Realms Beyond: Ashes of the Fallen

Created by Ceres Games

A classic single-player RPG featuring a party-based character system and tactical turn-based combat evolved from the SRD 3.5e ruleset.

Latest Updates from Our Project:

Tools Preview, First Social Goal reached, Italian Version
over 1 year ago – Fri, Nov 09, 2018 at 12:48:29 AM


In today's update we will show you a little preview video of our editing tools, which will be shipped along with the game as mod tools, so you can create your own scenarios and campaigns.

Our map editor allows you to texture and modify the landscape, place objects and effects, set the lighting and place creatures and NPCs on the map. It's a powerful editor which gives you a lot of options, but the map building process is quick and easy to learn.

The dialogue editor is just as easy to use and just as powerful. Easily write different conversation nodes and connect them with a click of your mouse. Add conditions to the different dialogue options, making them only available to certain classes or races. Or make them dependent on the player character's gender, or a certain skill or stat. With the dialog editor's script calls, you can implement a large variety of condition checks, and you can have NPCs react in different ways to the player's dialogue choices. 

We use AngelScript as a scripting language, which is an object-oriented language based on the syntax of C++. This allows you to create all kinds of interesting scripts to spice up your campaign with the custom scenes you want it to have.

Realms Beyond provides you with powerful modding tools that are easy to learn and allow for quick and efficient mapping and dialogue scripting once you are familiar with them.

Have a look:

Social Goal reached

We have reached our first social goal! 506 people now follow our Facebook page and the fourth beer mug has been unlocked! We want to thank all our backers by including the Digital Art Book with many high res concept artworks of the game as a bonus.

Italian Version

We're overwhelmed by the interest of the Italian RPG community and the support of our Italian backers is tremendous. Therefore, we are happy to announce that we can finally confirm the Italian version of the game!

Once again, thanks to everyone supporting us! Stay tuned for new updates!

A Glimpse of Our World, Part 3: The Wildlands – Legacy of Virduris
over 1 year ago – Wed, Nov 07, 2018 at 11:05:02 PM

The Wildlands are one of the most turbulent and unstable areas in Argea. It is a region of numerous different cultures, as humans from all corners of the world came to settle there after the local kingdoms had collapsed and fallen. A land of opportunity, with the riches of the past and abundant natural resources rife for the taking. After centuries of conflict, collaboration, and consolidation, the Wildlands had become a relatively stable region attracting merchants, adventurers and researchers from all across Argea.

But the Great Cataclysm changed everything. Even though the region was spared from volcanic activity, massive earthquakes leveled the major cities and left the survivors with half-collapsed piles of rubble to live in. A large part of the population returned to the lands their ancestors had come from, leaving their ruined homes behind. But those who stayed were not left to rebuild in peace: from the south, orcish hordes pushed into the Wildlands, forcing the humans to take up arms and defend themselves.

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Click for high-res version

This common threat could have united the people of the Wildlands, but instead the vacuum of power left by the collapse caused by the Great Cataclysm led to the rise of three pretender kings fighting over who gets to rule what’s left of this once-prosperous region. Amidst this chaos, the chieftains of the tribes of Pshent, who fled from the destruction of their homeland, have sworn to stay neutral. A difficult stance in a region consumed by a war with so many different sides.

To the southwest, at the border between the Wildlands and what used to be Pshent, only the city of Khuft remains as the last remnant of a once great kingdom. Threatened by the hordes of undead that overran their homeland, more and more Pshentians leave Khuft to seek a better fortune in the Wildlands. Yet all they do is trade one threat against another. 

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Click for high-res version

Needless to say, adventurers and mercenaries will find many opportunities for employment in this region. Will you support one of the three pretender kings, help the tribes of Pshent protect their independence, or even join the orcish raiding parties as they push deeper into human lands?

Kalgerth is the strongest of the three pretenders, or at least that’s what he likes to claim. He is seated in the city of Antir, the only city in the Wildlands whose walls are still mostly intact. Holding it gives him more legitimacy than his rivals, but his claims to be the de-facto ruler of the Wildlands are just that – claims. He doesn’t even unite half the population under his rule, and he is too indecisive a ruler to bring more villages under his control. He may have the most solid base for kingship among all three pretenders, but unless he adopts a more bold strategy, his opponents may soon outmaneuver him.

 What Marek lacks in territory, he makes up for with a fierce army and ruthless command. He may not control as many villages as Kalgerth or Naraya, nor does he have a city as strong as Antir as the seat of his power, but he has plenty of swords and knows how to use them. He wages a ruthless guerrilla war against Kalgerth, ambushing patrols of his soldiers, and occupies villages so their population has no choice but to accept him as their rightful king. His methods may be effective, but they do not win him much support among the common populace.

Naraya is known for being an eccentric ruler who cares little about warfare and stays mostly out of the conflict between Kalgerth and Marek. Once, she had invited a cobbler from far Pyrrhenia to fashion sandals like Mirvala’s for her, but sent him away again when he didn’t bring her flowers as a gift. She considered it disrespectful of him to not arrive with a gift, and what better gift for a queen of her beauty than a beautiful bouquet of blooming flowers? Despite her eccentricity, her territory is prosperous, as neither Kalgerth nor Marek consider her a serious contender to their kingship. And yet she is far from weak, with well-equipped troops guarding her borders.

 The tribes of Pshent have declared their neutrality in the conflict, but chieftess Duniba knows it cannot last. She wants to unite the different tribes under one banner to defend their independence against the pretender kings, who want to win them over to their cause and involve them in pointless fighting. But the tribes are too reluctant, too adamant in their neutrality. She fears it may need a catastrophe to convince the other tribes of joining her cause, but she still hopes the people of Pshent will realize the need for a strong leadership before it is too late. Of course, she only wishes to lead for the good of her people, not for personal ambitions…

The Legacy of Virduris

As war-torn and chaotic as the Wildlands are today, they used to be home to one of the greatest civilizations of Argea in the past. The wizard-kings of Virduris, most prominently the legendary queen Mirvala, once ruled over a powerful kingdom that occupied the territory now known as the Wildlands. But their empire has fallen long ago, and now nothing but ruins and legends remain. Even the language of Virduris is lost to time. The many inscriptions left behind by the Virdurian people are nothing more but strange symbols on the walls to those who look at them today, the meaning behind them long forgotten.

The many ruins left by the old Virdurians offer plenty of opportunity for adventurers to find valuable relics of the past. Before the Great Cataclysm, researchers from Cormac, Pyrrhenia and Sabag-Hirar had excavated ancient Virdurian sites, but in their current unstable situation, the Wildlands are too dangerous for most scholars. Many Virdurian cities known from legends still haven’t been found, their secrets still buried deep underground.

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Click for high-res version

The Wildlands offer countless opportunities for adventurers. Between the conflict of the pretender kings, the orcish incursions and the ancient Virdurian ruins, those who are brave enough to face the dangers of the Wildlands have plenty of choices.

Travelling the World: Camping and Survival
over 1 year ago – Tue, Nov 06, 2018 at 12:58:27 AM

 The world of Argea is vast and full of wonders. While exploring the world map, your group of companions will travel through lush forests, climb magnificent mountain ranges, trek through arid deserts and treacherous swamps, and even sail to long forgotten isles. Your adventures will carry you far and wide, either on the soles of your feet or on horse’s back.

But travel is not an easy task: your adventurers will get tired, hungry, thirsty, and fed up with the monotony of the road during a long journey. Your wizard will have to rest to restore his magical power, your cleric will have to meditate upon his faith; and most of all, after a long day of traveling your entire party wants to take off their sweaty clothes and heavy armor, sit down around the campfire, enjoy a hearty meal and end the day with a game of dice or cards while listening to their musically skilled companion play his lute. 

When you’re exhausted after days of travel but still far away from the nearest inn, when you’re lost in the freezing north and need to warm your cold limbs, when the heat of the desert makes you want to wait until nightfall to continue – you set up camp and allow your party to have some well-deserved rest. A campsite can be put up anywhere in the wilderness, but not every location offers the same comforts.

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Click for high-res version

Aside from the elementary feature of resting to recover spells and heal wounds, in Realms Beyond your party members will be able to use the camping time to cook and eat, chat and play games to relax, go hunting and fishing, forage for berries, mushrooms and herbs, treat their wounds, craft potions or identify items, scribe scrolls, and even make music around the campfire. The chances of a successful hunt or finding ingredients in the wilderness depend on the environment, however – you won’t find many plants in the desert, and wildlife is more abundant in woodlands than on the plains.

Camping isn’t without its dangers, either. Hostile groups or natural predators might assault your camp while you sleep, and if you are ill-prepared for the weather, your characters might catch a cold or worse. But camping in the hostile wilderness is a necessary risk to take, because the longer you travel the more it tires out your characters and the more it consumes your adventuring supplies. Eventually, your party will become exhausted, your supplies will run out and you’ll risk starvation and dehydration. Camping lets you rest and take some time to gather food and water from your surroundings.

In order to make your camp a little safer and more comfortable, you can stock up on camping equipment in town before you set out into the wilderness. A kettle for cooking, blankets to keep you warm while you sleep, a boardgame and a musical instrument to serve as entertainment. Camping in Realms Beyond is a game of resource management: you have to weigh the dangers of resting in an unknown area (and risking an ambush, or worse) against the downsides of forcing your party to press on. It adds just one more issue to the list of things you will need to consider before leaving town and setting off to unknown territory.

The equipment and supplies you need to bring with you largely depend on the area you want to journey through. Proper footwear, warm cloaks and a couple of blankets are almost a necessity in the frozen wilderness of the north, and taking additional firewood along isn’t a bad idea, either. In the desert, you should take a few additional waterskins along, as water is scarce and the heat is parching. When and where to rest is always an important decision, too: in the desert, it might make more sense to rest during the day and travel during the night, when it is cooler. If your party is already tired but you know there’s a river a few miles ahead that would be perfect for fishing, it might make sense to press on to get a reliable opportunity to stock up your supplies.

Sometimes, however, you might also wish to rest while you’re exploring a dungeon. Your casters have spent all their magical energy and have no spell slots left, your fighters are wounded and you doubt you could make it through another fight. But resting in a hallway patrolled by monsters isn’t the best idea. Within dungeons, you can only rest at pre-determined resting spots placed in sensible locations by our level designers. These work in a similar way to Dark Sun: Shattered Lands and Knights of the Chalice. Some dungeons might not offer you a resting spot at all, forcing you to carefully manage your limited resources until you get through them. Others might offer you a resting spot close to the entrance, so you can rest before every encounter. This system of resting in dungeons allows us to craft varied and diverse dungeon experiences that all play differently.

Speaking of camping and harsh adventuring conditions, if you are a fan of classic hardcore Roguelikes please check Stoneshard!

An awesome open-world Roguelike RPG with tactical freedom, set in a grim medieval world that blends old school roguelike gameplay with great lore and modern ideas, a deep injury system, tons of skill-trees, character customization, tons of beautifully crafted enemies, and a stunning art-style! By our friends at Ink Stains Games.

That's all for today.

Thanks again for all your continued support, feedback and all those helpful and interesting comments.

See you soon, until the next update!

A Glimpse of Our World, Part 2: Cormac and the Cult
over 1 year ago – Sat, Nov 03, 2018 at 01:29:42 AM

 The gods are dead. Peace upon their virtues.

I was present when Rethgard burned and ash suffocated all cries for help. I witnessed the fall of Caer Pedryvan, long before it fell to the besiegers’ assaults. I listened to prayers lost in the wind, until hunger forced the godsforsaken to feast on their dead. I called to freedom all those doomed souls incarcerated by fear in Eastgate’s walls, hoping the fortress’s stone would keep the disease at bay that crawled out of the Dustmoor as Midlandshire’s righteous scourge. Do you hear the wailing? And the curses of those who had faith in your virtues? The day will come on which "The Black Hand" shall tear down the decrepit fortress and tear out the throats of those who put spoiled corn and rotten meat in the bowls of their brothers and sisters. Hear the wailings arise from Eastgate, while they joyfully watch martial games in Medcaut! They feast above the corpses of those slain for the audience’s enjoyment. Hear the jubilations of those who call the swords of the faithful to swing without rest! They who forge to lively song the chains that force once-proud Tharsians into Kvenland’s bondage. Men and women they wish to break like the trunks of the proud trees they cut down in the north and then ferry down to their stark lands, so they may be fashioned into lances to be shattered against comrades’ breasts. To their grave carry the virtues! 

But what weighs such trivial bloodthirst compared to the blistering boil of Waystead, rampantly growing on a mountain of bones! I saw it fester like an ulcer and surround itself with walls upon walls, which cannot manage to keep out the worm that feeds from its putrid flesh. Greed erects its own citadel on Waystead’s hill and stares down upon a city that drowns in it. Do you see the poor lost souls? They are driven through taverns into the voracious arms of the many whorehouses, and declare their love towards ever new piles of useless junk, peddled by crooks and swindlers. At night the great horn resounds to announce the closing of the gates whose hinges creak like the rusted doors within forgotten dungeons. In truth, these districts are the prisons of the destitute! Do you still believe the tale that these walls keep out the foes? They are for you! You are their prisoners! You lie and betray. You defile all who enter your abodes without restraint. And how skilled you are at murdering each other... your ingenuity finds many paths. And the bastard child of your cruelty is torture that causes pain without death, so sweet release may not come to your suffering victims. And you call yourselves the keepers of the virtues? Carry to the grave their legacy!

Originating in this rotten heart, the flood of falsehood flows northward the Greyadder to Cairn Thuath. Is it not blood that surges against the shores of the Galtan Sea, and is the fortress not a butcher whose ramparts reach into the skies as witnesses of incomparable arrogance? To how many who freeze in the cold could the mighty hall offer shelter? O Cirramón, highly vaunted ancestor who on his mighty throne sees, hewn in stone, the ages pass: what do your marble eyes see, o king of emptiness? Sunwardens did you see come and go. And next to them thousands of those damned by their hands. Do you listen with approval to the screams of those who suffocate in the smoke of the fire-wheels they are bound to, burning and choking in the name of the gods? Does no one have pity on the innocent? Is it dissonant to your ears to hear songs of feigned piety at solstice, while elsewhere they scream and scream as the flames consume their living flesh? Fortress of screams! Fortress of bones! Terrible songs of pain resound within your walls. But no pleas soften the hearts of your bloodthirsty knights, who set out on Tuachall’s order to ravage the lands while pennants of virtue stream from the tips of their bloodstained lances. Earl of Glenthearn, I call thee forth to the battlefield of your hypocrisy to submit yourself to the judgment of the slain! Come forth, so your victims may summon a sea of blood poured forth from their wounds to drown Cairn Thuath and your noble line in the consequences of your sins. Carry to the grave the burden that weighs on you! 

And also to the west Waystead carries its rotten seed. Towards Bridgewater, which is lovelier in its bloom than silverystar yet just as poisonous, where corrupt collectors take your coin even for crossing the bridges and hang from trees the poor souls who cannot pay, just for the sake of entertainment. Seek they in “The Merry Hangman“ absolvence for their sins at the bottom of a tankard? Or is reflected in the swill that fills their mugs the desperate thrashing of their victims’ limbs? But no, those whose tongues once tasted power over life and death crave to taste again the rush of taking lives, and so they giddily anticipate the next poor fool who cannot pay their extortionate fees! But I ask, when will the fat mayor Henry Fitz dangle from the rope he deserves!? Henry Fitz, who trades women like cattle and commits robbery under the guise of taxes, as long as gold flows into his hands. Who would be surprised to know that these waters, flowing from the west, have their source in Ethuvien, home of the degenerate elven vermin? Just as nightmares are caused by bad food that lies heavy in the stomach, so the land is haunted by the bad waters that flow into it. That is why bad dreams lurk in Fiarach’s dark forests, while restless shadows wander through the ruined castle of Dún Ifrenn.

Even the wilderness is not spared from the depravity. The Drywon of Ynys Dryw isle who call themselves tree-knowers, growing in the forests like wicked weeds. They cavort with vile fey and wild elves, perversions of nature they worship as her protectors. And yet the people are too blind to see their degeneracy for what it is: they harbor love and respect for the Druids and believe in their ungodly lies, worse even than the lies of Cormac’s priests. Their very being violates the rightful order of the world, and yet the elven lies that are Druidic tenets find approval in the ears of men. Like the rivers that run to Bridgewater, originating from elven lands, so the Druids’ enticing words have been told to them by elf and fey. Their little cult flourishes among men, for those who do not participate in the violence and betrayal of the cities instead participate in perverted rituals of faeries. Oh, how great is the humanity of Cormac! Carry to the grave the rotten bark of trees.

Why do you still bow your heads before false prophets and jeweled crowns of gold that have been forged with your sweat and your tears? Recognize your true nature! May the chains break that snake-tongued priests have laid around your limbs and thoughts. Rise, you children of the Inner Flame, so that your Lord may be pleased with you! For he is coming to redeem you. Oh, how he is coming! As a storm, as bolt of thunder, as a dark star. As a falling heaven and beginning of eternity. He shall arrive with fire and with night. His is Hylia’s body, whose wasting rays fashioned your shroud. From burning firmament and thundering clouds will rain down her blood and drench the lands with lust! Then become intoxicated by the setting sun, so you may feel the power of stars in your blood! Celebrate his arrival, you children of the Flame! Celebrate it with relentless destruction! Stride through the wreckage of broken oaths! Reject the bondage of regret! Shatter the idols that enslave you! Give in to your wants and desires! Whatever you crave, seize it! Satisfy all your long-proscribed cravings!

I see a new world rising from the fires of his flesh and with it the armies of the ostracized, who once lived in want like you, but now rejoice in the joyful flames of his kingdom of salvation. Rupture, Argea, for your savior is near! The virtues are dead. Peace be with the gods.

- Pamphlet of the "Cult of the Inner Flame"

 This update is also available in German language.

Halloween Update: A Demon With No Name - Yet!
over 1 year ago – Wed, Oct 31, 2018 at 02:14:02 AM

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Click for full-size version

Only a handful of witches and warlocks have met this creature of the underworld. But even they know not its name.

But maybe one among you has been told its name? A silent whisper in the night, a cold breath of something dark and primal speaking ancient syllables into your ear. Tell us the creature's name, so the people of Cormac know what to say when they pray to their gods for protection!

Everyone can participate in this little game. Come up with a fitting name for the demonic creature that rises on the night of Sanhviun and send it to us. We will choose the one we like the most to be the name of the creature in our world. The winner will also be proclaimed - if he or she so wishes - and be listed as "Invoker of [Demon'sName]" in the credits, in addition to the normal credit listing given by the backer tier if he or she is a backer.

Please be aware: Only one submission per person! Otherwise, the demonic creature you're trying to tame will burn you alive there and then.

Suggestions can be submitted below in the comment section of this update, on TwitterFacebook, or in the related thread in our forums. We will collect all names sent our way before the end of the deadline and then choose five of the best – and you will choose the winner by voting on the official Realms Beyond website.

The deadline is 1st November 22:00 (10PM) CET 

Who knows the creature's name? Come forth, wise men and women of our realms, and tell us!