How the world was made

Before there was a world there was Ymir, a primeval being born of elemental poison. He grew, and his sons — Odin, Vili and Ve — grew with him. When they turned on him, his blood flooded everything in its path and killed all it touched. Only Hvergelmir escaped the flood, and swore revenge.
From fragments of Ymir's heart, Odin shaped Midgard — the world people live in. Those fragments, the Heart of Ymir, are not decoration: they hold the world together and feed its growth. Take one, and a piece of the world weakens.
That single fact is the engine behind every legend an adventurer will hear.
The Thousand-Year War

The gods, the humans and the demons fought a war long enough to erase itself from ordinary memory. Surt, a fire giant from Muspelheim, led a legion against Midgard and was defeated. Four hundred years later he tried again, raising a tower that linked Midgard to his own world so his demons could walk through. He was stopped, and sealed.
Baldr and Fenrir died in that war. Jormungandr, the world serpent, attacked the continent and was driven back by seven warriors. When the fighting ended, gods, humans and demons agreed to a truce — and the seven founded a kingdom.
Nobody signed anything. The peace simply held, for a thousand years.
The truce rots

Peace made people forget. With no war to remember, the scars faded into stories, and the stories into superstition. Trade grew, cities grew, and so did selfishness, corruption and arrogance.
Then the symptoms started: howls at the borders between the three worlds, creatures that had never attacked before, earthquakes and hail out of season. And a rumour — that the fragments of Ymir were scattered and findable, and that whoever held them would hold the world.
Adventurers went looking. Most of them were not looking for the world's sake.
The nations
| Nation | Capital | Temper | Who you meet |
|---|---|---|---|
| Rune-Midgarts | Prontera | Feudal, devout, martial. Follows the Odin Orthodoxy; the king encourages the Knight and Wizard guilds. | Swordsmen, Knights, Crusaders, Priests, Merchants |
| Schwarzwald Republic | Juno (floating) | Science, steam, relics. A president, not a king. Invented the steam engine. | Sages, Blacksmiths, Alchemists, Gunslingers |
| Arunafeltz States | Rael | Theocratic, insular, ruled by a pope. Worships Freyja at the temple Sessrumnir. | Alchemists, priests of Freyja |
| Maroll | — | Small, mysterious, currently in a succession quarrel between two princes. | Diplomats, mercenaries |
Two more places sit outside the four: Jotunheim, the giants' world, called the Ash Vacuum by Midgardians, reached through a tear in the world; and the eastern reaches — Amatsu, Kunlun, Luoyang, Ayothaya, Dewata, Brasilis, Malaya — found during the Golden Age of Exploration.
The wound: Morroc

Ages ago a great evil was bound beneath the desert town of Morroc. A cult tried to free it. The Assassins Guild and the Dandelion Organization stopped them and captured the cult's leader, Raiyan Moore.
They were not quick enough.
The seals had already thinned. Satan Morroc — Surt, wearing a desert's name — woke, and in hours the town was gone. The castle was torn open, the streets flattened, the citizens fled north-west to the old ruins. Heroes from every nation came and, at terrible cost, forced him east into the desert. The Continental Guard quarantined the ground he had touched. The shockwave loosened other seals: Baphomet, beneath the monastery of St. Capitolina, began to stir.
Then the world tore. Where Morroc's castle had stood, a dimensional gorge opened onto Jotunheim — a land of eternal winter, alien ore, and things that had been waiting a long time. Midgard called it the Ash Vacuum, and sent an alliance through it.
Where your character stands

The truce is over. Nobody has announced it. The seals are failing one at a time, the nations are arming, and every guild in the world is recruiting.
You are not the chosen one. You are one of thousands who heard the same rumour and walked out the gate anyway. What you do with that is the game.
Timeline
| When | What happened |
|---|---|
| — | Ymir is killed; Midgard is shaped from his heart |
| — | Thousand-Year War; Baldr and Fenrir die; Surt is defeated |
| — | Jormungandr attacks; seven warriors drive it back and found Rune-Midgarts |
| — | Truce between gods, humans and demons |
| A.W. 995 | Fenris' sealed memories break; she begins searching for Baldr's rebirth |
| A.W. 997 | First attempt to free Surt, stopped by the Assassins Guild |
| A.W. 997 | Morroc destroyed; Satan Morroc loosed; the Ash Vacuum opens |
| A.W. ~1000 | The war for Midgard; the age of gods ends |
(A.W. — After the War. Dates are the ones the official episodes use; this site does not invent new ones.)
Glossary
| Word | What it means here |
|---|---|
| Zeny | The only currency. Coins with a hole in the middle. |
| Kafra | The corporation that runs storage, teleport and the mail. Neutral in every war, present in every town. |
| Emperium | A gem said to mark whoever holds it as chosen. Guilds fight over them. |
| WoE | War of Emperium — the scheduled guild war for castle ownership. |
| MVP | A monster strong enough to be remembered by name. |
| Refine | Paying a smith to strengthen a weapon or armour, with a real chance of breaking it. |
| Bifrost | The bridge between worlds. The Laphine crossed it into Jotunheim. |
| Yggdrasil | The world tree. The Tree of Umbala is believed to be a part of it. |
| Jotunheim / Ash Vacuum | The giants' frozen world on the other side of the gorge. |
| Norman | What the people of Midgard call themselves. |
