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Three Ways to Write Your Chronicle

Experience a fully voiced main storyline designed to be completed solo—with Story-mode dungeons supported by Wayfarer mercenaries—that adapts to your chosen Faction and Calling. Negotiate tense alliances between Bastion knights, Syndicate engineers, and Chorus wardens, investigate why the Founders' signet-tones unlocked Sol-Vara from within, and choose how reclaimed Chime-Spires are re-tuned.

Regional stories play out in real time across the open world. Help a Syndicate armored train fight through five miles of Corsair ambushes in the Cinder-Reach, rally thirty players to defend the Boreal Pipes from a Vitrified siege in the Frost-Chime Peaks, or escort a Chorus Leviathan-turtle through a crystal-choked swamp. If a town falls silent, players must retake it and ring its town bell to restore its services.

Step inside any neutral Wayfarer Lantern tavern to pick up investigative side-stories, monster hunts with acoustic tracking mechanics, and multi-part Architect relic expeditions that carry you across all six regions.

    A solo campaign, a shared world

    In Kaelvorn, questing goes far beyond fetching pelts for forgettable villagers. Every zone tells a cohesive, high-stakes chapter of the war against the Pale Wake, blending cinematic personal storytelling with large-scale public campaigns.

    The Oath-Bearer campaign is solo. Story Toll takes 1–3 players, with Wayfarer mercenaries filling the party.

    Inspect the Story Toll dungeon dossiers

    Questions reserved for beyond launch

    • Joren Vos and High Commander Veyra: whether Joren Vos or High Commander Veyra can be thawed
    • Founders and Architects: whether the Founders’ signet-tones opened Sol-Vara because the Architects meant them to
    • The First Spire to Fail: which of the three spires fails first

    As players push deeper into the storm, a haunting question emerges: the architectural seals inside Sol-Vara were not broken from the outside, nor did they fail from age. They were unlocked from within using the royal signet-tones of Kaelvorn’s long-vanished Founders. Even more unsettling, the geometric patterns of the Vitrified legions match the sacred carvings inside the temples of the Dawn-Vow, suggesting the Chime-Spires may never have been built to protect life on Kaelvorn—they may have been built to ripen the continent for the Stilling all along.

    Follow the history of the broken Spire