Dark & Shattered Lands
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The realm of Algoron awaits.

A free text-based fantasy world of kingdoms, clans and keeps worth bleeding for. Pick a race and class, then make your name.

Thorn Keep

Owners get the thorn aura from their healer
Slayers
Slayers
Taken from Knighthood

The Citadel

Owners receive bonus saves
Slayers
Slayers
Taken from Knighthood

Misery Keep

Owners control the veil of misery
Wargar
Wargar
Taken from Bloodlust
Spell target: Chaos

Purgatory Keep

Owning kingdom gains hit, damage & armor
Abaddon
Abaddon
Last owners New Thalos
THE UNDERWORLD KEEPS
ShalonestiNortheastShalonesti
ShalonestiNorthwestShalonesti
ShalonestiSoutheastShalonesti
ShalonestiSouthwestShalonesti

The Dragon Thrones

5 of 5 claimed The Five Thrones →

Player Killers of the Week

PK of the Week
Freduardo
[Wargar] Battlerager Hill dwarf · 14 kills
Wargar
#NameKillsClanClassRace
1Freduardo14WargarBattleragerHill dwarf
2Sasahmel12DemonDemonDemon
3Thurindol12ChaosRangerArboren
4Madox11SlayersSkaldHalf ogre
5Tobryck10BloodlustArmsmanGiant ogre
6Gares10WargarBattleragerHill dwarf
7Beezlebub10SlayersDragonslayerWemic
8Ezrianne10BloodlustSkaldHuman
9Vezrathis10DragonDragonBlue dragon
10Throdeth9WargarWujenDark dwarf
11Aymer8ConclaveInvokerShalonesti elf
12Terri8ShalonestiBladesingerShalonesti elf
13Tharrek8TEAM: MEShamanWemic
14Kemo7ConclaveTransmuterPixie
15Aothien7ShadowSamuraiHuman
16Merique7BloodlustJongleurLagodae
17Oozella6BloodlustNightshadeGoblin
18Iler'yx6SlayersJongleurAriel
19Mintarok6SlayersArmsmanMinotaur
20Z'szytheis5JusticeBanditBakali

Algoron Gladiator League

League page →
World Champion belt
22 – 2 · Kender Witch from Verminasia
Althainian Champion belt
Althainian Champion
Cedarmold 11 – 1
Arboren Shaman from Verminasia
Current Top 10 Contenders
#ContenderRecordRace & ClassAffiliation
1*Paklop17 – 5Human PaladinKnighthood
2Tyrinx23 – 12Pixie TransmuterWhite Robes
3Plike44 – 55Mountain Dwarf BattleragerWargar
4Embrel9 – 2Mul MonkWargar
5Thuken14 – 15Mountain Dwarf PriestWargar
6Tamello14 – 15Lepori DruidBloodlust
7Lohla6 – 0Lagodae CharlatanLoner
8Vigo5 – 0Yinn MonkBloodlust
9Zecnys5 – 8Dark elf ShamanAbaddon
10Coenin6 – 4Lepori NightshadeArkane
* Blade holder  ·  ^ Crown holder

DSL News

Game updates

New Class: Avengers of Justice
(Wednesday Nov 4, 2026)

An Avenger with the sword-and-scales flag of Justice flying behind him

Every wound has an answer.
Justice has a new path: the Avenger, a fighter and curse-caster who binds one enemy with a Brand of Reckoning. Press the Wound builds Reckoning through steel; Remembered Pain builds it when that foe strikes back. Store up to six points, then decide how to collect.

Make the debt count.
Reprisal delivers a stronger weapon strike. Burden of Violence weakens the branded foe's attacks, Strip the False challenges a magical defense, and No Absolution hinders incoming healing. Collect the Debt spends four to six Reckoning on a heavy finishing strike.

Stand for someone.
A consenting group companion can become your Witness. Refuse the Grave wards incoming damage, Answering Steel prepares a counter, and Return the Hurt restores limited health from the damage you inflict. Grudge reads the recent trail of a branded foe.

Answer the Executor's call.
Good members of Justice from any eligible base class may take this path at level 51 if they have not already reclassed. Only the Executor may induct an Avenger through the mortal reclass command. Leaving Justice, exile or losing good alignment cuts off the Avenger arts.

Read help avenger and help avenger reckoning in game, or explore the Avenger class page.

New Class: Chaos Weavers
(Thursday Oct 29, 2026)

Three Chaos Weavers bending reality in the Warp

The world has loose threads.
When Malachive broke the world's chains, some links were left hanging. Seanan, once Master of the Conclave, learned to pull on them. The spellcasters he trains in the Warp are the Chaos Weavers, a new reclass exclusive to Chaos.

Build Entropy. Leave Reality Scars.
Reality Tear and Discord mark a foe with Scars while Weaver spells build Entropy. More Entropy means stronger magic, but pushing it too far risks a Reality Break. Collapse spends the Scars and Entropy in a devastating finisher; Reverse Causality spends Entropy to undo part of the Weaver's recent wounds.

Make reality reconsider.
Warp Flesh grants an unpredictable mutation. Unmake temporarily removes a foe's strongest magical protection. Impossible Geometry can turn an escape route back into the room, while Borrowed Tomorrow grants a burst of power followed by exhaustion.

Learn the weave.
Members of Chaos from any base class may seek this path at level 51, provided they have not already reclassed. Only the Everchosen may perform the reclass. Weavers wear cloth armor, and leaving Chaos cuts off all their spellcasting.

Read help chaos weaver, help weaver entropy and help reality scars in game, or explore the Chaos Weaver class page.

The Order of Shadow, Reforged
(Wednesday Oct 28, 2026)

Knights of Shadow

The Umbra answers.
Drakkara's Shadowknights have new arts: umbral ward, dark fury, abyssal rend, duskblade and Drakkara's tempest, and in the Umbral Arts, the diablerie, shadowmaw and Telthian's torment. A great two-handed weapon can now be carried with a shield.

Followers of Necrucifer may swear to Drakkara once with pledge drakkara.

Old powers, reworked
The death knights now hold fleeing foes, and Drakkara favors her own in unholy rapture, dark essence and intimidate. Shadowknights outside the Order keep the ways they've always known.

See the help files in game, or the Shadow Knight page.

The Algoron Herald
Untitled Document

The Doors That No One Built
(Monday Oct 26, 2026)

Being an account set down by Master Odric Pennywhistle, Correspondent at Large, who has asked his editor to print it exactly as written, and who has not asked for his fee.

Gentle reader, you know me for a light hand. I have written about weeping towers and haunted inns and a duchess with a secret, and I have made jokes about all of them. I will not be making any jokes this time. I have tried. They will not come.

It began with five letters, arriving in the same week from five corners of Algoron. I did not believe them. Then I went to see for myself.

In the deep sands of Althainia, a caravan master swears that a stretch of cliff he has passed a hundred times now holds an arch. Not a cave. An arch, cut clean into the rock and tall enough to pass a ship through, its stone black with fire. Grey ash drifts out of it on windless days. He says the ash is warm, and that his camels will not walk within a mile of it.

In the wastes of Arkania, near where the Red Moon broke and fell, the scholars of Arkane sent three apprentices to copy the runes on an arch that had not been there the season before. Two came back. They say the runes moved while they copied them. They say that by the second night, the runes were spelling out the name of the third apprentice. They will not say what became of him.

In Icewall, the hunters of a frozen village found an arch sheathed in blue ice a hand thick, and in that ice, the marks of enormous claws. The hunters are hard folk who do not frighten easily, and they made a point of telling me one thing twice. The claw marks are on the inside of the ice.

In the jungles of Tropica, vines as thick as a man's waist grew over an arch in a single night. The birds there have stopped singing. Not quieted. Stopped. A guide who led me close enough to see it would go no further, and when I asked him why, he said only that something on the other side was breathing, and that it had been breathing for a very long time.

And in the mountains of Shokono, the monks of a high shrine say the temple bells have begun to ring on their own, always in the hour before dawn, always answered by thunder out of a clear sky, and always from the same direction: up the mountain, where a stone arch now stands in the rain.

Five doors, reader, one on each continent, and no mason alive who will admit to building any of them.

I took these accounts to the oldest library in Arkane, where an archivist of great age, who would not give me her name, brought out a book bound in something I chose not to ask about. She read to me from it. Long before the kingdoms, she said, before any of our crowns were forged, each great land belonged to a single dragon. Not a dragon of the kind we know. A sovereign. A thing that held a continent the way you or I might hold a cup. Those sovereigns are gone. But the book says their thrones were never destroyed. They were only left empty, and the doors to them were sealed.

"Sealed," I said, "until when?"

She closed the book. "Until something old enough to open them decided it was time."

I would like to tell you that this is where the story ends. It is not. On my last night in the desert I watched a dragon come down out of the dark and land before the arch of ash. It stood there a long while, perfectly still, the way a man stands at the door of a house he grew up in. Then it walked inside, and the arch swallowed it, and the ash stopped falling. It has not come out. The ash began again the next morning.

The dragons know what these doors are, reader. I am certain of it now. And I am certain of something worse: that whatever waits on the other side was here before us, has been patient longer than we have been alive, and does not think of us at all.

So I offer you the only advice I have. If you come upon an arch where no arch stood, do not stand before it. If the stone is warm, walk away. If you hear breathing in the rock, do not answer it. Let the dragons have their doors. And let kings keep their crowns, while they still can.

Master Pennywhistle has asked his editor for an assignment indoors, somewhere with very thick walls. He reports that he has not slept well, and that the ash on his boots is still warm.