Blood & BountyBlood & Bounty

The peoples of Etheria

Many bloods. One ruthless world.

The Sundering scattered the old peoples and forced new ones into being. Each carries the mark of how their ancestors survived. Your bloodline is not just where you start. It is what you pass on when you die, and the legend your descendants inherit.

Bloodlines

Where your legend begins.

Your bloodline is more than a starting choice. It is what your descendants inherit when you fall, and the foundation of the legend you leave behind.

Highborn

Heirs of the fallen empires

Descendants of the crowns that ruled before the Sundering. They carry old names, old debts, and an instinct for politics and command. Born to lead warbands and write laws, they make natural lords and ruthless rivals.

Ashkin

Forged in the ruin

Those whose ancestors survived the cataclysm in the wastelands and frozen reaches. Hardy, scarred, and resourceful, the Ashkin endure where others perish. The frontier is theirs, and they hold it with calloused hands.

Veilborn

Touched by deep magic

Marked by the raw sorcery that flooded Etheria when the old wards broke. The Veilborn feel the arcane like a second pulse. Power comes easily to them, and so does the price it always demands.

Wanderkin

Children of the road

The traders, smugglers, and free companies who claim no land and answer to no crown. The Wanderkin know every route across the Crimson Sea and every back door in Grimshaw. Loyalty is for sale; reputation is everything.

Classless progression

Be whatever you practice.

There are no classes in Blood & Bounty. You do not pick a box at character creation and live in it forever. You become what you do. Swing a blade and you learn the blade. Channel magic and the magic answers. Mix and match freely. The archetypes below are not classes. They are paths that emerge from how you choose to play.

The Warrior

Steel, armor, and the will to stand in the front line. Built through fighting, not by choosing a class. Masters of the battlefield who hold ground when the warband breaks.

The Sorcerer

Wielders of the deep magic that flooded Etheria after the Sundering. Devastating and fragile. Every spell drawn from forbidden sources, every casting a gamble.

The Rogue

Stealth, poison, and the patient knife. Earns coin in the shadows of every port and the back rooms of every hold. Death arrives quietly, then it is simply over.

The Hunter

Bow, beast, and the long road. Trackers and survivalists who own the wilds between the cities and bring down what the warbands cannot.

The Artisan

Smiths, alchemists, and engineers. They craft every weapon, every potion, and every fortune in the game. The economy of Etheria runs on their hands.

The Sovereign

The schemer, the guild-builder, the lord. Their weapon is other people. They claim territory, tax the trade, write the laws, and turn warbands into empires.

Mix any of these freely. A warrior who studies sorcery, a sovereign who can still gut a rival in the dark. There are no boxes here. Only the path you carve.