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A free multiplayer game for Windows, Mac and Android.

The ring brings you back.

The Rings of Tristinwold is a multiplayer fantasy game. You play an Immortal, remade by the Magi and bound to the city's Wake, sent out against the Hollow Host. When you fall, you wake at the Gallows Perch, and Mother Corva writes it down.

Version 0.28, the October 31 update.

You were nobody the city would miss.

When the Rift tore open and the Hollow Host came through it, the only cities left standing were the ones the Magi had ringed, with a Wake of Keystone-light sunk under each. Then the Magi set about making what the Host fears most. In the undercroft of the Needle they took foundlings out of the Warrens, the condemned off the gallows and Ashborn orphans from outside the walls, and remade them in the Ringing: nine nights of spellwork in a circle of light, the old life burned out, a ring of black iron sunk into the bone of one finger and bound to the Wake beneath the city. Of every hundred given to the Needle, a handful woke.

You're one of them. Quicker and harder than anyone born, cold to pain, and bound: when you die, the ring drags what's left of you back to the Wake, and the Wake makes you again at the Gallows Perch, where Mother Corva waits with a blanket and a bottle.

That's why you're the line the cities hold. A soldier dies once. You can bring down a dragon the Rift has taken, because you come back knowing a little more of how it fights each time. The townsfolk pay you and need you, and behind your back they call you gallows-born.

The main quest, from your first waking

  1. WakingYou open your eyes on the straw at the Gallows Perch with an iron ring on your finger. Mother Corva tells you what you are.
  2. The ArchiveSister Ilse shows you the ledger of your intake: a hundred given to the Needle, nine woke.
  3. The ProvingFall in battle, and come back. The ring holds.
  4. The BreachThe Host has torn a wound of violet light open beyond the walls. Slay eight of what crawls out and it closes.
  5. DragonfireBring down a dragon the Rift has taken. The tracker points you at the nearest.
  6. Warden of the RingsMother Corva writes the title after your name, and tells you the Magi aren't telling you everything.

One city, every company.

Each player runs their own company of three, in their own game, at their own pace. The server holds the city they all share.

One deviant world
A monster that wipes out one company can turn up in another's game and taunt them about it.
One economy
Sell sixty herring and fish is cheap for everyone. Stock, prices, the weather, the caravans and the city's works belong to the server, and its days run while anyone is playing.
One contract board
When a company takes a job, it's gone for the others. The secrets stay on the DM's screen.
You see each other
Every hero on the server walks about in everyone's world with a name floating over them. Arrive just after another company left and you find fresh tracks.
Dead drops
Hide a note in an area for the next company to find. Some never arrive.
Keystones
Each company secretly carries one. Nobody knows who, until two end up in the same place and time stops around them.

Vann plays himself.

No DM is needed. The server plays Vann, the first person each company saves, and he keeps the companies apart: advice that steers you away from the others, a better-paying rival job pinned on the board, a note rewritten in your friend's hand, rumours about crimes nobody committed, and a deviant told where to find you. Two Keystones meeting is the one thing he can't stop.

What's out there.

Tristinwold is a walled port of three rings, run from below by the Tongs. This is some of what lies beyond its walls.

Fifteen classes
Three to each of five callings: warriors, rogues, mages, bards and artificers. A guild's teacher will teach you another way, and you keep what you were.
Nine cities
Each with its own name, places, story and contracts. Galeholt's feuding horse-lords, Vespergate's widowed queen, Cinderhelm's walled-in refugees, Argentdeep's rotting silver, Gravenmoor's restless dead, Mirewatch's fog.
Nine lairs
Mini bosses in the wilds, each with its own creatures that come at you first. Past them, the far country has lairs of its own, harder and better paid the further out they lie.
The sea
Five ports over worse and worse water, a market in each, and the pirates of the Teeth hunting off the Isle of Corrow.
Dragon Knights
Any class can become one, and it's earned. The Order of the Eyrie's riders land on the hill west of the city every day. Nobody tells a new hero about it.
Companions
Wolf pups, bear cubs, fox kits and now and then a dragon wyrmling can be tamed, and they grow up beside you.
A name the world knows
Everything you do makes a name for you, from a decent sort to a villain. Every guild story has a good choice and a wicked one.
No edge
The land streams in around you as you walk, grown from one seed, so the same hill is always in the same place.

Join the server.

The address, the downloads and the first steps are on the play page.