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Maywin

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Beyond the veil of reality lies the fractured dimension of Reval, where Elenna’s joy and Kalrees’ iron silence wage an eternal war that bleeds into our world through tears in the sky. But the danger is not just from above. In the vast plains, the wind of Aderous scours the weak, testing the resilience of the nomads. In the jungles deep, Nestra’s vines swallow ancient ruins, reclaiming civilization for the wild. To the south, the Red Spires of Zyphor’s cult rise in secret, twisting minds and blood, while the Iron Vigil march the roads, hunting anyone who dares to wield unsanctioned magic. You are adventurers in a land where a magic coin might be a blessing from Briall or a curse from Gemma, a sudden storm might be the wrath of Mervous, and a secret whispered in a tavern could be a test from Creaven. In Maywin, every path leads to a different power, and every choice draws the gaze of a different god. You do not just fight for land or gold, you fight to decide whose philosophy will claim the soul of the world. In other worlds, adventurers are defined by their deeds. In Maywin, you are defined by the burden you carry. Look at your hands, they tell the story of the gods who shaped you. Perhaps you are one of the Ash-Forged, an Orc born not of savagery, but of the industrial discipline of the God of the Forge, your skin toughened by generations of honest labor. Perhaps you are a Purified Elf, your eyes constantly scanning the horizon, carrying the ancestral trauma of Zyphor’s corruption and the unbreakable will to never be enslaved again. Or maybe you are Fractured, a Drow whose skin resembles cracked porcelain, a living testament to the shadow of the Reval dimension pressing against our reality. In Maywin, your class is not just a job; it is an allegiance. To be a Paladin here is often to join the Iron Vigil, swearing to hunt down magic as if it were a plague. To be a Bard is to wield the Shimmering Chord, using music as a shield against the creeping silence of the Shadowed King. To be a Warlock is to stare into the abyss of Kael-Drakos and trade your joy for the power of the Unseen Eye. Be warned: the treasures of this land are as dangerous as its gods. You may find the Blade of the Weeping Divide, a sword that drips tears of two worlds, or the Mask of the Gilded Lie, which grants you influence but steals your ability to speak the truth. Walk carefully. In Maywin, a blessing from one god is a curse from another, and the line between a hero and a monster is often just a matter of who is telling

Campaigns

The Adventures of Maywin

Homebrew / In Development