The Loyalty Vault

Demigod

Your tier crest

PATRON SINCE 1 JAN 2026 · 0 MONTHS STRONG

Next bundle drops in --d --h --m --s

What is the Loyalty Vault?

A thank-you to everyone who's stood with the show. A Trading Card Game for Mortalazur has been in development for a long time, quietly. As it nears, your patronage is accruing card packs and Residuum every month, backdated to the day you pledged. Nothing to spend yet. Nothing to chase. Just the show remembering who held the line.

Sign in or link Patreon to open the vault.

Link your Patreon to start the count.

Your vault is preserved. Re-pledge to resume the count.

Visit Patreon
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II

What's in your vault

Your reserved card packs and Residuum, accruing every month you stand with the show.

Reserved for launch

0

Total packs reserved

Pack breakdown

  • Basic 0
  • Premium 0
  • Champion's Cache 0
  • Archmage's Vault 0
  • Demigod's Hoard 0

Residuum reserved

0 R

Residuum is what powers everything in-game. Spend it on crafting cards, buying packs, leveling up, raffles. Earnable through play, included with every Patreon month.

Total individual cards 0

Card packs are reserved from vault opening (1 January 2026), so nobody walks in overpowered. Residuum honours your full tenure, including any back-filled YouTube or pre-baseline support.

III

How it's earned

Every Patreon month adds another bundle to your vault. Your current tier is highlighted.

Kobold tier crest

Kobold Supporter

$3.99 / month

  • 2 Basic Packs

100 R

10 cards / month

Elf Adventurer tier crest

Elf Adventurer

$6.99 / month

  • 3 Basic Packs
  • 1 Premium Pack

200 R

22 cards / month

Dwarf Warrior tier crest

Dwarf Warrior

$12.99 / month

  • 4 Basic Packs
  • 1 Champion's Cache

600 R

30 cards / month

Dragonborn Sorcerer tier crest

Dragonborn Sorcerer

$23.99 / month

  • 5 Basic Packs
  • 1 Archmage's Vault

1,000 R

39 cards / month

Demigod tier crest

Demigod

$75 / month

  • 10 Basic Packs
  • 1 Demigod's Hoard

2,500 R

70 cards / month

IV

What's in card packs?

Five pack types. Increasing card counts, increasing rarity floors. Each one has its own role in the meta.

Kael, an Uncommon card example

Basic Pack

5 cards

1 Uncommon or better, guaranteed

Earn through play, store, every Patreon tier

Sylvi, a Rare card example

Premium Pack

7 cards

1 Rare or better, guaranteed

Elf Adventurer tier and up. Or grind enough Residuum.

Borin, an Epic card example

Champion's Cache

10 cards

1 Epic, 1 Rare, both or better

Dwarf Warrior tier and up. Bigger swings start here.

Vaelix, an Epic card example

Archmage's Vault

14 cards

2 Epic, 1 Rare, all or better

Dragonborn Sorcerer tier and up. The strategist's pack.

Aistari, a Legendary card example

Demigod's Hoard

20 cards

1 Legendary, 1 Epic, 1 Rare, all or better

Demigod tier only. The apex of the loot ladder.

V

The rarity ladder

Every card sits somewhere on this ladder. Characters. Spells. Perks. Items. The same six steps from Common up to Mythic. Higher up means a stronger floor, more customisation room, rarer pull odds.

Common

74.73%

The backbone of a collection. One special ability beyond the basic attack, one perk slot. Where most matches play out before the chase pulls land.

1 perk slot

Uncommon

20%

A real step up. Two specials on the moveset, two perk slots once unlocked. The first tier where a build starts having a shape.

2 perk slots

Rare

4.17%

Three perk slots, broader Can Learn pool, room to specialise. Decks built around Rare cores already feel cohesive.

3 perk slots

Epic

0.84%

Heavy lifters. Four perk slots, deep ability pool, real swing potential. The pull that quietly lifts a whole deck a tier.

4 perk slots

Legendary

0.2%

Anchor cards. Five perk slots, the full ability ladder open, signature spells in reach. The pull people screenshot.

5 perk slots

Mythic

0.06%

Apex of the pull. Two traits instead of one, six perk slots, the deepest Can Learn pool in the game. Vanishingly rare. The card people remember.

6 perk slots · 2 traits

Heads up: Mythic and Unique are character-only. Spells, perks, and items cap at Legendary, with their own pull odds in Arcane packs. Same ladder, different ceilings depending on the card type.

VI

Uniques

A category of its own. Not above Mythic, beside it. You won't open one from a pack. What makes a Unique a Unique is the story it carries.

I

A Category, Not a Tier

Uniques sit beside Mythic, not above it. The pitch isn't power creep. It's permanence. Limited copies exist. When the run is done, no more are minted.

II

Earned, Never Pulled

Pack drop rate: zero. They surface through campaign milestones, hell-tier boss defeats, live watch-party events, Patreon-tier drops, pinkslip duels. The list grows with every chapter.

III

They Carry Your Story

Rename it. Write its lore. Every Unique keeps an immutable ownership chain. The card remembers who held it, who lost it, who won it back. Your name lives in there.

What earning one looks like

Two glimpses of a Unique

These two aren't in anyone's hands yet. They're examples of what a Unique could look like once one is forged. The real ones aren't summoned, they're earned, and earning one is the whole point. A hell-tier boss falls. A watch party leaves its mark. A pinkslip goes the right way. The moment a Unique is yours, your name is etched into it. Every player who inspects the card from then on sees you in its history. The chain runs forever, and it starts with you. Most players will never hold one. That's exactly why holding one matters.

Vezuriel, Heir of the Nine
Unique Example · Not yet earned
Seris, The Stormbound
Unique Example · Not yet earned
VII

Pick your founding hero

Every player starts here. Choose one of three on day one. The card is yours forever, untradeable, unsellable. The same hero you'll meet again later, older and sharper.

Tronald, The Diviner
Starter

Tronald

The Diviner

A wizard with shaking hands and an unshakeable mind. Sees the future before it happens, and rewrites it to protect those he loves.

"I cast light."

Saxy, The Artificer
Starter

Saxy

The Artificer

The half-elf tinker whose love language is engineering. Doesn't say "I love you". Absorbs the grenade meant for you instead.

"Oh my god."

Raarh, The Green God
Starter

Raarh

The Green God

Seven feet of half-orc grief wearing armor. His rage isn't mindless. It's love with its teeth bared.

"I FUCKING Rage!"

Untradeable. Unsellable. The one card no one can take from you.

VIII

What's in the TCG so far

154 episodes have populated Mortalazur with people, magic, gear, and grit. Every one of them has a card waiting. The collection is already deep, and we're a long way from done.

207 Characters
601 Spells & Abilities
93 Perks
107 Items
20 Basic Attacks
Total collectible 1,028 and many more before release
IX

Make every card your own

Same hero. Same name on the card. Two players, two completely different decks. The build is the personality, and the build is yours.

Per character 20,000+ distinct pulls before you even touch the build

One identity. Six pull rarities. Five pull levels (more unlock as your account climbs). Roughly fifty ability combos. Fourteen traits. Then you stack perks. Then you load items. Then you battle them up the levels. Effectively infinite. Two players will never own the same card.

I

Rarity

The ceiling. Each tier unlocks more ability slots, more perk capacity, a deeper pool of spells the card can learn. Higher rarity, more room to express a build.

Common to Mythic + Unique
II

Level

One to twenty. Battle XP earns every level. Cards on the field bank experience win or lose. Stats scale, ability eligibility climbs.

L1 to L20, XP-driven climb
III

Abilities & Spells

Discover a spell once, it joins your Blueprint Library for life. From there you can teach it to any compatible character, any time, for Residuum. The library becomes your personal spellbook.

601 spells & abilities catalogued
IV

Trait

Berserker doubles your damage and your danger. Tank halves the hits you take. Assassin pre-loads a critical. The trait reshapes the whole battlefield role. Random at pull, swappable for Residuum.

14 today, 20 to 30 at maturity
V

Perks

Equippable upgrades. More HP, sharper saves, longer reach, deeper pockets. Slot count scales with rarity, slot unlock costs Residuum, the swap itself is free. The deck grows with you.

93 perks across the rarity ladder
VI

Items

Single-use battlefield consumables. The potion you save for the round you can't afford to lose. The scroll that turns a corner you didn't see coming. Equipped before, consumed during, replenished from your collection.

107 items, more every chapter
One Tronald, three minds

Same card. Same name. Same art on every front. Three different players, three completely different decks. The kit underneath makes Tronald play like he's a different unit each time. None of these are wrong, none are the only way. The build is the playstyle.

Tronald, the Annihilator build Annihilator

The Annihilator

Burn it down. No apologies.

  • RarityLegendary
  • LevelLevel 14
  • TraitBerserker (double damage in & out)
  • AbilitiesFireball, Chain Lightning, Wall of Force, Shield, Counterspell
  • PerksSpell Focus, Arcane Amplifier, Vitality, Quick Reflexes
  • ItemsGreater Health Potion, Scroll of Fireball

Good at: nuking clusters, breaking sieges, alpha-striking priority targets. Soft against: focused fire, anything that closes range fast.

Tronald, the Warden build Warden

The Warden

Lock the field. Slow the world.

  • RarityLegendary
  • LevelLevel 14
  • TraitDisruptor (disables enemy traits in range 2)
  • AbilitiesWall of Force, Hold Monster, Counterspell, Shield, Vortex Warp
  • PerksSpell Focus, Battle Hardened, Iron Skin, Quick Reflexes
  • ItemsSmoke Bomb, Greater Health Potion

Good at: zone denial, neutralising trait-stacked teams, protecting the squad. Soft against: brute-force teams that eat the control and keep walking.

Tronald, the Lifeline build Lifeline

The Lifeline

Keep the squad alive. Let them win it.

  • RarityLegendary
  • LevelLevel 14
  • TraitCommander (adjacent allies +1 to attack)
  • AbilitiesHealing Word, Counterspell, Shield, Haste, Vortex Warp
  • PerksSpell Focus, Vitality, Sturdy Boots, Quick Reflexes
  • ItemsRevive Scroll, Greater Health Potion

Good at: keeping casters alive, buffing team attack rolls, swinging the late game. Soft against: Assassins who jump straight to Tronald.

Same card. Three completely different units on the field. Each would crush the others on the right map, and lose to them on the wrong one. The whole game is built so the kit you choose says something about who you are at the table, not who's best.

X

What you're earning toward

A glimpse, no spoilers. The Battle Realms TCG, set in Mortalazur. The same world from the show, finally playable.

I

Play

Quick skirmishes when you have ten minutes. Deep campaigns when you have a weekend. The world of Mortalazur waits.

II

Battle

True D&D mechanics under the hood. Real attack rolls vs AC. Real saves. Real consequences.

III

Trade

Your collection is yours. Trade duplicates with the community. Hunt for the cards you need.

IV

Collect

154 episodes of cinematic D&D, distilled into characters you can hold. Every NPC has a card waiting.

V

Level Up

Cards earn XP from the battles they fight. Win or lose, every match they're on the field counts. Levels lift stats, unlock stronger abilities, deepen the build.

VI

Customise

Traits, perks, items, abilities. No two builds the same. The deck is yours, not the meta's.

XI

How battles actually play

Tactical 5ft grid. Real D&D 5e rules under the hood. Server rolls every die. The dice don't lie because the dice aren't yours.

Visual goal · in production

A taste of where the visual layer is heading. The first edition will launch with a simpler look. The engine, ruleset, and online play under the hood are built and working today. The cinematic 3D render above is the next milestone, not the launch state.

I

The Grid

Position matters. So does cover. So does line of sight. Move with intent or get flanked.

II

Real D&D

Attack rolls vs AC. Saving throws. Initiative order. Action, bonus action, reaction. The same bones as the show, running on a real engine.

III

Level Up By Playing

Battle XP, not cash. Cards on the field earn experience win or lose. Higher levels unlock stronger ability options and deeper customisation. Generous early, steeper at the top.

IV

Learn New Tricks

Every character has a Can Learn pool, the spells and abilities they're allowed to be taught. Pull the right spell card, pay the Residuum, the trick is theirs. Rarer abilities cost more to teach.

V

Read Your Opponent

Stance phase. Fifteen seconds before each round, both players secretly mark their defenders. The mind game is its own combat layer.

VI

Server-Authoritative

Every roll, every shuffle, every pull, sealed on the server. Cryptographically random. Auditable. No client-side voodoo.

XII

Modes of play

Ten-minute skirmish or a ten-hour campaign. Cool match, cold-blooded match, or a match where the loser actually loses something.

Campaign

A unique campaign architecture, fully integrated with the show and the world of Mortalazur. How it actually plays out is a surprise we're keeping for closer to launch.

VS AI

Sharpen up against the bots. Easy, Medium, Hard. Harder tiers read your patterns. Zero card risk.

Casual PvP

Just here to play. No rating, no stakes. Bring whatever deck.

Ranked PvP

Eight ranks. Drudgemire to Aiterian. Glicko-2 matchmaking keeps the matches tight. Seasons reset, peaks pay out.

Boss Battles

Single elite encounters. Multi-phase fights. Legendary actions. Enrage thresholds. Win, the loot is pack-tier.

Horde

Endless waves. The map fills. The loot scales. Survival is the win condition.

XIII

For keeps

Blood Wager. The card you ante has to be in the deck you're about to play. It fights the match it might lose. The winner walks home with two.

I

Both ante from their fighting deck. Both see the wager before sealing. Both must agree.

II

Server seals the wager. No backsies, no rage-quit refunds.

III

Win, the card is yours. Lose, the card is theirs. Permanent.

It has to fight the match.

The card you ante isn't sitting safely on the bench. It's on the field for the full match. Pick a throwaway, you've effectively gone into a 4v4 with 3 real cards and one you don't care about. Pick a heavy hitter, the risk and the firepower are both yours. Free market on courage. You decide which way to lean.

Most TCGs you trade duplicates and forget the loss. Here, the loss leaves a chain on the card forever. New owner, new lore, your name in the history.

XIV

Trading & Marketplace

Your collection is yours. Trade it, list it, sell it, rebuild it. Every transaction sealed and audited. All prices in Residuum.

Direct Trades

Player-to-player. Multi-step confirmation. A countdown before the trade locks, so nobody trades drunk.

The Free Market

List a card. Set your price. The market decides. A small, transparent sale tax. Listings expire after seven days.

Gobba's Shop

Goblin merchant. Buys low, sells high. Refreshes daily. Some rare deals, some pure robbery. Gobba doesn't need a reason. One stall, server-wide stock. Walk away from a card you want, somebody else takes it.

XV

YouTube took the visuals. Patreon kept them. The show kept moving.

  • The full cinematic show. Visuals, music, sound design, original voice cast. Same Mortalazur as 154 episodes, just constrained out of YouTube.
  • Card packs and Residuum, backdated to your join date. Your tier's monthly bundle accruing from day one of your pledge, not from the day the game opens. Wait six months, you miss six months of vault. It remembers.
  • Patron-only Discord home. Custom roles, custom emoji, and badges replacing the ones YouTube took. Patron-only channels, polls, and Q&A.
  • Episodes a week ahead. New episodes drop on Patreon a week before the YouTube audio version. Live patron premieres on release day, Discord watch-party while it airs.
  • Direct relationship. YouTube takes 100% of the ad revenue now. None of it reaches the show. Patreon is where you keep Mortalazur alive.
  • Live premieres, TCG drops, lore archive, audiobook expansions. and what isn't built yet. The list grows with the show.

Open your vault

$3.99/month

The Kobold tier. Same Patreon ladder, climb whenever.

Plus early access, live patron drops, and every Patreon perk above. The vault sits on top of all of it, not in place of it.

Join now

Already supporting on Patreon? Link your account here

Audio version is free on YouTube. Full transcripts, no paywall on the story. But the cinematic show, the real version, lives on Patreon now.

Honestly? That's a better deal for everyone. No algorithm choosing what survives. No demonetisation looming. Just the audience and the show, directly.

We're building something better than we had before, and you're how it gets built.

Let's do this.

YouTube is the trailer. Patreon is the movie.

The vault has already started counting.

Supported on YouTube before April? See the tenure parity offer below

Were you a YouTube channel member?

If you supported the show through YouTube channel membership before YouTube cancelled us in April 2026, your tenure is honoured here too. Drop a screenshot of your membership in #general-support on Discord. Manual back-fill, no deadline, no pressure. This door doesn't close.

Open Discord

A note on launch. Everything you see here is subject to change as we build. The Battle Realms TCG will release in stages, and Alpha and Beta builds may not include every mode, pack type, or marketplace function listed on this page. Features roll out as they're tested and ready. Your reserved packs, Residuum, and starter remain safe regardless of which features are live at any given moment.

Tenure backdated to 1 January 2026, the vault's opening day. Earlier Patreon supporters are clamped to this baseline for card packs. Residuum honours your full Patreon tenure including any back-filled YouTube or pre-baseline support.

Reserved for TCG launch day. No deadline announced. The packs are yours when the game opens.

Questions live in our Discord. Early days though, some things stay under wraps on purpose.