Väinaa is a country of the dead, and you are walking through it.
You start at The Pale Shore with nothing. What you find, you keep. What you kill, you take from.
The app doesn't need to be open. Time away earns experience, jewels, herbs and dungeon keys, and they're waiting when you come back.
THE CAMPAIGN
A long road through drowned and buried places. The Old Fen. The Mourning Chapel. The Crow Fields. The Bone Marsh. Every zone is further from anywhere you would want to be.
THE AWAKENING
Past the first zone something changes, and you choose what you are.
Ihminen, the human, simply better at all of it.
Vainaja, the undead, who takes life from what it wounds.
Hiisi, the orc, all shoulder and no thought.
Haltija, the elf, who calls fire, cold and lightning.
The choice is permanent.
DUNGEONS
Keys open them, and every key names its own door: a depth, and one of physical, fire, cold or lightning. Four rooms, and whatever is waiting in the fifth.
THE PIT
It only goes down. Each floor is worse than the last and pays better for it. You carry your wounds with you, so how far you get is decided long before you stop.
GUILDS
Others are down here too. Join them, talk, and take on the things too large to face alone.
Gear is where the game actually lives. Affixes, uniques, and mythics for anyone who keeps digging. Nothing is summoned. There is one of you, and whatever you are wearing.
Level up while you're away. Dungeons, guilds, raids, and a lot of loot.