Elyndris

Elyndris

Gather a party. Go below. Come back with gold, or not at all.

What waits below

Your party's own dungeon

Every descent builds a fresh dungeon for your party alone: rooms, caves, traps and treasure nobody else will ever see.

Turns, rolls and initiative

Combat plays like a tabletop game. Everyone acts in initiative order, and every d20 hits the table where you can see it.

Death is permanent. Your lineage isn't.

A shared crystal brings you back a few times. When it runs dry a hero is gone for good, and the next of your line carries on.

A homestead outside time

Build your family's home behind the Wayshrine. Its vault and its shrine to the fallen outlast every character.

Skills you actually play

Brew potions by keeping a fire just right, read runes against the clock, perform stories by typing them. No clicking and waiting.

A road with stories on it

Travel between towns and the road answers back: bandits, lost children, ruined towers. Your party votes on what to do.

Realms

Each realm is its own world, with its own characters. Sign in once here and play on any realm you have access to.