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Realmstorm

03 — The World

Aurevon, the Sundered Realms.

A six-sided keep at the dead center of everything, four nations around it, and the rivers that carry the Unmaking to all of them. Every season, the map is the war.

An illuminated manuscript map of Aurevon: a central keep with rivers forking to four colored territories.

A chart of the Sundered Realms — the Sunder forks to every capital, and the crown waits at the heart.

The Cornerstone

The castle that holds the rift shut.

A six-sided keep of pale ancient stone at the dead center of the world, older than the four nations and built by none they remember. Every race has a different name for it; none of the names is the real one.

Hold it at season’s end and link to the throne — your king is crowned.

Season One Map

No territory, no progress.

Outposts
10 — quest hubs · 1 pt / day
Cities
3 — dungeons · 10 pts
Ancient castle
1 — the Cornerstone · 25 pts
Racial capitals
4 — siege on elimination only
Pirate Cove
1 — the Eye, owned by no race

War on a Schedule

The ledger cannot be gamed.

  • Daily tally. Points are awarded once a day — a last-minute capture earns nothing. One transparent ledger, locked at reset.
  • Strict siege windows. Sieges run 13:00–23:00 cluster time; captures open at 10:00. Three clusters — Americas, EU, Asia — no night-time captures.
  • Landing Truce. In the first month there are no capital sieges or eliminations — slow factions find their feet first.
  • Beachheads. Near-capital leveling zones ease new players in before open-world sieges begin, at around level 20.
  • Catch-up support. Lagging factions gain faster — an explicit bonus, not hidden math.

Four Grounds to Fight For

Every season, the same world — contested anew.

A cliff-stacked medieval capital of grey stone above a stormy sea, ships at its docks.

The Aurelian Bastion

A walled capital of pale stone and disciplined fields — seat of the one crown that still pretends the old order holds.

A settlement of stone dwellings terraced into a deep river canyon.

The Eye

A hidden pirate cove carved into the canyon — black-market fences, premium traders, mercenary recruiters. No race owns it.

A vast underground cavern of pale stone pillars reflected in still black water.

The Rifts

Drowned caverns where PvE players farm the Ancient Pages that summon a faction’s two-hour Titan.

Fog-bound moor of weathered standing stones with veins of violet light in the grass.

The Sunder

The rivers the Unmaking travels — UNLIGHT wells from the central crown and bleeds outward to every realm.

The Storm

The antagonist is the world itself.

Unmaking pouring through the rift. The Storm pushes hardest into unclaimed lands and storms the castle at season’s end — sitting at the top of the leaderboard means drawing it onto yourself.

They built on the river for life. The river is exactly how the Unmaking finds them.

A lone keep at the edge of the world as rift-light bleeds through the dark water.

Omens

“S1 The Quiet Tide · S2 The Open Wound · S3 The Hollow Crown”

Join the War

Season One approaches

Join the War