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.

Mountains

Forest

Fertile Valley

Badlands

Adamantine Ridge

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.