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Ravenhold:
Oaths and Crowns

Build a guild of adventurers, explore a hand-painted world, and master tactical party combat. Play free, with cloud saves that follow you between devices.

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Ravenhold: Oaths and Crowns

A party CRPG in the spirit of the 1987 classics — reborn for the modern age.

Malgrim the Undying crossed the northern ice with ships of black bone. The wizards of Gelnor burned their own libraries rather than let him read them. It did not save them.

Volume I — The Wrath of Malgrim. Muster a band of six from the Adventurers' Guild and step into Thornmere: a hand-painted world of three free towns holding out by stubbornness, smuggling, and dwarven stone. Chart the wilds tile by tile, delve nine dungeons, and survive the five roaming Terrors — the Ogre-King, the Pale Huntsman, the Bog-Witch, the Admiral of the Drowned, and the Herald who rides before the storm. Master rank-based tactics where every swing matters and wounds break real limbs. Sail east to Malgrim's own blighted homeland, learn the secret that feeds his deathlessness, and face him on his throne — where you may end his wrath, or kneel and join it. Two endings. Both are only the beginning.

Volume II — The Descent. Malgrim's fall is not the end of the story — it is the question the whole first volume never thought to ask: why did a deathless king spend a hundred years guarding a single door? Claim his fortress as your own Keep — rebuild its halls, collect its rents, garrison its walls — and decide whether to open what he kept shut. Below lies the Underworld: eight persistent floors that grow darker with every stair, where every chamber stays exactly as you left it and guardians bar the way down. Whatever Malgrim knew, whatever he feared, is down there still. Climb back to the sunlit world whenever you dare — it never locks away — but the deep will be waiting, patient as the grave, right where you stopped.

Volume III — The Sea. The Warden's Codex was never just Malgrim's confession — it's a jailer's ledger, and a ledger names more than one warden. Another failed on an island the sea has been swallowing ever since, and the Admiral of the Drowned — a Terror you may already know from Volume I — is what that island's warden became. Take to open water in a ship that's actually yours: crewed, refitted, and lost for good if you lose it. Sail an archipelago where every port runs its own crew and helping one costs you standing with another. Win it ship-to-hull, then board and finish it with the same six who got you this far. Swear the Salt Covenant, put the Admiral down, and the black stone door at the heart of the islands finally opens on what a warden's failure really cost.

Day fades to dusk and night stays until you rest, and the dead walk bolder in the dark. Tame a wounded beast as a companion, catch a town on its festival day, and fill the Guild's Bestiary one kill at a time. Sign in from any device and your campaign follows you. Share a tankard in the tavern chat, trade your spoils in the Duskharbor Auction House, and join the World Hunt — one Terror stalking every player at once, its strength a single shared pool that every traveler's raids bleed together.