VAERN
Two factions. One island.
Might· Finesse· Arcana
Two factions. One island.
Might· Finesse· Arcana
Vaern is an island-continent at the edge of the world. The Veyr have walked its shores for as long as anyone remembers. The Hraun arrived, uninvited, through a rift only they understand.
One persistent shard. Server-authoritative combat. Ten regions — one for every people born to the island, and for every wave that came after.
Born to the island. Bound by oath to defend it. The Concord stands the old walls — Dalewatch Keep, Harrier's Rest, Kingsroad Waypost — against every tide that breaks against Vaern's shore.
Hold the line. Honor the watch. Refuse the rift.
Came through the rift. Carry hungers and gods the island has never named. The Rend takes what the Concord won't yield, and learns the land it intends to keep.
Take the shore. Make it yours. Outlast the watchers.
Folk of the river plains. Ride the Kingsroad, hold the keeps, drink at the Harrier's Rest. The first race we built a world for.
Hearth, hammer, and stone. Builders and miners by trade, oathbound to the deep places of Vaern.
Long-lived. Long-memoried. Watch the sky and read what the Veyr forgot to write down.
Seven peoples still asleep in the chronicles.
Their starter region is built. Their name is not yet spoken.
Walked the rift. Or under it. Or before it.
Ten regions · Ten races · One shore
Steel and sinew. Armor that turns blades, weapons that break shields, endurance to outlast a long line.
Cunning and craft. Stealth and precision, the parry that turns a fatal blow, the hand that strings a bow.
Spell and sigil. Wards that hold against fire and worse, rites that bend the cold edges of the world.
Commit one at creation. Blend all three over a lifetime. Fifteen valid paths.
Strict co-op · No solo content · Hardcore by design