Chapter I — The Fractured Kingdoms

The Saga of Yrsvald

The Premise

The Fracture

A hundred years ago the old crown broke, and the realms broke with it. Hearthmoor held the center. Skarrow, Duskmere, and Cael Ador drifted to their own ruin — raided, drowned, and buried in turn.

You wash ashore in Hearthmoor with nothing but a name. The hearthfolk will feed you, arm you, and point you toward the fighting — Chapter I is a war of four kingdoms, and it needs hands.

But dig past the first skirmishes and the ground answers back. Barrows that predate every kingdom. Runes no living tongue can read. Something was here before the crown, before the fracture — and it did not stay buried by accident.

Chapter I

The Four Realms

Hearthmoor

Lv 1–10

Green heartlands where every saga begins. Hedgerows, hamlets, and wheat fields have stood undisturbed since before the fracture — Hearthmoor measures its troubles in bad harvests, not raiders at the gate. Every path starts here, and the realm knows it: quiet enough to learn on, close enough to the old roads that nothing stays quiet for long.

Skarrow Vale

Lv 10–20

A frozen vale that remembers the raiders. Longships beached here once, and the ice still holds their keels — Skarrow's clans built their halls from what the sea-raiders left behind, then learned to raid in turn. The vale doesn't forgive strangers easily, but it respects anyone who can hold an axe through a Skarrow winter.

Duskmere Marsh

Lv 20–30

The fen keeps what it drowns. Duskmere's water never quite settles, and neither do the lights that drift over it after dark — will-o'-wisps some swear are lost travelers, others swear are older than travel. Whatever wanders into the marsh answers to it, sooner or later.

Cael Ador

Lv 30–40

A golden kingdom, broken and waiting. Cael Ador was the grandest of the four before its dome cracked and its arches fell — gold dust still settles over every ruin like the city hasn't finished collapsing. Whoever reaches its throne room first will have to decide what's worth restoring.

Choose your calling

Paths of War

Warden

Hold the line. Be the wall others live behind.

Bulwark Shield Rush

Stand where the fight is worst — Wardens don't out-damage a fight, they outlast it.

Ranger

Every wilderness has a warden of its own.

Piercing Volley Snare

Pick the fight before it starts — thin the enemy from range, then finish what's left.

Warlock

Some runes were buried for a reason.

Runeburst Hexfire

Burn hot and fast — Warlocks trade safety for damage every time.

Progression

Forge Your Legend

Base
Honed
Mastered

Abilities are earned, not ground out. Prove yourself in training dungeons to evolve every skill — and keep it forever. Gear is seasonal; mastery is yours.

Boss Scars

The first kill of every boss grants Heart Points to spend on max health — forever.

The world remembers

Every choice phases your realm. Your Yrsvald isn't quite the same as anyone else's.

Training dungeons are skill checks, not grinds — clear one clean, and the ability itself changes forever.

News

Chronicle

Chapter I revealed — The Fractured Kingdoms

Four realms. Sixty-plus quests. One chapter to start the saga. Here's what's coming first.

Read more Soon

The engine: why we forked Pumpkin

No mods, no launcher — just a server that remembers you. A look at the Rust engine carrying Yrsvald.

Read more Soon

Three paths of war: launch classes

Warden, Ranger, Warlock. Three ways to answer the call to war.

Read more Soon

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