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

The residence of Speaker Ghaliver Longstocking stands upon a gentle rise overlooking much of Westbridge, making it one of the most recognizable homes in the settlement. Though often referred to as Longstocking Manor by locals, the building is far from the grand estates found in larger cities. Instead, it reflects the practical prosperity of a successful halfling merchant.

Constructed from fine timber and local stone, the sprawling home has grown steadily over the years through numerous additions and renovations. Flower gardens, fruit trees, and carefully maintained hedges surround the property, while a white-painted fence encloses the grounds. Warm lanterns illuminate the porches each evening, making the manor appear welcoming rather than imposing.

The interior reflects Ghaliver's success and love of comfort. Rich wooden furnishings, colorful rugs, and polished brass fixtures fill the spacious rooms. Shelves display curiosities collected from merchants and travelers who have passed through Westbridge over the years, including unusual carvings, foreign coins, and small works of art from distant lands. Despite his wealth, Ghaliver avoids excessive extravagance, preferring practicality over luxury. The residence frequently hosts community meetings, merchant gatherings, and celebrations, reinforcing its role as both a family home and an unofficial center of village affairs.

As Speaker of Westbridge and owner of several local businesses, Ghaliver spends much of his day conducting meetings from a large study located near the front of the manor. Maps of the surrounding region cover the walls, while ledgers and business records occupy nearly every available shelf. Farmers, merchants, travelers, and local leaders often visit seeking advice, financial assistance, or help resolving disputes. Ghaliver has earned a reputation as a fair and approachable leader whose investments have helped improve the quality of life throughout the settlement. Many villagers credit him with much of Westbridge's recent prosperity.

Recently, however, the manor has become increasingly busy as concerns about the region's growing dangers continue to mount. Reports of raided farms, missing livestock, and attacks along the Stone Trail arrive almost daily. Ghaliver has begun organizing community defenses, funding repairs to roads and fences, and quietly supporting efforts to investigate the strange happenings within the Kryptgarden Forest. Though he maintains an optimistic public demeanor, those closest to him have noticed that the Speaker often works late into the night, studying reports by candlelight and worrying about the latest news.

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
Riverbend Stables
Merrygold's Table
Tenements
Woodworker Shop
Timberwheel Wainwright
Speaker's Residence
Shrine of Chauntea
Stitchcloak's Spectacular Supplies
Goldleaf Exchange

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

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 Shrine devoted to the worship of Chauntea.

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 an enormous system of subterranean caves, caverns, and tunnels located beneath the surface. The Underdark is not one giant cavern under the surface, 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 is 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 massive regions controlled by various factions and races. 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. 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 and 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 rhythmic clang of hammer striking hot iron can often be heard long before the smithy comes into view. The building itself is simple and functional, designed more for work than appearance. One side stands largely open to the elements, allowing heat, smoke, and sparks to escape while providing ample room for wagons and customers to move about. Soot blackens the heavy timbers overhead, and the air is perpetually thick with the scents of coal smoke, hot metal, and sweat. The forge burns from dawn until dusk, casting an orange glow that dances across the workshop's dark interior.

The smithy is operated by Taero Fuirume, a massive, broad-shouldered man whose size and strength are the subject of countless local stories. His thick arms seem almost as large as some men's legs, and years spent working at the forge have left his hands calloused and scarred. During business hours he can almost always be found standing at his anvil, hammering away with tireless determination while his two sons work nearby.

The young men tend the bellows, sort finished goods, and assist with larger projects that require several pairs of hands. Despite the demanding labor, the three work together with practiced efficiency born from years of experience.

The smithy's reputation is well earned. Taero produces sturdy, dependable goods that farmers and laborers rely upon throughout the region. Plowshares, horseshoes, nails, hinges, axes, hammers, shovels, and countless other tools emerge from his forge each week. While he possesses the skill to create weapons and armor when necessary, most of his work involves practical items needed for everyday life. Customers seeking quality craftsmanship often find themselves waiting several days for larger commissions, but few complain, knowing that Taero's work rarely disappoints. Though not particularly talkative, he listens carefully to customers and takes obvious pride in his trade.

Inside, racks of finished tools line the walls while barrels overflow with nails, spikes, and metal fittings awaiting purchase. Half-finished projects rest upon workbenches beside tongs, hammers, and other specialized implements. Sparks occasionally leap from the forge while the bellows roar like some slumbering beast awakening beneath the workshop. To visitors, the smithy appears exactly what it has always been: a hardworking family business built upon honest labor and craftsmanship. Yet beneath the familiar sounds of industry, Taero watches visitors more carefully than most realize, his dark eyes quietly measuring everyone who passes through his forge.

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.

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 standard Race & Class system, basically the same as how it is being done in AD&D 1st edition. The level cap will be level 18 for all classes that are being used. 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.

Sunday, January 5, 2025

We Focus on TTRPG's Here
The Time of Troubles & Era of Upheaval
Inspired By Ed Greenwood

As far as real world issues goes, we've never had to address these issues here and for that I am extremely thankful. We are not anything special here, just a group of gamers trying to have a good time and I think we've grown quite a bit which makes me happy. I hope that we can continue to grow and expand as time goes on! However there is a lot of turmoil going on in the outside world and I want to make something clear here.

We will not discuss matters of justice and equality here. We (and I, specifically) believe firmly that heroes of high fantasy settings would have never looked at anyone or anything and wondered . . . what do they identify as, are they gay or straight, what race, color or sex a person is/was, no, they wouldn't because it never would have came up and it will not come up on this blog or within my games. None of that matters here because we are all adults here and we treat people like adults.

We don't care about any of that silliness here, this is a Dungeons & Dragons campaign blog . . . it does not matter who you are, what you believe in, what color you are, what sex you are or were, none of that matters here and it will not be discussed here, so keep it to yourself.

If you feel the need to push any of that in peoples faces where this campaign is concerned then please go somewhere else, we are here to play tabletop games and nothing that happens in the real world matters here. You won't find people yelling at the world about what pronouns they use, or if they identify as a lamp shade in this group. We are not for it or against it - we simply don't care. This is a GAMING BLOG covering a Dungeons & Dragons setting and the stories that it holds. No one here cares about any of the above mentioned things, keep it to yourself and let us focus on the adventures that happen here.

If you disagree with this, feel free to leave this place and never come back. I hope you take the time to reflect on your beliefs and understand that what you believe in, should be none of anyone elses business, and people will not be forced to address you by your silly pronouns - keep it to yourself. Once again, this is a Dungeons & Dragons campaign blog and that is all that should matter to anyone who visits this website.

People that sit around our real world or virtual table are all grown ass adults and we don't give a damn about your pronouns or your real world politics & agendas. Now, with all that out of the way, we hope you enjoy your visit here and please feel free to say hello in our comments sections. We would love to meet you.

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.

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.