I had to be able play a cleric, but there were so many other rich worlds to explore then the same old been there done that fantasy - and that's how Charr was born. But in the race for advancement, the people of Charr had mortgaged their future. They no longer worshipped their god and protector Kurnar, who foretold the coming of The Grimm. The Grimm Fate is set 300 years after the Grimm invasion, and Kurnar is giving the races of Charr a fighting chance. The study of magic and the elements has returned as well.
Players take on the classical fantasy roles of warriors, monks, clerics, and necromancers.
But the world of Charr is anything but classic fantasy. Players will be absorbed into a shelled out, cracked, windswept landscape. The planet Charr is a dying world. Once a splendid balance of technology and ecology, Charr is slowly succumbing to the cancer that is The Grimm. Looking at the concept art for character design and environments, this comes across.