Enter Ferox

The Lands of Ferox is set in the Dungeons and Dragons campaigns I have been runnning for the last 8 years. With each new campaign, we move to a new continent, and the actions of the party in the previous campagin shape the cultural and political climate for the next.

History: Centuries ago, followers devoted to Orcus - the demonic prince of undeath - succeeded in bringing him to the Prime Plane, where he and his monsterous creatures reigned destruction and death for years. Once he was successfully banished, the kin of the world chose to band together, realising that no single race had fared better alone. This prompted multi racial cities to be built, cultures to intermingle, and a realigning of everyones core values.

Campaign 1 - The Dreaded Return: A church in Osmea to the god of magic - Exaria- decreed that the continent of Alysia had descended into hedonism and dark practices, and an Inquisition was formed to sail across the Teal Expanse and bring order to chaos. This was, however, a ruse. One of Orcus' ancient servants had returned, and was using the guise of this holy war to track down the items and knowledge required to bring his master back to the Prime Plane. A group of unsuspecting adventures fell into the knowledge, and sought to stop the ritual before it could be completed. They were unsuccessful in this task, but with their combined might, they were able to push a weakened Orcus back through the portal and seal it shut, before destroying the gateway forever.

Campaign 2 - The Work of a Soul: In the aftermath that followed, a deep distrust of magic rang out through the continent of Osmea, and with many of is soldiers and able-bodied men having been conscripted for this false holy war, monsters began to creep back out of the dense jungles, leading to cities boarding up for protection. Travel between cities was left to the foolhardy or the capable, until a new militia rose up in the name of Marketh. The Vernadi as they were known, sought to save the people from the corruption and danger of magic, and so began to round up every magical item they could find - and every magic user, who were either deported, imprisoned, or executed. A group seeking riches, stumbled upon knowledge that despite being presumed dead, Exaria had in fact had her consciousness scattered to the winds. Upon finding a shard, and a willing host body for her to regenerate into, they stood against the tide of a savage orc tribe, defending the people of Okenhiem while the ritual was complete. With their success, Exaria returned and halted the tide.

Where we find ourselves now

Campaign 3 - The Curse of Knowledge: What mages who were able to flee Osmea, sailed to the continent Vebux, and the capital city of Borveil known as Valenroux. Due to this, the nation received a high influx of magical knowledge, growing their considerable power and putting them back on an even footing with Cimanak, who themselves were able to wield the elements, and Phania, who's barbaric tactics and dark practices brewed a resilient people. Now on the brink of a second war between these three nations, a party of scattered souls are asked to defend the people of Borveil while the soldiers are sent to prepare for war. However, it wasn't long till they found that their hiring was part of a larger plot, involving a demonic Rakshassa, necrotic witches, and an accursed archieve holding untold knowledge.

Dead Surprise

Set in the city of Okenhiem - Osmea, this story takes place during the years when mages were to be feared and distrusted. It is a buddy cop investigation with a Grumpy/Shiny partnership, a mysterious villain, and the chances to proves oneself in ones own eyes

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Grave Adventure

Set in Osmea and sprawling a few locations, this story takes place during the years when the Venardi were at their height, and in territory heavily controlled by them. It is an action/adventure, featuring a found family story, love rekindled, and explores the afterlife and the growth around it.

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