History
What the world was, before any of it needed sealing. The Lore page picks up where this leaves off.
Before the Blight
There was no Blight, once: no wardens, no seals, no five kingdoms drawn in reaction to a wound. There was just land, and the people on it, and a scattering of Houses who mostly kept to their own borders because there was nothing worth crossing them for.
What changed that wasn't a war or a famine. It was a discovery: something underneath the world that none of those Houses had the vocabulary for yet, found by whoever happened to dig deep enough first. The records don't agree on which House it was. They agree, unanimously and a little too carefully, that it doesn't matter anymore.
The Rite, and the Alliance It Bought
Whatever was found, no single House could hold it alone: that part every surviving account does agree on. Five Houses pooled what they knew of binding-craft into one working, on the understanding that the thing they were sealing would need five points of pressure, not one, or it would simply go around whichever side was weakest.
The rite that resulted took a name for itself before it took a shape: Kingdoms of Iron, half oath and half warning, iron standing for the binding and for the discipline it would take to keep it. It worked. It also meant something the founding Houses hadn't quite bargained for: that they were no longer five separate holdings that happened to cooperate once. They were now, permanently, load-bearing for each other.
Five Seals, Five Wardens
The working needed five points of contact maintained indefinitely, which meant five people willing to spend the rest of their lives as one. Every House put forward its own, not its strongest fighter, the records are specific about this, but whoever the House trusted to hold a line for decades without an audience or a reward. That's a different kind of strong, and it's the only kind the rite actually needed.
Four of those five became the Wardens whose fall is now the shape of the game's first five kingdoms: Thornevald of the Verdant Ward, Aldric of the Drowned Court, Isolde of the Third Seal, Pyrocles of the Ember Throne. Each held their Seal for longer than anyone expected a person to hold anything. Each eventually lost the thing they were holding back, not all at once, and not the same way twice.
The fifth Warden isn't in that list. That absence is not an oversight: see the Lore page's account of what actually happened to him, and why the game's own ending is the first time anyone alive gets to find out.
The First Cracks
For generations, the binding was simply maintenance: quiet, unglamorous, the kind of institutional labor that doesn't make it into songs. The alliance's own internal records (the ones that survived, which is itself suggestive) describe the earliest cracks as weather: a bad season here, an unexplained blight on a crop there, nothing any single House thought worth raising with the other four.
By the time anyone was willing to call it a pattern instead of bad luck, it wasn't five isolated Seals each having a rough decade: it was one working, straining everywhere at once, exactly the way something held by five points under equal pressure would strain if the thing inside it started pushing back in earnest. The alliance's response, in the surviving correspondence, reads less like a plan and more like five Houses each quietly hoping the others had one.
Where This Hands Off
None of them did. What follows: each Seal's Warden losing their own private war on their own timeline, the Blight spreading out from each failure into the land around it, and what was eventually found waiting underneath all five Seals at once: is the story the game's own five kingdoms tell as you clear them. See the Lore page for that part: the Sundering itself, the Wardens' own accounts, and what's actually still down there.