
A brand new journey from my all-time favorite story.
This entire project began in the most unassuming way imaginable: just me and a friend sitting across from each other at a kitchen table. We had no complete dice sets, no miniatures, no maps, and certainly no grand plan—only a shared desire to build a world we could lose ourselves in. A world that felt alive. That day, Tul-Mas was born—entirely by accident.
That accidental spark quickly became an obsession. I spent years fleshing it out, piece by piece: sketching maps late into the night, filling notebooks with creatures and cultures, drafting quests that tested heart as much as strength. The characters, too, began to walk beside us like old friends. Tul-Mas wasn’t just a world anymore—it was our world, forged in imagination and kept alive by devotion.
Even now, another long-term player and friend and I continue to breathe life into it, adding depth, beauty, darkness, and wonder at every turn. And now, we’re ready to open the door for others.
With Omnistratum, we begin a new chapter. This installment follows Dia Baenelin, a character who has lived quietly in my mind for years, waiting for her time. She is the daughter of Ser Knight Alagun Baenelin, a revered figure at The Vahl, a fortress perched atop the highest peak in the southern continent of Lorea—a sanctuary where clerics, paladins, orphans, and widows alike gather under the open sky to worship freely.
Dia’s story begins with a rite of passage: a pilgrimage. Her path takes her down from The Seat of the Heavens and into the world she is meant to serve. She doesn’t know what her purpose is—but she’s been told, when the time comes, she will know.
And yet, something stirs beneath the surface. A voice, laced into her dreams, speaks in riddles. It is hauntingly familiar.
What is this voice? And what is its role in Dia’s destiny?
That’s a story I can’t wait to share with you
4/28/25
What a week! I’m coming by to say that updates to the website may be few, but that doesn’t mean the work has stopped.
In the last week, I’ve spent every bit of spare time that didn’t involve unavoidable tasks (like sleeping for 4 hours or so) to coding. Every single new line of code is dedicated to making sure that this experience is going to be no less than unforgettable.
My current objective is to integrate a “hunt” system that communicates with my existing quest logging system. Once that is complete, it’s back to world building!
I’ll be back with many more updates soon!
-Waylon
Update 04/23/2025
Item effects and conditions!
No RPG is complete without a wide array of unique items
for the player to have at their disposal. This update adds
not only many new items, but also conditions! Unlike
traditional RPGs, items like restorative potions have the
risk of giving negative effects and often come stock with
a “cooldown” period. Keep several different options
available to yourself!
Questlines version 2.13 is live!
RPGMMZQuestlines, shortened to Questlines, gives this engine a staple for modern RPGs — Quest Logs! While this may seem like a given, this is a portion that I have had in development since inception.
Quests are neatly separated between active and completed quests, with updates on each completed quest step! While this certainly means more work under the hood, it also definitely means a much nicer experience for all players.
Dynamic Weather is in Beta!
In case it wasn’t already obvious, immersion is very important to me. As the beta stands, it calls random weather effects, but the future has many plans for it in store!
Enemy combat AI has had a complete overhaul!
Enemies now have roles and behave strategically! Enemy synergy? You bet!
Update 4/20/2025
A new theme option to set the windows to your liking!
Update 4/19/2025:
A progressive hunger and thirst system has been implemented!

Update 4/17/25
Lorea’s map has been redesigned!
A legendary assassin has entered the fray!
04/15/2025 Update:
A new title screen has appeared!
