Arenas & PvP
Overview
Arenas and PvP in the broader game sense represent different approaches to player conflict and competition, designed to serve different motivations, risk tolerances, and playstyles. They allow players to engage in opposition against one another in ways that are deliberate, contextual, and aligned with the changing state of the world.
Arenas provide structured, regulated environments where conflict is shaped by rules, scenarios, and sometimes external influence. They exist as places of prestige, spectacle, and controlled risk—where outcomes may be wagered upon, manipulated through sponsorship and external quests and tasks, or tied into political and social pressures beyond the match itself. Arenas are not exclusively PvP however, and there are PvE scenarios and hybrid scenarios which players can filter and limit for those wanting to engage in arenas but not necessarily in PvP.
PvP outside of arenas is more fluid and situational. It emerges from factional tensions, territorial disputes, contested objectives, and dangerous exploration—but always through intentional engagement. PvP is never accidental or hidden; players are clearly informed when entering situations where conflict with other players is possible, and retain agency in choosing whether to participate.
Both systems are integrated into the broader world. Arena outcomes influence reputation, opportunity, and related factional standing, while open-world PvP reflects shifting conflicts and pressures across Regions, Campaigns, and ungoverned spaces such as The Beneath. Players may engage deeply (and even exclusively) with one, both, or neither—without being forced into unwanted confrontation.
Arenas
Arenas are instanced, highly modular, competitive events designed for PvP, cooperative and hybrid encounters. They are not limited to only player-versus-player content, nor are they treated as side activities detached from character growth. Arena participation is a viable means of progression, just like overworld adventuring, dungeon running or other endeavors—skills and abilities develop through use at the same pace within arenas as they do elsewhere in the game.
Within the world, several Great Arenas exist at key locations, relics from ages long past, deliberately formed with incredible feats of magical and mechanical prowess, the making of which has long since been lost—towering coliseums, vast arcane theaters, rugged mountain basins, expansive subterranean stadiums—utilized for proving grounds, entertainment, and controlled conflict.
Prestige within the Great Arenas is highly sought after by nations, guilds, factions, groups and individuals, resulting in sponsorship of entrance costs, political intrigue elements, special quest lines and social opportunities—or consequences—for those involved either as participants or sponsors, as well as the figures and groups attempting to influence outcomes from often shadowy sidelines.
Non-instanced, smaller and simpler fighting pits, practice yards, war halls and similar such locations do of course exist throughout the world, but are generally used for combat, magic and skill training or testing, duels and other basic purposes.
Arenas emphasize variety, adaptability, and both internal and external stakes rather than static combat repetition.
World Framing & Lore
There are five Great Arenas known to exist in the world. Each is a monumental, purpose-built structure or adapted natural expanse—thought to be created by The Ancients in distant ages through feats of magical and mechanical engineering that are beyond current comprehension and replication. Their usage however is slowly being learned with relative competency—the greatest elven, dwarven and human minds throughout the nations starting to uncover their secrets as increased exploration of The Beneath occurs and greater amounts of lost knowledge and Ancient relics are recovered.
Arenas became ‘active’ at the same time the mysterious Spirit Stones awakened, thus forming the assumption they are all linked to the same Ancient magics and systems. Smaller ‘Arena Stones’, similar to the Spirit Stones, exist at each arena and permit binding of any participant (not just The Marked), preventing death and lasting injury when a participant is defeated for the duration of match. This alone has proved invaluable in the fight against the forces of evil, allowing training and combat experience for soldiers in ways previously impossible.
Currently, they serve as both elite testing grounds and controlled theaters of conflict—spaces where combat and trials can be shaped, regulated, and observed for various purposes including entertainment, settling political or social disputes, testing tactics, and training.
Each of the discovered Great Arenas are deeply tied to the culture, geography, and strategic philosophies of the powers that control them:
Judgement
Nestled beneath the Imperian capital of Sol, Judgement is the largest and most complex of the Great Arenas. Its subterranean scale supports multiple simultaneous environments and matches, including magically crafted artificial skies, weather systems, and fully reconfigurable terrain layouts. Forests, urban ruins, open plains, mountain basins, and various strongholds and structures can be raised, lowered, or replaced between rounds. Judgement supports the widest variety of match types and is often used for major tournaments, political spectacles, and high-stakes sponsored events.
The Stormground
Located beside the Norse fortress-capital of Stormholm, the Stormground is a vast, frost-chilled proving ground shaped by ice, storm, tree, and stone. Its terrain features snow dusted forests, rocky hills, icy rivers, and frost covered fields. Environmental pressure is constant, favoring endurance, positioning, and control over prolonged engagements. Matches here often emphasize survival, territory control, and attrition under harsh conditions.
Dawn’s Gift
Set across the expansive plains near the Ashrian capital, Dawn’s Gift is renowned for its sheer size and deceptive openness. Dense fog banks, rolling hills of long grass, bluffs and plateaus, shifting visibility, and sky dominated sightlines define the arena, enabling strategies built around maneuvering, ambush, and misdirection. Its scale allows for extended engagements, flanking actions, and delayed confrontations, making it a favored venue for tactical and objective-driven scenarios.
The Basin
Carved into a great natural basin in the mountaintops near the Westlander capital of Valgard, the Basin is a rugged, vertical-focused colosseum defined by rocky terrain, great forests, cliffs, ledges, narrow passes, and exposed heights. Combat here is shaped as much by gravity as by steel or magic. Vertical traversal, knockback effects, and positional control are critical, and environmental lethality is high. The Basin frequently hosts scenarios that reward precision, spatial awareness, and calculated aggression.
Desert’s Trial
Situated within the Dunarii capital, Desert’s Trial is a vast arena of stone, sand, and sun-scorched fortifications. Shifting dunes, oppressive heat, and collapsing structures define its environment. Dynamic stronghold assaults are common, with defensible positions rising and falling over the course of a match. Endurance, attrition management, and coordinated assaults are emphasized, and environmental factors plays a significant role in determining outcomes.
Across all Great Arenas, environmental systems are not passive backdrops. Terrain shifts, hazards activate, access routes change, and conditions evolve both between and during rounds. While these changes are generally legible, they are not fully predictable, reinforcing adaptation over memorization.
Access, Ranking & Difficulty
Arena participation is open to individuals and groups seeking structured combat and challenges in a more competitive environment. Entry is flexible—participants may enter alone, in pairs, or in groups of 3, 5, 7, or 10—and group members are always placed within the same match, though not necessarily on the same team depending on the scenario type. Entry to some matches, series or tournaments may require payment in various forms, achieved reputation levels, or past arena experience, while others will be free and open.
Arenas support player-versus-player, cooperative, and hybrid encounters. Competitive PvP is common and many scenarios are focused on it, but it’s not mandatory and several scenarios are designed soley for PvE—emphasizing survival, coordination, and/or objective execution against environmental threats, mob waves, and/or elite enemies and bosses. This allows players with differing preferences, styles or skill focuses to engage with arenas meaningfully.
Because character progression is driven primarily by skills development rather than isolated experience and level tracks, time spent in arenas naturally contributes to a character’s development at the same pace as other activities. This is not a distinct progression path, but a consequence of consistent system rules: skills improve through training and application, regardless of where that training or application occurs.
Arena participation is often influenced by external forces—factions, guilds, groups, and nations—who may sponsor player entry, impose conditions, or offer incentives tied to performance or outcomes.
Arena rank exists as a soft sorting mechanism rather than a rigid ladder. It helps group participants into broadly appropriate challenge tiers and informs matchmaking, sponsorship eligibility, and access to certain events. Rank does not strictly prevent lower-ranked players from entering higher-tier competitions, nor does it impose character power ceilings.
Exceptional performance against stronger opponents can result in rapid rank advancement, while repeated failure may reduce rank without locking players out. Rank reflects observed capability and reputation rather than abstract progression, allowing arenas to remain competitive without becoming exclusionary.
Rank is tracked by individual performance rather than group based metrics.
Difficulty in arenas is dependent on a number of factors including scenario type and modifiers, scale/size configuration and the skill of the opposing team(s) or mobs.
Format, Structure & Scenarios
Arena encounters are round-based, with a single round typically lasting between 5 and 25 minutes depending on format and scale. Matches may consist of a single round, a multi-round series, or full tournament structures.
Between rounds, short rest periods allow participants to recover, reassess strategy, vote on upcoming scenario type, adjust equipment or abilities, and respond to evolving conditions. These intervals are intentionally brief, preserving momentum while enabling adaptation.
Match continuity varies by format. Tournament play emphasizes endurance, consistency, and long-term decision-making, while single-match participation allows players to queue into specific categories and types of challenge rather than varied modes. In some formats, participants may vote on upcoming round types or modifiers, introducing limited player agency into match evolution.
This structure emphasizes adaptability over memorization, rewarding players who can respond to shifting objectives and conditions rather than those relying on static execution.
Each arena match is constructed from a combination of participant scale, team structure, scenario type, and active modifiers. These elements are combined to produce a wide variety of encounters rather than a fixed set of modes.
Participant scale is grouped into three ranges:
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Small: 2–4 participants
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Medium: 6–10 participants
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Large: 12–20 participants
Team structure likewise has three options:
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Solo: No fixed teams; temporary alliances may form, but only one victor emerges.
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Teams: Two, three, or four teams of equal size compete until one remains or achieves victory thresholds.
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Cooperative: A single group works together against environmental threats, NPC forces, or bosses.
Modifiers alter match conditions and may be static, time-based, or triggered during play. These include environmental effects, hazards, revival rules, and burdens that increase difficulty.
Empowerment talismans may appear within arenas as contested resources, providing temporary advantages such as stat boosts, shields, powerful abilities, invulnerability, or conditional revival. Their appearance may be scheduled or unpredictable, and they often function as secondary objectives rather than guaranteed rewards.
Not all modifiers may be revealed at the match start, reinforcing uncertainty and reactive play in certain configurations.
Arena scenarios define objectives and pressure rather than prescribing playstyles. Most scenarios support PvP, PvE, or hybrid execution depending on configuration and modifiers.
Common scenario formats include:
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To the Death: Direct elimination until one individual or team remains.
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Only the Strong: Escalating waves of enemies testing endurance and resource management.
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Thieves’ Envy: Infiltration and extraction objectives emphasizing mobility and coordination.
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King’s Gambit: Targeted elimination centered around protecting or disguising a key participant.
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Chaos Maze: A shifting environment that compresses participants toward volatile confrontations.
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Defender’s Call: Area control under increasing environmental pressure.
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Fox and Hare: Competitive hunting of mobile targets that encourages organic PvP.
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Relic Run: Risk–reward play centered on holding a powerful, dangerous artifact.
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Mirror Mirror: Confrontations with distorted or mirrored versions of participants.
- Traitor’s Game: A match of wits and intrigue, where a single or several ‘traitor’ participants attempt to sabotage the team against escalating challenges while remaining undiscovered.
Scenarios rotate, evolve, and may be temporarily altered by world events, faction influence, or sponsorship conditions. External quests and contracts may impose additional requirements—such as ensuring a specific outcome, survival condition, or failure—tying arena results back into the larger world.
Faction Involvement, Rewards & External Stakes
Arena participation always carries external stakes beyond the immediate outcome of a match. Entry into organized arena events often requires in-world costs such as currency, resources, tokens, or rare items. These costs both regulate access and establish baseline commitment.
Participants may secure sponsorships from factions, guilds, organizations, or individuals. Sponsorships can take many forms, including subsidized entry costs, access to specialized equipment or training, admission to private events, or access to gated quests and contracts. Sponsors may support both player and non-player combatants, and rival sponsors often operate within the same event.
Quests and contracts frequently originate outside the arena and may conflict with the arena’s stated objectives. Participants may be tasked with ensuring a specific individual dies, survives, or places within a certain ranking; sabotaging or protecting another competitor regardless of team assignment; or withdrawing or surviving for a fixed duration rather than pursuing victory. As a result, success and failure are contextual—losing a match may still fulfill a contract, while winning the arena may represent a broader failure.
Arena scenarios themselves may have dynamic objectives as part of the scenario, or imposed mid-match by arena controllers depending on the circumstances. These shifting pressures reinforce the idea that arenas are not closed systems, but intersections of politics, commerce, and indirect conflict.
Both player-run and NPC-run guilds, factions, and organizations may host arena events and sponsor participants. Cities may operate recurring tournaments or seasonal series, while nations occasionally stage large-scale events pitting rival powers or alliances against one another. These national or factional tournaments often carry long-term consequences extending beyond the arena walls.
Rewards for winning or placing high in a match, series or tournament range from things like simple pre-determined selection choices of items and equipment, in-game currencies, wagered items and valuables from other contestants, sponsors or factions, and arena tokens that can be used as entry costs for future events. Similarly, rewards from external quests involving arena matches can garner the same variety of options.
Player vs. Player (PvP)
PvP in the world is not a constant state, nor a global toggle—it is a contextual system tied to active conflicts, intent, and player choice. It exists to support meaningful opposition without subjecting unsuspecting players to unwanted encounters.
PvP outside of arenas is rarely symmetrical. Group size, preparation, terrain, and timing all play significant roles, and outcomes may involve loss of position, objectives, or resources depending on location and circumstance.
While systems exist to discourage abuse and griefing, the goal is not to neutralize or trivialize risk, but to ensure that PvP remains intentional, readable, and consequential. Success may come from combat, negotiation, deterrence, avoidance, or withdrawal.
PvP is not designed to dominate the game experience or as a core design pillar, but as a meaningful option—one that reflects a world where power is contested, alliances fracture, and conflict arises when interests collide in remote and ungoverned environments.
Overworld PvP & Regional Conflict
PvP in the overworld is primarily enabled through Region or Zone conflict states and Battlegrounds. When two or more factions or nations are actively in conflict over a region or zone, PvP becomes enabled only for members and allies of the involved sides who enter that space.
Conflict states are clearly communicated through multiple channels, including world map indicators, zone messaging, and environmental or narrative cues. Players are never required to infer PvP risk through trial and error. Those who wish to avoid PvP can simply avoid active conflict zones, while those seeking it know exactly where and against whom it may occur.
This approach allows PvP to remain dynamic—shifting as wars, campaigns, and political tensions evolve—without being tied to static locations or permanently hostile regions. Control of territory, access routes, and objectives may change hands through these conflicts, reinforcing their relevance without forcing participation.
PvP in The Beneath
Players descending into The Beneath may choose to accept PvP-designated quest lines offered by rival factions seeking control over its secrets, artifacts, and safe-havens. Accepting these quests places the party into layers where other PvP-enabled parties may be present, typically with directly competing objectives—such as breaching a sealed vault, securing an extraction point, or establishing access to a newly uncovered important site. In these cases, player conflict is intentional, expected, and integrated into both the narrative framing and mechanical structure of the objectives.
In addition to quest-based participation, certain depth layers may temporarily become PvP-enabled due to major events, such as the discovery of a new refuge, transit nexus, or resource node that multiple factions attempt to claim. These depths are clearly marked through advance notifications, world indicators, and entry warnings, and alternative routes or bypass options are provided for parties that do not wish to participate.
Parties that do not accept PvP quests or enter PvP event depths will never share layer space with PvP-enabled parties while in The Beneath. This separation ensures that exploration, survival, and progression-focused groups are not exposed to unwanted player conflict, and avoids narrative or atmospheric contradictions where non-PvP parties would otherwise encounter active inter-party combat.
This structure allows PvP in The Beneath to reinforce themes of danger, scarcity, and contested discovery, while preserving player agency, trust, and clarity of choice.
Defeat during PvP encounters is the same as in PvE ones—players leave behind the special backpacks that shield corrupted artifacts, items, and equipment they have acquired from within The Beneath; giving other players the opportunity to claim them. Players may also fail the PvP quest objective depending on the circumstances and suffer appropriate setbacks to progress, reputation or rewards. Additionally, they may not be able to return to that same depth instance to attempt to recover their containment bags or seek retribution against the players or mobs that defeated them—keeping risk meaningful but not overwhelming.
