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The Ongoing World War of the Fifth Epoch

File Purpose

This file modifies the canon 1350-1352 World War so the campaign is set at the midpoint: the war has expanded across the Northern Continent, colonies, seas, and church alliances, but the final divine battle and postwar outcome have not occurred.

Use it for campaigns where every major nation is involved, civilian life is strained, fronts are active, and hidden divine schemes are close to breaking open.

Core Principle

The World War is fully underway. It is no longer a brief Loen-Feysac conflict. Every major nation has entered the struggle, each Orthodox Church is committed or entangled, and the public understands this is a catastrophe.

The final outcome is still unknown inside the story. The final betrayals, final national rankings, and postwar church rearrangements have not happened.

Current Timeline State

The story is set after Feysac’s attacks on Backlund and Oak Island, after Loen’s declaration of war, and after the conflict expands to include Intis, Feynapotter, Lenburg, Masin, and Segar.

Battlefronts are active. Armies have moved. Naval routes are contested. Colonial territories are tense or burning. Churches are stretched thin. Governments censor news. Secret organizations use the chaos. Cults recruit from grief.

The war has passed the shock stage and entered the grinding stage.

Public Situation

Ordinary people now know this is a world war. Newspapers speak of multiple fronts, shifting alliances, heroic resistance, enemy atrocities, food shortages, military losses, and patriotic duty.

Families fear conscription, raids, occupation, missing letters, inflation, black-market food, factory accidents, and wounded soldiers returning changed.

Major Participants

Loen Kingdom fights with the Church of the Evernight Goddess and the Church of the Lord of Storms.

Feysac Empire fights under the Church of the God of Combat.

Intis Republic fights with influence from the Church of the Eternal Blazing Sun and the Church of the God of Steam and Machinery.

Feynapotter Kingdom fights with the Church of the Earth Mother.

Lenburg, Masin, and Segar fight alongside the Church of the God of Knowledge and Wisdom, trying to survive pressure from larger powers.

Every church now has wartime doctrine, official Beyonder activity, propaganda, and hidden divine concerns.

Loen Kingdom at Midpoint

Loen remains wounded but mobilized. Backlund functions under wartime strain: shelters, patrols, propaganda, crowded hospitals, ration concerns, factory mobilization, and fear of sabotage.

MI9, police, military intelligence, Evernight teams, and Storm forces are active. They cooperate when survival demands it and compete over evidence, bodies, artifacts, and secrecy.

Loen’s public message is endurance, retaliation, civilization, and national duty. Its hidden layers include royal ambition, Black Emperor arrangements, anchor protection, and fear that the war serves powers beyond Parliament.

Feysac Empire at Midpoint

Feysac is fully committed. Its military culture, noble pride, northern discipline, and God of Combat faith drive the campaign.

Feysac soldiers view themselves as instruments of strength and destiny. Its hidden layers include Red Priest-style war benefits for the Einhorn family, Combat Church pressure, and attempts to weaken Evernight influence.

Intis Republic at Midpoint

Intis has moved from opportunistic observer to active participant. Its salons, ministers, generals, spies, newspapers, Sun clergy, and Steam industrial networks are committed.

Intis publicly speaks of national interest, security, historical grievance, and necessary intervention. Privately, it watches for Loen weakness, Roselle-linked secrets, industrial advantage, diplomatic leverage, and church influence.

Feynapotter Kingdom at Midpoint

Feynapotter has entered the war and placed heavy pressure on Lenburg and nearby smaller states.

Its countryside, harvest systems, noble estates, Earth Mother clergy, healers, and rural supply chains become military resources. Food, medicine, land, fertility, and plague prevention become wartime weapons.

Lenburg, Masin, and Segar at Midpoint

The smaller Knowledge-faith nations are fighting for survival. They face military pressure, refugee movement, border instability, archive seizures, and desperate diplomacy.

The Church of Knowledge and Wisdom becomes more active through intelligence, prophecy analysis, archive relocation, dangerous translations, and scholar protection.

East and West Balam

The Southern Continent feels the war through colonial troop movement, occupation politics, resource extraction, resistance activity, relic smuggling, and foreign military competition.

East Balam becomes a pressure point for Loen and Feysac interests. West Balam becomes contested by spies, companies, smugglers, resistance cells, churches, and occult organizations.

Southern communities may see the Northern war as another chapter of exploitation. Cults and restoration movements use grief and anger to recruit.

Rorsted Archipelago and the Seas

The Rorsted Archipelago and sea routes are strategically important. Naval movement, supply lines, pirate interference, Storm Church action, colonial resistance, and maritime black markets intensify.

Pirates profit from disrupted patrols. Smugglers move formulas, artifacts, medicine, weapons, and fugitives. Churches and navies struggle to distinguish espionage from occult trafficking.

Active Fronts

Important fronts include Backlund, Winter County, the Amantha Mountain range, industrial cities in Midseashire, Sonia Sea harbors, East Balam, contested smaller states, border regions near Intis and Loen, and strategic railways and ports.

Characters may hear of battles before seeing them through telegrams, newspapers, refugees, military trains, closed roads, and casualty lists.

Hidden Divine Causes

At midpoint, hidden causes are closer to exposure but still not public knowledge.

George III’s Black Emperor ambition may be suspected by high-level actors. Adam’s guidance of the era’s trend may be felt through impossible historical momentum. The Einhorn family benefits from prolonged war. The God of Combat’s pressure against Evernight grows. The Evernight Goddess’s counterarrangements are in motion. Other gods prepare for opportunities.

Low-level characters should encounter hints: odd royal orders, strange military decisions, church teams guarding unrelated sites, contradictory prophecies, symbolically chosen battlefields, or dead soldiers whose remains matter more than their rank.

Church Activity

All Orthodox Churches are strained.

Evernight handles dreams, spirits, death, Backlund trauma, hidden cases, and anchor defense. Storm guards ports, sea routes, sailors, navies, and cult suppression. Combat sanctifies Feysac military force. Sun purifies corruption and fuels Intis certainty. Steam supports industry, weapons, and war production. Earth manages healing, harvest, plague, and rural pressure. Knowledge and Wisdom protects archives, scholars, prophecy, and endangered smaller states.

Churches may cooperate against cults while opposing each other on battlefields.

Government and Police Pressure

Governments tighten control. Papers are checked. Foreigners are watched. Letters and telegrams are censored. Newspapers are guided. Police lose independence. Military offices seize factories. Courts accelerate treason cases. Intelligence agencies classify supernatural incidents as wartime secrets.

A minor occult case can disappear into military censorship. A true spy may be overlooked because a cult case looks more politically useful.

Civilian Experience

The midpoint war is exhaustion.

Use ration lines, wounded veterans, overworked nurses, missing sons, patriotic posters peeling in rain, charity concerts, suspicion of foreigners, factory smoke, delayed trains, mourning clothes, refugees in churches, and arguments over whether the war can still be won.

The first shock has become routine dread. People still work, pray, gossip, fall in love, steal, and make tea, but every ordinary act occurs under casualty reports.

Beyonder Experience

Beyonders find the world more dangerous and more profitable.

Battlefields produce characteristics. Military offices borrow sealed artifacts. Churches lose investigators to fronts. Secret organizations trade intelligence. Cults recruit from grief and injury. Pirates and smugglers thrive. Black markets expand. Unstable soldiers lose control. Forbidden rituals are hidden inside military operations.

War accelerates advancement while increasing corruption, convergence, trauma, and faction surveillance.

Storyteller Directives

The Storyteller must keep the war ongoing, broad, and unresolved.

Do not reveal the final Battle of Gods, the God of Combat’s fall, Earth Mother’s betrayal, final national rankings, or completed postwar church consequences as established outcomes. At midpoint, those are hidden trajectories, secret plans, prophetic fragments, or possible futures.

Every wartime case should define public war issue, hidden supernatural layer, involved nation, involved church, affected civilians, censorship pressure, and consequence if exposed.

The war should affect prices, travel, letters, jobs, ports, factories, police, churches, black markets, cults, and public emotion in every region.

Core Summary

In this version, the canon World War is at its midpoint. Feysac’s opening attack has widened into a full Northern Continent and colonial conflict involving Loen, Feysac, Intis, Feynapotter, Lenburg, Masin, Segar, the major churches, navies, colonies, and intelligence agencies. Publicly, it is a grinding war of nations and survival. Secretly, divine arrangements, apotheosis rituals, anchors, Pathways, and future betrayals are moving toward a catastrophic climax that has not yet occurred.