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
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