The World of Urth grew as we played the game.
Starting as a small area centered around the CityState of Camartain. Over the course of the years, it grew into an entire world, and beyond. The series is set on two different continents. We first played in Ardkyn from 1978 until 1990. At this time, we decided to roll with the times and transition from AD&D to the Second Edition Game. The versions of the game were different enough that my group and I decided that rather than try to adapt our many player characters to the new system, we would begin afresh with new characters in a new game world. I didn’t let them know in the beginning that Dakkon was another continent on the same world. The two continents were separated by an uncrossable magical barrier and had been separated at the conclusion of ‘The Mage War’ over a thousand years in the past. It was only after almost two decades of playing in Dakkon that I allowed them to learn it was the same world. But, as they say, that is another tale.

 

The Continent of Ardkyn

The Continent of Ardkyn

Ardkyn,
Home of the F&F Adventuring Company and The Purple Dragon Society. The series starts with the novel “To Pay the Rent”, a retelling of my first epic quest I ran as Dungeon Master. Later stories tell of the founding and growth of the band of adventurers know as ‘The Purple Dragon Society’, which, after time, morphed into ‘The Knights of Blackrock Castle’.

 

 

The Continent of Dakkon

The Continent of Dakkon

Dakkon,
A land divided
into four quarters by natural barriers. The northwest quarter is called the Wildlands and is home to many of the non-human races, such as the Dwarves and the Elves. The northeast quarter is called the Darklands, a land of a desolate desert surrounded by impassable mountains and ruled by a creature of legend and terror called ‘The Witch Queen’. The southeast quarter is called Zentas. A land of rolling steppes and dank jungles, home to the nomadic horsemen of the plains and fierce catmen in the southern jungles. The southwest quarter is called the Five Kingdoms, made up of Bainbridge, Cordovia, Kasmire, Lux, and Sennite.
In the center of Dakkon is the City State of Deepwater, ruled by Archduke Rodney Rootes, hereditary Lord Chairman of the High Council of Dakkon. The supposed ruling body of Dakkon.
The series starts with a chance meeting at the Four Quarters Inn, located at the point where Bainbridge, Cordovia, Lux, and Sennite all touch, which leads to the forming of the adventuring company, The Order.