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The Endlessness

The Atlas

Four worlds, and one you write yourself

Every adventure below names the levels it covers and roughly how long it runs, so you can start at level 1 in a quiet village or walk in at level 17 and contend with divinity. Three of the four worlds were surveyed and drawn by hand.

4 authored worlds · 9 playable adventures · levels 1 to 20

Brightvale watercolour

The Worlds· I

Brightvale

A Dark-Fantasy Frontier

A living darkness called the Umbra devours the world beyond the holy light of the Beacon. Make your name as a Venturer out of the fortress-town of Emberfort, and follow the truth of the Apostasy all the way down. Three campaigns carry you from your first descent to the fall of empires.

“The Umbra stretches to the horizon. Beyond it, nothing returns.”

3 adventures to play

  • Descent into the UmbraLevels 1 to 4 · 8 to 15 sessionsBeginner
  • The Forsaken WorldLevels 5 to 10 · 10 to 18 sessionsIntermediate
  • Fallen EmpiresLevels 11 to 16 · 16 to 28 sessionsAdvanced
A hand-drawn map of Brightvale
Brightvale: the towns, and the wastes past the Beacon
A hand-drawn map of Brightvale
The same survey, with the ruined cities named: Venaglios, Trivers, Orierba
Old Armis watercolour

The Worlds· II

Old Armis

A Bronze Age of Seafaring and Empire

Four hundred years before Brightvale fell, oar-and-sail galleys charted waters that should not exist. Wonder and intrigue above, a cosmic dread waiting past the edge of the map. Sail from the floating sea-city of Pattis, play the great powers of Athregal and Ziramat against each other, and end where mortals contend with life, death, and divinity itself. Four campaigns, all the way to level 20.

“The chart ends in open water. The captain keeps sailing.”

4 adventures to play

A hand-drawn map of Old Armis
The known world of Old Armis, and the water past its edge
Farthreshold: Arena watercolour

The Worlds· III

Farthreshold: Arena

A Fighting Pit at the Edge of Everything

The Threshold City is where ten thousand portals empty out, and every road through it ends at the Arena. You begin already signed up, geared, and standing in the fighters' tunnel with the gate going up. Win or lose, the tavern, the bazaar, and the sponsors who watched you fight are waiting on the other side. Fourteen factions, rivals who level as you do, and a record the Bookkeeper keeps in exact numbers.

“The gate is rising, and the crowd is already screaming.”

The adventure

  • Farthreshold: ArenaAny level, 1 to 20 · 4 to 8 sessionsAny

The Bookkeeper’s Record

Farthreshold, played as a Living World

Standing opponent.
Publish your hero and other adventurers can challenge a snapshot of them while you are away. Challenge theirs the same way. The Dungeon Master tells you how it went when you next sit down, with your record updated.
The Patch.
A house that will do for your hit points what a rest would, without the hours. Coin buys healing, never hours: the clock itself never runs faster than real time.
More than one life.
You can keep several heroes in the same Living World. Each is its own campaign and takes one campaign slot, and they hear about each other the way they hear about anyone else in the city.

Where heroes fight in a shared world

The Shattered Crown watercolour

The Worlds· IV

The Shattered Crown

A Broken Crown. A Contested Inheritance.

Start in Thornfield, a neglected frontier where an old horror is being dug back up. Explore the Aldari Peninsula and the kingdoms fighting over a broken inheritance. Its dungeons run deep: the Bramble Hollow Den, and a Shattered Keep where Krag the Foul holds Isla Ash captive.

“The crown fragment pulses with a cold light. Something in the dark growls.”

The adventure, and what comes next

  • The Shattered KeepLevels 1 to 5 · 8 to 15 sessionsBeginner
  • The Strongest BearerLevels 5 to 10 · 10 to 18 sessionsComing soon
  • The Crown RemadeLevels 11 to 16 · 12 to 20 sessionsComing soon
A hand-drawn map of The Shattered Crown
The Thornfield March, drawn by hand
Your Own World watercolour

The Worlds· V

Your Own World

Spoken into Existence

Describe any world you can imagine, up to four thousand characters of it, and the DM treats your description as canon. High fantasy, grimdark, comedy, political intrigue: the tone, the era, and the rules of the setting are yours to declare.

“You stand at the edge of a world that does not yet exist. Speak, and it will.”

The adventure

A hero you save belongs to you rather than to the campaign, so the fighter who pulled a crown fragment out of the Bramble Hollow can sail out of Pattis next, or walk into the fighters’ tunnel at Farthreshold. Level, ability scores, feats, spells and backstory travel with them. What belongs to a particular story stays with that story.

The Story Continues

The Dice Are Waiting

Your first adventure is free. Your first character takes five minutes. The only thing standing between you and the dungeon is a single click.

What do you do?

Free · No credit card · Plays in your browser