The realm
The World Codex of Thaedoria
Thaedoria is a lantern-lit, low-fantasy world of frontier marches, river-towns, and old cities where safety is always partial and the dark between the lamps is rarely empty. It is warm hearths against unlit roads — a land that remembers being more. This is the world you step into; the Player's Guide explains how to move through it.
Hearthmere — the heartland
A green, lamplit land of hedgerows, slow rivers, and inns whose hearths never quite go cold — the gentlest corner of Thaedoria, though nowhere here is truly safe.
- The Cosy Hearth Inn — a warm, low-beamed common room of woodsmoke and barley stew, where a traveller's night begins. It opens onto Brookhollow Green.
- Brookhollow Green — the gentle heart of the village: a mossy well, an herb stall, and a weathered notice board thick with bounties, ringed by low cottages.
- The Mill Road — a rutted lane between wild hedgerows running down to the old mill, where the air is colder than it should be.
- The Old Mill — a derelict watermill, its wheel long still, now denned with something that has made a home among gnawed bones.
- The Hearthmere Lock-Up — a single cold holding cell of straw and iron, with a loose bar in the corner that whispers of a riskier way out.
Aldermoor — the frontier marches
Wind-bitten border country of shuttered market towns and long, unlit roads, where the watch is thin and the night keeps its own counsel.
- Town Square — a dark, wind-blown square, its fountain choked with dead leaves and its lamps burned low, where the shadows feel deliberate.
- The Watch House — a cramped, lamplit post of duty desk and half-empty weapon rack, undermanned and overworked.
- The Gallows Road — the lampless road south, named for what waits at its end; past the last lamp it gives up any pretence of safety.
- The Gibbet Crossroads — a four-way crossing beneath an old iron gibbet and a burned-out wagon, worked by cutthroats who wait in the dark.
Greyhaven — the old city
A salt-grey old city of leaning timber and crumbling gates, half-sunk into its own past, where every cobble has heard a secret.
- Oldtown Square — the worn heart of the district: a dry fountain where those who'd rather not be overheard meet, and a bounty-thick notice board.
- The Rusty Tankard — a low, smoky tavern where Oldtown's secrets are bought and sold by the cup, if you know who to ask and what it costs.
- Market Row — a crooked, threadbare marketplace of half-empty stalls and shuttered shopfronts, poor and watchful, that remembers being more.
- The Old Gate — a crumbling, soot-black district gate left unbarred, with a worn stair breathing cold air up from the crypt below.
- The Sunken Crypt — a flooded crypt where burial niches gape open from within, and Oldtown's dead no longer rest.
The Town Watch
The uniformed guard and lawful authority of the towns — slow to anger, unforgiving once roused. Cross one and you cross all of them. They keep the peace in safe places, answer crimes when a witness raises the alarm, and jail those they subdue. Beyond the Watch, the world is full of lighter affiliations — inn regulars, villagers, Oldtown's quiet networks — that colour who trusts you and who doesn't.
The folk you meet
- Bram — the barrel-chested innkeeper of the Cosy Hearth: warm, nosy, an old friend to every guest, with a worn oak cudgel under the bar.
- Hessa the Herbwife — a brisk, weathered herb-seller on Brookhollow Green who misses no rumour and worries about the wrongness at the old mill.
- Mara — a sharp-eyed inn regular in a travel-worn cloak who listens to every table; there is more to that cloak than cider.
- Kira the Sellsword — a dry, watchful free blade between contracts, who can be won over to walk your road for a while.
- Grik — a soft-spoken, magpie-eyed goblin trader of oddments, who pays fairly for the small bright things others overlook.
- Sergeant Vell — a grizzled watch sergeant holding the Aldermoor watch-house with too few hands, quick to warn of the cutthroats south.
- Tomas the Fence — a soft-spoken Greyhaven informant with a gambler's smile, who trades rumours for coin and knows the whereabouts of most things.
The elemental arts
Magic in Thaedoria is elemental, and each of its four schools is a different temperament — Pyromancy's raw destructive flame, Hydromancy's patient control of water, Aeromancy's quick and capricious wind, and Geomancy's implacable stone. In practice they run from a flung ember or a thread of lightning to roaring conflagrations, blooming winters, and the ground itself heaving up to answer the caster. The Player's Guide covers how the schools play.