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World

Twenty years ago, the rebellion killed "God" and three realms collapsed into one. Heaven crashed down. Hell erupted up. Earth was crushed between them. The planet flattened into a supercontinent. Heaven's influence cleaned the radiation from WW3. The world is lush and green and full of ruins. Angels and demons walk among humans. The war is ongoing. The player was born into this.

The world is the story. The geography encodes the narrative — celestial seams in the north (gold), volcanic seams in the south (red-black), one mixed seam at New Zealand where God's first road runs grey from the first step. The pilgrimage crosses the entire supercontinent: Eden → the open world → Ground Zero (Jerusalem) → Hell (seven circles down) → Heaven (seven circles up) → the Throne.

Locations

  • Eden — The player's home. A village in post-merge New Zealand. Angels, demons, humans coexisting as neighbors. The people from minute zero. The only place that proves coexistence works — and the first thing God damages.
  • Hell — Seven circles of engineered containment. Built by Michael in panic to cage his brother. Defaced by Lucifer in rage. Named with sins by the prisoner, over engineering functions by the architect. The moat around Heaven. The test you must pass.
  • Heaven — Seven circles of engineered virtue. The oldest structure in existence. Named by Samael with warm words over Michael's clinical specifications. The beauty is real. The containment underneath it is also real. The hidden test you must see through.
  • Geography — The supercontinent, the seam network, the fold lines, the four landmarks (the Apex, Ground Zero, Eden, the Nadir). The map that IS the story.
  • Culture — The old world's ghost wearing new clothes. Accents, food, architecture per faction. How the destroyed past lives in every surface, every meal, every voice.