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Magehunt is a fantasy role-playing setting. Unlike most settings, this one is rule system generic, meaning it can be adapted for use with most any rule system you desire. AD&D rules are recommended, but not necessary, so use whatever rule system you like. The only real bias this setting suffers is through the creatures described herein, including PC races. Anyone who knows what your basic elf (thin, fine featured humanoids with pointy ears), orc, halfling, knoll/gnoll, etc., look like, will be fine, but just in case, we’ve included references to interpretations of these creatures within the various AD&D campaign settings. Most importantly, it may be necessary to refer to the stats for these creatures as described within the settings refered to for each to help in their conversion to a particular rule system. Obviously, creatures and PC races will require the most adaptation of anything within this setting because of their stats, almost everything else should slip like a comfortable sheath over your chosen rule system. Now, its probably obvious to you that you’ll want to stay away from futuristic or modern day based role-playing rule systems, after all, this is a fantasy setting and requires a rule system for magic at the very least. The simpler the rule system, and the less specialized it is, the better.

Why would you want to go through the effort of converting this setting to your rule system? First, a LOT of work has already been done for you and I feel that you’ll find this to be a vibrantly alive setting in its own right once you try it. Secondly, this setting was created as an experiment. "Experiment?" You say. Yes, that’s right, an experiment. You see, this setting was created on an internet website’s forum. Specifically, WebRPG (see my link). Gamers from all walks of life had a chance to contribute to the setting’s creation in a democratic manner. Nearly thirty people worked to create this setting, some from places like Spain, Germany, Sweden, Canada, Brasil, and the U.S.A. All of their varying perspectives melded together to create a rich setting that, because of its unique origin, has, perhaps, a better chance of being liked by serious roleplayers from all walks of life than any other I can think of. This is a setting created by fantasy role-players for fantasy role-players.

How do you use it? Well, I advise potential players to read the information within the MASTER document to determine wether or not the setting interests them. Then I’d advise the GM of said group of players to read through the entire work. Once this has been accomplished and it is agreed that all parties are interested, the GM will then suffer through a time of converting this setting to their chosen rule system, creatures and PC races requiring the most work (perhaps the second greatest challenge will be choosing what spells each god can grant their clerics/priests according to the spells your rule system provides and the descriptions given of each god). Generally though, once the GM feels he understands the setting, he must single out any complications that may arise between this setting and his/her rule system and fix them to his/her satisfaction. This entire setting, and thus any individual part of it, is, of course, entirely optional and you may make as many copies and changes to its design as you so desire. Remember, this is an experimental setting and unforseen difficulties may arise at first, but I personally feel I could adapt this setting to almost any generic rulesystem imaginable with only minor difficulties. It may be helpful to know that most of your rule system's rules will go completely unchanged. Exceptions to this are rule systems that stray from the "norm" or are inherently specialized to a certain style/type of play. I encourage you to avoid such rule systems when converting this setting.

You shouldn’t have to resort to any AD&D materials to convert this setting as long as you can handle, to your satisfaction, the stats of its creatures and PC races.


I would advise most GM’s to start their players out in the nation of Dalekeeva on the continent of Parmakia. Dalenport has been mapped out and includes descriptions of several places of interest which the PC’s can visit. There is much wilderness within the boundaries of Dalekeeva and plentiful mountains rest just beyond its borders to the south. Just west of Dalekeeva is a highly unsettled peninsula with even more opportunities to explore. The next peninsula to the west is lightly settled by the enemy nation of Mordregga, although many have escaped from the nation proper and settled here. Many pirates and unsavory types have flocked here. Finally, we come to Mordregga itself, the northern peninsula of which contains many forts but less civilized cities and villages than the southern portion of the nation surrounding the capital of Mordregga. The northern peninsula of Mordregga (see LEGENDS) was once inhabited by two great nations whose wars terrorized all of Parmakia and left behind many ruins filled with hidden treasures. North of here is the legendary Ice Desert, an emmense glacier which legend says covers an ancient city of powerful magic once ruled by wizards who in turn ruled the entire world in a forgotten era. Legend has it that the city was destroyed by a terrible ice storm that killed thousands, followed by decrees from the gods themselves forbidding the use of magic not granted by them. High level adventurers will find a tough challenge here. East and south of Dalekeeva lies the enemy nation of Landstrom, which terrorizes the seas from Callipsus to Dalekeeva. Callipsus itself is a rival that few trust, but not an outright enemy, and adventurers can find more challenging adventures here and find passage to Highloria and Kalkland. Deep in the mountains west of Callipsus lies the secret city of Darkhaven, home to renegade wizards. Wizard PC’s will find good company here, but little eslewhere, there profession being so despised. Wizard PC’s will be in constant danger from religious fanatics and will need to work in secrecy to survive. Clerics and priests can be found everywhere and in large numbers. Rivalries between gods, and thus their respective followers can make for much intrigue. Many gods are not welcome in certain areas, including those that support wizards, like Eilorria and Wenvardor, and the darker powers like Malladorian, Udra, and Nalithus. The creatures of Faldinor are many and fantastic in themselves. Faldinor, with the destruction of the lore gathered by the denizens that once inhabited the legendary city now buried beneath the Ice Desert, has a past of which little is known. The libraries of Darkhaven and the lore kept by the elves is great, but difficult to obtain indeed. Whole forgotten civilizations may exist as great ruins in the many and great wildernesses of Faldinor, leaving much to an enterprizing GM’s imagination. Conflicts are easy to find abroad. The nations of Parmakia are currently great in strength and may be looking to expand and conquer their neighbors. The halflings and orcs of Torgodor loath one another and their battles are constant and bloody. Distrust runs rampant between the nations of Liprica and Delanor as well. Elves, Centuars, and the Mysteene are despised for their magical talents. Mysteene and Odissa fight tooth and nail when their numbers mix. Centaurs fear both. The many islands of Faldinor remain mostly uncharted and feared for their legendary inhabitants, the dragon. Much adventure can be found in Faldinor.


I do advise you to copy all of the written material for this setting (except perhaps this text) and any of the maps you will need to refer to immediately. I suggest the B&W world map, the Parmakia map, and the Dalenport map to start with.

If you have any questions concerning this setting or its conversion, just write me by e-mail at the following address:

If you want more information just point and click to my index and download whatever you'd like.