[SPOILER] The Entire Story of Last Epoch (So Far)

(Updated for 1.3)

Hello everyone,

I wanted to write down the events of the story so far as a summary, but it ended up being more than just a summary. The story is not complete, and some things change between patches. I’m not an expert, only human, so I could be wrong in some places. There are some interpretations, speculations and sometimes commentary; but here’s a rundown of all the events. Obviously, spoilers throughout. Enjoy.

You are told by the Observer that before your story began and even before everything came into existence there was only the void and two gods that occupied it. While one of whom, the Observer, was content with just nothing, the other, Eterra, wanted light, life, she wanted people. To the disagreement of her brother, the Observer, she created humans and a world for them, named it after herself then filled it with living creatures that would serve the humans, such as other gods, her children. Because of her association with all life, Eterra’s likeness is on your life bar. The Observer, later to be called Orobyss, on the other hand is represented on your mana bar so his connection to it must parallel that of hers.

After creating the world, Eterra lived in it along with the other gods through its first epoch, the Ancient Era. This is when dragons and dinosaurs roamed. There is a temple in the sky dedicated to Eterra where she and all past humans resided away from the dragons and other hostile creatures. While you will eventually come to learn more about this era all you know for now is that at some point in time Eterra and her brother disappeared, and her temple fell down.

Present day is in the Divine Era, 6000 years later, a time in which the children of Eterra -the once child gods- are all grown up and live among us. The dragons were all killed off by the gods, presumably after Eterra’s disappearance. These gods are Heorot of the frozen Tundra in the north (God of Strength and Compassion), Lagon of Sea in the west (God of Storm and Freedom), Majasa of the Desert in the south (Goddess of Beauty and Change) and Rahyeh of the endless Skies in the east (God of Glory and Power). They each have a city where the majority of their followers reside. Heoborea for Heorot, this is where the Primalist player is from. Solarum for Rahyeh, this is where the Sentinel player is from. Maj’elka for Majasa, this is where the Rogue player is from. And Thetima for Lagon.

Near where Eterra’s Temple fell a city called Welryn was formed which eventually became a prominent place for scholars who used the knowledge in the temple to learn magic and such. This is where the Mage and Acolyte players are from.

Chapter 1 - The Keepers

The story begins as Rahyeh declares war on the other gods and sends his soldiers to burn everything down. His first sights are set on Heoborea and on the Temple of Eterra safeguarded by the Keepers. Heoborean tribes are sent south to negotiate peace with the Keepers and to join forces against Rahyeh. You stumble upon these talks as if fate knew you your assistance would be needed.

Before 1.0 each class had their own intro cinematic, thus had some back story about them but they no longer seem to be canon. For those interested (as some of these might still be true) these are what your characters were doing before they stumbled on the peace talks:

The Acolyte is banned from Welryn after practicing dark magic and after hearing Rahyeh’s attack there she is headed towards Welryn to watch it burn.

The Mage is searching for the Acolyte, his apprentice, which he feels he has let down. After hearing Welryn burn, he is headed there to help.

The Primalist witnesses the assault on Heoborea and heads to the Temple of Eterra to seek answers.

The Sentinel is a former blacksmith, currently a soldier in Rahyeh’s army but after seeing innocents die, he abandons it and is trying to help anyone he sees to repent.

The Rogue is a criminal for hire and is hired by the Vessel Maiden Apophis (important character later) to publicly assassinate herself. She nopes from the obvious trap and is headed towards Welryn for a fresh start.

To no one’s surprise Rahyeh attacks the peace talks with his Osprix (The birdlike race) lead by their general Orian who is in search of something the Keepers are hiding but he doesn’t know what yet. Along the way you meet Grael (The champion of Heoborea) who was sent for the peace talks on behalf of Heorot and you immediately become allies with him. You meet Keeper Leena and later learn the Keeper’s sole purpose is the protection of the shards of Epoch which they believe is a task bestowed on them by Eterra herself. 3 shards form the Epoch which is said to possess unimaginable power that could alter the fabric of reality itself. While its true nature is unknown to you at this point, you will eventually come to learn it is the last remaining living part of the now absent God of Fate and Time. To keep the Epoch from the wrong hands (like Rahyeh, who wants it now) the 3 shattered pieces were kept apart for everyone’s sake with the keepers keeping both this knowledge and the shards to themselves. One shard is on a Keeper (Balthas), always moving around, one is hidden in the Temple of Eterra currently under siege and one is in a fortress hidden in the mountains nearby where Orian is leading an assault. Keeper Leena informs you Balthas went to the fortress alone to keep the shard safe, unintentionally risking the safety of two shards at once. She asks for your help in helping Balthas while Grael leaves on an unrelated mission to secure a weapon for Heorot. On your way to Balthas you help a Heoborean soldier foil the plans of some of Rahyeh’s troops who apparently can animate armor to fight (the Sentinel player can as well, being formerly of said army). You find and help Balthas but he is kidnapped by Orian, you get him back but he’s had enough of everything, he doesn’t wait for Grael, he has two shards and two is enough, he wants to use its time travel power to hide the shards in a different time, away from Rahyeh, but he ends up tearing a rift and sucking you into the future.

Chapter 2 - The Ruined Future

You find yourself in a post-apocalyptic time in the Ruined Era 1300 years into the future with a shard of Epoch, one of two Balthas used. While one shard travelled with you to this time the other travelled with him to a time long before you arrived.

This post-apocalyptic future holds void corruption where entire cities, animals and people were twisted and consumed. It’s clear without its creator the world is ceasing to exist and is being consumed by the void that once was the only thing in existence. The godlike entity known as Orobyss is guiding the void to take everything back into darkness. He has successfully corrupted Eterra (the world) and is about to wipe out the last human settlement protected from his corruption. How is it protected you ask? Why with the shard of Epoch Balthas had with him. Turns out he travelled to the Ruined Era as well but a lifetime before you did. He was stuck at the time he was at as a single shard does not allow time travel. He saw the corruption come and realized the shard held it back. Using it as a beacon he created the Last Refuge in the fortress hidden in the mountains where the shard used to be held. He became the first Elder and when he died, he left the shard to the Council of Elders so that they can protect the people of Last Refuge. The Elders are also descendants of the Keepers so in a roundabout way the shard is protecting the Keepers that once protected it.

But that protection is failing. As you make your way to the Council Chambers in the heart of Last Refuge, you see the void pouring in, even witnessing a dog refusing to leave the side of his dying master. You try to help the guards and save as many people as you can. Right outside the Council Chambers you both assist and take assistance from Elder Erza in dispatching the immediate void threat. When you arrive in the chambers you meet Elder Gaspar who gives you idols of the old gods (your gods) long dead, to improve your power. From him you learn that this world is as good as gone, nothing to be done and the small light the shard once held at holding the corruption back is slowly fading as it is being overwhelmed by the sheer amount of it. But surprise(!), you also have a shard with you so maybe now these people have a chance to survive.

Elder Pannion is an expert on the shard and can help you weaponize yours. Since one shard can’t leave the center of the settlement, you use the one you have to try and help those stuck outside the other shard’s failing range before they fall to corruption while you chase after Elder Pannion. Along the way you help Elder Erza recover his ledger and help some folks evacuate, but fail to save Elder Pannion, his students and countless others as they end up getting corrupted. In fact, Pannion actually gets corrupted just enough to steal the shard from the center of the town deluding himself that he could use it to fix everything. When you retrieve this stolen shard out of his corrupted corpse it reacts with the shard you have and you involuntarily time travel.

You are now at the End of Time where the world has ended and various characters from various timelines found themselves in for one reason or another. There are islands of destroyed worlds that are currently (re)living the events that happened in their respective timelines. Here you are greeted by a mysterious knight then meet a different version of the Elder Gaspar that has met many versions of you. Many of which had abilities far superior to yours, but their essence did not survive the ripping of time and space. This Gaspar is able to channel and tune you in with such a version of yourself so you can gain the knowledge that they once had, a process he’s learned by absorbing other Gaspers over the countless years of his existence. But you cannot attune to more than one such version, as that could make you share their fate, tearing yourself out of existence. You make your choice and are imbued with the version of yourself you wished to attune with. Not only are you more powerful now but you are also in possession of two shards, meaning you are freely able to time travel (logically I think this is the point where the game should allow you to time travel freely but it’s a nice qol to do so before).

Chapter 3 - Seeking the Last Shard

You return to the Ruined Era to an oblivious Gaspar who notes there is no hope for Last Refuge anymore and their only chance is to find the last shard and unite all three to use the Epoch. Originally his plan was to take all survivors to another time using the Epoch and two shards weren’t enough for this, you needed the whole Epoch; but after the revamp of Chapter 1 it’s ambiguous how the Epoch is supposed to help Last Refuge. They’re just hoping you find a way to use the Epoch somehow, perhaps they hope you can vanquish the void all together with it. We’re probably missing some sprinkled story beats that will come with later patches to remove the ambiguity.

The last shard is in the Temple of Eterra where it has always been and that’s where you need to now venture to, outside of the mountain.

On your way to the surface, you encounter a titanic creature walking in the distance in the mountain composed of nothing but rocks and wood. Once outside you follow along the mountain ridge to a Lightless Arbor where you meet a friendly spriggan. This spriggan has recently woken up after a long nap that started in the Ancient Era by the loud footsteps of the giant you saw, which she says is a Titan. She is horrified that the forests are no more, that the rest of her kin and the majority of humans have lost themselves, not recognizing or knowing what the void is until you tell her. She talks about Eterra as if she’s just seen her, not knowing of her disappearance, remarking how she had gone dormant and released the humans from her temple. She is happy that some humans are still themselves but is worried they are about to be crushed inside the mountain they’re in due to the Titan shaking about. This spriggan knows she’s the last of her kind and that this world is dying soon, yet because she was hand made by Eterra herself she follows her will to protect all humans even if it means the death of a fellow creature, the Titan, who’s the last of his kind as well. She was told that the Titans were simple creatures, though some may speak, they are primal in nature, nothing more than gigantic animals, so this one is probably hungry and is desperately searching for food that doesn’t exist anymore. The spriggan assists you in chasing down the Titan by sending her consciousness from tree to tree, which is hard for her to do when so few of them are left alive. You finally reach the Titan and burn him and his stone heart. The spriggan notes the Titan probably woke up after all this time as it felt there wasn’t any more time left for it to sleep and while everyone’s time in this world is limited, she feels yours is not; she gives you a piece of her branch so that one day you may replant and regrow her. You take her up on that offer and plant her branch in fertile soil in the End of Time on your next visit.

Leaving the spriggan behind you carry on your journey to the Temple of Eterra, but first you must pass through the Ruins of Welryn, which are crawling with supposedly friendly survivors that are definitely not cultists that you agree to assist. While helping them you run into an immortal undead begging to die and learn about an Immortal Empire that ruled before the void came and after the gods fell. You help him out as well by destroying the soul phylacteries, keeping him alive. You also learn the reason Welryn was one of the last places to be corrupted is thanks to a gift called the Symbol of Hope, (Sentinel’s be cookin’) given to them by an Oracle a long time ago (casually glances at the name of Chapter 5). The only non-corrupted humans in this time are either hiding out in the Last Refuge or are cultists of Orobyss trying to corrupt as many people as possible that they find in the wild (including themselves) a fact you figure out too late.

After dispatching the void amalgam the cultists mash into, you continue on and find out about a group called the Outcasts who used to live near the Temple of Eterra during the Emperor’s reign in the Immortal Empire. These people were led by their Queen and were descendants of the Keepers and did everything they could to hide the shard from the emperor (That is how it remained undisturbed all this time). You find out they eventually fled into the mountains where the Last Refuge is, making them their ancestors.

You also find tears of reality throughout your journey that are somehow tied to the shards being on you. It almost seems the shards sense when you need to be somewhere and tear a portal to a time you need to go to (which is peculiarly almost always to the Ancient Era for some reason, almost as if fate is calling to you to go there). This is how you are able to pass all the obstacles to the last shard in the Temple of Eterra, like finding the missing parts of a bridge.

Though not all tears are equal, some are ripped open with claw marks. These lead you to the lair of a Rift Beast, creatures that can tear the fabric of reality to pursue their prey across time. These creatures that are native to the Ancient Era are also prey themselves, hunted by a famous Wengari hunter of the time, Skarven Bloodhorn. While you don’t know much about his race at this point you do know this particular hunter is from the distant past like the rift beasts and is an expert on the creatures. He will both help you and trade you for various beast parts to improve your hunting gear. Due to the nature of the beasts, selective breeding by way of sparing certain eggs will yield in generations of the creatures to hunt for the parts you need without messing up the timeline.

You also encounter Rune Prisons scattered about. These hold powerful Exiled Mages that were imprisoned and banished through time by an order of Runemasters for their crimes. Driven mad by eons of imprisonment, if freed from their rune-prisons they attack you without mercy but once defeated gain you access to their enchanted equipment that they have been experimenting with.

When you arrive at the temple you start to hear the Epoch whisper to you, thinking you are Eterra presumably because of the shards you hold (Heorot does the same later). It asks you if you’ve come to make it whole and speaks of Eterra’s demise. Something about the voice… It reminds you of Orobyss.

You reach the heart of the temple, but the shard is not there, instead you find a lotus prison, empty. The whispers say Eterra is gone, Orobyss is free. So, much like before, the two shards of Epoch send you when you need to go to, which is further in time to when you can find the last shard, unfortunately it’s at the hands of a void corrupted version of the emperor. You defeat the Emperor, take the final shard and form the Epoch (If you’re wondering why the game is called Last Epoch like I did; an Epoch is an instant in time chosen as the origin of a particular calendar era, basically every era you travel to is just at the end of its era when it is about to become the next. Thanks to Mael_Jade on Reddit for the explanation).

You head off to the End of Time after forming the Epoch, leaving the fate of the Last Refuge ambiguous. (Most likely to be resolved in Chapter 12)

Chapter 4 - The Outcasts and the Empire

Knowing the Emperor was corrupted, and the knowledge alternate Gaspar gathered from travelers, it is decided you should exercise your time travel powers to defeat the void before they came to fruit. To this end you must go back 300 years right before corruption began at the height of the Immortal Empire.

Now here is what you missed in history: The gods all died in the war in the Divine Era, and one particularly opportunistic person found immortality using their power and crowned himself Emperor (maybe even killed them himself if propaganda is to be believed), ruling Eterra (the world) for a thousand years and giving immortality to those loyal to him. So, this Emperor ruled for a thousand years all from the Divine Era to the Imperial Era. The bodies of these immortals continued to decay even though they didn’t die leaving them to look like mostly skeletons or grotesque undead. His immortal army slowly perished over the years however and the void that they left behind manifested into corruption.

It is speculated that seeing his power slowly fade, the emperor turned to Orobyss, and he let the corruption in or was manipulated in his quest for power or in some other form responsible for the mess the world ended up in. With the guidance of alternate Gaspar, you travel to the Imperial Era (1000 years after present time - 300 years before Ruined Era) to the Outcasts (whom you know to be the descendants of the Keepers and the ancestors of the people of Last Refuge) to stop whatever led the void in, which basically means stopping the emperor. In this era the living are the minority and the rebels who refused the emperor’s gift of immortality are outcast from their society. Hence the name.

The outcasts had made camp in the outskirts of the Temple of Eterra. Welryn, the city that was once home to a multitude of knowledge, is run by the Empire now. You know imperials aren’t around in the ruined era, so you know they aren’t indestructible. In the best side quest in the game (imho) you seek knowledge about the Empire in the college of Welryn. Normally you could access this information in the ruined era if the door wasn’t locked, but the lock is too decayed to be opened in the future. You unlock it in the past but now you are gatekept by an officer at an enchanted door that requires an imperial seal to open. So, heading to the future ruins via an Epoch tear you head inside through the now inactive enchanted door and find the corpse of the imperial officer that died with their seal and take it back to unlock seal in the past to the shock and horror of the same officer. With all obstacles handled you find the truth about the emperor’s gift of immortality: The immortals are not immortal ϞϞ (๑⚈ ○ ⚈๑) (shocked Pikachu face). They in fact need living essence to drain to keep themselves alive. Over the years, living has become so scarce that all non-essential personnel have been sacrificed for the Empire as they were left to decay and perish, losing their minds and identities basically becoming zombies. There are barely enough living to sustain the higher ups, hence why the outcasts are not outright squashed or the willing no longer converted and why the emperor most likely turned to the void. Why is this quest a side quest? Who knows. You keep the information to yourself though.

During your exploration of this Era, you stumble upon the Soulfire Bastion, a place of research of sorts that is trying to solve the very problem you just learned of. Soulfire Bastion is run by an Imperial called Cremorus who is experimenting with different kinds of soul magic, trying to fix the soul shortage by infusing souls with elemental fire to varying success. But unfortunately for him his success is not desired by his childhood friend and fellow Imperial Formosus, the patron of Grin, the Soul Gambler, an undead who asks for your help in dispatching Cremorus for him because undead on undead sabotage is frowned upon. He even offers to trade for the soul embers Cremorus was experimenting with. As a living, however, you also need to burn some of those embers to shield yourself from the necrotic or infernal fire of the place. You wreak havoc in there and even take down Cremorus, who had used his flawed soul embers and as result was unable to cool down as he got hotter and hotter until you put out his flame. You are thanked and rewarded by Grin and go back to your main objective.

So, what is your main objective? Killing the Emperor. How, you ask? Using the Epoch, of course. And how do you use the Epoch to do that? Never explained and never actually used (yet). The Outcast Queen (who apparently showed up one day and could be a different character we’ve already met or will meet) acts as though the only flaw in this plan is getting to the emperor. So, this entire Era is one big wild goose chase trying to get to the emperor. How, you ask? Well first you need to find a mage (Alric) that knows the location of a secret entrance to the emperor’s base. The only(!) problem is he was captured just now(!) and is being taken west out of Welryn.

You follow along his trail and rescue a prisoner who says Alric is taken for interrogation but doesn’t know where. He did leave behind a magical ring that can help track him, how conve- I mean thoughtful. Its magic, however, needs to be activated (because sure, why not) by the outcasts settled at the nearby lake (formerly known as Lake Liath - on the road to Thetima). So, to the lake you go, using Alric’s ring to get into the outcast hideout, you are guided by a Seer who tells you using the ring that Alric is about to be taken far away on a massive ship by Admiral Harton, a very high-ranking Imperial. The hideout is found by the imperials who raid the place. You help the people as much as you can and try to get to Thetima before Harton’s Dreadnaught leaves the shore.

You reach Thetima, stowaway on the ship before it leaves, deal with Harton, rescue Alric and decide if you’re going to roleplay as someone who knows how to swim or not, then jump off the ship with him.

Chapter 5 - Aid from an Oracle

You wash up on the shores near Maj’elka where you and Alric conveniently were headed. Your goal is reaching a teleporter that backdoors straight into (pretty much into the sewage of) the Emperor’s Citadel. The only(!) problem is that the teleporter is in Empire occupied Maj’elka (As most cities are in this Era). But conve- I mean luckily, Alric has an ally in the city that can help get you get there, who turns out to be the Oracle (pretend you remember she was the one who gave a gift to Welryn that delayed the void corruption there). For the rest of your journey with Alric, him being a mage and all, he teleports a lot and is always ahead of you, yet he’s not very good at combat so you have to help him or save him every now and then.

On your way to the Oracle, you meet a friendly imperial scholar/historian (Rouj Zabat) that wants your help with some research that wasn’t approved by the Spymaster Zerrick, another very high-ranking Imperial who is the top undead in Maj’elka and used to live under Majasa’s rule back in the day (meaning he was alive in your time, hinting the Emperor was too). This is also where you learn about Nagasa for the first time. Much like how Osprix were a birdlike race serving Rahyeh, Nagasa were a serpent like race that served under Majasa. You learn they buried their dead with gems thanks to Rouj Zabat before he is executed by Zerrick’s men for talking to you. Alric informs you Nagasa lived under a caste system that is each represented by a gem (Emerald-Lower Class, Ruby-Warriors, Sapphire-Scholars, Diamond-Upper Class). You use the appropriate gems to dispel a barrier guarding the Oracle. You realize that the Oracle has human refugees living with her that she hides from the Empire. Before you meet the Oracle, you decide to help one of them, the Shrine Maiden, with the people’s water shortage first by finding an artifact (a water tablet) in the Ruined Era once used by the Sapphire Nagasa to purify water.

The artifact was suspiciously right next to a Temporal Sanctum, a place you never knew existed, in fact, no one did. Inside you find a Sapphire Nagasa, who appears to be from the past just like you. Seeing you in the sanctum she panics as that could mean the timeline is unraveling from the goings on in the Sanctum. You assure her the Sanctum had nothing to do with your presence and tell her you have the Epoch. She can’t believe it, as the power it possesses means you are able to travel to any Era at will(!). The leader of the Temporal Sanctum is a Sapphire Nagasa named Julra (not Yulia, different character), who’s been driven mad experimenting with the Eternity Cache inside the Sanctum. It’s these experiments that have left this scholar stranded in the Ruined Era, locked outside. Luckily Julra’s experiments have also sent multiple versions of the key needed to enter the Sanctum scattered across time, keys which you have already found. You enter the Sanctum in search of Julra, who is obviously a chronomancer, a type of magic user who has limited control over time. Julra seems to have more power over time than any of the chronomancers you’ve met, the ones who have helped you on your journey by allowing you to undo minor past actions such as changing your talents or mastery. Though she’s not nearly as powerful as the Epoch, her power no doubt was enhanced thanks to the mysterious Eternity Cache in her possession. As you pursue her you constantly have to Era hop while navigating her temple, facing off against either Nagasa or the Void depending on the time, this makes Julra realize you have the Epoch, the very thing she was hoping to get her hands on. Along the way you find her notes and realize she is from the Divine Era, like you. She time traveled to the Ruined Era and saw the devastation the void caused and warned her kin, who ridiculed her. Continuing her research in secret, she tried to prevent the future she saw from happening, but no matter what event she changed the future remained the same. She shared her findings with the Vessel Maiden Apophis (An important Diamond Nagasa you will meet) and told her about the void but got no help from her. Julra realized the only way she could fix everything was with the Epoch. She built her Sanctum exactly where she needed to and moved enough pieces in time to allow you to come straight to her. She had messed up with time for so long that when you do in fact end up where she wanted you to, she’d forgotten why she was pursuing you to begin with and attacks you. After having to put an end to her madness you now have access to the Eternity Cache which you can use to merge powerful equipment that will undoubtably help you finish what Julra started.

You return to the Imperial Era a bit more powerful and give the artifact you found to the Shrine Maiden in the Oracle’s Abode. When you do finally meet the Oracle, you realize she is a Diamond Nagasa herself, one that has lived for centuries (not undead as you could have assumed due to her long life). She seems to know you and is surprised to see you. She also knows you have the Epoch.

The Oracle opens a hidden path to the teleporter you seek, which is apparently a crude version of the ones you’ve been using. You learn that those waypoints you’ve been using were from the Ancient Era but not much more than that. Zerrick is mining a dead Titan (like the one you saw and killed in the Ruined Era) and using its innards to power a makeshift waypoint they made. While you killed a Titan out of mercy, what Zerrick has done has been basically torture. The only silver lining is that the Titan was never woken up and its insides were mined while it was kept unconscious with magic. Zerrick was praised by the emperor for his immoral yet profitable idea.

On your way to the teleporter, you cross paths with Spymaster Zerrick and defeat him, then use the transporter with Alric to somewhere near the Emperor’s Citadel where you can sneak inside it.

Chapter 6 - Infiltrating the Immortal Citadel

You are now one step closer to the Immortal Citadel and every step further will have you face more and more imperials as you reach their capital. It was built on Rahyeh’s former empire in Solarum and as such the way there is crawling with fallen Osprix who are now undead and under the command of the emperor. Along the way you encounter a chamber hidden away, with an ancient hole that seeps void corruption, a probable origin of how the ruined era began as all Imperial who approached it fell to its whispers, and it is also a grim clue that the void is older than first imagined.

Before that though, as soon as you come out of the other side of the Maj’elkan teleporter, you meet Yulia, the right hand of the emperor, an immortal undead that is friendly to you and wants to help you take him down. Neither she nor Alric trusts each other.

Alric leads you through aqueducts and sewers as close as he can to the capital, but his knowledge of the Emperor’s Citadel is limited and eventually you are forced to trust Yulia who leads you to her hideout. On the way there Alric’s magic ring, the one that helped you find him before, is destroyed by a fallen Osprix General that you chase down for revenge for Alric (The ring apparently also had history for Alric involving his love interest). Once you are alone with Yulia, she acts like she knows you (similar to the Oracle) and talks about a plan you supposedly made with her. She has already taken care of some Imperial patrols in preparation, knowing that the sewers will cover their stench. She then leads you to the Capital, through those sewers (is there like a law or something that every ARPG must have sewers?), straight into the Citadel. After a very long journey you finally reach the emperor in his yet to be corrupted undead glory (there is definitely a law to have a Skeleton King though).

It was a trap! Yulia betrays you and both Harton and Zerrick get resurrected. I mean, you knew they were immortal so long as they had living to extract, so it’s a good thing you didn’t bring any livi- Alric dies of cringe in a silent ‘I told you so’ (It’s actually very ambiguous how he dies, his essence is not actually used to resurrect the two; he is alive until you kill both Harton and Zerrick then it suddenly jump cuts to his death. We’ll probably get a cinematic or cutscene or something, he doesn’t even have a death animation right now - still doesn’t in 1.3).

You deal with Yulia, kill off Harton and Zerrick, again, but before the emperor can finish you off, he is frozen in place by Yulia, the betrayer. Yulia tells you now’s your chance to use the Lance of Heorot to finish off the emperor. You obviously don’t have it nor know what she is talking about. So, what is she talking about? Well, in a few moments you will travel back in time to your time, to the Divine Era, where you will meet Yulia from your time and indeed make plans to get and prepare the Lance of Heorot as a god killing weapon. Yulia is not a time traveler like you, so your paths crossed in the wrong order. From her point of view, you made the plan, got the Lance, prepared it and are now in possession of it to kill whatever threat you face, that threat being the emperor right now. You take the opportunity to escape and leave undead Yulia behind to be killed off camera for her betrayal (once the emperor is no longer impaled).

1.0 Edit: So, they made a cinematic, which makes things way more ambiguous and quite possibly changes a few things. For starters Yulia doesn’t seem to know you’re a time traveler now like she did before 1.0 and she doesn’t talk about you lying to Alric about who you really were. She’s not the one telling you to go to the past anymore for the lance so (you just randomly end up there) that fixes a bootstrap paradox, but it now makes the player doubly confused about what the hell just happened. Also, you can’t understand Alric dies unless you click on him now.

Chapter 7 - The Might of Gods

You’re back in the Divine Era now, in your time.

Previously on the Divine Era: Rahyeh is waging war on the Keepers and the other gods, starting with Heorot, as you left off. You are now in Solarum (Emperor’s Citadel was once Rahyeh’s capital). You are very close to Heorot’s domain and his capital Heoborea (which is probably why Heorot was the first target). With the knowledge that Rahyeh wants to kill Heorot and sight of smoke in the distance you are put on a collision course towards him on your way off the mountain. You are, however, unable to reach him in time and are literally forced to watch him die at the hands of Rahyeh. After mortally wounding him, Rahyeh flies off and Heorot starts you off on your fetch quest for the Lance of Heorot. Right afterwards you meet Yulia, alive. This pre-undead Yulia doesn’t know you so now she’s the one who’s forced to trust you, because Heorot does (as the God of Compassion, he sees right through you) and she is also the chieftain of Heoborea.

So, while Heorot dies very, very, very slowly, you go on a fetch quest to get the item to help you get the item you want. Heorot once had a demigod son named Morditas who tried to overthrow him and take his power. Heorot took blessings from the other gods to empower his lance so he could strike his son down with it. It is the only weapon known to kill or otherwise incapacitate a god, and it only did so with one-time blessings that need to be gathered again. Rahyeh can only be stopped with the lance (so, I guess the Epoch is no longer a weapon as it has been treated for the last two Eras) but it needs the other gods’ blessings along with Heorot’s. With Heorot on deathbed you have a limited time to retrieve it and get his blessing.

As for the whereabouts, the lance impaled Morditas in ice and Heorot placed his son in a tree in Farwood north of Heoborea that could only be accessed by his temple that could only be accessed by his horn that you need to find in a nearby nomad camp. Unfortunately, the Wengari raided the camp right before you got to it and took the horn along with some prisoners to their Wengari Fortress. Rahyeh has Osprix, Majasa has Nagasa and Heorot had Wengari, the minotaur people (half elk, actually). They are mostly nomadic, tribal and their relationship with people varies from tribe to tribe and even with individuals. Most of the Wengari are not followers of Heorot anymore though and as such your enemy. You do, however, find a more welcoming tribe of them in Champions’ Gate where friendly competitions are held between humans and Wengari alike as all the fighting is left for inside an Arena. This arena is how this tribe is able to gain experience for combat that allows them to fend off all the other tribes that despises their relationship with the humans. You are also welcome to compete in the Arena anytime you want to gain experience as well (I love how this game explains its game mechanics perfectly with lore).

On your quest for the very important and very time sensitive(!) McGuffin you also gather stuff for a man who tricks you into bringing him herbs that you believe is medicinal but in actuality are aphrodisiacs. I generally omitted side quests not really relevant to the plot but found this one humorous for the amount of effort you go through.

You reach the Wengari fortress, free the nomad prisoners, get the horn, realize you forgot to unlock the waypoint in Heoborea (rip my favorite joke, patched out as of 1.0), use the horn to access Heorot’s temple, get to Farwood and run into Grael there (how the hell did he get here without the horn?). The lance is apparently the weapon he left the peace talks for. You can also go back to the Keeper’s Camp in the Ulatri Cliffs to find out the peace talks with the Heoboreans fell through as Heorot could not provide the Keepers aid without the shards they were bringing to the table. Keeper Leena took what few of them left north, closer to the Temple of Eterra to possibly protect the last shard better (where their descendants will eventually become the Outcasts).

Grael is in Farwood because he had the idea to use the lance before you but Heorot being a peaceful god had forbidden it. Grael was waiting at the ready in case Heorot changed his mind and is devastated when he hears why he has. With Grael’s help, you reach the tomb of Morditas that is being protected by Yrun who is imprisoned inside a treant-like cage. Yrun was the former champion of Heorot (Grael being the current champion) and when Morditas rebelled he became his champion instead. It’s a bit ambiguous but I think after Morditas was frozen Yrun was both forgiven and punished by Heorot by becoming his son’s warden inside a prison of his own. Now Yrun is trying to stop you from freeing Morditas (Why? I don’t know as it is against what both Heorot and Morditas want). You defeat Yrun, who is glad to die free and retrieve the lance which will eventually set Morditas free (after he thaws off camera).

Chapter 8 - Lagon’s Blessing

Heorot holds out for you as you reach him just in time with the lance and once you get his blessing he dies. Now you need the blessing of the other gods, Lagon and Majasa (You need their blood actually). So, to the lagoon of Lagon you go. Being the God of Storm, he resides in the ocean, and you need to get to a ship; the biggest harbor and Lagon’s capital of Thetima is your best bet. You get to a Heoborean harbor (of a neighboring tribe), clear the pier from Rahyeh’s forces and catch a ride to Lake Liath (hey, that’s where the outcast hideout with the seer was, in Imperial Era). Logistically speaking however there is no direct water line from the Heoborean harbor to Lake Liath on the map and the closest line of water passes by Thetima to get to Lake Liath, the only way I can imagine is a hidden or underwater river under the mountains that leads directly to Lake Liath which is possible with the layout of the map and in line with how the harbor is in a cave and called Deep Harbor.

Once at Lake Liath you separate from Yulia and Grael with the plan to meet up in Thetima. With Heorot now dead Rahyeh is sending troops towards Thetima, against Lagon. Yulia plans on evacuating nearby villages, Grael will find out about some mercenaries Rahyeh might have enlisted (which he never discloses again, which probably means he took care of them) at the same time you will try and find Lagon’s right-hand gal, the Architect Liath. The one whose name is plastered all the way to Thetima, the servant of Lagon blessed with a portion of his power who acts like a pseudo prophet, a messenger between Lagon and his people. To seek an audience with Lagon you need to find Liath, and her tower is the best place to start.

When you arrive at her tower it is infested with Osprix. After dispatching them you meet Liath, who immediately shuts down any attempts to speak with Lagon and tells you to just wait out things in Thetima instead. She offers that if you must do something you should recover her records from her tower that she wasn’t able to take because she left in quite a hurry. Nothing you can say changes her mind to let you speak with Lagon, not the death of Heorot and not telling Rahyeh is coming to kill Lagon. She rushes off to report everything to him.

You recover her records from her tower and learn Lagon saved a young Liath’s life from pirates and bestowed some of his power with her, which she still hasn’t figured out why. Lagon is apparently prone to tantrums, sulks in his underwater temple a lot and rarely ever deals with his subjects, having Liath deal with everything. Liath feels like a glorified babysitter for a divine toddler who would level cities on a whim. Lagon is incredibly unpredictable and if Liath did let you speak to him it is clear he could try to kill you because he felt like it, or he could be so offended he could destroy Thetima, alternatively he would welcome you with open arms, give you his blessing and send you on your way; all equally probable.

You reach Thetima and meet up with Yulia and Grael. Yulia thinks you should find a ship willing to take you to Lagon’s Island and try your luck with Liath again, alone. She thinks just the presence of her, although they are friends, would be perceived as a threat by Liath.

You learn Thetima ships were grounded by Liath’s orders due to Rahyeh’s attacks coupled with Lagon’s increasing temper that is causing ever more violent storms. It would seem the economy of Eterra is spearheaded by the Trade Princes of Maj’elka who uses a mix of land and sea trade routes that converge on Maj’elka and Thetima respectively. With the sea routes now closed Rahyeh’s attacks are now causing people more suffering than just on the battlefield.

You find a captain willing to take you and wouldn’t you know it, his name is Harton. What are the odds?

Once you get to the Island of Lagon you are attacked by Meruna, Lagon’s equivalent to Osprix/Nagasa/Wengari. They mostly look like isopods (like the Pokémon Kabuto if that helps you not google it) though sirens are also a type of Meruna, and unlike their counterparts they don’t seem to have much free will (such God of Freedom, much wow), they seem to be bound to Lagon’s will (this is further cemented later in an alternate timeline you visit). On the island you help a stranded captain who’s lost his crew to sirens and a Trade Prince by finding his lost employee. That same employee had lost his brother to Osprix and had been depressed lately; you cheer him up with his brother’s favorite meal and he decides to quit so he can explore what’s west of Westeros- I mean Eterra. You find two halves of a moon fragment and placing them on altars opens the way to Lagon’s temple. (1.1.7.2 Edit: So long the most inconvenient part of the campaign, you will not be missed)

Despite Liath’s warnings you enter the temple and Lagon attacks you with his tentacles now, in addition to Meruna he controls, not a good sign. After going through the many layers of the temple you finally reach its architect, Liath. Liath knows how to talk to Lagon to minimize his outbursts and cannot risk an outsider to trigger a tantrum by upsetting him. She even decides to withhold information on Rahyeh and Heorot at the risk of him destroying Thetima, enraged by the whole ordeal (He actually does this on one of the alternate timelines you visit later on). Liath is a very overprotective babysitter that cares deeply for Lagon and her people but doesn’t understand the stakes and downplays them. In the end both of you realize you can’t persuade the other and come to blows which ends in your victory and her death. Liath was trying to protect everyone but ended up protecting no one.

You reach Lagon and your chat doesn’t start until Lagon deems you worthy to speak. Once your skills entertain him enough you plead your case. He is unphased by Liath and Heorot’s death and hopes Rahyeh would kill Majasa next, feeling safe from his attacks underwater and commenting Majasa is exposed in her desert. He scoffs at your murder of Liath implying she cannot die without his will, that her life belongs to him. (Could an older Liath be the Outcast Queen as the outcast townsfolk speculated?) He is amused Heorot gave his lance to such a small mortal and for that alone he gives you his blessing along with a portal back to Thetima.

Back in Thetima Harton apologizes for leaving you there as he was attacked by Meruna (which Lagon would never have allowed them to do). His encounters along with your description persuade him to abandon his worship of Lagon (what little he had left of it), calling him cruel and unworthy of worship. Harton joins your crew for the time being.

Yulia is saddened by Liath’s death, the only one to be so, and is a bit let down you couldn’t persuade her (She is genuinely a good person, and you slowly see she’s not the type of person to blindly follow the emperor). Grael on the other hand decides to gather up an army to face Rahyeh, while you go ahead to Maj’elka to get Majasa’s blessing. To get there first you, Yulia and Harton, head to Soreth’ka along the sea trade routes (now open) with the help of the Trade Prince (Melvern) you helped earlier.

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Chapter 9 - Sands of Majasa

Soreth’ka is a small town only known thanks to being on the trade routes. Here you can find the Sapphire Nagasa, the scholar caste, the only town they can be found outside of their temples and usually the friendliest of the bunch. You can identify the caste of a Nagasa by the appropriate gems imbedded on their skin. A Sapphire Nagasa named Saazhar assists in pointing you in the direction of a caravan service that can take you to Maj’elka. Unfortunately, the Osprix started their assault towards Maj’elka and have already destroyed the caravan. This means you will have to walk to Maj’elka even passing through Scalebane territory. Scalebane are a group of gloried bandits that started out as a rebellion towards the Nagasa’s rule in Maj’elka that became corrupt as well, now collecting “protection taxes” from the people.

While you head on your way Yulia stays behind for various reasons. Being chieftain, she must announce her arrival, must find coin to pay for your travels and find out about key traders that you can offer protection to, to leverage some pull in the city. Harton on the other hand has his eyes opened to the ways of the gods and needs time to process things after hearing about Rahyeh attacking Soreth’ka’s caravans, a small town with no military, were the gods always this cruel?

On your way to Maj’elka you free a Scalebane prisoner named Zerrick (Coincidence? I think not). He offers his assistance in exchange for his rescue. You bond immediately and journey to Maj’elka together. While Zerrick approves of the idea of the Scalebane, their recent actions and direction have him riled up as they should be for defending the weak, not exploiting them.

In Maj’elka things seem dire. It is a city made up of both slums and roads paved with gold, side by side. The Scalebane have gathered support from the merchants in overthrowing Nagasan rule and are preparing to make their move. The Nagasa on the other hand have grown more selfish and bitter towards humans, they’ve surrendered the slums and lower districts to Scalebane and closed themselves off in their temple. For the change in Nagasan attitude many blame the new Vessel Maiden, Apophis (the same Nagasa who you know has been told about the void by Julra and did nothing about it). Much like the other gods Majasa also plays favorite with her subjects, preferring to do her dealings with only certain matrons of the Diamond Nagasa (upper-class caste). Among them a Vessel Maiden is picked, a figure head that relays information to the public much like Liath for Lagon only with less autonomy or power. Not only that but the Vessel Maiden is a sacrificial role that one day will be killed off to empower Majasa, lengthening her life and power (Something Apophis hoped to prevent). Apophis addresses the crowd and talks about her freedom drawing near suggesting she has plans to escape her glorified slave position.

With the Temple of Majasa closed to the public for the first time in their history, you are forced to find alternative ways and who better to ask than the master of alternative ways, Zerrick. Though Yulia doesn’t trust him, she trusts you.

Well, Zerrick has a brilliant plan: kill off the head of Scalebane so Zerrick can be the new leader and steer them in the right direction, which after your help will be towards getting you to the Temple of Majasa, simple.

You head to the Scalebane occupied slums where you take out a Ruby Nagasa (warrior caste) that was left out of the temple and was taking his fear out of the poor people there. Once you reach the Scalebane leader you find out he’s been replaced by an Emerald Nagasa (lower-class caste) in disguise, which explains the escalation of their brutality. The only threat to their plan was Zerrick, which they had captured for questioning. You also learn the Nagasa and Vessel Maiden Apophis are not on good terms, while the Nagasa want the ritual of her sacrifice to occur for their goddess, they figured out Apophis is delving into forbidden magic to delay it. They figured out she hired a Rogue that fled the city whom they secretly pursued but lost the trail of in the Ulatri Cliffs (if you are the Rogue player, it’s because you went to the future there, if you are not then this probably means the other playable classes are also around the world somewhere and the rogue probably evaded capture and disappeared. This sort of implies to me that you live through an alternate timeline every time you play with a new character, just one where the events play out exactly the same except for the changes in your character).

So now that Zerrick is the leader of the Scalebane what’s the plan for getting into the temple? Why, stealing a giant Eagle from the Osprix nearby and flying onto the temple, of course.

But before all that you have to choose between two opposing factions that hold power over the city. The Merchant’s Guild could be a fine choice for those who seek power in connections and trade. You already have a foot in them since you helped one of their trade princes (Melvern) and took revenge for their caravan that Rahyeh assaulted. Or perhaps you are a lone scholar that wishes to search the stars for patterns you could discover and mold into your own prophecies, if so the Circle of Fortune will welcome you.

After you make your decision, you make way to the Osprix camp. To get there you go through the Oasis and run into a woman named Mahraan Zabat (probably the mother or ancestor of Rouj Zabat, the imperial historian we’d met), she is a Scalebane that is glad Zerrick is in charge now and wants your help with clearing the Crystal mines so they can restart their mining operations there (A different mining operation to where they eventually found the Titan). After the mines, you reach the Osprix camp and steal a giant eagle Zerrick named Talon. Zerrick used to try to fly Talon when he was selling weapons to the Osprix (as one does), one of his infamous immoral yet profitable ideas. As Zerrick puts it; not the current Osprix, mind you, the former non-genocidal ones, coups aren’t cheap, you know. You fly Talon towards the temple before getting shot down and crashing on the temple roof (RIP Talon).

You part ways with Zerrick as he will head to the gates of the Temple to open them to let people in and finish his coup while you go inside the temple to confront Majasa. The temple is crawling with all types of Nagasa who are trying their best to stop you from reaching Majasa. When you reach her chamber, it is Apophis you find instead, after you take down the Nagasa defending Majasa, Apophis calls out to Orobyss and brings in the void a century too early. You pursue Apophis further into the temple to witness her and Majasa both cut loose and talk down to each other. Apophis is breaking the cycle of Vessel Maidens who sacrificed their lives for Majasa to live. She uses the void to corrupt Majasa with the torment of the Vessel Maidens she’d consumed.

You are forced to defeat Majasa and use her blood to get her blessing. Now, Apophis is your priority since this whole journey is about stopping the void and she clearly has information you need, not to mention power over the void which makes her a threat you need to eliminate.

Unfortunately, when you pursue her further, she uses the power of the void, power Orobyss showed her, that she uses to drain the Epoch and uses its power to transport herself to the Ancient Era, dragging you with her.

Chapter 10 – The Observer

In the Ancient Era Apophis is always one step ahead of you, and you are a stranger in a strange land. The desert you once knew is a lush oasis full of life. You navigate through the crystal cave (the mines you knew, now teeming with ancient life) and fungal tunnels in pursuit of her, following the void trail she left behind. Yet, you feel a presence watching you, observing your actions. This observer seems to be more intrigued by you than you are by it.

At the mountain that will one day hold the Last Refuge, you meet this mysterious Observer in a projection. Their voice, their visage are all too familiar to you. They are clearly Orobyss. But this past version of him is peaceful and restrained. Allowed only by a projection to see the world, he is imprisoned by Eterra at her temple in the sky but seems unbothered by the fact, even complacent. He is curious about the world his sister created and fears he may undo her work unintentionally. He is more intrigued by the mystery that surrounds you than the answers to the fact. He does not wish to intervene or alter your fate. Instead, he cares for a wounded animal on its deathbed, injured by Apophis’s wake, while you chase her up the mountain.

At the mountain peak you face Apophis who misguidedly accuses you of destroying the future, a lie probably given to her by future Orobyss so she could change his fate along with hers. Upon her defeat Apophis realizes she needs the direct help of Orobyss who she believes is trapped in the temple in the sky, so she heads there. She collapses the caldera making you fall down the mountain to stop you, but it only slows down your chase after her.

Inside the mountain you realize the hollow coves that would later become homes to the people of Last Refuge were once home to a hive of giant insects known as Draal. You take out their queen which has a carapace that looks oddly familiar, like it could be a onesie for the skeleton of an Imperial Zerrick.

Upon conclusion of your casual genocide of a whole race for no good reason other than self-preservation after (unintentionally) invading their home, you find yourself out of the mountain and on a coast. The Observer’s projection is there and so is the dying creature he is trying to soothe. He is content with nothing, even with not having a name, but thinks the creature might want one. He compassionately names it Oro if given the chance, then proceeds to end its suffering by erasing it from existence, returning it to the void. He saw it as cruelty that it was even given life to begin with, no matter how beautiful that life could have been and he sees it as kindness to spare it past and future pain through the means of ending its existence via the void. (A sentiment that could have made Orobyss a neutral villain if not for the future weaponization of the void) He implies he is allowed to do this by Eterra only if it is an act of mercy. He is the Observer of the flow time and erases flawed or broken paths in Eterra’s design, but is usually kept hidden, called upon sparingly.

Though he won’t be alone for long as Apophis is determined to reach him, thinking he is the version of him she knows. To keep things balanced, as she has a head start, the Observer suggests using a Titan, a Farsight Turtle that bears his blessing to take you across the water to a village that can aid you. He pleads you do not catch the woman too soon as he enjoys your company and knows you’re only here for her.

Before you take him up on his offer you take a minor detour to talk to a Meruna on the cove and give him some honey you found. They are apparently tasked with keeping child Lagon happy so he in turn can keep humanity happy, a task given to them by Eterra. Lagon is not permitted on land it seems and depends on the Meruna to bring him exciting stuff from the surface to keep him happy. The mischievous Meruna are determined to find better and better things to make Lagon hooked on their help even more. This one even tries and fails to compel you into taking control of your mind, a trait that will eventually be perfected by Siren Meruna.

Taking a lift from the Turtle Titan, you arrive at a small village called the Garden. Its inhabitants are Wengari, Nagasa and Osprix who all apparently once lived in peaceful coexistence. You even find that Wengari hunter Skarven Bloodhorn that helps you hunt the rift beasts you encounter.

Talking to a few of the villagers you learn that the gods did not slay the Dragons after Eterra’s disappearance but instead were ordered by Eterra to slay not just the Dragons but also Titans and other beasts that might harm her precious humans. This was all part of the preparations she had planned to introduce humans to the world she created. That the gods would welcome them all. This also makes you realize for the first time that Eterra probably did not create all life, presumably the Titans and Dragons were not part of her design.

Speaking of the Dragons you also learn that some of them are not mindless beasts, that they can walk on two legs, speak intelligently, gather cults, perform and teach magic that defies Eterra. These smarter dragons know to hide from the gods in far off settlements. This revelation means some of the people we’ve met could have been dragons in disguise, moreover this knowledge implies that dragons are the source of necromancy in the world, teasing that some of the emperor’s power might be their doing.

In this village you also find an Osprix woman in need of your aid, her love interest hasn’t returned from a scouting mission against the dragons, she worries he might have sought out a fight for either material gains or glory. The truth however is that the Wengari man wanted to earn her love and convinced himself he needed to be a better hunter like Skarven Bloodhorn.

After helping the cross-race lovers to reunite and open up to one another, you carry on your task of reaching the temple in the sky. The elevator tied to the chains that hold the temple in the sky are your best means of reaching it, unfortunately a nest of dragon eggs is blocking the chains from moving. It seems dragons breed too quickly, and their nests transform the land around them into a suitable habitat that is unsuitable for any other living being, that is why Eterra sees them as a threat to her humans.

After destroying the ice and fire dragon eggs that block the elevator, you ride it up, only to have it frozen midway by an ice-breathing dragon. Such a nuisance to have the parents of the babies you murdered come after you, right? Anyway, you kill both the ice and fire parent and walk the rest of the way.

You reach the temple and while it is pretty, it is mostly empty. Other than its defenders there are no humans to find. Going deeper you find more architecture but further emptiness. In a hall of statues, you hear Eterra’s voice on what purpose she bestowed upon which god in her world in service of humanity and which pitfalls they have to watch out for. She talks about herself as the Goddess of Creation, the mother of gods and the architect of the world but says she is only the steward of humanity and their legacy. As for the Observer, he is the God of Fate and Time and Eterra fears what he can do as he can erase everything that she has created but wants him around as he is her brother and the only thing left of a bygone era. The Observer himself pitches in calling her world beautiful, saying that he will never leave the temple, for he does not want his sister to fear him.

Further in the temple you find the Hall of Preservation, preserving people, humans, in crystalized cocoons. Here Eterra tells you the biggest retcons- I mean secrets that were subtly hinted a full five minutes ago. She did not create humans! Or Elysians as she called them. They had unimaginable power. Power that in a reverse Uno move had actually created her. ヽ(°〇°) ノ Not just her but her brother and their other siblings too! In a reveal that totally does not contradict the opening cinematic -just trust- Eterra and the Observer were not alone in the beginning. Humans, these Elysians, were wiped out by the Void Calamity, the mysterious new threat that they had a part in creating and will inevitably be the bigger threat you have to stop. A few thousand survivors were all Eterra could save. And in order to stop them from repeating the same mistakes, she wiped their memories so she could guide them to the right path as their goddess (Huge red flag girl.)

So good news players, this means you can have new Eras to travel to that are further in the past than Ancient Era. (But at what cost? As much as an expansion, I suppose)

The teleporters you use, speculated to be made during the Ancient Era, are already present at this time, scattered throughout the world. With not even a hint towards their existence it is clear that whoever the Elysians were, were probably the true architects of these devices.

You finally reach the Observer’s prison just in time to find Apophis utterly confused that the Observer is not Orobyss. She reveals all that has been said to her, how you, the traveler, will lead all to the void and bring ruin, and she had to free Orobyss after freeing herself to stop you. In an attempt to remind/convince the Observer what she’s talking about; she shows him the destruction that is to come. The Observer is overwhelmed seeing fate’s design for the first time, of the future that inevitably leads to ruin. As the God of Fate, he tries to change it and fails, then again and fails again. Over and over again in a matter of seconds. As the God of Time, he tries multiple solutions at once yet all lead to ruin, all lead to the void. This brings him the revelation that he cannot change fate for he cannot change himself; this was fated so it must happen. As the God of Fate it falls upon him to ensure fate is enforced. That is why he cannot change it- for his future self is also trying to make the opposite happen at the same time. So, the logical outcome is to become that self, naturally, as it is inevitable, fated.

Even with your attempts to calm him down things fall of the rails and Eterra has to step in, imprisoning his brother in a lotus shaped cocoon. The Observer pleads at first saying he could erase this timeline and start over with his sister, but his cries fall on deaf ears. Driven mad he yells in vain that Orobyss -his newly chosen name- shall remember this, showing you that Orobyss is inevitable.

Apophis apologizes, she was being manipulated, was told that you would corrupt him. She was here to free him from that fate. But ultimately, like a Nagasa eating its own tail, it was Orobyss that corrupted Ouroboryss. (I’ll see myself out.)

Eterra shares that Orobyss is the darkest impulses of his brother manifested, and her lotus prison would not hold him for long, that she can feel it strain even now as his transformation continues. As fate had led the two of you here, she knows he will definitely be free one day as the God of Fate, free to orchestrate all of this. Eterra also blames herself for not keeping him from surrendering to despair but does not blame either of you. She asks you not to blame Apophis as well. And you forgive her. Without her garments, it is apparent and will become clearer with time that Apophis is the Oracle, the Nagasa who assisted you in the Imperial Era.

The Epoch is the only part of the Observer Eterra could save from corruption (he is after all, the God of Time), and it is probably these echoes of the Observer you heard in the Ruined Era before you formed the Epoch. Eterra broke the current Epoch off screen in front of your eyes into three parts and plans to scatter the pieces possibly entrusting them and this knowledge to a group of people later to be called the Keepers (just a hunch). Because she has eyes, she knows that eventually the Epoch will make its way to you. It is the last remaining hope left from the Observer and your key to defeating Orobyss.

Now Eterra must channel all her power into the prison to keep Orobyss contained for as long as possible. Doing so means she can’t keep her temple afloat anymore and it will fall down from the sky.

Eterra remarks that fate cannot be stopped, only delayed. And delay it she shall try as her final gift. As the temple in the sky falls you save yourself and Apophis by using the Epoch to travel through time.

You arrive at the End of Time once again, but alone. Apophis apparently slithered away in shame to sulk, but the Forgotten Knight is keeping tabs on her. She has to process everything and heal before she returns to her time and becomes the Oracle. Talking to her in the End of Time reveals that Majasa was the Goddess of Change and as such was expected to pass down her power to her daughter making her the new god. The original Majasa did so and so did her daughter and granddaughter. Along her lineage one daughter refused to let go of their power and consumed their own daughter to stay young and alive thus corrupting the whole system. That is how Vessel Maidens came to be, they were never meant to exist. That is why Apophis rebelled against her ancestor, the Majasa you saw, Apophis’s who knows how many greats grandmother. She apologizes for the part she played in Orobyss’s scheme and thanks you for saving and sparing her.

You now know how Orobyss came to be but not how he got free, the lotus prison you found in the Ruined Era was already open which still leaves the mystery that ties it to the Imperial and Divine Eras. But that is a story for another time. Chapter 11, most likely. Until then the Epoch needs to heal the damage it took from Apophis. This healing will likely last until the next chapter releases.

And how will you regenerate the Epoch? Why playing the endgame, of course (not really though, it’s just a story beat to explain why the story so abruptly ends for people who play the game before they finish the story. Supposedly living the events of the alternate timelines to fix their doomsday scenarios, one echo at a time will help the Epoch heal).

Now you can venture into the monoliths, which are alternate timelines that ended their world in a doomsday scenario leaving only the husk of their world stranded in the End of Time. Each timeline (these are not multiverses but timelines) empowers your Epoch with a blessing of your choice. While you try to save these timelines the Shade of Orobyss (fragments of him scattered in across the timelines) tries to stop you.

So that’s the story of the main timeline in Last Epoch as of patch 1.3 (started in 0.9.2F).

Unfinished Story

Before I talk about the stories of the endgame, I want to point out the unfinished threads in the main storyline that will most likely be filled in later chapters or expansions if they ever come:

  1. The Origins of the Dragons and Titans, the hidden dragons disguised as humans, and what part did the dragons who are the source of necromancy play in the Empire’s rise.
  2. Elysians, the Calamity and the previously non-existent siblings of Eterra and Orobyss. In all honesty this is most likely setting up what happens after chapter 12 when we eventually defeat Orobyss and need new direction.
  3. The fate of the Last Refuge and the world in Ruined Era.
  4. The story behind how Orobyss got free from his lotus prison and his end/return to the light side.
  5. The emperor’s true identity. So, let’s talk about it: I think the most obvious theory is that your player character is the emperor, at least an alternate version. This is most likely a red herring. Normally I would argue about the emperor recognizing you but after 1.0 it is really unclear if he does or not. Before 1.0 I thought Morditas was the emperor as I thought that’s where his story headed leaving his thawing a huge cliffhanger and whatnot but after the changes with 1.0, I think Grael is being set up as the emperor. The main reason for this is the emperor’s voice lines have changed and are now the same as Grael’s (at least I think they are the same person’s voice now) and the added cinematic after retrieving the lance suggests Grael to be integral to the story (it doesn’t even show an ominously frozen Morditas). Yulia was now also left out of the time travel conversation loop where Grael still finds out, making him privier to sensitive information. A more concrete clue would be to ask how Lagon died before Imperial Era (Thanks Thirteenera on Reddit for pointing it out). The emperor is said to have killed gods, with only Lagon and Rahyeh left when you last see them, for this statement to be true Grael has to be with you when you take down Rahyeh, and Lagon has to be killed by Grael at a later date as you don’t kill Lagon in your encounter. Though this all could be just a legend, or it could really be you, the killer of Majasa.
  6. What happened to Morditas after being freed?
  7. The conclusion of Rahyeh’s war.
  8. Chekov’s Lance being used. (On Rahyeh or the Emperor?)

There are also some lingering questions, some minor story beats or points of interest that could show up:

  1. Like a ton of named locations on the map that you never see or hear about (Vur’kaur, Skaren, Skalnir and Argentum to name a few) not to mention a whole right side of the map covered in shroud (expansion content after launch maybe?). Though each new patch more and more NPCs reference new locations.
  2. As I said before, why does Yrun try to stop you from freeing his (former?) master?
  3. How did Grael get into Farwood without the horn? We will probably never know, just chalking it up to a perk of being Heorot’s champion.
  4. Orobyss is the source of void magic, and the dragons are the source of necrotic magic what else can we learn about magic?
  5. I also felt like there was a story about why Lagon chose Liath, something in his past that tugged on his heartstrings that we would find out in the Ancient Era. But there were no people living in that era and Lagon was just a child. But there is something about Liath that Lagon says sounds suspicious, about how she can’t die without Lagon letting her. Could Liath be the Outcast Queen?

I think (and this is pure speculation):

Chapter 10 will have you chase after Apophis into the Ancient Era where you will meet Eterra and learn about Orobyss and the Epoch from her. (1.3 Edit: Haha, nailed it.)

Chapter 11 will see you return Apophis to her home then head to stop Rahyeh’s assault on the Temple of Eterra in the Divine Era (which is still unresolved). It is possible that’s where and when you’ll bring Rahyeh down (without the lance and get his blessing) as you’ve already been to his capital. You will also maybe encounter Morditas along the way and probably witness the transformation of the emperor (whoever he turns out to be) upon the corpse of Rahyeh through assistance or trickery by the hidden dragon folk. Then jump forward in time and confront the Emperor in the Imperial Era with the juiced-up lance after freeing Yulia and witness the opening of the lotus prison upon his defeat.

Chapter 12 will see you chase the God of Time across all Eras (maybe even a new one -steampunk anyone?-), closing off any loose threads along the way with a final confrontation taking place in the Ruined Era that ends with him becoming the Observer again thanks to the Epoch, thus ending the game fighting off against all 3 of its major antagonists back-to-back.

Endgame Content: Alternate Timelines

Now let’s talk about the stories of the endgame, starting with the islands of alternate timelines, each is its own mini story:

Fall of the Outcasts: The Emperor just Yolos and squashes the outcast rebellion even though that would end their future supply of living souls they need. The rest of the outcasts are captured, slaughtered and harvested to form one giant amalgamation of undead, ending the human race before the void ever comes. Even after defeating the Amalgam, all you can do is console the lost souls of Alric, the Outcast Queen and so many others as this timeline is lost.

The Stolen Lance: The weakest of the doomsday scenarios where Osprix raids the Wengari for the horn before you do and march on the Temple of Heorot and get his lance for themselves. You face off against the Osprix Argentus wielding the Lance of Heorot (without any blessing) and defeat him before things get out of hand. This timeline is saved.

The Black Sun: The Osprix become the only survivors of the void, corrupting them to greater power as you face off against a void corrupted Rahyeh. I think this timeline was lost regardless of your victory, long before you arrived.

Blood, Frost and Death: The Empire decides to add Wengari to their ranks (they actually have Osprix but not Meruna or Nagasa). The Blood Pact and The Frost Brand tribes of Wengari each fight off the undead separately as you decide which faction to help. The ones you don’t help end up an undead horde going on the siege of Heoborea where you try to save as many people from the Empire as you can. In the end you fight and kill off the invasion’s leader (who is none other than Formossus, the boss of Grin, whom you helped in the Soulfire Bastion) and free what remaining Wengari are left alive who are forced to abandon their homes but live. So, this timeline was… saved?

Ending the Storm: In order to defeat the Osprix, Lagon does what Liath feared and washes away everything, friend and foe alike, destroying Thetima. You go to his island to face him and depending on passing a persuasion check fight Liath on the way or not. You kill Lagon to stop his rampage, saving this timeline, sort of.

Fall of the Empire: You get to see what would happen if the Empire lived on to the Ruined Era. You try to save everyone while imperials cling to survivors for essence and the void clings on to both to corrupt. The emperor is long-dead and a corrupted Harton is in charge. Yulia helps you until her last breath, until she cannot fight her corruption any longer and asks you to kill her. This timeline is lost to the void.

Reign of Dragons: What if the gods didn’t kill the dragons and they lived through to the Divine Era. You are tricked into believing Heorot joined the dragons and rush to smack some sense into him only to discover the dragons have already won this timeline and dispatched all the gods. You try to prune a few dragons and their eggs, but they are countless now. You even take down the dragon who is probably the source of all necromancy but killing that dragon does not save this timeline infested with the lot of them.

Spirits of Fire: In an alternate Imperial Era, Maj’elka has been destroyed by undead shamans who just want to watch the world burn. The people of Oracle’s Abode are not going down without a fight though. The Shrine Maiden you once helped uses the power of the water tablet you gave her to douse the fires stopping you from gaining access to the only Pyromancer still left in the city. After stopping him you rush inside the mountain to deal with the shamans’ minions then to its caldera to stop the shamans’ ritual from unleashing volcanic eruptions that could cover the world in ash. You save this timeline with overwhelming success and no human casualties.

Age of Winter: (lol I just realized the island looks like a snowflake) In this timeline Heorot is forced to kill Rahyeh before he kills him and is driven mad by his guilt (the alternate interpretation is he is just randomly evil in this timeline). He freezes off the dunes of Maj’elka destroying the city and the waters of Thetima sending Grael to conquer it. You kill Grael as he is blindly following Heorot. You are eventually forced to kill Heorot in one of the best boss battles in the game (imo). Even in this timeline Yulia is an angel, trying to stop her own god’s destruction. You save what’s left of this timeline I suppose.

The Last Ruin: The void reaches an unprotected Last Refuge as many people succumb to the void including a willing Elder Gaspar that you have to stop. You are able to save Elder Erza and a few others, so I guess you saved this timeline. This timeline, along with the Fall of the Empire and Age of Winter, shows you that among all the people you’ve met, Yulia had the strongest will and was the purest of them all. It is clear from these timelines that your timeline’s undead Yulia was never an agent of the emperor, she was always a spy to keep close to him to one day take him down.

Patch 1.1 Endgame Content: The Harbingers
After you have travelled enough timelines and restored them you are ambushed by a Harbinger and are forced to defeat it. Upon its downfall the forgotten knight at the end of time who refused to help you other than provide some information thus far is stunned to hear of your accomplishment. She had assumed harbingers could not be brought down and each harbinger kill fills her with more hope as she progressively becomes more and more helpful.

You learn that she too was once a Harbinger, a servant of Orobyss, his generals, under the command of their highest ranking one, Aberroth, Herald of Oblivion. Each Harbinger was once a traveler like you who fell to despair and decided to swiften the inevitable end by accepting the power Orobyss provided, so they could stop travelers from slowing the process. Before you, all she had was remorse for her actions, wanting to forget everything, now she has hope.

Eventually she saves someone named Pen from becoming a Harbinger, right before he falls to despair too by giving him the hope you gave her. Probably unlike her, Pen was never knighted, deflected before he finished his training under Rahyeh’s Army. Perpetually a squire now, he seeks to serve the Forgotten Knight.

During your travels you also saw the corpses of those slain by the Harbingers’ hands but could not understand what they were until now. When sufficiently powerful warriors were slain by them their armor would be infused by the same energies that gave them power, wrapped in the lingering despair of the Harbingers’ aura. These Nemeses are animated remains of fallen warriors fueled with a lust for revenge but unable to distinguish friend from foe in their wrathful state. Destroying these animated sets of equipment is not easy as each time they come back with a stronger lust for destruction, with better infused gear but eventually you are able to end the suffering of the spirit within and put the culled enchanted items to better use.

After killing half of the Harbingers, the Forgotten Knight shares with you that Aberroth wasn’t a cruel man before he began serving Orobyss. Once they shared a common goal, her path led her off the road and his took him deeper. He let the void fill the emptiness hope left in his heart, hoping to feel whole when everything goes to ruin. He is now stationed at the Alter of Oblivion, protecting it. The place that corrupts travelers, which makes them Harbingers. Your end goal is destroying it, preventing new Harbingers from being made (until Orobyss possibly makes a new one).

After a while Pen recruits other hopeless people he found in the echoes, by giving them hope. Among them is Tristan of Wesmere, a disgraced knight who adventured in the echoes with his comrades until their numbers dwindled and his final friend challenged him to a duel to the death at the end. He fled out of cowardice but eventually reached the same conclusion, seeking to end his life in combat, only to be reminded hope was not lost when he first encountered Pen. While he had refused his duel to the death by fleeing, Pen did so by showing compassion instead. Another newcomer is Marcus, a man who was trapped alone in a small rock between echoes until Pen found him, wishing now he was on a much larger rock. For now, these men are called the Forgotten Squires yet slowly but surely, they will become the faction known to you as the Forgotten Knights.

Tragedy struck however, as when you return again you are shocked to learn that Pen has died. In your last visit you had noticed that the Forgotten Knight looked off, tired. You learn now that it was because of the guilt she had been harboring for her past victims from her Harbinger days. That shame brought her to the graves of her victims, and poor Pen who followed, died defending her when a vengeful spirit of one of her past victims reanimated an armor to strike her down, a Nemesis. In her grief the Forgotten Knight asks you stop pursuing the Harbingers as she feels it her responsibility and no one else should die for it.

But you don’t listen, and the Forgotten Knight thanks you for it. After holding a funeral for Pen, now Sir Pen -knighted posthumously-, she has come to her senses and ready to take down Aberroth. They’ve recruited new squires who are apparently training in the monoliths right now. After all that you’ve been through together The Forgotten Knight finally shares with you, her story. She had a sickly brother named Aterros that she took care of after their mother’s death. They travelled and fought the void together, never parting, until his death. When Eterra did not answer her prayers, she turned to Orobyss and her brother was resurrected as the first Harbinger, now called Aberroth. Devoid of his former kindness and warmth, she realized it had been a mistake, but still as a promise to always look after him she never left his side and became the second Harbinger. With that life behind her she wishes to finally put her brother’s soul to rest.

When only one Harbinger is left, The Forgotten Knight hints at a plan she’s cooking up with Gaspar but doesn’t share it until you take the final one down. That plan is do the same as you once did, to draw upon the power of alternate versions of herself to master a specialization. Unfortunately, since she’s already a Void Knight (a specialization of Sentinel) and an NPC as well; she can’t attune to anymore power, most likely because she is already the strongest version of herself. I mean she was a Harbinger for crying out- oh wait, she forgave herself and boom, new mastery. You too try to forgive yourself for more power, but nothing happens. The Forgotten Knight changed masteries before your very eyes, is now a Paladin and her name is Orenthia. You wipe your Tears of Envy on the countless Glyphs of Envy you used in coming here. It takes a patch but in the new 1.2 update you too can now change your mastery just as she did (This content was from 1.1).

Together with Orenthia you go to the Alter of Oblivion and confront Aberroth. First, he welcomes his sister then sends Harbingers your way to test your worth. While Orenthia holds off the Harbingers you face off against Aberroth. After a lengthy battle you finally defeat him. Then you destroy the Alter of Oblivion so now no new Harbingers can be made, which leaves you with the countless ones already made to deal with as you traverse more timelines. But unlike before there is now an end to them, there is hope, you’ve won, Orenthia is finally at peace. She tells you there are still echoes of his brother lingering in the altar. If you return to it, you should put the echoes out of their misery as they are nothing more than fragments of the real thing, scattered across time, now forever destined to be defeated.

Everyone back at base is in a celebratory mood and rightfully so. You learn more of Tristan’s past and even get to hear some of the poem Marcus wrote for Pen. The Forgotten Knights will thrive now as they continue their work in the monolith and so will you.

Patch 1.2 Endgame Content: The Weaver
Upon your travels within the alternate timelines you come across Tombs and Cemeteries that share the same pattern of design, separate from what you’re usually accustomed to. Inside them you always find fanatical writings praising a benevolent leader, a creature known as the Weaver.

Eventually you meet Masque, Acolyte of the Golden Silk, a spokesperson for the elusive Weaver. Through him you learn that the Weaver is a Titan who seeks to create a new world free from the Void and other imperfections. Apart from the Farsight Turtle, the Titans you’ve seen thus far have been nothing more than overgrown animals, while similarly the Weaver’s origin is a gigantic spider, she is more than her primitive counterparts that you’ve encountered. The Spider Titan managed to weave herself a silken web to protect herself from corruption and the void, and she managed to do this not once but in most of the timelines that fell to ruin. Each alternate version of her was capable enough to protect themselves from the void, so they hatched a plan to do so much more by joining together. They weaved themselves into a new body and made themselves into the Weaver.

The Weaver wishes to spread her woken silk and reshape the world in her image, free of corruption. Her designs are not flawless but the world she plans to weave must be. That’s where you come in. Her Tombs and Cemeteries of the Erased are parts of the world she reshaped, filled with her experiments and flawed creations. Her design must be perfected into flawlessness and it’s up to you to cull out her weak creations so only her greatest can thrive. The Woven, led by Masque, are her brood, the ones she had reshaped and was satisfied with, they follow her like a cult and praise her every word, they capture souls for her and wrap them up in Cocoons which you see plenty throughout your travels.

Clearly the Woven are a heretical faction that one day may be a threat themselves perhaps proven if they attempt to weave you into their view of perfection. But for now, they are harmless, and you focus on the greater threat, the common goal and achieve a symbiotic relationship with this cult.

(I have yet to finish all Woven Echoes or max my reputation so if anything happens later on, I will update this section.)

Thoughts on Act 10

First of all, I love the art direction. Everything looks so pretty. Great see so many voice-acting added even to past chapters.

Story wise, I love the new lore -maybe not all the retcons (depends on where they take it)- I especially love the new dragon reveals. Necromancy allegedly originating from dragons? Humanoid forms of dragons? So exciting.

I really hoped to see the young gods, it’s always fun to see characters you know in different timelines. Maybe see a tiny and cute Heorot and Rahyeh argue. Thought I would see a motherly Eterra instead got a robotic one, your interactions with Orobyss were what I thought it would be with her. She is more a villain than Orobyss at this point… and I love it. I wish the Observer wasn’t so quickly corrupted and Eterra wrongfully imprisoned him anyway further fueling his corruption inside the lotus prison. I mean it kind of hints at that but not entirely.

And Orobyss… well I love the Observer and love the whole fate, time and Epoch revelations. Going through my past notes, I realized there were so many fate references in the story before Chapter 10, so it fit perfectly. His corruption though went by so fast though that it felt unnatural. Fitting for a God of Time but not for the viewer. Kind of funny though that the God of Time hasn’t seen the future before someone showed it to him, but he could have just refrained from looking for his sister’s sake.

Also, I get that he is the God of Fate, and his name is a reference to Ouroboros (I like this direction too), but it is still a major Bootstrap Paradox to have him be the reason for his own corruption. The story could just as easily have been written as the Observer never being corrupted and the future version of the Observer made sure he stayed uncorrupted as that was his fate (which can still be the end case in a very long scheme if he does become uncorrupted eventually, stating he always had to be corrupted in order to be able to stop it afterwards). Unless you add an outside element in a closed time loop, the causality remains a closed loop but the shape of the loop -the way it will stay forever- is whatever the writer wants it to be and that’s why such major Bootstrap Paradoxes irk me. It’s the time travel equivalent of “a wizard did it,” justification. While it would been less poetic, instead of being manipulated by Orobyss, Apophis could have just mistakenly corrupted him with the same actions, and the paradox would be solved. Though yes, God of Fate story and all that, I get it, it’s fine. I appreciated what they were going for and it works for this story.

Closing Thoughts

Overall, I really love the story of Last Epoch. I’m a sucker for time travel stories and this one is really well written. I love how everything fits into the gameplay: your mastery, the arena, the endgame, chronomancers, idols, every dungeon mechanic etc. are all really well thought out and brilliantly weaved together. I love the work and effort that went into this game and can’t wait for the story to continue.

I have to be fair though. There are some minor problems I have with the story. Old chapters need some touch ups for one. Things like the Imperial Era being a series of coincidences, for example. Also, I would’ve liked to have seen more time travel used on quests, like the college of Welryn.

Source: I gathered my information for this post from playing the game, the map, quest logs, item texts, dialogue, official forum posts etc. all by myself. Even though I played the game a ton and can recite the story almost by heart now, I still went through it with a new character once more, very slowly and again once more after that to make sure everything was as correct as I can make it.

Thank you for reading this gargantuan of a post. Feel free to comment any part you think I messed up or forgot. I tried splashing some humor and commentary to keep the read light and fresh. Take care and have a nice day.

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Thank you very much for your work. My lingering question is why Yulia kept her human form after becoming undead, while Harton and Zerrick turned into undead mutants? Were they also human shaped undead in early empire days?

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I’m glad you liked it, I put way too much effort into it :smiley: My guess would be that Yulia never wanted to be undead and she only did so to keep an eye on the Emperor or to eventually take him down. She probably wanted to look more human so the people she possibly secretly saved from the Emperor did not fear her. Harton and Zerrick may have also been more gluttonous than her when it came to consuming innocent souls. They probably were more human like in the early days is my guess, Yulia probably took better care of herself as well, she seems more responsible.

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This is magnificent. Devs! PIN!

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By the way, this made me laugh. :smiley:

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HOLY mother of God.

Dude, you made a masterpiece.

DEV’S please take this post on your first page, or made a web book from this informations.

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So…is Gael actually going to become the Emperor or not. Waiting on conclusion of this, it was pointed out a while ago Yulias timeline is a bootstrap paradox regarding the Lance and she is different most likely as The Emperor (Gael) has some favour for her

This is a wonderful job, even more useful now that we are close to the 1.0!
Thanks a lot, friend!

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Great read and well explained. I was finding the whole story in game confusing. While I am still somewhat foggy on some things, as I go further into the game this will be a great reference point for me. Much appreciate the effort you went to ANGELCREST. Thank you.

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One piece of evidence that I think really supports Grael being the emperor is their weapons. While not exactly the same, the Emperor’s staff/axe is VERY similar to Grael’s.

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I am wondering if Eterra and Orobyss weren’t originally the same entity. Possibly their disagreement caused their two halves to split and resulted in Orobyss being interred in the temple once he inevitably started trying to undo all of Eterra’s creation due to his nature.

So after having jailed Orobyss, she left the existing world on autopilot and created a new world or a copy of Eterra. Only it doesn’t go according to plan and we have to bail her out, just in time for a future expansion pack?

ngl, i get the feeling Alric is the Emperor. He dies, as far as we know, only to be resurrected by Yulia (love interest of Alric maybe?) or the Emperor, becomes undead and rises to become the Emperor.

Ie. we help Alric to become the Emperor, who then knows who MC is and keeps Yulia under his control.

Everyone keeps saying Grael is the emperor (others saying it’s Alric or the player character) but I think it’s important to note that when you confront the emperor (1v2 fight with Zerrick/Harton) he doesn’t know who you are.

Personally I think the emperor is Morditas - the guy we freed when we took Heorot’s spear. He wouldn’t know who we were or even recognize us since we immediately left upon taking the spear. He’s also a demigod so he has a lot of inherent power right there. And he still fits neatly into the time travel story/trope of “person causes the events to unfold as a result of trying to prevent them”.

Also, the oracle that we speak to in the imperial era is definitely Apophis, right? She recognizes us and has the exact same pattern on her face and tail. Just look at Apophis and then picture her without the ceremonial garb and she’ll look exactly like the oracle.

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Normally I wrote Morditas as my emperor prediction, I still think he could be the emperor. I even had a whole paragraf of explanation why I think it was him and people objected :smiley:
But after 1.0, if he was I feel like the cinematic after taking the lance would be more focused on him than Grael. Like Orobyss would probably note something like, “the mortal thought the immidate threat was worse than the one he would unleash.” and imply Morditas as a threat instead he says something like Grael is more important to the story than you realize.

And yes the Oracle is definately Apophis they have the exact same yellow markings on their face, the same model, texture and even pattern on their scales like you said. On reddit someone posted a photo comparison and there is no doubt.

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Yeah the big mark against Morditas is definitely how little he’s been mentioned/shown. I’ve seen a lot of people say they’d be disappointed if he was the emperor because it wouldn’t have the payoff of a more well known character, and I can definitely understand that sentiment.

We do have 3 more acts, hard to say if that would be enough to have a satisfying build up if it is him. Guess we’ll have to wait and see!

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Do we know who/what the giant purple dragon is that is seen roaming around space in the End of Time?

I really enjoy the idea of the story, but I am also bummed that we don’t hop around time more to solve our moment-to-moment problems. After the initial setup, you follow a fairly-linear narrative backwards through time (call it “reverse linear”)":

  • Stuck in the Ruined Era acquiring the pieces of the Epoch.
  • Go back to the Imperial Era and spend a lot of time to stop the Emperor from presumably unleashing the Void, only whoopsie you’re missing a Spear you’ve never heard of.
  • Go back to the Divine Era (where you started) to get the Spear, get roped back into Rahyeh’s war. Now need to get a blessing from each God, willing or unwilling.
  • Current story ends with 3/4 blessings and another antagonist in Apophis at the last second. “Your Epoch is drained; better head to endgame to fix it!” cue endgame

I understand there’ll be more story chapters - and I’m excited to play them - but having waited to play the game at release, I would’ve expected some kind of resolution to occur in 1.0. Instead, Rahyeh, the Emperor, and Orobyss are all left unchecked, Apophis enters the stage as another threat to contain/deal with, and I’m left holding the bag. We (the character) aren’t even positive what we’re doing will ultimately succeed in achieving what we want to achieve, because as far as I understood the conversation Elder Gaspar only thinks the Emperor is at fault for the Void. He could be wrong, but I guess we’ll have to wait on that.

Knock Diablo IV all you want, but the Lilith storyline sees its conclusion in the base game. Will it unravel from its To Be Continued setup with Mephisto and the girl in an expansion? Probably, but the ultimate point is that you achieved what you set out to achieve in 1.0.

Last Epoch could’ve had a story that went above and beyond the genre norm, and there’s still time (no pun intended), but I’m still disappointed and left wanting in the present. Not everyone plays ARPGs for the story, so I get the impulse to focus on the endgame systems and whatnot, but it’s a blue-ball moment for people like myself who want to care about the crafted narrative.

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I feel like the biggest narrative thread so far is figuring out how Orobyss/the void made the initial incursion into the physical world. Originally it was thought to be a symptom of the Immortal Empire’s desperation to continue its existence, or had otherwise manifested during the Imperial Era (the note in the Fractured Drain hints at this). Then we get sent home to deal with the god problem only to find that the void had already been present in the Divine Era.

I feel like it raises the issue of why Orobyss keeps interacting with various people in various times if they are so confident that the void prevails no matter what. Then why keep interfering?

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I do not know, they added it in 1.0 no context. It’s the same model as a cosmetic. I play offline so I really have no clue about any lore on the cosmetic stuff.