# Mithrall: Realm of the Dwarves

> A massive dwarven survival-sandbox MMO of war, trade and ancient power, for up to 15,000 players. Coming to Steam · Q4 2027.

Official site: https://mithrall.com/. [Wishlist on Steam](https://store.steampowered.com/app/2838890/). [Questions and answers](https://mithrall.com/faq).

## Watch the announcement trailer

Four minutes from the deep mines to the dragons, made by the team building the realm. [Mithrall | Official Announcement Trailer (Dwarven Survival MMO)](https://www.youtube.com/watch?v=1S-_DYFHmHM) (4 min 14 s, published 15 June 2026).

## Forge what cannot be unmade.

- **Dig.** Dig into the mountains. The richest ore waits at the roots of the mountain.
- **Build.** Raise a kingdom above or below ground. Raise walls and fortify your base, then hold it against rival clans.
- **Rule.** Claim the land and tax it. Claim territory in the lawless lands, control its resources and set taxes.
- **Conquer.** Fight from skirmish to siege. Massive battles for land, fortresses and resources, where timing and position matter.

## Hollow out a kingdom

The land itself is yours to change. Every biome has its own resources, creatures and dangers, and every mountain can be hollowed into a kingdom, from the fortress on its peak to the mines at its roots.

- **Crown a peak**: Raise your fortress on the summit, above the clouds.
- **Hold the walls**: Raise walls and fortify your base, then hold it against rival clans.
- **Dig your own halls**: Carve tunnels, open caverns and build deep beneath the rock.
- **Light the forges**: Gather and craft everything the realm needs, from tools to siege gear.
- **Mine deep**: The richest ore waits at the roots of the mountain.

## Kahzul'Grim, where every clan meets

### The neutral capital

At the crossroads of the realm stands the great dwarven city. Every journey begins at its gates, and every clan comes back to its markets to trade.

### Beyond its walls

The further you go, the greater the risk and the richer the reward. The mountains are yours to dig and the land is yours to claim.

## Seven peoples, seven capitals

Kahzul'Grim stands neutral at the crossroads. The six capitals of the other peoples stand out in the black lands, and their markets, services and contracts open only to those they trust.

- **Kahzul'Grim**: seat of the Kahzuld, at the crossroads of every clan. Ruler: Peace-Warden Vahl'Dur the Evenhanded.
- **Grumm'Kadar**: seat of the Volzar, in the volcanic Dark Lands. Ruler: Grozal the Ash-Crowned.
- **Fjor'Grimm**: seat of the Skral, in the frozen north. Ruler: Fjoruk the Rime-Warden.
- **Bryn'Gald**: seat of the Galdruk, in the woodland east. Ruler: Bryngar the Oak-Hearted.
- **Morg'Vhun**: seat of the Grullok, in the tangled jungle. Ruler: Mhorruk the Root-Bound.
- **Zarr'Ophal**: seat of the Sethuk, among the oases of the desert. Ruler: Zarrok the Sun-Sworn.
- **Gron'Vael**: seat of the Hjorlok, on the great grasslands. Ruler: Hjorvak the Wind-Sworn.

Old feuds: Volzar and Skral (the oldest hatred in the realm); Galdruk and Grullok (to a Galdruk, a jungle let in is heresy); Hjorlok and Sethuk (who owns the horizon). The Kahzuld trade with everyone.

- **Their craft**: Each culture's blueprints, garb, weapon lines and signature gear.
- **Their gates**: The markets and contracts of their capitals, open to the trusted only.
- **Their secrets**: Knowledge older than all seven peoples, for those who earn it.

## One race, seven peoples

Your people is who you are, not a class: every dwarf can wield any weapon and learn any craft.

### Kahzuld: The common dwarves

The melting pot of Kahzul'Grim: artisans, brokers and diplomats who think in ledgers and favors. At home everywhere, master of nowhere.

Homeland: Kahzul'Grim, the neutral capital. Capital: Kahzul'Grim. Ruler: Peace-Warden Vahl'Dur the Evenhanded.

### Volzar: Dwarves of the Dark Lands

Basalt-grey skin fissured with ember light. Smiths before anything else, patient with metal and short with everything living, and they tame drakes the way others tame hounds.

Homeland: The volcanic Dark Lands. Capital: Grumm'Kadar. Ruler: Grozal the Ash-Crowned.

### Skral: Dwarves of the frozen north

Frost-pale, rune-etched, disciplined. They believe endurance is a moral quality, and their feud with the Volzar is the oldest hatred in the realm.

Homeland: The frozen north. Capital: Fjor'Grimm. Ruler: Fjoruk the Rime-Warden.

### Galdruk: Dwarves of the forest

Stag antlers, boar tusks, moss in the beard. The realm's traditionalists: rangers and timberwrights who cultivate the wood like a garden their grandfathers planted.

Homeland: The woodland east. Capital: Bryn'Gald. Ruler: Bryngar the Oak-Hearted.

### Grullok: Dwarves of the jungle

They stopped fighting the jungle and let it in: living fungal caps, spore-marked shoulders, poison-lore, swamp paths no outsider walks twice.

Homeland: The tangled jungle. Capital: Morg'Vhun. Ruler: Mhorruk the Root-Bound.

### Sethuk: Dwarves of the dunes

Skin like cracked sandstone under gold and turquoise. Caravan-masters and sun-priests who measure wealth in water and think in decades, the way stone does.

Homeland: The desert and its oases. Capital: Zarr'Ophal. Ruler: Zarrok the Sun-Sworn.

### Hjorlok: Dwarves of the plains

Ram horns, feathers, beadwork, herds. Shepherds, beast-tamers and riders who trust the wind more than any wall.

Homeland: The great grasslands. Capital: Gron'Vael. Ruler: Hjorvak the Wind-Sworn.

## No classes. Just choices.

Your gear is your class. Every weapon and piece of gear grants its own abilities: heavy armour and hammers, swift blades or magic staves. Change your gear, change your role, and level through play with no locked path.

### Melee

- **War axe**: Steel is where Mithrall starts and where most fights end.
- **Warhammer**: Heavy armour and hammers, for the dwarf who means to stay standing.
- **Sword**: A slash, an overhead and a thrust, each with a mirror.
- **Mace**: Nine melee families, each with its own reach, weight and rhythm.
- **Dagger**: Fast and forgiving to swing: get close and stay there.
- **Club**: A branch lashed into a club: what a dwarf makes before ever finding ore.

### Two-handed

- **Greatsword**: One greatsword, five tiers: rough dark metal up to a gleaming apex blade.
- **Maul**: Slow and enormous, and in the right hands an overhead that ends the conversation.

### Polearms

- **Spear**: It keeps everyone at arm's length and punishes anyone who closes carelessly.
- **Halberd**: Reach and an axe head in one: hold the line, then cut through it.

### Ranged

- **Bow**: No dice roll on a shot: drop, travel time and drift on the wind.
- **Crossbow**: A far shot is not a percentage. It is a judgment.
- **Slingshot**: A forked stick and a pouch of stones: the first shot a dwarf ever takes.

### Black powder

- **Hand cannon**: Black powder, brass and clockwork.
- **Blunderbuss**: It turns a doorway into a very bad place to stand.
- **Long rifle**: For the patient.
- **Gatling gun**: For the dwarf who has given up on subtlety entirely.

### Shields

- **Shield**: In the off-hand: block, bash and a pair of signature skills, to hold a line.
- **Tower shield**: Oak and iron as tall as a dwarf, held in both hands and planted to dare the world to move it.

### Off-hand

- **Tome of knowledge**: An off-hand for the learned: a tome that carries its knowledge into the fight.

### Magic

- **Emberzul**: Fire, the school of burst and area pressure. One-handed and two-handed staves.
- **Rimekhal**: Frost: control and attrition, slowing a fight to your pace. One-handed and two-handed staves.
- **Vahlmun**: Healing, the real thing: a dedicated support that mends allies. One-handed and two-handed staves.
- **Ankhaz**: Arcane, precise and strange, the art the Ancients left behind. One-handed and two-handed staves.
- **Grothun**: Nature: roots and terrain and green pressure. One-handed and two-handed staves.
- **Solvahl**: Light: vertical strikes and zones that punish and protect at once. One-handed and two-handed staves.
- **Morgkul**: Shadow: curses and drains that eat away at an enemy over time. One-handed and two-handed staves.
- **Vhorrak**: Storm: tempo and reach and reactive lightning. One-handed and two-handed staves.

A first look only: many more weapons are still on the anvil.

## Eight schools of magic

No mana: every spell comes from your staff.

- **Emberzul**: Fire
- **Rimekhal**: Frost
- **Vahlmun**: Healing
- **Ankhaz**: Arcane
- **Grothun**: Nature
- **Solvahl**: Light
- **Morgkul**: Shadow
- **Vhorrak**: Storm

## Hundreds of mounts

Tame and ride hundreds of mounts, each with its own abilities: ground mounts for speed, strength and hauling, flying mounts to scout enemy lines and reach hidden lands.

- **Mountain ram**: Strength for the climb
- **Griffin**: Scouts the enemy lines
- **Giant hen**: Speed on open ground
- **Warhorse**: Swift on the long road
- **Giant eagle**: Reaches hidden lands
- **War boar**: Strength in the charge
- **Mountain goat**: Sure-footed on the ridges
- **Ash drake**: Crosses the burning lands
- **Great stag**: Speed through the forest
- **Frost bear**: Strength in the frozen north
- **Dune lizard**: Crosses the deep desert
- **Pack yak**: Hauls the clan's goods
- **Giant spider**: Crosses the deep caverns
- **Farm pig**: Steady on the farm roads
- **Giant ferret**: Quick through the undergrowth
- **Tiger**: Speed and strength in the jungle
- **Doe**: Light and swift through the woods

And many more to tame: these are only a few of the hundreds.

## Choose your risk

The further you venture, the richer the land and the higher the price of a fall.

### Green Lands (Safe)

Safe ground around the cities, where every journey begins.

### Orange Lands (Contested)

Contested ground. Most keep the peace; bandits do not.

### Black Lands (No rules)

No rules. Claim the land, wage war, keep what you take. Hardcore risk: what you carry can be lost when you fall.

### Claim it. Rule it. Tax it. (Territory)

Land is power, and power is everything. Raise walls and fortify your base, then hold it against rival clans. Claim territory in the lawless lands, control its resources and set taxes to fund your conquests.

### Battlefields of glory (Siege)

From skirmish to siege, tactics and gear decide the outcome. Massive battles for land, fortresses and resources, with skill-based combat where timing and position matter.

## Devlogs

- [Mithrall: Why We Started Again, and What Comes Next](https://anklebreaker-studio.com/devlog/mithrall-why-we-started-again-and-what-comes-next) (2026-09-14): Our biggest devlog yet: the game before the rebuild, provisional city blockouts, and the systems behind Mithrall's weapons, maps, skies and persistent worlds. See the work, then join us in shaping what comes next.
- [The Arsenal of Mithrall](https://anklebreaker-studio.com/devlog/the-arsenal-of-mithrall) (2026-07-24): The longest look yet at how Mithrall plays. The full melee arsenal, eight schools of magic with a real healer role, physics-based archery, confirmed dwarven engineered firearms, a crafting quality ladder with the maker's mark, the material tiers (and the wood and stone ones we think are missing), plus a first look at freshly drawn dwarven shields.
- [The Seven Peoples of Mithrall](https://anklebreaker-studio.com/devlog/the-seven-peoples-of-mithrall) (2026-07-17): The wider world has its elves, humans and orcs, but this realm is not theirs. Mithrall belongs to the dwarves, all seven peoples of them. Meet the Kahzuld, Volzar, Skral, Galdruk, Grullok, Sethuk and Hjorlok: how each biome reshaped its people, and how earning their trust opens their craft, their capitals in the black zones, and knowledge older than all of them.
- [The Machine Behind Mithrall](https://anklebreaker-studio.com/devlog/the-machine-behind-mithrall) (2026-07-10): The playtest platform is live, and it is only the visible tip. TombStack, Nodary, Engraver, our multiplayer work at MMO scale, a new art pipeline: a full behind-the-scenes tour of the machine we are building around Mithrall while we rebuild it.
- [Inside RealmForge: how we build Mithrall's worlds](https://anklebreaker-studio.com/devlog/inside-realmforge-procedural-world-generation) (2026-05-26): Our internal world-generation tool builds 256 km² multi-biome maps in under two minutes. Here is what it does, why we built it, how Mithrall actually uses it, and what a partially procedural world means for players when seasons reset the board.
- [Why Mithrall is Going Third Person](https://anklebreaker-studio.com/devlog/why-mithrall-is-going-third-person) (2026-05-20): We were first-person purists. Then ARC RAIDERS happened, and we had to be honest about it. Here's why Mithrall's new camera is going to be third person, what it costs to do that right, and what it means for the next playtest session.

All devlogs: https://anklebreaker-studio.com/devlog

## The mountain is waiting.

Wishlist Mithrall on Steam and follow the game to hear what comes next. Coming Q4 2027. [Wishlist on Steam](https://store.steampowered.com/app/2838890/). [Join the Discord](https://discord.gg/jFDsShpyUC).
