Books & Adventures

Writing

Stories and game books set on Torbalin, the Darkworld, where one side of the planet burns in endless sun and the other lies in eternal night.

Darkworld Core Rule Book & Setting cover: a party of adventurers on a cliff above lava fields under a blue moon, a dragon in flight

Darkworld Core Book

Darkworld: Core Rule Book & Setting

Patrick E. Pullen

Launching Soon

A grim world cloaked in shadow. The complete campaign setting and rule set for Darkworld. Step onto Torbalin, a world locked between the burning Scorch and the endless night of the Darkfell, where the forces of good struggle against a dark entity bent on bringing eternal night.

Explore the continent of Lornea, its kingdoms, its legends, and the shadowy Grey between light and dark, and build your own heroes for adventures like Terror at Murkwell.

Darkworld: Legends of Lornea, Volume One book cover

Darkworld Anthology

Legends of Lornea, Volume One

Jean Rabe · Richard A. Knaak · Donald J. Bingle · Richard Lee Byers · Patrick E. Pullen

Five novelettes by legendary fantasy authors, set in a shared world. Legends of Lornea is the first book in a trilogy of anthologies based in the dark fantasy world of Torbalin.

Lornea is the only known continent on Torbalin, the Darkworld. One side of the planet, the Scorch, always faces the sun, while the other, the Darkfell, is wrapped in darkness. Between them lies a shadowy land called the Grey. It wasn't always this way: the God War tore the fabric of the universe and let a dark entity into the world, one that seeks to bring eternal night.

Patrick's story: Heroes End

A cleric and her small band of mercenaries are on a pilgrimage to the Darkfell when they meet a dwarf who has escaped from the lava-filled Hell Forge of the dark entity, Arkaroth. What was meant to be a simple missionary venture turns into a race against the odds to free the dwarf from the Darkfell and return him safely home.

Also inside

  • The Miracle by Richard Lee Byers: a magical plague turns fallen elves into monstrosities.
  • The Fifth Tower by Jean Rabe: a gifted gnome's expedition becomes a fight to survive.
  • Pyre of Despair by Richard A. Knaak: a young paladin seeks a lost sword inside an active volcano.
  • Hammer Fall by Donald J. Bingle: Arkaroth's legions burrow up into the great dwarven stronghold.

Excerpt

The name Darkworld does not imply the notion that the world has no light. Instead, the name is derived from the Dark Lord's plan to make the world a place of eternal night. The forces of good are in a constant struggle to stop this from becoming a reality.

The dark and the light, good and evil, which will endure? Nobody (even the gods) knows the answer to that question.

From the Introduction by Patrick E. Pullen

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Darkworld: Terror at Murkwell adventure cover

Darkworld Adventure DW01 · 5E Compatible

Terror at Murkwell

Patrick E. Pullen & Jeff C. Stevens

The first adventure for the Darkworld Campaign Setting: a murder mystery of skills, intrigue, and investigation for 4 to 6 players, levels 1 to 4.

A shadow has fallen over the bustling town of Murkwell, a place steeped in secrets and whispered rumors. An ancient curse has awakened. It begins with a murder most foul, as a prominent citizen lies dead and a deadly assassin stalks the heroes from the shadows. The clues lead to a lost tome of immense power, missing from a secret library guarded by a hidden guild, while an undead entity bound by the curse hunts for their souls.

Excerpt

You arrive at Barnaby's shop to find the door ajar. Inside is the familiar scent of old books and pipe tobacco, but the typical sounds of paper rustling and Barnaby's cheerful laughter are replaced by a chilling stillness.

Barnaby lies motionless on the floor next to his desk. A puddle of partially congealed yet watery blood shimmers beneath him. An unnatural chill permeates the room.

From Terror at Murkwell

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