History, Legend, & The Eternal War
Introduction
The world is not defined by a single age or lone event, but by an unbroken cycle of struggle, collapse, and recovery. What players encounter is the result of countless decisions made across millennia—by nations, civilizations, rulers, heroes, and ordinary people alike. Some of that past is well documented, but much of it is distorted, mythologized, or forgotten entirely. Yet all of it continues to shape the present.
History in this world is not passive lore. It determines which lands are stable or broken, which ruins and dungeons await to be explored, which factions hold power, and which threats are poised to rise next. Ancient knowledge, lost techniques, and forgotten places do not reappear arbitrarily—they are uncovered, restored, or reactivated through exploration, conflict, and discovery.
At the center of all eras lies a single constant: The Eternal War.
The Eternal War is the defining condition of the world—a persistent, evolving struggle between the forces aligned with good, seeking order and preservation, and those driven by evil toward corruption, domination, and annihilation. It is not a single campaign or era, but a recurring cycle that reshapes civilizations, redraws borders, and scars or heals the land itself.
Across cultures and centuries, this conflict has been framed through different names and doctrines. Different races, factions and nations have over the ages proclaimed and dedicated themselves to many different deities known by various names. As they have become more advanced and developed, each of the civilized nations and races have all come to the common conclusion—there is a singular benevolent divine entity that seeks the well-being and prosperity of all good folk, and a singular evil one that is bent on destruction and annihilation of everything right and true.
To the Imperian, they are known as the Lord of Light and the Prince of Darkness.
To the Dwarves, The Maker and The Destroyer.
To the Ashrian, The Dawn Mother and The Night Bringer.
Each nation and race has known them under different names, but all share the same intrinsic understanding. These entities are not distant abstractions. Their influence manifests through ideology, corruption, blessing, omens, divine and unholy power, and war.
This conflict does not pause for rest or political convenience. Periods of stability represent moments where vigilance holds, not where the threat has ended. When defenses weaken—through complacency, internal conflict, or neglect—the forces of darkness exploit the opportunity. Orc incursions strike swiftly to overwhelm before resistance can organize. Undead corruption spreads slowly, relying on indifference to establish footholds that become increasingly difficult to cleanse. Demonic influence infiltrates quietly, embedding itself within communities before revealing its presence.
This war is reflected directly in gameplay. Regions fall under occupation, settlements degrade or collapse, trade routes become unsafe, and the environments themselves become corrupted. Liberation is possible, but never guaranteed, and victory often leaves lasting damage that requires healing. History records not only triumphs, but bitter losses—towns erased, kingdoms broken, and entire regions abandoned.
Players do not exist outside this cycle. Participation in the game world—and by extension in The Eternal War—shapes reputation, access, and identity, defining how the world responds to their presence and actions.
Legend
The earliest ages of the world exist at the boundary between history and myth. Records from this era are fragmented, contradictory, and heavily shaped by cultural interpretation. What is known as ‘Legend‘ represents events so ancient that no existing race or civilization remembers them clearly, yet their consequences remain visible everywhere.
Creation myths describe the shaping of the world, the division of land and sky, and the first great clashes between divine forces. What is commonly propagated amongst all cultures is that a powerful civilization referred to simply as ‘The Ancients‘ once dwelt across the lands in what seems to have been relative peace and prosperity—advancing in magic and technological abilities far beyond the current capabilities of the nations and races that exist today. It’s unclear how their civilization fell, although fragments of this cataclysm event are slowly being uncovered.
Stories tell of the emergence of the elves in the oldest legends and historical fragments after the fall of The Ancients, described as caretakers of the forests and stewards of the beasts which held dominion over the lands. They excelled in arcane and nature magics, enchanting, woodcrafting and all scholarly arts, pursuing knowledge, wisdom and balance above all.
The dwarves followed, fabled as dwelling within the depths of the earth in great halls and fortresses carved beneath the surface. Masters of mining, engineering, metalworking, divine magics and alchemy, they devoted themselves to crafting, mastery and exploration below the surface world.
Humans are the last to appear in the fractured myths of the early world and the least mentioned, explained to be existing as tribal bands of nomads, quite primitive in comparison to their elven and dwarven counterparts, but resilient, adaptable and eager to learn from the elves and dwarves whenever they had the opportunity.
It is very unclear when, where or how the evil races and denizens came into being. Orcs are mentioned in rare accounts, as are undead and demons, as well as other dark denizens, but it seems they were not the established and significant threat at that time which they became as history progressed. Rather they were a rarity, not considered important or concerning by the dwarven, elven or human historians of those times.
Legends are not just arbitrary stories, but have proven incredibly useful to those who pay attention to them. Many myths have been shown to contain real knowledge: architectural practices, defensive mechanisms, environmental warnings, and accounts of entities or weapons that have practical application. Uncovered fragments of legend—gleaned through ruins, cultural accounts, ancient texts, or various other means—have provided insights time and time again to factions, individuals, and nations—allowing them to overcome great challenges, discover lost artifacts, reclaim conquered territory and defeat powerful foes.
Artifacts from this era take on many forms, but are referred to as Ancient Relics, and contain crucial accounts of history, powerful magics, forgotten crafting techniques and lost knowledge that current civilizations only partially understand after careful and lengthy study. None the less they are coveted and sought after prizes by almost all—found in deep dungeons, ruins of fallen civilizations, and other lost or forgotten parts of the world.
History
The past several centuries represents a much better recorded era of history, beginning with The Beneath and the fall of the great dwarven and elven civilizations at the arrival of the dragons, and further marked by the shaping of the current nations, the Four Treaties, and increasingly frequent large-scale conflicts with the forces of evil. While less mythologized than earlier ages, this period is still shaped by bias, propaganda, and selective cultural memory in many cases.
Nations were formed through conquest, migration, and necessity. Some arose from shared culture and geography; others were forged in war or desperation. Conflicts between these powers—Imperian expansion, Westlander resistance, Norse displacement driven by undead pressure—still define the political landscape of current age.
The Eternal War during this era became increasingly systemic. Orc invasions shifted toward rapid, coordinated offensives. Undead forces refined their slow, territorial spread. Demonic entities learned to manipulate mortal institutions rather than confront them directly. Fortresses, cities, and border regions rose and fell repeatedly, leaving behind ruins that still shape travel, defense, and settlement patterns.
As a result from the events in this era, certain regions remain heavily fortified, why others are fractured or unstable, and old grievances continue to influence diplomacy and conflict. Remnants from this period—battle standards, weapons, treaties, and siege records—often serve as keys or direction to those who are looking: revealing access to lost areas, improved defenses against an old threat, or insight into the vulnerabilities of long-standing enemy strongholds.
Much of the dungeons and ruins remaining in existence originate from this era, their layouts and hazards echoing the history of times long past.
The Fall of The Beneath
The Beneath first appears in some of the oldest historical accounts from elves and dwarves. Some frame it as the former heart of dwarven civilization at its pinnacle—an immense subterranean realm housing wonders rivaling the great elven works on the surface. Others suggest much of it was built by the Ancients but discovered and appropriated by the dwarves as they expanded their underground kingdom. Still other accounts hint it was some sort or layered, sealed prison system created by the divine in ages long ago, or a terrible scar left by great conflict at the beginning of creation.
While the origins aren’t particularly clear, all the histories unilaterally speak of a great war with the dragons that shattered the elven and dwarven civilizations, and as the threats grew on the surface, the dwarves and elves are said to have hidden their most powerful knowledge, relics, and artifacts deep below, sealing them within vaults, sanctuaries, and living preserves.
What followed remains a controversial topic—some accounts claim reckless delving by the dwarves, others blame forbidden magic from the elves, yet others suggest external intrusions by forces of evil, or the breaking of ancient seals through a combination of circumstances. All accounts agree on the same outcome however: something awakened—or escaped—and corruption spread upward through the depths of The Beneath, driving both elf and dwarf back to the surface to contend with the fates that awaited them there.
What is consistent through all historical reference, is that the knowledge and powers held within The Beneath wasn’t meant to be forgotten or lost—and it holds many secrets in desperate need of being discovered—along with countless perils.
The Desolation War
The elves and dwarves had to face the dragons on the surface without the safety and protection of The Beneath, and they paid the price. Both nations were shattered to a fraction of their former civilizations. As the war raged on, in a decision based of desperation, they began equipping, training and utilizing the resilient and increasingly prolific humans against the dragon threat, advancing them at a much faster pace than they would have otherwise developed. Together, the three races became proficient at slaying the dragons, eventually thinning their numbers and forcing them to retreat back across the oceans to leave the world in relative peace once again.
The conclusion of this dark event known as ‘The Desolation War‘ left the elves, dwarves and humans devastated. The elves sunk back into the few remaining old forests and groves that survived the fires and horrors of the dragons, and began efforts to preserve what remained, and slowly rebuild their nation. Likewise the dwarves found new homes in the lofty mountains of the overworld, where they could make deep fortresses within the stone, remaining separate from The Beneath and the corruption within. The humans race, now equipped with far more knowledge and capability than they previously had, began building more permanent settlements and cities across the world, expanding and multiplying at rates far exceeding the expectations of elf or dwarf and becoming the dominant race in only a century or two while the dwarves and elves had barely begun to recuperate.
Formation of the Nations
The civilizations and nations that emerged after The Desolation War were formed by a combination of traditions and cultures, region and location, and ambition.
For the elves it was more of a matter of the locations of the ancient woods and groves, separating them naturally and eventually leading them to form distinct civilizations apart from one another.
For the dwarves it was similar, one group choose to settle the mountains of the western regions, the other the east. Both retain similar cultures and are composed of the same original clans, but they differ in government and ruling structure.
The human race is where a lot more diversity occurred; some settled in the heat scorched deserts of the south, others the frigid northern wastes. Some built cities and fortresses, while some remained more nomadic and tribal.
The Imperian nation began it’s rise to power through conquest during this period. Formed by a collection of families who retain nobility status to this day, they thrived in the central regions, building an empire that exceeded all contemporaries and rapidly amalgamated other factions and nations around them over the course of a century.
The Four Treaties
As the Imperian empire continued to grow and expand, absorbing countless smaller nations and engaging in numerous conflicts with the other significant civilizations around them, four treaties were formed to keep the Imperians, as well as the forces of evil, in check.
The first treaty came into being during a long and bitter conflict between the Imperian and the Westlander Kingdom. It was rumored to have originally been the scheme of the reclusive and secretive Shadow Elves—desiring to solidify the western powers against current and future threats and keep the Imperian from interfering with their realm, an inevitable occurrence should the Westlanders be taken over. Whatever the origin, the shocking announcement to the civilized world of the ‘Western Alliance‘, composed of the Westlander Kingdom, the Dwarves of Kahlad’Rhun and the Shadow Elves, brought the Imperian war with the Westlanders to a grinding halt—as they recognized this new combination of opposition would be far too costly to pursue and victory would be far from certain.
Following suit, the Dunarii, Myra’ad Wood Elves and Tel’Althas High Elves declared the ‘Bright Seas Pact‘ just a few months later. A similar treaty uniting their nations in defense of the southern lands and by extension against Imperian invasion, effectively stifling the Imperian expansion efforts in the southern regions of the world.
The invasion of the Norse into the northeastern lands following a massive undead force that overwhelmed their original home in the frost covered northern isles sparked a short but fierce war as they took stronghold after stronghold from the unprepared Imperian forces and swept through the lands, setting the Imperians who were already confronting an orc horde on their northern front, into a unfamiliar defensive posture. As the Imperians gathered their forces for a counter-offensive, the mighty Barbarian Tribes from the North along with contingents of Aranell Wood Elves, marched down the northeastern coastlines and came up behind the Imperian army that were beginning siege of the Norse held fortress now known as Journey’s End, forcing them to withdraw and accept peace terms, and forming the ‘Northguard Bond‘ between Norse, Barbarian and Aranell Elf, solidifying their respective nations as protectors of the northern regions and protecting each other from Imperian retribution and conquest.
The last of the Four Treaties was the ‘Dawn Covenant‘, a joining of the Ashrian Empire, the Eastern Dwarves of Morin’dur and the Selrynar High Elves, becoming a beacon of eastern power against the increasing incursions of demon, orc and dragon as well as curbing Imperian ambitions in the eastern regions.
Together these treaties contained the Imperian expansion that was a defining aspect of the age, and brought about a far more united and directed response to the increasingly more frequent and larger-scale invasions by the forces of darkness occurring throughout the lands. The Imperian became as a result, a central player in the defense of the nations, often working with one or more of the other nations and treaties to counter emerging threats as an ally rather than a potential enemy, slowly shifting their culture to one of protection, diplomacy, order and trade rather than that of conquerors.
Recent Events
The last few years have been marked by ‘The Awakening‘—the mysterious activation of the previously dormant Spirit Stones, great obelisks from the times of the Ancients, carved in strange runes which even the elves don’t understand. These stones are scattered throughout the realms, often in areas that have throughout the ages had settlements and great fortresses and cities built around them in similar manner to the entrances of The Beneath although more frequent.
These stones respond to only select individuals when touched, marking them with unknown magics, and more importantly, preserving them from death. ‘The Marked’ as they have become known, when dealt killing blows are magically transported to the last stone they came into contact with and are revived, leaving no trace of their bodies or belongings behind, but all are miraculously restored at the Stone—although a temporary weakness exists for those recently revived by the Stones.
These individuals have proven to be incredibly powerful in the fight against the encroaching evil, as they gain experience and skills through longevity that many others are not able too, turning them eventually into great champions and heroes, with capabilities far beyond those normally attainable due to their great risk.
Additionally, this resilience to death has allowed far more expansive exploration and expeditions into The Beneath, recovering artifacts and ancient knowledge from the depths below the surface world that are slowly shedding more light into the origins of the world and mysteries like the Spirit Stones, the great wars of the past, and the knowledge necessary to put a stop to the forces of evil that are threatening to overwhelm the civilized world.
Other Ancient systems also have begun to stir from their slumber, such as the Great Arenas, magical fields within The Beneath that protect areas against corruption, vaults once sealed and dormant are now able to be opened. Great enchanting altars, runed anvils, magical forges, alchemy laboratories, and more hum to life when one of The Marked approach… The world is on a brink of something new—whether it will turn out for good or evil has yet to be determined, but both forces are striving to contend with, understand, and harness the new powers that are coming into being and will undoubtedly shape the future of this age.