Doomsday
Explains the Doomsday mechanic — world-ending threats, event types, and their impact on gameplay.
Every world incarnation faces an inevitable existential threat. Both the nature of that threat and the point in the world’s life at which it begins are decided when the world is generated — the same predetermined life span the factions are ultimately scored against (see Earning Advantage Points). This onset is never sooner than six months of real time into a world’s life. These threats can take various forms—powerful, destructive Bestia, chaotic magical phenomena, or natural disasters like meteorite impacts. Once a threat sets in, its effects grow stronger and stronger, ideally unfolding over a span of six months to a year before the world is either saved or lost. If left unchecked, these forces can push the world toward total annihilation. However, if the world is destroyed by neglect — with no faction having meaningfully shaped its end — none of them will benefit, giving all faction players a shared incentive to keep a runaway event from wiping the board before it can be turned to their advantage.
This cycle of destruction is what makes the world dynamically generated. While the overarching goal is to either prevent or accelerate the world’s end, complete destruction remains a rare occurrence, happening no more than once every one to two years (real time). When a new world is born, it is procedurally generated to feature diverse biomes, unique landscapes, and a fresh history that integrates seamlessly with the game’s lore. This system ensures a rich, evolving world — especially in the early stages, when player populations may be lower.
For the details of world generation, see the server documentation.
A threat does not necessarily have to be perceived directly. A meteor, or severe flooding, can take place far away, changing parts of the world without much of the player community noticing but permanently shaping and changing the world. A subtle fear of this event creeping up should always haunt players.
Anatomy of a Doomsday
No Doomsday strikes all at once. Whatever form it takes, a threat escalates through progressively more severe stages, giving the player community time to notice it, organise around it, and decide whether to fight it or feed it:
- Omens — subtle, easily-missed signs: strange weather, restless or fleeing Bestia, minor shifts in local mana concentration. A Scholar with the Observation skill can pick up the direction and distance of the brewing event long before most players notice.
- Onset — the threat manifests in a bounded area and begins to affect nearby regions. Damage is still local and reversible.
- Escalation — the effect intensifies and spreads, region by region, feeding on whatever fuels it (usually mana). This is the long middle phase where the outcome is genuinely in the players’ hands.
- Cataclysm — if never contained, the threat reaches critical mass and the world is lost. A new world is then generated in its place.
Each faction reads these stages differently. The Order works to seal, delay, or avert the threat; The Chaos works to feed and hasten it; The Harmony wants it to arrive exactly on its predetermined schedule. How a world meets its end feeds directly into each faction’s Advantage Points.
Event Types
A world can be fated to suffer any of the following threats. Each maps onto the four stages described above and offers players a clear — if difficult — way to intervene. Every threat is detailed in its own section below:
- Volcanic Activity (eruptions that bury regions in ash and lava, choking the air and farmland)
- Tsunami / Permanent Flooding (rising waters that swallow coastlines and drown low-lying settlements for good)
- Ice Age (a deepening freeze that locks biomes under ice and starves the food chain)
- The Great Drought (a creeping desertification that dries up water and withers the land)
- Mana Burn (mana igniting out of control, scorching everything it saturates)
- The Destroyer (a huge Bestia targeting player cities)
- The Long Night (an unending eclipse that starves the land of sunlight)
- The Withering (a spreading blight that corrupts biomes and the Bestia within them)
- The Great Stampede (enraged Bestia migrating en masse, trampling everything in their path)
- Mana Storms (raging arcane tempests that scour the surface)
- The Sundering (violent earthquakes that split the continents apart)
- The Void Tear (a dimensional rift disgorging hostile, otherworldly Bestia)
- Mana Crystal Infestation (mana crystals start to spread uncontrollably)
Volcanic Activity
A dormant volcanic region stirs: tremors ripple outward and vents begin to cough ash long before the first eruption. When it comes, the eruption buries the surrounding biome under ash and lava, destroying farmland and resource nodes, damaging structures, and driving fire-aligned Bestia out of the newly-scorched land.
Left unchecked, eruptions spread along fault lines into neighbouring regions while drifting ash clouds choke sunlight and crop yields far downwind. Players can hold it back by venting the building pressure through rituals, raising barriers to channel lava away from settlements, and — where the volcanism is mana-fed — draining the mana that stokes it. If the chain of eruptions is never broken, it grows into a continent-spanning firestorm.
Tsunami / Permanent Flooding
The sea begins to creep inland: tides retreat unnaturally far, and drowned Bestia wash up on the shore. Then a great wave swallows the coastal settlements — and this time the water never recedes, leaving whole regions permanently submerged.
With each surge the waterline climbs another band, claiming more of the map, severing land routes, and letting aquatic Bestia colonise what used to be dry ground. Coastal communities can buy time by raising and reinforcing seawalls and dikes, draining flooded ground with magic, and relocating cities to higher terrain. If the tide is never turned, the world simply drowns.
Ice Age
An unseasonable chill sets in — early frosts, thinning herds, water freezing at the margins. As it deepens, entire biomes lock under ice: crops fail, water sources solidify, and cold-aligned Bestia spread down from the highlands while everything else starves.
The freeze creeps outward region by region, and as the food chain collapses the surviving Bestia grow desperate and aggressive. Players resist it with fire magic and heat sources, keeping regions habitable around hearths and braziers, and by stockpiling food and fuel before each region ices over. Left alone, the glaciation swallows the world whole.
The Great Drought
Rivers shrink, wells run low, and hot dry winds strip the moisture from the air. A region begins to desertify: water nodes dry up, farmland crumbles to dust, and plants and Bestia alike wither and die.
The dead zone widens outward, choked by sandstorms, until only desert-adapted Bestia remain. Players can fight back with irrigation, rain and water magic, and by carefully protecting and rationing what water is left. If nothing breaks the drought, the world is reduced to a lifeless desert.
Mana Burn
In a region already thick with mana, the ambient energy begins to shimmer and smoulder — and then it ignites. Arcane fire sweeps the saturated land, burning creatures, structures, and the ground itself with a flame that ordinary water cannot quench.
The burn chases mana density, leaping from one high-concentration region to the next and leaving scorched dead zones — and worsening Mana Storms — in its wake. The only reliable defence is to starve it: draining or banishing mana deprives the fire of fuel, and The Order’s dampening rituals smother it, while The Chaos may instead pour mana in to spread it faster. Left to feed, it sets the entire mana-rich world alight.
The Destroyer
Old legends stir first — restless Bestia, an ominous reading on a Scholar’s Observation — and then a colossal unique Bestia awakens and begins a slow, deliberate march toward the nearest player city.
Its path is predictable enough to plan around, but every settlement it razes heals and empowers it, so each city lost makes the next harder to save. Players meet it with server-wide raids at defensible chokepoints, environmental traps, and siege devices researched at a faction’s citadel — while The Chaos may try to lure or empower it toward its rivals. If The Destroyer reaches and levels the major cities, the world collapses with them.
The Long Night
The days grow shorter until an eclipse falls and simply refuses to lift. With sunlight gone, crops stop growing, the world’s night effects become permanent, and nocturnal and shadow-aligned Bestia grow bolder and stronger in the endless dark.
The longer the night holds, the more the food chain starves and the more dangerous the emboldened Bestia become, while poor visibility hampers travel and detection. Players hold the dark at bay with light magic and beacons around their settlements, and must ultimately complete a great ritual — or quest — to rekindle the sun. Fail, and the world freezes into eternal, lightless death.
The Withering
It begins as a few patches of greying, blighted vegetation and a handful of sickly Bestia. The blight then spreads across the biome, corrupting its flora and twisting resident Bestia into diseased, hostile variants.
It is contagious: corrupted Bestia and drifting spores carry it from region to region, and standing in a withered zone inflicts steady damage and debuffs. Players contain it with cleansing and purification rituals, by culling corrupted Bestia before they can spread the rot, and by quarantining infected regions. Left to run its course, the Withering rots the entire world.
The Great Stampede
Something sends the wild Bestia into flight: herds gather and grow restless, then break into a full stampede that tramples everything — settlements, farmland, and players — unlucky enough to lie in their path.
As the herds charge they sweep up still more Bestia, and successive waves batter one region after another along shifting routes. Players can divert or calm the herds through taming and luring, throw up barriers to break their charge, and thin them directly — but the lasting fix is to find and address whatever drove them to flee, often another Doomsday brewing nearby. Ignored, the stampede flattens everything it reaches.
Mana Storms
The skies over a mana-rich region begin to crackle and churn, and then break into violent arcane tempests that scour the surface — dealing area magic damage, disrupting spellcasting, and battering structures.
The storms grow and roam with the mana density, and where they linger they can ignite Mana Burn or feed nearby rifts. Players shelter behind wards, weaken the storms by draining the mana that powers them, and can calm them outright with the right rituals. Left to rage, the tempests scour the surface bare.
The Sundering
The ground will not hold still: tremors escalate into violent earthquakes, and fissures begin to yawn open across the land. Structures collapse and chasms tear regions apart at the seams.
As it worsens the continents themselves fracture — land routes sever, and whole regions slump into the depths or the sea while aftershocks keep coming. Players can reinforce their buildings, use magic to stabilise the crust, and evacuate regions before they collapse, but truly stopping it means sealing the deep fault feeding the quakes. If it runs its course, the world is quite literally torn to pieces.
The Void Tear
Mana rifts are a normal, ongoing feature of every world: The Chaos opens and feeds them while The Order seals them, and their number is one of the ways factions bend a region’s mana density. The Void Tear is simply the worst-case version of this everyday mechanic — what happens when rifts in a high-mana region are left to grow and merge unchecked.
It starts in an area with a strong mana presence, where a first rift opens up. Rifts are detectable with spells that reveal large mana concentrations, and can also be found using dedicated rift-detection spells or devices; a Scholar’s Observation skill lets players approximately pinpoint a rift’s origin.
Left open, a rift widens over time and periodically spawns waves of increasingly powerful Bestia that roam out to attack nearby settlements. A widening rift also raises the local mana density, which makes further rifts more likely nearby — and once two grow into one another they merge. The Void Tear is what forms when enough of them merge: a persistent tear that anchors a raid-scale world boss and continuously floods the region with mana, which can in turn seed a Mana Crystal Infestation.
Players hold it back by sealing rituals performed by The Order at temples and the citadel, by killing the wave bosses and the rift’s anchoring boss to collapse it, and by draining mana from the region to starve its growth. The Chaos, of course, can do the opposite and feed it. If it is never contained, the Void Tear becomes permanent, spreading its corruption across the world until nothing is left.
Mana Crystal Infestation
In areas with a very high mana concentration, a Mana Infestation can manifest. It increases mana generation in the area and, depending on the concentration, spawns crystal nodes around itself.
Each crystal is a destructible object with its own health pool that pulses damage into every creature or structure in its vicinity, turning the ground around it into a no-go zone. Worse, the crystals self-replicate: at intervals each node seeds child crystals nearby, so an ignored infestation grows geometrically, converting whole regions into lethal dead zones and eventually consuming the entire planet.
The crystals themselves can be destroyed, and there is a strong incentive to do so: shattered nodes drop Blue, Yellow, and Red Mana Crystals, the raw material for refining into powerful magic artifacts. Raid groups therefore have to clear nodes faster than they can replicate. Anything that drains or banishes mana slows the spread, and lowering a region’s overall mana density removes the fuel the infestation feeds on. Left alone, the crystals win by sheer arithmetic.
Last updated 24 Jul 2026, 02:09 +0200 .