
The Golden Age · Darktide, 1999 – 2004
The war was the game
One Asheron’s Call world had no safe ground at all. This is its story.
The legend
Five beats
- 1999
No safe ground
One world of six where every character is a player killer, forever.
- 2000
Blood rises
A guild unites under one name, takes Kara, and becomes the power to beat.
- Late 2000
The AB Wars
A frontier town becomes the battlefield of the age.
- Dec 2000
The oath
Blood kneels to Bael’Zharon at Kara. The antis swear to Asheron.
- 2001 →
The Last Stand
The guilds Blood broke band together, and outlast it.
Hotspots
The ground they bled for

Ayan Baqur
The richest, hardest-to-reach town on the map. The prize of the AB Wars.Walk the ground
Aerlinthe Island
Darktide’s one truce. When it broke, whoever held the ties held the island.Walk the ground
Kara
A hidden mountain town that became a capital, and heard the oath to Bael’Zharon.Walk the ground- ArwicThe crossroads of Darktide’s earliest great battles, until the world wiped it away.
- The Black Spawn DensFor one summer, the fastest road to power, garrisoned like mines.
- LytelthorpeThe summer a PK monarchy moved into a starter town’s castle.
- Fort TethanaA frontier refuge, and the night players were thrown into the sky.

The Chronicle
Five chapters
- How Darktide workedPermanent PK, real losses, and ground worth bleeding for.→
- Monarchies and allegiancesPKs, antis and neutrals, and the banners that rose out of them.→
- The AB WarsA frontier town, a lifestone raided every twenty minutes, and the season that made Darktide’s name.→
- The oath to Bael’ZharonThe developers sent a villain into the world. On Darktide, a monarch knelt to him.→
- What ended itWalls, a war won too completely, rewritten rules, worn trust, and in 2017 the lights going out.→
- Timeline1999 to the last night, 2017.→
Every claim is labelled by its source and side. How we know
