Realms of Mordryn

The World of Mordryn

A World Shaped by Its People

Mordryn spans many continents, shaped by ancient civilizations, emerging kingdoms, and histories that refuse to stay buried.

The Northern Lands occupy part of one continent. Stonepeak's dwarven cities predate human kingdoms; Rivermark is the cultivated center of the Kingdom of Aldren, one of humanity's oldest realms.

Your journey begins in Grimhold. Dreadmoor's local troubles lead into larger mysteries; current adventures start in this forested frontier.

The People of Mordryn

Choose Your Ancestry

Three peoples. Different histories. A character of your own.

A Human Ranger in chainmail and a green cloak, from the character creator.

Human

Adaptable and ambitious, humans are comparatively young among Mordryn's peoples. Their kingdoms span multiple continents; Aldren is one of their oldest.

An Elf Arcanist in a dark cloak, from the character creator.

Elf

Once immortal, elves carry the memory and traditions of an ancient people. The shattering of the Eternal Loom changed their fate, but not the depth of their history.

A bearded Dwarf Guardian in plate armor, from the character creator.

Dwarf

From Stonepeak's ancient mountain cities, dwarves preserve craft, kinship, and histories older than human kingdoms. They, too, lost immortality when the Eternal Loom shattered.

Authentic character creation Background step showing eight authored options before making a selection.
Background selection in the character creatorView full-size

Before the First Adventure

Your Past Matters

Background: the life you lived

Your background describes your trade, upbringing, and experience before this journey. It is chosen separately from your Calling, so a Scholar can carry a shield and a Soldier can study the Weave.

Soldier
Drills, rank, and knowing how a line holds or breaks.
Scholar
Libraries, long study, and finding what others have written down.
Hunter
Reading trails and knowing which quiet means danger.

Motivation: why you set out

The creator calls your personal origin a Motivation. Choose what brought you onto the road, and, where offered, the details that make it yours.

Someone Is Missing
Someone you love vanished on the road north.
Lost Relic
A relic your people lost was carried north. You mean to bring it home.
Glory
Deeds first; songs will follow.

Find Your Place

Choose Your Calling

Six ways to meet the unknown. Each brings a different strength to the party.

Guardian calling illustration: an armored fighter holding the line with a shield.

Guardian

Hold the line with shield, steel, and discipline. Protect your companions and make room for others to act.

Ranger calling illustration: a wilderness hunter with bow and steel.

Ranger

Read the wilderness, track your quarry, and fight with bow or steel. A roadwise hunter beyond settled ground.

Rogue calling illustration: an agile fighter exploiting an opening in close combat.

Rogue

Exploit openings and strike with precision. Turn movement, preparation, and persistence into an advantage.

Arcanist calling illustration: a spellcaster channeling arcane power from the Weave.

Arcanist

Draw upon the Weave to shape arcane power. Bring offensive magic and tactical control to the battlefield.

Cleric calling illustration: an armored healer protecting a companion.

Cleric

Carry faith into battle. Mend wounds, protect companions, and keep a battered party moving.

Keeper calling illustration: an elven spellcaster manipulating time with a luminous hourglass.

Keeper

Manipulate moments in time, undo harm, and protect your allies. Change a battle through careful temporal magic.

Your Character. Your Story.

Different Histories.
Different Perspectives.
One Adventure.

Every character brings a history and a point of view. Your Calling gives you different tools; your background and motivations give you reasons to use them.

Compare what you discover, share your suspicions, and decide together. Up to five players, one cooperative adventure. No Dungeon Master required.