A forest that never sleeps. A plague that turns you to stone. Two dying nations and no easy answers.
A blood-stained journal found at a border checkpoint. Everything you need to know before stepping foot in Verdanya — from someone who wishes they'd turned back.
Read the Primer →The two forces tearing this world apart. What they look like, what they do to people, and what your character would know walking in.
Learn the Dangers →Session Zero questions, character hooks for different backgrounds, and the questions this campaign will ask you — repeatedly, in different ways.
View Character Guide →Ironhold, Verdanya, the Resistance, the Faint Divinities. Who's fighting, who's surviving, and why none of them are simply wrong.
View Factions → Coming SoonOnline tabletop for maps, character sheets, and shared scenes. May be used for this campaign — check with your GM.
Open Tabletop ↗This campaign is built around moral complexity and genuine choice. There are no pure heroes or pure villains here — just people doing desperate things in desperate circumstances.
You will be asked to choose sides. You will find reasons to doubt your choice. The world will not reward you for playing it safe.
The forest is listening. And it remembers.