Aurelion opens the Wellspring
Aurelion, the Eternal Light, shaped earth, sea and sky, then opened the Wellspring in his own heart. From it flows mana, the hidden river that gives life to forests, beasts and mortal magic.
The Ancestral Dragon stirs.
A Fallen God's heart still beats beneath the world, and every drop of mana it poisons becomes a monster. Take up the Mark of Light and walk the long road to the Abyss.
Before the first kingdom rose, before the first monster drew breath, there was only the Light.
Aurelion, the Eternal Light, shaped earth, sea and sky, then opened the Wellspring in his own heart. From it flows mana, the hidden river that gives life to forests, beasts and mortal magic.
Vaelthar, the Manaweaver and Aurelion's firstborn, craved worship for himself alone. On a starless night he drank from the Wellspring. The sky split in two. Cast down through the world into the Abyss, he became Vaelthar, the Fallen God.
His heart still beats, bound to the Wellspring, and its blood poisons every river of mana. Where mana gathers, it takes the shape of beasts. Mana Rifts tear open new dungeons, and Epic monsters burn with stolen power. Slay one, and the mana gathers again.
The great guardian with scales of gold and breath of light coiled around the Wellspring and sealed the Fallen God with his own body. The world took his name. For a thousand years Eldvyr has slept, and under the Covenant the gods may no longer walk the land.
Now the ground trembles. Rifts open faster than ever, and the Dragon's own brood have gone mad on corrupted mana. The Light can act only through one chosen mortal, and someone has just washed ashore on Brightwater with no memory and a glowing mark on their hand.
“When the Dragon stirs in its sleep, the Light shall mark a mortal. Born where the sea meets the island, with no power but courage, they shall walk into the Abyss and bring death to the Fallen God.”
Six chapters, fifty levels, one road. Every region is a wound in the world, and every wound has a guardian.
Every hero begins here. Elder Tobi recognizes the Mark of Light; in the depths of Emberdeep Cavern the Trial of the Fire Dragon awaits. Defeat Ignis, awaken the Light, and choose your vocation.
Its walls have never fallen. In the Temple of Light the priestesses of Aurelion bind your soul, so that when you fall, you rise there again. Beyond the gates: Wildwood, the Highlands and the tombs of dead kings.
Mana rose with the water and drowned the roads. A sunken temple of Aurelion breeds horrors, the orc tribes gather for war, and a fallen paladin of Aldmere waits in his shadow keep.
In Frostpeak the mana freezes into living crystal. Deep in the Glacier Throne sleeps another child of Eldvyr, the old protector of the north, whose heart the corruption has turned to ice.
The great northern kingdom fell when its queen bargained with the Fallen God. Her court still haunts the ruins, and below them the Labyrinth holds the worst beasts the mana ever made.
The heat of the Abyss rises through the Ashen Wastes and the Magma Caverns. Past the Obsidian Citadel stands the gate itself, and the herald who guards it.
When Ignis falls, the power of the Light wakes in you. What shape it takes is your choice.
A wall of iron between the raid and ruin: taunt the beast, take the blow, and refuse to fall.
Bend the poisoned mana back on its makers with fire, frost and chain lightning.
The living voice of Aurelion: mend the broken, purge the Doom, and call the fallen back to their feet.
Patient, distant, merciless. One true arrow is worth a hundred swings of a blade.
Strike from the shadow you were not standing in a heartbeat ago, and be gone before the poison takes.
Sing the Ballad of Eldvyr and let valor, swiftness and mana run through every ally who hears it.
Every vocation has its own skill tree with several stat paths. Spend your points with care: some skills ask for more than levels.
The corruption cannot be stopped while the Fallen God lives, so the world is never the same twice.
Sometimes the mana floods a single creature. It looks the same, but it is wreathed in fire, its name burns orange and it hits ten times harder. Bring it down for ten times the loot, experience and gold coins, before its body tears itself apart.
15 minutes to kill it, or it is goneWhere mana pools, the earth splits open into new dungeons: sunken temples, flooded passages, lairs that weren't there yesterday. The Adventurers' Guild of Aldmere tracks every new Rift and pays the heroes brave enough to enter.
Guild contracts from Lv 10 to 50Hydras, mad dragons, a minotaur king. Every boss is built for a team of ten: swap tanks, cleanse the Doom, dodge, survive.
List what you find, buy what you need, or trade face to face. Every deal is paid in gold coins, and every rare drop has a price.
Found a guild with its own ranks, party up with up to six, split the spoils, and give honor to the players you trust.
Chop timber, mine ore and fish the rivers. Cook what you catch, sell what you gather, and keep your hero fed between battles.
One account, one hero, one world. Raid at your desk tonight and gather on your phone tomorrow.
A server-authoritative world: no speed hacks, no teleports, no forged damage. Your victories are real.
Herald of the Fallen God · Warden of the Infernal Throne
A thousand years ago he was a mortal king, the first to accept Vaelthar's gift. Now he guards the gate of the Abyss, and while his master's heart beats he cannot truly die. His power grows with every second of the fight. He chains souls, raises crystals that feed on the fallen, and when he is finally about to fall, he tears the Abyss itself open.
And his fall is only the beginning. Beneath the Infernal Throne lies the Abyss, where the heart of the Fallen God still beats.
Eldvyr is free to play on Windows PC and Android. Wash ashore on Brightwater and begin your legend.
Questions or trouble? Write to [email protected].