What Makes Ferella Unique?
Avid RPG players are always looking for new content. We want more tables, more classes, races, stories, just…more. But there’s also a lot out there, so we need to make sure we’re spending our money wisely. This page is here to show you what makes Ferella different from every other RPG setting.

The First Rule of Ferella:
Anything Can Happen on Ferella
New Magic
Wild magic is the soul of Ferella, so much so that its people often overlook simple magics such as the energies infused into nearly every beverage you can buy at a tavern. Divine energies permeate the world and the moontouched spellcasters can trace their roots directly to their gods.
Scope
Most RPG worlds have pantheons upon pantheons of gods, and paladins and clerics call on them for spells. but they are often no more than a tool for acquiring power. Ferellan gods have unique personalities and conflicts that are built into the very fabric of the world.
RP Focus
Ferella is a land of details and rolaplay opportunities. You don’t just walk into a tavern and get a drink, then carry on. When you get your drink, you find yourself inebriated and with…cold resistance? It’s that wild magic. You don’t just get a dragon mount when you become a dragonrider; you get a friend with her own personality. It’s all in the details and the GM.
How It Happened
How did the setting come to be? It’s simple; I loved dragons and I loved stories of the four elements like Avatar: The Last Airbender. I didn’t want to copy anyone, so I made my own elements and my own dragons. Over time, my brother and I developed the worlds of Ferella and Monstoria, playing games as dragonriders and moontouched and developing a complex set of magical rules and lore. Monstoria was his; Ferella was mine. Throughout it all was the one rule; anything can happen on Ferella.


The Principles
So what is the true basis of the Ferella world? I’ve told you what the world looks like and feels like, but what’s at its core? The spirit of Ferella is and always has been that of freedom, belief, and strength. Ferella is where urchins are forged into heroes and tyrants fall, where people transcend the boundaries of the planes and death. Every time I write something in one of my setting books or modules, I take it as a challenge; how can a character break the rule I just wrote?