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.
Three dragons sleep beneath the Old World. You decide when they wake.
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.
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.
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.
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.
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.
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.
Zombies, ghouls, ghosts and skeletons crawl out over the whole map, in war bands and as lone wanderers.
Each night it rises at a different graveyard or crypt, with its guard around it. Finding it is half the hunt.
At first light every undead thing burns to ash, until the next nightfall.
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.
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.
The alpha is small and invite-only. Tell us a little about yourself and we will reach out when a seat opens. Join the Discord so we can find you.
Talk to the team, follow development, and be first to hear when alpha seats open.
Development updates, art and clips from the Old World will go out on these channels.
everwyrm.com@everwyrm@EverwyrmGameeverwyrm.com/discordThe channels open soon.