Kilmoryn has no safe ground.
Hold the land. Wear the crown.
A small haven exists with NPC cities and less-lethal PvP effects, with limited rewards. Beyond it stretches a vast PvP frontier where players raise their own cities, wage war over regions, and answer to no one. In the darkest reaches, death is forever — and the rewards match the risk.
Swing-contact melee and archery — directional, physical, deadly. Take an arrow to the face without a helmet and you are simply dead.
Offensive magic uses FPS-style projectiles you aim — no lock-on. Defensive magic and healing lean tab-target so support can keep pace.
Plant a Heartwood Seed and raise a player city — the tree that will know you when you die. It shields the buildings around it and cannot fall until an enemy plants a warstone in open view. Cities feed the nation.
Regions support only so many troops. Siege camps and supply carts extend your reach; without them, invaders drown in debuffs. Zerging fails.
Mines and villages open to attack on a schedule the owning guild sets. Pick your hour to defend — or catch a rival off-guard in theirs.
A small region of extreme reward runs on perma-death. Fall there and your character is deleted; gear spills to the ground. Only bank items survive.
Choose your Path. Define your Class. Master your Disciplines.
The first weight you are taught to carry standing. Holds the line. Heavy armor turns a fatal blow into a survivable one.
Assumes the door is locked and the ground is watched. Reaches the place that was closed, opens the moment, and arrives small and late. Every shot is physical and dodgeable — aim is the whole stat.
Kinning done out loud, with the failures written down. Fire aimed like a thrown spear. Devastating in high-magic regions, mute in the no-magic wastes.
Recorded as an obligation, not as a belief. Answers for what it is sworn to — mending, warding, or burning what the enemy anchored. Tab-target wards mean you never stop reading the fight.
A character is one of 13 Races, trained under one of the four Paths, grown into a Class beneath it, and sharpened by whichever Disciplines it takes on after that.
Progression is flat. A level 1 can fell a level 1,000 with a single well-placed strike. Skill is the only true stat.
Roll a character, join a guild, and build a nation. No one holds ground alone — the strongest alliances win the war.