A world coming apart
Wend’s peoples are too busy arguing to keep the roads safe, the dead quiet, and the dark things buried.
Wend is the tabletop campaign you never have a free evening to run. Make a character, fall in with a party, and carry dangerous work into a world coming apart.
Longturn means a turn can run as long as 12 hours, so the party always has room to live a real life between moves. A campaign is a run of encounters you chip away at whenever you get a minute; you act on your turn and the story waits in between. No shared evening to schedule, no one cut for missing it. Bring friends, or go it alone.
Combat runs on the roll and your character's kit: read the board, weigh the odds, spend your turn. The road forks as you travel it, and where the work leads, and how hard it bites, comes down to the calls the party makes.
Wend is a roguelite: characters die for good, but your account keeps what they earned. The fallen leave a single heirloom to the next character you make. Play on and more opens up, new classes to forge and Elsemarks, mythic effects you unlock and imbue into that heirloom. Every run starts sharper than the last.
Wend’s peoples are too busy arguing to keep the roads safe, the dead quiet, and the dark things buried.
Wend’s history, from the first age to the present failing. Walk it turn by turn.
Make a character. Sign on the dotted line.
See how long your party lasts.