Tank
Holds gates and cores. Survives nearly anything, kills slowly.
How it plays
No classes. One Shardbound Adventurer who can become anything, and then a season to prove it.

Shardbound
Every Adventurer is attuned to shards of the Singularity, which is the in-world reason one body can learn any skill and swing any weapon. You don't pick a class at creation. You grow into whatever the war is short of, and you can change your mind in your capital.
Holds gates and cores. Survives nearly anything, kills slowly.
Deletes a target in seconds, then folds the moment focus fire finds you.
Shapes the fight with elements and area denial from a long way back.
Keeps a push alive and enables plays nobody else can, but struggles alone.
The war
A season is one complete faction war, planned to run one to three weeks and to end when a Crown Core breaks, never on a timer. That ending is still being built: today a broken Core reforms after 30 minutes and the war goes on.
Make one Shardbound Adventurer and bind it to a faction permanently. One life, one side.
Leave the capital for the fields that pay best, where the drops and the shards sit next to the things that kill you.
Donate loot you don't need so your faction can buy it, which is how the people who joined late get armed in time to matter.
Push into the borderlands and the Oreth Scar. Take the bosses, the routes and the farming spots away from the other Crown.
Once war unlocks, fight through gates, guardians and towers to the enemy Crown Core. One hit on it ends everything.
Levels and gear wipe. The winners keep titles and a line in the records, and everyone starts the next war on level ground.
The cycle turns
Nothing to install, and no pay-to-win. Open a tab and pick a side.
Playable technical alpha Ront is still in development, with progress shared publicly.