The Story of Eminence

Lore

A world parallel to our own — created in balance, shattered by the Age of Tyranny, and now unraveling as the seals weaken and the ancient bloodlines stir.

◇ Prologue — The Whispering Veil ◇

by Syd Finch

"The Blackwood Forest stood like a wound upon the land of Sylara, its ancient trees clawing at the heavens as though in defiance of the Creator Himself. It was not a forest as men might know in gentler lands, where sunlight dappled soft undergrowth and birdsong wove a melody of peace. Blackwood was a shadowed abyss, a labyrinth of twisted roots and suffocating canopies that smothered even the bravest flickers of light."

Legends called Blackwood a land of power, cursed and blessed in equal measure. It was said the forest grew from the ashes of battles that predated the fall of the Naphil, its soil nourished by the blood of heroes and tyrants alike. Some whispered that the great trees held the memories of those who perished, their roots drawing strength from forgotten sacrifices.

No two men described the forest alike. To some, its shadows were filled with the keening voices of spirits, each wailing in agony for lives cut short. To others, it was the silence that unnerved them — the oppressive stillness that made even the crack of a twig sound like a thunderclap.

◇ The World Before ◇

A Realm Beside Our Own

Eminence was formed by the Creator as a dimension parallel to Earth, layered with powerful magical energy and unique flora and fauna. The Elyndari (Elves), Khazadûn (Dwarves), and Halflings were made as stewards of the realm, embodying harmony and balance.

But when some of the Elohim — the Heavenly Watchers — rebelled on Earth and took human wives, their offspring were born as the Naphil: giants of great strength and ambition. When the Creator sent the Great Flood to cleanse Earth of their corruption, the Naphil attempted to escape through stone monoliths, activating forbidden portals to Eminence.

They arrived carrying their power, their knowledge, and their hunger to rule. Eminence has been paying the price ever since.

◇ The Timeline ◇

Eras of Eminence

Time is measured Before the Fall (BF) and After the Fall (AF). The Fall marks the Naphil's arrival in Eminence during the Great Flood on Earth. The current age — the one your Leader plays in — is ~600 AF.

  1. ~13,125 BF

    The Creation

    The Creator forms Eminence. Elyndari, Khazadûn, and Halflings are appointed as stewards. The Elohim descend to Earth to guide humanity.

  2. ~10,875 BF

    Corruption of the Elohim

    Some Elohim rebel — lust and ambition drive them to take mortal women as wives. Their children, the Naphil, are born: giants of divine lineage and mortal corruption. The Auralis begin to notice disturbances in Eminence's magical networks.

  3. ~8,157 BF

    The Flood and the Fall

    The Creator sends the Great Flood. The rebellious Elohim are cast into Tartarus. The Naphil escape through stone monoliths, opening portals into Eminence, and immediately begin twisting its magic to create Orcs, Goblinoids, and other corrupted races.

  4. ~8,100 – 6,000 BF

    The Age of Tyranny

    The Naphil reshape Eminence. Valleys become pits of industry. Forests are burned to feed their forges. Rivers are diverted to power their weapons. To the native races, survival meant subjugation, and resistance often meant annihilation.

  5. ~6,000 BF

    The War of the Naphil

    A coalition of Elyndari mystics, Khazadûn craftsmen, Halfling scouts, and human champions rises to challenge them. The Elyndari bring magic and prophecy. The Dwarves forge weapons imbued with runes tempered in their own blood. The Halflings become the coalition's hidden dagger, moving unseen to sabotage and spy. And the humans carry the greatest burden — for it is human blood, kin to the Naphil through the mothers, that can bind them.

    The Seals of Subjugation are forged. Key Naphil are sealed in artifacts, ancient ruins, and bound deep beneath the earth. Entire regions are left desolate by the final battles.

  6. ~4,500 BF

    The Age of Sacrifice

    Eminence enters a period of rebuilding. The Creator's influence wanes. Many turn to localized traditions and worship. Majestic beasts retreat into isolation. Powerful magical sites like the Essence Wells become shrouded in mystery.

  7. ~3,000 – 1,500 AF

    The Age of Rediscovery

    Guilds emerge, rediscovering lost magic and knowledge. Blackwood Forest becomes a focal point of mystery and power, attracting adventurers and scholars. Essence Wells are rediscovered, allowing glimpses into Earth's heroes and divine influence.

  8. ~1,500 AF

    The Age of Guild Wars

    The Iron Legion, the Sapphire Accord, and the Emberfang Marauders vie for dominance. Cults dedicated to the Naphil grow in the shadows, seeking to unseal their imprisoned masters. Blackwood becomes contested territory.

  9. ~900 – 600 AF

    The Age of Fractures — Current

    The seals weaken as the bloodlines tied to their creation are rediscovered. Guild betrayals and cult activity destabilize the world. Whispers of the Naphil's resurgence spread as Valzithar, a powerful Naphil spirit, begins to influence the world through cultists.

◇ Peoples of Eminence ◇

The Native Races

Each race in Eminence was shaped by divine intervention, corruption, or natural evolution. The Naphil played a pivotal role in more than one of these stories.

Elyndari (Elves)

Created by the Elohim as caretakers of Eminence's natural world. Their connection to the Creator and the stars shaped their mystical abilities. Often guardians of nature and ancient knowledge — but their isolation has made them vulnerable to outside threats.

Khazadûn (Dwarves)

Formed from the essence of stone and fire by the Creator. Gifted with an innate connection to the mountains and a knack for craftsmanship. Protectors of the deep places of Eminence, skilled smiths, and stalwart defenders of tradition.

Halflings

Crafted by the Creator to bring joy, community, and ingenuity. Their small stature belies big hearts and cunning minds. They thrive in close-knit villages as merchants, artisans, and sometimes — rogues.

Humans

Trickled into Eminence after the flood on Earth, discovering the realm through Naphil-crafted relics and enchanted pathways. They are regarded as outsiders, carrying the lingering corruption of their Earthly ancestors — but also the blood that binds the Naphil.

Orcs

The Naphil twisted the elves to create the orcs — powerful, resilient, fierce. Many have rejected their dark heritage; others still struggle with the remnants of their creators' influence. Some live as brutal raiders. Others are proud warriors seeking redemption.

Goblinoids

The result of the Naphil's corruption of dwarves and halflings. Designed to thrive in chaos, embodying cunning and resourcefulness. They exist in fragmented tribes, balancing survival with schemes for power.

Naphil

Offspring of fallen Elohim and mortal beings — a hybrid race of giants with immense power. After their defeat, they were sealed in Eminence, but continue to influence through cults and ancient relics. A looming shadow in the world, their spirits waiting.

◇ Where We Stand ◇

The Age of Fractures — Right Now

Guilds at War

The Iron Legion expands into Blackwood, awakening ancient powers. The Sapphire Accord uncovers a prophecy tied to the seals, urging caution. The Emberfang Marauders exploit the chaos for gain.

Cultist Activity

Cults manipulate the guild conflicts to gather bloodlines and artifacts tied to the seals. Rituals begin to summon or unseal Naphil spirits — with Valzithar's presence growing stronger.

The Essence Wells Stir

Heroes glimpse visions of biblical figures and gain cryptic guidance. These revelations inspire hope but also spark fear of what is to come.

The Creator's Shadow

Faith in the Creator dwindles amid the chaos, but small pockets of resistance cling to righteousness. Elyndari mystics and human prophets work to decipher ancient texts, searching for ways to restore balance.

Every Deck Is a Voice in the Storm

Every match played is a moment inside this world. Every Leader you choose stands somewhere on the timeline above. Every set will unveil new regions, guilds, and mechanics, evolving the narrative over time.