WE ARE

STORYTELLERS

DEVELOPERS

GAMERS

AEGIS

AEGIS Game Studios is an indie game development studio dedicated to crafting immersive, story-driven experiences.
We love telling stories, and community is at the heart of everything we do.

Community Notes – 6th January 2026

13/01/2025 UPDATE: We will no longer be performing credit-card based age verification. We can now do...

AEGIS KINGDOMS – Patch Notes – 21st April 2025

Hello Adventurers! Happy Easter! Here are the patch notes for today’s update. ‎‎ CURRENT QUEST...

AEGIS KINGDOMS – Patch Notes – 12th April 2025

Hello Adventurers! Here are the patch notes for today’s update. ‎‎ CURRENT QUEST OBJECTIVE:...

A true roleplaying experience...

AEGIS Kingdoms: Rebels of Camelot is an RPMMO. A living, breathing world built for roleplayers by veteran roleplayers.


Every choice, action, and interaction unfolds through in-character storytelling, collaborative adventures, and player-driven narratives. Here, your character’s journey is defined by your decisions, alliances, and roleplay—not button mashing, zone grinding, dailies or anything like that. There are no traditional combat mechanics, to give you maximum creative control over your character.

This is a living world where your story and actions matter.

KEY FEATURES

TRUE ROLEPLAY MMO

AEGIS Kingdoms is a living, breathing 3D world where your characters socialise and adventure. It is a shared online world where you can roam unrestricted, customize your character, own pets and mounts, and interact with the world at large.

All game features are designed around roleplay, and as such do not feature traditional combat features, XP, quests and the likes. Instead, every action your character takes must be done through roleplay.

Highlands Concept

Volcanic Concept

YOUR ACTIONS MATTER

AEGIS Kingdoms is built on the principle that characters are not disposable. Every action, every decision, and every relationship has weight in a living, persistent world. Unlike traditional MMOs, the world remembers what your character has done. Your reputation follows you, your relationships evolve, and the consequences of your choices linger long after the moment passes.

But it’s not just about your legacy, it’s about the connections & friendships you make and moments you have along the way that matter the most.

CLEAR CHARACTER PROGRESSION

Progression is one of the highest debated topics among the roleplay community. It can be difficult to measure how characters progress when opinions differ and rules are not clear.

Progression in AEGIS Kingdoms is mapped, deliberate, and fair. Milestones are tied to narrative impact, faction recognition, and in-character achievement. Advancement is earned, not assumed.

We require all users to submit forum applications to evidence status upgrades based on clearly defined merits and milestones a character may achieve. Staff will review and approve or deny applications.

Old Town Concept

Port Town Concept

ALIVE & CANON WORLD

Certain canon events, lore figures and the likes cannot be interfered with at all. We do occasionally allow larger consequences to actions, for example poisoning a water source, destroying an important building, killing a lore figure or interfering with the flow of a particular story arc etc. Usually these are prohibited.

In the first instance we’ve restricted certain items, materials and reagents behind a process that requires approval beforehand, meaning characters will seldom wind up in situations where they can impact the world. Such world-affecting incidents will not happen altogether frequently or without Staff approval and GM oversight.

In the second instance, we have set these boundaries in place from the get go for the benefit of the entire community. Whilst these actions may align with your character – they also can and will ruin the fun for others. As such, we do not often allow world changing events.

That being said, there is a process to get these situations approved by staff. The world is alive, and it should rightly react. We just need to ensure its consequences do not negatively impact the experience for the whole community.

The approval process is there for those who are willing to work with the process, consider the consequences and provide interesting micro-arcs for the benefit of all the community (not just their character).

EPISODIC CONTENT RELEASE

Stories & content is released in episodic arcs, beginning with the Imperial College of Learning, designed to introduce new characters to the world, its factions, and social structures. This will be the primary location for characters during development, before parts of the world open up on release.

There are many complex narrative arcs that will unfold at a relatively steady rate, bringing forth new content in the shape of locations, armours, weapons, NPCs, pets, mounts etc.

Players are key in the evolving story, with their decisions shaping outcomes in ways that ripple across the game world.

Alvarheim Concept

Ophelia Concept

DEEP LORE, EASY TO LEARN

A great amount of time and care has been taken to ensure the world has depth for you to explore. Lore has been written in a way that you can learn as you go, rather than needing to know everything beforehand.

Our experience has shown this approach provides a much more gentle experience in learning the lore of the world. Likewise it helps to create characters that are far more rounded in their experiences (reducing opportunities for metagaming) by providing opportunities for in-character learning and a means for more authentic narrative arcs & surprises.

We have a series of short-form videos to explain the Lore you need to know before applying for your first character, which will bring you up to speed before you get into the world, and a full wiki that you may browse at your leisure.

NO CASH SHOPS OR MTX

This isn’t really something to shout about… But in today’s day and age it unfortunately has to be said: the only monetisation in the game is an affordable monthly membership (which we try to keep as low as possible).

There are no cash shops, lootboxes, premium currencies, battle passess, or anything like that. It’s our position that MTXs don’t belong in such a creative environment.

This is to support the costs associated with running an online game. There is a mandatory base tier, and two optional tiers simply for supporting the game.

Edgewall Concept

CAN I PLAY?

CAN I PLAY?

Yes, you will be able to play soon™. At the moment AEGIS Kingdoms is still in the last stages of development before going into an “early access” period that we’re calling “Open Weekends”. 

WHAT ARE OPEN WEEKENDS?

We are initially allowing limited access over weekends, before slowly increasing up to full 24/7 availability as the community grows.

NOTE: During early access, users will not need a monthly subscription to play.

YOU SHAPE THE GAME

Open Weekends is an opportunity to help test the systems and grow with the community. Most of the base systems have already been developed, but not all of them. Providing feedback and participating in events will help the game and community grow.

IMPERIAL COLLEGE OF LEARNING

During Open Weekends (Early Access) characters are limited to the ‘Imperial College of Learning’, where they will learn the necessary skills to participate in contract faction work. 

Characters can engage with both teachers and fellow students, as they learn about the five factions and the skills needed to work for them.

Whilst there are many Imperial Colleges of Learning (per region), your character will be in the first cohort of students for the Imperial College of Learning in Arundel. Your characters actions will be immortalised for future characters to see and learn about.

HIDDEN IMPERIAL AGENDAS

Imperial Colleges of Learning were established by the Empire to re-educate the working population so they can better integrate into the post-Arthurian, new Imperial society. For some it shows a revolutionary side never seen before the Empire to educate and upskill their citizens to further prosper their territories.

However for others it is clear that the Empire wants the world to forget the kings of old, wanting to either keep busy or squeeze every ounce of gold from a person for the benefit of the Empire.

CHARACTER CUSTOMIZATION

Admission into the Arundel College is for working adult Humans (with no upper age limit) and those of age who are ready to be trained in productive skills that benefit the local community. This is because the Grand Empire of the Humans has outlawed other races in Imperial territory.

The characters in this setting do not have many skills, but in order to work, must attend the College in Arundel. This is part of a changing cultural shift from the Old Ways, to the new Imperial way.

Character customization is split into two categories: 

  • Modular Races: These character models are fully modular and customizable with the ability to equip weapons, armours, customize hair, skin colour etc. You can choose these races directly in the character creation menu.

  • Non-modular Races: These races are single 3D models that have not been separated. They are ‘as is’, with no customization options. They do NOT appear in the character customization menu. You have to create a normal character (modular) and then use the Morph feature to appear as non-modular character.

The ultimate aim is to create more modular races as we go, however these are much more time consuming to make. As such, races may start off as non-modular and then be changed over to modular in the future for the sake of development momentum.

For the time being, most characters will be Humans until after Early Access. 

Please check the roadmap for a glimpse into what’s upcoming (click me). 

WHAT TO EXPECT

Students will learn the skills of all five major factions. Their classes will give a taste of what working for each faction is like, whilst ultimately their time at the College will prepare them to move onto joining a Guild.

Graduates must ‘announce’ themselves to one of the five major factions. This custom shows intention of working within their ranks.

The faction in question then keeps an eye on the progress of the individual, but it is rare that one will be accepted immediately. Instead, individuals need to prove their capabilities in the real world.

This is best achieved by working in a Guild for a season or two.

GUILD WORK AND BEYOND

Guilds, in AEGIS Kingdoms, are established organisations that receive faction contracts in the local area and distribute them to registered faction members of lower rank.

They usually provide residence, guidance, connections and of course contracts, often taking a cut in return.

Graduates from Imperial Colleges are required by law to spend a minimum of 3 months in a local Guild. This is primarily a safety measure to reduce fatalities of inexperienced graduates.

Guilds organise their members into “parties”, denoted in rank based on skill and renown. It is common that an experienced Guildmember will form a party and receive 3 – 4 graduates who then complete contracts together.

Parties have no obligation to continue together after the mandatory 3 months, though many do until the members gain enough renown to be approached directly by a faction, and work directly for them.

EARLY ACCESS IN A NUTSHELL

In essence, Early Access allows us to trial the faction story arcs we have planned in a condensed, controlled environment before scaling up.

It will give you a rare opportunity to progress your character from the very beginning of their journey, and will be one of the first to graduate through the Imperial College of Learning.

Your feedback and engagement during this time will help shape the future of AEGIS Kingdoms.

READY TO PLAY?

If you are ready to play, sign up for our waiting list to be the first to know when you can play.

HOW DOES IT WORK?

1. REGISTER YOUR FORUM ACCOUNT

Registering your forum account will place you on our waiting list. We manually verify all potential users. This is to prevent spam and troll accounts, as well as manage playerbase size.

2. AGE VERIFY

Once your forum account has been approved, you’ll get access to the read-only FAQ section of our forums. This provides you with information on what is expected next.

All users (regardless of country) must perform a quick and easy phone number age verification, inline with Ofcom’s guidance for highly effective age assurance. This is part of our legal duties by the United Kingdom’s Online Safety Act. We do not allow users under the age of 18 on our platforms.

You get texted a one-time passcode. Submit the code and you’re age verified.

3. CHARACTER APPLICATION

Once you have age verified, you’ll automatically be able to access the next section of the forums: the character application section.

You must provide a written application based on the template provided.

You’re not expected to be a lore expert, but this is an opportunity for you to demonstrate your understand of the world. Likewise staff will provide feedback on your character.

It also helps us vet written comprehension so that the community at large is not disrupted. This normally takes a few business days to go over.

NOTE: After the game leaves early access, we will offer a 30 day free trial. This is the part of the process where you indicate you’re applying for a free trial.

4. GAME ACCOUNT

Once your character has been approved, full forum access is granted. You’ll receive email instructions on how to setup your GAME ACCOUNT.

This is a separate login that you will use to log into the game world via the AEGIS Kingdoms game client and play the game.

NOTE: During development of the game, Monthly Membership is optional. After the game leaves early access, you will need an active Bronze Membership before you can login to your Game Account.

5. CREATE YOUR CHARACTER

Once you’re logged into the game client, you can now create your character.

When you first login, you’ll be placed in an out-of-character area so you can setup your character appropriately. This includes your character sheet, clothing/armour and weaponry (where necessary).

NOTE: If you do get stuck, we’ve created a video to assist you with this process.

6. MONITOR THE FORUMS

We recommend you keep an eye on the forums, as that is where information on events and some quest invitations will go.

Game Masters will announce events in-game as well, and don’t be afraid to reach out to other players if you’re new. We pride ourselves on our welcoming community.

THE WORLD MAP

Please note this is a basic working sketch of Sor’res. It does not include all islands and continents.
Changes are expected to be made on true island shape.

CALAFOR

Calafor is the largest known continent, vast beyond easy measure, and the seat of the Grand Empire of Humans. In an earlier age, it was divided among rival kingdoms until the Avalon Accord, forged under King Arthur Pendragon in Camelot, brought peace through unity, trade, and mutual recognition.

Camelot no longer governs. Following the murder of King Arthur, Constantine Pendragon usurped the throne from Arthur’s infant heir, Percival, and supplanted the Accord with empire. From his homeland in Bretonnia, Constantine initiated a campaign of conquest that deliberately dismantled the Old Kingdoms and their traditions.

For twenty-five years, Calafor endured continuous war. The peace of the Old Ways was shattered; former rulers were systematically removed, lands renamed, and cultures reshaped. By the war’s end, no human realm remained outside imperial control. Constantine declared himself Emperor of all mankind upon Calafor, his authority absolute.

In place of the old crowns, Grand Imperial Delegations now govern the regions as extensions of Constantine’s will—local rulers in function, but not in sovereignty. Though the Empire enforces unity and order, memory of the Old Kingdoms endures, and in places distant from imperial oversight, it is said that Calafor itself remembers—and listens.

THE SOUTHERN KINGDOMS

The Southern Kingdoms, once regarded as a single realm, are now divided between Kaldria and Bal’morrack, their shared history reduced to a fragile and uneasy bond despite common borders, tunnels, and bloodlines. Kaldria, the larger and greatest non-imperial realm in Sor’res, is ruled by the ancient House of Oakenheart but is gripped by a wasting sickness. Its borders are sealed, movement is tightly controlled, and the kingdom endures in fearful isolation.

Bal’morrack, formerly part of Kaldria, lies withdrawn and watchful after losing a recent war to its former kin. Its past is marked by secrecy—covert loyalties, forbidden assemblies, and unspoken conspiracies—and its present by silence born of injury rather than peace.

Beneath both kingdoms stretches an ancient subterranean labyrinth, poorly understood and rarely discussed. In recent months, travellers have vanished, unexplained remains have appeared beyond the city walls, and official explanations have quietly receded. As nights grow more guarded and fear spreads, it is widely accepted that something has stirred—whether from below, beyond, or within—and that in the Southern Kingdoms, darkness is no longer empty, nor safe to walk after sunset.

NIMTODIR

Nimtodir is the last refuge of the descendants of the True Children of Stone, a people whose story is not often told in full, and never without pause. Their history stretches back into an age of fire and shadow, shaped by long struggle and guided—at least at first—by the strength of their first Mountain King, Daruum Stonebreaker, whose name is still spoken with care.

They were not always a wandering people. In the elder days, the Children of Stone dwelt in Tillaris, under the rule of the High Dwarf and Prophet Bhandarr Longstone. It was Bhandarr who claimed to hear the voice of the Great Lion Aleph, warning him that Darkness was rising and that their first home, Kighlodir, could not be saved. He called his people to leave, promising a land prepared for them beyond the reach of the coming night.

Daruum did not believe that stone should yield so easily. He challenged Bhandarr’s decree, and the people were divided—brother from brother, clan from clan. Bhandarr and those who followed him departed Tillaris, while Daruum remained behind, swearing to hold the mountain against whatever horrors might come. Under his command, Kighlodir was unmade and remade as Kelboldir, a fortress carved and forged over nearly two centuries, sealed against the world and its fears.

When the gates of Kelboldir were finally opened, the world beyond had changed beyond recognition. Aleph’s grace had withdrawn, or so it seemed. Darkness had spread unchecked across Tillaris, twisting land and creature alike. The Dark Beasts roamed freely, and even the free peoples had learned the habits of cruelty and bloodshed.

What followed was not defeat by claw or fang, but by something quieter and more dangerous. Corruption found its way into the halls of Kelboldir. Daruum was betrayed by his own, cast down and sold into slavery to the Boartide—a people who had once fought beside the Dwarves in honor and need. But two centuries of silence, sealed stone, and a changing world had hardened the Boartide into something else entirely. When they later sought aid from the mountain and found only unbroken rock and wordless silence, they remembered.

They remembered well enough to learn.

In time, the Boartide rivaled Dwarven craft itself, twisting stolen knowledge into roaring machines and choking forges, black smoke rolling across their lands as survival replaced nobility. Old friendships were buried beneath iron and resentment.

Daruum did return. How, few agree upon. That he did is beyond dispute. Yet his return did not bring salvation. It brought fire.

Kelboldir fell in a single terrible day. The corruption within had run too deep, the Dark Beasts too numerous. To save what little remained of his people, Daruum himself set the mountain ablaze. The throne, the fallen clans, the twisted kin he could not redeem—all were consumed. Kelboldir the Great was no more.

By the unseen guidance of Aleph, Daruum and the remnants of the True Children of Stone were driven from Tillaris forever. They passed through strange realms and silent forests, through the Gateworld and beyond, until at last they came to Sor’res, a land not promised, but given nonetheless.

There, in what is now called Nimtodir, the descendants of the Children of Stone endure. They keep to the deep places, hidden from the wider world, carrying memory like a burden and a warning.

For mountains may fall, kingdoms may burn, and even stone may break—but some wounds, once carved, are never truly sealed.

THE NORTH

The North is often spoken of as though it were a single wall of ice and wind, but those who live there know it as something far older and far prouder: the last stronghold of honourbound duty, a land where oaths are carved deeper than stone and kept longer than memory. Here dwell the Barons of the North, stern and unyielding, defending their ancestral realms with a ferocity that outsiders mistake for savagery and insiders regard simply as good manners.

For the last quater-century, Constantine’s Empire has pressed against their borders, seeking to bring the North beneath its banner as it has the rest of Calafor. Yet every attempt has found itself broken like waves against a glacier. The North endures, as it always has, untouched by conquest and unmoved by threat. Its people say this is because cold teaches what comfort forgets: that strength does not come from numbers or wealth, but from steadfast hearts that bow to no command but their own honour.

The land itself seems determined to keep strangers at bay. A vast frozen tundra stretches out in all directions, unwelcoming and bleak, where the wind carries with it the bite of a winter that does not end. Beyond it rises the Ice Wall, a jagged barrier of ancient frost higher than the watchtowers of the Empire and older than any chronicle cares to estimate. Many who attempt to cross it are turned back. Many more are simply never seen again.

Among the numerous clans who claim descent from the first Northern settlers, none is as storied or as fiercely respected as the Pendragon Clan. From its bloodline came Uther, father of Arthur, long before he sat upon the throne of Edgewall. Though Uther departed the North to claim his kingship, the tales say that he never forgot the roar of the northern winds or the silent strength of the mountains from which he hailed.

What the worlds to the south do not know—what even the Empire’s spies have consistently failed to uncover—is that the Barons do not stand alone in their defence. Their unseen allies are the Iceborne, ancestral guardians said to have been shaped by the frozen earth itself. These beings were once mortal warriors, bound by oath to protect the North until their last breath. When death came for them, the cold claimed what death could not, transforming them into eternal wanderers of the tundra. Their forms are said to shimmer like frost beneath moonlight, their footsteps silent, their purpose unchanged.

The Iceborne do not speak, and few have seen them clearly enough to describe them. Yet their presence is unmistakable. Hunters tell of silhouettes that follow at a distance, vanishing into drifting snow the moment one turns to look. Patrols returning from the outer reaches of the tundra speak of dark shapes lying slain in the frost, felled by no weapon they can identify. Even the boldest trespassers, should they reach the Ice Wall, sometimes vanish altogether—though the Barons do not ask how, or why.

Only when the horns are sounded—an ancient summons that echoes across the frozen plains—do the Iceborne rise in full. Frost stirs, snow shifts, and from the depths of the tundra emerge ranks of silent, deathless guardians. No foe has ever withstood such a march. Wherever the Iceborne tread, a silent wake of death follows.

Those who think to test the Barons soon learn that the frozen realm is neither empty nor undefended.

Thus the North remains untouched.

THE ISLE OF GIANTS

Woe indeed to any traveller who chances upon this land unmarked by chart or star. Its shores do not announce themselves with welcome, nor do they grant the mercy of clear warning. Ships are drawn toward it by quiet waters and gentle fog, only to learn too late that the calm is a lie and the mist is watching.

This isle is no ordinary place, and those who dwell upon it are no ordinary folk. Here walk the Valkyr—sons and daughters of the Nephilim, giants by any kinder telling—whose forms bear the unmistakable mark of their origin. Six fingers crown each hand, six toes each foot, as though the world itself hesitated when shaping them and then resolved to go too far. They are vast, tireless, and unsettlingly precise, moving with a purpose that does not require haste.

The Valkyr were not born to rule this world, but to measure it. They are heralds and scouts, sent forth by the Dark Titan Dahlia, whose hunger is said to span realms rather than years. Where they walk, they judge. Where they linger, conquest soon follows. Worlds deemed weak are marked for subjugation; worlds deemed troublesome are stripped bare and forgotten.

Already, the land bends beneath their presence. Dark Aether seeps through soil and stone alike, a slow and thoughtful corruption that twists nature without destroying it outright. Trees lean as though listening, waters reflect shapes that are not there, and a perpetual twilight mist coils across the ground, never lifting, never thinning. Sailors speak of hearing voices in that fog—familiar voices, calling them home—until the sea claims them and the mist closes, satisfied.

No bird sings here. No honest fire burns long. Even courage feels brittle, as though it might snap if leaned upon too heavily.

There are paths through this place, but they do not reveal themselves willingly. The only ones who know them are the Archivist’s Order, a secretive brotherhood sworn to serve the Valkyr and to venerate the Dark Titan herself. They are keepers of forbidden maps and living histories, recording the fall of worlds with the same care others reserve for scripture. To them, knowledge is not meant to save, but to catalogue. Survival is merely proof that one has not yet been deemed unnecessary.

Those rare souls who glimpse the Archivists from afar describe robed figures moving through the mist with unerring confidence, untouched by the corruption that gnaws at everything else. What bargains were made to grant them such passage is not known—and no one who has asked has returned with an answer.

Thus the isle remains, unclaimed by maps and avoided by the wise. It waits, patient and shrouded, as it has been taught to do. And should the fog part just long enough for land to appear on the horizon, it is already too late—for the Valkyr have seen you, and the world you come from has begun to be measured.

OPHELIA

The lost continent of Ophelia lies far beyond the routes known to ordinary sailors, concealed by storms that do not wander and by seas that whisper to themselves as though trying to forget. Those who claim to have seen its shores speak of an unsettling stillness, as if the land itself is holding its breath. Few believe them, for few return with their minds entirely sound.

Ophelia is the homeland of the Dark Elves—descendants of the ancient Tillarian Elves, though that name stings their ears like an insult. Their lineage is tangled with betrayal, sorrow, and the sort of despair that grows slowly, like a vine creeping around a dying tree. Once, they shared in the glory of Tillaris, but the stories say that pride, grief, and an unspoken sin shattered their kinship. Whether they wandered willingly or were driven out is a matter of fierce dispute, but the truth, like much in Ophelia, is veiled beneath shadows that rarely care to be lifted.

The land they claimed—and that claimed them in turn—is a place of stark beauty and quiet menace. Forests twist upward like darkened spires, and rivers run black as if they carry secrets dissolved into their current. The sky hangs low, heavy with a twilight hue even at midday, as though Ophelia has forgotten what full daylight looks like. The Dark Elves move through this landscape with a grace that feels older than speech, their steps soundless, their eyes reflecting something deeper than simple caution.

For ages uncounted, Ophelia remained hidden, a continent lost not merely to maps but to memory itself. It might have stayed that way had the Archivist’s Order not pried open the past with their cold devotion to Dahlia. In the dust of forgotten catacombs they uncovered the Ophelian Scrolls—records long thought to be myth—revealing the location of the continent and, more importantly, the existence of a relic at its core: the Heart of Ophelia.

This relic, ancient beyond reckoning, is said to pulse with a strange and resolute power. It creates a barrier between Sor’res and the Dark Titan Dahlia, holding her at bay even as her influence claws at the borders of distant realms. Without it, the Titan’s reach would spill freely into the world, unmaking boundaries that were never meant to be crossed.

Constantine, seated upon the height of human dominion, regards this revelation not with fear but with ambition. The empire has already stretched its grasp across Calafor, but the promise of the Heart—its power, its mystery, its strategic value—has fixed his gaze firmly upon Ophelia. To him, it is not a sacred ward but a prize, one that could secure the Empire’s future or unshackle a darkness it is not prepared to meet.

Thus the continent, long forgotten and long content to be so, now stands at the edge of yet another chapter of conquest. The Dark Elves watch from the shadowed woodlines and the high, cold cliffs, listening to the distant thunder of ships preparing to sail. They know the Empire comes. They know what it seeks. And they know what will follow if the Heart falls into mortal hands.

Whether Ophelia will be conquered, preserved, or consumed is a tale yet unspoken—but whatever its ending, it will not come gently.

CHOOSE YOUR FACTION

THE RELIC HUNTERS

The Relic Hunters emerge as a mysterious faction draped in resplendent yellow-gold, embarking on perilous journeys for ancient artifacts and relics. Originating from the early days of the Fourth Age, their seemingly noble pursuit of treasures conceals a complex tale of hidden motives. Led by the mysterious Queen-Regent Isadora Ravenscroft, who has a dark secret, the faction becomes a dark reflection of its legendary origins. Loyalty to Isadora is paramount, secrets fester within, and the elite wield ancient armours powered by Relics of Old, hidden from the Grand Empire.

A hidden agenda unfolds. Isadora’s true motivations, driven by an insatiable hunger for power and vengeance, remain concealed within their ornate fortress. Shadows attract watchers, and the malevolent Titan Dahlia seeks to claim Isadora as an Avatar for her nefarious purposes. Veiled agendas intertwine with Sor’res’ fate, and the Chronicles of Sor’res hold the key to unraveling the truth behind this faction—a delicate balance between darkness and light, corruption, and redemption.

As a Relic Hunter, you’ll be on the frontline of discovery, delving into ancient ruins and uncovering relics from the past to aid New Camelot and the Grand Empire’s prosperity. But beware, these places often harbour hidden dangers.

THE ADVENTURER'S GUILD

The Adventurer’s Guild, rooted in the untamed lands of Sor’res, began as intrepid souls united by a passion for exploration and legendary feats. Bonded under the azure banner, they grew into a formidable faction, thriving on tales of bravery and camaraderie. Guided by the legendary Lady Elysia Stormrider, the Guild ascended to prominence during the fourth age, becoming an organized force. Lady Elysia’s rise marked an era of inspiration and prowess, her leadership defined by a commitment to the guild’s values.

The Trial of the Blue Flame, a monumental event, determines the Guildmaster’s successor through tests of mettle and wit, culminating in a confrontation with the mythical Blue Flame Dragon. The Adventurer’s Guild, enduring and influential, spans Sor’res with chapters overseen by questmasters, carrying on a legacy of adventure, exploration, and community engagement.

If you’re an explorer at heart, then the Adventurer’s Guild needs you! Set foot where no one has before, plant your flag atop the tallest peaks in Sor’res, and fill in the blank spots on the map.

THE MERCENARY LEGION

The Mercenary Legion are a formidable private military company, embodying a power beyond conventional armies. Adorned in crimson attire and menacing masks, they instill terror in enemies and command respect from those in search of their ruthless services. With origins veiled in mystery, their swift rise to prominence sparks speculation and whispers among scholars and adventurers alike.

Guided by The Crimson Mask, a leader shrouded in secrecy, the Legion operates with an iron fist, instilling an aura of fear in those who cross their path. Cultivating a reputation as ruthless battlefield killers, they thrive on a culture of aggressiveness, marked by blood-red attire and haunting masks that leave an indelible mark on the minds of their adversaries.

While New Camelot is a beacon of safety, the lands beyond its walls are teeming with unknown perils. As a member of the Mercenary Legion, you’ll be paid handsomely for your bravery. Whether it’s hacking and slashing through hostile creatures or ensuring the safety of wandering travellers, your sword will be the shield against the chaos of the wilderness.

THE ENGINEER'S SOCIETY

The Engineer’s Society stands as a vibrant embodiment of knowledge and innovation, welcoming scholars, inventors, and passionate minds. Driven by an unyielding spirit of curiosity and a relentless thirst for progress, the society believes in the transformative power of inventions to shape Sor’res’ destiny. Engage in scientific exploration and ingenuity alongside scientists, tinkers, and engineers, collecting samples, creating contraptions, and unraveling the mysteries of a vast new place.

Participating in the Engineer’s Society’s endeavours contributes to the advancement of settlements in Sor’res. New inventions enhance various aspects of life, from clean water production to power generation. Dive into the unexplored territory, understanding Ophelia’s new flora and fauna, discovering races, and ensuring the consumption of the right berries. Immerse yourself in the intricate balance of technological progress and environmental exploration, shaping the future of Sor’res through knowledge and ingenuity.

For the thinkers, inventors, and curious minds, the Engineer’s Society offers a realm of endless possibilities. You will analyse the unique flora and fauna, build intriguing contraptions, and unravel the scientific wonders of Ophelia. Your inventions will fuel the growth and prosperity of New Camelot.

THE SETTLER'S UNION

The Settler’s Union, a steadfast faction woven into the historical fabric of Sor’res, stands out with vibrant green symbolism representing their close connection to nature. Originating in the early days of the Fourth Age during the Grand Empire’s expansion into Ophelia, they form a collective of skilled craftsmen and builders with a shared mission of establishing thriving communities. Led by the wise Councillor Thorne Greenleaf, the faction adheres to a democratic tradition, ensuring that its leaders resonate with the aspirations of the Union.

Functioning as a closely-knit network, the Union excels in cooperative decision-making, resource allocation, and a diverse array of activities, ranging from architectural marvels to sustainable farming. With a commitment to education and knowledge, they forge a legacy of enduring prosperity—a tale immortalized in the Chronicles of Sor’res as the Builders of Prosperity.

The Settler’s Union welcomes all builders and craftsmen willing to shape the heart of our civilization. You’ll gather resources, craft essential items, learn to farm, and rear animals. Your skills will greatly contribute to the flourishing society of New Camelot.

THE DUNE RIDERS OF ESORIS

In the arid expanse of Esoris, the Dune Riders stand as formidable beings, descendants of ethereal Titans from the lost world of Aerinthia. Clad in indestructible Titansteel armor, each set embodies their lineage and serves as a living relic, adorned with intricate designs.

Their culture revolves around preserving these sacred armors, which tell stories of their ancestors and bind them to their Titan heritage. Driven by the dream to reclaim Aerinthia from darkness, the Dune Riders, resilient and dedicated, embody unity, cooperation, and knowledge pursuit in the harsh deserts of Esoris. Bound by echoes of Aerinthia, they embrace the boundless possibilities of their future in the ever-shifting sands.

Traverse the dimensional barrier of the Gateworld to Tillaris and seek out the reclusive Dune Riders of Esoris to learn more about these reclusive warriors and the secrets of the sands.

THE ETERNAL FLAME CULT

The Eternal Flame Cult, devout servants of the fiery entity “Phoenixa,” relentlessly seek the elusive Eternal Flames, the catalyst for transforming individuals into the feared Fireborne. Becoming Fireborne is deemed a capital offense, given the inherently corruptible and destructive nature of the flames, compelling even those with noble intentions to succumb to their call. The absence of Fireborne factions attests to the dangers they pose, with a single Fireborne capable of unleashing city-wide devastation, hunted by elite soldiers tasked with their suppression. The Ashen King, a notorious Fireborne leader, once organized a formidable faction, proving nearly unstoppable until his eventual defeat.

In preparation for their fiery transformation, members of the Eternal Flame Cult temper their skin with fire, fortifying themselves against the inevitable day they become engulfed. Unyielding in their pursuit, the cult openly attacks anyone impeding their path, posing a relentless threat to those who stand in opposition.

Only the most devout will undergo the transformative baptism of fire, emerging as conquerors in the flames of rebirth. Embark on your descent into the fiery embrace by seeking out the Eternal Flame Cult, the path to ultimate power awaits those who dare to embrace the flames.

THE ARCHIVIST'S ORDER

The Archivists Order, a covert faction bound to Tor’eshs nefarious will, specializes in procuring dark artifacts and relics from treacherous realms, safeguarding arcane and secret knowledge obscured by the passage of time. Their pivotal role in uncovering the Ophelian Tapestry Scrolls, at Tor’eshs behest for Emperor Constantine, solidifies their reputation as masters of clandestine acquisitions.

Operating in the shadows, the Order embodies a dark and chaotic essence, harbouring an earnest desire to usher Tor’esh’s master Dahlia into Sor’res (and by extension the Gateworld). Members, shrouded by masks during secretive meetings, maintain an elusive presence, rendering their identities unpredictable to outsiders. The Order demands absolute dedication, fostering internal competition by orchestrating challenges among members, a Machiavellian approach to gain renown within their dark faction.

At present they serve Tor’esh and his corrupted Valkyr, harbouring them and aiding them on the Isle of Giants. Many of The Order’s higher ranking members revere Tor’esh and the Valkyr, seeking to gain favour and power (in the form of Aether Corruption) from them.

The most seasoned members of The Order embark on perilous journeys to the Fringe Isles, an ominous land teeming with uncertainties. Here, in the heart of this free-for-all terrain, they engage in ruthless confrontations, eliminating rivals to secure coveted dark relics and ancient tomes. The allure of the fringe isle lies not only in the pursuit of forbidden knowledge but also in the intricate dance of power and intrigue that unfolds amidst the chaos.

The Story So Far

A KINGDOM TORN ASUNDER...

The Human Kingdoms, once united in peace through the tireless efforts of Arthur and his Knights of the Round Table, who skillfully brokered the Avalon Accord across the continent of Calafor, found themselves plunged into chaos following the tragic demise of King Arthur Pendragon. 

Instability, for the first time since Arthur was crowned King of Camelot, hit the land. The events that would unfold after this threw the whole continent into chaos, and much blood would be shed…

Pendragon Throne Concept

The Betrayer Concept

THE MURDER OF KING ARTHUR

The event known as “The Betrayal,” Arthur’s untimely demise unfolded at the hands of his trusted confidant and second-in-command, Lancelot. Constantine – King Arthur’s jealous brother – fueled by manipulation, orchestrated a devious plot, leveraging Lancelot’s affection for Arthur’s wife, Guinevere. Cunningly exploiting the Sorceress Kay, a covert wielder of Dark Aether seeking to augment her combat prowess and one of the Knights of the Round Table, Constantine enlisted her aid as he manipulated and gained her trust.

Under Constantine’s influence, Kay infused both Constantine and Lancelot with the malevolent essence, known as Dark Aether, elevating Lancelot’s power to a level necessary for the fatal confrontation with Arthur—whose possession of the legendary Aetherblade Excalibur made him a formidable adversary.

During a period of prolonged usage of Excalibur’s power, King Arthur found himself weakened and vulnerable. Seeking respite from the strain of wielding the mighty Aether-blade, he was momentarily caught off guard. Seizing this opportune moment, Lancelot, empowered by the dark and corruptive nature of Aether, struck with a ferocity driven by jealousy and ambition in the courtyard of Camelot Palace.

In an act of love and self-control, King Arthur chose not to rely on Excalibur’s might, opting instead to face Lancelot with a regular blade, hoping to spare his former friend from severe harm. However, the Corrupted Aether coursing through Lancelot granted him a formidable advantage, overwhelming Arthur in their duel.

The clash between the two mighty warriors was a tragic spectacle, as Arthur valiantly fought against the dark power that now consumed his once-loyal companion. But the malevolent strength of the Corrupted Aether proved too much to withstand, and Lancelot delivered a mortal wound to the noble King, leaving him gravely injured and vulnerable.

GRAND EMPIRE OF THE HUMANS...

Seizing the throne through a Machiavellian orchestration of his brother’s demise, the envious Constantine, fueled by jealousy, shattered the sacred Avalon Accord—an agreement that pledged peace and flourishing trade among the Human Kingdoms—initiating a devastating war against the other realms of Calafor.

Under Constantine’s ruthless rule, Calafor, the very continent that once housed thriving human communities, has undergone a grim metamorphosis into the Grand Empire of the Humans. This relentless war machine, meticulously crafted by Constantine, serves as a manifestation of his insatiable thirst for power. With an unyielding grasp, he has forcibly amalgamated the last remaining human settlements into his ever-expanding dominion, solidifying his tyrannical control.

A quarter-century into his ambitious reign, the Emperor’s gaze now fixates on the long-neglected realm of “Ophelia,” its existence chronicled in ancient scrolls lost to the passage of time. However, a clandestine cult devoted to a sinister force whom instructed them to unearth these obscured writings. Obeying the word of their master, the cult has presented these ancient scrolls to the Emperor, acting as conduits for Tor’eshs will. Through these mystical texts, they direct Constantine in his quest to locate the elusive Heart of Ophelia.

Under the ominus guidance of Tor’esh (through the Archivist’s Order), Constantine continues to grown in power with the force known as Dark Aether. In an unholy alliance, he has willingly become a vassal for Tor’eshs Master: Dahlia, from which the Corrupted Aether flows, succumbing to corruption fueled by the Dark Titan’s insatiable desire for worship and enslavement of this dimension.

Emperor Constantine Concept

The Imperial Fleet Concept

IMPERIAL BLOCKADE

The Imperial Fleet, an immense armada comprised of thousands upon thousands of Man-of-War ships, surges across Sor’res, their crimson sails staining the horizon like fresh blood. Their mission is to enforce the Emperor’s will and tighten the stranglehold on Ophelia.

At the helm is the Imperial Navy, the disciplined and unyielding enforcers of the Empire’s maritime supremacy. Their authority is absolute, their presence formidable. Beneath them operates the Mercenary Legion, a private army famed for ruthless efficiency, hired by the Empire for a hefty price. Though independent, their lethal precision is indispensable.

Lurking in the shadows are the Sanctioned Privateers, ‘former’ pirates now plundering under imperial sanction. The Navy loathes these privateers, tolerating them only for the chaos they inflict on the Empire’s enemies. Privateers exploit their legitimacy to extort and kill, while the Navy often lets them perish in perilous situations.

Tension defines these relationships. The Navy holds a grudging respect for the Mercenary Legion’s prowess, though they resent needing them. Meanwhile, the Legion honours their contracts with detached precision, motivated solely by the Empire’s generous pay.

As the blockade encircles Ophelia, Sor’res’ seas turn treacherous. Privateers wreak havoc, the Mercenary Legion executes missions with deadly precision, and the Navy stands vigilant, poised to dominate. This blockade, a testament to Constantine’s ambition, transforms Sor’res from a haven of freedom to a maritime prison under the Empire’s iron grip.

A MALEVOLENT FORCE...

The malevolent force known as the Dark Titan Dahlia hails from the nightmarish realm known as the Infernal Expanse—a reality entirely under her dominion, but one in which she is trapped. From this nightmarish landscape, Dahlia wields her formidable powers of Corrupted Aether, an essence that emanates directly from her being. She entices others with this ominous power, offering it as a tempting bargain in exchange for carrying out her sinister bidding. Those who succumb to the allure of Corrupted Aether find themselves immediately ensnared, becoming not only addicted to its potent energy but also driven by an insatiable craving for its forbidden might. The power transforms individuals into dark manifestations of Dahlia’s malevolent influence, enveloping them in an aura that grants incredible, yet corrupted, abilities.

Dahlia harbours a fervent desire to extend her dominion into other dimensions and seeks worship from those she subjugates. Fixating on the Gateworld, the world that connects all worlds—Dahlia’s unrelenting pursuit centers around the acquisition of the Heart of Ophelia in order to break free from her domain, use it to gain access to the Endless Forest and consume its many worlds. The Heart of Ophelia: positioned deliberately by a mysterious force to obstruct Dahlia’s entry into the Realm of Sor’res (and by extension the Gateworld), this formidable artifact acts as an indispensable barrier, resisting Dahlia’s insidious incursion into the coveted realm.

Manipulating Constantine as her pawn, Dahlia cunningly seeks to exploit his influence and power to advance her nefarious agenda. Through her champion Tor’esh, she aims to manipulate Constantine to not only to break through the protective barrier of the Heart of Ophelia but also to unravel the intricate safeguards put in place to prevent her malevolent entry into the Gateworld.

Dahlia Concept

King Arthur with Excalibur Concept

THE CALL FOR ADVENTURE...

Your adventure awaits in AEGIS Kingdoms: Rebels of Camelot!

What will your legacy be?

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