Aetolia
The Midnight Age
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Midnight has fallen on the world of Aetolia. From every corner of the land, factions of darkness rise to challenge each other in epic struggles for supremacy. Amid the gathering darkness, the faithful of the light stand unwavering, defying the toll of midnight through sheer force of will and spirituality. Cities, guilds, noble houses, and dedicated followers of the ever-present Deities clash upon the battlefields of war, politics, magic, and power. Only those whose heart and purpose does not waver amid the eternal conflict of darkness and light can hope to see the coming of dawn - or delve deeper into the forbidden delights of this dark Age.

Join a thriving city, skilled guild, noble house, religious Order, or clan. Or embrace the darkness and become one of the walking dead: a vampire!

Conquer foes with the deepest, most complex combat system around. Lead troops into battle with our epic warfare and diplomacy system.

Create and sell goods of your own design with our huge variety of craft skills. Set up a shop of your own and grow wealthy as a merchant.

Ascend to the highest ranks of political office, where your decisions will shape the history of the world. Or aspire to the ultimate challenge: that of becoming a God!

Join us now in the Midnight Age, and step into a realm of intrigue that will test your resolve, your wits, and your very soul. For darkness or for light? The answer is known to none but you.



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March 20, 2008

The Houses of the Consanguine were banded together today under the auspices of the Imperium, with House Nebre'seir, House Lunare, House Voltaire, and House Ve'kahi being pronounced Major Houses, although House Ve'kahi quickly rejected participation in the Imperium. Houses D'baen and Bahir'an also join the Imperium as Minor Houses.


February 3, 2008

After following the shouts of a search party who was looking for a lost child, a small group of explorers assisted in locating him within an abandoned Ankyrean containment lab that was crushed by snow drifts. The explorers then followed the party back to their home village of Nuunva, which has existed for years inside the Tarean Glacier with almost no contact to the outside world whatsoever. The villagers seem wary of outsiders, but not hostile to the visitors.


January 18, 2008

A large section of the tundra to the north of the realm has just been revealed by a farmer of Spinesreach who had tracked a large animal to the previously undiscovered section, ultimately leading to a dispute between a hunter of the Indyuk and the Spirean leaders. A search of the frozen stretches did not reveal the hunter's village; only time will tell whether his secrets will be uncovered.


January 15, 2008

The Artificer returned to the realm, using His fabled trickery to enlist the assistance of the Paladin Ecikoria in opening the gates of Saluria onto the Eastern Itzatl, paving the way for the return of the dread force Ati.


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