Dark Age of Camelot  ·  Story

The ChronicleAfter Camelot fell

How the death of a king broke a kingdom into three, and why the three will never stop fighting.

SealedSoonThree Realms
Chapter I

The death of a king

Arthur Pendragon united Albion under one crown and one table. When he fell at Camlann, the crown passed on but the unity did not. The old alliances that had held the northern and western peoples at bay dissolved almost overnight.

Without Arthur, the lands that had bent the knee remembered that they had never truly been conquered.

Chapter II

Three realms rise

In the north, the Norse peoples of Midgard rallied beneath their own king and their own gods. Across the western sea, Hibernia's Celts and fair folk closed ranks around the old magic of their isle. Albion, bereft but proud, swore to hold what Arthur had built.

Each realm looked at the others and saw both a threat and a prize.

Chapter III

The frontiers

Where the three realms meet, the land became a battlefield. Keeps and towers rose along every border, and every one of them has changed hands more times than any scribe could count.

Somewhere in those frontiers, each realm hid the relics that give its people strength. To lose one is a humiliation; to take one is a legend.

Chapter IV

What waits below

Beneath the frontier lies Darkness Falls, a demon-haunted pit whose gates answer to whichever realm holds the most keeps. The war above decides who may descend — and the treasures below keep the war above burning.

This is the age our shard begins in. Which banner you raise is up to you.

The combatants

Know the realms

Albion

The Kingdom of Arthur

Arthurian Britain after the fall of its king. Knights, clerics and scholars of the arcane hold the old kingdom together from the stone halls of Camelot City — and ride out to defend the borders Arthur left behind.

Capital
Camelot City
Peoples
Britons, Highlanders, Avalonians, Saracens, Half Ogres, Inconnu
Callings
Armsman, Paladin, Cleric, Wizard, Infiltrator, Scout, Minstrel

Midgard

The Northern Realm

The frozen north of the Norse sagas, where the old gods still watch over longhouse and rune-stone. Midgard fights like a shield wall: stubborn, disciplined, and unwilling to give an inch of snow.

Capital
Jordheim
Peoples
Norsemen, Trolls, Dwarves, Kobolds, Valkyn
Callings
Warrior, Berserker, Thane, Healer, Shaman, Runemaster, Hunter

Hibernia

The Emerald Isle

A land of Celtic legend, deep woods and old magic, where the fair folk walk openly and the faerie courts are not stories. Hibernia's strength is guile: enchantment, stealth and the song that turns a battle.

Capital
Tir na Nog
Peoples
Celts, Elves, Firbolgs, Lurikeen, Sylvan
Callings
Hero, Champion, Druid, Eldritch, Enchanter, Ranger, Bard
SealedSoonThree Realms

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