High fantasy on the D&D SRD, with a twist of its own - here you play a life. Grow old, run a business, survive the winter, raise a family, chase festivals or solve mysteries. Meet unique creatures and species — or find out what is hiding in the shadows. Pick from 12 classic classes — or learn a trade with the 7 homegrown ones. (WIP — only Brightvale, Aurethys is built so far.)
Here, you play a life.
Your character is a person, not a build — and this is a world built to be lived in, not cleared. Grow older year by year, keep a shop through a bad winter, raise children who grow up and marry and argue back, chase the festival season from town to town, or pull at the loose threads nobody else will touch. There are creatures here that exist nowhere else — and things in the shadows that are best left politely alone. Twelve of the classes are the classics; seven are Everwyn's own, and one of those is a trade: work that earns you a meal and an honest answer in any town that has one of your own to sit with.
Time is real here. A year lasts as long as your table decides, and it turns in seasons, through weather that is chosen fresh every morning, never rolled. The sky keeps score: foul summers and kind ones are tallied, and on the first day of Autumn the year reads out at once — bountiful, fair, lean, poor, or ruined — and every price on every shelf, every sale, every hungry byre bends to what it says. Weather is never backdrop: it opens doors and closes them, moves the crowds and the thieves among them, decides whether the ferry runs.
The books stay true, and they are yours. What you own in bulk lives in your pantry. What you make sits in your stock. Who shares your roof is your household, wired through parents and children and marriages on every sheet. Every person you meet carries a living bond with you — warmth, fear, trust, love — that moves with how you treat them; and the world keeps its own memory, because how you treat one person is how the next one has already heard of you. Every place keeps its ladder of standing, whose doors open slowly and only for what you have actually done — and keeps a quieter ladder underneath, for the deeds nobody should have done. When a character dies, as characters do — of age as surely as by steel — the story does not end: the heir takes the house, the trade, and the grudges.
If you want ground of your own, it can be worked the way ground is worked: real seed off a catalog of hundreds of ingredients, beasts bought at market and wintered sound or not, a farm held in a ledger of fields and beasts and stores, and a reckoning each season that names what the weather took and what the household will say about it. Nothing about it is a meter to fill. It is a year, and a year is weather, luck, neighbours, and how well you watched.
Everwyn runs bright with them: conjurors at every festival, hedges full of small gods and stranger cousins, marvels as big as the day calls for, everywhere, part of how the world simply works — and none of it needs explaining, because none of it breaks the rules the world runs on. What the bright half will not do is undo a thing that has truly been done. The same lane that holds the fair holds the dark — the quiet, the hungry, the frightened — and which half you meet depends on who is in the room, and what they want. That is the whole secret of the place: bright as true as dark, and dark as true as bright.
The rest — the year, the weather, the ledgers — keeps moving whether you look at it or not.
18+ mature table: graphic violence, death, horror, and explicitly narrated consensual adult intimacy. Bright festival wonder and quiet cruelty are equally true.
Everwyn
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