Campaign Introduction

Over the horizon, beyond the boundaries of all known maps, lies the land of Corcaea. At first glance, Corcaea would appear to be a paradise with its lush jungles, rolling hills, and expansive mountain ranges. Look closer and you will find a land filled with conflict, injustice, and war. To the west lie the great plains of Sersainia, a kingdom held together by the rulings of a wise council, and where nomadic tribes travel and hunt across the expansive highlands. To the north you will find the empire of Bih, a collection of city states governed by a ruthless emperor who believes he was chosen by his gods to rule the known world. To the East is the land of Kuulpec, a wild and ungoverned territory whose waters are filled with pirates and fearsome beasts. Finally, on the continent’s southern peninsula you will find the Elven kingdom of Erendel isolated from the wilds of the continent. Here the elves thrive and are able to tap into the deep and ancient magics which govern this land.

Called to service by the Elven king, you travel westward to Corcaea to investigate the disappearance of his people who ventured deep into the woods of Cher and were never heard from again. The seat of a once mighty but forgotten empire, Cher looms over the continent like a shadow. Few dare venture into these haunted lands, but those who do tell tales of Wyverns and demons patrolling its shores, and of mighty sorcerers performing rituals to dark gods.

Ever the purveyors of logic and higher thinking, the elves paid little attention to these superstitions. They ventured forth into these wilds to lay claim to this mysterious land and its riches. The Elven king sent hundreds into the wilds, but to date only 6 have returned. These survivors were but shells of their former selves. Their accounts were ramblings of dark figures and of some unknown word in a forgotten tongue: Galdouhl. Help them if you dare, but do not forget what is said when you venture to lands beyond your maps:

Here be Dragons.