The Realms of Glory

A tabletop roleplaying game

Imagine It.
Attempt It.
Become Legendary.

Tell us what your character does, and let the rules discover what happens next. An opposed 2d10 system rewards ingenuity, meaningful risk, teamwork, and conviction.

Don't tell us which button you press.
Tell us what your character does.

Opposed 2d10Tactical maneuversFlexible Paths
Discover the difference

Designed around what players imagine

The rules meet you
inside the story.

Players describe their intentions in the world—not merely the mechanic they want to trigger. The system gives those choices weight and lets every roll move the fiction forward.

01

Creative freedom

Leap from the balcony. Turn the room into a weapon. Attempt the desperate plan. The rules are built to engage bold ideas—not shut them down.

02

Tactical momentum

Knock enemies down, drive them back, disarm them, or create an opening. The best move may be the one that makes an ally’s next attack devastating.

03

Meaningful danger

Health rests primarily on Constitution, so weapons, falls, and being surrounded remain dangerous. Heroes grow more capable—not merely harder to kill.

04

Characters without rails

Every Class offers three distinct Paths you can follow deeply or blend freely, then expand through Skills, Disciplines, equipment, background, and Affections.

Affections

“Your loyalties, convictions, ambitions, loves, and fears can influence play. What matters to your character can matter to the dice.”

Your hero is more than a collection of numbers. The inner life of the character becomes part of the game.

Every roll changes the fight

Don't just damage them.
Defeat them.

Combat is not a race to empty a mountain of hit points. Opposed rolls mean enemies fight back, while maneuvers let you attack the circumstances of the battle itself.

Knock downDrive backDisarmBlindPinProtect

Major, Standard, and Minor actions give every turn texture, while Reactions let heroes answer the battle as it unfolds. Dodge. Block. Parry. Position and circumstance matter.

01Create

Change the circumstances

Use position, terrain, defense, and maneuvers to create an opening.

02Press

Build the advantage

Inflict Disadvantage Levels that leave a dangerous opponent vulnerable.

03Exploit

Finish together

Coordinate the party, expose the weakness, and attempt the impossible.

Legendary foes should feel legendary. Learn how they fight. Protect one another. Exploit weaknesses. Change the battlefield.

Become extraordinary

Your Class is a beginning.
Not a boundary.

Classes have a strong identity without becoming cages. Follow one Path to its ultimate expression, blend two into something unexpected, or draw from all three to build a hero unlike anyone else at the table.

01

Immeasurable Strength

A Barbarian so powerful that ordinary contests of strength cease to be contests.

02

Perfect Defense

A Fighter capable of turning aside attacks that would devastate lesser warriors.

03

The Superstar

A Bard whose presence can inspire genuine Affections in individuals—or entire crowds.

04

The Totemist

A hero who embraces the Mind, Form, and Essence of the living world.

Take that foundation further through

SkillsSpecialtiesMartial ArtsMagicTechnologyEquipmentBackgroundAffections
Build the character you imagine.

Heroic fantasy without one horizon

Your adventure is waiting
somewhere in the Realms.

Sail pirate-haunted waters. Descend into an ancient dwarven realm. Hunt a desert wyrm. Uncover a conspiracy in a city of airships and impossible machines.

Magic is not the only way to accomplish the impossible. Robust magical Disciplines stand beside equally deep Technological Disciplines—from ingenious mechanisms and chemistry to firearms and electromagnetism.

Begin exploring

The living player's guide

Your road into
the Realms.

Start with the essentials, then follow your curiosity. The online compendium is being built as a clear, searchable home for rules, lore, and play resources.

Help shape what comes next

This world is being
built at the table.

Follow development, join discussions, test new rules, and help turn encounters into one-shots and full adventure paths.

01

Read

Explore free rules and setting articles as the compendium grows.

02

Play

Bring the game to your table with encounters and playtest material.

03

Shape

Share feedback and take part in the community behind the Realms.

The first chapter is opening

Be there when the
Realms awaken.

Get development notes, new lore, playable material, and opportunities to join the playtest.

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