The Chronicles of Erdon
Yur is the land, a sizeable continent, that the barbarian fortunetellers predicted would be found by those barbarians who opted to escape the coming darkness by setting sail – a chaotic, ever-shifting land, wild and untamed; just the challenge for any self-respecting barbarian. At first the barbarian clans had respite from the great darkness swarming Erdlond; even after the goblins’ black-sailed ships arrived on the shores of Yur there was peace for a time. When the darkness swallowing Erdlond spread, and orcs reached the shores on the heels of their goblin predecessors, some barbarians dug in their heels and fought, but many opted to delve further into Yur, hoping that their hardiness would pit them where they could not be reached, and so those who stayed were eventually defeated, as far as anyone knows. Even destroying the only natural bridge spanning the Great Chasm didn’t hold back the tides of foul creatures for too long. Eventually the few remaining barbarian clans moved far enough up into the mountains that only the hardiest orcs dared follow; caught between the orcs and the mountains, the goblins again opted for the mountains, now well accustomed to the barbarians’ withdrawals. But at last the barbarians fought back, drove off the invaders, and build towers and forts to guard their mountain realm – many were the seeds for various hamlets that now dot the mountainscape, and these in turn erect outposts that push back into lands claimed by the foul races. War seems inevitable, not that the barbarians mind, and the days are coming when heroes will be needed to fend off great evil that plagues the lands of Yur.