Welcome To Penumbra

“A Penumbra is the partially shaded outer region of the shadow cast by an opaque object; the shadow cast by the earth or moon over an area experiencing a partial eclipse or the less dark outer part of a sunspot, surrounding the dark core. An Umbra, in contrast, is the fully shaded inner region of a shadow cast by an opaque object, especially the area on the earth or moon experiencing a total eclipse.”

Penumbra is a world filled with dark expanses of wilderness marked with boundless tracks of primeval forests, immense ranges of towering mountains, tangled jungles, treacherous swamps, as well as stormy seas and vast oceans. Ley lines run like invisible rivers across her surface and are suffused throughout her planetary crust. Cavernous underground vaults exist just below her surface and are interconnected by thousands of miles of labyrinthian passages and tunnels.  Her inhabited lands are marked by city-states and feudal kingdoms, remains of several fallen empires long lost in the ages of warfare or sunken beneath the waves, and the crumbling temples of forgotten deities and the ruins of the great dwarven fortresses are shrouded deep within her mountains or lie buried below her surface.

 

 

Her surface is marked by the remains of several fallen empires and their crumbling ruins and temples to long forgotten deities – long to the ages of warfare, buried below the surface, or sunken beneath the waves.

Penumbra is a world where ancient fey, fell beasts, and savage folk walk her lands, and dark rituals and terrible sacrifices summon dark and profane entities inhabiting the shadowy edges of reality to stalk her kingdoms and wild lands.

Penumbra’s inhabited lands are dotted with city-states and kingdoms in which can be found towns and villages, small hamlets, as wellas crossroad trading posts and  borderland watchtowers. In the last ten centuries, she has become a world in which humans have risen to become the dominant ancestry in both numbers and power. Their ascension from primitive warring tribes to dominance has come after many ancestral migrations and great ages ruled by dragons and serpents, elven and dwarven kings, dark and sylvan fey, and the wolfen hoards. She is a world awash in undertones of ancestral prejudices and fraught with tensions between many of her city-states, regions, and religions.

Penumbra is critically a campaign world in which the age of immortal heroes no longer exists with some questioning whether such an age existed at all. She is a dark, gritty, and harsh world wherein those who seek adventure find their fate and her existence uncertain.  Penumbra is a world wherein her would-be heroes struggle to survive, advancement is slow, and spellcraft is rich though ensorcelled items are much rarer and much more cherished.  She is a campaign world in which mundane hoards in great enough number can fell the mightiest heroes, combat is often hard-won no matter the skill of the heroes, and death walks her fields of battle claiming the brave, foolhardy, and reckless alike.

In these dark times, Penumbra cries out for heroes who hold the strength of spirit, fierce magic, and savage weapons and nurture the resilience and warm light of hope necessary to stay the threats to her people and her very existence.  It is a time when new heroes must arise to lead her people and find or reclaim her greatest glories. There is but one question – will you and your companions be the ones to dawn the mantle of heroes and answer her clarion call?


Penumbra is a campaign world filled with large expanses of wilderness with boundless tracks of primeval forests, immense ranges of towering mountains, great oceans and stormy seas, and impenetrable jungles and tangled swamps. She is honeycombed with cavernous underground vaults interconnected by thousands of miles of labyrinthian natural passages and tunnels. Ley lines run like invisible rivers over her surface and throughout her crust. Her inhabited lands are marked by city states and feudal kingdoms, remains of several fallen empires long lost in the ages of warfare or sunken beneath the waves, as well as the crumbling temples of forgotten deities and the ruins of the ancient fortresses which lie shrouded deep within her mountains or buried below her surface.

Penumbra is a world in which the age of the immortal heroes no longer exists (with some questioning whether such an age ever truly existed). She is a dark, gritty, and harsh world where those who seek adventure find their fate more uncertain than those of other campaign worlds. Penumbra is a world wherein her would-be heroes struggle to survive, advancement is slow, and spell craft is rich though ensorcelled items are a great deal rarer and much more cherished.  Penumbra is a campaign world in which mundane hoards in great numbers are capable of felling the mightiest heroes; combat is often hard won no matter a hero’s greatness; death, ever hungry, walks battlefields; and dark forces stalk the world and threaten existence.

Penumbra is also a world in which humans have risen to become the dominant race in terms of populace and power after great ages which were ruled by, and involved warfare between, the dark fey, dragons, elf kings, and dwarf lords. Consequently, Penumbra is a world awash in undertones ancestral bias and prejudice and tensions between city-states, nations, regions, and religions. She is a land where ancient fey and fell beasts walk the wilds of the world and dark rituals  with terrible sacrifices summon dark entities living on the shadowy edges of reality to allow them to stalk kingdoms and wild lands.

In these dark times, the strength of spirit, fierce magic, and the warm light of hope seek to stay the threats to existence. It is a time when new heroes must arise to lead the world of Penumbra to find or reclaim her glory.

————–are 

Penumbra is a world filled with dark expanses of wilderness marked with boundless tracks of primeval forests, immense ranges of towering mountains, tangled jungles, treacherous swamps, as well as stormy seas and vast oceans. Ley lines run like invisible rivers across her surface and are suffused throughout her planetary crust. Cavernous underground vaults exist just below her surface and are interconnected by thousands of miles of labyrinthian passages and tunnels.  Her inhabited lands are marked by city-states and feudal kingdoms, remains of several fallen empires long lost in the ages of warfare or sunken beneath the waves, and the crumbling temples of forgotten deities and the ruins of the great dwarven fortresses are shrouded deep within her mountains or lie buried below her surface.

 

 

Her surface is marked by the remains of several fallen empires and their crumbling ruins and temples to long forgotten deities – long to the ages of warfare, buried below the surface, or sunken beneath the waves.

Penumbra is a world where ancient fey, fell beasts, and savage folk walk her lands, and dark rituals and terrible sacrifices summon dark and profane entities inhabiting the shadowy edges of reality to stalk her kingdoms and wild lands.

Penumbra’s inhabited lands are dotted with city-states and kingdoms in which can be found towns and villages, small hamlets, as wellas crossroad trading posts and  borderland watchtowers. In the last ten centuries, she has become a world in which humans have risen to become the dominant ancestry in both numbers and power. Their ascension from primitive warring tribes to dominance has come after many ancestral migrations and great ages ruled by dragons and serpents, elven and dwarven kings, dark and sylvan fey, and the wolfen hoards. She is a world awash in undertones of ancestral prejudices and fraught with tensions between many of her city-states, regions, and religions.

Penumbra is critically a campaign world in which the age of immortal heroes no longer exists with some questioning whether such an age existed at all. She is a dark, gritty, and harsh world wherein those who seek adventure find their fate and her existence uncertain.  Penumbra is a world wherein her would-be heroes struggle to survive, advancement is slow, and spellcraft is rich though ensorcelled items are much rarer and much more cherished.  She is a campaign world in which mundane hoards in great enough number can fell the mightiest heroes, combat is often hard-won no matter the skill of the heroes, and death walks her fields of battle claiming the brave, foolhardy, and reckless alike.

In these dark times, Penumbra cries out for heroes who hold the strength of spirit, fierce magic, and savage weapons and nurture the resilience and warm light of hope necessary to stay the threats to her people and her very existence.  It is a time when new heroes must arise to lead her people and find or reclaim her greatest glories. There is but one question – will you and your companions be the ones to dawn the mantle of heroes and answer her clarion call?


Penumbra is a campaign world filled with large expanses of wilderness with boundless tracks of primeval forests, immense ranges of towering mountains, great oceans and stormy seas, and impenetrable jungles and tangled swamps. She is honeycombed with cavernous underground vaults interconnected by thousands of miles of labyrinthian natural passages and tunnels. Ley lines run like invisible rivers over her surface and throughout her crust. Her inhabited lands are marked by city states and feudal kingdoms, remains of several fallen empires long lost in the ages of warfare or sunken beneath the waves, as well as shrouded ruins of great fortresses and crumbling temples to long forgotten deities.

Penumbra is a world in which the age of the immortal heroes no longer exists (with some questioning whether such an age ever truly existed). She is a dark, gritty, and harsh world where those who seek adventure find their fate more uncertain than those of other campaign worlds. Penumbra is a world wherein her would-be heroes struggle to survive, advancement is slow, and spell craft is rich though ensorcelled items are a great deal rarer and much more cherished.  Penumbra is a campaign world in which mundane hoards in great numbers are capable of felling the mightiest heroes; combat is often hard won no matter a hero’s greatness; death, ever hungry, walks battlefields; and dark forces stalk the world and threaten existence.

Penumbra is also a world in which humans have risen to become the dominant race in terms of populace and power after great ages which were ruled by, and involved warfare between, the dark fey, dragons, elf kings, and dwarf lords. Consequently, Penumbra is a world awash in undertones ancestral bias and prejudice and tensions between city-states, nations, regions, and religions. She is a land where ancient fey and fell beasts walk the wilds of the world and dark rituals  with terrible sacrifices summon dark entities living on the shadowy edges of reality to allow them to stalk kingdoms and wild lands.

In these dark times, the strength of spirit, fierce magic, and the warm light of hope seek to stay the threats to existence. It is a time when new heroes must arise to lead the world of Penumbra to find or reclaim her glory.

————–are