The Hallowed Lands Await
In the world of Myrcryst lies the continent known as the Hallowed Lands — a place once believed to be the home of gods who walked the earth. Centuries ago a crusade crossed the sea from a distant kingdom to claim that holy ground, waging bloody war on its native peoples — the Sylthr, the Dvegr, and the Bolgrith. From the ashes rose the Valkryn Empire, its capital seated at the centre of the continent's great lake, the surrounding lands carved into seven dominions, each held by a Greater House sworn to the throne.
For a time the Empire prospered. Then, fifty years ago, the Emperor died, a sister's coup failed in blood, and the gods of the Empire — the Valency Triumvirate — judged the royal line forsworn. In their wrath they cursed the land.
Now the sky has forgotten the sun. Crops fail, famine spreads, and horrors walk the forests while Void-touched beasts hunt the roads. Magic still answers those who know its shape — the Crests, sigils of captured power drawn from the bones of the world — but it is a perilous gift, and the Church watches its bearers closely. Above it all, the Empress has set her dominions at each other's throats: the House that wins the Dominion War will see its leader rise as her consort, and so the soil drinks blood once more.
In a realm this sick, there are no true paragons left to answer the call. The closest the world can offer are the Freeblades — a guild of sellswords who take the contracts no one else will. They slay monsters, hunt the dark, settle disputes, and protect the people — so long as there's coin to be had.
Because in the Hallowed Lands, nothing comes for free. Not even from the only light left in the dark.
From towering Bolgrith to mischievous Puoca — choose your kin.
Soldier, Hunter, Priest, Scoundrel, Inventor, Scholar. Each with three Archetypes.
All six professions complete — 18 Archetypes, 193 abilities.
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