Our party faces down the manticore of the Ghost Woods, and in the process discover that their contract had a much more grizzly origin than they had ever realized.
The four people who read this blog may have noticed something interesting; the title and url have changed. This might not come as a surprise to most people; Critical Shit, while a unique name that has some history with my friend group, is perhaps not the best title for a website to be throwing around. […]
Continuing my series on Aeramis and its worldbuilding, we come to magic. Truthfully, magic on Aeramis is not all together that different from what is presented in the 5th Edition Player’s Handbook. However, there are a few personal twists and adjustments to certain ideas, and specific details that probably don’t matter to anyone but myself. I […]
Let’s get one thing out of the way; I’m not Tolkien and I don’t think I am. Hell, this post may be absolute dribble and any connoisseur of fantasy and worldbuilding will laugh at it. But I want a mythology for Aeramis, one that wasn’t exactly the same as the common D&D mythos. Nothing wrong […]
So begins the legend of the Nacre Amulet. Our heroes, monster hunters and slayers of evil, have begun their journey in the mid-west of Aerlon. Hearing rumors of a monster slaying contract near the Ghost Woods, the four are journeying east to the logging settlement of Farewyr.