A rift to the Abyss tore open in the Melisano Sea, and the horrors that came through drowned the continent of Prodea in a single season.
The survivors fled west across open water to every continent, and the war followed them to every shore. It has not stopped since. The things from the rift press outward against every coast, devouring all in their wake. The threat of what happened to Prodea looms in every region on every mind, and only the nightly work of thousands has kept it from happening elsewhere… yet.
Battleships burn what surfaces in the cold northern lanes. Wyvern cavalry falls on what crawls out of the tideline. In every settlement still standing, mages draw wards across the harbor mouths so the people behind the walls can sleep. None of it would hold alone, and the cost has never once stopped being paid.
The old order is gone. Each surviving city has hardened into its own small power, relying heavily upon their mages and military to defend those that live within their newly erected walls. The cost is tremendous, and all of Arendia feels the strain.
And out in the Dread Gulf, where the warm shallows give way to the cold deep, there is one stretch of the war that is not being lost. The merfolk are winning, and no one above the water knows why.
There is an old story, told in every language and believed by almost no one. Before the gods, before the Sundering, thirteen dragons were set to guard the Mother. Thirteen of them fell, and where each one died, its power is said to have poured into the earth and stayed there. Find those places, the reasoning goes, and a war that cannot be won might yet be turned.
That thought has begun to draw seeking eyes toward the eastern lip of the Dread Gulf, to the warm gold city of Tlachixcoatl, which sits all unknowing above the deepest secret of them all.
Our story begins here.
We're not in Prodea anymore, Frodo.
Chapter Two focuses on the continents bordering the Dragon's Maw Range. The map above is the whole world; these are the parts of it that will be open for exploration.
| Area | Vibe | What it is |
|---|---|---|
| Dread Gulf | A treacherous sea in the Gulf of Isoris | Perilous waters, filled with some of Arendia's most dangerous natural predators. |
| Tlachixcoatl | Sandstone city of commerce along the west coast of the Isoris Desert | A Free City where trade from both the seas and the land meet. Favors and wealth trade hands frequently for those who grasp their way to the top. |
| The Isoris Desert (The Kiln) | Vast, scorching sands spanning across the center of Isoris | The desert heart of the continent that holds the Coalition of Free Cities. Traveling across the Kiln is a dangerous endeavor, though it is demanded by trade. |
| Whisperwood | Ancient, deeply magical dark forest | The first home of the Primordial Fae, the Whisperwood spans the majority of Ealoth, bordered by the Dragon's Maw Mountain Range. Home to a variety of creatures, but all must pay homage to the fae of the land. |
| Midori Moshi | Spiritual village at the forest's edge | A Gog'Khan Dynasty trade village, grown from a camp at the far mouth of the Dragon's Gate leading into the Whisperwood. Those who reside here have the honor of living side by side with the Spirits of the land. |
| Radenholt | Frigid city built upon the peak of Black Summit in Thiaria | An arcane Mageocracy founded upon exiled Chaos Cultists and built by an army of undead slaves. Now a controversial hub of magical trade, knowledge, and advancement. |
Whose blood runs in your veins
Twelve races are open at launch with varied sub-races. More details to come nearer to launch.
| Race | Lifespan | Sub-races |
|---|---|---|
| Humans | About 100 years | No sub-races |
| Elves | 500 to 2,000 years | Sun Elves, Wood Elves, Sea Elves, Dark Elves (Drow) |
| Merfolk | About 600 years | Sirens, Coralen, Deep Aquatic, Tritons |
| Fae | True immortals | Harpy, Pixie, Dryad, Faun, Changeling, Hag |
| Beastfolk | 80 to 100 years | No formal sub-races. Broadly Mammalian, Avian, Reptilian |
| Shifters | Origin race, plus half | Blessed, Cursed (limited to Elves, Humans, Merfolk, Smallfolk and Goblinoids) |
| Goblinoids | 60 to 80 years | Goblins, Orcs, Trolls |
| Smallfolk | 100 to 150 years | Halflings, Gnomes, Dwarves, Goliaths |
| Elementals | Indefinite | No formal sub-races. Typically made from Earth, Wind, Fire, and Water |
| Constructs | Ageless | Golems, Familiars, Warforged |
| Undead | Varies | Vampires, Awakened, Specters (origin race cannot be Fae, Elemental, or Construct) |
| Altered | Varies | By choice, by circumstance, by experiment |
Asked and answered
The short version of what people keep asking.
What staff positions are open?
We will be looking for storytellers, mentors, and IC leaders soon.
When are you opening?
The rift will tell.
Why is the Discord so quiet?
Wait for the icon to switch. Until then there is nothing new to look at, and it is worth not getting attached to any channel in there as it stands. When it is time to get serious there will be a great deal of information all at once.