An online fantasy RPG

Everwyrm™

Era I · A New Realm

Three dragons sleep beneath the Old World. You decide when they wake.

The Old World

A continent built on a dragon’s dream

Before the kingdoms, before the roads and the bells, there was the Everwyrm. The old songs say its sleep became the mountains, its breath became the weather, and its long dreaming became the land you walk on. Scholars call that land the Old World. Everyone else just calls it home.

It is a big place. Crossing it on foot takes hours, through deep forest, open plains, misty swamps and snow-capped ranges. Beneath it run crypts, dungeons and cave systems that go far deeper than any map. Creatures roam it freely, and the farther you wander, the stranger and more dangerous they get.

The Everwyrm left three children behind. They are still asleep. For now.

The Three Wyrms

Three peaks. Three lairs. Three sleepers.

Each elder wyrm lies coiled in a lair at the summit of a great mountain, in a far corner of the map. Nothing makes them stir except the heroes who climb up and choose to wake them.

The northern summit

The Frost Wyrm

Its lair is a cathedral of blue ice. The cold rolls off it in waves, and the wind up there freezes armour to skin. Fights here are about endurance: stay warm, stay moving, and read every breath before it lands.

Slumbering
The volcanic summit

The Fire Wyrm

It sleeps on a hoard of gold that has half melted into the rock. Rivers of lava light the cavern. Wake it and the whole mountain wakes with it, so bring a full group and a plan.

Slumbering
The highest summit

The Storm Wyrm

Its peak sits above the clouds. Lightning walks the ridges and the ground shakes with every wingbeat. This fight takes place in the air as much as on the stone.

Slumbering
When the sun goes down

The Night Horde

Every night the dead rise across the Old World. They roam in packs and alone, and somewhere among the graveyards and crypts, their master takes the field.

DuskThe dead stir

Zombies, ghouls, ghosts and skeletons crawl out over the whole map, in war bands and as lone wanderers.

MidnightThe Crypt Sovereign

Each night it rises at a different graveyard or crypt, with its guard around it. Finding it is half the hunt.

DawnBurned away

At first light every undead thing burns to ash, until the next nightfall.

Who you will be

Choose your people

Each people begins in its own corner of the world. Trolls and Ogres start out in the swamps, among rock dens, broken trees and abandoned camps, far from the human villages.

7heroes to a group. A full party that works together earns more per hour than a solo hero.
Solois always possible. Playing alone gives the most experience per kill.
Fair lootEach player gets their own common drops. The group rolls for rare, epic and legendary items.
No locksAttacking or casting never stops you moving. Only spells meant to slow you, like snares, do that.
The first era

A New Realm

Everwyrm will unfold in eras. Each one changes the world for good. Era I opens the Old World, its peoples and its sleeping wyrms. What happens when they wake is up to the players who wake them.

In development · private, invite-only alpha
Alpha access

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Watch the world being built

Development updates, art and clips from the Old World will go out on these channels.

Websiteeverwyrm.com
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YouTube@EverwyrmGame
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