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The great empires lay shattered,
worn out by millennia of inertia, bureaucracy and attack by younger,
more vigorous peoples. Now the younger kingdoms of the world rise up
to seize what they can from the ashes. But in the ashes of Empire, a
few embers still burn that may yet set the world afire.
Kings, pirates, armies, monsters,
brotherhoods of sorcery, sects of mystics, heroes and villains all
vie for power in a world become savage, where the knowledge that
once flowed like water now withers and is forgotten. The new
kingdoms of man, elf and orc balance on the edge of chaos and war,
ready to drag the last lights of civilization down with them if they
fall.
Theeurth is a fictional world of great heroes,
twisted villains, hidden lands and mysterious magics. It has
been the setting for fantasy role-playing games for twenty-five
years. Now the clock has moved forward and a new generation of
heroes has taken the field, just in time.
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07/12/10 - After a two-year hiatus, I'm back to
gaming in Theeurth! Because of the difficulty in finding local
players, I'm now running two Theeurth games online.
Both games are set in the year 2900, a century after the fall of
Tirgonia. One is set in Tirgonia and places the outstanding
Red Hand of Doom adventure in Tirgonia's Estwilde Vale.
The other is set in the far south and follows the
Savage
Tide Adventure Path that appeared in Dungeon Magazine
issues 139-150. Theeurth games now use the
excellent
Pathfinder rules by Paizo Publishing. |