As it was dying, Ambria released creatures to heal itself; elves, dwarves, orcs, dryads and all manner of fell and fair peoples. This is known as the Age of Magic. Under the Ambrians’ influence, the world flourished once more and they worshipped the Gods that had given them life and land. Observing their piety, the Gods agreed to leave Ambria, but in order to fulfil their bloodlust they decided to use the Ambrians in their stead. They bid the Ambrians to form Houses and offer sacrifices in return for protection and guidance.
Once a week, the Gods activated a Gateway within each stronghold that led to a Battle Arena. Here, the Houses would fight each other in the name of the Gods. The Battle Arena was on a small island; the last place on Ambria where the Gods had touched land. The damage to the island was so great that the laws of nature and time were still warped. Houses that fell in battle would resurrect to return home and fight another day.
For the Ambrians, they would use the Arena to gain glory and vye for power over other Houses. Victors would be rewarded with a God’s favour; fair weather, good health or bountiful crops. For the Gods, their powers rose and declined in an endless cycle of victory and defeat. Never could one God become supreme ruler, but not for want of trying. This continued for millennia.