Friday, December 26, 2025
Thursday, October 2, 2025
The River Surbrin is one of the great water arteries of the North in the Forgotten Realms setting, flowing south from the icy glaciers of the Spine of the World mountain range. Its frigid, clear waters cut a swift and steady path through the rocky terrain, running alongside the eastern edge of the mountains and past the fabled dwarven stronghold of Mithral Hall. The river is a vital, though hazardous, thoroughfare in the untamed Savage Frontier region.
The Surbrin Valley forms the core of a sprawling, rugged area once entirely claimed by the short-lived but powerful Kingdom of Many-Arrows, an orc realm that rose to prominence in the late 14th century DR. The river itself acts as the primary landmark in a valley flanked by the Moonwood to the east and the Frost Hills to the west. This region saw significant conflict during the War of the Silver Marches, where dwarven forces under King Bruenor Battlehammer retook a crucial bridge across the Surbrin from orc forces, a turning point in the war.
As it flows south, the Surbrin is joined by several other notable waterways, including the River Rauvin, the Laughingflow, the Goblintide River, and the small Horn Stream, collecting the runoff from the Evermoors. This confluence of rivers makes the area surrounding the Surbrin a complex network of water travel, although the upper reaches remain remote and highly dangerous due to frequent ambushes by orcs and barbarians along the banks.The river is relatively broad, typically ranging from 60 to 80 feet across, flowing swiftly over a bed of pebbles and stone. The current is strong, a result of its glacial origins, making upstream travel difficult; barges are often towed by mules or horses along the shore when heading north. Despite the cold and speed, the river is teeming with life, including various fish, rock eels, and turtles, providing plentiful fishing for the nearby settlements.
Several key settlements have historically dotted its banks. The now-ruined frontier city of Nesmé once sat on the eastern side, protected by a fortified bridge leading to a stronghold of the Riders of Nesmé. Further south, the major city of Yartar thrives at the confluence of the Surbrin and the larger River Dessarin, a bustling mercantile hub known as the "City of Barges".
For adventurers, the River Surbrin represents a critical but perilous lifeline of the North. It is a boundary between civilized lands and untamed wilderness, offering passage to remote areas like Silverymoon and the Spine of the World. The river holds many secrets, not least of which is the drow capital of Menzoberranzan which lies in the Underdark directly beneath one point along its length.
Wednesday, October 1, 2025
Jundar’s Pass is a historic and rugged trail winding through the heart of the Dessarin Valley in the Savage Frontier. It serves as a vital artery for travelers moving between the quiet village of Beliard in the south and the remote landmark of Calling Horns to the north. Unlike the well-guarded Long Road, this pass offers a more secluded, albeit dangerous, journey through the rolling Dessarin Hills, where the landscape is a mix of ancient ruins and untamed wilderness.
The geography of the pass is defined by its strategic crossing of the River Dessarin at a location known as Dead Horse Ford. This seasonal crossing, situated east of Yartar, earned its name from a legendary battle in which the hero Destril Longtracker supposedly had three horses slain beneath him.
During dry months, the ford is a shallow, stony passage, but it can become a treacherous torrent during the spring thaw, forcing travelers to wait or seek alternative routes.
One of the most notable landmarks along the trail is the Talntower, a massive stone promontory located roughly 50 miles north of Beliard. Rising 70 feet above the pass, this rugged cliff face is more than just a geological feature; it houses an ancient dwarven waterworks system that remains operational to this day. Travelers often stop here to use the spring-fed reservoir and collecting pools to water their animals and replenish their own supplies. The Talntower is also steeped in local superstition, as many believe it is home to a whispering oracle. Legends say a spirit or god manifests within the main cave, speaking in a raspy voice to those who leave appropriate offerings on the floor or stone seats. This oracle is known for delivering cryptic warnings and prophecies about the rise and fall of kingdoms, making the tower a site of both utility and mystery for those brave enough to enter.
Further along the pass stands Jundar’s Hill, a prominent landmark at the northern edge of the Dessarin Hills. The hill overlooks Jundar’s Vale, a small valley that once held a sheltered village before it was tragically razed by Zhentarim soldiers in the late 14th century DR. Today, only weathered stone foundations remain, serving as a somber reminder of the lawlessness that can sometimes sweep through this "Gateway to the North".
Traveling through Jundar’s Pass requires constant vigilance, as the surrounding hills are known habitats for orcs, ogres, and even manticores. While the pass provides a shortcut to locations like the Stone Bridge and the High Forest, the lack of official patrols means adventurers and merchants must often fend for themselves. Its blend of natural beauty, ancient dwarven engineering, and lingering ghosts makes it one of the most evocative routes in the North.
Tuesday, September 23, 2025
The track you’ve been following winds down from the pass and opens up into a scene of surprising tranquility. Beliard is nestled here, a rare jewel of greenery in the rugged Dessarin Valley. Perched where the Dessarin Road meets the Stone Trail, it’s a working market-moot for the hardy cattle ranchers of the North. Forget dusty outposts; Beliard is canopied by trees, offering a welcome shade that makes it one of the most pleasant stopping points in the entire region.
At the very heart of the settlement, life moves around a central public well and a large, clear pond. You watch as drovers lead their harnessed horses and oxen into the shallows, bathing them and driving off the persistent flies of the road.
The scent here is a mix of damp earth and livestock, blending with the sharp, clean aroma of the surrounding orchards. It’s a peaceful symphony that almost makes you forget the lurking dangers of the nearby Sumber Hills.
The village’s defining landmark towers slightly above the other structures: the Watchful Knight, a sprawling, venerable inn. It's run by Neshor Fleurdin, a retired dwarven warrior whose inn is now famous less for the missing helmed horror it's named after, and more for the crude but charming landscape paintings he gifts to his guests. The hearth within is the pulse of the community, a gathering place where news from the Sword Coast is traded for local tales of giant sightings.Beliard runs on practicality and grit. You can hear the reliable clang of the blacksmith's hammer and catch the pungent odor of the local tanner. This is a place for expert horse dealers and trainers like Trelduth Halamar. Secure, stone-walled warehouses speak to a serious business sense. If you were here on a Tensday, this central square would be bustling, transforming into a marketplace drawing folk from homesteads all around to trade high-quality leathers and sturdy mounts.
A subtle edge of vigilance underpins the peace. In recent years, a significant number of retired mercenaries from Waterdeep have chosen Beliard as their quiet resting place. You might spot a few of these seasoned veterans patrolling the streets or taking a quiet drink at the inn. Their presence acts as a silent deterrent to the brigands that plague Jundar's Pass, making this one of the safest spots east of the Stone Bridge, though they remain wary of the strange "aerial knights" sometimes whispered about in local lore.
Shadows of mystery still cling to the village’s past, most notably the unexplained disappearance of a Mirabar delegation last seen here some time ago. Rumors of buried treasure, tucked behind chimney stones or deep in cellars, still persist, fueling the curiosity of passing adventurers. Yet, for all its secrets, Beliard stands firm as a resilient sanctuary of green boughs and sturdy stone, holding strong against the shifting tides of the North.
Notable Locations
• The Watchful Knight
• Mhilshoun’s Stronghouses
• Halamar’s Horses
Monday, September 22, 2025
The Watchful Knight is the most prominent and popular inn in the settlement of Beliard, a large establishment built of sturdy, dark grey stone with a thick, rough-hewn timber frame. Its design blends fortification with functionality, featuring high arched stone ceilings and large flagstone floors that are well-worn from generations of foot traffic. The interior atmosphere is warm, illuminated by oil lamps and a few flickering chandeliers that cast dramatic light and shadow across the expansive common room.
The ground floor hosts numerous round wooden tables and chairs, designed to accommodate the steady flow of drovers, ranchers, and travelers moving through the Dessarin Valley. A substantial bar built into a stone alcove serves as the hub of activity, where patrons can purchase a variety of drinks. A mezzanine level, accessed via a stone staircase, provides access to over forty guest rooms located on the second floor.
The inn is owned and operated by Neshor Fleurdin, a retired dwarven warrior. Neshor adds a unique personal touch to the inn's decor; several of the pictures hanging on the stone walls are crude, charming landscape paintings he created himself. These simple artworks provide a contrast to the rugged, functional nature of the building.Historically, the inn's name derives from a non-functional suit of helmed horror armor that once stood in the common room. This mysterious relic vanished years ago, leaving only the legend behind. This history contributes to the inn's reputation as a place of intrigue and local lore.
The Watchful Knight serves as a vital social and commercial center for Beliard. It is where news from the broader Sword Coast is exchanged with local information regarding everything from cattle prices to giant sightings in the Sumber Hills. Its presence is essential to the community's function as a market-moot and a safe haven along the Stone Trail.
Overall, the establishment is known for its resilience and hospitality, offering security and comfort to those traversing the North. It stands as a reliable, if rugged, sanctuary of stone and wood in an often unpredictable region of the Forgotten Realms.
BREAKFAST MEALS
Rye Bread with Butter: 10cp
Roasted Root Vegetables: 8cp
Duck Eggs: 1sp
Hearty Porridge: 8cp
Quail Eggs: 1sp
Hard Cheese & Apple Slices: 10cp
Boar Sausages: 1sp
AFTERNOON MEALS
Rabbit Pie: 2sp
Venison Steak: 2sp
Beef and Barley Stew: 3sp
Mutton and Turnip Stew: 3sp
Leek, Chicken & Onion Soup: 1sp
Pork Stew: 1sp
Mutton Chops (with all the trimmings): 2sp
Smoked Eel: 1sp
Herb Sausages: 1sp
Stuffed Cabbage Rolls: 2sp
Stuffed River Perch: 1sp
Rabbit and Mushroom Pie: 3sp
Stuffed Quail: 2sp
Roast Chicken with Herbs: 2sp
Roast Duck: 2sp
Cheese rolls with a Filling of Herbs, Onions and Vegetables: 6cp
Smoked Eel Salad: 12cp
Mushroom Stuffed Onions: 5cp
Roast Pork with Blackberry Sauce: 1sp
DESERTS
Blackberry Pie: 1sp
Neshor's Spiced Berry Cobbler: 1sp
BEVERAGES
Apple Cider: 2sp
Cloudberry Lemonade: 5cp
Sheep Milk: 2cp
Mead: 2sp
Brandy: 12cp
Strong Hillside Tea: 2cp
Raspberry Juice: 5cp
Ale: 8cp
TRAVEL RATIONS
Dried & Smoked Meat, Goat Cheese, Dried Berries, Oats and Honey (wrapped in waxed paper): 5sp
The upper rooms are very clean, and all of the rooms are heated. Each room has a fine bed, many covers & blankets, a wash stand, chamber pot, towel, pegs for garments, and several chairs and stools.
ROOM NIGHTLY PRICES
Guest Room 5sp
Sunday, September 21, 2025
Tuesday, September 9, 2025
Mhilshoun’s Stronghouses are a cluster of six sturdy, low-slung stone structures situated slightly apart from the main flow of traffic in Beliard. These buildings are constructed for permanence and security, their thick, gray walls suggesting a serious intent to protect valuable goods. The complex is surrounded by a low, well-maintained stone wall, giving it the appearance of a secure compound rather than a typical commercial operation.
The atmosphere around the stronghouses is one of industry and caution. Well-armed guards, clearly veterans of some conflict, patrol the perimeter and the immediate vicinity. These are Inkanar Mhilshoun’s men, a quiet but watchful presence that contributes significantly to Beliard's overall safety, making it one of the safest stopping points in the region. This security is essential given the potential value of the trade goods passing through the Dessarin Valley.
Amidst this cluster of secure storage facilities, a single building near the front serves a vital dual purpose. This specific structure functions as the village's primary general store, a practical hub for obtaining everyday needs that might not be available from the specialty tanner or smith in town. The focus of this specific building is purely on utility and survival.Inside the general store portion, shelves line the stone walls, stocked with the essentials of frontier life. Travelers and locals can find standard adventuring gear here: rope, rations, basic lamp oil, simple clothing, and a limited selection of non-magical tools or basic weapons. The inventory is curated based on what the road-weary travelers and local inhabitants most often require.
Inkanar Mhilshoun himself is a pragmatic and efficient man who oversees all operations. His business is integrated into the community’s overall watchfulness, as his guards help to maintain the peace alongside the retired Waterdeep mercenaries. This collaboration between private enterprise and community defense makes the stronghouses a cornerstone of Beliard's resilience.
Whether a merchant needing secure storage for a valuable shipment of Mirabar goods or an adventurer needing to stock up on basic supplies before venturing into the Sumber Hills, Mhilshoun's Stronghouses provide a vital service. They are the dependable infrastructure that allows Beliard’s market-moot to thrive, a testament to the practical, gritty nature of life in the North.
GENERAL SUPPLIES & TOOLS
Rope, hempen (50 feet): 1sp
Lamp oil (1 pint flask): 1cp
Lantern, common: 5sp
Torches (per 5): 5cp
Flint and Steel: 1sp
Waterskin: 2cp
Blanket, common: 5cp
Soap (per bar): 2cp
Candles (per 5): 1cp
Pouch or Belt Pouch: 5cp
Backpack: 2sp
Tent, two-person: 2gp
RATIONS & DRY GOODS
Standard Rations (1 day supply): 5cp
Flour (per pound): 1cp
Salt Pork (per pound): 3cp
Dried Beans (per pound): 1cp
Hardtack (per bag): 3cp
CLOTHING & ARMOR
Common clothes: 5sp
Traveler's clothes: 1gp
Worker’s outfit: 2sp
Leather armor (basic set): 10gp (Limited stock)
WEAPONS & DEFENSE (Limited Stock)
Dagger: 2sp
Club: 1cp
Quarterstaff: 2cp
Sling: 1cp
Sling bullets (per 20): 1cp
Monday, September 8, 2025
The Dessarin Valley, also known as the Gateway to the North by its residents, is a valley region situated between the Sword Mountains and the High Forest. It is home to a diverse range of folk, although most inhabitants are either humans or halflings. The main industry of the Dessarin Valley is agriculture, and Goldenfields played a large part in the agricultural economy of the North.
The Dessarin is unlike the rest of the Savage Frontier. While it is largely unsettled, comprising many scattered, remote villages and farmsteads, the valley is much safer than the surrounding area had been in years past.
The region of the Dessarin Valley is bordered on the east by the High Forest and the Forlorn Hills, and on the west by the Long Road. The valley is named for the great River Dessarin, that flows from the Evermoors in the Savage Frontier, to the Sea of Swords just south of Waterdeep. It is fed by a number of tributaries, including the River Surbrin, Horn Stream, and Gaustar's Creek.
In −4420 DR, the shield dwarf kingdom of Besilmer was founded. Besilmer was a very atypical dwarf kingdom, built above ground with fields and pastures to support it. For years, Besilmer flourished but then fell under attack by giants and trolls. This led to the construction of Tyar-Besil, an underground city. Besilmer fell a century after its construction. Ruins from the kingdom still stood as late as the 15th century DR, most notably the Stone Bridge that spanned the Dessarin River; and, although in poor condition, the ruins known as the Halls of the Hunting Axe.In the Year of the Raised Sword, 893 DR, the Knights of the Silver Horn discovered the ruins of Tyar-Besil. The knights set up strongholds in the ruins but came under attack by Uruth Ukrypt. This led to Dessarin Valley being dragged into the Orcfastings War, and the First and Second Trollwars. By the Year of the Circling Vulture, 942 DR, all signs of human civilization had been wiped out.
In the Year of the Forbidden Tome, 949 DR, the lower area of the valley was the location of a fallen manor for the Schooled, students taught by Magister Caldauvur Maerglauthyn until his death in the same year and at the same manor.
Around the Year of the Wailing Winds, 1000 DR, following the expansion of Waterdeep, a few small villages started to develop. This led to the founding of Red Larch, Yartar, and Triboar.
Settlements
• Westbridge
• Beliard
Notable Locations
• Jundar's Pass
• The High Forest
• The River Dessarin
• The Westwood
• Sumber Hills
• The Horn Stream
• Kryptgarden Forest
• The Stone Trail
• Sword Mountains
• Dessarin Hills
• Black Maw Bog
• River Surbrin
• Forlorn Hills
• The Long Road
Sunday, September 7, 2025
The halls were constructed of stone with arched walls, and once contained windows consisting of coloured mosaics. They featured gardens and a moat. As of 1368 DR, the smashed shards of coloured glass were popular for use in making bottles.
The Dwarven Dungeons extended under the Dessarin Hills and contained many levels that went deep beneath the surface. The Dwarven Dungeons once served as the primary home for the dwarves of Besilmer and was a massive thoroughfare of halls, shops, and homes. The Dungeons is said to have many complex locks and hidden doors that guard more valuable treasure against the scavengers that ruled the ruins after the fall. The underground complex consists of the Main Halls and the Deep Halls, which laid 85 steps deeper down.
Saturday, September 6, 2025
The Forlorn Hills is a hilly region in northwest Faerûn between the Dessarin Valley and the Delimbiyr Vale. The hills were once the center of the ancient shield dwarven kingdom of Dardath—one of the three kingdoms in Phalorm, the Realm of Three Crowns—and were then called the Dark Hills.
After the triumvirate collapsed in the Year of the Lamia's Kiss, 615 DR, the Dark Hills became known as the Fallen Hills or, more commonly, the Forlorn Hills. The people of Athalantar called them the Horn Hills. Some folks mistakenly called them the Sword Hills, confusing them with a smaller range of hills on the south bank of the Delimbiyr.
The Forlorn Hills are located east of Ardeep Forest, across the swath of open land that contained the House of Stone and was once the realm of Elembar. To the south is the Delimbiyr Vale and the River Delimbiyr. The Iron Road runs southeast from Womford, skirting the northern edge of the Hills, until it reaches the village of Uluvin on the eastern edge. The town of Secomber is farther to the southeast. To the northeast is the High Forest and to the northwest is Gaustar's Creek, a tributary of the River Dessarin.The Forlorn Hills were once part of the great forest that included Ardeep Forest, but dwarves cleared portions of it and then later humans from Athalantar put the western side of the Hills (known as the Halangorn Forest) to the torch in an effort to drive the remaining elves away from lands they wished to claim. The hollows between the hills were often in the shadow of the surrounding peaks and thick mists typically obscured vision until highsun.
By the time of Phalorm, the landscape was stony and the hills were isolated in places. The line of hills that formed the northern border of the area were known as the Watchers of the North. There is a high ridge that arcs through a portion of the Hills near the center. It is here that the mansion known as the House of Taeros once stood before it and part of the ridge were destroyed in a spellbattle around the end of the 6th century DR, leaving behind the ruin known as the Crumbling Stair.
Wednesday, August 27, 2025
Halamar’s Horses is a bustling stable and horse dealing operation situated prominently on the eastern edge of Beliard, strategically positioned near where the roads lead toward Jundar's Pass and the wider valley. The business is identifiable by the large paddocks and well-maintained fences that surround a series of sturdy, functional barn structures. The constant whinnying of horses and the lively energy of stable hands give the area a vibrant, purposeful atmosphere.
The primary function of the establishment is commerce related to equine transport. They specialize in a trade cycle: buying tired, road-weary horses from travelers arriving from long journeys, providing them rest and care, and simultaneously selling fresh, well-cared-for animals to those about to set out. This service is crucial for anyone planning long-distance travel in the Forgotten Realms North.
The quality of the livestock is a point of pride for the business. Halamar’s reputation is built on providing strong, healthy horses that are reliable for the rugged terrain of the Dessarin Valley and beyond. The animals are clearly well-maintained, a stark contrast to some of the neglected beasts found at less reputable dealers in other settlements.Beyond simple buying and selling, Halamar’s also offers specialized services. They are known to provide basic horse training and even offer warhorse training at what are considered fair and reasonable prices. This supplementary service attracts a more specific clientele, including retired mercenaries and local militia who need mounts capable of handling dangerous situations.
The operation is managed by the energetic Trelduth Halamar, a figure well-known within Beliard for his expertise and fair dealing. He runs a tight ship, ensuring efficiency and quality control across his enterprise. His knowledge of horseflesh is legendary in the area, making him the go-to authority for all things equestrian in the settlement.
Halamar’s Horses is an indispensable part of Beliard’s identity as a market-moot and secure stopping point. It is a cornerstone of the local economy, facilitating the movement of people and goods, and ensuring that travelers are equipped with reliable mounts for the sometimes perilous journeys through the Sumber Hills region.
Sunday, August 24, 2025
The trail peters out into a choked vein of grey silt and jagged shale as you ascend into the most desolate reaches of the Sumber Hills. Here, the vibrant greens of the valley are replaced by a suffocating palette of ash and bruised purple, where stunted trees claw at the sky like the skeletal fingers of the unburied. The air grows heavy, thick with the metallic tang of old blood and the static hum of dead magic, a lingering sickness left behind by the wizard’s final, catastrophic failure.
Crowning a jagged precipice stands the Tower of Zenopus, or what remains of it—a broken tooth of blackened stone biting into the gloom. The upper tiers are gone, scoured away by catapult fire and arcane backlash, leaving a jagged stump that leaks a faint, sickly green luminescence into the mist. It is a monument to hubris, a splinter of shadow that seems to absorb the sunlight, casting a chill that seeps through armor and bites deep into the marrow of the bone.
The ground surrounding the ruin is a graveyard of architectural ambition, littered with shattered gargoyles and melted glass that once formed the wizard’s grand observatory.
Nothing grows within a hundred paces of the foundation; the soil itself is scorched and sour, stained by the emerald flames that allegedly consumed the master of the house fifty years ago. To walk these grounds is to feel the weight of a thousand unseen eyes peering from the cracks in the masonry, a sensation of being watched by something that has forgotten how to die. At the center of the debris, a gaping maw in the earth serves as the only entrance—the collapsed spiral staircase leading down into the vaulted cellars.From this throat, a rhythmic, wet sound echoes upward, like the steady pulse of a failing heart or the slow drip of ichor onto cold stone. The darkness within is absolute, a predatory gloom that seems to swallow the light of torches, smelling of salt, wet fur, and the cloying sweetness of ancient decay.
As you descend, the masonry changes from the wizard’s precise work to a much older, more primitive stonework. It is whispered in Beliard that Zenopus did not build his tower on empty land, but atop the ruins of an unnamed, antediluvian city. The walls here are etched with disturbing glyphs that seem to shift when viewed in the periphery, hinting at a geometry that should not exist in a sane world, suggesting the wizard was digging for something far more dangerous than mere gold.
The silence of the depths is punctuated by the skittering of monstrous vermin and the distant, rhythmic chanting of those who now call these ruins home. Strange, blue-tinted fungi cling to the damp ceilings, casting a spectral glow on the puddles of brackish water that collect in the uneven floors. Here, the boundary between the Material Plane and the Shadowfell feels dangerously thin, as if the very stones are mourning the atrocities committed in the name of Zenopus’s research. Deeper still, the air turns frigid, carrying the low moan of the wind as it whistles through sea caves far below the hills.
This is no mere basement; it is a labyrinthine tomb of secrets, where the restless spirits of the wizard’s apprentices are said to wander, their souls bound to the site by the same emerald fire that charred their flesh. Every shadow cast by your lantern feels like a physical weight, a presence pressing against your mind, urging you to turn back before the mountain claims you as well.
You stand now upon the threshold of the inner sanctum, where the floor is slick with a substance that looks suspiciously like congealed shadow. Ahead, the darkness thickens into a tangible veil, and from the abyss comes a voice—not a sound, but a vibration in the skull—whispering a name you recognize.
The Ruins of Zenopus have waited half a century for fresh blood to stir the embers of their dormant malice, and as you step forward, the mountain seems to exhale in hungry anticipation.
Wednesday, August 20, 2025
Before I get into this, I am sure I will be vastly outnumbered by all the little critters that worship Critical Role and I'm ok with that. I started watching Critical Role during Campaign One but due to work it was hard to stay with due to lack of time. I endured the Tiberius Stormwind episodes where Orion Acaba nearly pushed me away from them with his stupidty and eventually got to around the halfway point of the first campaign.
By the time I got the first half of Campaign One watched I was starting to get a little burnt out and Campaign Two had started so I started watching the second campaign and got to a little before the half way point of this campaign as well. One thing I started seeing in both of these campaign was the amount of B-Rated acting going on.
Sure, I get it, they were trying to put on a show for the audience but still, it was just cringe to watch at times. It got to the point where I just stopped watching them all together. I simply was not feeling it anymore. The Vox Machina released as a series which I've watched in its entirety and I am probably watching the Mighty Nein when it releases.I don't see the animations as a D&D show, they are more like a regular animation to me and I'll admit, Vox Machina was a fun watch as I am sure the Mighty Nein will be. The D&D live plays however "for me" are just not feeling like Dungeons & Dragons any more.
While I refuse to play 5th edition, "some" live plays are "ok" to watch but Critical Role "imho" has lost its way. It doesn't even feel like D&D any more, it is more like them being B-Rated actors acting out a script. I still adore Laura Bailey, I mean, how could you not? Marisha Ray's acting just makes my skin crawl lol.
I've watch clips from Campaign 3 and I can see how they have changed for the worse, it's not even about the TTRPG experience any longer, it's more about bad acting and money. I don't hate them or anything, I am just not interested in them like I was at the beginning. I still wish them all the best of luck though.
Tuesday, August 19, 2025
Saturday, August 16, 2025
Stone Bridge is a bridge located along the River Dessarin, connecting Red Larch and the Long Road via the Stone Trail to Beliard on Jundar's Pass, and the High Forest. The bridge, which is also a temple to Moradin, is a single arch, 2 miles (3.2 kilometers) in length and 400 feet (120 meters) in height, made of granite, roughly six paces wide, with no railings or barriers. It was originally built to connect the two halves of the realm of Besilmer, and was wide enough to cope with the broadest flow of the river in times of flooding.
Stone Bridge was originally constructed to link the ancient Halls of the Hunting Axe to another long-lost dwarfhold. The bridge was the site of a fight between Torhild Flametongue, founder of the dwarven realm of Besilmer, and a hill giant, resulting in Torhild's death.
During the final days of the Ironstar clan of dwarves, their king, Daurvos Frostbeard, was cut down on the bridge by orcs while the clan was attempting to flee south. While mortally wounded, he cried to Moradin for aid and died. Moradin's avatar, a 20‑foot-high (6.1‑meter) armored dwarf, appeared on the bridge, rallying the fleeing dwarves and leading them to victory over the orcs.
Legends claimed that the avatar of Moradin fell down onto the Stone Bridge at the start of the Time of Troubles. He was said to have guarded the walkway, in order to bar a number of malevolent deities from reaching the Celestial Stairway that had appeared in Waterdeep.
Friday, August 15, 2025
One of the first settlements in the Sumber Hills was the underground city of Tyar-Besil, a part of the shield dwarf kingdom of Besilmer. Tyar-Besil was abandoned and fell into ruin in −4190 DR, after the king of Besilmer died in battle.
The Sumber Hills were left alone until the Knights of the Silver Horn started clearing the area of its native inhabitants in the Year of the Raised Sword, 893 DR. The knights attempted to set up fortresses in the hills but were stopped by Uruth Ukrypt. These events eventually played a part in the Orcfastings War, and the First and Second Trollwars.
Around the Year of the Wailing Winds, 1000 DR, settlements started springing up around the Sumber Hills, creating roads and trails that bisected the hills.
Points of Interest
• Vale of Dancing Waters
• Stone Bridge
• Summit Hall
• Halls of the Hunting Axe
• Ruined Tower of Zenopus
Thursday, August 14, 2025
Located along the east cliffs of the Sword Mountains lies legendary Tomb of the Dead or as some in the region have named it, the "Tomb of Horrors". This tomb is not a simple crypt, but a lethal playground, a series of catacombs, built on the trapped spirits of the city's trickster gods. It’s a place that thrives on despair and feeds on the souls of those foolish enough to enter.
This location is no secret to those who live within the Dessarin Valley, countless stories and legends are told concerning the dangers that lie within the catacombs.
The entrance to the tomb is a mockery of grandeur, carved into the side of a cliff. The viney growth of roots from the Kryptgarden Forest claw at the stone, and the air around it feels unnaturally still and cold, a stark contrast to the humid, vibrant life outside.The hot, damp air of the forest is replaced by a dry, metallic chill that seems to cling to the skin. The sounds of the forest fade away, replaced by a deep, unnatural silence. Those foolish enough to approach the crypt can almost feel the trapped spirits of the dead, whispering warnings and pleading for release.
Legend says the way into this place is riddled with hidden pits and poisoned spikes, which will test a persons caution from the very start. It is said that the tomb is a series of interconnected, deadly puzzles, more maze than dungeon, and each floor presents a different kind of horror.
Many rumors have circulated concerning this location, rumors that say trespassers will encounter riddles tied to dangerous, elemental-themed chambers, hidden magnetic plates that tear metal from a persons body, and magical mirrors that trap a persons reflections. It is said that an ancient, powerful lich exists within these cursed halls and that it's powerful undead and flesh golems, stitched together from past adventurers, lie in wait.
In true tomb-raiding fashion, it is also said to be full of treasures and powerful magic. Only those seeking a death wish would dare enter this place. None who have entered have ever returned to tell of the place.
Wednesday, August 13, 2025
They dwelled within the stronghold of Icespire Hold on the mountain's surface, they constructed a mighty underground fortress of catacombs within. The eponymous weapon known as the Icehammer was a dwarven throwing hammer long-associated with the clan with which it shared its name.
Over time, they developed immense enmity towards frost giants and goblins that also dwelled on Icespire Peak. This hatred came to a head early in the 1200 DR's and the Frost Giants attacked the stronghold, some even say that a force of unknown creatures attacked from deep below the stronghold in the catacombs below through an uncovered passage that was supposed to lead into the Underdark, "this is all rumors and speculation though".
Tuesday, August 12, 2025
Icespire Hold is a stone fortress on Icespire Peak, the tallest peak of the Sword Mountains on the Sword Coast North. Icespire Hold consists of a large structure that is situated on the north ledge of the mountain flank and connected by a stone bridge.
For non-flying creatures, the only entry point was a narrow trail. It lesds to the smaller building, which is used as a gatehouse. The difficult access and the presence of arrow slits made the fortress easy to defend when it was occupuied by Clan Icehammer. The main building is only accessible via the stone bridge. The outer defenses as well as the undercroft are hidden behind secret doors.
The undercroft contains the crypts and a secret exit: a toboggan that could be used by the dwarves to escape via the mountainside in an emergency. Icespire Hold is located on the nothern spur of the mountain and is surrounded by sheer, icy cliffs. The fortress sits at an altitude of 2,500 feet (760 meters) and is more than 30 miles (48 kilometers) away from Westbridge, the nearest settlement. Because of its seclusion, not many people know about Icespire Hold.Icespire Hold was built by Delsendra Amzarr, a local warlord who lived there for many years and kept the orcs of the Sword Mountains at bay. Eventually, a very harsh winter ended her reign. The extreme weather cut off the supply chains and Delsendra and her soldiers were trapped in the fortress and starved to death.
When the fortress was abandoned, it was damaged by an earthquake. Ten years later, an orc tribe led by the war chief Kra took over Icespire Hold. The orcs' reign didn't last long because a clan of Frost Giants took up residence in the stronghold and to make Icespire Hold their new home. They gained access through the southwest tunnels that were still damaged by the earthquake.
The stronghold now is in a sorry state and occupied by the clan of Front Giants. As of this time, with the dwarves of Clan Icehammer being scattered across the Sword Coast as they are, they have not attempted to reunite as a clan and retake the stronghold.
Monday, August 11, 2025
Icespire Peak is a jagged, snow-topped mountain and the tallest peak of the Sword Mountains. Legends states that it was formed by the frozen remains of a long-dead frost giant that grew to near-unimaginable size by magical means. In the winter, the beauteous waterfalls that run down the mountain slopes will freeze over, forming curtains of ice that are stunning to behold. Mines rich with mithral wound through the heart of the mountain.
The mountain is located among the northeast peaks of the Sword Mountains. The peak is so huge that in good weather it is visible from the nearest settlement, Westbridge. Certain naturally-forming landmarks of the mountain were given distinct names such as 'Prospector's Ridge' and 'Windchill Reach'.
Notable Locations
• Icespire Hold
Sunday, August 10, 2025
Waterdeep, also known as the City of Splendors or the Crown of the North, was the most important and influential city in the North and perhaps in all Faerûn. It was a truly marvelous cosmopolitan city of great culture that attracted the most talented artisans, artists, and scholars from across the Realms, as well as a commercial hub for financial interests along the coast and beyond.
It was one of if not the most powerful and influential member-states of the Lords' Alliance, the coalition of nations and city-states that sought to maintain order along the Sword Coast and the North. The original farming community of humans that developed into a settlement known as Bloodhand Hold before being conquered and renamed Nimoar's Hold.
The name of "Waterdeep" was originally used by the sea captains docking at the port to trade, a moniker that originated from the city's outstanding natural deep-water harbor. As of the late 14th century DR more than 100,000 people made their home in the city proper of Waterdeep. Due to its great importance as a highly influential metropolitan city, Waterdeep was considered part of the Western Heartlands of the Realms, even though it lay 150 miles (240 kilometers) north of Daggerford on the shores of the Sword Coast North. The city sat "slightly above the 45 degree north latitude line on Toril".The City of Splendors laid claim to the surrounding lands for approximately 100 miles (160 kilometers) beyond its walls. The various roads to Waterdeep were well paved and well patrolled. The major trade routes included, Trade Way, the trade route to the south, Long Road, the inland trade route to the north, and the High Road, the coastal trade route to the north, not to be confused with the stretch of the road that passed through the city.
Waterdeep was built on the site of the ancient elven settlement of Aelinthaldaar. It sprawled northward from the sea, spreading along the flanks of Mount Waterdeep, which used to be home to the Melairkyn, a mithral-mining dwarven clan, and the entire length and great depth of the mountain was riddled with passages and tunnels, most of which were occupied by deadly creatures whose presence in the mountain predated the founding of the city itself.
The halls of Undermountain located beneath the city were a popular target for adventurers, who enjoyed the close vicinity of the city's main taverns and temples where aid could be purchased through donations. Waterdeep was ruled by a sixteen-seat council whose membership was largely secret. These hidden Lords of Waterdeep maintained their identities behind magical masks, called the Lord's Helm, and while they ruled in public, none knew the true identities of most of them.The subject of who the Lords were became a common topic of noble conversation, and some considered it a game to discover the Lords' identities, a game made more confusing by the fact the Lords themselves set their own rumors afloat.
The City Watch was the local police force whose duty it was to capture criminals, settle petty disputes, give directions, summon medical and priestly aid, generally performing duties that promoted the idea that Waterdeep was a city open to all who knew how to behave themselves.
Rulings on the city's laws were issued by the Magisters, more commonly referred to as Black Robes. They had the duty of running the courts and issuing sentences to those that were found guilty. The Black Robes were each protected by at least six members of the City Guard while traveling the streets of Waterdeep. Those who were convicted could request trial by the Lord's Court and appeal to the masked lords themselves, but faced strict punishment if their claims were ruled as frivolous.
The city was the hub of trading from the mineral-rich lands to the north, the merchant kingdoms of Amn and Calimshan to the south, the kingdoms of the Inner Sea to the east, and the sea kingdoms and traders to the west. Waterdeep's authority extended between 30 mi (48 km) to 40 mi (64 km) from its walls.As of the early 1370s DR, stone was imported from Mirabar via Luskan for use in construction, having been magically transported. This was an expensive process. During that time it was witnessed that wagons and carts overcrowded the city's markets as foreign vendors attempted to sell as much as possible before returning home for the winter. This was a practice ignored by the Guard, the Watch, and the guilds.
The city was also the largest spelljamming port of Faerûn. Although welcoming to most spacefaring races, Waterdeep's laws required that all ships landed on the ocean several miles from the city and made their final approach by sea. Transgressors were punished with harsh fines and imprisonment. This rule prevented some types of ships from ever reaching Waterdeep, but was enforced to avoid mass panic from the population. Departing vessels were subject to the same rules.
Docking at Waterdeep's port incurred a fee of 1 cp per 10 feet (3 meters) of keel length per week. Sages and traders from Waterdeep were eager to listen to stories from wildspace and traded on all the products the city had to offer.
Saturday, August 9, 2025
Uncle's Keep, "as it was once known" is a dwarf-built keep that was part of deeds granted by the Lords of Waterdeep and received in an inheritance. Centuries ago, the keep stodd proud against the backdrop of Kryptgarden Forest.
It was once owned by an elderly wizard called Uncle "which is what most everyone called him so he just kept the name as his own". Uncle was what some called a particular reclusive wizard who owned the keep in the Kryptgarden Forest on the Sword Coast North. After his death, he left his keep to a relative who was either his niece or nephew.
I leave all my property, both real and personal, to any living heir who avenges me by ridding my wonderful home of these foul creatures no later than 60 days after my death―Uncle's Last Will and Testament".The wizard known as Uncle was a recluse who did not maintain contact with people outside his keep, even family. Nevertheless, he was kind enough to treat his servants well, and made a point of celebrating their birthdays each year with parties. He was also conscious about security, as he filled his moat with invisible spears and had a secret escape route out of his keep.
The wizard's most significant possession was Uncle's Keep, a modestly sized but well-decorated building in the southern end of the Kryptgarden Forest. In his keep, he kept a number of guards and servants. He also had a stable full of livestock, which included a pony. He owned a magical mirror that could cause someone to be enthralled by their own reflection. He owned many other magic items, including enchanted weapons. Before his death, the wizard lived a somewhat solitary life in his keep although he made regular visits to Red Larch.
The wizard had few relatives. He was married to a woman from Red Larch, and had a friend who was a wandering druid. He occasionally thought about his distant niece or nephew, to whom he was considered 'long-lost', and who inherited his estate after his death. His keep made him a target of the Lostafinga tribe of hobgoblins.
About five years before his death, the wizard saved the life of a lord of Waterdeep, who repaid him by granting him a tract of land in the south end of the Kryptgarden Forest, as well as a keep there and money. Some time after, the wizard became married to a woman from Red Larch. His wife and their unborn child both died during childbirth. Two years after the death of his wife, the wizard's keep was raided by a patrol of the Lostafinga tribe of hobgoblins. They killed his hirelings, and the wizard as well. As he bled out from a fatal arrow wound, his last act was to write a will in ink and his own blood, leaving the keep to a particular niece or nephew of his.
The nephew failed to follow through on his uncle's dying wishes, and the keep eventually fell to ruin. Today the former keep stands in ruins, a shell of its former self. All manner of foul creatures have taken up residence over the centuries.
Legend states that the wizard constructed a maze of tunnels and catacombs beneath the former residence which has now been overrun with monsters of all sorts. Legend also states that Uncle burried a massive horde of treasure beneath his keep deep in the dungeon below but this could all be false, noone has been brave enough to explore the depths of Uncle's Keep.
Tuesday, August 5, 2025
The Southkrypt Garden, also known simply as Southkrypt, is the ruins of a dwarfhold on the northern edge of Kryptgarden Forest. The former name was derived from the fact that its dwarven inhabitants had constructed a magnificent garden around it.
Southkrypt is located underneath the mountains the dwarves called Maruutdin and the southern flanks of the Sword Mountains. It can be found east of the town of Leilon, northwest of the Stone Bridge, and north of the Kryptgarden Forest.
Upon the entrance doors of Southkrypt are engraved the national symbol of Haunghdannar—a seven-pointed star, above a fish facing left, and floating above a mountain peak. On the surface it is surrounded by a wild, overgrown and tangled garden. Its interiors are described as being maze-like.Southkrypt was once a part of the dwarven nation of Haungdannar and acted as a defense for their eastern borders. At one point before it was left in ruins, Southkrypt was known to be a silver mine. The entrance to the ruins is said to be guarded by a tribe of hobgoblins, who work to ensure that any adventurers who came in will stay and provide sustenance for their lord Morg.
The upper level of the ruins is known to be inhabited by a variety of gibberlings and norkers. While the lower levels were known to be inhabited by storopers, vilstrak, vargouille, and xaren and other, more dark and sinister creatures. The lower levels are also home to Morg, a vampiric hill giant shaman, as well as his company of three hill giant servitors.
Legends claim that ancient magical weapons of Haungdannar can be found within the depths of Southkrypt. Ancient portals are also rumored to exist in the deeper levels of Southkrypt. This abandoned dwarfhold is the air of strange and dangerous creatures. Adventurers probing the upper levels "what few have returned from these ruins alive", have seen norkers and bands of ravening gibberlings. Deeper forays have uncovered xaren, vilstrak, vargouilles, and storopers. In addition to the creatures mentioned, the lower halls of Southkrypt is the lair to a vampire hill giant shaman and his three vampire hill giant servants. Centuries have passed since this massive complex was abandoned and left to ruins leaving itself open to all sorts of foul creatures to move in and call it home. Those few who have reached some of the deeper levels have returned changed and tell stories of strange creatures inhabiting the deeper regions of Southkrypt.
Many stories, legends and rumors are told about the mazelike structure beneath the mountain, stories that many care to never hear repeated again. Some even say, a dark power lives within Southkrypt, gathering its strength and power with plans to unleash itself upon the Realms.
Friday, July 25, 2025
Thursday, July 24, 2025
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