Your Own Island
Everything you carry back ends up here. Every log, every stone, every piece of loot builds the island up, and the bigger it gets, the further out you can go. Build it, widen it, hold it.
A free MMORPG you play in your browser. Build up your island and take on bosses with your clan.
Every region has its own enemies, its own materials and its own risk. The further out you go the better the loot, and the longer the walk back.

First into the pack and last out of it. Heavy armor and a wide swing pull everything onto you, so the group behind you can breathe. Easy to learn. Hard to master.
One spell clears a whole pack. One hit at the wrong moment and you are down. Nothing breaks a meteorite faster; anything that reaches you is the warrior's problem.
Swordwound fits in one sentence: gather out there, carry it to your island, build the island up, go further out. Everything below hangs off that loop.

Everything you carry back ends up here. Every log, every stone, every piece of loot builds the island up, and the bigger it gets, the further out you can go. Build it, widen it, hold it.
Every region has its own monsters. One is easy. A pack teaches you something. What they drop decides what you build next.
They spawn on a clock and the whole server hears about it. It's not about who gets there first. It's about who is still standing. The best gear in the game starts with what they drop.
They fall all over the world and pull the swarm to them. Breaking one takes time. Holding it takes a crew. What comes out is the most valuable ore in the game.
The world is too wide to cross on foot. Feed your mount, level it, armor it. The faster it is, the more trips you make, and every trip is more material.
A shared vault, shared buildings on the island, and wars over ground. What you cannot take down alone, you take down together.
Anyone out there can pick a fight with you, and fights break out over bosses, meteorites and good ore. Lose, and you lose nothing but the fight.
The door opens for a group, and the inside is a little different every time. The deeper you go, the better the reward and the harder the way back out. Where you stop is your call.
Smith, miner, cook, alchemist, fisher. What you make matters as much as what you gather. Some of the best gear in the game comes from another player, not a shop.