First of all, I have to say that most of what follows is hearsay, supplemented by some rather subjective records from the Sasin Library. Only my own experiences trading with the Soultrade Merchants in my youth can be considered firsthand. Even so, I am still one of the most knowledgeable people about Demonspawn on the Outer Circle. Now, I will reveal the secret shrouding the center of Eulogize... the reason behind it.
——Ashde Fayar
Our Inferno, Their Dew
In the final battle of the Collapsed Era, King Kurulek and the God of Tears sacrificed themselves to achieve a temporary victory. The raging lava gradually receded, and the evil god fell into eternal slumber. But the once blessed land ultimately slipped from Mankinds' control. Lava flows, fissures, toxic pools, and ruins turned our former homeland into an uninhabitable wasteland—but that was only true for us. After the war, the Demonspawn quietly emerged from the mantle and claimed the world's center. From then on, it was named the Circle of Calamity. The cradle of all life has now become the origin of all disasters.

Lava, Bones, and Shadows
The First Lava Disaster shattered the Ancient Empire and awakened fear among the nations of the outer ring. People finally recalled this nearly forgotten land and the ancient enemies who made it their lair. Scholars discovered that Demonspawn were not the mindless, giant, savage beasts of ancient story. They are intelligent races with simple but efficient organizational structures, and a military system no weaker than the outer nations. The threat of the Lava Disaster prompted the outer nations to sign the mutual defense treaty to face the resurgent enemy together. Mankind and Demonspawn, like two gladiators meeting by chance. They circled each other and searched for weaknesses. War is always the primary driver for two races to truly understand each other.

After migrating to the Circle of Calamity, the Demonspawn split into three distinct groups. The Blazespawn occupy the eastern plains, where the crust is most torn, building settlements near volcanic lakes and fissures. Blazespawn are tall, with thick, twisted horns and skin ranging in shades of red. As they grow up, their upper bodies will become an obsidian-like keratin layer, forming a natural armor.
Blazespawn most closely match the outer ring's image of Demonspawn: barbaric, fierce, irritable, strong, and nearly impossible to communicate with, forming warbands that roam the wastelands—war is their very reason for existence. The fully armed Blazespawn legion and their beasts form the core of the Demonspawn army. They call themselves the race of war, and indeed they are. In every conflict between Demonspawn and the outer nations, Blazespawn have never been absent.

Violent geological changes have filled the southern Circle of Calamity with countless fissures and pits. In the Bottomless Pits created by land collapse, Grimspawn built towering spires, forming giant settlements centered on these spires. Beneath the deep pits lie remnants of the Ancient Empire's magical veins, from which Grimspawn draw abundant and pure Mana, zealously studying magic like the King's Servant did. Grimspawn are thin, with pale skin through which veins are visible. Their twisted horns grow from the back of the head, extending forward chaotically, and as they age and power, their horns gradually crystallize.
Grimspawn follow a harsh, cruel survival law—their society is a massive spire: climb over others or be trampled underfoot. Mages with personal spires rule over those without; those who fail to become Mages will be slaves, expendable resources, or Mana vessels, enduring short and miserable lives. Grimspawn dislikes crude, inefficient warfare, but will not hesitate to use it for their ends. The northern snows of Chen-Yuan and the eternal night of Caucaid Orost are both results of Grimspawn's forbidden Magic.

On the western side of the Circle of Calamity, ruins of Ancient Empire Cities destroyed by lava are everywhere, now home to the Spitespawn. Spitespawn dig caves and build shacks among the city ruins, creating maze-like underground cities.

Spitespawn are the closest to Mankinds: fair-skinned, well-proportioned, with soft, skin-covered horns on their foreheads. Some individuals' skin turns grayish-white or pale purple with age, while others do not change. If they hide their horns and tails, or simply cut them off, Spitespawn are nearly indistinguishable from Mankinds and can easily blend into the outer nations. They are also the easiest Demonspawn to communicate with, understanding that intrigue and trade are more efficient than violence. Spitespawn have never launched a large-scale invasion of the outer world; scattered murders, thefts, infiltration, and fraud are trivial by comparison.
Through the Soultrade Merchants, Spitespawn have established channels of exchange with the outer world, enriching some daring merchants and ruining many more. But don't mistake them for another kind of elf—Spitespawn know nothing of good or mercy toward the worthless. The Molten City always needs sacrifices, the Black Peaks always need materials, and the Abandoned Ruin always needs slaves—whatever the outcome, it will be the most tragic fate you can imagine.

Beyond the three main groups, there is a special class: those corrupted too long by contact with Outer Deity, whose bodies and minds have undergone severe mutation. They belong to no group, skulking like rats in the corners of the Circle of Calamity. All Demonspawn despise some, the three main groups revere others; all are taboo, shrouded in mystery. The true role they play in the Circle of Calamity remains a puzzle to outsiders.

On a side note, the people of the outer ring always debate whether Demonspawn have tails. They have tails, but unlike tailed animals, they don't need them for balance. For them, tails are a burden, likely because their fruit fell into The End prematurely and never fully developed. For convenience in donning armor, Blazespawn Warriors cut off their tails in youth; for concealment, Spitespawn do the same. As for Grimspawn, they cut off their slaves' tails just to save a little food. In short, any Demonspawn you see with a tail is either a pampered noble or old enough to predate the custom.
Obsidian Day
According to my young Demonspawn... uh, “partner”, during the first Lava Disaster, Demonspawn were still slaves driven by the Outer Deity's minions, lacking self-will or racial consciousness. Maybe he made this up for business, but Sasin and Holy Elves' Ancient Scripture confirm that after the First Lava Disaster, a brief but fierce civil war broke out within the Circle of Calamity. The Seven Blades, the mysterious Organization controlling the Spitespawn, persuaded the Blazespawn Warlord and Grimspawn Spire Lord to slaughter all loyal apostles of the Outer Deity, removing the Demonspawn's shackles. The three liberating lords became kings of the three groups: the Molten Abyss Overlord Astarnos, Lord of the Peaks Ulista, and the mysterious mistress of the Seven Blades hidden in shadow.

With the apostles' demise and the three groups' independence, Demonspawn's invasions became less urgent, but their interest in the Outer Circle's riches never waned. For centuries, lava tides continued to batter the outer nations' passes, never ceasing.
Lava Disaster
Shortly after Obsidian Day, the Second Lava Disaster struck the northern border of the Huan Dynasty. On Lord of the Peaks Ulista's order, Grimspawn unleashed a massive blizzard to breach Cheng-Yuan Fort, sending their army south in a poisonous sweep. Except for Li-Loong City, all of Bei-Ting fell, and even northwest Luan was plundered. This event, also called the Northern Disaster, is considered a national humiliation by the Divinelander. The invading Demonspawn were eventually driven back to the Circle of Calamity by the Huan Dynasty, but the spells they cast still affect Bei-Ting to this day: frozen earth, years of snow, and endless anomalies echoing that calamity.

Decades later, under the Molten Abyss Overlord Astarnos, the Blazespawn assembled a vast legion and invaded the fertile southwestern valleys of the Sagar Kingdom, triggering the Third Lava Disaster. This was the largest and bloodiest invasion yet: the Moltenblood Legion gathered all Blazespawn warbands, and Sagar conscripted nearly every able youth. Both sides fought over every pass and settlement, and countless lives perished in war.
Due to Sagar's geography and diplomatic isolation, no reinforcements arrived except the Holy Elves. Fighting Demonspawn alone was a fool's errand. The Moltenblood Legion prevailed, seizing the valley. In despair, the leader of the Silence cult prayed to the god of death, and the thousands of deaths moved the Silence to erase all life from the valley. The once-beautiful land became a dead zone, impassable to both Mankinds and Demonspawn.

The Third Lava Disaster, known as the Withered Mountain Tragedy, left both sides devastated, with no winner. Afterward, the Sagar Kingdom angrily withdrew from the mutual defense treaty, severing all ties with other nations, rendering the pact meaningless.
Perhaps the losses of the Withered Mountain Tragedy were too great; Demonspawn retreated to the Circle of Calamity to lick their wounds, not resurfacing until over a century later, when war erupted again at Orost, the Caucaid border fortress. The lords prepared thoroughly: the ruthless Demonspawn wove a forbidden spell of eternal night over the border, causing all outsiders to lose their way, while the Moltenblood Legion, guided by Spire Mages, besieged the isolated Orost.
Unexpectedly, Orost held out for three months with the help of a vanguard of the Rising Paladins. When the Holy Elves finally tore through the darkness and reached the city, the battered fortress still stood. As long-lost light shone on Orost's ruins, a lone Paladin crossed the line of dawn and dusk to charge the chaotic Demonspawn—this is the Caucaidian's famed "Morning of Orost." The Lady of the Rising performed a miracle, her wrath following the Paladin's steed, burning all Demonspawn in their path.
The Fourth Lava Disaster ended abruptly. Demonspawn had prepared the most, yet suffered the worst defeat. After this, Demonspawn raids on the outer world nearly ceased, and the lords gathered in the hall of World's Abyss to discuss the Demonspawn's future.
Before the Descent
The failure of the Fourth Lava Disaster plunged the Circle of Calamity into silence. Two consecutive invasions destroyed by miracles made the kings realize their limitations—without power to rival the Deity, Demonspawn could never leave the Circle of Calamity. The three kings withdrew, handing power to their subordinates, and each seeking the boundary between mortals and Deity. To acquire divine power, the once-reviled Outer Deity minions were accepted by the three groups, spreading their twisted teachings and power across the wasteland. A religious Organization called the Cult of Violet Eye spread rapidly among Demonspawn, reminiscent of the old apostle council.

All Demonspawn revere their father god, The Seething, youngest of the gods, the god of war and courage twisted by the Outer Deity. During his captivity, the bond between The Seething and Demonspawn surpassed that of god and Believer; gratitude and reverence for The Seething are passed down in every Demonspawn generation. Perhaps due to their nature, Spitespawn also worship The Treacherous, god of intrigue and betrayal. Only Dew is somewhat respected by Demonspawn; all other Deities are considered enemies. Worship of the Outer Deity is not about faith, but the transformation of power-seekers into its slaves; the Outer Deity needs no Believers, only servants to carry out its will.

For thousands of years, the Circle of Calamity has never been so peaceful, nor has there ever been such turbulent undercurrents beneath the calm. No one believes Demonspawn have suddenly learned to coexist peacefully with the outer nations, but the harsh environment of the Circle of Calamity prevents the nations from launching preemptive strikes or uncovering Demonspawn plots. The kings' withdrawal shattered the fragile internal balance; the three groups are rife with conflict, and another Lava Disaster or Obsidian Day could happen at any time.

After all this, I've really said nothing at all. After all, this is the Circle of Calamity, not a place for you to seek treasure or fame. Except for a handful of truly resourceful people, you won't even get past the border outposts, let alone wrestle with Blazespawn, debate with Grimspawn, or trade with Spitespawn. Take my advice: don't aim too high or dream too big. Sure, selling Demonspawn's Elose wine in Burningland could make you a fortune, but behind every bottle is a caravan that vanished on the wasteland.
Fireside Chat
Farther Than Farther
At the end of the story, let me say a bit more. We've often mentioned the "Outer Ring Nations," but is the land we stand truly the edge of Eulogize? Of course not. The so-called inner and outer are only relative concepts. Elves, Velvet Goblins, Orcs, and other races were driven out of this land by Mankind and pushed even farther away after the collapse era. The regions they occupy have always been seen as the edge of the known world.

Among the edge Areas, the floating islands of the Holy Elves are the most unique, located north of the Circle of Calamity, once part of the continent. A thousand years ago, the elves were a powerful race able to rival the Ancient Empire. Still, after losing the war against King Kurulek, they were expelled from the Circle of Calamity.
Holy Elves were the most special ones. They mastered the oldest magic veins, and tore the earth to make skyships. After the Demonspawn disaster, they turned from Mankinds' most terrifying enemy into their most reliable ally. Before the New Chapter, Mankind from east and west relied on the Holy Elves' skyships to send messages and exchange goods. In the mutual defense treaty, the Holy Elves were among the first signatories, making great sacrifices in every Cataclysm. Unfortunately, over a decade ago, the Sword Duke of the Candle Guard Family, who advocated peace with Mankind and upholding the mutual defense treaty, died in a skyship accident. Since then, the Holy Elves have become reclusive, unwilling to participate in Outer Circle affairs.
North of Sasin, the Forest Elves inhabit vast woodlands. They are believers of the Grow, representing the wildest and most Blade Storm aspect of the Deity of Life. They are the most closed and conservative of the elves, rejecting any outsiders who approach the great trees and constantly clashing with the Sasin Dynasty. Further north, on the Weeping Isles, the Fallen Elves live by their ships and worship the Treacherous. Once, their ark fleets sailed all seas, forcing the Outer Ring nations to build strongholds along the coast to defend against pirate raids. But after losing wars to the Holy Elves and Chen-Yuan, and losing their leader and four ark fleets to the strange whirlpools of the Returnees Sea, the Fallen Elves fell into decline, withdrawing from most major routes. Be glad you didn't live through those fearful days—today's infamous Sharkland pirates seem gentle compared to the Fallen Elves of old.

Northeast of Caucaid, beyond the mighty Titan Mountains, Orcs and Velvet Goblins have established their settlements in the icy wilderness, maintaining a simple yet stable alliance. They have some contact and occasional conflict with Caucaid and Sagar. Twice driven out, the Velvet Goblins remain wary of Mankinds and resist contact with outside powers. Southwest of Chen-Yuan, mysterious Spirits live on the Shen-Yun Continent. They left the God-given Land before the Ancient Empire was founded and are the most distant from the Outer Ring races. During the Huan Dynasty, Shen-Yun Continent established a fragile connection with Divinelander, but after the fall of the Huan Dynasty, it returned to isolation.
End of the Story, Start of the Journey
After the drinks and the talk, as the sun sets, it's time for you to set out. Chen-Yuan, Sasin, Caucaid, Demonspawn—for a thousand years, they come and go, all circling on the stage of Eulogize. History is the gold in people's hearts, but it is always written by people. Some become history, some create it, some are forgotten by it, and some are deliberately hidden. I've been watching you—you listen intently, sometimes silent, sometimes sneering. Someone like you won't settle for an ordinary, uneventful life.
The fine wine of Torch Castle is called "Dream of the Golden Trade Routes". Dreamers, those whose dreams are broken, and those whose dreams come true, all drink the same wine, but each tastes something different. Here, this bottle is on me. Take it with you as you go. Some say there is nothing new under the sun; others say new paths are made where there are none. I've told you the stories of the past—I'll wait for you to tell me the stories of the future.
Oh, and one more thing... beware of those who always talk about "destiny." How many truly know what destiny is? Those who say such things are either liars... or people who want to trick you.
