Lore & Help
Play now →The Greenworld
The mortal realm: once lush, now scarred by cratered battlefields, bleeding rifts, and sky scraping towers. It's the game's overworld and home base, and both realms above and below treat it as an open-air resource colony.
The Heights
The celestial realm above: pristine spires and blinding holy gold. Not benevolent. An authoritarian regime that drains the Greenworld of devotion and prayers to fuel its light-based war machine. Rogue archangels are now stripping the mortal realm raw to fund a rebellion against their own throne.
The Depths
The infernal realm below: subterranean foundries and choking ash. It treats humanity as fuel, harvesting suffering and rage to power an industry of war. Ambitious demon lords raid the Greenworld for souls and raw materials to back their own coups.
The Embers (you)
A ragtag, fiercely loyal resistance born from the cinders of exploitation. Unlike the failing Wardens or the zealous cults, the Embers are hyper-competent specialists and rogue defectors, recruited, trained, and led by you.
Cindervale
Your hometown, once called Verdantvale, burned to cinders by a demon raid in a single night. You gave the ruin its new name yourself, the morning after, and rebuilt it into the Embers' fortress, offering refuge to those who need it.
Regions
- Verdant Cove: a walled port town on the high southern cliffs of the Verdant Coast, its lamps lit and its ledgers balanced against everything going wrong outside its walls.
- Frostfell & Highgate: snowfields under a milk-pale sky, running south to a mountain wall nothing has ever crossed and come back from. Highgate is the last waypoint before the Frostpass takes over.
- The Mouth: a Conduit torn open at Cindervale's own edge, one of the scars where the realms bleed through into the Greenworld.
Factions
- The Wardens: the old peacekeepers of the Greenworld, formed generations ago to hold the line between the realms and mortal settlements. Compromised, corrupted, or simply overwhelmed by the escalating war. The failed institution the Embers exist to replace.
- The Gilded Choir: The Heights' collaborators in the Greenworld, mortals who front for the celestial cause.
- The Ash-Eaters: The Depths' collaborators, doing the same work for the infernal cause.
Neither faction fights out of love for a god or a devil. Both are propping up the realm they think will win, and betting on the winning side before the war ends.
The Endless War
The Lords of The Heights and Depths can't be killed outright, and the goal was never a clean victory. It's a perpetual fight to keep both realms starved, divided, and too busy warring each other to finish what they started on the Greenworld. Crush one side too hard and the other gains ground. You don't win this war. You keep it from being lost.
Glossary
| Term | Meaning |
|---|---|
| Greenworld | Earth: the mortal realm, and the game's overworld. |
| The Heights | Heaven: the celestial realm above. |
| The Depths | Hell: the infernal realm below. |
| Conduits | The towers and dungeons where the realms bleed into the Greenworld. |
| The Embers | Your resistance faction. |
| Cindervale | Your rebuilt hometown and headquarters. |
| The Wardens | The Greenworld's old, failing peacekeepers. |