Aeramis, compared to our world, is one of constant danger. Werewolves prowl the countryside, vampires rule the night, ghosts and undead rise from graves to drag the living to their […]
We rejoin our party in the midst of their battle with the gnolls, attempting to save the life of a unicorn. Not long after they rendezvous with a few old friends, and then make a new one on the outskirts of the Eldorani Crater.
Still six days from their destination of Elcott our party discovers a remnant of the elves’ dark past, hidden deep in the Weald. After learning about the larger inhabitants of the forest they come to the banks of the Calénduín, and from there discover a wickedly dark plot currently in progress.
Hoping to reach Elcott by the fastest overland route possible, our party has ventured into the Weald, the territory controlled by Aeramis’ elven population. Despite the elves the sylvan forest is large and full of dangers, and our heroes soon find that even with a ranger and a druid, this will not be a leisurely stroll through the woods.
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.
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 […]
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 […]
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.
Some years ago I decided I wanted to design my own homebrew setting for Dungeons and Dragons; a world where all the future campaigns that I run would take place. There […]