====== The Story ====== They say the continent once counted its wealth by the sound of coins striking stone. Caravans crossed it like veins, ports glimmered with lantern light, and the merchant kings of old measured power not by crowns,but by contracts sealed in wax and blood. Every road led somewhere profitable. Every city left its mark on the maps. //No one living has seen those maps.// What remains of that age is scattered. A collapsed toll gate swallowed by moss. Vaults whose locks still hold though the walls around them do not. Names etched into marble that no one remembers honoring. Civilization did not end here, but it shattered, and the pieces never quite fit back together. Then came the **Time of Darkness**. No bell rang to announce it. One evening the sun sank as it always had, and the next morning never arrived. Days blurred into a long, starless dusk. Crops withered in frozen soil. Seas grew hostile and strange. Entire towns packed what they could carry and vanished into the cold, leaving doors swinging in the wind. Those who survived remember sickness that moved faster than caravans ever did. Coughs that turned black. Fevers that took families in a single week. Blame has many names. Some say the wizards reached too far, trying to bind the sky itself, and tore something vital loose. Others whisper that the gods were angered by mortal greed and turned their faces away. A few claim the sun never left at all, that something simply stood between it and the world. No record agrees with another. Many records contradict themselves mid sentence. Eventually, light returned. Not suddenly. Not mercifully. Dawn crept back like an intruder, pale and unsure, as if testing whether it was welcome. By then, the old world was already gone. What followed was rebuilding, not recovery. New towns rose atop old ruins without understanding what lay beneath them. Stone from fallen temples became taverns, walls, and watchtowers. Ancient laws survive as customs whose origins are no longer questioned. Children grow up hearing the same half stories their grandparents did, each retelling adding a little certainty and losing a little truth. Sancremath is alive again, but it is not healed. The past still leaks into the present through broken seals, restless magic, and roads that lead to places no one meant to rediscover. The gods are quiet. Wizards are watched. History is treated like a dangerous animal. What you uncover, what you choose to believe, and what you leave buried will decide whether Sancremath finally remembers what it was… or repeats it. Welcome to the ruins.