It is a time of change…
These are dark times. Decades of war and strife have shattered the great
kingdoms into pale shards of their former potency. Sprawling cities
that once upheld the tenants of truth and justice have fallen into
ruin, a gangrenous sore upon the land. Armies of common folk who
fought against any odds for their freedoms have decayed under the
leadership of petty warlords interested more in keeping their
coffers full than aspiring to the greatness of their forefathers.
Once proud citadels of relentless order have crumbled before the
inexorable might of political squabbling and failed judgment. Even
powerful nations that prided themselves on their strength of arms
and cunning in battle have become little more than manged dogs
nipping off the scraps that slough from the corpse of society.
The Fall began over six decades ago. None at that time realized the
chain of events that would lead to these dark times and certainly
none could prevent it. In distant Donnegal, peace was established
between the Great Empire and the Gaels of the south when a dark army
swept across the region, threatening to destroy all in their path.
Heroes came forth, as they often do in times of strife, and helped
bring two dissonant people to agreement. The dark horde was defeated
and man coexisted peacefully in the region. But as with so many men
who must rise to the clarion call of conquest, the Great Empire only
used this peace to redirect their attentions northward, towards
Koramia had finally achieved the union it had sought for so long.
Under the banner of Vortumnus and the Greysword lineage, it seemed
destined for the glory of ages past and, for a brief flicker in
time, it achieved that former greatness. Then the red-sailed ships
came. With Koramia again prosperous and conflicts in the Empire
settled, the Legions returned to reclaim their former colonies in
the north. Few realized then, least of all the Emperor, that this
one war would not only cost the Double Dragon its claim on the
North, but lead to the final destruction of the Empire as a whole.
Even fewer realized that its destruction would come from within.
A native born of Koramia, the Mageking of Lun Dorak, Lucasa, wrested
control over the Empire and urged it further into the war with
Koramia. Dubbed “the Heretic,” Lucasa ruled the Empire with an iron
fist, enslaving its population to the whims of his mages and pushing
ever harder for victory at any cost. Only through the intervention
of the Dragonknights and the unexpected death of the Mageking in the
wretched throws of disease did his mad scheme fail. But now, those
who recollect look back and wonder if his rule would have been
preferable to the times that lay before us now. For the Heretic
Emperor had not only succeeded in throwing Koramia into ruin, but
left behind a vacuum in the Great Empire, which quickly succumbed to
their Fourth, and likely last, Succession War.
Then in the east, an evil greater than any this world had known rose
from another world and buried his sword deep in all of us. The
Manslayer incited the armies of Thet to march recklessly on its
neighbors, encouraged Bakal to take back lands that once were theirs
and caused countless petty conflicts and civil wars to arise, all in
the attempt to obfuscate his horrific plans. In the final moments
before his plan reached culmination, the Manslayer was defeated by a
band of heroes and the world saved from destruction.
But the damage was done. The Manslayer’s broken schemes and
forgotten provocations shook many cultures to their very core.
Society, already fragile from over a decade of conflict, crumbled
beneath their own weight. Even those nations who were not disrupted
directly by the Manslaer’s plans fell pretty to bickering when trade
began to slow and, in some places, cease to exist altogether.
Kingdoms shrank and Empires crumbled, leaving large tracts of
wilderness where the corrupt or the bestial could lay in wait to
prey on the remains of society. Creatures never before seen on the
face of Gallorea, or beneath it, ravage its people and raise their
lands. Though the Manslayer could not succeed in conquering our
lands, his legacy is the chaos that still marrs the lives of our
It is indeed a time of change. From this chaos, as in times long
past, heroes shall rise to rebuild our world. They shall bring order
to the chaos and justice to its people. The Third Age of Mankind has
died at last. And all creatures…indeed, the land itself, marks time
for those who shall rise from its worm-ridden grave to found a new
The Fourth Age is coming. As are its heroes…
Welcome to the Feyworld Campaign Setting. Feyworld has been through
a lot over the years and I’m starting to feel how professional
authors feel when a place “lives” for them. Since Feyworld’s birth
in 1996, I’ve run many different games, but I always return to
Gallorea to explore some as yet undiscovered corner of this world
with my fellow players, who deserve as much credit for the richness
of this world as I do.
Feyworld was originally designed for use with the Dangerous Journeys
Multi-Genre Role Playing Game, written by Gary Gygax. My first
journey through this world took place back in 1996 in the kingdom of
Koramia. The campaign ended with the defeat of the Empire and of Lun
Dorak in a dragon-borne raid on the Dorakian capital of Davalor.
After a hiatus while I re-worked some of the finer points of Mythus,
Dangerous Journey's fantasy genre rules, I started a new campaign in
1999. This time the setting was the Great Empire, far away from
Koramia's troubles. In the Mabean Marches, the adventurers were
forced to deal with a coven of witches undermining the government
and ended up bringing peace to the region. The campaign ended
abruptly with a large tribe of orcs rampaging across the
After the Mabean campaign, Mythus was starting to lose its appeal to
me. The game system was extremely good and fit my style of gaming,
but the editorial errors mixed with the fact that it was no longer
being published eventually dragged me away from it. I ran various
games and Feyworld started to collect dust. Then Wizards of the
Coast published the 3rd edition of Dungeons & Dragons. Filled with
the sort of stuff I’d come to love when I first started role
playing, 3rd edition brought me back into the D&D fold. After running
a couple of campaigns in the Forgotten Realms, I decided that it was
time to convert Feyworld over to D&D.
For my third Feyworld campaign, I moved the action to the eastern
half of the continent, in far off Valduran. An old enemy from many
previous campaigns, the Manslayer, had risen on Feyworld and was
hatching a plan to conquer it as he had conquered so many campaign
worlds before. Numerous NPCs and former PCs came to Feyworld, if not
as major players, at least making cameos in the group’s adventures.
The campaign concluded with the death of the Manslayer. A villain
who had foiled PCs in my campaigns for over a decade was finally
dead. Many, many storylines, some even from those previous campaigns
in other worlds, came to a close.
This, then, would be my fourth campaign in Feyworld. A little over
sixty years have passed since the first campaign and the world has
changed drastically. As was foretold in that first campaign, the
Third Age of Mankind has come to its conclusion. Each of the three
previous campaigns focused on an ending. Though Lun Dorak and Lucasa
were defeated in the first campaign, it was at the cost of noble
Koramia. Though the witches were overcome in the second, the legacy
of peace between the Gaels and the Empire would lead to its fall as
well. Finally, though Manslayer was defeated, his actions signaled
the end of several kingdoms of the east, not the least of which was
the disastrous civil war in Eeridia and the war that ravaged
Valduran and Thet alike. As the old storyteller says above, the
world needs its heroes, and those heroes will come.
So as always, strap on your sturdy broadsword, memorize your arcane
incantations and give homage to Orchus for good fortune. This
campaign promises to be a good ride.