The banners of Solamir gleam beneath the sun, their golden cities alive with song and harvest. For nearly three centuries, the Age of Kings has endured - an era of order, trade, and uneasy peace, bought with the blood of forgotten wars. Yet beneath the gilded calm, the earth begins to tremble.
From the Greenkeep come tales of trees whispering in dead tongues and beasts that move without wind. Rangers vanish along the northern borders of Etherion, and the cold streams that flow from the Blackreach into the Auriel Vale run dark with ash and strange silt. In taverns, old soldiers speak again of the Forsaken - the dark gods said to stir when the world forgets its fear.
Beyond the borders, the fortress of Morghast stands silent and sealed, its black spire glimpsed once more through the mists after an age of absence. Priests of Liteon preach faith; scholars of Ormaz dismiss it as superstition. Yet even within the marble halls of Solan Auriel, dreams of crimson moons and burning fields spread like fever.
No one dares speak the word aloud, but the wise - and the doomed - feel it stirring in their bones. Something has awakened in the north. The Age of Kings begins to wane... and a shadow gathers beyond the Greenkeep.

Death's Omen (DO) is a roleplay-intensive, text-based fantasy experience set in the original world of Kai'lar. Upon its predominant continent, Athera - a vast, perilous land where ancient powers still shape the fate of mortal souls - kingdoms rise and fall beneath the gaze of living gods - the Bright and Forsaken Eternals. It is a land of golden mountains, deep forests, and wide kingdoms, filled with men, elves, dwarves, and creatures both noble and wicked.
To the north lie the ancient realms of the elves and dwarves, their hidden halls echoing with the memory of elder days. To the south stretch the burning deserts of Meltarra, where the twin dragon cities rule in splendour and blood. To the east lies Umbramor, a colossal gorge of ruin - a scar of blackened stone and shadow left from the fall of Everon. And to the west, beyond Solamir's fertile plains, the sea breaks against the storm-wracked cliffs of the Sunspires, where the light of the world first touched the earth. The Eternals once walked openly here, and though the world remembers peace for a time, that peace is fragile. For Athera bears a wound at its heart. The necromancer Draknaron, though seemingly diminished, is not gone. His whispers and servants fester in hidden corners, and the old powers begin to stir once more.
Once again, kingdoms must decide who they are. Will men rise to reclaim the glory of their forefathers? Will elves stand aside or intervene? Will dwarves hold to their halls or march to war? This is Athera, at the precipice - where the smallest choice may shift the balance toward hope... or toward the shadow that seeks to claim all.
RPI MUDs represent a distinctive subset within the broader category of text-based online role-playing games. These MUDs are characterized by an unwavering commitment to immersive role-playing experiences, often featuring intricate narratives, detailed world-building, and player-driven storylines. One hallmark of RPI MUDs is the minimal allowance for out-of-character (OOC) speech within the in-game environment. Players are encouraged to maintain a strict separation between their real-world personas and the characters they portray, fostering a deeper sense of immersion. The emphasis on in-character communication heightens the realism and authenticity of interactions, as players navigate social structures, political intrigue, and interpersonal relationships solely through the lens of their in-game avatars.
Another hallmark of RPI MUDs is the implementation of permadeath, a distinctive feature that significantly influences the gaming experience. Permadeath involves coding in the MUD that can lead to the permanent destruction of a character during the course of gameplay. Unlike conventional games where characters can respawn or be resurrected, permadeath in RPI MUDs means that when a character dies, their story concludes permanently, and players must create a new character to continue participating in the game. In essence, permadeath becomes a fundamental aspect of the risk-reward balance in RPI MUDs, making each encounter, decision, and interaction a pivotal moment that can shape the course of a character's existence within the persistent and immersive game world.
Death's Omen is more than a game; it's an evolving story where players contribute to the ongoing narrative, shaping the destiny of Athera through their characters' choices and actions. The hope is for the community to thrive on creativity, respectful interaction, and a commitment to maintaining an engaging and welcoming environment. That being said, a big part of DO's design is to hope to create a world for which the players get to play a unique, fictional character, limited only to their RP achievements and what their imaginations can contemplate. Those new to online role-playing games and especially veteran role-players will all be welcome to Death's Omen.
Please note that the MUD is still in development, and is closed at this time. If you wish to reach out to staff, contact Evilonester at support@deathsomen.com