Ancestral is a dark high-fantasy world shaped by the endless turning of the Cosmic Spire, and upon that turning, everything else depends. Here the Eternals walk among mortals, the living embodiments of Harmony's primal thoughts and oldest archetypes, made flesh and given names. Kingdoms rise upon the ruins of forgotten ages. Every soul is bound to the eternal cycle of death and rebirth. And beneath the weight of countless fallen Spires, ancient empires lie buried, while the forces of Harmony and Entropy wage a conflict older than creation itself.

This is the first thing the world will teach you: nothing here is the first of its kind. Across the scarred lands of Therasya, heroes seek lost truths, tyrants strive to carve their names into history, and forgotten powers stir beneath the surface of the world. This is the shape of the age, not a single story, but a thousand of them, all turning together on the same great wheel.

The Cosmic Spire rising endless into a bruised sky above a ruined land
As the worlds spread into existence from the Pool as Spires, the Ancestral Spire protects them from the eternal force of Entropy.

The Turning Spire

To understand Ancestral, hold one image in your mind: a great wheel that never stops. Each revolution buries an age and unearths another. The creation of the world was the first turn; every turn since has ground an empire under and raised a new one upon its bones.

The Eternals, the living embodiments of Harmony's primal thoughts and archetypes
Eternals are born as normal children.

The Eternals are not distant gods watching from above. They are the living embodiments of Harmony’s primal thoughts and archetypes, Death, War, Love, Time, and their kin made flesh, and they walk the roads, bleed into bloodlines, grieve and scheme and err. They are not above the wheel but caught in it, struggling against their own natures even as they shape the fates of nations.

Mortals, meanwhile, inherit. You do not begin Ancestral as a blank page, but as the latest line in a long ledger of the dead, heir to their debts, their gifts, and their unfinished work. The whole of the chronicle is the record of this single truth: that everything built will one day be the foundation of something else, and the empires already buried are sediment upon sediment of glory undone.

The Unending War

Beyond the borders of civilization, war is unending, not a campaign with a beginning and an end, but a permanent condition of the world’s edges, where great forces grind against one another without rest.

Angelic hosts and demonic legions clashing on an endless battlefield
Eternal conflict at the battlegrounds near Othmog.

The Demons clash constantly with the Alliance of free nations, the angelic hosts of Cloudkeep, and the infernal legions of the Devils, for the demons make no distinction between order and damnation; both are merely things to be devoured. To the far east, undead empires rule distant islands no Alliance fleet has broken, holding court over the drowned and the risen. And the seas themselves are cursed domains, where the influence of Dagon and his aquatic horrors presses against every hull and harbor, each voyage a wager against things that should not breathe and do.

PowerWhat they areWhere they stand
The AllianceThe free nations of the livingHold the heartlands; bleed at every border
CloudkeepThe angelic hosts of the heightsDistant, exacting allies of order
The DevilsInfernal legions of the burning deepFight the demons not for mercy, but for dominion
The DemonsThe formless tide of Entropy made ravenousThe enemy of all the above, and of creation
The Undead empiresThe risen and their drowned kingsThe far eastern isles
DagonThe drowned god and his horrorsThe cursed seas

There is no peace at the edge of the world. There is only the line where one horror has not yet reached, and the people who hold it.

The Devouring Moon

Above all of it hangs Theril, the devouring moon, and its hunger sets the clock of the world. Its passage steals the light of Zoodotis and casts a great darkness across the lands. With each turning of the Spire, Theril’s shadow advances southward, patient, certain, unstoppable, and it does not come alone. In its wake march legions of demons, the slow spread of corruption, and the oldest terror the histories record: another Darkfall.

A Darkfall is not weather. It is the recurring age of night in which the moon’s hunger is loosed upon the living lands, an invasion the sky itself delivers. The histories measure the ages not in centuries but in these long swallowings of the light, and the chronicle is in no small part a record of the Darkfalls already survived, and the ones still feared. To live in Ancestral is to live beneath a sky that is slowly, deliberately closing.

Theril, the devouring moon, eclipsing the light of Zoodotis above a darkening land
Theril, the devouring moon, passing before the light of Zoodotis, a swallowed sun, a land thrown into premature night, and the terror of another Darkfall.

The Deeper Dark

Yet the darkness of Ancestral is more than monsters lurking beyond the horizon. The true dark is quieter and closer. It is the burden of history, the weight of every age that has already fallen, carried by those who follow. It is the certainty that every civilization you love will one day crumble into the same silence as the empires already buried. And it is the temptation, far more dangerous than any demon, to surrender: to despair, to corruption, to apathy. The bestiary names the horrors you can fight; it cannot name the ones that work from inside.

The dark returned whole over Therasya — the final frame of the Darkfall
When the light fails, the dark does not creep — it returns, whole and patient, as it has after every fallen Spire.

Across Therasya, the scars of ancient wars remain etched into mountains, buried beneath forests, and whispered by the restless dead, who carry their grievances out of the grave and into the living world. The Eternals struggle against their own natures; empires cling to a glory already fading from their hands; and mortals walk paths shaped by powers older than memory, older even than the magic they think they command.

  • Demons scheme beyond Cord’s Arm, patient at the world’s far reach.
  • Fallen kingdoms whisper from the depths of Evernight, the underworld that keeps no secret forever.
  • Ancient prophecies foretell the return of horrors thought long defeated, and the lost civilizations that first defeated them are themselves long gone.

A Fragile Light

Still, amidst the gathering darkness burns a fragile light, a stubborn hope that refuses to die. It is small. It is stubborn. It is the kind of hope that holds on even when every reason to keep it has been spent. In Ancestral, this is not naive optimism; it is something harder and more deliberate.

The threats do not sleep while it burns. The Spire will turn. The shadow will come south. The dead will not stay quiet. None of that is in your hands. What is in your hands is the next choice, and the world has decided, against all the evidence of its own history, that the next choice still matters. Against all of it stands a single, defiant truth: destiny is never given.

It is forged, through sacrifice, through conviction, and through the choices that shape the next turn of the Spire.

Darkness never lasts forever, for with Time even darkness fades.

Eolon — Haze Users