The World
What the city knows, what the cult hides, and what the Threshold waits for.
Midgar — The Capital That Swallows Names
Midgar is the capital of the kingdom, and the kingdom is a machine with two levers: gold and fear. Above the slums, the noble houses that really run the city watch the crowds the way shepherds watch sheep. Below them, the Church burns incense and heretics in equal measure, the Academy hoards the world's oldest questions, and the guard moves only for the houses that pay it.
Ten thousand nobodies are born in the gutters every generation. One of them, this generation, is you.
The Old Powers
Before the houses, before the Church, before Midgar had a name, the First Line crossed something the world does not talk about: the Threshold. They were the first to walk through it, and the first to understand that some doors should not have been opened.
They left three things behind. A ledger — the Ledger of the Living, kept in the Tower of Names, recording every soul the old powers consider worth tracking. A relic — the Relic of the First Line, the instrument they used to cross. And a question — what becomes of a legend, in the end?
"The Threshold is a door. Every legend stands before it eventually. Most live their whole lives without the strength to knock."
— the tower-keeper
The Factions
The Shadow Garden
Possessed rescued from the Cult's vats, organized into the night's most orderly silence. Their leader cast the first shadow three hundred years ago — and the Garden still wears it like a coat. They keep their own ledger, and it is always up to date.
The Cult of Diablos
Children of Diablos facility, Vessel projects, and the crimson faith's oldest promise: the demon answers those who feed it. The Rounds rule the cult — twelve seats, twelve knives, one doctrine.
The Academy
Mages, researchers, and the discovery that the world's oldest laws were written by someone — and can be rewritten. The Academy's red ink marks the promising and the dangerous alike.
The Church
Censers, Templars, and a holy war that keeps the faithful looking at the sky while the city's real enemies walk the streets.
The Legacy — The Story After the Story
Every origin's legend quest closes a door and opens one more. The world has begun to remember a name — yours. The shared post-origin chronicle, the same for every origin, winds through:
- The Whisper — a hooded figure at the old fountain, and the Tower of Names.
- The Ledger — the line written under your name: Oath, Blade, Question, or Silence.
- The Old Trial — a bell rung in a corridor older than the city, heard in every power's halls.
- The Banner Rises — field powers answer: Red Fang, the Toll King, the Storm Sword.
- The Chronicle Keeper — the Academy offers the quill. The world will read what you write.
- The Lost Relic — the Relic of the First Line, behind a vault that reads fortune for the worthy.
- The Threshold — level fifty, one hundred thousand power, and a door that has waited a lifetime.
- The Legacy — a mirror of black water, and the last choice: what does your legend promise the world?
"What is a legend, in the end? A promise the world can keep."
And After the Legacy
The ritual of rebirth. Spend the body, keep the legend — every lifetime forges a permanent birthright that stacks with the last. The Threshold is not the end of the road. It is the door the road was always walking toward.