Wednesday, March 18, 2026

The Forgotten Realms
The Time of Troubles & Era of Upheaval
Inspired By Ed Greenwood

In the year 1340 DR, known as the Year of the Bow, the world of Toril is a place of ancient, suffocating beauty and ever-present dread. Beyond the flickering torchlight of civilization, the Forgotten Realms are a graveyard of fallen empires, where the bones of forgotten gods and the ruins of once-great kingdoms like Netheril lie buried beneath the shifting sands and tangled forests.

In this era, the high-magic wonders of the past have curdled into dangerous relics, and the shadow of the Underdark feels closer than ever as the drow Drizzt Do’Urden first ventures into the blinding light of the surface world.

The Dessarin Valley serves as a deceptive sanctuary, a "Gateway to the North" that is more of a funnel for the cold winds of the Savage Frontier. Hemmed in by the jagged Sword Mountains to the west and the primordial, light-drinking canopy of the High Forest to the east, the valley is a vast expanse of fertile but lonely land. Here, the silver ribbon of the Dessarin River flows through a landscape littered with the "Haunted Keeps"—shattered remains of the Knights of the Silver Horn who failed to hold back the tide of darkness centuries ago.

At the heart of this valley sits Westbridge, a small, wind-battered village that clings to the intersection of the Long Road and the Stone Trail. In 1340 DR, it is a town of mud-slicked streets and low-slung stone buildings, dominated by the ambitious shadow of the halfling merchant Ghaliver Longstocking. The air here smells of damp wool and woodsmoke, and the locals are a hard, quiet folk who know better than to look too long toward the nearby Kryptgarden Forest, where things that should be dead are often seen moving amongst the trees.

Westbridge's isolation is its only true defense, but even that is failing as rumors of a cult worshipping Tharizdun stir in the south and the Cult of the Dragon clashes with Sembian forces on distant rivers. The town's few comforts—the cozy hearth of the Happy Halfling inn or the strong, bitter ales of the Westbridge Brewers—feel like thin shields against the encroaching gloom. Travellers arrive with pale faces, telling of "strange graves" found by shepherds in the Sumber Hills and caravan guards who vanished between one campfire and the next.

To the south, the village of Red Larch serves as a bustling, nervous crossroads where secrets are traded as often as grain. In 1340 DR, it is a town of hidden agendas, where the wealthy and the desperate alike gather at the Swinging Sword to whisper of the "Believers" and the ancient, stone-buried mysteries that pulse beneath the valley's soil. The town’s stone quarries offer a brutal livelihood, but the deeper they dig, the more they risk unearthing the long-buried architectural nightmares of the dwarven kingdom of Besilmer.

To the north, the town of Triboar stands as a fortified ranching hub, a place of iron-willed law and constant vigilance. It is the last major stop before the truly wild North, and its rangers spend more time hunting hill giants and orc scouting parties than they do tending to herds. In this year, the tension in Triboar is palpable; the usual rivalries with neighboring settlements are being replaced by a shared, unspoken dread as the winters grow harsher and the wolves grow larger and more intelligent.

Further east, the Stone Bridge—a massive, two-mile-long dwarven engineering marvel—arcs over the Dessarin River like a fossilized spine. This ancient landmark, built by the dwarves of Besilmer, is a site of both awe and terror; it is said that to cross it at night is to invite the gaze of the Elder Eye or worse. Nearby, the Bargewright Inn sits like a vulture on the river’s edge, its walls thick with the grime of a thousand desperate travellers and the schemes of the Zhentarim.

This is the Dessarin Valley of 1340 DR: a land of "old bones" where the past refuses to stay buried. From the fortified gardens of Goldenfields to the giant-harassed ranches of Beliard, every settlement is an island in a sea of encroaching shadow. As the year of the bow begins, the people of the notable settlements lock their doors and pray to gods who may be too busy elsewhere, for they know that in the Realms, the "forgotten" things have a way of remembering who once walked their halls.

Saturday, February 14, 2026

The Racism Behind WotC/Hasbro
The Time of Troubles & Era of Upheaval
Inspired By Ed Greenwood

This guy touched on a lot of stuff he pulled from Twitter and one thing I want to make clear, all of these people I am about to highlight are affiliated with Hasbro/WotC in one form or another . . . some are editors, writers, executives and content creators. They publically say stuff that is pure racist and WotC/Hasbro lets them get away with it, and as a matter of fact Hasbro/WotC does its best to go along with these people and what they say. It's disgusting and embarrassing.

It's bad enough with how WotC/Hasbro tried to redo the OGL to screw everyone over, sure they backed down but only because the entire community rose up against them and forced them to back down. It's just sad how this game has went down the toilet. These are just a few of the tweets that were found on Twitter. Dominique Dickey posted a couple of tweets here and here. How much of a racist can someone be?

Then you have Sadie Lowrie who assisted as a writer for Call of the Netherdeep making tweets like this. I send her a tweet asking her about her tweet and this is the reply I got from her. Instead of explaining herself, she blocks me. Typical racist hiding from what she has done. The exact same thing happened with Sarah Madsen . . . when I sent her a tweet about these tweets that she made and I got another reply just like I got from Sadie Lowry.

Lets look at Makenzie De Armas with her tweet or how the one and only Christopher Perkins tweeted this and to think, it pretty much all started with this from Kyle Brinks. Now the latest news is WotC is saying they are removing the Half Elf and Half Orc races or half ANYTHING from D&D because it's racist. It's just gotten out of control. I have been playing Dungeons & Dragons since it was called Basic D&D, hell . . . even before Basic, back when it was called Chain Mail and I've never been this dusgusted with a game, it's people and it's company than I am right now.

Sure, myself and my group had originally planned to get into 5th edition D&D — until now. With that being said, I want to make one thing perfectly clear, I'll never buy another product from WotC. You know, back when we played classic Dungeons & Dragons, we didn't have all this drama, it was all about the game and we had one community that stuck together. It's simply not like that anymore. This game is a mess. We are now 100% an Old-School Essentials group.

Wednesday, February 4, 2026

Ready, Set, Go!
The Time of Troubles & Era of Upheaval
Inspired By Ed Greenwood

I have some things that I would like to touch on with those of you that are first time readers on this blog. The first thing that I kind of want to get into is what many call the "Matt Mercer Effect". I think one thing we all can agree on is Matthew Mercer is ranked in the top level of Dungeon Masters.

The man knows his stuff, but it isn't just about Matthew, his players bring a huge part of what makes Critical Role special to the table. To quote an old saying ... "it takes two to tango", or in this case, it takes a Dungeon Master and a group of players to make a game special.

One thing I very much want to emphasize on is "I am not Matthew Mercer" and if you expect me as a Dungeon Master to be like Matthew Mercer then I would say "go find you another campaign to follow" because I am not on his level, nor will I even try to be and to be perfectly honest I am not sure if the world has a Dungeon Master that even comes close to his level of story telling "well maybe but I have yet to see one". I try to run a good game where my players have a good time (plain and simple) and in the past my players have all had a great time so I guess I am doing something right. Critical Role is a staged game, with some scripting involved - Matthew and his players are all voice actors. When you watch his campaigns, this is not what Dungeon & Dragon games are really like. His campaigns are strictly constructed to bring entertainment to his viewers. We have always ran classic 1st edition AD&D and up until recently when we jumped into 5th edtion "huge mistake", but . . . things have changed that have sent us back to classic, specifically . . . a "slightly modified" Old-School Essentials system that you will read about above in another post.

This campaign will have a set of house rules in affect that will be imported into our "slightly modified" Old-School Essentials system, not many but a few. They are pretty generic and can be applied to pretty much any edition.

Anyone that might think they are interested in joining us in future games should check this page out and everything about the campaign we are currently playing will be located on this page. Stay tuned, much much more is coming!