Campaign:Dungeon World the New Kingdom

From 1d4chan

The game system is PbtA and specifically Dungeon World.

Dungeon World SRD:

The setting is the Kingdom of Aerdor. The basic premise is “Zelda Overworld” where you go to various dungeons, figure out the puzzles, and defeat the bad guys to gain the next piece of the McGuffin, clue to the story, or save the locals. However, I’ve thrown in a slew of sidequests, traps, and playful ideas that hopefully keep it interesting.

The story is non-linear and dynamic (except for a few prescripted parts) and you’re welcome to explore most any area of the map you want. Just pick and place, I'll determine the time to get there, and we’ll do some random “Travel Encounters” dice rolls to see what happens along the way. Other than that you’ll be dungeon-delving with a mix of some story in each place. That said, here's what you need to know to begin:

  • One way or another you find yourself in the city of Haven to begin the story.
  • Fill out your Bonds with the other PCs, but we can play through these in the first session.
  • Humans are the recommended race, but Dwarfs and Elves are allowed too. That said you can take any “Race” on your Playbook to gain their Move, but you have to select one of these races for play.
  • Magick (yes, pretentiously spelled with a “k”) is “rare” but it’s not shunned or strictly uncommon: no one is going to persecute you for using magick, however most “mundane” people distrust magick.

Other than that refer to the other sections for more information.

Game System[edit]

The game system is known as Powered by the Apocalypse (PbtA) or Apocalypse World Engine (AWE). The only dice rolling mechanic in this system is the players using “Moves” by rolling 2d6 and adding appropriate modifiers depending on what sort of Move they’re using. Basic Moves are available to all characters regardless of their Playbook (i.e. character class / character sheet). However, every Playbook also have their own special Moves listed that can provide passive bonuses, change how you roll, give characters other extras, and more.

The Game Master (GM) performs all the same functions of a regular GM, with the notable exception of never rolling dice – they portray the world but it's the players who interact with it. Those interacts in turn will trigger GM Moves, which govern the mechanics of how the GM operates within the game. Player characters (PCs) are the characters within the story controlled by the players.

In PbtA the narrative part of the story is referred to as "the Fiction" and it takes precedence over strict adherence to the mechanics of the game. In other words, the story is more important than the rules. Most situations in the Fiction will be handled through roleplaying and collaborative storytelling, but when events are outside of the control of the PCs, randomness would introduce interesting consequences to the Fiction, or if the players trigger one of their own Moves, then a dice roll is required. That's the important bit: roll dice when it will contribute to the Fiction and not the other way around.

Ability Scores[edit]

Many of the rules discussed rely on a PC’s abilities and their modifiers. The abilities are: Strength, Constitution, Dexterity, Intelligence, Wisdom, and Charisma. They measure a player character’s raw ability in each of those areas on a scale from 3 to 18, where 18 is the peak of mortal ability. Each ability has a modifier associated with it that is used when rolling with that ability. These are written as three-letter abbreviations: STR, CON, DEX, INT, WIS, CHA. Modifiers range from -3 to +3. The modifier is always derived from the current ability score.


Moves are a very broad term in PbtA, but generally Moves refer to any actions you take to affect the Fiction. This makes up the majority of the game mechanics. Events in the Fiction can "Trigger" a Move, meaning you must now roll dice to find out if your actions succeed, fail, or something in between. Most Moves are pretty self-explanatory when you read them. There are lists upon lists of Moves but the important ones to know are the Basic Moves and your Playbook Moves.

Dice Rolls[edit]

PbtA simply uses two six-sided dice (2d6) for pretty much everything. When you trigger a Move roll 2d6 dice and add/subtract modifiers based on your Stats, situational bonuses, etc. which generally range from -2 to +3. Here's how results breakdown:

  • 12+ (i.e. Critical Success): The Move not only succeeds but succeeds in unexpectedly spectacular or beneficial way.
  • 10+ (i.e. Success): The Move succeed more or less exactly like the character intends.
  • 7-9 (i.e. Partial Success / No Success): The Move succeeds, but it comes with consequences or lessened effects; sometimes, you can choose not to succeed but also not take any negative costs.
  • 6 or less (Miss or Failure): The Move fails, often in very interesting and consequential ways.

HP and Damage[edit]

A character’s HP is a measure of their stamina, endurance, and health. More HP means the character can fight longer and endure more trauma before facing Death’s cold stare. Your class tells your max HP. Your Constitution (the ability, not the modifier) comes into play as well, so more Constitution means more HP. If your Constitution permanently changes during play you adjust your HP to reflect your new Constitution score. Unless your Constitution changes your maximum HP stays the same.

Player characters deal damage according to their class, the weapon used, and the move they’ve made. If a move just says “deal damage” the character rolls their class’s damage dice plus any bonuses or penalties from moves, weapons, or effects. If a move specifies an amount of damage, use that in place of the class’s damage roll. Monsters roll damage as listed in their description. Use this damage any time the monster takes direct action to hurt someone, even if they use a method other than their normal attack. Other sources of damage—like being struck by a chunk of a collapsing tower, or falling into a pit—are left to the GM based on these options:

  • It threatens bruises and scrapes at worst: d4 damage
  • It’s likely to spill some blood, but nothing horrendous: d6 damage
  • It might break some bones: d8 damage
  • It could kill a common person: d10 damage


Losing Health is a general thing: getting tired, bruised, cut, and so on. However, sometimes you'll suffer damage that is deeper, debilities that hinder you for a time; these are Wounds. Each Wound is tied to a Stat and gives you a -1 to that Stat until it is healed. Wounds do not heal quickly nor on their own, requiring some kind of medical attention be it mundane or magical.


Bonds represent the feelings, opinions, desires, and shared history that make the PCs an interesting group and not just a random assortment of people. Each Bond is a simple statement that relates your character to another character. A few "fill in the blank" standard Bonds are found in each Playbook, with the idea that you can create your own and will gain new ones through play. Characters should all at least know each other, but that doesn't mean they've known each other long or that they "like" each other.

Experience and Level Up[edit]

As their adventures progress, player characters gain experience (XP), which lets them level up. This prepares them for greater danger, bigger adventures, and mightier deeds. Here's how you gain XP:

  • Defeat a major Monster
  • Complete a Dungeon
  • Fulfill the condition of your alignment Move
  • Resolve a Bond
  • Roll a 6 or less

To Level Up you must have an amount of XP equal to or greater than your current Level+7. When you Level Up you:

  • Subtract your current level+7 from your XP.
  • Increase your level by 1.
  • Choose a new Move from your class.
  • If you are the Cleric or Wizard, you also get to add a new spell.
  • Choose one of your stats and increase it by 1 (this may change your modifier). Changing your Constitution increases your maximum and current HP. Ability scores can’t go higher than 18.


Having established the basics above, here's a few other terms you're likely to see and what they mean.

  • n Forward: One time bonus or penalty to your next applicable dice roll. If you see something like "+1 Forward" then that means you add +1 to your next dice roll result; a "-1 Forward" means you would subtract -1 from your result.
  • n Ongoing: Similar to "n Forward" except it is a persistent bonus or penalty; you continue to apply the modifier to all applicable rolls for the duration. For example, a "+1 Ongoing for the scene" means you will add a +1 to every applicable result until the scene ends.
  • Damage: A general term for harm; i.e. how many HP you subtract when your character suffers harm.
  • Armor: A general term for protection; i.e. you reduce any Damage you take by the number of points you have of Armor.
  • Tag: Words after an object, NPC, or Group which act as descriptors summarizing key aspects; Tags apply a game mechanic, constraint, or cue to how it functions or looks in the Fiction. For more read the individual Tag entries.
  • Turn / Scene / Session: Abstract terms like "Turn" or "Scene" for how to measure time in-game. Turn is one action your character does, typically long enough to perform one Move, and generally is about 3secs to 10secs in-game time. Scene is the duration of a single event, be it combat or social, called by the GM but usually 10min to 1hr in-game time. A Session has no set limit, but is rather the actual session everyone is playing. Otherwise, seconds, minutes, hours, days, etc. refer to time in-game and are subject to the GM.

Equipment and Weight[edit]

All the various kinds of equipment your character can use to perform certain tasks, apply bonuses, attack your foes, defend yourself, or consume for numerous effects. Refer to the Equipment section is the SRD for more.

  • Weapons: Melee and Ranged weaponry to attack.
  • Armor: Forms of protection to reduce damage.
  • Kits: Bundles of tools to perform certain tasks.
  • Gear: Consumable materials to give bonuses.
  • Special Items: Rare objects with unique effects.


Long ago the Old Kingdom of Aerdor ruled over the lands. It was a prosperous golden age of wonderous cities, fertile fields, great magicks, and peace. But one day the skies darkened, a fell wind blew across the world, and the Demon King crept froth from the Abyss. Leading an army of monsters the Demon King of baleful fire and unholy shadow spread darkness across the lands, bringing ruin to the Old Kingdom. Priests and wizards conjured magicks to no avail, and warriors armed with the best weapons attacked only to be slaughtered. Teetering upon the brink of annihilation the survivors unleashed a final desperate plan to halt the encroaching doom. They succeeded… but only at terrible cost.

Two centuries have passed since the Fall of the Old Kingdom, and life has slowly but surely returned to the lands. From the Last City of Haven the people of Aerdor have spread out to reclaim what had been lost in the ruins and wilderness. Legendary treasure to rediscover, forgotten magicks to reawaken, and hope to be rekindled. Perhaps the Kingdom of Aerdor may yet rise again, perhaps the people may yet reclaim their destiny… or perhaps the Demon King shall break forth from the Abyss once again and consume all.

It is your fate to decide.


In the beginning of the Dawn Age there was only the formless Chaos suspended within the Void, a writhing boundless mass of darkness, fire, and utter madness that created and destroyed without purpose. Then came the Gods who gave Order to the Chaos, shaping the world from the formless mass and breathing true life into the new lands. The Gods drove out the Demons, the vile Children of Chaos which sought to destroy the Order they had created, banishing the Demons to the Abyss. Victorious, the Gods created the world of Mundus.

Then something happened the Gods did not intend: Mundus itself gave birth to new life, among which was the First People. The Gods taught them the secrets of building, agriculture, and magick, and then return to the Celestial Realm so the First People might shape Mundus. The four tribes of the First People fractured and became the Elves, Dwarfs, and eventually Men… and the last was corrupted by the Nether and became the Hobs. And so, the world as we know came to be, and the Dawn Age passed and the Mythic Age began.

The Elder Races were the first to ascend in the Mythic Age. The Elves conjured great magicks but no civilization; Dwarfs developed great civilization but no magick. It wasn’t until the later Ancient Age that Mankind, the most prolific of people, combined both magick and civilization to spread across and dominate the lands. During this Ancient Age Mankind made many new and strange civilizations across Mundus, building great cities, miracles of magick, and wonderous monuments.

Then came the Demon King from the Abyss which sought to tear apart Mundus and return it to the primordial Chaos from so long ago. Darkness and death spread across the land, and it was all Mankind, Elves, and Dwarfs could do to stop the onslaught of evil. In the end they managed to seal away the evil of the Abyss, but at the cost of all they had achieved. So ended the Ancient Age and began the new Dark Age we all live in.

The Gods[edit]

All civilized peoples – Men, Elves, and Dwarfs – accept some variation of the following Gods. Although the Dwarfen pantheon and Elven pantheon are quite different, being more patriarchal and matriarchal respectively, Mankind worships (some variation of) the following Gods which shaped Mundus from the roiling madness of Chaos, drove out the Demons, and breathed life into the lands:

  • Pateor the Father, God of Justice and Leadership
  • Matena the Mother, Goddess of Mercy and Peace
  • Gureor the Warrior, God of Honor and Courage
  • Livina the Maiden, Goddess of Healing and Fertility
  • Foror the Smith, God of Labor and Crafting
  • Magana the Crone, Goddess of Wisdom and Magick

These religions, as very different as they might be in theology and ceremony, largely agree on the mythology established. Likewise, they also agree o the evil of the Nether:

  • Demon King of the Nether: When the Gods destroyed the Demons of Chaos only one survived, which fled to the Abyss and formed more of its kind. It took an Age and a day, but it formed the Nether around the Abyss, building its infernal kingdom to consume souls. And so came to be the Demon King, which seeks to consume the souls of all people and return Mundus to pure Chaos.


Although Humans remain the most populous race by far, through ancient history and elder magickks numerous races exist in this world. Wondrous and strange are the creatures one can encounter across the world, some perhaps yet awaiting discovery, but below is an accounting of the major races.


The race of Men was one of the last intelligent peoples of the world to become civilized; however, they are now the most populous and powerful race spread across the globe. Mankind is the dominant race of the world since elder civilizations such as the Elves and the Dwarfs entered their centuries-old mutual states of decline.

The character of Mankind is varied and diverse. They are by far the most numerous of all the races of the world, and can be found everywhere, living in all lands and climes. Men pursue every imaginable occupation; although they have no inborn affinity for magick or craftsmanship Mankind is perfectly adept at mastering any place or profession given time.

  • Aerdoreans: The Men of the Aerdor Kingdom; inhabit the Last City of Haven and settled the new castles, villages, and homesteads of the land. Aerdoreans live in a feudal society with a Late Medieval level of technology; however, they retain some more advanced levels of medicine and magick from the Old Kingdom.
  • Wildmen: Barbarian tribes which claim the Aerdoreans stole the land from them; live in camps and small tribal settlements rarely more complex than a ringfort. Subsist and early Iron Age hunter-gathers and raid more civilized peoples (and each other), but also druidic and spiritual by nature.
  • Fenfolk: Strange swamp-dwellers of Mirkwood; live in crannog villages built not unlike Aerdoreans. Thought to descend from the survivors of the Undeath Plague which corrupted their lands and deeply distrustful of outsiders; have some Medieval technology but otherwise culturally backwards and crude.
  • Vagabonds: Gypsies from a distant land; wander in caravans or along the rivers in raft communities. They’re deeply mystical and considered unscrupulous thieves and graverobbers, and while there’s some truth to that they’re largely peaceful traders and wanders.
  • Umboreans: Aerdoreans which were corrupted by the Demon King and have come to serve him; they’re based out of isolated black citadels in the south. Few in number but entirely militaristic in culture, they seek to overthrow the Aerdoreans and “reclaim their Kingdom from the usurpers”.
  • Rudoreans: Desert-dwellers from the mysterious lands to the far south; through trade caravans they are known to have survived the ravages of the Demon King but no better than the Aerdoreans. They are a bit more magickal than the Aerdoreans overall but otherwise about as advanced; but of course their aesthetic and culture reflects their desert-dwelling lifestyles.


Also called the Fay, Fair Folk, or Alfar, the Elves are oldest and most mysterious race of the world and have always lived in the deep woods since time immemorial. Though occasionally ally to Mankind they have always hated Dwarfs. Although very long-lived the Elves have always been few in number, and combined with the Collapse they are a dwindling race.

The Elves worship nature gods and spirits of the forests and view most forms of logging and metallurgy as sins; as such they use their ancient magicks to shape their homes from the trees and craft their tools and weapons from special crystalline growths. However, such crystal tools are the equal of any iron, and combined with Elven magick they are not nearly as “primitive” as they might appear. Elves primarily inhabit the depths of Evernight Forest, particularly their ancient home of Arcadia around the gigantic Eternal Tree. However, they can be found in almost any woodland, or even wandering the lands.


Also known as the Dawi or Durinfolk, the Dwarfs are a short but strong-built race of craftsmen and warriors which inhabit the mountains and underground halls. Like they Elves they are allies of Mankind, even trading with Humans often, but also like the Elves they are a race few in number and only slowly sliding further into decline.

The Dwarfs worship earth, stone, and mountains, and they are very proud, clannish, and insular by nature. Notably they use little to no magick beyond their runes, but Dwarfs mastered masonry and smithing long before humans. However, even unto this day their works lack any aesthetic: they are geometric at best, and seemingly crudely hammered at worst. Even their “great halls” are smaller than most halls in Human castles, dimly lit and lacking much of the décor or industrious of Mankind – to the Dwarfs this is a matter or principle and tradition, and they care far more for function than grandeur. Dwarfs primarily inhabit the Frostfang Mountains of the north, particularly their capital of Myrkheim, but can be found all over as craftsmen and adventurers.


The vile Hobs are fat, ugly, squat, goblinoid creatures with twisted features and traits that more properly belonging on a wild boar – pointed ears, tusks, porcine snout, or other abnormalities; they are also prone to defects like cleft palate or "hob-lip", as some call it. They are ill-formed and clearly the result of dark magick in the distant past; they have been a bane to all civilized peoples for as long as history has been recorded. Unfortunately, they are the only non-humans not in decline – in fact the Hobs seem to be thriving since the Collapse having served as the foot soldiers of the Demon King.

Hobs are cannibalistic monsters that desire to feast upon blood and flesh, photosensitive creatures who shun the light and infest the ruins of the world. Their minds are even worse than their misshapen bodies, barely more than Stone Age beasts capable of only the most primitive tool usage and crude communication – barring rare exceptions the only kind of metal tools they have were stolen or scavenged. They mark their territories through crude totems and bloody glyphs, worshiping the dark powers and demonic forces which enslaved them. Hobs live in numerous camps and tribes all over the lands but consider the “Big Tribe” of Maelmourk their homeland.

  • Hobs: The innumerable dregs and cannon fodder of Hob “society”. Rarely larger than a child a Hob is a cruel thing of low cunning, cowardly by nature but emboldened by their sheer numbers – they reproduce and mature remarkably fast, making them very difficult to fully eradicate.
  • Hobgobs: In the rare case a Hob survives to old age (i.e. 10yrs or more) they’ve grown enough, put on enough muscle, and usually possess enough low cunning that they are actually a dangerous foe. Hobgobs are the “nobility” of their tribes and camps: the chieftains, enforcers, and warlocks. They also get the lion’s share of loot, meaning they’re far better armed.
  • Ogres: Hobs do not have stable blood – although they share many features few Hobs look alike and they are ugly, asymmetric, and malformed. This occasionally proves to be a “blessing” and a Hob is born which rapidly grows to monstrous size and strength, becoming an Ogre. Despite their sheer power they are universally very dumb, and so never occupy positions of authority in the tribes: Ogres are just berserkers, bodyguards, and pets to the chieftains lucky enough to breed a couple.


Necromancers have been raising zombie servants and conjuring spirits since ancient times, but it wasn’t until the coming of the Demon King that the dark powers of necromancy came to ascendancy. The Undeath Plague which swept Mirkwood was the result of Umborean necromancers, swelling the ranks of the undead to horrifying legions never before imagined. The Undead served as the fodder of the Demon King (even Hob warlocks learned necromancy to reanimate their fallen dregs) and to this day haunt the dark places and crumbling ruins of the world.


Otherworldly creatures from the Nether, they are extremely diverse in appearance and strength, but all appear to be twisted beings made of shadowy ichor animated by unnatural fires. They are evil things that serve the Demon King without question, summoned into this world with his coming, acting as his personal lieutenants. Thankfully Demons are very rare, even lesser Demons like Imps rarely exist in our world for long. However, should the Demon King return, it is thought he will open the Nethergates once more and usher in his numberless spawn to consume our world.


In this game, players are able to explore an expansion of vast land that varies across the land of Aerdor. The mainland is broken up into eight segments: Grey Mountains, Northwood, Evernight Forest, Starfall Lake, Great Forest, Heartland Plains, Mirkwood, and Wasteland.

Grey Mountains[edit]

The large mountain range in northernmost Aerdor that separates the lands from the Endless Tundra beyond. The Grey Mountains and surrounding areas are traditionally the home of Dwarfs and Wildmen, and there are very few Aerdorean settlements. It is cold all days of the year, and in the depths of winter becomes uninhabitable except for the hardiest of folk.

  • Skypeak Mountain: The tallest mountain in Aerdor. In ages past it was venerated as a scared place and ancient shires dot it slopes and caverns. At its summit is said to sit an old temple dedicated to heroes of ages past, but none have climb Skypeak in generations to know for certain. It is perpetually cold, and now haunted by monsters of all kinds.
  • Myrkheim: The ancestral home of the Dwarfs and their largest Hold by many orders of magnitude. It is roughly hewn from the caverns and tunnels, little ornamented beyond runic bas-reliefs depicting the history of the Drawfen clans and statues of ancestors standing silent vigil. Despite the many proud and skilled warriors and smiths which call Myrkheim home, the depths known as “the Underreach” have been lost to the Dwarfs for centuries.

Frozen Foothills: The foothills of the Grey Mountains. These steppes and hills are a hardy place, and in this boreal wasteland few plants can grow – gnarled things, clusters of brittle shrubs, thorny vines, and the occasional rare herb settling in the hard soil amidst spare taiga woodlands. The headwaters of the Icebone River snake throughout these hills.

  • Northwood: A vast stretch of taiga forest, though it speaks to just how bleak this place is that such sparse and twisted woodlands can be considered a “forest”. However, it is far more survivalable than other areas of the Grey Mountains, and so a few settlements can be found among Northwood, usually fortified against Wildmen and Hob camps which dot the land, not to mention the boreal monsters which haunt the night.
  • Icebone River: The cold waters which drain down from the Grey Mountains gather into the freezing and icy rush known as the Icebone River, which in turn drains into Starfall Lake.

Evernight Forest[edit]

A forest so overgrown and thick with trees that only streams of light piercing down through the canopy, bringing a warm twilight throughout the day to the mist-shrouded and moss-covered groves, grottoes, and glades below; at night dancing will-o-wisps and luminescent flora light up the titanic trees and gnarled roots. No matter when you visit Evernight Forest is a hauntingly beautiful place, but travelers must be ever cautious for magick runs rampant here and powerful veils and illusions will trick and beguile. It is the homeland of the Elves, although in the past few centuries swathes of Evernight have been corrupted by evil and now form festering bogs where sinister things dwell.

  • Arcadia: The only permanent settlement of the largely nomadic Elves, Arcadia is a place of mystic wonder and lush trees. Roots and branches and trunks intertwine into a hidden city that the unwary eye might pass entirely through and never notice. Bizarre crystalline growths, the Elfstones, are abundant here, the raw material from which Elves form their tools. And at the center, warded and protected by old magicks, is the Eternal Tree – a towering tree taller than any building Man has ever constructed, with a canopy so wide it forms its own “castle” for the Elves. However, in recent years whispers say the Eternal Tree has sickened, and the Elves have grown desperate for help to save their home.
  • Moonwell Island: Off the coast of Evernight Forest is a place sacred to the Elves known as the Moonwell. It is a massive whirlpool wherein is said to gather magical waters which can cure any blight, but the surrounding island was claimed by evil forces long ago and the Moonwell itself is said to now be corrupted by some dark power.

Starfall Lake[edit]

In the Dawn Age it is said a star fell from the sky, and in a rain of ash and fire that lasted days threatened to engulf the land. The people pleaded with the Gods and they answered, bestowing them with a heavy rainfall that smothered the flames and filled the great crater left by the star with pure waters – and so was gifted to Man the waters of Starfall Lake. Around its shores are dotted Aerdorean settlements, primarily for fishing and trading, and now Starfall Lake serves as a vital resource for the Kingdom of Aerdor. But old sites also hide in the Lake, and some say the evil star still slumbers at the bottom of the Lake, awaiting the day it can boil the waters away and consume the lands once more.

Great Forest[edit]

As its name suggests, the Great Forest is the largest forest of the land and encompasses much eastern Aerdor. Due to its size and economic benefit the people of Aerdor have come to both respect, prize, and fear this sea of nearly unbroken trees. With miles upon miles of untamed wilderness, the forest became home to many types of creatures both natural and supernatural. Bandits, outlaws, and Wildmen that seek to avoid Aerdorean authority often hide their encampments within the forest canopies, as Hobs and other monsters claim large territories within the deepest parts of the woods. Large swaths of the forest were cut down and made into farmlands, small villages, or logging sites to supply Haven with its efforts to rebuild the Kingdom, as roadways connect these places to one another dotted with fortified inns and watchtowers.

Heartland Plains[edit]

The wide-open plains and quiet woods which make up the heartland of Aerdor. Gently sloping hills, vistas, grasslands, and thickets all bisected by creeks and streams, it is a rich and fertile land. Here settled the Aerdoreans long ago to build their Old Kingdom, constructing many wonderous monuments and cities. Among these have many Aerdorean settlements and farmlands rebuild, forming once again the Heartland of the Kingdom.

  • Haven: Also known as the First and Last City, this is the gigantic sprawling city that serves as the capital of the Aerdor Kingdom and the last true city left. It served as the bastion of Mankind during the Collapse, protecting people behind its mighty walls and holding the darkness at bay. Since those dark days have the people emerged to reclaim what’s left of their Kingdom, but Haven remains densely populated and the center of the Kingdom.
  • Nander River: Named for one of the great kings of old that charted these lands, the Nander River drains downward from Starfall Lake. It carries upon its currents the vast majority of trade of the Kingdom, and along its coasts are countless homesteads, outposts, and smaller ports.
  • Godswater Bay: This great bay in ages past served as the Old Kingdoms major hub of sea trade; now it is only haunted by the wrecks of countless rotted ships and the ruins of empty ports which sit crumbling along its coast. However, it still retains a certain beauty, and a handful still come here to fish and trade.
  • Broken Isles: This far south and out to sea makes the only tropical clime in the Kingdom. It is home to vegetation and creatures foreign to the rest of the land, vines and jungle choking long-lost temples. But even before the Collapse it was a dangerous place, full of hungry beasts and savage creatures.


The lands known as Mirkwood are surrounded in mist and darkness. The very soil itself is highly infertile and naught but bogs, swamps, and marshes harboring all manner of grotesque and horrifying creatures of the night. This makes for damp land of lonely moors and cold fens, where the seemingly solid ground of high grass can swallow up a mounted knight before he has time to gasp. But worse even than the monsters and nightmarish lands is the Undeath Curse which lingers in this land… the dead do not rest in Mirkwood.

  • Fenlands: The only stable part of Mirkwood is claimed by the Fenfolk, who even then do not welcome outsiders. They are a superstitious and weary bunch who are as likely to ambush you as offer aid. Still, occasionally when it suits them, they will help travelers but usually for a strange price.
  • Mausoleum: Also known as the City of the Undead, this was once a shining center of culture and trade for the Old Kingdom, now reduced to a haunted ruin ruled over by the Undead. Deep within the Black Marshes the Mausoleum is a stronghold of evil, the undying horrors within just as willing to consume any living thing.


Two hundred years ago the Wasteland was known as the Great Meadow – a vast green expanse beyond the Oldstone Mountains of verdant fields and lush forests. But the Demon King first entered our world through a crack in reality within the Great Meadow, cracking open the world with the Nethergate and transforming this land into a blasted hellscape. Now it is a stark and cheerless land the ground is rent apart and mountains shattered. Volcanic peaks spew black smoke into the filthy sky, and in the dryland and sandy plains the stench of tar pits and oil pools hangs heavily in the air. Steaming lava from beneath the earth's crust covers the ash wastes with a blanket of bubbling magma. It is the Wasteland.

  • Oldstone Mountains: A small but lush mountain range which once stood proud, it is now dead and raked by hellish storms. Whatever once lived here was long ago consumed by Hobs and fouler things which now infest the peaks and caverns.
  • Maelmourk: During the reign of the Old Kingdom the Hobs were a minor nuisance at best – small blighters which could be eradicated when they caused too much trouble; only their “Big Tribe” of Maelmourk proved too difficult to full wipe off the face of the earth. However, with the support of the Demon King Maelmourk swelled in size, becoming a true fortress, and even now with the Demons gone the Hobs of Maelmourk continue to be an unassailable enemy. The fortress-tribe now serves two purposes: to act as a stronghold of Hobkind and to protect the primary passage to the Wasteland.
  • Nethergate: The Demon King took his unholy sword to the earth and spit it open; so foul was its touch and so powerful was the blow it made the land writhe and spew forth. So was born the new volcano known as the Nethergate, the cursed site upon which the Demon King first entered our world. Even though he has been defeated the Nethergate remains, a foul and fiery place where the gates remain closed… but connected.
  • Worldend Mountains: Beyond the Worldend Mountains lies endless desert Rudor. Except long-range caravans which take neigh years to return, none travel beyond.

Castles and Villages[edit]

  • Griffith Castle and Newtown
  • Severn Castle
  • Oldport
  • Taranis Castle and Highhill
  • Greenvale
  • Stillwater
  • Warrick Castle
  • Ibannan (Rudorean outpost)

Other Locations[edit]

  • Arcane Tower
  • Beast's Lair
  • Starwards
  • Wildman Village
  • Northwood Hob Tribe
  • Great Forest Hob Tribe
  • Mirkwood Hob Tribe
  • Wasteland Hob Tribe
  • Lycan Caves
  • Ungol’s Web
  • Lost Forge
  • Domain of the Last Unicorn
  • Three Badger Inn
  • Moonwell
  • Burnlands
  • Dark Lighthouse
  • Fortress of the Banished
  • Black Citadel