Saturday, January 25, 2025

Introduction
The Time of Troubles & Era of Upheaval
Inspired By Ed Greenwood

The wind howls through Jundar’s Pass with a predatory edge, whistling between the jagged granite teeth of the Dessarin Hills. As you and your companions make your way through Jundar's Pass, the vast Dessarin Valley unfolds before you—a patchwork of golden grasslands and deep, shadowed ravines. The air here tastes of ozone and wild sage, carrying the distant scent of the Dessarin River as it churns toward the sea.

To the south, the Sumber Hills rise like the spine of a buried beast, their slopes cloaked in a violet haze. Beneath those peaks lies your destination: the ghost-haunted ruins of Zenopus’s Tower. Legends told over campfires in Waterdeep claim the wizard’s laboratory was consumed by emerald fire decades ago, leaving behind a shattered shell that still pulses with a faint, malevolent light when the moon is thin.

The journey is far from peaceful. As you navigate the winding trail toward Dead Horse Ford, you pass the bleached ribcages of livestock—grim monuments to the Hill Giants that descend from the heights to pillage the valley floor.

Every shift in the tall grass or rustle of the scrub brush feels like a hidden eye watching your progress, a reminder that the "Long Road" is often a lonely one for those without steel in their hands.

By dusk of the third day, the flickering hearth-fires of Beliard will appear on the horizon, but first, you must finish your journey through this harsh region. The crossroads village of Beliard is a cluster of buildings and sturdy corrals, serves as the last bastion of civilization before the wilderness swallows the path whole. At the Watchful Knight Inn, the atmosphere is said to be grim; travelers speak in hushed tones of missing delegations and strange cults rising in the very hills you intend to enter.

Your goal lies just beyond the village outskirts: a weathered track leading into the heart of the Sumber Hills. There, the tower of Zenopus sits atop a cliffside, its stones blackened by ancient magic. Though the upper floors were long ago leveled by catapult fire to silence the wailing spirits within, the locals swear that the dungeons beneath remain intact, housing artifacts that defy imagination.

As you tighten your packs and check your blades, the weight of the valley’s history settles upon you. You are no longer mere travelers; you are intruders in a land of sleeping giants and buried gods. The road to the Tower of Zenopus is paved with the bones of those who underestimated this land, and the shadows of the hills are growing longer with every passing hour.

Friday, January 24, 2025

Speaker's Residence
The Time of Troubles & Era of Upheaval
Inspired By Ed Greenwood

This small building is the Mayor's residence in Westbridge, the center of government in the settlement which is where one might find Mayor Ghaliver Longstocking during the day time hours when he is not out and about the settlement on inside the Happy Halfling. This location is also the public meeting place for any important meeting that requires the speaker's attention. The speaker's office is located in the center of Westbridge.

This house is set well back from the road, and is partially screened by a pair of medium-sized elms. This is by far the most imposing house in the settlement. The walls have been regularly whitewashed and the roof gleams with new wooden shingles. A wide porch crosses the entire front of the house, and columns of wood support the overhanging roof. The columns have been carved into leafy patterns by a skilled craftsman.

The office is used for multiple purposes but is mainly used for meetings and such with a sturdy oak table with chairs seated around it. A large hearth warms the entire office during the colder months of the year. The mayor will meet here monthly with most of the prominent business owners in town to discuss matters of importance. A large designer rug lay across most of the center of the room with well-made furniture and such spread across the room.

All rewards for completed jobs from the job board located just outside the entrance are paid out of the mayor's office by the speaker himself. Outsiders will never gain access without first getting permission. The second floor is mainly used as the speaker's home. A small hearth is in the back of the room which is independent from the one downstairs. The upstairs room is a simple room, with only the basic necessities. Ghaliver Longstocking spends very little time here except for getting needed sleep.

Thursday, January 23, 2025

Westbridge
The Time of Troubles & Era of Upheaval
Inspired By Ed Greenwood

Westbridge is a farming village located within the Dessarin Valley, situated along the Long Road in the Savage Frontier. It earns its name, fittingly enough, for its location on the west side of the Stone Bridge. The settlement is located at the intersection where the Long Road intersects with the Stone Trail.

Westbridge is mainly a farming village situated within the Dessarin Valley near the eastern region of the Kryptgarden Forest. It earned its name, fittingly enough, for its location on the west side of the Stone Bridge which stretches across the Dessarin River to the east of Westbridge.

The settlement lies off the main road, located along the "Stone Trail" stretching from as far south of the settlement of Red Larch, Triboar to the north and Beliard to the east. Westbridge is comprised of a few businesses, mostly owned by the Halfling named Ghaliver Longstocking, a central tavern and a small community of homes of this small population of around 350 people. The residents of Westbridge often hunt game in the nearby Kryptgarden Forest.

Several mercantile families moved to Westbridge last year which has greatly helped the economy of the settlement. These families moving to the settlement haven't really brought in more business from outside the region, mostly, they have just raised the standard of living in Westbridge by putting money into the community. Nestled quietly in the center of the Dessarin Valley, the settlement is populated "mostly" by human farmers and laborers who toil the earth and live out a quiet peaceful existence, free of the turmoil in the less populated regions of the region.

The settlement sees "some" traffic from travelers "who usually stop at the Happy Halfling for a meal and a room for the night but shortly after are moving on", and is used more as a crossroads for those traveling through the valley. Westbridge is a farming settlement located in a regions of hills, leading to the dwarven landmark of the Stone Bridge. Westbridge gets its name from its position near the bridge. Lying to the east of the Kryptgarden Forest.

Farmland and houses surround the village. Notable locations in the settlement include the the Happy Halfling, a brewery situated near the edge of the settlement, the local wainwright, and The Homestead Mercantile which is the general store and several other local businesses.

Recently, orc & hobgoblin warbands have been raiding farms and attacking travellers on the Long Road north of the village, some say a more powerful entity drives these humanoids to raiding. Dark and sinister creatures have been coming from the forest’s edge and snatching up unguarded livestock. A giant creature has attacked and demolished the logging camp. Some secretive figures have been seen exploring ancient ruins within the forest. There are also rumours of a black dragon deep within the forest.

Notable Locations
Hammer & Nail Smithy
The Homestead Mercantile
Amberfoot Patisserie Shoppe
The Happy Halfling
Thistlebranch Tonics
Market
Stables
Merrygold's Table
Chapel
Temple of Chauntea
Tenements
Woodworker Shop
The Rolling Wheel
Speaker's Residence
Golden Grain Inn
Shrine of Chauntea
Stitchcloak's Spectacular Supplies
Moneychanger's Shop

Notable People
Vaerion Sylharis
Sylvester Stitchcloak
Ghaliver Longstocking
Mara Wescott
Luth Merrygold
Byrony Thistlebranch
Harlan Raskin
Father Lomas

The settlement is governed by a middle-aged halfling named Ghaliver Longstocking "the Speaker of Westbridge". The settlement has no actual miltia, only a few towns guard that maintains security inside the settlement as best they can, and Westbridge has seen no trouble in a very long time—that is, until recently.

As mentioned before, their are a few shops and stores located here as well as the Happy Halfling "which serves some of the finest food in the region". Farming and fishing are the primary source of income for Westbridge although the location does have a smithy and a few other small shops which sometimes trades with outside settlements. Westbridge also has a small temple devoted to the worship of Lathander.

At the Midsummer Solstice, Westbridge holds a festival that runs all week, during which all forms of traditional entertainment are found. People come from all over the region and sometimes beyond "within traveling distance of course" with the pretext of sampling the good food, buying fancy clothes but above all to participate in the auction at the close of the festivities. In recent years past, several "more wealthier" families have moved into Westbridge and set up shops, most of these families came from larger cities along the Sword Coast. This has greatly helped the economy of Westbridge and assisted it with even more people coming to the region to settle. Like many small settlements across region, Westbridge has autonomy in how it governs itself, electing its own officials and imparting its own brand of justice. Only when issues go outside their expertise or infringe upon another jurisdiction are they prone to ask for aid or upscale the matter to outside sources. Westbridge is a small, tightly packed town with only a select few important locations. It is a community where everyone knows one another and everyone is friends.

The Dessarin River flows softly past the settlement to the west. Low hanging clouds give this region a cozy feel. Several smaller streams flow around the region of Westbridge, supplying the Dessarin River with fresh water for the much need fishing that is done in its waters.

Wednesday, January 22, 2025

The Underdark
The Time of Troubles & Era of Upheaval
Inspired By Ed Greenwood

The Underdark is the enormous system of subterranean caves, caverns, and tunnels located beneath the surface of Abeir-Toril. The Underdark is not one giant cavern under Faerûn, but rather many huge networks of caverns and caves. As a result, it is not always possible to travel from one end of the Underdark to the other.

The Underdark was divided into several domains that are similar to continents of the world above. While it is possible to travel from one place to another within a domain, separate domains tend to have very few passages linking them. The major domains of the Underdark are the Buried Realms, the Darklands, the Deep Wastes, the Earthroot, the Glimmersea, Great Bhaerynden, the Northdark, and Old Shanatar.

The Underdark's underground landscape varies from small subterranean fissures almost impossible for adventurers to crawl through to more conventional caves and caverns. But there are also wide expanses of deep water in which coral caves grow, blocks of ice that creatures hollowed out and dwelled inside, and cave-like spaces within masses of fungus or bone or else supported by bubbles of magical force.

This varied landscape is as dynamic as the surface of Abeir-Toril. Some areas are always changing over time because of underground magma rivers or the emptying of underground lakes due to cracks in the rock formed by earthquakes. This means maps of the Underdark were highly unreliable.

The Underdark's environment varies vastly from the surface world, making adventuring through it a dangerous expedition. Just like trekking through a desert, adventurers traversing the Underdark's passages need to be well prepared.

The Underdark is mainly without any source of light save for the occasional luminous rocks or fungi. Large portions of it are also without food or water, making well-stocked food supplies a must-have when exploring uncharted terrain underground. Lack of light combined with a tomb-like silence makes traveling something only for the strong-hearted. The nerve-wracking silence makes even experienced adventurers grow agitated.

Just like deep dungeons, the air can grow stale and even poisonous in the Underdark. It can contain explosive gases from underground volcanic activity or other deadly gases bubbling out of deep fissures in the rock. Bad air and poisonous fumes can collect in portions of tunnels and caves more or less isolated from the main vaults and caverns. Siphon-like tunnels holding water can also trap these gases for a long time.

The temperature underground varies according to depth and the proximity of thermal activities in the area. Throughout the year, the temperature remaines stable and moderate in most regions, usually slightly clammy or chilly. The water underground is extremely cold and posed a hypothermia risk.

The Underdark is inhabited by many races, including aboleths, beholders, cloakers, derro, drow, duergar, dwarves,illithids, kuo-toa, quaggoths, rock gnomes, svirfneblin and many other races and creatures. Plant life and animal life can be as varied underground as on the surface, ranging from small insects to hook horrors, black dragons or shadow dragons, which set up their realms deep down. Anything can be expected.

Plant life is unable to utilize sunlight as a source for energy, and thus takes on strange forms adapted to life underground. Many fungi are also found underground. Being unable to digest normal nutrients most of the time, they rely on absorbing faerzress for their energy.

Sunday, January 19, 2025

Hammer & Nail Smithy
The Time of Troubles & Era of Upheaval
Inspired By Ed Greenwood
The Hammer & Nail Smithy has been run by the Fabbro family for many years. Their matriach, Mafera, is a master smith. Mafera is a striking figure due to her height and appearance. She knows her away around the smithy like the back of her hand.

The blacksmith's forge has a single anvil with a clear sign of dwarven origins, and a backlog of orders ten miles long. She makes hooks, nails, harpoons, knives, fishing weights. and much more all day. She does not do much weaponry or armor work but has been known on occassion to take special orders.

There is a small shrine to Moradin under the eaves as well, though it is somewhat neglected. Some of the Dwarves associated with the Mining Company out of the Dessarin Hills in the past were not happy about the situation here. They wanted to know how a human smith, a female smith came into possession of a dwarven smithy and a dwarven shrine. A few of the more strident have even demanded in the past that Westbridge as a community force her to give up anything that "rightfully" belongs to the Dwarves. How she aquired these dwarven designed items is unknown but she has assured those who question her that she owns them legally. The tension has died down over that last few years though and she has mostly been left alone.

Mafera is tall and well muscled. She has long brown hair that she keeps pulled back most of the time. For her being a smithy, she is strikingly beautiful. Mafera has no time for those she considers fools, and treats them with disdain.

She can be incredibly stubborn when she wants to be. Mafera claims that whilst in Waterdeep she became head of her class, and that she forged the sword of a rather well known lord herself.

Friday, January 17, 2025

The Westwood
The Time of Troubles & Era of Upheaval
Inspired By Ed Greenwood

The Westwood is a dense, ancient forest located on the eastern slopes of the Sword Mountains, positioning it near the Sword Coast settlements of Kheldell and Amphail, rather than the distant Sumber Hills where your campaign currently resides. Sages claim it was once as vast as the mighty High Forest, but its borders have receded over centuries, leaving behind a compact, albeit wild, realm of towering trees and deep shadow.

This woodland is characterized by a strange balance between nature and civilization's constant encroachment. Lumberjacks from Kheldell harvest timber, but only under the strict guidance of the Dusk Circle, a group of powerful druids who ensure that more trees are planted than are felled. This arrangement keeps the forest from shrinking further but maintains a palpable tension between the needs of the local populace and the fierce autonomy of the wood's guardians.

The forest itself is a dangerous place, forming the western boundary of the ancient dwarven kingdom of Besilmer centuries ago. It is a primary hunting ground for the Elk Tribe of the Uthgardt barbarians, who see most of the Dessarin Valley as their territory. These fierce raiders roam the area, generally avoiding major towns but preying upon lightly defended caravans and isolated homesteads, adding a significant layer of peril for travelers.

Deep within the Westwood’s interior, rumors persist of hidden and ancient locations. A ruined elven castle is said to lie at its very heart, approachable only by following faint, floating moonglow symbols visible solely at night. This ruin is purportedly inhabited by owlbears and wild, animated trees, guarding a place rich in history and untamed magic.

Furthermore, the woods contain a secret shrine dedicated to the goddess Mielikki, the Lady of Forests. Only rangers of true heart are guided to this sacred altar, where appropriate offerings are said to be rewarded with powerful healing magic. This provides a strong narrative hook for nature-focused characters seeking divine intervention or guidance in their journeys.

The Westwood offers a different type of wilderness challenge compared to the open Sumber Hills. It is a tight, vertical environment of towering, ancient trees and deep valleys, where line of sight is limited and threats often come without warning. It is a place of primal magic, where the balance of power shifts between fey, druids, and barbarians, making any excursion into its borders a venture fraught with equal parts danger and ancient wonder.

Thursday, January 16, 2025

The Stone Trail
The Time of Troubles & Era of Upheaval
Inspired By Ed Greenwood
The Stone Trail is a rough dirt road that runs east—west through a stretch of the Dessarin Valley. The dwarven landmark of Stone Bridge allows for passageway along the road over the River Dessarin. The road connects the settlement of Westbridge, fittingly enough on the west end of the road, to Beliard, on the eastern side.

Wednesday, January 15, 2025

The Long Road
The Time of Troubles & Era of Upheaval
Inspired By Ed Greenwood
The Long Road is the inland trade route stretching from Waterdeep in the south to Mirabar in the north.

Monday, January 13, 2025

Black Maw Bog
The Time of Troubles & Era of Upheaval
Inspired By Ed Greenwood

The Black Maw Bog is a wetlands surrounding the Huntinghorn Water, a stream out of the foothills of the Sword Mountains in the Dessarin Valley region of the Savage Frontier. The bog covers an area of about 8–10 square miles (21–26 square kilometers) mostly to the east of the Long Road. The stream disappeared into the bog, forming a landscape of thick mud that reaches about 30 ft (9.1 m) at its deepest point, but averages over 20 ft (6.1 m) deep across most of its sprawl.

It is difficult to detect the edge of the muck without a sharp eye or some experience in the wilderness because it is covered with crabgrass and other small, hydrophilic plants, just like the more solid parts of the valley. Two or three strides into the bog are usually enough to reach the edge of the shallows where a medium-sized humanoid slowly would sink hip to chest deep in heavy, sucking mud. Movement is slowed to a crawl and it takes significant strength to pull someone out. If that creature moves any further into the Black Maw, or can not touch bottom for some reason, they begin a slow descent to total immersion in roughly six minutes.

The narrower, western end of the bog is crossed by Ilikur's Bridge (known as simply the "Haunted Bridge" by most folks in the region) which carries the Long Road connecting Westbridge and Triboar. The enormous megalith spans the Huntinghorn Water and bog for 100 ft (30 m) with another 100 ft of ramps on either end. At 40 ft (12 m) wide and 30 ft (9.1 m) above the Black Maw, it is easily the most dominant feature in the region.

Ilikur's Bridge had been standing for at least 800 years and is described as "old" in records that date back that far, so Black Maw Bog is probably even older. Over the years, it shifted and expanded, mostly toward the east. Rumors of treasure-laden merchant wagons and nobles' carriages submerged in the bog are enough to draw the brave, ingenious, or foolish to the vicinity of the Haunted Bridge in the hope to recover some of this lost wealth. Some well-equipped adventurers have found valuables on occasion, which serve to perpetuate the stories, but most are lucky not to drown in the attempt. Rumors also state a powerful Naga dwells somewhere within the marsh.

The "known" primary inhabitants of the region around the Black Maw Bog are bugbears, and they keep an eye on the bridge. Travelers from Triboar or Westbridge are often advised not to camp on the Haunted Bridge for superstitious reasons, but it is excellent advice for avoiding an almost certain bugbear raid.

Sunday, January 12, 2025

Golden Grain Inn
The Time of Troubles & Era of Upheaval
Inspired By Ed Greenwood

This is a large wooden inn. It is decorated with carvings of sheaves of wheat along the eaves of the roof. The inn was whitewashed at one time, but much of the paint has peeled. A sign picturing a cluster of wheat and a pitcher of beer or ale hangs over the door. A corral and stable, apparently empty and unused, are off to the side.

The Owner, Bertram Beswill is usually found here during business hours. He tends to be rather grumpy and unsociable in his old age to most people and most of the locals don't think much of him and tend to stay away.

The Golden Grain inn doesn't seem like an unwelcoming establishment, it's just not much to look at, most say it gets a bad reputation due to the owners personal attitude towards others, and "some" that the establishment has some shady things going on within its walls. The dining area has two fireplaces but they mostly stay unlit. Food and drink are available here, but the quality is poor and the prices are nothing short of outrageous.

The Golden Grain Inn is owned by a elderly man named Bertram Beswill, whose rude demeanor reflects the quality (or lack thereof) of the establishment itself. It is the favored watering hole for cruder folk, and caters mostly to those who are not locals. The bar is poorly maintained, and townsfolk are known to dissuade visitors from going there.

The main taproom is smokey and dirty. There is hay strewn across the room, and by the look of it has not been changed for a while: all sorts of stains and discolorations mark the floor. Broken-down tables and benches barely hold together. The walls are covered with hunting trophies, countless antlers, and a few stuffed heads, some of them well past their best. A moth-eaten head of a bear hands from the wall behind the rustic bar. It does have a upper level to the main floor with more tables.

There are only two other rooms on the ground floor:
- a backroom that serves as Bertram's 'quarters': the room is as dirty and unkempt as the taproom itself. A small single bed is tucked in a corner, a desk full of papers and empty bottles sits beside the small fireplace. It is dark, dingy, and smells really bad.
- the other room is a barn with old straw and empty stalls. The beer barrels are kept in a small room in the back of the kitchen..

BREAKFAST
Peppered Bread: 10cp
Oatmeal: 12cp
Boiled Goose Eggs: 1sp
Chicken Eggs: 1sp
Cheese Omelet: 2sp
Fried Potato Wedges: 7cp

AFTERNOON MEALS
Beef Stew: 3sp
Poached Salmon: 6sp
Roast Goat & Cheese: 1sp
Stockpot Stew: 3sp
Stockpot Soup: 3sp
Steak and Kidney Pie: 8sp

BEVERAGES
Bitter Black Ale: 1sp
Whiskey: 1sp
Rum: 2sp
Beer: 1sp
Heavy Beer: 4sp
Goblin Piss: 2sp
Ale: 1sp

ROOM NIGHTLY PRICES
(12) Standard Suite: 1gp

Saturday, January 11, 2025

About Our Game Rules
The Time of Troubles & Era of Upheaval
Inspired By Ed Greenwood

I wanted to write up an article describing the game rules we will be using. We are using a "modified" Old-School Essentials system. Basically we are using Old-School Essentials Advanced Fantasy with "some" house rules" and some "slight" adjustments to the classes to bring them up to scale with 1st edition since most of the adventures I plan to run are from 1st edition anyways.

We are going with the old school class system, not the race/class system from 1st edition, basically the same as what is in the Old-School Essentials books but with a lot more choices to choose from since classes were pulled from other sources like the Carcass Crawler zine.

All magical items that are used in our games will come from whatever adventure modules we are adventuring in or will come out of the core books. All playable classes will have levels caps kept in place as they are listed in the books "unless the campaign goes past level 14". All spells used in our campaigns will come straight out of the books. I just found it exhausting to keep up with all the rules in 1st edition and you don't realize just how unorganized those rules are until you read the Old-School Essentials books. The reasoning behind me using this "slightly modified" version of Old-School Essentials classes is because for some reason, I seriously love the old style gameplay & I also wanted to expand on the core playable classes.

Old-School Essentials classes are not anywhere near as powerful as new edition classes, even AD&D classes so players can't simply have characters charge in and run through all the enemies that they face. It's a mix and match of materials that we use, but it is very easy to understand and gives players a classic feel to the type of gameplay they will experience.

The goal is to keep the core of our system Old-School Essentials Advanced Fantasy but with a few 1st edition house rules and some slight adjustments to the class sheets. This is a brand new "modified" system that I came up with that has never been tested. I am sure we will encounter bugs that will need to be ironed out and fixed but overall I think I have it pretty well hammered out. I want to run my games as classic as I can but give my players a little more expansive style of play at the same time.

Thursday, January 9, 2025

Temple of Chauntea
The Time of Troubles & Era of Upheaval
Inspired By Ed Greenwood
This is a large stone structure overlooking Westbridge, the largest in the settlement. A wall of granite blocks surrounds the temple, and sturdy wooden gates give access to a courtyard. The temple is on the highest piece of land in Westbridge—a full 40' above the settlement itself.

The gates to the courtyard stand open during the daylight hours, but will be shut and barred with the setting of the sun. This large, impressive stone temple is finished with native marble. Its chapel is a large rotunda with a 30-foot-tall dome. The two people who oversee the temple are father Abramo and the Priestess Misha Devi.

Sunday, January 5, 2025

Let's Get Something Straight
The Time of Troubles & Era of Upheaval
Inspired By Ed Greenwood

I understand this is a D&D TTRPG blog and "after this post" it will remain a D&D Blog that is free from any outside political news/views but I have something I want to put out to make it perfectly clear who this group is, what we stand for and what we refuse to allow in our group.

What I will do is inform anyone who is new here what we have zero tolerance for. We don't do silly ass pronouns. We don't want anything to do with leftwing politics and anti-American points of view . . . kind of like what is going on in California, Minnesota and the other Democrat states. It's really sad what is going on in these states, but let us point something out, it's a Democratic state, or a "blue state", and if you notice all this stupidty that is going on in the United States is being done in blue states, not red states. This should tell you something.

If you agree with what is going on in the picture I dropped here, then please find you another D&D blog to visit because we don't want you here. It's just sad to see people that "claim" to be Americans doing this kind of shit, or supporting it in any fashion. Democrats will always tell you that they are the side of peace and love and that Republicans are hateful and racist but across the US in multiple blue states, it's the Democrats that are rioting in the streets, keep that in mind.

Every one of these idiots needs to be arrested and locked away in prison for the rest of their life or deported to whatever country of the flag that they are waving in these riots, yes I said riots because "this" is not what a protest looks like. I don't care if you disagree with what I just said here, you can just leave and never return because we don't suport this stupidity and don't want to have anything to do with anyone who does support this stuff.

Let us put things into perspective shall we? These people in this picture are rioting because they do not supprt ICE arrecting/deporting "illegal" immigrants that crossed into our country "illegally". Now let's break it down even further. Illegal immigrants "snuck" across our borders and entered without going through due process. This is a "crime". Let's break it down even further . . . what is the difference in breaking into our country without permission than breaking into someones home without permission . . . *oh oh, raises hand, pick me, pick me*—there is no difference, both are crimes. Either way is perfectly acceptable if you get permission first, not kicking down the door and forcing your way in like illegals did. All of these "idiots" waving these flags around so proudly, take your asses back to your own country then.

To make it as clear as I can possibly make it . . . fuck your pronouns, fuck anyone who hates America, if you support this kind of violence shown in the picture here, we don't want you here and yes, I voted for Trump "as did our American group members", we also fully support him and his policies—if you don't like or approve of this . . . not a single fuck is given across the land. If this offends you, well, I guess you'll just have to be offended.

We are "normal" people here, we are not trying to force out political ideals on anyone else, as a matter of fact, we have a standing rule in our Discord server that says "no politics allowed" so keep it to yourself. As I said, if you don't like what we stand for here, then leave and never come back. God bless America and god bless President Trump. Keep sending ICE in to get these criminals out of our country.

Saturday, January 4, 2025

Character Alignments
The Time of Troubles & Era of Upheaval
Inspired By Ed Greenwood

Nine distinct alignments define all the possible combinations of the lawful-chaotic axis with the good-evil axis. Each alignment description below depicts a typical character of that alignment. Remember that individuals vary from this norm, and that a given character may act more or less in accord with his or her alignment from day to day. Use these descriptions as guidelines, not as scripts.

The first six alignments, lawful good through chaotic neutral, are the standard alignments for player characters. The three evil alignments are for monsters and villains.

Lawful Good, "Crusader"
A lawful good character acts as a good person is expected or required to act. He combines a commitment to oppose evil with the discipline to fight relentlessly. He tells the truth, keeps his word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished.

Lawful good is the best alignment you can be because it combines honor and compassion. Lawful good can be a dangerous alignment when it restricts freedom and criminalizes self-interest.

Neutral Good, "Benefactor"
A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them.

Neutral good is the best alignment you can be because it means doing what is good without bias for or against order. Neutral good can be a dangerous alignment when it advances mediocrity by limiting the actions of the truly capable.

Chaotic Good, "Rebel"
A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he's kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society.

Chaotic good is the best alignment you can be because it combines a good heart with a free spirit. Chaotic good can be a dangerous alignment when it disrupts the order of society and punishes those who do well for themselves.

Lawful Neutral, "Judge"
A lawful neutral character acts as law, tradition, or a personal code directs her. Order and organization are paramount to her. She may believe in personal order and live by a code or standard, or she may believe in order for all and favor a strong, organized government.

Lawful neutral is the best alignment you can be because it means you are reliable and honorable without being a zealot. Lawful neutral can be a dangerous alignment when it seeks to eliminate all freedom, choice, and diversity in society.

Neutral, "Undecided"
A neutral character does what seems to be a good idea. She doesn't feel strongly one way or the other when it comes to good vs. evil or law vs. chaos. Most neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character thinks of good as better than evil-after all, she would rather have good neighbors and rulers than evil ones. Still, she's not personally committed to upholding good in any abstract or universal way.

Some neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run. Neutral is the best alignment you can be because it means you act naturally, without prejudice or compulsion. Neutral can be a dangerous alignment when it represents apathy, indifference, and a lack of conviction.

Chaotic Neutral, "Free Spirit"
A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn't strive to protect others' freedom. He avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those different from himself suffer). A chaotic neutral character may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as to cross it.

Chaotic neutral can be a dangerous alignment when it seeks to eliminate all authority, harmony, and order in society.

Lawful Evil, "Dominator"
A lawful evil villain methodically takes what he wants within the limits of his code of conduct without regard for whom it hurts. He cares about tradition, loyalty, and order but not about freedom, dignity, or life. He plays by the rules but without mercy or compassion. He is comfortable in a hierarchy and would like to rule, but is willing to serve. He condemns others not according to their actions but according to race, religion, homeland, or social rank. He is loath to break laws or promises.

This reluctance comes partly from his nature and partly because he depends on order to protect himself from those who oppose him on moral grounds. Some lawful evil villains have particular taboos, such as not killing in cold blood (but having underlings do it) or not letting children come to harm (if it can be helped). They imagine that these compunctions put them above unprincipled villains.

Some lawful evil people and creatures commit themselves to evil with a zeal like that of a crusader committed to good. Beyond being willing to hurt others for their own ends, they take pleasure in spreading evil as an end unto itself. They may also see doing evil as part of a duty to an evil deity or master.

Lawful evil is sometimes called "diabolical," because devils are the epitome of lawful evil. Lawful evil creatures consider their alignment to be the best because it combines honor with a dedicated self-interest. Lawful evil is the most dangerous alignment because it represents methodical, intentional, and frequently successful evil.

Neutral Evil, "Malefactor"
A neutral evil villain does whatever she can get away with. She is out for herself, pure and simple. She sheds no tears for those she kills, whether for profit, sport, or convenience. She has no love of order and holds no illusion that following laws, traditions, or codes would make her any better or more noble. On the other hand, she doesn't have the restless nature or love of conflict that a chaotic evil villain has.

Some neutral evil villains hold up evil as an ideal, committing evil for its own sake. Most often, such villains are devoted to evil deities or secret societies. Neutral evil beings consider their alignment to be the best because they can advance themselves without regard for others. Neutral evil is the most dangerous alignment because it represents pure evil without honor and without variation.

Chaotic Evil, "Destroyer"
A chaotic evil character does whatever his greed, hatred, and lust for destruction drive him to do. He is hot-tempered, vicious, arbitrarily violent, and unpredictable. If he is simply out for whatever he can get, he is ruthless and brutal. If he is committed to the spread of evil and chaos, he is even worse. Thankfully, his plans are haphazard, and any groups he joins or forms are poorly organized. Typically, chaotic evil people can be made to work together only by force, and their leader lasts only as long as he can thwart attempts to topple or assassinate him.

Chaotic evil is sometimes called "demonic" because demons are the epitome of chaotic evil. Chaotic evil beings believe their alignment is the best because it combines self-interest and pure freedom. Chaotic evil is the most dangerous alignment because it represents the destruction not only of beauty and life but also of the order on which beauty and life depend.

Friday, January 3, 2025

The Companions
The Time of Troubles & Era of Upheaval
Inspired By Ed Greenwood

Hordus Blackforge was born and raised (for a time) in the dwarven mountain stronghold of Icespire Hold located in the Sword Mountains, on Icespire Peak. On his first mining expedition with his father, the section of tunnel that he and his brother were in collapsed.

Covered by rocks, unable to move or see for what seemed like days, all the while listening to his brother dying somewhere nearby. "In reality it did not take a full day for miners to dig him free". He had never been confined in a space this small, unable to move, gasping for breath, with little to no visibility. By the time help arrived to rescue him, his brother was dead.

Afterwords, life had become a struggle with Hordus dealing with the incident and his brothers death. His sleep patterns became eratic, waking up at all hours of the night with recurring dreams of his friend dying and him being unable to do anything about it. He and his brother were very close and his death hit Hordus hard. It got to the point to where he needed a candle or oil lamp lit to be able to sleep. As time went on, it went from a single candle to more candles that one could count. Hordus stopped going into the mines after this accident, finding one excuse after another to keep himself clear of the mines.

He eventually left home at an early age "unable to tolerate the concerned looks from his peers". Most recently he has been seen in the region around Red Larch and Westbridge traveling with his companions. Preferring the outdoors, he tends to travel across the region lending aide when possible to those in need of it. Since he prefers to live an isolated life, he usually doesn't stay in one place for long, living mainly in the outdoor wilderness regions - most recently, he has found himself traveling the region near the settlement of Red Larch. Hordus had been gone from his home for just over a century when he got word of the fall of Icespire Hold from a giant attack. Having no home to return to, he generally is found in the region of the Sword Mountains.

For the most part, Hordus is your typical every day Dwarf, grumbling, never satisfied with his work and loves working with his hands. He took up wood carving at a young age and it has stuck with him over the years. He enjoys relaxing outdoors smoking his pipe and whittling wood. He tends to enjoy the "drink" a little more than he should. He is still coming to terms with the death of his brother.

Hordus is easy to talk with and is very open minded .... and if asked, he swears he is getting better with not having constant lights on in order to sleep. True or not, Hordus prefers to remain above ground whenever possible but his phobia does not prevent him from traveling beneath the surface "it just takes a bit of convincing and persuasion". Most recently, Hordus has been traveling with friends escorting merchant wagons throughout the Sword Coast.

Being a Moon Elf of the Elven Court, Elanthe carries the poise of a high house of Cormanthyr. Dressed in fine silks with speech refined by an education in the Art and the Seldarine, she often appears to those in the Dessarin Valley as a pampered youth who has never left her myth-shrouded borders.

This perception is far from the truth; Elanthe earned her status through many years of service as a commander of the Cormanthor Border Guard, where she led elite troops along the River Lis to intercept Zhentarim spies and repelling Moonsea orcs.

With the intensity of the eastern border watches finally waning, Elanthe has claimed a hard-won respite to choose her own path. Driven by the characteristic wanderlust of the Moon Elves and a clarity of purpose, she views herself as a person of action. She is cheerful and perceptive, refusing to wait idly while others determine her fate. She understands her potential is limitless and is driven to utilize her healing talents, perhaps inspired by the grace of her god, Corellon Larethian, the patron god of all elves.

Elanthe craves forgotten healing knowledge—perhaps the lost secrets of Myth Drannor—and seeks to achieve renown across Faerûn for her mastery of the healing arts. To her, adventure is the only method to truly refine her skills; she leaves the dusty safety of libraries like Silverymoon to those of limited scope, preferring to test her capabilities against the actual adversity of the Savage Frontier.

Navigating the Dessarin Valley provides a quiet cultural shock compared to the song-shaped forests of her home. She finds the heavy human reliance on manual labor and vast agriculture—seen in hubs like Goldenfields—unrefined yet undeniably impressive. While she occasionally mourns the wild lands lost to tilled soil, her heritage draws her toward the "intoxicating diversity" of these frontier settlements rather than shunning them.

She respects the industrious nature of the "shorter-lived" peoples and prefers their directness over the idle apathy of sheltered sages. For Elanthe, the bustling trade rooms of Westbridge and Red Larch are not a nuisance, but a vital new landscape where her elven values can take root. The experience of interacting with the varied peoples of the world has only strengthened her resolve to make her mark on the Realms.

Now traveling with new companions, she continues her journey with her path set firmly before her. She views the rugged lifestyle of the valley as the perfect crucible for her talents, seeking to bridge the gap between ancient elven wisdom and the immediate needs of the frontier. She moves forward with the confidence of a commander and the heart of a healer, ready to claim the renown she seeks in this strange, dusty land.

Thursday, January 2, 2025

Interested in Being a Player?
The Time of Troubles & Era of Upheaval
Inspired By Ed Greenwood

It's "very" important that you get familiar with this campaign blog "there will be a test later" . . . nah, just kidding on the test part lol, but trust me when I say, this blog was created for you, the player so make use of it. This will be my first Old-School Essentials Advanced Fantasy system that I've ever ran "since for pretty much my entire gaming life, I've ran Advanced Dungeons & Dragons exclusively". I try and do my best to give my players a fun game.

I've ran games around the table in the past, I've never had anyone complain so I guess I must be decent but this time I'll be doing an online campaign using Discord/Roll20 so I'll have to work extra hard to make this thing fun for my players.

▶ This campaign will be locally recorded & uploaded to a Youtube playlist
▶ We will use Discord for Audio and video (webcams)
▶ We are planning to play every other Saturday night 7-10pm EST
▶ We may be able to squeeze in the Friday before at times (players discretion)

▶ You can see the header of this blog with the 5 empty slots. I will be adding portraits for each players character "strictly for aesthetic purposes for the blog". These portraits will be created using an AI script ap that I have, you can either create the portrait or I can do it for you. It doesn't even have to be what your character looks like, as I said it is "strictly for aesthetic purposes for the blog" to help make the campaign blog look a little more appealing for people who visit it. We will discuss this if you join the group, it really is not a major thing, it's actually quite simple to do.

House Rules: We do have a few "quality of life" house rules to help make the game run a little smoother and be slightly more forgiving than it is in it's current form. These rules may change over time.
About Our Campaign: Here you can read all about our Forgotten Realms campaign setting.
Journals Page: This is where my players can find everything they need to know about our campaign.
• Check out the class page to see what is available to play.

▶ We are looking for mature adults as players.
▶ I do not fudge on dice rolls, whatever gets rolled, is rolled.
▶ We are not looking for rules lawyers that will debate every rule the DM says.
▶ Mistakes will be made by players and the DM, deal with it.
▶ We want friendly, chill players that simply want to have a fun night of gaming.

• You can reach me on Discord by sending me a friend request to the name RPGrandPa.
Facebook: This Facebook group is mainly for my Youtube channel but can also be used for this campaign as well.
• Email: If all else fails, my email is jamesefullard@gmail.com

This campaign will take place online using Roll20/Discord - so, Roll20 will be used for character sheets, dice roles, and maps. Discord will used for our voice audio/video. We "will" be using Webcams for the overlay so what this means is all members must have a stable internet connection and quality webcams as well as microphones for audio. One thing I tend to preach on is when we are playing each player is required to make sure they don't have any background noise bleeding through the microphones. This campaign will be recorded and uplaoded to Youtube for others to watch so we have to have everything on point.

Our schedule will be every other Saturday night from 7-10pm EST and occasionally we can slip in the Friday before, I will need players to stick to the schedule because with us playing every other weekend, if we miss a session, that puts us not playing for a month. If we have a cancelation of just one player, I will cancel that nights game . . . "one thing I always hated when I watched liveplays in the past is for a game night not have players show up but they run the game that night anyways" it just takes away from the viewing experiences for our viewers so please, once you agree to a schedule try to be at each session.

I understand we will have times someone needs to cancel "which will shut that nights game down" it happens and I understand that, hell, I may have to cancel one night so we will deal with those when they happen but if we do have to cancel a Saturday, maybe we can slide in the Friday before to replace the loss of that Saturday. This campaign will be ran using my own version of a modified Old-School Essentials system. We will be using the class based system "meaning races can be classes also". We have plenty of classes for players to choose from on our class page.

I plan to run a very relaxed, very friendly game for my players. I am 59 years "young" and love gaming. I have always said, if someone can't get along with me then it is them that has the problem, you won't find a more friendly Dungeon Master than me. If you're looking for a friendly atmosphere, friendly down to earth players and a Dungeon Master that tries very hard to give his players something special, I would love to hear from you.

One last thing . . . everything about this group/game is based off of "eastern standard time", so any time a time is given it will be in EST. We prefer to bring in players from the USA with similar time zones as ours, it just makes things easier to schedule play times/dates but if you are not from the US and can manage the times/dates we set up to play on then that is fine.

Important: Don't just blindly ask to join us, take the time to really go through the campaign blog, go through the links provided on this page. It's important that you understand exactly what this campaign involves, what rules we use, what house rules use and everything else. If you don't bother reading about this campaign and just go straight into asking blind questions that are either "already" answered here or somewhere else on the blog, you're going to get denied . . . just saying. Everything on this campaign blog was put here "for you" to use so please make use of it.

Rules
Other Games During Game Time: Look, be respectful and while we are playing D&D, don't have World of Warcraft pulled up in the background etc. etc. Either you want to play in our campaign or you don't. Just be respectful please, your DM puts in a lot of hard work to try and give his players a good solid game.
Be Mature: We are all adults, please ... let us all act like adults when we play.
Real Life Stuff: We don't bring "anything political from the real world" to our table, we basically don't bring anything from the real world into our games.
Pronouns: We don't do the pronoun silliness. When we sit down at the table, it's about the "game" and nothing else.

▶ Make sure you as a player have read, explored & understand this "entire" page before requesting to join this group If everything you read here seems fine to you, please return to the Roll20 page and request to join our group.

Wednesday, January 1, 2025

The Horn Stream
The Time of Troubles & Era of Upheaval
Inspired By Ed Greenwood

The Horn Stream is a geographical feature within the fictional Forgotten Realms setting, specifically located in the Dessarin Valley region. It is identified as a tributary of the River Surbrin, joining the larger river system near the major settlement of Yartar. The stream flows generally eastward from the vicinity of the town of Triboar before merging with the Surbrin.

While a canonical map location, the Horn Stream is largely a minor feature, often only listed as a landmark in sourcebooks and adventure modules such as Princes of the Apocalypse. Unlike major rivers in the region like the Dessarin itself, the Horn Stream has little specific lore or history assigned to it in official materials, serving mainly as part of the overall geography that defines the trade routes and wilderness of the North.