Core Tenets

  1. Creative Problem Solving > Rolling Dice
  2. Violence should be a last resort.
  3. Balance” and “Fair Fight” are both illusions.
  4. Retreat is always a valid option.

Setting πŸ“œ

Medieval low-fantasy/grimdark. All core items are permitted, but with stipulation that by being a magic-user also means you are technically an outlaw right out of the gate. Not bad or evil necessarily, just an outlaw within the realm, commoners will be fearful and superstitious toward you. In the world, magic is suppressed and regulated by a religious group (“The Order“). Though some people are innately born with magic abilities, they are often hunted and jailed by the zealots. Magic items, scrolls, etc are smuggled in black markets.

World πŸ—ΊοΈ

The primary continent at large is split north and south, North being Law (civilization) and South being Chaos (nature) respectively. All races exist everywhere, but each area has higher concentration of particular races. The North is at war: East (mostly Humans and Halflings) versus West (mostly Dragonborn and Orcs), mainly due to political/cultural differences. An isolationist Dwarven kingdom lives in the centers of the continent. Elven tribes and Feyfolk are typically in the southern woodlands. Other continents exist to the east past the “Silver Sea” and to the west past the “Golden Sea”.

Playable Races πŸ’€

Common: Human, Dwarf, Halfling, Elf, Gnome
Uncommon: Dragonborn, Lizardfolk, Goliath
Rare: Shifter, Satyr, Firbolg, Kobold, Tabaxi
Extremely Rare: Changeling, Triton, Kalashtar, Vedalkin, Warforged

Notable Locations 🏰

  • Adgrove (South) (DC 15 History)

  • Bilnarak (South East) (DC 5 History)
    Bilnarak
  • Barrow Plains (East) (DC 10 History)


  • The Old City (South East) (DC 15 History)

  • Eret’zel (Interplanar) (DC 15 Religion)

  • Obsidian Isles (Western Continent) (DC 15 History)

  • Ashlaya (Unknown) (DC 25 History; DC 15 Arcana)