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The prophecy has foretold:

"When the emperor is slain by his own blood, the Empire of all races will fall
and when usurpers wage war for the throne, then the King of the Undead will awaken
and the world will hang in the balance of the One"

There once was the Empire, that united all the races of humans, elves and beast. The world was prosperous and peaceful. The emperor, Haakon, was a rightous and benevolent ruler. But like all good things, it will end. The emperor bore three known sons. Theras, the strong and powerful warrior. Sothis, the deceitful and scheming marksman. Arwin, the knowledgable mage and tactician. As the three sons grew older, they hungered for their father's power, so they schemed to end his life. They slain their father and the sons argued for long who of them was worthy of inherit the Empire. They decided to split the Empire into three parts, but the agreement didn't last long. The three sons wanted to rule supreme and so the world was inevitably dragged into a state of war. For decades the war has been in a stalemate and countless lives have died in vain. But in the shadow of the war's destruction, a more sinister threat is lurking in the shadows, bidding its time to strike.

Will you save the world from its destruction? Or will you be the cause?

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Jarl A King's Journey is a single player RPG set in an open fantasy world. From snowy mountains and icy waters, to lush tropical jungles and dry desolate deserts,
the world is calling for you to explore it.

Riddled with nonlinear dungeons, caves, old fortresses and crypts that challenge the player with hard solving puzzles and unleveled enemies, that for the unprepared and incautious can mean certain death. But those brave, skilled and prepared enough can get their hands on interesting and unleveled rewards.


Humans:

Al Mojad

Originating from the Akalir desert in the south, the Al Mojad are the most devout, believing in The Mother, the creator and protector of the world. The teachings of the Mother influence Al Mojad way of life in nearly all aspects. The Al Mojad are therefore the most likly of all the human races to declare religious wars.

Aminora

Masch

Races Concept ArtRaces Concept Art
Originating from the province of The Riverlands, the Holsteim humans are one of the fiercest warriors in all of Tavon. For their survival they have relied on trade, making them fierce merchants and negotators. Magic is considered blasphemy in the eyes of Octr representing the Holmsteim pantheon.

Tilatus

The Free Cities, a federation of selfgoverned city states, stands in the center of the world; the Heartlands. This is the home and birthplace of the Tilatus race, the Empire and modern civilization. In the Free Cities, there is no state religion, but rather freedom of religious choice, making the Free Cities, combined with its central location, a melting pot of religious diversity.

Osiri

Races Concept ArtRaces Concept Art
The extinct dwarves lived thousands of years ago. At that time the dwarves were known for their ingenuity and dedication, so much so the dwarves became more interested in work then the opposite sex. But even the dwarves had primitive needs and so they took what they could get. Up in the mountains only dwarves and mountain goats lived, and out of frustration the Osiri race was born.

Elves:

Ash Elf

RacesRaces

Sand Elf
Races

Wood Elf

Races Concept ArtRaces Concept Art

Wild Elf

Races Concept ArtRaces Concept Art

High Elf

Races

Ice Elf

RacesRaces
In the icy north, under the wonders of the Aurora borealis, in the province of Frostheim, the Ice Elves make their home in their cities of ice. Because of their isolated location, the ice elves are one of the more reserved and cautious races in Tavon. Magic is necessary for survival in Frostheim and therefore mages have gained and remained in power in Ice elven society.

Snow Elf

Races Concept Art

Beastfolk:

Astorian

Races

Nor

Races

Nali

Races

Qu'Ta

Sakeras

Races

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