Yggdrasil
The tree that never moves — and does not need to: its roots go after whoever comes near.
You were not born here. A divine entity brought you — and every other player — to a world where evil already rules, with a single task: defend the Crystal.
The world does not welcome you. People do.
No one knows who the entity is, or why it chose you. What is known is where you land: at the arrival point, around the Crystal, empty-handed.
There is no king waiting, no ready-made town, no shop with a sword in the window. The only built thing that exists before you is the Arrival Board — a sign where anyone can ask for and offer work. Everything else, someone will have to make.
Seven prism shards that glow and pulse at the center of the map. Near it you are safe; the farther you go, the more dangerous it gets — and far away is where the best rewards are.
No player can harm the Crystal. Monsters can. And the Mage, with healing, can close its wounds.
Evil is not scenery waiting for you to show up. It starts from nothing, in the fortresses at the end of the world, and grows: it colonizes mines, gathers resources and pays for an army — with the same mines, the same costs and the same map as the players.
It grows toward free ore, silver first — the metal that wounds it. Not to use it, but so that you cannot have it. And it grows where players are not: that is where the map pushes the game.
Every colony has an Altar of Corruption at its heart. Bring down the altar, and the colony falls.
There are four bloodlines with four ways of advancing: the evil plant smothers, the undead pile up where people die, the vampire converts those it kills, and the demon marches.
Of everything evil extracts, 90% goes into taking the map and 10% into the war chest. That chest pays for the army that marches on the Crystal — so cutting the supply is a strategy: no mines, no soldiers.
When it gathers, everyone hears about it. And the march has no ceiling. An army of five hundred soldiers is not bad luck: it is the report card of everything that was left undone.
In the last ring, in Hell, 90° apart from each other, stand the four fortresses — where evil begins.
The tree that never moves — and does not need to: its roots go after whoever comes near.
Raises the dead to fight for him. His treasure is cursed.
Silences those who face him and steals the gold of those who wound him.
The only one who leaves his fortress. He marches on the Crystal.
All four awaken when someone draws near — and come back half an hour after they fall.
The world opens in ten rings. Each takes at least an hour to cross on foot, and each is a region — from the center out:
There is no defeat by domination: evil can take the whole map and the game goes on. The only end is the Crystal falling.
And then the end is real. Characters and buildings are erased; the account and the name remain, and everyone starts over from level 1, in a new world.
It is fair because you can see it coming: the fall is the end of a long process that anyone can follow and stop. The game always gives you the chance — never the victory.
The name of the world, the name of the entity and the reason for all of this remain silent. For now.