
C O R E

INTERACTIVE,
TEAM-DRIVEN MECHANICS
The Keyrealms stands out among tabletop roleplaying games by introducing a unique approach to gameplay. While it embraces the classic archetypal fantasies, it adds an extra layer of depth through deep teamplay and constant interaction.
The key to this innovative gameplay is the simultaneous turn system, which revolutionizes how players approach their actions. By enabling players to take their turns simultaneously, it opens up a world of strategic possibilities. Players can now strategize, combo their abilities, and execute turns in unprecedented ways, enhancing both the tactical and cooperative aspects of the game.
However, this mechanic is a double-edged sword. Just as players can create incredible combos, the Game Master-controlled enemies also benefit from simultaneous turns. This adds a layer of challenge that forces players to not only think about their own actions but also how to survive until their next turn. This intricate dance of strategy and survival transforms every combat encounter into a captivating puzzle, rather than a straightforward brawl. Central to this dynamic is the classification of every entity's actions into four distinct types: Movement, Attack, Casting, and Quick.
Movement Actions facilitate mobility or can be expended for agile stunts. Attack Actions cater to offensive maneuvers, but can also double as supplementary spellcasting in specific circumstances. Casting Actions encompass item utilization, ability activation, and interaction with the battlefield, such as aiding fallen comrades or unmasking hidden adversaries. Quick Actions stand apart, as they can be executed at any point, including during an enemy's assault or in the midst of a precipitous fall. These actions boast selective availability, granted only to particular abilities that wield the potential to disrupt and synergize profoundly.
The true marvel lies in the unshackled sequence of actions during turns, where players and Game Masters alike exercise the liberty to engage in any sequence. Player 1 could strike, followed by Player 2's assault, only for Player 1 to cast subsequently. This fluid sequence forms the bedrock of the game's interactive essence, fostering a sense of camaraderie and unity among teammates. It transforms combat into a dynamic, collaborative art, where strategy melds seamlessly with teamwork to craft an unparalleled tabletop experience within the Keyrealms universe.

UNIQUE AND DIVERSE
SETTING
The expansive universe of the Keyrealms is a realm of boundless imagination. Each Keyrealm within it unfolds a fresh setting brimming with innovative mechanics to explore and narratives to immerse oneself in. In this core rule book, the spotlight shines upon Keyrealm: Local, a world situated on Gaia, a planet humanity colonized in a distant future.
A profound cataclysm echoes thousands of years back in the annals of this setting's history when the immense Colony Ship Beta crashed into Gaia's northern oceans, shattering human history and scattering the remnants of its incomprehensibly advanced technology across the globe. These scattered relics became the foundational stones for the nascent society that blossomed on this new world. Here, the melding of magic and mechs, ancient glaives and cutting-edge gunpowder, cunning knaves and awe-inspiring nanomachines gave birth to a society as diverse as it was enigmatic. Amidst this vivid tapestry, numerous powerful factions emerged, each wielding distinct motives, artistic motifs, and captivating narratives.
From the mechanized legions of the Drosvirian Empire to the necromantic forces of Zhing, from the totalitarian rule of the Glassian theocracy to the vibrant alchemical Kingdoms of Carpacria, each faction contributes its own unique hue to the canvas of Gaia. This core rule book serves as a gateway for players to delve deeply into this realm. Through intricate mechanics and tantalizing snapshots of the overarching narrative, it inspires Game Masters to craft their own plots and encounters within the Keyrealms universe.
The Keyrealms' game rules are remarkably flexible, allowing any Game Master to effortlessly adapt them to suit their own envisioned settings. In fact, during the design phase of 'Keyrealms,' it was conceived as not just a rulebook, but an inspirational creative tool, poised for adaptation to each player's unique needs. With resources available from both the studio and the vibrant community, the Keyrealms experience becomes a playground of unbounded creativity, confidently offering a wholly distinctive and diverse setting where imagination knows no bounds.

BOUNDLESS POSSIBLITIES
Within the pages of the Keyrealms Core Rulebook, a crucial distinction is made between two sets of mechanics: the Core Rules and the Class Rules. This differentiation is not arbitrary but serves a vital purpose in enhancing the depth and diversity of the gameplay experience. The Core Rules lay the foundation for the entire game, offering a universal framework that applies to all players. They define the fundamental way actions are performed within the game, providing a common language for interactions. However, it's the Class Rules that bring a unique and compelling twist to the gameplay.
Classes within the Keyrealms are meticulously designed around distinct fundamental mechanics that can significantly alter how the Core Rules are interpreted and applied for that specific class. This strategic approach allows the creation of "Mini-games" within the larger context of the game. These class-specific mechanics inject freshness and interactivity into the gameplay loop, ensuring that each class offers a fundamentally different experience while still allowing for overlap in combat roles. For example, the Dragoon class sacrifices the ability to convert actions into other types but gains the power to store unused actions for future turns. This strategic advantage empowers Dragoons to meticulously plan their every move, optimizing their action economy for devastating effects in combat.
Moreover, each class is further enriched with a plethora of over 120 unique Subclass Options, Bonus Skills, and Abilities. Subclasses introduce dramatic shifts in how the core mechanic is employed, allowing players to tailor their characters to their desired playstyle. Abilities are designed to assist in executing the core mechanic with finesse, while Bonus Skills offer incremental boosts in power and flexibility for a given class.
Yet, the depth of customization doesn't stop there. The game's crafting mechanics enable players to craft unique items, while Race-Class combinations and party synergies further diversify character builds. This level of customization ensures that players have the tools and opportunities to manifest their character vision within the expansive world crafted by the Game Master.
In essence, the distinction between Core Rules and Class Rules is a deliberate choice that enhances gameplay by offering unique, immersive, and diverse experiences for every player, ultimately enriching the tapestry of the Keyrealms universe.

VERSIONS
BEGINNER’S EDITION
Unsure if ‘Keyrealms’ is right for your playgroup? Try the Beginner’s version of the game for free! Featuring 9 Races, 6 Classes, and 7 Magic Codices, it is the perfect place to begin your adventure into the world of the Keyrealms.
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ALRUINIAN | The Alruinian elves occupy their large island of Aruin and are divided into three distinct tribes. Each tribe takes on a specialization of their own, Archa Tribe focusing on the Arcane, Alchema Tribe focusing on Alchemy and LP, and the Invelk Tribe serving as the merchants that keep income flowing into Alruin. The Invelk tribe is the only version of this race that is available in the demo.
AVIS | These bird folk dwell in the land of Carpacria to the south and study Alchemy and the languages of creation. Though they are covered in feathers, they lack controlled flight but can instead glide long distances. They gain bonuses in Dexterity, Wisdom, and Intelligence while taking penalties in Strength and Constitution.
CRYPH | These small elf-folk dwelt in the mountains in the northern regions of Zhing. After being nearly wiped out by a civil war, they have taken to a reclusive life. They lean very heavily into stealth and charisma, gaining bonuses in Dex and Charisma, while suffering in constitution.
DRAXT | A hardy draconic race from the mountains of the Wild-Lands. Though they bore some human ancestry, they now consider human and elf-kin foringe and unsightly while battling each other for territory and resources across their mountain peaks. They have natural durability, gaining bonuses in Strength and Constitution, offensive competence, using their breath attack to dispatch foes, but suffer in more dexterous tasks, taking penalties to dexterity.
DROSVIR | These hardy elf-kin were driven underground long ago by their Elvinian brethren but have recently emerged as a military superpower lead by their Empress Elliin. Their craftsman skills can be applied in combat, making themselves and their allies more durable. They gain bonuses in Strength and Constitution, while taking a small penalty in Wisdom.
ELVINIAN | The progenitor elvish race. They once ruled vast swaths of Zhing but were overthrown by humans and their own arcane machinations. Now they dwell on their home island of Elvinia form which they draw their name. They study all kinds of magics. They take penalties in Strength and Constitution but gain bonuses in every other base stat as well as a small boost for any kind of caster.
HUMAN | Being the most prolific race on Gaia, humans can be found anywhere but lack any sort of distinguishing traits from birth. They can however improve quickly through practice and experience.
JAAHK’TI | The mantis-men of the Wild Lands are feared by many, and seen by few. This race of intelligent insect life hunts down other captured races for sport, and has diversified into special adaptations, including wings, extra arms, and an attunement to arcane energies.
OROC | The Orocish race wanders the plains north of the Drosvirian Empire. They worship the remnants of the Umbral race and willingly expose themselves to the black tide to gain its bonuses. They gain bonuses in Strength and Constitution while taking penalties in Dexterity and Intelligence. These bonuses are complemented by their rage ability that gets stronger with experience.
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ALCHEMIST | Potions and transmutations. Elements and augmentations. Alchemists study both the chemical and the mystical, hybridizing between potion brewing masters and a Lexicon ability casters specializing in elemental effects.
CLERIC | These priestly individuals have studied the Lexicon and know how to manipulate it well. They channel this lexicon through an archetype and each archetype offers a different facet within the Lexicon.
GUARDIAN | These massive hulks of metal and flesh can absorb massive amounts of damage and can crowd control enemies to keep them off of allies.
MAGE | The most flexible of casters. They can manipulate MANNA nanites to their will, offering them a wide array of utility and damage options.
RANGER | Rangers are all about gathering information, finding enemy weaknesses, negating attacks, and exploiting those weaknesses. They offer a balance between utility and combat efficacy for those looking to serve both roles.
ROUGE | Rouges hide in the shadows and prepare attacks that can devastate even the most durable of foes. They are excellent infiltrators but also have a utilitarian bag of tricks if one so chooses.
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EARTH | The Earth Mage specializes in manipulating the stone of Gaia to their will using it to crush their enemies and protect their allies in equal measure. They start with the ability to only manipulate soft stone like dirt and sand, but as they become more powerful, they can begin to manipulate other materials of the ground, even metal.
ELECTRIC | Electric Mages exploit electricity to buff their allies and damage their enemies. They specialize in mass crowd control and opening their opponents up to the final blow.
FIRE | The Fire Mages are offensive casters who are masters of the flame. They are close-range spell-slingers that reduce obstacles to ashes with rapid attacks.
WATER | Water Mages specialize in generating, and manipulating water. They are oriented around buffing their allies, and debuffing enemies, slowing them so they cannot escape the terrible fate that is drowning or the blade of an ally’s sword.
WIND | Wind Mages shape the battlefield to their design, moving allies, enemies, and even terrain to wherever they please. This allows them to either keep their distance or close the gap between foes before entering the fray with wind-based attacks.
SAND | Sand Mages control the battlefield through the employment of sand. They move across the battlefield with the grace and fury of a violent sandstorm, blinding their foes, before striking out with the force of the desert itself.
STORM | Storm Mages are masters of the weather, commanding isolated and devastating storms. While slow to build up, when their creations are in full force, there is little that can impede their wrath.
FULL VERSION
Unlock the full Keyrealms experience, complete with 16 Races and Subraces,14 Classes, and 15 Magic Codices. With nearly twice the content of the Demo version, this is the definitive way to experience the world of the Keyrealms to the fullest.
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ALRUINIAN | The Alruinian elves occupy their large island of Aruin and are divided into three distinct tribes. Each tribe takes on a specialization of their own, Archa Tribe focusing on the Arcane, Alchema Tribe focusing on Alchemy and LP, and the Invelk Tribe serving as the merchants that keep income flowing into Alruin.
AVIS | These bird folk dwell in the land of Carpria to the south and study Alchemy and the languages of creation. Though they are covered in feathers, they lack controlled flight but can instead glide long distances. They gain bonuses in Dexterity, Wisdom, and Intelligence while taking penalties in Strength and Constitution.
CANTITE | Many have speculated that these crystal men are not local to this planet but are instead from the stars. This would explain their fascination with the sky and their life-long goal to touch it with their great elders. Cantite are one of only a handful of races that do not have HP, but are instead made entirely of AC, making them immune to toxic damage. They are incredibly strong and durable, but are not too bright.
CRYPH | These small elf-folk dwelt in the mountains in the northern regions of Zhing. After being nearly wiped out by a civil war, they have taken to a reclusive life. They lean very heavily into stealth and charisma, gaining bonuses in Dex and Charisma, while suffering in constitution.
DRAXT | A hardy draconic race from the mountains of the Wild-Lands. Though they bore some human ancestry, they now consider human and elf-kin foringe and unsightly while battling each other for territory and resources across their mountain peaks. They have natural durability, gaining bonuses in Strength and Constitution, offensive competence, using their breath attack to dispatch foes, but suffer in more dexterous tasks, taking penalties to dexterity.
DROSVIR | These hardy elf-kin were driven underground long ago by their Elvinian brethren but have recently emerged as a military superpower lead by their Empress Elliin. Their craftsman skills can be applied in combat, making themselves and their allies more durable. They gain bonuses in Strength and Constitution, while taking a small penalty in Wisdom.
DRYAD | Plant-folk come in a wide variety of shapes and sizes. Being a result of the Crash and the MANNA contamination there, they hold a series of abilities that grown strangers as they venture through the world. Being fragile creatures, they take severe penalties to constitution and intelligence but gaining bonuses in everything else.
ELVINIAN | The progenitor elvish race. They once ruled vast swaths of Zhing but were overthrown by humans and their own arcane machinations. Now they dwell on their home island of Elvinia form which they draw their name. They study all kinds of magics. They take penalties in Strength and Constitution but gain bonuses in every other base stat as well as a small boost for any kind of caster.
GALVACORE | These hardy lumbering columns of stone lived in the hottest of caves and are incredibly strong, using their hydraulic muscles to move towering bolder. They gain bonuses in strength but take equal penalties in dexterity. When damaged they bleed lava through their thick, rocky hide.
HUMAN | Being the most prolific race on Gaia, humans can be found anywhere but lack any sort of distinguishing traits from birth. They can however improve quickly through practice and experience.
JAAHK’TI | The mantis-men of the Wild Lands are feared by many, and seen by few. This race of intelligent insect life hunts down other captured races for sport, and has diversified into special adaptations, including wings, extra arms, and an attunement to arcane energies.
LIMAX | Being one of the few races that survived the First Age of Stone, Limax, or slug-men as they are so lovingly called by the humans, are a fascinating race with their own broad set of abilities originating from their lives in the swamps of Iredia. They have the ability to change their shape and voice, as well as detect emotions and thoughts through touch. They are physically weak due to their muscular structure but sharp as a tack mentally, gaining bonuses in Wisdom and Intelligence.
NATLING | The diminutive Natlings are an insectoid species well-adapted to living anywhere on Gaia. with their quick hands and their hardened shells, they are as resilient as they are crafty.
OROC | The Orocish race wanders the plains north of the Drosvirian Empire. They worship the remnants of the Umbral race and willingly expose themselves to the black tide to gain its bonuses. They gain bonuses in Strength and Constitution while taking penalties in Dexterity and Intelligence. These bonuses are complemented by their rage ability that gets stronger with experience.
QUAH | These fish-folk have a tentative relationship with the Avis, sharing territory and resources. They have two variants, one who dwell in the deep sea and one who dwells in the coastal regions. The coastal Quah are hardy, gaining bonuses in Dexterity, Strength, and Charisma, while taking penalties in Intelligence. The deep sea Quah on the other hand, specialize in Intelligence and Wisdom while taking penalties in Charisma.
SA’LAD | Living in the bogs and swamps of Sugoya, the Sa’lad are master craftsmen who prefer to keep to themselves. They gain small bonuses in dexterity while suffering only slightly in charisma. They have other traits that allow them to excel in trade.
SINOC | The land dwelling reptilian relatives to the Sa’lad wander the world, using their mobile traits and high wisdom skills to avoid the most dangerous of situations. They gain bonuses in Wisdom and suffer penalties in charisma. Should the Sinoc come into harrowing situations.
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ALCHEMIST | Potions and transmutations. Elements and augmentations. Alchemists study both the chemical and the mystical, hybridizing between potion brewing masters and a Lexicon ability casters specializing in elemental effects.
BARD | The muses use the power of music to enhance their allies and debuff their enemies. They specialize in large Area of Effect (AoE) battlefield control but can focus on singular allies to super charge them with powerful abelites.
BERSERKER | These masses of rage can shrug off any kind of damage while dishing out a fair damage themselves. They can use nearly any weapon to devastate foes and once they enter their rage, they are nearly unstoppable.
CLERIC | These priestly individuals have studied the Lexicon and know how to manipulate it well. They channel this lexicon through an archetype and each archetype offers a different facet within the Lex to experiment with.
CONDUIT | Mages are to scalpels as Conduits are to sledgehammers. They use their uncoded MANNA nanite to dish out devastating attacks and empowering abilities. They are all about managing the order in which their Cyphers are cast to allow for maximum output in every aspect of gameplay.
DRAGOON | Dragoons require excellent positioning and timing to pilot correctly, but careful planning offers massive rewards. They are experts in planning and have devastating follow-through attacks.
DRIFTER | Drifters wander the dimensional levies and are masters of merging realms and know the way of Soul. They use portals to summon creatures and move their allies while also controlling the battlefield with unusual obstacles.
FIGHER | This class can steal from every other class in the game to build its own identity. This radical level of freedom ensures that any vision a player may have, no matter how insane, can be accomplished.
GUARDIAN | These massive hulks of metal and flesh can absorb massive amounts of damage and can crowd control enemies to keep them off of allies.
MAGE | The most flexible of casters. They can manipulate MANNA nanites to their will, offering them a wide array of utility and damage options.
MERCHANT | These financial supports offer the party much outside of combat and equally as much within. Their unique financial ability grants the party magic items faster as well as offer then unique buffs to keep them rolling high inside of combat.
MONK | Monks studied the Lexicon much like clerics but prefer an up-close-and-personal approach to combat. They would rather use the Lexicon to enhance their attacks than aid others. As such, their combative use of the Language of Creation gives them incredible flexibility in combat.
RANGER | Rangers are all about gathering information, finding enemy weaknesses, negating attacks, and exploiting those weaknesses. They offer a balance between utility and combat efficacy for those looking to serve both roles.
ROUGE | Rouges hide in the shadows and prepare attacks that can devastate even the most durable of foes. They are excellent infiltrators but also have a utilitarian bag of tricks if one so chooses.
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EARTH | The Earth Mage specializes in manipulating the stone of Gaia to their will using it to crush their enemies and protect their allies in equal measure. They start with the ability to only manipulate soft stone like dirt and sand, but as they become more powerful, they can begin to manipulate other materials of the ground, even metal.
ELECTRIC | Electric Mages exploit electricity to buff their allies and damage their enemies. They specialize in mass crowd control and opening their opponents up to the final blow.
FIRE | The Fire Mages are offensive casters who are masters of the flame. They are close-range spell-slingers that reduce obstacles to ashes with rapid attacks.
FROST | Ice Mages are all about slowing down or stunning targets opening them up for huge burst damage. They can increase the party’s durability or utility.
HEALING | Healing Mages are specialized healers, restoring and invigorating their allies in Combat.
ILLUSION | Illusion Mages use their MANNA to change the appearance of the world around them, confusing enemies and subsequently buffing allies.
PROTECTION | Protection Mages are bastions of fortified magic. With a wave of their hands, they can shroud themselves and their allies in layers upon layers of protective wards, rendering them immune to even the most catastrophic punishment.
WATER | Water Mages specialize in generating, and manipulating water. They are oriented around buffing their allies, and debuffing enemies, slowing them so they cannot escape the terrible fate that is drowning or the blade of an ally’s sword.
WIND | Wind Mages shape the battlefield to their design, moving allies, enemies, and even terrain to wherever they please. This allows them to either keep their distance or close the gap between foes before entering the fray with wind-based attacks.
CORROSIVE | Corrosive Mages are specialized in debuffing their enemies and destroying their weapons and armor through the destruction of both their offensive and destructive capabilities reducing enemies into easy targets to finish off with acidic Cyphers and caustic AoEs.
CRYSTAL | Crystal Mages are powerful DPS casters capable of either morphing the battlefield into a hazardous zone, or dispatching foes themselves with devastating Cyphers.
GOLEM CRAFT | Golem-Craft Mages command the inanimate materials of the world animating them into their servants. The servants can be employed in a variety of ways, either as front line soldiers, or a defensive shield.
PLANT | Plant Mages can turn the world around them into a verdant garden grown to match their vision. This garden can be the spawning bed of a variety of minions cowed to their will or fruitful bounties that can turn the tide of a battle.
PROJECTILE | Projectile Mages are a long-range damage dealer / support. They Require long setups for huge bursts of damage or buffs and must carefully manage when they cast their Cyphers to achieve the desired effect.
SAND | Sand Mages control the battlefield through the employment of sand. They move across the battlefield with the grace and fury of a violent sandstorm, blinding their foes, before striking out with the force of the desert itself.
STORM | Storm Mages are masters of the weather, commanding isolated and devastating storms. While slow to build up, when their creations are in full force, there is little that can impede their wrath.
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