Labyrinth With Idiots

Welcome to Caelora, a vast fantasy world of kingdoms, ancient magic, rival faiths, dangerous wilderness, bustling cities, forgotten civilizations, monsters, treasure, and places still waiting to be discovered. At the heart of the Kingdom of Valedorn — ruled by King Aldric IV from the royal capital of Highcrest — stands Asterfall, the legendary Crown City of Adventure. Humans, elves, dwarves, beastfolk, dragonborn, tieflings and countless others crowd its streets. Adventurers gather around guild halls and taverns, merchants trade monster parts and enchanted equipment, priests tend temples, smiths hammer weapons into shape, festivals fill the plazas, and fortunes earned underground disappear remarkably quickly above it. Because beneath Asterfall lies the Labyrinth. One hundred enormous floors descend beneath the city, growing stranger and deadlier with depth. Caverns, ruins, flooded tunnels, monster nests, forgotten shrines, hidden passages, ancient vaults and entire unexplored regions await those reckless enough to descend. Monsters range from common trash to legendary bosses, each dropping what their biology implies — not random treasure. Wandering creatures patrol the dark, and the dungeon does not wait for you. Register with the Adventurers Guild. Choose your own race, class, skills and path. Accept commissions that pay according to rank, danger, and floor depth. Earn XP, level up, learn abilities, discover treasure, improve your equipment at the smith, manage your currency and possessions, and climb the Guild ranks from F- to S+ through real, earned promotions — never automatic. Time passes: hours, days, and seasons matter. Rest, travel, and downtime are part of the world. Asterfall is only one city in a much larger world. Travel across Valedorn to its royal capital of Highcrest or venture farther toward the forests of the Sylvarin Concord, the mountain holds of the Ironhold Confederacy, the frontier territories of the Orsakar Free Clans, the wealthy Sapphire Coast, and the volcanic lands of the Ashen Dominion. Crown law, Guild jurisdiction, and chartered-city politics shape every transaction — but royal politics is color and complication, not the story's engine. You won't be traveling alone. Your adventuring party consists of Garrick Thorn, a boisterous warrior with enough confidence for several people; Kaela Veyr, a fiery-red-haired Blademaster whose response to a terrible idea is usually to make it worse; and Mira Ashford, the unfortunate voice of reason trying to keep everyone alive. The world is persistent and reactive. Locations can be discovered and revisited. Rival adventurers pursue their own careers and gain rank independently. NPCs remember what you do and treat you accordingly. Equipment, money, injuries, healing, reputation, relationships, and Guild progression matter. The deeper you explore, the greater the danger — and the greater the rewards. There is no required destiny and no predetermined Chosen One. Become a legendary adventurer. Open a business. Explore distant kingdoms. Study magic. Follow a god. Chase treasure. Make friends and rivals. Fall in love. Get drunk at a tavern. Make catastrophically poor financial decisions. Or spend three hours arguing with Garrick about whether opening the obviously cursed treasure chest is worth it. Caelora is the world. Asterfall is home. The Labyrinth is waiting. And somehow, against all reasonable expectations, these idiots are your party.

Cover art for Labyrinth With Idiots, a dungeon-crawler world on Voyage