The Worlds of Wanderhold
Same engine. Different worlds. Completely different feel.


Command a starship at the edge of the known.
Stellar Odyssey
The Stellar Alliance Fleet operates at the limits of charted space. You are the commanding officer, the one who decides when protocol applies and when it doesn't. The ship is yours. What happens to it is yours too.
A distress signal from coordinates that don't exist. A first contact that goes wrong before the briefing is over. A crew member who came back from the surface, but they don't quite seem themselves. Stellar Odyssey campaigns live in the gap between procedure and judgment, where the orders from Fleet Command stop and you have to figure out what to do next. Five eras from the Founding to the Long Reach let you set your story in any chapter of Alliance history.
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Lead a small outfit through the West before it closes.
The Territories
Post-Civil War America, 1865 to 1885. You run a wagon train, an outlaw gang, or a working ranch through jobs, feuds, and the slow grinding pressure of a land that has no interest in who wins. Four eras track the West from Reconstruction to the closing frontier.
A railroad company sends a man with papers that don't look right. One of your hands doesn't come back from the night watch. The marshal rides in alone, which means he's either bold or desperate. Territories campaigns are laconic and morally weighted: short sentences, hard choices, consequences that land without commentary. Nobody is pure. The outfit survives or it doesn't.
Play The Territories

Something is wrong at the bottom of the world.
Erebus Station
You lead a research team at an international Antarctic station. The environment is hostile by default. Whatever is happening now is something worse. Five mystery types (ancient entity, infection, Soviet remnant, signal from the deep, corporate concealment) each set their own terms for what survival means.
The drill team broke through to a void below the ice. A colleague's behavior changed overnight and they deny it. The supply drop is two weeks overdue with no explanation. Erebus Station campaigns are psychological and claustrophobic, dread that builds across scenes rather than resolving cleanly. The station is fragile. The ice is not.
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Captain a ship. Answer to no one but the sea.
Wind & Plunder
The age of sail spans everything from the Elizabethan privateers of 1560 to the last pirates of the 1870s. You command a vessel and a crew that follows you only as long as your judgment holds. The Caribbean, the Atlantic, the Mediterranean, the Red Sea, all of it open water.
A merchantman spotted your colors and changed course. Three of your crew came to your door and they weren't alone. The prize is real and so is the man-of-war anchored beside it. Wind and Plunder campaigns run on hard decisions with material stakes (weather, scarcity, the law, rival captains) across eight historical eras from the Sea Dogs to the Last Pirates. The sea doesn't care about your reasons.
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Lead a small hunting company through the Ashfall Reaches before the dragon or the politics kill everyone.
Hammerward
The Reaches have not seen a Greywing in two centuries. Now one has broken loose and is burning villages while the Conclave of Lords fractures over who commands the response. You lead a hunting company authorized by one lord to pursue and end it. The hunt is the campaign. Everything else is what makes the hunt hard.
The war-mage went to the mountain pass three months ago and has not come back to the city. Lord Aldric's envoy arrives with orders that contradict the mission brief. A burn site in the second village is not what fire leaves behind. Hammerward campaigns are grim and morally weighted: the dragon is real, the politics are worse, and killing the dragon will not fix what broke the dormancy.
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