Dawn of Chaos: Before the Flood
Dawn mist on a river ford, a vast beast moving within it and a village with an altar fire on the bank

Dawn of Chaos: Before the Flood

“There were giants in the earth in those days.”

The world is young, and already it is old in sorrow. Giants sit on thrones of gold. Fallen stars walk among men wearing borrowed faces. In the mist of every morning, something vast stirs at the river's edge. And in a city of cedar on the hills, an old man warns of waters that will one day fall from the sky, though no one living has ever seen the sky give anything but light.

Choose your side. Take up your calling. Stand in the days when every heart was weighed.

The World Before the Waters

It was the morning of the world, and the morning has gone long.

The garden still stands in the east, where one tall blade of flame turns slowly at its eastern gate, and no one who looks on it ever forgets the light. Rivers run out of it to water the lands of men. No rain has ever fallen. Each dawn a mist rises out of the ground and lies white on the fields, and the dew hangs on every blade until the sun burns it away. Beasts grow great under that old sky. Some still graze in peace. Others have turned, as all flesh has turned, and they hunt the roads at dusk.

The children of the first man have split in two. One line still kneels at the old altars and calls on the name of their Maker. The other line built the first city behind the first wall, and has been building ever since: towers, forges, music, and a hunger that nothing in all the earth can fill.

Then the stars fell. Shining ones came down upon a mountain and walked among men as men. They taught the forging of blades and the making of charms, the reading of the heavens and the binding of spirits. Their sons grew into giants, mighty men of renown, and the giants took thrones. Now the earth is filled with violence, and the hearts of men turn to evil from the moment they wake.

And yet the light has not gone out. In the hill country there are still those who keep faith, who open their doors to strangers, who stand between the helpless and the dark. They are few. They are mocked. They are not finished.

The full story →

Two Cities, One Choice

Every soul in this age walks toward one of two cities. Before your first step, you choose which.

The city of cedar: terraced hills, plain stone houses and an altar fire at dawn

Erez, the city of cedar

It is not a grand place. Its walls are plain stone, its roofs are cedar, and its fields climb the hillsides in green terraces that the mist waters every morning. At its heart stands a single altar, older than the city, where fire has been kept since the days of the first faithful son. Noah walks its streets, an old man with a carpenter's hands and a voice that does not shake, and he tells anyone who will listen that judgment is coming.

Most do not listen. Those who stay learn the ways of the city: a door left open for the stranger, honest work, a meal shared with the poor, and the courage to stand between the weak and whatever comes for them. Its people ask. They pray, and they are answered. Their strength is a gift, and they know it.

The gilded city: canals, gardens heavy with fruit and a giant's throne atop a ziggurat at dusk

Hanokh, the gilded city

Built on the first stones a murderer ever laid, it has become the most beautiful city on earth. Canals run through gardens heavy with fruit. Bronze glows on every gate, and gold on every rooftop. Music never stops. Its smiths make the finest blades in the world, and its markets sell anything, and anyone.

A giant sits on its throne, a mighty man of renown, and behind the giant stand others who are not men at all. In the gilded city power is taken, bargained for, and bound. Its sorcerers draw strength through charms and chains. Its warriors learn that rage is a well with no bottom. Every gift there has a price, and the price is always paid.

Not the end of the road

The line between the cities is not a wall. Giants and corrupted beasts prey on both, and in the wild places the faithful and the fallen sometimes fight side by side to see another dawn. A hidden household in the gilded city keeps a door open toward redemption. A bitter household in the city of cedar keeps one open toward betrayal. A man or woman can always turn. Only the fallen stars can never come home.

The Fourteen Callings

Seven pairs of callings across five roles: in every pair, one calling of the faithful and one of the fallen. Every pair stands equal in battle. What differs is where the power comes from, and what it costs. Each card links to its class page.

How the Game Plays

Dawn of Chaos is a classic online roleplaying game in the old tradition: real-time battle, true roles, and a world that rewards the companions you keep.

A company of six adventurers holds a river ford against a young giant riding an armored beast

A company of six

Your weapon keeps its own rhythm while your gifts wait at your fingertips. Defenders hold the line, healers keep it standing, and every other calling has a part no one else can play. The hardest foes in the wild will not fall to one hero alone. They fall to a company that knows its work.

Three companions joined by a braided cord of soft golden light as their enemies stagger back

The Threefold Cord

When a company fights as one, a cord of light runs between them. One opens the chain, the next adds a strand, and the third pulls it tight. Finish the braid before the moment passes and the cord snaps taut like a drawn bowstring: a blow that staggers giants, a blessing on every shoulder, a shield no blade can pass. A cord of three strands is not quickly broken.

A Ranger with her brown bear as a wild stag steps out of the misty forest toward them

Beasts at your side

The beasts of this age do not yet fear mankind. A Ranger's cardinal darts at an enemy's eyes, and in time a great brown bear takes its place and stands between the Ranger and harm. A Psalmist's songbird sings the company's songs a little sweeter. The Ranger can ask a wild beast for help, and it will come, of its own free will. In the gilded city they do not ask. The Trapper's crow and black bear were broken to the whistle, and the Beguiler's tongue can turn an enemy into a servant for as long as the lie holds.

A warrior offers his hand to a beaten foe kneeling beside his dropped sword

Mercy, or the chain

When a beaten foe drops his weapon and kneels, the choice is yours. Offer your hand, and a spared enemy may become a companion who fights beside you. Strike, and walk on. On the darker road there is a third way: bind him, and drag him behind you in chains for as long as he is useful, though a chained man fights only from fear, and flees the moment he can.

A long-haired warrior kneels with his hand on a stone altar fire at dawn

Vows

At any altar you may swear a vow for a day, a week, or forty days. Let no razor touch your hair and no wine your lips. Never flee a fight. Give a tenth of all you win. Keep your vow and a blessing rests on you for the whole of it. Break it, and the blessing leaves you in an instant, the way strength leaves a vow-keeper whose hair is shorn.

Travelers cross a stone causeway through a marsh as a great long-necked beast grazes and a geyser erupts

A world before the rain

No rain has ever fallen. Mist rises from the ground at dawn and burns away by midmorning. Water comes up from below in rivers, springs and roaring geysers. Great beasts graze the marshes, and on rare and terrible days a great dragon rises from the deep sea. Ride a horse through the river valleys, a chariot on the great roads, a camel across the gold country and a sure-footed donkey up into the mountains where the giants keep their strongholds.

Grow in strength

Your gifts grow with you. Each one rises in rank as you gain levels and in quality as you find the tablets that teach it better, from Apprentice to Master. Every ten levels you choose a new tradition of your lineage: a lasting strength, or a gift found nowhere else. Arms and armor carry most of your power, so every named foe and every hard-won chest can change the hero you are becoming.

The Border Valley at dawn: a faithful village on the west bank and a gilded toll-fort on the east bank, a ford between them

The mist is rising

The Border Valley lies between the two cities, a green river land fed by a spring of the great deep. Both cities send their young to hold it. A giant's raiders want all of it. That is where your story begins.

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