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Classes

Table of Contents

Warriors

Fighter

Features

  • Resistance to Strain and Pain: +8% base, +1% per level
  • Resistance to Pulse and Blow: +7% base, +1% per level
  • Class minimum to Physique: +2 to base
  • Available weapon skills:
    • Bows and Arrows
    • Slings and Fustibals
    • Throwing in Short Range
    • War Clubs and Hammers
    • Greatswords and Long Swords
    • Short Swords and Daggers
    • Battle Axes
    • Spears and Halberds
    • Rods and Staves
  • Race restrictions: None

Description

Before the tribe of men split, man had little aggression in his heart. He lived as brother to all his fellow men, and worked with his neighbor for the benefit of the whole tribe. All this changed when Rothgor and the other new gods appeared. Influenced by the devil-god and others, men broke apart from each other and out of balance with Yerengal itself. An action that set hostility deep in man’s heart—a hostility that burns even greater today.

Competing for resources and acting from self centered emotions, man has learned to fight for what he wants and fight to defend what he has. A behavior that spread like wildfire, influencing all races of Yerengal.

Those men who would be the ultimate expression of this hostility, take up the martial way, bearing arms against their enemy in whatever shape they appear. Their reasoning for such action varies as much as the men themselves. Some fight for glory and fame, some fight for fortune, others fight for vengeance, while some fight merely to survive.

Whatever their cause, the fighters of Yerengal are a force to be reckoned with. Alone, some of the most powerful fighters in history have changed the fates of nations, together, armies of fighters have changed the fate of the world.

Templar

Features

  • Attack against Animated Undead: +30% base, +2% per level
  • Attack against Restless Undead: +10% base, +1% per level
  • Resistance to Arousal Effects: +10% base, +4% per 3 levels
  • Resistance to Illusion and Manipulation: +5% base, +4% per 3 levels
  • Resistance to Strain and Pain: +8% base, +1% per level
  • Resistance to Pulse and Blow: +7% base, +1% per level
  • Class minimum to Physique: +2 to base
  • Class minimum to Focus: +1 to base
  • Class minimum to Charisma: +1 to base
  • Available weapon skills:
    • Bows and Arrows
    • Slings and Fustibals
    • Throwing in Short Range
    • War Clubs and Hammers
    • Greatswords and Long Swords
    • Short Swords and Daggers
    • Battle Axes
    • Spears and Halberds
    • Rods and Staves
  • Race restrictions: cannot be Elf, Dwarf, Feldegug or Rillow

Description

Warriors throughout Yerengal take up arms for many different reasons. Those who take them up for in the name of their god, for the protection of others, belong to the order of the templars. These astute warriors have devoted themselves not just to a cause, but to an entire way of life.

Templars by their very nature are deeply religious men. Although there are many different churches and orders of templars, they all follow a strict, disciplined code of conduct passed to them by their god of worship.

Almost all templar orders are benevolent in nature, serving to defend the greater good and defend all causes just and noble. Many have taken vows to seek out and destroy evil wherever its foul head reveals itself.

Unlike fighters of Yerengal who vary in skill, technique and style, templars go through years of vigorous training, learning the martial arts to an impeccable degree. Each warrior’s martial ability, feats and accomplishments are carefully tracked and recorded, earning the disciple a very specific rank and place within the order. Anytime a templar breaks the order’s code of conduct he puts his membership in the group and perhaps his very life in the hands of his fellow templars. A strict, honor-bound bunch, they do not always choose kindly, even for the dearest among them.

Highlander

Features

  • Attack with War Clubs and Hammers: +20% base, +1% per level
  • Resistance to Heat: +6% base, +1% per 4 levels
  • Resistance to Cold: +9% base, +1% per 3 levels
  • Resistance to Poison and Acid: +2 base, +1% per 5 levels
  • Resistance to Strain and Pain: +14% base, +1% per level
  • Resistance to Pulse and Blow: +11% base, +1% per level
  • Class minimum to Physique: +3 to base
  • Cannot wear heavy armor
  • Available weapon skills:
    • Bows and Arrows
    • Slings and Fustibals
    • Throwing in Short Range
    • War Clubs and Hammers
    • Greatswords and Long Swords
    • Short Swords and Daggers
    • Battle Axes
    • Spears and Halberds
    • Rods and Staves
  • Race restrictions: cannot be Rillow

Description

During the Rise of Empires and the Age of Demigods, one demigod Gundemund took hold of the entire Northern Realm. Using his great power and influence he enslaved the tribes of the upper mountain ranges, condemning their people to slavery and servitude.

Gundemund forced the highlanders to mine minerals and resources and build great timber fortresses and simple stone monuments in his image. He controlled all of their craft, livestock and crop production. Ruling with an iron fist, the demigod sold much of the highlander’s goods to other empires—hoarding away the riches of their efforts for himself. While the demigod lavished in luxury, the highlanders struggled to put food on their tables.

Gundemund was as cunning as he was strong, using the hope of financial gain and independence to retain control over so many. Gundemund’s empire grew quickly and grew large.

The demigod’s rule lasted for many, many years until one of the slaves known as Tor, rallied his brothers and sisters and moved against his master in a passionate act of rebellion. Thousands of highlanders united, taking up their hammers and crude working tools as weapons. In an epic battle that is still sung in tavern halls throughout the north today, Tor defeated Gundemund and freed his kin. Tor is known throughout Yerengal as the only mortal being to ever kill a demigod.

Today highlanders exist throughout all of Yerengal. Although only a few can claim direct bloodlines to the northern tribes during the time of Gundemund, many have come to take up the highlander’s way of life. A calling to a simpler way of life, usually taken up by only the strongest and fittest, highlanders are men and women who relish freedom above all else.

Forever honoring the mortal responsible for their freedom, highlanders live by their own set of rules, often disregarding local laws and regulations, but always keen on stopping tyranny and oppression where ever they find it. For all highlanders live with the superstition that if they let even one people become enslaved or oppressed, Gundemund will rise from the dead and return to enslave all highlanders till the end of time.

Highlanders live in the wildest places in Yerengal. As such they have adapted these areas with great resilience. Highlanders have natural immunities and defenses to many natural phenomena. Residing in less civilized areas they are more skillful in areas and abilities that rely on the outdoors and nature.

While highlanders are not restricted to any weapon sets, they almost never take up formal training in the martial arts. Instead they rely on brute strength and instinct in their combat tactics… which serves them quite well. Highlanders employ devastating techniques with blunt weapons and other simple weapons. Their simple appearances disguise the true deadly effectiveness — a misjudgement few repeat more than once.

Ranger

Features

  • Attack against Animated Undead: +14% base, +1% per level
  • Attack against Restless Undead: +7% base, +1% per 2 levels
  • Attack against Machineries: +13% base, +1% per level
  • Attack with Bows and Arrows: +5% base, +1% per 3 levels
  • Attack with Slings and Fustibals: +5% base, +1% per 3 levels
  • Resistance to Strain and Pain: +8% base, +1% per level
  • Resistance to Pulse and Blow: +7% base, +1% per level
  • Class minimum to Physique: +2 to base
  • Class minimum to Dexterity: +1 to base
  • Class minimum to Charisma: +1 to base
  • Cannot wear heavy armor
  • Available weapon skills:
    • Bows and Arrows
    • Slings and Fustibals
    • Throwing in Short Range
    • War Clubs and Hammers
    • Greatswords and Long Swords
    • Short Swords and Daggers
    • Battle Axes
    • Spears and Halberds
    • Rods and Staves
  • Race restrictions: cannot be Dwarf or Rillow

Description

As the elves of Yerengal flourished and the tribes of men spread, some among them found themselves hopelessly out of place—overwhelmed by the complex nature and pressures of advancing human and elven society. Unable to acclimate, these few men and women broke away from their tribes and retreated deep into the great forests of the land.

Only here could they find the peace and solitude they so desperately required.

Surviving off the land by their wits, skill, and ability to hunt game by sling and bow, these individuals become known as “Wanderers of the Range” or simply, Rangers.

Though reclusive in nature and spread across vast distances, the rangers of Yerengal formed a distinct culture of their very own. A culture born of an unwritten code, and a single most precious law: man and nature can only survive in balance with one another.

Over time a strict hierarchy rose up among the rangers—indifferent of race or physical location. For the last few centuries, rangers have held great gatherings across Yerengal every decade. It is here they discuss the affairs of men, elf and every other creature in Yerengal and their place in the natural order of things.

Though there is no record of the Rangers of Yerengal uniting under a single banner in the face of evil, many tales are told of rangers taking up just causes and helping those in need. They are indisputably the best trackers and guides in all of Yerengal and have served as diplomat and messengers for many kings of time past.

To those that would upset the natural balance of Yerengal, rangers are both feared and respected.

Outlaws

Thief

Features

  • Maximum skill points for Bargain and Persuasion: +1 to base
  • Maximum skill points for Brewing and Drying: +3 to base
  • Attack against sleeping or stunned creatures: +15% base, +3% per 2 levels
  • Class minimum to Dexterity: +2 to base
  • Class minimum to Focus: +2 to base
  • Cannot wear heavy armor
  • Class-specific skills:
    • Hide and Sneak
    • Poisons and Powders
    • Steal and Plant Item
  • Available weapon skills:
    • Bows and Arrows
    • Slings and Fustibals
    • Throwing in Short Range
    • War Clubs and Hammers (dwarves only)
    • Short Swords and Daggers
    • Rods and Staves
  • Race restrictions: None

Description

As the dark cloud of greed falls across Yerengal opportunity rises in the shadows… opportunity for the less scrupulous. A new breed of character grows with each passing generation. These men and women come from all walks of life, bringing to bear skills of deception, trickery, misdirection and feats of slight of hand. These thieves spend a lifetime mastering techniques allowing them to reap the gains others have sewn.

Their skill sets vary as widely as the terrains and locations throughout Yerengal itself, but are commonly known for their devious surprise martial tactics, complete disregard for the law, deadly accuracy with precision weapons, complicated plotting both in both device and effort and their ability to hide in plain sight and vanish without a trace.

But perhaps most intimidating of all, is the thief’s fraternity of association. In recent times vast networks of mysterious guilds have sprung up throughout the lands. These guilds have very particular requirements for membership and allow very few to apply. Yet at the same time, these groups have proliferated into every house, land, castle and estate in the land. Their knowledge of affairs and their ability to acquire and locate items of interest make them a rising, formidable force in the world of mortal races.

Swindler

Features

  • Maximum skill points for Bargain and Persuasion: +5 to base
  • Maximum skill points for Brewing and Drying: +1 to base
  • Attack for Throwing in Short Range: +20% base, +3% per 2 levels
  • Attack with Short Swords and Daggers: +15% base, +4% per 3 levels
  • Attack against sleeping or stunned creatures: +5% base, +3% per 4 levels
  • Class minimum to Dexterity: +1 to base
  • Class minimum to Focus: +1 to base
  • Class minimum to Charisma: +2 to base
  • Class minimum to Intelligence: +2 to base
  • Cannot wear heavy armor
  • Class-specific skills:
    • Hide and Sneak (with lower maximum than the Thief)
    • Poisons and Powders (with lower maximum than the Thief)
    • Steal and Plant Item (with lower maximum than the Thief)
  • Available weapon skills:
    • Bows and Arrows
    • Slings and Fustibals
    • Throwing in Short Range
    • Short Swords and Daggers
    • Rods and Staves
  • Race restrictions: cannot be Dwarf

Description

Gathering in city centers, castles, larger villages and belonging to many of the guilds, are a class of men and women commonly referred to simply as swindlers.

These rogues have a smaller repertoire than ordinary thieves, concentrating their skillsets on techniques and abilities directly involving other people. In short they are master con men. Swindlers come in a variety of appearances but in general they are fast talkers, sharp minded people always ready to take advantage of the unsuspecting or uninitiated.

Swindlers are more often than not, very charismatic. While their plots and plans are never in plain sight, they almost always are. For this reason, swindlers tend to be more effective in direct combat than conflicts of stealth.

Priests

Cleric

Features

  • Resistance to Arousal Effects: +15% base, +5% per 3 levels
  • Resistance to Illusion and Manipulation: +9% base, +5% per 3 levels
  • Maximum skill points for Brewing and Drying: +1 to base
  • Class minimum to Focus: +2 to base
  • Cannot wear any physical armor, unless Supernatural is greater than 2, in which case the Cleric can wear light armor
  • Available weapon skills:
    • Slings and Fustibals
    • Throwing in Short Range
    • War Clubs and Hammers (dwarves only)
    • Short Swords and Daggers
    • Rods and Staves
  • Race restrictions: None

Description

In the beginning all the mortal races prayed to only two gods, the king-god Alnarius and the Green Mother, Tilindia. Since the coming of the new gods, the mortal races—no longer restricted to a duopoly—began following and worshipping other gods. Today the pantheon of Yerengal reflects the great diversity of the land and the peoples within it. Among mortals, few have as much faith in their deities as the clerics of Yerengal. These holy men fill a variety of roles in society, but all of them rely on spreading the gospel of their god and bringing new members into their flock.

While some clerics are devout pacifists, many clerics have no problem raising arms against those who insult their deity or threaten their congregation. In fact, some clerics are even obligated to take up such feats. These holy warriors and fighting monks are often found in the company of larger military forces where they fulfill religious duties to the soldiers, blessing them before battles and giving last rights to the fallen.

Combining a righteous determination, fighting spirit and ability to harness their deities' magical power, clerics have become integral members of many cultures throughout Yerengal.

Druid

Features

  • Maximum skill points for Brewing and Drying: +4 to base
  • Attack against Animated Undead: +20% base, +2% per level
  • Attack against Restless Undead: +10% base, +2% per 3 levels
  • Attack against Machineries: +25% base, +2% per level
  • Attack with Rods and Staves: +5% base, +4% per 5 levels
  • Resistance to Arousal Effects: +15% base, +5% per 3 levels
  • Resistance to Illusion and Manipulation: +9% base, +5% per 3 levels
  • Class minimum to Focus: +1 to base
  • Cannot cast Unnatural spells
  • Cannot wear any physical armor
  • Can use weapons made of wood, ice, stone or (non-ore) minerals only
  • Available weapon skills:
    • Bows and Arrows
    • Slings and Fustibals
    • Throwing in Short Range
    • War Clubs and Hammers
    • Spears and Halberds
    • Rods and Staves
  • Race restrictions: cannot be Dwarf

Description

Scattered throughout Yerengal are the reclusive group of holy men known as druids. While there are a number of different orders throughout the lands, worshipping various gods, all druids share a number of qualities and characteristics.

First and foremost all druids are beings of the natural world. That is to say, they derive their power from nature—worshiping Tilindia or one of new gods directly responsible or holding dominion over a natural phenomenon.

Druids worship their deities not in manmade churches of stone, or halls of timber, but among nature, in secret groves, deep mountain caves, or small islands far from shore.

Their power affords them control and manipulation over all natural experiences including the elements themselves. Generally speaking, most druids share Tilindia’s concern for Yerengal and believe that the mortal races are not living up to their duties as stewards of the planet.

For this reason, druids tend to limit their contact with non-druids. Many druids take this view to the extreme, being extremely elusive, living quiet, simple lives far from the likes of others.

Orders of druids reside in every corner of Yerengal, from the icy far north to the far southern islands on the Zarndur Sea. As masters of the natural world, these men and women have an innate affinity for animals and beasts and communicate with them regularly. Druids encountered outside of their domains often have uncommon animal companions. It is believed that these unusual pets are actually allies and guardian in their direct service.

Some say druids and druids alone, are responsible for keeping the last vestiges of harmony alive in Yerengal. Tales are told that if the druid orders should ever fall out of balance within Yerengal, the entire world will plunge into dark, turbulent times the likes of which have never been seen.

Shaman

Features

  • Maximum skill points for Brewing and Drying: +5 to base
  • Maximum skill points for Learning and Research: +2 to base
  • Attack against Restless Undead: +20% base, +3% per level
  • Attack against Necromancers: +12% base, +3% per 2 levels
  • Attack with Rods and Staves: +10% base, +5% per 4 levels
  • Resistance to Illusion and Manipulation: +15% base, +7% per 3 levels
  • Class minimum to Supernatural: +3 to base
  • Class minimum to Focus: +3 to base
  • Class minimum to Intelligence: +1 to base
  • Can wear light armor only
  • Available weapon skills:
    • Slings and Fustibals
    • Throwing in Short Range
    • War Clubs and Hammers (dwarves only)
    • Rods and Staves
  • Race restrictions: cannot be Elf or Feldegug

Description

Among the holy men of Yerengal there are a select few who go beyond simply harnessing the power of their deities and actually attempt to communicate directly with them. Breaching and entering the mystical god-planes they inhabit, if only for a time, these shaman seek guidance and answers to problems that afflict them personally, or their community.

Because most civilized and educated cultures in Yerengal rely on clerics, druids and other holy men, shamans are typically associated with less civilized cultures of the land. This is also reinforced by the fact that shamans typically wear little or no armor and wield more primitive weapons… weapons which they are more than effective with in personal combat.

Shamans rely on ancient, natural magics, potions, herbology and spells that even most druids have no knowledge of. Shaman magic while appearing simplistic in preparation and execution can be extremely potent. While most holy men and wizards are confined to a single dimension in their pursuits, shaman have a freedom to let their non-physical selves roam the multidimensional realms and god-planes. The insights, abilities and power derived here have been known to counter the most powerful magic cast from other spell weaving beings.

Wizards

Necromancer

Features

  • Can build Bone Golems from a certain (very high) level
  • Maximum skill points for Brewing and Drying: +4 to base
  • Maximum skill points for Learning and Research: +4 to base
  • Attack with weapons made of bone: +12% base, +2% per 3 levels
  • Class minimum to Focus: +3 to base
  • Class minimum to Intelligence: +2 to base
  • Cannot wear any physical armor, unless Supernatural is greater than 2, in which case the Necromancer can wear light armor
  • Available weapon skills:
    • Slings and Fustibals
    • Throwing in Short Range
    • Short Swords and Daggers
    • Rods and Staves
  • Race restrictions: cannot be Elf, Dwarf or Feldegug

Description

Since the dawn of the mortal races, man and his kin have struggled with the finite nature of their lives. Each race coming to terms with the mortality bestowed upon them by their creators, in their own ways and rituals. Yet, among them all, exist a select few who refuse to accept their own demise. These men and women, are obsessed with life and death and bridging the gap to immortality in all its forms. They are the necromancers of Yerengal.

Harnessing the energies of life itself and meddling in the realms of the afterlife are dangerous endeavors which often carry unexpected consequences. To further separate necromancers from the rest of society, necromancers often make willing sacrifices of their own physical being in order to gain more insight into their arts and longer life. For these reasons necromancers almost always appear as strange, unfamiliar creatures, often bordering on the grotesque. In turn, this leads most to shun necromancers and their necromantic ways.

Derived in part from their appearance and part from their ability, many necromancers have been wrongfully blamed for many negative, natural and unnatural phenomena (such as plagues, storms and attacks from uncommon beasts). As such, many necromancers and the few necromantic orders throughout Yerengal, practice much of their art in secret, away from the prying eyes of others.

These mages of the dark arts pray to a number of gods associated with death, the afterlife and even the void itself. Unlike other spell casters, much of their magic is based around ritual magic, charms and idolatry.

Having a close affinity to the afterlife and the shadow world, necromancers often reside near cemeteries and environments that are in the dwindling twilight of their existence. It is commonly believed that practitioners of necromancy can converse with the dead and some rumors even speak to their ability to control them.

While all necromancers study and practice these taboo arts, not all necromancers seek to impose their will on others. In fact, most necromancers are quite self-centered solely focused on their own mortal lives. This shared nature among necromancers has resulted in but a few notability practitioners throughout Yerengal over the years. While some have caused more chaos and death than others, ultimately they have all destroyed themselves or expended all their power before rising to great influence… so far.

Wintermage

Features

  • Can build Ice Golems from a certain (very high) level
  • Resistance to Arousal Effects: +25% base, +5% per 3 levels
  • Resistance to Cold: +15% base, +3% per 2 levels
  • Attack with weapons made of ice or crystals: +10% base, +3% per 4 levels
  • Maximum skill points for Brewing and Drying: +3 to base
  • Maximum skill points for Learning and Research: +4 to base
  • Class minimum to Focus: +3 to base
  • Class minimum to Intelligence: +2 to base
  • Cannot wear any physical armor, unless Supernatural is greater than 2, in which case the Wintermage can wear light armor
  • Available weapon skills:
    • Slings and Fustibals
    • Throwing in Short Range
    • Short Swords and Daggers
    • Rods and Staves
  • Race restrictions: cannot be Dwarf

Description

Throughout the coldest regions of Yerengal, far and wide, reside a group of wizards unlike any other. These masters of sorcery are known as wintermages.

The origins of wintermages are subject of much debate among those who would tempt their fate and discuss such things openly. Some say the wintermages sprung up from the demigod Dargalmir’s blood, spilled across a frozen lake during a battle with a great ice wyrm. Others say the Keeper of the Peaceful Winter took a small group of apprentices, teaching them the secret arts of ice magic. Yet others say the mages are direct descendants of Boor himself, who during the ancient years, took a beautiful human princess of the Northern Realm as his bride and mate.

Regardless of their true origins, it is known fact that wintermages inhabit the coldest places imaginable, seemingly with no adverse effect on their physiology. As their name implies, these mages hold a magical mastery over ice and snow—but beyond that, they seem to have a natural kinship for it, unlike any other creatures in all of Yerengal. It is said that wintermages can sense the harshness in a winter storm before it appears or judge the depth of frozen lakes with but a glance.

Wintermages do leave their cold domains from time to time although they find the warmer climates uncomfortable, increasingly so the longer they remain within them. In recent generations however, some wintermages have taken residence in warmer climates. While the exact reason for this small migration remains unclear, these wintermages show a general higher tolerance for the warmer climate, although always preferring cool nights to warm days and cold winters to the other seasons. Their aversion to warmth grants the wintermage no aptitude for fire magic and bestows upon them a weakness against strong emissions of heat, natural or otherwise.

When encountered in temperate lands, wintermages’s never sleep to replenish their physical faculties. Their bodies are in fact adapted to what they refer to as Cold Sleep, a type of deep hibernation. Wintermages undergo this Cold Sleep at irregular intervals for a few days at a time. When not in Cold Sleep, wintermages remain fully alert and active at all times.

While wintermages never need sleep as other men require, they still make use of deep meditative states to restore their magical energies. These states of altered consciousness appear identical to a deep slumber, but in fact are only necessary for the mage’s continued spell use.

Adventurers who assert to have traveled with wintermages, claim the mages are capable of extending their Cold Sleep onto other living beings. Some of the stories recount speak giant stalagmites of ice shooting up from the floor and encasing comrades in a protective frozen barrier.

Regardless of the extent of their powers, wintermages are impressive beings and one that have found their place in lands few other beings dare to tread.

Spellweaver

Features

  • Can build any Machinery (such as Stone, Ice or Bone Golems) from a certain (very high) level
  • Maximum skill points for Brewing and Drying: +5 to base
  • Maximum skill points for Learning and Research: +5 to base
  • Class minimum to Focus: +3 to base
  • Class minimum to Intelligence: +3 to base
  • Cannot wear any physical armor, unless Supernatural is greater than 2, in which case the Spellweaver can wear light armor
  • Available weapon skills:
    • Slings and Fustibals
    • Throwing in Short Range
    • Short Swords and Daggers
    • Rods and Staves
  • Race restrictions: cannot be Dwarf

Description

There are those among the mortal races who do not rely on speed of hand, strength of arm, or divine protection, but instead turn to their own intellect and ability to master the arcane arts—the hidden, ever present world of magic. These men and women are known throughout Yerengal as spellweavers and as some of the most capable mortals to have ever lived.

Spellweavers encompass a large group of people, studying their arts for an equally vast array of reasons. Some of these sorcerers indulge in few, or even solitary disciplines and schools of study, while others make every effort to learn them all.

Although many spellweavers have become extraordinarily adept at practicing their craft, the strongest among them assert only the surface of the mystical arts has been scratched and much remains unknown.

As the pursuits of spellweavers vary, so do their approach to actually casting or weaving spells. Some focus on the verbal component, some focus on the gesticulation, some on the verbal, yet others the written, all greatly influenced by personal style, artistry, intelligence and skill.

What is shared among all spellweavers is their thirst for knowledge and generally inquisitive nature. Because spellweavers spend most of their time studying and analyzing, they generally tend to be smaller and frailer in stature. Unlike most other professions in the world, spellweavers get more powerful with age, making their outward appearance very deceptive in nature.

It is uncommon to see a spellweaver well versed in the martial arts, nor do they often take up in heavy gear or armor as it restricts their ability to weave spells properly. In the heart of Isilbright lies a great stone statue of a robed spellweaver. Erected by unknown builders the statue boasts a single inscription on a small plaque at its base, “Knowledge and power comes to those who seek it. From the unseen we shall shape the world and our fate with it.” No other statue sits as a better testament to the power of spellweaver and their influence over Yerengal.

Read more about Black Geyser: Couriers of Darkness
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