MMORPG · FPS · RTS

Quest for
Territory

Kilmoryn has no safe ground.
Hold the land. Wear the crown.

60Hz
Server-authoritative physics
1
Seamless world
30
Path + Class combinations
Perma-death in the deep
The Point of the Game

Most of the map is contested.
Only the strongest hold it.

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.

Systems

Every system rewards mastery

Full mechanics →
01

Blade & Bow

Swing-contact melee and archery — directional, physical, deadly. Take an arrow to the face without a helmet and you are simply dead.

02

Fire & Ward

Offensive magic uses FPS-style projectiles you aim — no lock-on. Defensive magic and healing lean tab-target so support can keep pace.

03

Heartwood

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.

04

Logistics of War

Regions support only so many troops. Siege camps and supply carts extend your reach; without them, invaders drown in debuffs. Zerging fails.

05

Vulnerability Windows

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.

06

The Deep

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.