First Steps...
Gray eyes, and missing children

William Sheppard's sheep started to disappear. They seemed sick, as their eyes were grayed over. William tried to tend to them, but they resisted with aggression. After a few nights, all his sheep had left- headed south west from his farm in the shadow of Elidyr Forest.

William and his son headed to the city of Paradore to alert the kingdom of the problem. Along the way he was jumped at his campfire by bandits. When he came to the next morning, his son was gone. This is a similar sad tale being told all around the land- kidnapping. 

A small group of people found their roads aligned dealing with gray eyed dogs, missing kids, and a lead to a criminal trail of kidnappers. They set a trap and acquired a prisoner part of the child trafficking, and with his information they head for the city of Gofannon.

On the other side of the world, another small group aligns to head eastward following the rumors of the darkness in the east. While in the city of Managon they run into a kidnapping. Thwarting the attempt, their celebration is  cut short at the finding of bigger network of kidnappings. Their road following both trails led them east to the city of Gofannon…

A pinch of History
Some more background

A brief intro / refresher on the world….


The world is made up of two main continents: Ladros and Helcaraxë they are connected by a thin land bridge called Nevernstare Bridge.  The Nevernstare separates the Gulf of Nevernstare to the north from the Southern Sea to the south. 

That crossing point is a natural compass for travelers to guide and direct others. 


Thousands of years ago the world was in a Golden Age. Great Kingdoms dotted the landscape. Elder forests stood impressive and stretched for miles. This is not to say there wasn't occasional wars between kingdoms or attacks from monstrous beings. But the Golden Age's prosperity out weighed the sorrows. Then a mighty Ancient Red Dragon, Beihlorvelthian, rose to godhood through his own malicious means. 


His wrath was unparalleled. 


All the world had one choice: be destroyed and or enslaved to his will… or stand together and fight. Noble heroes rallied every force they could to meet the dragon god in battle: ancient worms, goblins, orcs, gnolls, and other beasts, all stood by elves, men, dwarves and gnomes… the loses were devastating. 


Beihlorvelthian was defeated. The resources needed to win, both in blood and materials, drained the world and it plunged into the Dark Age. It has been a long struggle to recover, an accomplishment even now that is not yet achieved. 

For a long time, the once great kingdoms were smaller, tensions were high as folk defender their own trying to survive. 


Centuries later, tensions are lower and things have started to stabilize, but noting is like it was during the Golden Age. Some now call this the Bronze Age- as it is better than the dark times and hopefully promising its way back to greatness. 


During the Dark Age many things changed. Great kingdoms fell, the lands suffered, and ultimately the maps needed to be redrawn. 


One major change is of importance to you: the rumors and talk about the Feybright Forest. 


In north central Helcaraxë was one of the greatest kingdoms of all time back in the Golden Age: the mighty Eleven lands of Elidyr. A huge forest stretching from coast to coast and acting as a natural wall against the dead lands of Kelfar to the north. 

The elves suffered great loss during the War of the Dragon God. They were pinched between the undead's evil forces of the north and the draconic might of their opponent. Elidyr fell to a sliver of its former glory. 

During the Dark Age the south eastern parts of the forest still prospered. It became known as the Feybright. No one knew why or how it faired so well. 


It was not far from the coastal kingdom of Tyrrhene. Tyrrhene suffered less than most kingdoms as the fighting was more inland. They also benefitted from ocean trade and their unburnt farmlands to the west. 


Centuries ago towards the end of Dark Age the Feybright changed into the Everdark. It became a sick forest surrounded by stories of evil. 


Now that sickness seems to be spreading. The farmlands are suffering, the water supply from the mighty River Tildaruin is tainted and flowing right into Tyrrhene, Synoc, Paradore and more. 


This change (of the creeping death) is bringing new talk and a lot of interest in the Everdark. This is where the rumors come from (see Shards of Everdark teaser). 



Those living farther from the East are listening quietly hoping that whatever plagues the east won't travel west. The world is holding its breath. After a lot of hard work, the last thing it needs is a spreading darkness. 


Those in the west have another problem. A local one the eastern folk don't know about. The glimmering emerald isles of the north have lost their glow. Telumendil has gone dark. Strange things are happening along the channel and the northern sea. The elves of Tangwen have closed their boarders fearing their forest is next. 

Who am I?
Character development

Who can you be? Well anyone (pending DM approval) ;)

But what is in the world that can help you design a character? Lots. Lets use the map provided in the maps link here and I will go over the regional areas and cultures. Culture is important because the same class from different cultures will play very very differently (human fighter Viking vs human fighter knight vs human fighter martial artist, etc etc).

Western continent first: continent is names Ladros.

The NW is a elven kingdom of Tangwen. Cerebral, astute, and secretive, the Tangwen keep to themselves in their quiet corner of the world. They have the best educational programs, largest libraries, and oldest elves known. Sort of like a Lothlorien here.

West is the peninsula gnomish kingdom of Cynwas. These small communities of gnomes do a lot of farming and agriculture. Aside from trade out of their north port town, not a lot of activity happens here. Legends say that during thr War of the Dragon God- giant gnomish war machines came out of the west… but there is no sign of proof now. Feels like the Shire here.

The central is a human kingdom of Managon. The dessert kingdom of Managon is a bustling place. Textiles and trading with the eastern continent all happens here as Managon is the western defender of the natural land bridge. Very middle eastern / Constantinople flavor here in this kingdom.

South Central is human kingdom of Rhiogan. The massive expanse of this kingdom, and the bulk of it countryside, lends itself to its natural resource: horses. The best riders come from here, and most of the worlds horses do too. Picture a Rohan, only not dickbags ;)

Then the southern human Kingdom of FFdor. This was once a great kingdom. It was hit extremely hard during the War of the Dragon God. Its nothing more than squatters and a few small communities now. It used to be a very English style kingdom (castles, keeps, Tudor houses and the like).

South of Ladros is an island continent called Neldoreth.

The Dwarven kingdom of Medrawd resides here. Very secluded. They have great mines in the mountains and have an impressive marine trade for their goods. So picture a sea fairing Moria culture.

North of Ladros is an island continent called Telumendil Isles. 

The elven kingdom of Gwyngodyfron resides here. They are keepers of the old world here. Very rustic, Celtic, druidic and natural. The islands are ripe with fey and magic. These emerald islands never seem plagued my the troubles of the world. They keep to themselves, do a little trade, but guard their boarders well. This is like the Fey plane of 4e here, or magical Sidhe isles around Avalon.

Between the two main continents in the south is an V shaped island called: Andor.

There is a kingdom there called Goluden on the coast of the gulf of Kjordell that is 80 drawf / 20 human. They are seafarers and fishermen, a simple life with a lot of Viking style.

The Eastern Continent! Lovingly known as Helcaraxe.

In the north is Kelfar. This kingdom is "off limits" to players. It is a dead kingdom, protected by the mountains and the elves to its south. Legends say it is home to an entire kingdom of darkness led by an knight risen from the grave. Since no one comes in or out, they are only rumors. Some say that during the last battles of the War of the Dragon God, a massive force of darkness aligned against the world and helped the dragon god almost win.

Under that is Elidyr. This massive ancient forest houses the largest kingdoms of elves in the world. Two main cities reside in the forest one per side of the mighty River Tildaruin (which supplies mosy of the fresh water to several kingdoms). It is here in the eastern woods that the Everdark is looming. Spreading its decay to the surrounding areas.

West central is Gofanon. A mighty human Roman style kingdom. Defenders of the east and guardians of the land bridge. They do well with trade as the western side of the goods exchange. 

East central is Tyrrhene. A human kingdom with a lot of oriental flavor and style. Their port towns do well, and their fishing is unparalleled in the Adows Ocean. Shallows is the small port town here of note to some players. Fong Univeristy is the greatest martial art school in the world and resides here on the cliffs overlooking the ocean. Also the great city of Fujitsuma is known for its art and craftsmanship. 

Central is Paradore. Here the human kingdom of Paradore is a natural cross road. Its very diverse and the closest thing to a "D&D" kingdom you can find- especially in "The City" on its coast. Mixed races, lots of trade. 

South west is Synoc. Beneath the southern alps the human kingdom is a life of hard work. They suffer at the weather coming from the seas and from the mountains. Easten European feel here. Livestock, brewing, farming, harsh weather, and good old fashioned toil.

South east is Gweirdathar. A dwarven kingdom living off the land. A mix of cultures here- the Synoc and the Tyrhene have blended with the drawf making a unique blend of farming, crafting, pony riding, and river trade.

That leaves one island in the south east. Dor-lomin.

Its a desert island. Essentially devoid of communities save for a few Egypt style towns on the northern peninsula. 

The Mustering
Character Creation

Level 2 if the race has no LA.      Level 1 if the race does have a LA.

Level 2 characters get 3x starting gold to spend on gear, mundane gear only.

Generic setting books only (no FR, no Eberron, etc). 

Low Magic world coming out of a dark age. Do not expect the cheesy D&D adventures guilds, magic weapon shops etc… picture more of a Lord of The Rings feel (dirtier, magic gear is special named things with history, and gifted [supernatural, magical] individuals are rare). Character ideas are strongly suggested to be cleared with DM before you do all the work.


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