Blood and Thunder

Setting · Ashenmoor · Persistent world

Ashenmoor

A vast, contested, ancient, wild, and unforgiving continent — the single persistent map of Blood and Thunder, where six races claw kingdoms from ruin and no season wipe erases what you built.

The Sundering

The age of the Six Kingdoms ended in fire. For centuries, great empires — Human, Orc, Elvish, Dwarven, Goblin, and Gnomish — ruled vast swaths of Ashenmoor, their borders carved by treaty and blade. The Humans built stone cities on the plains. The Orcs forged war-states in the badlands. The Elves tended ancient forests. The Dwarves hollowed mountains into fortress-halls. The Goblins bred and burrowed in the swamps. The Gnomes engineered marvels in their hillside workshops.

Then came the Sundering: a cataclysm of unknown origin that shattered the continent's heart, collapsed the great capitals, and scattered the surviving peoples to the wilderness. Some say it was a weapon. Some say it was the land itself, rejecting those who carved it too deeply. The Gnomes have theories. The Elves have prophecies. No one has answers.

Generations have passed. The ruins of the Six Kingdoms still dot the landscape — crumbling walls and empty mines where neutral settlements cling to what remains. But the land is healing, resources are flowing again, and a new generation of warlords has risen to claim what was lost.

Terrain of war

Every tile is a choice: movement cost, harvest yield, city potential, and race affinity. Breadbasket valleys, fortress mountains, and rare ridges turn the map into a board worth fighting over.

  • Ashenmoor mountains — stone peaks and fortress country

    Mountains

  • Ashenmoor forest — dense canopy and wood-rich marches

    Forest

  • Ashenmoor fertile valley — breadbasket river country

    Fertile Valley

  • Ashenmoor badlands — cracked earth and warpath ground

    Badlands

  • Adamantine Ridge — silver-veined rare metal terrain

    Adamantine Ridge

  • Ocean boundary — the impassable edge of Ashenmoor

    Ocean

Rare resources

Four strategic nouns decide elite gear and territorial bloodshed. They cannot be manufactured — only taken from the ground that holds them.

  • Adamantine

    Elite metal for weapons and armor that do not need magic to kill.

    Adamantine Ridge

  • Voidstone

    Anti-magic stone — resistance, dispel, and counters to Arcanite.

    Blighted Hollows

  • Arcanite

    Crystal power for enchantments and abilities the void can silence.

    Crystal Wastes

  • Brimstone

    Explosive sulfur for siege fire, traps, and powder that rewrites walls.

    Sulfur Vents

The narrative is what players create

There is no scripted campaign. No linear campaign mode. No cutscene that decides the fate of Ashenmoor for you. Politics, betrayal by design, treaties broken at dawn, and empires that rise or burn — those are player-made. The lore sets the stage; you write the war.

One persistent world. Cities, borders, and reputations stay. No end-of-season wipe. The map starts compact and expands as warlords spawn on the frontier — wilderness generates at the edges so the continent grows with its players, bounded only by ocean on the far outskirts.