Thornmark: Solo Campaign Lore for D&D Fans
A complete, free campaign setting built for solo play: a fallen empire, a chartered adventurers' guild, nine dangerous places, and the people who haunt them. Tour Thornmark's lore, then recruit a hero and walk into it.
Every great campaign needs a world worth saving, and solo players rarely get one - building a setting is the Game Master's job, and when you play alone there is no Game Master. So we built one for you. Thornmark is a complete campaign setting in the classic fantasy tradition: a fallen empire, a frontier full of ruins, a guild that pays adventurers to walk into them, and a dark thing stirring underneath it all. It ships free with every recruited hero, and the AI dungeon master treats every word of it as canon.
If you've ever loved the feel of a well-worn campaign setting - the tavern where quests begin, the dungeon nobody returns from, the dragon on the mountain - Thornmark was written for you. Here is the province, its nine places, and the people you'll meet there.
The world: a province at the edge of a fallen empire
Thornmark is a frontier province on the edge of the fallen Karthic Empire: a patchwork of walled free towns, deep woods, and ruin-studded hills where the old imperial roads still run straight and no one walks them after dark. Three centuries ago the empire burned in a single night called the Cinderfall. Thornmark survived because it was too poor and too far away to matter. Now it is where the ambitious, the desperate, and the brave come to make a name - because the ruins of the empire are full of gold, and the dark between the ruins is full of teeth.

The Lanternhall holds the province together: a guild of chartered adventurers that anyone may petition to join - sellswords, hedge-wizards, runaway priests, reformed thieves. A charter-bearer carries a small brass lantern-brand, claims salvage rights in any ruin, and owes the guild one part in ten of every haul. It's the engine that turns a lone hero into a legitimate campaign: whoever you play, the charter explains why you're on the road.
Magic came back wrong after the Cinderfall - wizard-craft works, but it flickers near the old scars, and the places where the fire fell are paved in cinder-glass that whispers on cold nights. The gods answer quietly: Solenne of the hearth-light, Morran of roads and luck, Vesper the Dusk Warden who keeps the dead where they are put, and the Green Lady of wild things, who is not prayed to so much as apologized to.
And lately, Vesper's work is coming undone. Graves have begun opening from the inside, and the dead all dig their way out facing the same direction: toward the ruined capital.
Harrowgate, and the captain on its wall
The walled crossroads town at Thornmark's heart, and the place every road ends up: home to the Lanternhall's great hall, a shrine of Solenne whose bells have started ringing on their own, and the best gossip in the province.

Captain Yara Stone commands the town watch. She believes lantern-bearers cause half the trouble they are paid to solve, and she is not entirely wrong - but she pays well and quietly for problems solved without noise inside her walls. Stay on her good side. It's the only side with gates in it.
The Wandering Wyrm, where the guildmistress signs your charter
Harrowgate's great tavern, built around the mounted skull of a wyvern nobody remembers killing. Charters are toasted here, expeditions are hired here, and half the province's troubles start at its long table.

Guildmistress Maren Valen runs the Lanternhall: a one-armed veteran who forgets no one's name and is fair, unsentimental, and impossible to lie to twice. She lost the arm somewhere she refuses to name, and this past year she has been signing new charters faster than ever. She does not say why.
The Sleeping Hills, where the graves open outward
Green barrow-downs east of town where the old kings of Thornmark are buried behind sealed stone doors. The seals are failing. Wights walk the hollows on moonless nights, and barrow-gold pays a charter-bearer's way - if they can keep it.

Brother Edrin, the young priest of Solenne at Harrowgate's shrine, is earnest, frightened, and braver than he looks. His bells ring by themselves at dusk, and he has started keeping a list of the recently buried - and checking it.
The Undervault of Meridan, shut from the inside
The dwarves' lost vault-city, its great doors closed a generation ago by the dwarves themselves - from within. They pay handsomely for any ledger, keepsake, or name brought out of the outer galleries. No one who has gone past the third gate has come back.

Korga Vhalen is the exiled door-warden of Meridan - the only soul who still knows the outer locks, and he drinks to forget what he heard behind the third gate. His forge-work is the finest in the province. His silences are the heaviest.
Mirefen, where the safe path glows
A drowned temple-marsh south of the Greywater, where a sunken god's statue leans out of the black water. Will-o-wisps light the safe paths some nights, and the wrong paths on others. Relic-hunters love it and drown in it in equal measure.

Old Marrow, the ageless halfling broker moored at Harrowgate's river-dock, buys secrets, sells maps, lends coin, and never asks a question twice. Everything in Thornmark is for sale on Marrow's barge except loyalty - which is merely for rent.
The Spindle, and the collector at its door
A leaning wizard's tower a day north of Harrowgate, sealed since the archmage Ondrel vanished. The door asks visitors questions. Lights still burn on the top floor some nights, though no one has entered in forty years.

Corvyn Hale arrived in Harrowgate this year: a soft-spoken collector paying far too much coin for relics of the Cinderfall. He travels with crows, dresses in gray, and no one has ever seen him eat. The Lanternhall has quietly opened a file on him.
The Emberpeaks, taxed by a dragon
The mountain wall on Thornmark's western edge, riddled with old imperial mine roads - and lately, closed ones. The young dragon nesting in the high ruins has begun taxing the passes.

Kazrivex the Cinder-Born is vain, clever, and dangerously bored, with a hoard built almost entirely of imperial coin. He negotiates when flattered, burns when insulted, and remembers both forever.
Karthis-That-Was, where the dead are going
The capital of the empire, far to the west past the peaks: a city of cinder-glass where the Cinderfall struck. Imperial law still forbids entry, though the empire that wrote the law is dust. The last Lanternhall expedition to reach it has not come back.

The Hollow King is a name whispered, never written. They say the last court magus of Karthis - who worked the great spell that became the Cinderfall - sits beneath the glass capital still, and that the dead digging out of Thornmark's graves are answering his call home.
Three hundred years in four beats
The empire gave the land three centuries of order: straight roads, standing legions, colleges of magi. Then came the Cinderfall, 307 years ago - the court magi attempted the Last Working, a spell whose purpose is still argued over (some say they meant to chain a dying star; others, that they meant to cheat death itself), and the capital burned in a single night. Glass rained for a season. Two centuries of Silent Years followed - plague, closed gates, wilds taking the roads back - until the merchants and veteran soldiers of Harrowgate founded the Lanternhall under the Lantern Charter, 122 years ago, to map the ruins and put coin back in motion.
And now, the Stirring: barrow doors found open from the inside. Shrine bells ringing without hands. A dragon descending to tax the passes. A gray collector and his crows. An expedition to the glass capital, a season overdue. And Guildmistress Valen signing new charters faster than ever, without saying why.
One of those charters has your name on it.
Continue your saga
Thornmark isn't a wiki to read - it's a place to play. Every location and character above ships with the six recruitable heroes as an authoritative world reference: the AI dungeon master narrates within this canon, casts these people into your scenes, and lets your choices decide what the Stirring becomes.
Start with Recruit a Hero, Skip Session Zero to claim a campaign-ready hero for free - a fighter, ranger, wizard, rogue, cleric, or warlock, each with their own stake in the events above - or head straight to recruiting your hero and take the west road out of Harrowgate yourself.
Cheers,
The LiveTale Team
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