Agents & Systems
Story & World

DISENDYA

Story & World

A cyberpunk-fantasy RPG set in a world people don't choose to enter — they're pulled in by pain, and what they find on the other side is just as broken as what they left.

The Story

There is a world that remembers what ours forgot.

It has no word for cars, or phones, or feeds. It has looms and ward-knots, hunters and healers, and a game played by torchlight on ground an elder reshaped that morning — because that is how it has always been done. It has an institution that takes people, and files the taking on the correct form.

And one night, along an old scar in its borderlands, the sky tears open. Four times.

Evan. Sung. Aislinn. Adam. Four lives on our side of the dark that never touched each other — a boy nobody sees, a hand the whole city knows, a girl the world decided about, a charmer nobody ever chose. On the worst night of each of their lives, something older than any of them reaches through the wound.

They will not find each other. The world will gather them.

That is where the story begins. It does not stay there. Three years later there is a city called Caldera — neon stacked on old stone, a corporation selling the world's own light back to it — and nobody who remembers the before will say what happened in between.

The saga runs seven volumes. It is not told in order. The gap is the mystery.

Caldera isn't waiting. Thousands of lives run through its streets — scheming, surviving, forming alliances, breaking promises. All of them were born into it: a district, a family, a faction, a debt. And all of them grew up on the same stories you'll hear in every tavern: the crossers. The four names everyone knows and nobody understands.

Group with them. Betray them. Fall in love with them. Get stabbed in the back at 3am and spend the next week hunting them down. This isn't a world of quest-givers standing on corners. It's a city full of people as lost and dangerous as you are.

// Four Wounds, Four Nights

The Crossers

Four teenagers break on the same night, an ocean apart — and a world none of them believed in catches them. These are the four as their own world knew them, before the crossing. Where the saga begins.

Adam — Earth-side
Adam Wyss

Hiding behind the mask long before the crossing gave him a reason to.

Origin Fort Lauderdale, FL Discipline Weaving — the threads between people
Sung — Earth-side
Sung Park

The whole city knew his hand. No one knew his name.

Origin Los Angeles, CA Discipline Shaping — matter, rewoven
Evan — Earth-side
Evan Brennan

The kind of kid who breaks quietly, so no one notices until it's done.

Origin Blauvelt, NY Discipline Echo — perception: what others miss
Aislinn — Earth-side
Aislinn Cole

Everyone decided what she was. No one asked.

Origin Ravenna, OH Discipline Surge — energy, in any form
// The Sport of the Undercity

The Harrow

The Harrow — a folk match by torchlight
◆ Concept art

The Harrow — The Old Game

Before there were arenas, there was a meadow, a torchlit night, and an elder who reshaped the ground that morning — because that is how it has always been done. Eleven a side. Three balls in play. One of them will only move for a channeler’s hands.

Karev — the league arena at night
◆ Concept art

Three Balls. One Pitch. Sacred Truce.

In Caldera they play it under sponsors’ hoardings, with professional Architects and a hundred thousand seats, and they call it Karev. The old folk in the cheap seats still call it what their grandmothers called it: the Harrow.

Home field advantage is real — and not in the "people clap louder for you" sense. The home team’s Architect designs the terrain. Walls, ramps, choke points, elevated platforms — always mirrored, never unfair; the advantage is in the style of ground, built to suit formations the away team hasn’t seen until they walk onto the pitch. Add in a crowd that throws things at the visitors, refs with a suspicious tendency to look the other way, and geometry that changes depending on who’s hosting — that’s real home field advantage.

On match days, the Karev Truce holds. No fighting, no raids, no assassinations. Enemies sit together in the stands. It doesn’t matter how bad things get out there — how many friends you’ve buried, how many districts have burned. Everyone needs a day off from the war. And from life. Everyone needs one thing they agree not to ruin. The last faction to break the Truce doesn’t play anymore. In fact, they don’t do a whole lot of anything anymore. Everyone else made sure of that.

3
Balls in Play
11v11
Teams
21
Points to Win
5
Arenas
// Five Powers. One City.

Factions

Five factions control Caldera — each with territory, agents, and an agenda that extends far beyond what they'll tell you. Your reputation with each affects who approaches you, who avoids you, and who sends people after you.

Voss Industries — concept art
Voss Industries
Order through control.
The megacorp that built the Upper City on Thread extraction. They provide stability, infrastructure, and surveillance. To them, the gifted are either assets to be utilized or variables to be managed. Their version of peace requires everyone to know their place.
The Ash — concept art
The Ash
Liberation. At any cost.
The rebellion. Fighters, idealists, and people who lost too much to Voss to stay quiet. They agree on the enemy but fracture on the solution. Some want reform. Some want the whole system burned. Their conviction holds them together. Their disagreements might tear them apart.
Black Circuit — concept art
Black Circuit
Everything has a price.
The criminal network that keeps the Undercity running. Information brokers, contraband dealers, fixers. They're not ideological — they're practical. They keep the lights on in neighborhoods nobody else serves, and they take their cut. Cross them and you lose access to half the city.
Ley Wardens — concept art
Ley Wardens
The old knowledge endures.
An ancient order that predates the city itself. They watch the Lattice, guard the seals, and decide who deserves to know the truth. They have answers to questions nobody else is asking. Getting those answers requires earning trust they almost never give.
Free Citizens — concept art
Free Citizens
No banner. No leader.
Not a faction so much as the absence of one. Independent operators, unaligned crossers, people who refuse to pick a side. They survive in the gaps between the powers. Some of them are hiding. Some of them are watching. Some of them are more dangerous than any faction soldier.
// Twelve Biomes, Two Eras

The World

Caldera rises in layers — Upper City gleaming above, Undercity sprawling below, and the Deep Below where the ancient seals are failing. Beyond its walls: corrupted wilds, magical wastelands, coastal settlements, highland plateaus, and the fungal underdark. And before any of it: the borderland — the wild fault country where the saga begins, in the world the city was built over. Every region procedurally populated by autonomous characters living their own lives.

◆

Concept art below. In-game, these biomes are rendered as top-down pixel art tilesets at 48×48 resolution in the SNES tradition.

The City
The City
Upper City / Midcity / Undercity / Deep Below
Blighted Wilds
Blighted Wilds
Corrupted wilderness, toxic glow, twisted forest
Ley Wastes
Ley Wastes
Cracked earth, raw magic, broken monoliths
Coastal Reach
Coastal Reach
Fishing villages, bioluminescent waters, sunset harbors
Highland Expanse
Highland Expanse
Windswept grasslands, standing stones, nomad camps
Fungal Underdark
Fungal Underdark
Bioluminescent caverns, spore forests, underground rivers
// The Fault Country — Where Book One Begins
The Moor
The Moor
Wind-scoured heath, rock shelters, light that carries for miles
The Badlands
The Badlands
Red-rock canyons, dry washes, stonework older than memory
The River-Woodland
The River-Woodland
Slow green rivers, cathedral light, paths that feel right
The High Country
The High Country
Cold ridgelines, bracken hollows, smoke in the far valley
The Fault Valleys
The Fault Valleys
Herders' crofts, drystone terraces, ward-knots at every door
The Caldera — the site
The Caldera
The site before the city — ancient seals below
// Not Told In Order

The Saga

Seven volumes. Not in order. Book One is being written now — its opening arc, twelve chapters on our side of the dark, is complete in draft.

I — THE CROSSING. Four wounds. Four nights. A world that reached.

II — CALDERA. Three years later. A city that wasn't there before. Questions nobody will answer.

III — THE SEAL (working title). What's under the city is older than the city.

IV — THE FALL (working title). The volume that goes back. You've been reading the aftermath.

V — RIVEN (working title). The rumor beneath the city gets a name.

VI — THE SEVERING (working title). Some things, once cut, stay cut. Someone disagrees.

VII — (untitled). How it ends.

The world remembers.

What was buried is not gone. What was cut is not healed. And somewhere beneath everything, the counting has never stopped.

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