Player's Guide
What you need to know before stepping into the Everloop.
The Everloop is a world that exists because something is holding it together.
Beneath everything is a structure — the Pattern — that allows time to move forward, matter to remain itself, and memory to persist. It was shaped long ago from the chaos of the Drift, given form through the First Map, and fixed in place by the Anchors, which were once living beings.
The Everloop is the surface of that structure.
It is where things last long enough to matter.
The Pattern is weakening.
Not breaking all at once — but thinning, unevenly, across the world.
◌Hollows
Where Things Fail to Continue
- –Places where reality loses coherence
- –Sound dulls, color fades, memory slips
- –People and places may vanish
- –Time may skip, stall, or partially erase events
◈The Fray
Where Too Much Happens at Once
- –Overlapping moments, conflicting realities
- –Cause and effect break down
- –Time loops, doubles, or contradicts itself
- –The world struggles to agree on what is happening
Most people don't understand this. They just know something feels wrong.
Where the Fray cuts deepest, the boundary between the Everloop and the Drift breaks open.
Things enter that were never meant to exist here. The Everloop originally had no monsters. They appeared only after the breaking — chaotic manifestations of the Drift forcing itself into form without rules.
What Monsters Are
- –Not native to the Everloop — they are leaks from the Drift
- –Not shaped by the First Map or stabilized by the Pattern
- –Incomplete, unstable, overlapping forms — raw existence given shape by accident
- –No consistent biology, no predictable behavior, no stable identity
Drift Intrusions
Completely alien. No recognizable biology. Exist in unstable states.
Corrupted Reality
Animals, people, or objects warped by Drift exposure. Part Everloop, part not.
Echo Constructs
Formed from memory and repetition. Not fully alive, not fully gone.
If you encounter a monster, something broke here. That is never a coincidence.
When the Pattern began to thin, some tried to fix it. These were the Rogue Architects — Vaultkeepers and Dreamers who believed they could restore what was failing.
They reached into the foundation of the world —
And broke it.
The Anchors, which once held everything stable, were shattered. What remains are the Shards.
Shards are fragments of what once held the world together. They still carry that weight. Each region holds an unknown number of them — and they pull toward one another.
Where a Shard is present:
- ◦Reality stabilizes — but unnaturally
- ◦Time, memory, and matter may bend to match it
- ◦The surrounding area becomes volatile or distorted
- ◦Other Shards nearby grow restless, as if responding
What is known:
- ◦Each region contains an unknown number of Shards
- ◦They naturally pull toward one another — slowly, inevitably
- ◦No one knows what happens when all Shards of a region converge
- ◦No one knows what happens if every Shard, from every region, is brought together
Shards can be found, collected, guarded, or stolen. Every quest, every campaign, every story in the Everloop bends toward them — whether the characters know it or not.
Something is pulling everything together. You are part of that pull.
Players don't interact with this directly — but it matters:
The Drift
Underlying chaos
The Fold
Where structure began
The First Map
Rules of existence
The Pattern
What keeps things continuous
These are not places you travel to in a normal sense. They are what the world is made from.
Most people are Pattern-blind. They live normal lives, even as the world begins to fail around them. But some can perceive more:
Vaultkeepers
- ◦Sense the underlying structure of the world
- ◦Read echoes of what has happened or could happen
- ◦Often interpret, not control
Dreamers
- ◦Can subtly influence reality
- ◦Nudge outcomes, shift probability, alter small moments
- ◦Every action creates strain elsewhere
Neither group fully understands what they're dealing with.
You are not in a stable world. You are in a world that is:
Uneven
Some places are normal, others are not
Unreliable
Time, memory, and cause may fail
Connected
Actions in one place can affect another
Decaying
Not collapsing yet, but getting there
There are no clean solutions.
Fixing something may break something else. Saving one place may doom another.
No one agrees on what should be done.
No one knows the truth.
The world is not ending.
It is pulling itself back together.
And for the first time —
What is found, what is gathered, what is brought together,
may determine what comes next.