A crumbling land standing bravely where the river parts, haunted still by the sins of the past.
Once a proud crossroads of trade and revelry, Gorkon now staggers beneath the weight of a thousand tragedies. The skies have darkened. The people have grown quiet—and hungry.
Months have passed since the sandpest plague burned through the population, leaving only a fraction alive. The Battle at the Gates of Duridos is over, yet something evil still lingers beneath the surface.
For newcomers, Gorkon is a land of mystery and danger, where hope flickers dimly in a place that barely remembers peace. For returning players, this is where your choices still echo—your legends remembered… or twisted.
The cure has brought life back to the streets, but not trust. Whispers of conspiracy spread, and many now condemn the dwarves for the brutal lengths they took to contain the plague.
And then there’s Fizzwick.
Once the gnome who helped unite the town, Fizzwick has become a name spoken with unease. He returned to his ill-gotten home—Saburov Manor, now condemned—and for weeks, the townsfolk heard him tinkering. Strange tremors shook the earth. Supplies vanished. He’d come into town for food and medicine, but never spoke of what he was building.
No one has seen him in weeks. And that, more than anything, has the people afraid.
Adventurers, we ask you to enter Saburov Manor. Discover what became of the gnome—and bring peace to Gorkon.