost of his sanity. (Cave)

Moment of Reflection: Your character takes a moment for themselves.

Report to the Consul: A Colonial report on current events in Westgate.

Upper Heartlands

Smuggler's Fort: An enterprising individual who collects books and trades wartime commodities out of an old fort. In addition to barrels of old wine they brought a sample of southern tobacco (from a farming complex in a location called Therízo) to trade with Wardens for honey jerky from Fisherman's Row. From the perspective of the note and the familiarity of the good it seems likely that the smuggler is a colonial. The "Tin case" (although titled "In Case") filled with tobacco can be picked up and stored in the player’s backpack. The "freshness" of the tobacco suggests the trader may still be alive and active, there is a large red stain on the ground, but it is unclear whether this is blood or red wine (Abandoned Fort - Upper Heartlands).

Truck Ambush - "M": An angry Warden who leaves a note for two Colonials on the back of a Warden recruitment poster. The "Collies" are later found dead next to a burnt out logistics truck. It is not clear if this is "Morgan". (Truck/Recruitment poster - Heartlands)

Heartlands Camper: Like the fleeing Colonial in Fisherman's Row, the owner of this tent in the heartlands has an assortment of wooden figures, they seem to resemble chess pieces or figures used for strategic planning. The camper also has volume 12 of Inner Haven (Heartlands Camp - Upper Heartlands)

NSRF Shipping Manifest Workshop: Contains a document that highlights the efforts of a salvage recovery operation team. Of particular interest is the name Carol Gough-Mercy, Mercy appears to be a surname associated with nobility and and likely relates to the River Mercy.

Umbral Wildwood

Known as a lumber rich region it has remained mostly untouched as the front-line almost bypassed this region. There is also a volume of Inner Haven hidden within Terrapin Woods.

Scrapped Bike: A rider becomes angry at the quality of his bike, cursing the southern mechanics who built or maintained it.

Mushroom Ring: A mushroom grove (or faerie ring) around fortress ruins is chosen as a campsite despite old Coaovish superstitions about the possible consequences.

The Great March

Map Desc: Deep into The Heartlands, The Great March is a central highway that runs between the southern regions of Veli up towards Sunhaven. This tense skirmish map revolves around two small roadside settlements featuring open field combat. Measured coordination and infiltration tactics will be required when approaching the central towns.

Dreadful Pit: In Erikstown a note found in a temporary medical centre hints at the truth of the the nearby "Dreadful Pit" where Warden soldiers clean-up after cutting of the Colonials.

Shallow Grave: The hastily buried grave site of one "Markos" at Fengaris Chapel.

Father/Child Communications: An enlisted father gives life lesson to their child in this brief correspondence.

Colonial Campsite: Three tents where a small group of Colonial soldiers report to their Prefect the recent Warden operations in the area with displeasure. They ask for reinforcements to secure the vital road. They have been drinking, one of the tents is "pleasant" while the last is foul smelling.

The Reaching Trail

A small mountain pass north of Mooring County

Campsite Scene: A Warden camp that is the site of a bloody ambush, though the fire fresh suggesting that this was intended to be found.

Warden Trench Journal: A Wardens short poem, lamenting the Colonials use of paratroopers in the region and fretting the repercussions of reporting this to command.

Chicken Coop Plant: A processing plant that fuels the wars food requirements. Tempest Island No lore has been introduced to this map yet

Fisherman's Row

No region specific lore has been found apart from the region is known for its Honey Jerky. There are however lore references found for the characters Thea Maro, Silas Maro, and Morgan as well as an volume of Inner Haven.

Fleeing Colonial: A Colonial, who after a scuffle, abandons his bag. The bag holds six carved figures, a swordsman, a horseman, a general, a civilain, a pikeman, and an archer. Nearby rotton fruit and empty maconochie army rations can be seen (Prognos Ruins - Fisherman's Row).

Smuggler's Cove: In a seculded collection of small islands in the centre of the region we find the remains of a smuggler, who dealt with the smuggler from the Fort in Upper Heartlands, who has met a rather unfortunate end.

Here we find his remains, along with and empty metal flask and a number of books that the smuggler had been using to sneak valuable items into different regions, inside the books are dried jerky wrapped in cedar twine clearly meant to be sold or traded for something just as valuable.

Special Event Lore

Lore may be introduced to the world as part of an event. In 2017 it became known that Halloween was the first such event to take place.

Some of what was introduced was found but the mystery remains - with no-one finding the final "event" or lore item. This may become available again in October 2018.

The Dead Harvest Accord

Halloween of 2018 gave us the Dead Harvest game mode where survivors from both factions had to work together to survive the onslaught of the undead. This Lore is not part of the official canon of the game, but instead runs parallel on another timeline. They were tasked with defending the church in the centre of "The Iris" on Tempest Island for as long as possible, with death an inevitability. Survivors could carve a Totem to protect themselves from the curse but even this was not a guarantee.

The "Harvest Accord" was an agreement/arrangement between the two warring nations of Caoiva and Mesea during the Autumn months. This period of peace was needed to allow whatever ritual processes or traditions to take place and prevent the return of the dead to the world of the living. Two articles of lore (bloodied letters and abandoned journal) indicate that the accord was ignored for too many years and that the undead have returned as they had (at least) once before in the past.

In the church that needed to be defended survivors could interact with a typewriter that would present the message "You are out of ink ribbons". This is a reference to the save system in the early Resident Evil games.


This section is reserved for things that are referenced often, including map descriptions and lore from concept art.

Map Descriptions

Old World Wap

Game Description

The Volumes of Inner Haven Farranac Coast - Remote Campsite

Fisherman's Row - Dock

Umbral Wildwoods - Terrapin Woods

Upper Heartlands - Providence Fields

Concept Art Lore


Summarising what we know about Foxhole's lore can be difficult, mostly because we know so little that it becomes easy to jump into our own or established theories.

Since the Lore's revisions post-Upper Heartlands, I believe a major gap has emerged in the actions and motivations of the Colonials as well as the build up to the Great Wars. Previously it was suggested that they landed in Endless Shore and the first possible settlement was then known as "Sun's Haven". My point here is that there are many notes and points of interests that players can find in the world that are not fully documented or have not been discovered yet.

As mentioned this guide is most likely not totally accurate, but as I and others discover and more information that can be considered canon I would love to keep expanding and correcting this guide. As I edit this I would like to eventually have image based evidence of all the claims made.

So, if you or your friends happen to stumble across any more journals, etchings, or grizzly scenes that can help tie the lore together please add them below.

Thanks for reading, Africandave

For more lore discussion and theories galore visit the Foxhole Official Discord.