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Latest Stories

Can Zombies Be Sassy?

Floyd rescues a mysterious girl named Isadora from a cave, only to discover she may have been dosed with a potion that turns people into zombies. As they escape undead threats, lizard ambushes, and confront a magical centaur, the two form an uneasy bond—though the fear of Isadora’s fate quietly looms.

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They’re Not All Bad

Floyd tracks down goblins in the Caves of Woe and slays two of them, then stumbles into a massive underground cavern where he meets a telepathic mushroom family. After a harrowing encounter with a gelatinous cube, he escapes to the forest, injured and reflective—realizing the strange blob may have been the cave’s unlikely janitor.

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Caves of Woe

After burying his mentor Rick, Floyd sets out to prove himself by exploring the mysterious Caves of Woe. Armed with Rick’s enchanted sword, he uncovers signs of goblins, eerie magic, and ancient dwarven craftsmanship. After surviving a tense encounter in the woods, Floyd kills his first goblin and discovers his latent magical abilities are finally awakening.

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Floyd’s Dream

Floyd dreams of a deadly encounter with orcs in a forest glade, where quick thinking and archery save his life. After slaying the pair, he discovers a mutilated human corpse and a watching crow—just before waking in Rick’s cabin, haunted by the vividness of the dream.

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Esonne Follies

After arriving in Choisy-le-Roi, Edmund and the group attempt subtle recon on Sal’s ally, Rispin—but their cover is blown when a barmaid, Annalise, betrays them. A hasty teleport lands them in a wintry region, forcing a regroup. Now, with surprise lost, they plan a direct assault on Rispin’s home.

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Dream To Death

Amy’s dream kicks off in a fog-soaked mysteryscape, her confidence high, her hat dope, and Biter snug around her neck. But creepy buildings, arrow-blitzes, and lumbering rock monsters turn it into a nightmare. She summons a mighty Wind Wall, fights hard, and reflects on potential and friendship while dodging death. Despite feeling powerful, her arrows lose their sting—and as shadowy hornets swarm, Biter vanishes and Amy falls. Dream or death, it hits hard.

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Edmund’s Dream

Edmund dreams of a sunless desert, flying zombies, dwarven meat carts, and an epic aerial rematch with Alistaira—who turns out to be Salithius in disguise. Alongside Jon, Amy, and Quinn, he explores bizarre landscapes, slays the cowardly mage with Amy’s help, and outmatches Salithius in a surreal sky-duel. A groinal ache snaps him awake in their Rope Trick hideaway. Peeing upside-down might be the least confusing part of his day.

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There’s No Place like Rope Trick

A bombing shatters Willard’s home. Bloodied but alive, Jon and his allies fend off a brutal minotaur ambush inside The Cauldron. Mistrust lingers as Quinn, a stoic warrior of Uros, joins their ranks. Fearing magical surveillance by Salithius, Edmund teleports them across the sea to a foreign continent. In the hush of Edmund’s Rope Trick, they tend to wounds, bury the day’s chaos, and prepare for a journey into the unknown—Salithius always a step behind… or ahead.

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Reunited, And It Feels So Good

Edmund, Amy, and Jon reunite under shadowed skies, bound by a mission no one else dares claim—assassinate Salithius, the mad wizard who turned an entire city into undead. As they plan in The Cauldron’s eerie quiet, the weight of past lives, lost friends, and council expectations grow heavier. Jon’s guild delivers a lead: Sal’s companion resides across the sea in Choisy-le-Roi. Their final night of calm is pierced by grim resolve. The hunt begins. There’s no turning back now.

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Jon’s Addendum

A single message from Edmund shatters Jon’s fragile peace: the time to return has come. He mourns what might’ve been with his parents, but his heart belongs to those who truly understand him—Edmund, Amy, Abby. As he dons his enchanted gear and traces old scars, the rogue reflects on battles past and the blood yet to come. The world is shifting, and Jon won’t wait idly. Family or not, some goodbyes must be made in silence.

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Edmund’s Addendum

Edmund’s been living his best life—partying between The Cauldron and Quashie—until Willard crash-telepaths him mid-romp with Tara. The message? Salithius has gone full maniac, and it’s Edmund’s job to end it. No Order approval, no debate. At least Amy’s already in Sweetwater and up to speed. Looks like Edmund’s vacation is officially over—and the hunt is on.

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Sweet Reunion

In the sweltering heat of a new city, the group finds no rest—only revelations. Behind Sweetwater’s temple walls awaits Mother Jana, who not only confirms Egersund's dire state but unveils the unthinkable: a cure may be possible—if they can deliver an undead soul. But the greatest shock comes from Amy, who greets the high priestess as an old friend. Who is this girl? And what else is she hiding?

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