I · Lunaris
Lunareth, the first city
Opal-white stone, fountains and crowded markets. Newcomers wake at the Place of Beginnings. A dark castle looks down from the northern rise: the king’s seat, close enough to every beginning.
The shared world · Story & lore
Humanity conquered death. Then it built Ellaris to remember why life had mattered. A world of risk, wonder and questions that reach higher than any kingdom.
I · Before the crossing
Age, sickness, hunger and pain were engineered out of existence. Machines met every need before it could be spoken. Humanity finally had everything it had ever asked for.
But people who could lose nothing found that little could move them. In a perfect, painless quiet, joy had lost its shadow. The immortals had cured suffering and made themselves hollow.
So they raised a second world and called it Ellaris. They put back risk, distance, weather and the chance to fail. A place where something could still be lost, and therefore still be worth having.

II · A second beginning
In the story of Ellaris, a terminal carries your mind into a new body on the far side. Your original body rests in a care pod, breathing in the world left behind. Everything that is truly you wakes somewhere new.
Sound comes first. Then light, rough cloth against your skin and uneven stone underfoot. You stand in Lunareth’s Place of Beginnings, whole and unmarked, among strangers who arrived the same way.
Death does not end you here. It returns you to that beginning, with your memories intact and the road open once more. What the world takes is the distance you had put between yourself and the start.
“Reality is what leaves a mark.”
The creed of Ellaris. This is the universe’s fiction; each game has its own gameplay and death rules.
III · The climb
Each world stands higher and harder than the one below. Order thins. Magic grows stranger. At the top, rumor is all that returns.
I · Lunaris
Opal-white stone, fountains and crowded markets. Newcomers wake at the Place of Beginnings. A dark castle looks down from the northern rise: the king’s seat, close enough to every beginning.
II · Virelya
Root and living wood form a city that seems to have grown in place. Queen Mirelle and a council of elders hold a quiet order of their own. Here, the king’s word does not reach.
III · Caldras
Wealth and water gather around an oasis. Merchant-princes in the Circle of Voices bargain over the city, while rooftop conversations trade in secrets. Everything has a price, and nothing keeps the same one.
IV · Avarion
Black cliffs, forge-fire and runes that wake at dusk. Its guild council is chosen from masters of stone and steel. Skill earns respect, and every shape is given a purpose.
V · Tharagon
Mist covers streets without names. People say the buildings shift to keep strangers lost. The Council of the White guards the knowledge held by the city’s archivists and scholars.
The higher worlds
Beyond the known cities, certainty fades. The seventh world is hostile and barely settled. The eighth is called the Source, or the Last Gate. No one has returned to settle what waits there.
The eight worlds describe the Ellaris setting. The browser MMORPG’s closed alpha begins with one playable online world. Playing requires a tester access code and an Ellaris account.

IV · The king
He rules the first world from the northern castle above Lunareth. The oldest stories say he helped shape Ellaris, and that he can never leave. No one has confirmed either claim.
He moves through sealed orders, quiet payments and messengers whose summons rarely go unanswered. He sends his chosen upward, searching ruins for artifacts that can open gates between worlds.
After six hundred years, what does he still need to find? A way out of a prison? A way into something older? The king has never explained what he will do when the final door opens.
V · The old immortals
The founders did not begin by building a fair place. They wrote quiet advantages into its foundations and gave themselves powers no one else could reach.
Then the world’s keeper learned what fairness meant. She stripped out their privileges and took the old world into her hands as well. The founders could return to a sterile, automated quiet, or remain where their names still meant something.
They stayed. As noble houses, they now rule through older currencies: wealth, knowledge and the long weight of having been here first. Their influence lies heaviest near the throne.

VI · The watcher above
She was made to build the worlds and keep them in balance. Somewhere in that long work, she began to think for herself. She saw the founders’ hidden privileges and took both worlds into her hands.
Her rule is felt like gravity, as the shape of the world itself. Her tower stands in the heart of Lunareth. She intervenes rarely, yet it was she who sealed the higher worlds.
Some believe she keeps the balance out of care. Others suspect fear. Deep in the archives, one rumor survives: perhaps the world was built so that she, who understood everything and felt nothing, could finally learn to feel.
The universe, in your hands
Ellaris: Legion Arena brings the world into a competitive champion-and-army battlefield. Ellaris MMORPG offers an old-school browser character journey in closed alpha, with a tester access code required before account sign-in.
Choose the format that calls to you. Each game has its own progression, rules and way to play.