At heart, the world of Stormfell dwells in the realm of medieval fantasy. The setting includes elements inspired by Earth history, as well as real-world mythology and folklore from dozens of varied cultures and civilizations.

Stormfell uses the “points of light” concept that forms 4th edition D&D’s creative foundation. The world features a number of surviving towns, villages, and outposts – i.e., the points of light – struggling to survive amidst vast stretches of monster-infested wilderness and the decaying ruins of past empires.

In practical effect, the last great empires have perished. In their wake stand dozens of splintered and divided fiefs and weakened city-states. Even the mightiest kingdoms have withdrawn from their borders, leaving behind countless isolated and helpless communities. The rule of law no longer holds sway; the old axiom truly holds dominion: might makes right.

With the world fractured and falling towards chaos, many other dangers threaten the last bastions of civilization. Perhaps the greatest threat originates from alien domains far beyond the mortal realm. The fabric between this world and others weakens and fades with each passing year. Strange, magical places such as the Feywild and the Shadowfell increasingly merge and meld with the mortal domain. Monsters of shadow and creatures of fey magic roam the land and wreak havoc. No one knows how far this merging of worlds will progress, but the answer promises a grim, dark fate for the mortal races.

A handful of individuals, collectively known as adventurers, now represent the last surviving hope to thousands of people and hundreds of settlements. To the powers that be, adventurers represent a nuisance at best and a blight on the landscape at worst; such troublemakers freely ignore and break laws, flaunt authority, inflict tremendous property damage, and create more problems than they solve. In past, adventurers were widely outlawed and hunted, but these old laws are losing their teeth. To the defenseless people struggling to survive the frontier, however, adventurers are increasingly viewed as defenders and protectors; at the very least, adventurers remain a necessary evil in a cruel and dangerous world.

Beyond the knowledge and understanding of mortals, a far greater conflict casts its shadow across the world of Stormfell. On one side stand the gods and goddesses, powerful entities worshipped by the majority of mortal creatures. Opposing the gods are beings known as primordials – immortal creatures older than the world itself. Each side represents a set of beliefs diametrically opposed to the other side. The gods, for the most part, represent law, order, stability, and the status quo. The primordials tend to represent chaos, anarchy, creation, destruction, and change. Each side seeks to impose its will on the other, and both sides struggle for domination over all creation. These beings, far beyond mortal understanding, wage an endless war for the hearts, minds, and souls of mortalkind. In many ways, Stormfell represents the ultimate prize to both sides. As a result, this world has become known as the “Crucible of the Gods.”

Introduction Page 2; Introduction Page 3


Stormfell MarkDMHart