Across the Great River from the Empire begin the Wild Lands. Once civilized, they are now roamed by predators, ghosts and demons. Dismal Marshes, Elderwood, Deceiving Plains: these lands are home to sentient non-human tribes. There is little contact and no sympathy between the Empire and these dwellers of the Wild Lands.
At the feet of the Blue Mountains, in the north of the Wild Lands, rests the Spire of Sorcery. For centuries this sentient citadel slumbered, yet now it is awakened by a dark threat coming from the east. The Spire sounds an ancient Call, summoning all mages to join its cause. Answering its bidding, dozens of mages attempt to reach the Spire, attracted by the promise of a new life with the citadel. But only three succeed in crossing the Great River…
SPELLCASTING WITH ORIGINAL TOKEN MECHANICS
At the heart of the game is the original system of tokens that stack, convert and combine – binding together the effects of spellcasting, alchemic potions and environments, as well as character traits and their special powers.
EXPLORE THE WORLD, DISCOVER AND EXPERIMENT
The world of Rund is dark and full of dangers: each chapter features new biomes and new opponents. Discover new locations and new resources. Uncover new recipes when cooking food and concocting alchemy, procure new equipment.
EXPERIENCE THE STORY, MAKE MEANINGFUL CHOICES
Complete the journey that takes the mages from the Empire and into the Distorted Lands. Encounter different tribes and fractions, unlock side quests, make meaningful choices that affect the way that the campaign plays.
MANAGE YOUR PARTY, EXPAND YOUR BASE
Assemble your initial party based on stats, personal traits and specialisation of each mage. Upgrade their spellbooks, influence their mood, modify their looks. Find new party members. Expand the Spire with new rooms that unlock new mechanics.