Adventum:

12,000

Scope

The motivation behind building Adventum:

I’ve been building Adventum for nearly two decades—a world born of passion, shaped by imagination, and forged through years of storytelling, experimentation, and exploration. It has grown with me, evolving through every map I’ve drawn, mechanic I’ve tested, and legend I’ve whispered in hushed tones.   While I’ve never considered myself a natural writer—particularly when it comes to the subtle intricacies of character interaction—I’ve always felt at home in worldbuilding. Give me a realm to shape, a magic system to refine, a political powder keg to spark, and I come alive.   Fortunately, I married someone who understands the soul of storytelling better than anyone I’ve ever known. In her words:   “I build stories that make the myth feel real—not to impress, but to give my imagination a home, and others a place to belong.”   That’s what Adventum has become. A home for my imagination. A tapestry of gods, empires, storms, and secrets—a world that welcomes those who wander and rewards those who wonder. This isn’t just a setting. It’s my heart made myth.

The goal of the project

I would be remiss if I said I didn’t want to share this world with others. Adventum has been a personal labor of love, but it was never meant to remain locked in my mind or scribbles in dusty notes—it was meant to grow, to be played, read, explored, and experienced.   My hope is to see Adventum evolve into a full tabletop role-playing system: a world defined by intricate lore, deep history, wondrous magic, and unforgettable adventure. I envision it as the foundation for not just games, but novels, short stories, and narrative tools that spark curiosity, teach values, and instill wonder.   Ultimately, I want Adventum to become more than just my world—I want it to be a world that others can lose themselves in, create within, and carry with them.

Adventum:'s Unique Selling point

Adventum is a world built on echoes—of gods, of empires, of stories half-forgotten and truths half-told.   Spanning multiple eras, Adventum invites players and readers into a setting where the divine have vanished (or returned), immortals shape mortal history, and no age is untouched by the one before it.   What makes Adventum different is its living mythology and timeline: the choices of heroes echo across centuries. Magic is not simply a tool, but a force that reshapes time, flesh, and even faith. Factions war not just over territory, but over truth—seeking to rewrite what once was.   Whether you’re playing a sea-drenched pirate who just witnessed a goddess return, a vampire noble with a curse of legacy, or a scholar uncovering the bones of forgotten planar realms, Adventum offers one thing above all:   A place where myth becomes real—and memory can change the world.

Theme

Genre

Adventum is a mythic fantasy world woven with legend, legacy, and consequence. At first glance, it evokes the familiar shape of high fantasy: angels soar, demons plot, monsters hunt, and mortals rise to meet the challenge. But beneath that surface lies a living, breathing world in flux—one shaped as much by betrayal and buried truths as by blade or spell.   This is a world of fractured empires and divine silence, where the gods once ruled openly—and may be returning. Political schemes intertwine with ancient magic, and the echoes of long-forgotten wars ripple across generations. Religions fracture over forgotten scripture. Kingdoms fight not only for land, but to control history itself. Even reality is unstable: storms tear open planes, forbidden rituals bend time, and those who seek transcendence may lose their humanity to find it.   Every subplot reveals a different truth. One campaign might follow pirates entangled in divine warfare. Another may track immortal vampires vying for power in the ashes of empire. And yet another may begin in a small town, only to unravel the secrets of a missing god.   Adventum is not just a fantasy setting. It’s an evolving mythos—one where memory, magic, and myth reshape the world.

Reader Experience

Adventum feels like stepping into a legend—one still echoing, still dangerous, and still yours to shape.   Two quotes have guided me through every chapter of this world’s creation. The first is a phrase that once marked the edges of ancient maps:   “Here be dragons.”   Though rarely used on real cartography, the sentiment lingers—an elegant warning scrawled on the edge of the known. It is an invitation as much as a warning: beyond this point lies mystery, danger, and the unspoken. It reminds us that wonder is always born just past certainty. That phrase taught me the power of suggestion, and the beauty of the unknown.   The second comes from the 1983 game Zork I, a simple line that’s lived rent-free in my imagination ever since:   “It is dark. You are likely to be eaten by a Grue.”   There’s something primal in it. That unease of stepping into shadow, the thrill of not knowing what lies ahead. In Adventum, I want you to feel that same pull—an invitation into myth, lit by the flickering torchlight of curiosity and the possibility of being devoured by something older than fear.   So step into the dark. Let the world eat you, even as you devour its stories. Let your imagination wander past the edge of the map.   Here, there still be dragons. And they are waiting.

Reader Tone

Adventum walks the line between the wondrous and the dangerous. It isn’t a grimdark world where all hope is lost—but it’s not a bright and cheerful realm, either. This is a place where legends are real, gods have gone missing, and every light casts a shadow.   For most people, life is hard—but not hopeless. Farmers pray the wild magics don’t ruin their fields. Fishermen fear what stirs beneath the water. Nobles smile through clenched teeth, unsure which alliance will hold and which one will burn. But there’s magic in the cracks. Old magic. Forgotten truths. Places where a single person—hero or villain—can tip the balance.   Wondrous things happen here, but so do terrible ones. A common merchant might be blessed by a passing saint—or consumed by a returned undead. A child might stumble into a plane thought long sealed. A scullery maid could change the course of a kingdom. The world is uncertain, and that’s where the story lives.   Adventum doesn’t promise safety. But it always promises a story worth telling.

Recurring Themes

The Weight of Legacy
Whether it's divine bloodlines, ancient prophecies, or the ashes of fallen empires, characters in Adventum are often shaped by what came before. History matters. Myths echo forward. People inherit power, curses, and unresolved debts from ages past—and what they choose to do with that inheritance defines them.  
The Unknown Beneath the Familiar
Adventum plays with layers—of civilization, truth, and even reality. A peaceful town may rest atop a sealed planar rift. A trusted church might be rewriting history. A friendly pirate might serve a goddess in disguise. There is always more beneath the surface, and those willing to look deeper often find wonder—or horror.  
Becoming More Than You Were
Growth and transformation are central to the world’s tone. Characters don’t begin as kings or saints. They begin as people—scared, angry, curious, or broken. But through action, failure, and defiance, they shape themselves into something greater. The world challenges them to rise—and remembers them when they do.

Character Agency

Character agency in Adventum depends on the story being told, but I believe no one should be limited in their ambition. This is a world built for wonder, and your character’s potential is only capped by how far they’re willing to go.   A scullery maid doesn’t start off slaying dragons or shaking kingdoms. But she might take up a blade, survive something she shouldn’t have, and earn a place at a noble’s table. A few adventures later, maybe she’s leading a rebellion against the very people who once ignored her.   Everyone starts small here—but you’re never stuck. The world responds to your actions. It remembers what you do.   For players, this world is a place where you’re not just along for the ride. You’re the reason the ride goes somewhere. Build something. Break something. Change everything.   I built Adventum so others could step into it and leave footprints. I hope you do.

Focus

Religious Influence
Adventum is a world where gods once walked openly—and now, their silence shakes the world. Entire factions rise or fall based on belief. Churches censor, protect, or exploit divine power. Miracles are real… but who decides which ones are holy?
Military Influence
The world is shaped by conquest, rebellion, and supernatural warfare. From undead incursions to pirate fleets, from imperial legions to divine shock troops, force is a language in Adventum—and everyone speaks it differently.
Race and Class Relations
Immortals walk beside mortals. Vampires rule cities. Former slaves sit on thrones. There are tensions between races, bloodlines, and legacies—especially as the world continues to change. Some races hold mythic reverence. Others are feared. No one's place is guaranteed anymore.
Government Presence & Power Struggles
With emperors vanishing, new ones rising, and noble houses shifting like sand, governance in Adventum is in flux. Cities rule themselves. Pirate kings defy crowns. Secretive guilds hold more sway than elected officials. The question isn’t just who governs—but who should.  
Magic and Technology Influence (Optional but thematic)
The lines between arcane magic, planar energy, divine will, and ancient relics are blurred. Magical influence is everywhere, from enchanted mines to divine machines. Some planes leak through. Some magic rewrites memory. And some mortals are starting to understand how to use it… badly.

Drama

The Emperor Is Missing
Emperor Lennox Atrum vanished during a diplomatic visit to the Tenebris Halls. With no confirmed body and the Tenebris family refusing full access to their ancestral vaults, rumors of foul play, divine disappearance, or a staged vanishing swirl through the empire. The throne now teeters between grieving loyalty and political opportunism.
A New Emperor Has Been Crowned
In Lennox’s absence, the Petro family has leveraged fear, faith, and political backing to push their scion, Leo M. Petro, onto the imperial throne. His upcoming coronation at the Serpent's Shrine is both a celebration and a declaration of ideological war—especially with his open devotion to the gods and Church-backed rule.
Undead Have Returned to Atrumi Waters
After centuries of peace, the undead have been spotted rising from the rivers and coastlines. Small towns are fleeing inland. Trade routes are collapsing. The Imperial Navy is stretched thin, and scholars whisper of something old awakening beneath the waves—something that shouldn’t have survived the First Emperor’s purge.
A Goddess Has Returned
Besmara, the Pirate Queen, has reentered the mortal world in a dramatic celestial storm. Her ship, the Seawraith, now sails both sea and sky. Her followers grow bolder, her enemies grow more paranoid, and coastal cities must decide whether to welcome her favor or prepare for invasion.
Planar Instability Is on the Rise
Aetherstorms have begun tearing at the seams of reality. Magic is unpredictable. Items malfunction. Entire regions blink between planes for moments at a time. The Giant’s Causeway is predicted to reappear soon, possibly reconnecting Adventum to realms that were sealed off for a reason.
The histories have much more to reveal.