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.

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

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.

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.

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

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

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

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

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

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.
