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Earth is ancient beyond reckoning. Countless empires have risen and fallen since the birth of civilization, and the historians measure history in aeons. The great Arcadian Nation has fallen, and the people of Earth are half wild with drama and cataclysm. Monsters and waking dreams roam the vast stretches between civilized lands, and the people cry out for strong leaders to lead the fading world into darkness. The bloated red sun staggers across the sky every day, like a myopic graybeard shuffling toward his deathbed. Some day soon, it will set for the last time, and all will come to darkness.

The Fading Earth is a player-centric quasi-sandbox campaign. What does that mean? Well, there’s no grand plot that you’re predestined to follow — after the first adventure, you the players tell me where you’re going and what you’re doing. And I plan the next adventure accordingly.

If I had to describe the Fading Earth in one phrase, it’d be “A mostly standard 4e setting, plus Sigil.” This means you can play pretty much anything you want, although I have a few uncommon ideas.

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The Fading Earth JanuaryDM