Hold the frontier
A keep stands in each march between the realms, and the Heartstone at the heart of the world. Stand at a keep's flag with no defenders near and it falls to your realm. Every keep your realm holds gives all its heroes +5% experience — and a keep your realm has supplied takes twice as long to lose. Six pass towers keep the gates into the realms: take one and that realm's pass lies open to raiders until it is retaken.
- Scouting the frontier…
Three realms
A world worth fighting for
⚔Realm versus realm
Open-world PvP across the frontier, realm points for every victory, and keeps that change hands as the war turns.
✦Twenty-four classes, fifteen peoples
Every realm fields eight classes, two of each role: tanks to hold the line, melee and ranged fighters, and healers — including hybrids who sing their group onward. Five peoples to each realm, from towering Jotunkin to fox-eared Kitsune, each with its own look and trait.
⛨Groups, guilds and markets
Band together with realm-mates to share the spoils of the hunt, and found a guild of your realm at the guild hall in your capital. Each capital keeps a market too, where a trader sells the homeland's ore, timber and herbs.
❖A world tied in a knot
18 km across and 25 named regions. Each realm holds a valley walled by mountains, reached only through its passes, so no realm touches another — and all three roads run to the Crossroads and the Heartstone at the centre. Over two hundred monster camps and a named rare in every region.
☄Bosses of the marches
A world boss lairs in each march between two realms, and the Ancient Wyrm sleeps in the south-east. Each pays everyone who shares the kill in fine gear, so the realms fight each other for the right to fight it. Gather allies: no hero survives one alone.
⛭Fair by design
Every outcome is decided on the server, from damage and loot to movement, so the war is won by skill, not cheats.
✚Raise the fallen
One healer in every realm learns a resurrection at level 35. Cast it over a fallen realm-mate and they rise where they fell, instead of walking back from a waystone. Any blow breaks the cast, so it is what a group does after a wipe — not a heal in the middle of a fight.
⬢Run the supplies
There is no wagon to escort: you are the wagon. Carry a load from your elder to one of your realm's keeps and it stands supplied, taking twice as long to capture. A load slows you, keeps you off the waystones, and everyone can see who has it.
⚒Gather, craft and trade
Mine ore, fell timber and pick herbs across every region; brew potions, sew bags and forge gear for your class at a smithy. Trade face to face with realm-mates, and leave what you can't carry with a banker — thirty shelves, waiting at any banker your realm may use.
The seal is failing
A thousand years ago, in the Great Cataclysm, mages of all three realms tore open the barriers between the worlds to reach the power beyond. The world nearly ended. The breach was sealed by all three realms together, with magic, steel and spirit, and the world tree Yggdrasil has held the seal shut ever since.
A thousand years of holding is a slow death. The tree is withering, and the old horrors are seeping back through: frost wraiths and draugr in Asgardr, orcs and trolls in Wyrdholt, kappa and oni in Kamizumi. Each realm remembers only its own piece of the truth, and they still fight each other on the frontier.
Now the Ancient Wyrm, the last of the old horrors, has woken in the south-east, and no single realm can kill it alone. Read the whole Chronicle in game (L).
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A world of three realms










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Take up arms
Free to download. Create an account in game and choose your realm, and meet your realm-mates on our Discord.