

Each stone could only be restored to full power with the destruction of its Foe-stone. Interference between the Ancients was cause for war, as the presence of one caused a corresponding fall-off in the energy of the other. As each stone's cultural influence spread, it eventually came in conflict with the societies of its rival. Neither force was neutral they were both perfect complements and total contradictions that could never be at peace.

Around the Dire, a sinister radioactive glow, a visual seepage indicative of poison and decay. Around the Radiant, the effects were bright and colorful, evoking lightness and charm. But the emanations changed everything in their influence. The Ancients, both Radiant and Dire, provided many benefits: kinetic energy, mana, protection, even resurrection. They built shrines around the Ancients and revered them, ironically, as godlike entities that had fallen to earth. For those who settled around the sites, they found themselves feeding on this unearthly power until they had not only harnessed the energy but made themselves dependent on it. In its pure form, each type of stone gave off a peculiar energy. The fallen shards of primal matter had fractured into their original composites: Radiant and Dire. As the survivors of the prehistoric cataclysm recuperated, flourished and developed civilizations, the Mad Moon became less a memory than a dream, with the night of its destruction woven into their myths.

The shards lay where they had fallen, and gradually the land around them recovered. A few rare fragments fell to earth, either as fused molten lumps or as jagged crystals. Most of the moonstuff was flung into space or consumed as it hit the atmosphere. On one apocalyptic night, the moon finally shattered, torn apart from within. The cracks spread slowly, from the tiniest fractures, until at last there were millions of fissures, vast and aglow with weird energies. Meanwhile, orbital stress and tidal forces allowed the Mad Moon's inhabitants to begin exploit what were at first the slightest of weaknesses, as they set to work prying open their prison. For ages, primitive societies rose and fell beneath its weird glare creatures of varying intelligence and sophistication gazed up in wonder and curiosity, to whatever extent their sentience allowed. The punishment for these Ancients was to be locked together in one form, forever falling through infinity.and thus it went until our unfortunate world captured that wanderer. It was more truly a prison, in which two warring ancient intelligences had been captured and flung into exile aeons before, once the vast Primordials that underlay creation had tired of their endless strife. This small orb was full of violent radiance-a visual reminder of conflict in the heavens, bright enough to compete with the sun in daylight. WHEN A WORLD was still a cooling blob, it captured an eerie companion-a glowing crystalline sphere that came to be known in lore as the Mad Moon. This short story had already been made available via the Dota 2 Developer forum, almost a year and a half before it would arrive in the game. It speaks about the history of the Ancients, and how they arrived in the world of Dota via the Mad Moon. The first short story is granted for completing the Dragon Knight tutorial. Every page also comes with some artwork, usually related to the lore described in the page. These pages are earned for completing tutorials, with locked pages showing text in an illegible font. The Archronicus currently contains three unlockable pages, with each page revealing a little bit of lore of the world of Dota 2.
