Showing posts with label 5e. Show all posts
Showing posts with label 5e. Show all posts

Tuesday, March 10, 2026

Mail Call Tuesday: Monster Vault 2, Tales of the Valiant

Tales of the Valiant: Monster Vault 2
 Wanted to tryout more of the Retail editions from DriveThruRPG, and I noticed Kobold Press' Tales of the Valiant Monster Vault 2 was a choice. So my oldest kid picked it up and we got it just a few days later. Not as fast as say Amazon nor even as fast as me driving to my FLGS, but it was convient and we also got the PDF. 

With a print-on-demand version, I'd talk about the print quality and such, but this is a retail version, so offset printing and everything, so it looks great. 

It is 355 pages and over 300 monsters. Not too shabby, really.

It also has templates, NPCs, Monster Squads (Big Bads and their followers), and rules for Doom.

And it is all compatible with 5e. Though I should point out that none of these monsters have an alignment listed. So if that is something that triggers you then you should avoid this book. But otherwise, I think it will be a good addition to our game library here. I would ask my oldest how it worked for him in his weekend game, but he didn't play 5e this past weekend. He played NIGHT SHIFT instead! 

One thing I am considering, though.

In my game, Hell has gone through a reorganization. Out are Levistus and Zariel. Levistus was unmade and seizing this opportunity, Glasya took command of Stygia, becoming the first Arch Duke (Duchess) to control two layers of Hell since Baalzebul. Asmodeus, of course, allowed this to happen, thinking that these two layers would keep his ambitious daughter too busy to seek other layers. Glasya then did something no one expected. She raised Geryon to the ranks of Duke and put him back in charge of Stygia as her Viceroy. Geryon, happy to be back in charge and still angry with Asmodeus, took Glasya's offer. He was also pleased she had destroyed Malagard, someone he believed never earned her place in Hell. This earned her the hate of Baalzebul and the watchful caution of Mephistopheles (who, in my games, believes he is Glasya's real father).  For assurances that Geryon follows Glasya's orders, she has had Geryon's consort, Cozbinaer, raised and now serves in Glasya's court. 

Zariel is another one. She was defeated, and I had thought to put Astaroth in her place. But I think I will use Archduke Abizeth now. I have a habit of using what I have on hand for these sorts of things. His plane sounds a lot like Avernus, so I have that working for me. 

Archduke Abizeth

I have more changes coming to Hell. It's been a busy place. Maybe I should grab a couple of unique devils from Pathfinder 2nd ed as well. Maybe Barbatos is a good choice? There are a lot of good choices from Pathfinder.

Monday, March 2, 2026

Elowen Hale: Tales of the Valiant

Tales of the Valiant Player's Guide 2
 "Elowen is not the storm. She is the candle in the window while the storm rages." 

- From the Journal of Larina Nix.

After the double marathon of TARDIS Captain's The Character Creation Challenge and Barking Alien's RPG CAMPAIGN TOUR CHALLENGE, I thought I'd do another one for March! Just kidding. I didn't find one I liked, but I do want to continue with the themes of those two challenges for this month.

So, for March, each Monday, I am going to post the character stats for my newest witch, Elowen Hale. She was not featured during the character creation challenge, but I was building her network of friends and coven members. She was featured during the RPG Campaign tour as my tour guide, but all of that happened before she was 1st level. Now she is 1st level and ready for some adventures of her own.

For this, I am going use five different systems to describe her. This is her genesis, really. I had just picked up the new Tales of the Valiant Player's Guide 2. My goal at that point was to find a witch that might work for both TotV and Pathfinder 2 nd edition, since both games have a native witch class. 

I also wanted to see how she would manifest in Daggerheart and AD&D 1st edition. Daggerheart also has a witch class in playtest, and I am working on my AD&D witch. I worked to find the intersection of all these witch ideas into one witch that fit them all. 

That witch is Elowen.

Elowen and the Tales of the Valiant

Character Background (Tales of the Valiant)

Elowen was not meant to survive. What returned was not quite the same girl. She breathes. She laughs (more now than when it first happened). She drinks tea. But something in her stands half a step beyond the world.

Clerics say she was restored by divine grace. Wizards insist her resurrection was a planar anomaly. Elowen knows the truth is simpler and stranger: something let her come back.

Since then, the veil between worlds has parted for her. Spirits hesitate around her. Ghosts fall silent. She can see faint threads of fate where others see only empty air.

Unlike many who return from death, Elowen is not hardened. She is gentle. Curious. Soft-spoken. She delights in small things: warm cups, autumn leaves, frogs in rain puddles. She has decided that if she were given a second life, she would live it brightly.

Elowen Hale
Elowen Hale
Human Witch 1 (Twilight Soul)
PB +2

Heritage: Covenant
Background: Chronicler 
Learn Researcher 
Features: Spell Inoculation (advantage on saves from spells targeting her)

Strength: +0 (10)
Dexterity: +1 (12)
Constitution: +2 (14)
Intelligence: +2 (15)
Wisdom: +3 (17) Saves + PB
Charisma: +3 (16) Saves + PB

Skills: +6 Arcana, +5 Perception, +5 Survival

HP: 10
AC: 12

Spells
Cantrips: Dancing Lights, Influence, Luck Bait, Swift Stash
First Circle: Stumble, Withering Gaze

Age: 19
Height: 5'4"
Weight: 114 lbs

Skin: Pale
Hair: White (was black)
Eyes: gray (were violet)

Familiar: Mirepoix (calico cat)

Theme song: Home (Prospertine)

So this was Elowen's conception. Reading through Tales of the Valiant and figuring out their witch options.  The Twilight Soul witch jumped out at me right away. Plus the art features a white-haired witch (as does Pathfinder) I also pretty much got her look in right away.

ToV witch

Last month's posts also helped me establish that Elowen, much like her mentor Larina, keeps a journal. Since I had some character journals for Tales of the Valiant, one of them became Elowen's.

Elowen's Character JournalElowen's Character Journal

Elowen's Character Journal

Sorry for the weird lighting. My wife is turning on her grow lights for this year's garden.

I'll keep notes in this as I run her through various adventures. Yeah, she will be a GMPC for the most part, but her magic isn't going to be the thing to change the tide of a battle. But she can keep notes in her journals that Larina bought for her. Like Larina says, Elowen is not the storm, but she is the comfort away from the storm. She is a comfortable fire and a nice hot cup of tea. She is the one you can tell your horrifying truths to because she won't judge you.

Of course, this is just part of how I defined who Elowen otehr ideas about who she is came from other games too. She is at the intersection of all these witch ideas.

Tuesday, January 27, 2026

Mail Call Tuesday: Tales of the Valiant Player's Guide 2

 Tales of the Valiant Player's Guide 2 was delivered to my door this week! 

Tales of the Valiant Player's Guide 2

I backed this on Kickstarter a while back and I am happy to see it. 

The box was packed with the Player's Guide 2 and three character journals.

Of course, what I am most excited about is their new witch class.

Tales of the Valiant Player's Guide 2

Tales of the Valiant Player's Guide 2

It looks like it is a lot of fun and I can't wait to create a new character for it.

I think I do want a brand new character. One I can try in this, Pathfinder 2.1, and for the hell of it, something for my current AD&D game. It could be a lot of fun. 

Just need a concept that would fit all three games!

This witch has three subclasses, which are roughly equivalent to my ideas of traditions. The Crimson Cord, the Night Song, and the Twilight Soul. Pathfinder is more Patron-focused.  Somewhere is a witch I can slot into all three.

Monday, December 1, 2025

Monstrous Mondays: Wyrdcat

Carla Bosteder from Pixabay
Carla Bosteder from Pixabay
 I am working on another piece of something that may or may not involve my "The One Who Remains."  Think of this as a warm-up sketch an artist would do before getting into their main composition. 

As it turns out, this also makes a decent OGL-ready version of a Displacer Beast. This is based on a monster we used to use called a "Tessercat." 

Wyrdcat

Dimensional Apex Predator

“It isn’t invisible. It’s just in three places you’re not.”

- Notes from the Archives of Killian Mazior

The Wyrdcat is a predator from beyond the edges of known planes, not born of one world, but between them. It is not native to any reality, and perhaps not even alive by most definitions. When Killian’s Tower began drawing in unstable planar energies, the Wyrdcat slipped through. A wandering apex hunter, now trapped within the folds of fractured dimensions.

Though feline in form, the Wyrdcat is a thing of quantum uncertainty and temporal stutter. It appears as a sleek, panther-like creature with oily black fur, three shadow-laced tails, and eyes that glint in colors no one can name. Its form pulses with fractured reflections. At any given moment, it may exist in multiple nearby positions, flickering like an unsynced illusion.

It hunts with the precision and cruelty of a big cat; stalking, pouncing, toying with prey before the kill. The laws of space and time bend around it. Some say it sees not just where a creature is, but where it was and will be. Those who survive a Wyrdcat encounter speak of claws that cut through armor, wounds that reappear after healing, and psychic echoes that return in dreams.

Behavior

Solitary Apex Predator: The Wyrdcat hunts alone. It marks its territory across multiple overlapping realities. If another apex predator enters its distorted hunting grounds, it becomes immediately aggressive.

Reality Drifter: The Wyrdcat can manipulate its form to align with different versions of reality. This shift can cause localized changes in reality, resulting in distorted probability fields. (This results in the players needing to use different dice to roll for initiative, to hit, and damage. It can also cause the local "rules" to shift between editions of the game.)

Mirror Flicker: It always appears in three semi-distinct forms: one solid, two afterimages or preimages. Only one is real at any time, and it may shift between them without warning.

Dimensional Stalker: It may pursue prey even after they plane shift, teleport, or escape into another zone of the tower. It remembers where they will be.

Wyrdcat (1st Edition)

Frequency: Very Rare
No. Appearing: 1 (always solitary)
Armor Class: 2
Move: 15"
Hit Dice: 7+2
% in Lair: 5%
Treasure Type: Q (×10), X
No. of Attacks: 2 claws / 1 bite
Damage/Attack: 2–8 / 2–8 / 2–12
Special Attacks: Surprise (90%), planar pounce
Special Defenses: Mirror Flicker (see below), +2 or better weapon to hit
Magic Resistance: 25%
Intelligence: Low (animal cunning)
Alignment: Neutral
Size: L (8–10' long)
Psionic Ability: Nil

The Wyrdcat is a sleek, black-furred feline predator from beyond the known planes. Though it resembles a panther or great jungle cat, the Wyrdcat’s form flickers unnaturally between overlapping dimensions, accompanied by afterimages that move out of sync with its body. Its three shadow-tailed limbs seem to lag or stutter through space, and its eyes shimmer with alien colors beyond mortal comprehension.

Wyrdcats are not native to any world. They are planar anomalies. Believed to be either accidents of cross-dimensional entropy or the predatory echoes of something far older and deeper. The creatures now prowl the fringes of unstable magical structures such as witch gates, collapsed covensites, and reality-warped ruins.

Though bestial in nature, Wyrdcats hunt with a cruel cunning. They stalk arcane spellcasters and dimensional travelers, and are particularly drawn to witches, warlocks, and those who have tampered with interplanar forces.

The Wyrdcat attacks via a claw/claw/bite routine common to large cat predators. Each claw can do 2-8 (2d4) hp worth of damage, while its bite can do 2-12 (2d6).

Mirror Flicker (Special Defense)

The Wyrdcat constantly flickers between three visible forms. It functions as if under a permanent mirror image spell with two false images. The true form randomly shifts every round. Attacks against the creature have a 66% chance to target an illusion unless the attacker has true seeing or similar magic.

Planar Pounce (Special Attack)

Once per encounter, the Wyrdcat may teleport up to 30 feet to attack as if using a dimension door. This grants it +2 to hit and imposes a -2 penalty on the target's surprise roll.

Edition Flux (Optional Rule)

Once per turn, the GM may declare that the Wyrdcat is using mechanics from a different edition (i.e., switch initiative methods, AC rules, etc.). Players must quickly adapt.


Wyrdcat (3.5 Edition)
Large Magical Beast

Hit Dice: 8d10+32 (76 hp)
Initiative: +4
Speed: 40 ft. (8 squares), planar pounce 1/day
AC: 18 (–1 size, +4 Dex, +5 natural), touch 13, flat-footed 14
Base Atk/Grapple: +8/+17
Attack: Claw +12 melee (1d8+5)
Full Attack: 2 claws +12 melee (1d8+5), bite +7 melee (2d6+5)
Space/Reach: 10 ft./5 ft. (10 ft. with claws)
Special Attacks: Planar Pounce
Special Qualities: Mirror Flicker, Darkvision 60 ft., low-light vision, DR 5/magic, SR 18
Saves: Fort +10, Ref +10, Will +5
Abilities: Str 21, Dex 19, Con 18, Int 6, Wis 14, Cha 10
Skills: Hide +8, Listen +8, Move Silently +12, Spot +8
Feats: Multiattack, Improved Initiative, Weapon Focus (claw)
Environment: Any extraplanar
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Neutral
Advancement: 9–12 HD (Large); 13–18 HD (Huge)

The Wyrdcat is a sleek, black-furred feline predator from beyond the known planes. Though it resembles a panther or great jungle cat, the Wyrdcat’s form flickers unnaturally between overlapping dimensions, accompanied by afterimages that move out of sync with its body. Its three shadow-tailed limbs seem to lag or stutter through space, and its eyes shimmer with alien colors beyond mortal comprehension.

Wyrdcats are not native to any world. They are planar anomalies. Believed to be either accidents of cross-dimensional entropy or the predatory echoes of something far older and deeper. The creatures now prowl the fringes of unstable magical structures such as witch gates, collapsed covensites, and reality-warped ruins.

Though bestial in nature, Wyrdcats hunt with a cruel cunning. They stalk arcane spellcasters and dimensional travelers, and are particularly drawn to witches, warlocks, and those who have tampered with interplanar forces.

The Wyrdcat attacks via a claw/claw/bite routine common to large cat predators. Each claw can do 1d8+5 hp worth of damage, while its bite can do 2d6+5.

Mirror Flicker (Su): The Wyrdcat exists partially in multiple dimensions. It is constantly under an effect similar to mirror image, generating 2 illusory copies of itself. These cannot be dispelled normally. True seeing reveals the true form.

Planar Pounce (Su): Once per day as a free action, the Wyrdcat may teleport up to 30 feet before making a full attack. This does not provoke attacks of opportunity.

Edition Flux (Ex): Once per encounter, the Wyrdcat may twist reality, forcing all initiative to be rerolled using d10 (2e style) or d6 (1e style), randomly determined. It may also alter damage reduction, attack styles, or magic resistance at the GM’s discretion.


Wyrdcat (D&D 5e)
Large monstrosity, unaligned

Armor Class 16 (natural armor, flickering defense)
Hit Points 95 (10d10 + 40)
Speed 40 ft.

STR 20 (+5)
DEX 18 (+4)
CON 18 (+4)
INT 6 (–2)
WIS 14 (+2)
CHA 10 (+0)

Saving Throws Dex +7, Wis +5
Skills Perception +5, Stealth +8
Damage Resistances force, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks.
Senses darkvision 60 ft., passive Perception 15

Languages —

Challenge 6 (2,300 XP)
Proficiency Bonus +3

The Wyrdcat is a sleek, black-furred feline predator from beyond the known planes. Though it resembles a panther or great jungle cat, the Wyrdcat’s form flickers unnaturally between overlapping dimensions, accompanied by afterimages that move out of sync with its body. Its three shadow-tailed limbs seem to lag or stutter through space, and its eyes shimmer with alien colors beyond mortal comprehension.

Wyrdcats are not native to any world. They are planar anomalies. Believed to be either accidents of cross-dimensional entropy or the predatory echoes of something far older and deeper. The creatures now prowl the fringes of unstable magical structures such as witch gates, collapsed covensites, and reality-warped ruins.

Though bestial in nature, Wyrdcats hunt with a cruel cunning. They stalk arcane spellcasters and dimensional travelers, and are particularly drawn to witches, warlocks, and those who have tampered with interplanar forces.

Mirror Flicker.

The Wyrdcat projects two illusory versions of itself, similar to the mirror image spell. At the start of each turn, roll 1d6. On a 1–4, the attack targets an illusion, which vanishes; on a 5–6, the attack targets the real creature. If all images are destroyed, they regenerate at the start of the Wyrdcat’s next turn.

Planar Pounce (1/Day).

As a bonus action, the Wyrdcat teleports up to 30 feet to a space it can see and makes a full multiattack.

Reality Flux (Recharge 5–6).

The Wyrdcat distorts the battlefield. Until the end of its next turn:

  • All initiative rerolls use a d10 or d6
  • Saving throws use the 3e categories (Fort/Ref/Will).
  • AC is treated as descending (lower = better) for targeting purposes.

This affects PCs and NPCs alike. Creatures with truesight are unaffected.

Actions 

Multiattack. The wyrdcat makes two attacks with its claws and one attack with its bite.

Claw.

Melee Weapon Attack: +8 to hit, reach 10 ft., one target

Hit: 12 (2d6 + 5) slashing damage.

If the target is a spellcaster concentrating on a spell, it must make a DC 15 Constitution saving throw or lose concentration due to the Wyrdcat’s disruptive phasing claws.

Bite.

Melee Weapon Attack: +8 to hit, reach 5 ft., one target

Hit: 16 (2d10 + 5) piercing damage.

If this attack reduces a creature to 0 hit points, the Wyrdcat may teleport up to 30 feet as a free action at the start of its next turn (Planar Reflex Surge).

Thursday, October 30, 2025

Forgotten Realms: Heroes and Adventures in Faerûn

 Went to my Favorite Local Game Store yesterday. They were doing downtown business trick or treating, oh, and I picked up the new D&D 5.5 Forgotten Realms books.

Heroes and Adventures in Faerûn

I have actually been looking forward to getting these.  I'll save a long and detailed review for a later date when they come up in my regular explorations into the Realms. 

The Shadow of Baldur's Gate

If you were new to the Forgotten Realms and this was your first exposure, you would be excused in thinking that Karlach Cliffgate, the tiefling barbarian with a heart of gold (well, really a heart of infernal machinery), was the most important character in the Realms. 

And she is. Full Stop.

But seriously. Karlach is all over these two books. There is one picture of Elminster, maybe one or two of Drizzt, one of The Simbul, a few of the D&D cartoon kids, and a ton of Karlach, with some more of Shadowheart, Astarion, and even Enver Gortash. Even Duke Ravengard gets a couple more than his son Wyl, anyway.

Everybody Loves Karlach
Everybody Loves Karlach

Baldur's Gate, circa DR 1501

The Baldur's Gate III video game looms large here.

Honestly, this is a good thing.

The tone of the book is, "this is a big old world and there have been heroes before you, but now is your time to be the epic hero." This is exactly what they should do. Drizzt even is taking a lesser role so his daughter Briennelle can do more. And really, who better than Karlach to lead that charge?

Heroes of Faerûn

The Books and their Contents

The two books, Heroes of Faerûn and Adventures in Faerûn are what you expect. Full color, plenty of art and new rules. Both books have expansive indexes. 

I feel that these two books are the way D&D 5.5 (and this is really a continuation of D&D 5) should move forward with their Campaign settings.

Both books cover the lands and people. The Heroes of Faerûn book for Players is an overview of everything, the Adventures in Faerûn book for Dungeon Masters covers some areas in more detail. 

Again, just very briefly. The lands seem brighter (as one should now expect from D&D 5.5) but that should never mean "safe." There is less emphasis on "this type of monster is a threat" and more on "this faction is a threat." Which is honestly much better. And there are plenty of factions to keep good characters busy fighting and evil characters, well also fighting them or even joining their ranks.

Though there are still monsters. 

Monsters

Monsters

There are changes, and really, I am the *least* qualified person to find these given how "new" my Realms education is, but a couple stick out.

Baldur's Gate, as expected, has eclipsed Waterdeep as the "city of choice" in this era. I think "in game" I'll say the Baldur's Gate has had an in-rush of tourism. Everyone wants to catch a glimpse of "The Hero of the Gate" Karlach. 

The Moonshae Isles have gone from the quasi-Celtic meets quasi-Vikings to a combined people living in an area where the Feywild bleeds through. And I like that.  

The Heroes of Faerûn book has expansions to the subclasses, including a College of the Moon Bard and a Spellfire Sorcerer. I want to try out both. Lots of new backgrounds, lots of new feats. Not as many spells as I would have expected. Adventures in Faerûn has lots of 1-page encounters and mini-adventures. Enough to get anyone going. The first ones can be used anywhere, and then there are location-specific ones. 

Of course, some of this covers the same ground as previous books, and they encourage people to check out these other sources too.

Heroes and Advertures of Faerûn
Inside cover maps

Heroes and Advertures of Faerûn
Venger and Presto still at it all these years later

Heroes and Advertures of Faerûn


Heroes and Advertures of Faerûn
Enver Gortash from Baldur's Gate III

Heroes and Advertures of Faerûn
Hank is now a King

Heroes and Advertures of Faerûn

I'll dig into these books more in the future. I still to finish my 2nd Ed AD&D exploration of the Realms.

The Player's book comes with a nice map. It reminds me of the map that came with the 3rd Edition D&D book.

Map of Faerûn

on the backside is a Calendar of Harptos.

Calendar of Harptos

Magic Items

In my first pass these books fit well with my other Realms books and continue the saga of the Realms.

The Forgotten Realms

Of note. Ed Greenwood is not listed as a contributor in these volumes, but he is given a special thanks. Jeff Grubb is given a special thanks as well.

I am looking forward to delving deeper into these books. 

Tuesday, October 21, 2025

Mail Call Tuesday: October Adventures & Witches

 It is proper chilly today in Chicago. And in my mailbox are some new witchy-themed books.

The Cooked Moon for 5e

I backed this Kickstarter and got the book a couple of weeks ago...or so I thought! My oldest saw it on my desk and has been taking his group through it.

The Crooked Moon

He loved it so much, saying it is the best D&D 5e adventure out in years, that he went out and bought the special edition version.

As it turns out the Special Edition on he grabbed was for D&D 5.5 (labeled 5e|2024) mine is for 5e|2014. The page number is the same, but the pages don't exactly line up. The content is still the same. There are differences, but we have not found them yet.

The book is huge, 632 pages, and gorgeous. It has a bit of everything. A 350-page adventure for levels 1 to 13. New subclasses, new species, new monsters, spells, feats and more. There new mechanics, curses, dark bargins.

The Warlock from Crooked Moon
Honestly, this feels like they are flirting with me.

It really is top-notch, and kudos to Avantris for getting it out in time for Halloween.

Sickest Witch

Another Kickstarter delivery in time for Halloween. 

Sickest Witch

I only got this one yesterday so I have not had the chance to go through it all yet. But it is a damn attractive book.

It feels like a stripped-down OSR-like game with some other design elements. Looks really fun.

All writing, development, and art was done by Justin Sirois. So it has a solid, united, vision throughout. 

Both are great for Halloween fun!

Monday, September 8, 2025

Monstrous Mondays: Brindlekin

 Small folk have always found a place at the edges of fantasy worlds, halflings and hobbits in their holes, gnomes tinkering in their burrows, kender poking their noses where they don’t belong. The Brindlekin are cut from the same cloth but stitched in different patterns.

The Brindlekin populate my new world of Iriandor. Overtly, this world is for D&D 5e or Daggerheart; a bright new world where I can create something new. Brindlekin come from the question I had of "do we really need gnomes AND halflings?"

Brindlekin

The Brindlekin are little wanderers with fur-tufted ears, wide curious eyes, and a knack for mischief that borders on magical. They’re storytellers, fire-keepers, and uncanny survivors who seem to slip through the cracks of history. Villagers often dismiss them as fairy-touched cousins of halflings or gnomes, but anyone who’s traveled with a Brindlekin knows there’s something more at work, an old magic that lingers in their blood.

Brindlekin delight in new friends, good food, and dangerous dares. They’re the first to strike a bargain with the fae and the last to abandon a doomed quest. Some whisper that they are the children of forgotten gods, sent to keep laughter alive when the world grows dark.


Brindlekin (AD&D 1st Edition)

Frequency: Rare
No. Appearing: 2–20
Armor Class: 6
Move: 9"
Hit Dice: 1+1
% in Lair: 20%
Treasure Type: Individuals J, in lair U, S, T
No. of Attacks: 1
Damage/Attack: By weapon (1–6)
Special Attacks: Mischief (see below)
Special Defenses: +1 to saves vs Spells, +10% to find/remove traps.
Magic Resistance: Standard
Intelligence: Very to Exceptional
Alignment: Neutral (tend toward Good)
Size: S (3–3½ ft. tall)
Psionic Ability: Nil
Level/XP Value: II/25 + 2/hp

Description: Brindlekin resemble halflings with a wilder cast: brindled fur-patches on their arms and faces, sharp eyes that gleam gold or green, and a tendency to twitch their noses when excited. They live in tight-knit clans but roam widely.

Brindlekin avoid combat when they can, preferring trickery. Once per day, a Brindlekin may use Confusion (single target, 1 round) or Faerie Fire as if cast by a 2nd-level druid.

These folk gather in clans of a dozen families, traveling in painted wagons or settling in hidden glades. Their culture prizes stories, songs, and dares, reckless challenges that often lead them into adventures.

Some scholars believe that Brindlekin are the rare offspring of halflings and gnomes. Other though point to a oft quoted saying among the Brindlekin that they are "children of the earth." Believing that the Brindlekin are the remaining children of long-forgotten gods. 

Brindlekin (D&D 5e)

Small Humanoid (Brindlekin), Neutral (Good)

Armor Class: 13 (leather)
Hit Points: 11 (2d6+4)
Speed: 30 ft.

STR 8 (–1)
DEX 15 (+2)
CON 14 (+2)
INT 11 (+0)
WIS 12 (+1)
CHA 13 (+1)

Skills: Stealth +4, Performance +3
Senses: Darkvision 60 ft., passive Perception 11

Languages: Common, Sylvan

Challenge: 1/4 (50 XP)

Mischief Magic (Recharge 5–6). As a bonus action, the Brindlekin casts faerie fire or forces one creature within 30 ft. to make a DC 12 Wisdom saving throw or become confused (as the spell, 1 round).

Nimble Escape. The Brindlekin can take the Disengage or Hide action as a bonus action.

Actions

Short Sword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.

Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.

Description: Brindlekin are curious wanderers, often mistaken for halflings at a glance. They sport brindled fur along their arms and cheeks, and their eyes glitter with mischief.

Brindlekin (Daggerheart Ancestry)

Brindlekin are small folk with wide, bright eyes and patches of brindled fur along their arms, cheeks, or temples. Their ears are fur-tufted, their voices lilting, and their laughter quick to come. Standing about 3 to 3½ feet tall, Brindlekin resemble a mix of human and fae, with a wild spark in their features. Their appearance often hints at animalistic ancestry: a striped lock of hair, whisker-like markings, or a nose that twitches when they’re excited.

Brindlekin are wanderers at heart. They travel in painted wagons or form temporary camps in forests and hidden glades, always eager to share stories, tricks, and dares. Their clans value daring and humor as much as hospitality, and they see risk-taking as a way to court fate. Many outsiders consider them reckless, but the Brindlekin say that courage is just laughter held a little closer to the heart.

They live slightly longer than humans, often reaching 120 years, though most spend their lives chasing trouble and adventure rather than comfort or longevity.

ANCESTRY FEATURES

Mischief Spark. Once per rest, mark a Stress to impose disadvantage on an enemy’s roll within Near range, or grant an ally advantage on a roll within the same range.

Nimble Step. You ignore movement penalties from difficult terrain, and you may always Hide if it is even slightly possible to do so.

--

Brindlekin

I have been sitting on this post for a while. I really want to move these guys over to AD&D, but they cover some of the same roles as my Glade Gnomes (more on them later) and gnomi. Do I need another species of small folk? Well...yes, because they are always fun and make the best sort of adventurers. But is there a niche for them? Maybe they will stay on Iriandor. Maybe even they are linked to that world in subtle and magical ways. 

Thursday, July 10, 2025

Iriandor: My New Campaign World

 I was not really planning on doing this. I have enough projects on my plate to keep me busy for years. BUT I also kinda want to this. What is this? This is my new campaign world based on the ideas I began to present in "Why D&D 5.5 (2024) Needs a New Campaign World" and "Why D&D 5.5 (2024) Needs a New Campaign World, Part 2."

So what are my goals here?

Three great tastes that taste great together
The future's so bright.

I want a world that is bright, and the characters have a sense of place and purpose.

The new edition of D&D (2025) is much brighter. I want a world to match that. Plus, I have been doing dark, grimdark, and horror since 1979. I want to do something different. Very different. I am building this with "D&D" in mind, but in truth, it is going to be largely system-less, at least at the start. If I want to adapt it to Daggerheart or Blue Rose (two games I will be taking a lot of cues from), then I can.

This World is NOT OSR or Old School.

Look, I love my old-school games. I really do. I have a solid publishing history of this. But this is not that world. In fact this world is very much a "we are moving out of the ashes of the old world into a new one." If that sounds a bit like Star Trek, well then, so be it. 

I am also shedding the various "pulp" influences. Again, I do enough of this elsewhere. The Witches of Appendix N will continue. I still have old-school projects on my hard drive waiting to see the light of day. This is not replacing those. This is it's own thing.

This World is not for Publication

As much as I think this would sell (based on my post stats), I don't have the time or art budget to make it fully manifest in the way it deserves. So instead, I am just going to write stuff here for it, and people can take what they want. I am not precluding a publication, I am saying that is not my plan.

Welcome to Iriandor  - A New World for a New Age

The world is healing.

Iriandor is not another rehash of a Forgotten Realm or a Gray Past. It is something new, a bright world born from the ashes of a terrible war. Not just a war. The War. For a century, the devils of Hell marched across the land, collecting the debts of power-hungry Warlock Thanes who bargained away not just their souls, but ours. The Warlock Thanes and their Hierarchs are gone now, burned out of history, but their twisted magic still lingers in wild places, where the ground is scorched and the air hums with wrongness.

Now, at last, the world begins to breathe again.

The people of Iriandor are rebuilding, not just cities, but trust. They are rediscovering lost places, forging new bonds, and reclaiming their place in a multiverse that almost forgot them. Floating cities drift above wounded forests. Ancient dwarven forges ring again. The Tieflings, once Hell’s foot soldiers, seek peace as free people. The Forgekin, born as tools, now walk as citizens. And the Elves? They debate the very nature of sentience in their spire-libraries above the clouds. Humans, always eager to explore and expand seek new lands and old mysteries. 

--

That's my start anyway. I wrote the words "The world is healing" in a notebook when I first started coming up with this idea. I like it, I think it is a good introduction to the world. 

Here are some of the peoples I have in mind for this world.

Dwarves

Master artisans, artificers, and called "The First Born," dwarves live everywhere in the world. They are fiercely devoted to family and clan, which can number in the dozens and thousands, respectively. Each dwarf has a personal name, a family name, and their "forge name," the name given to them when they come of age. Most dwarves believe that Forgekin houses the souls of long-dead dwarves, returned to the world to help the dwarves forge a new future. For this reason, dwarves will often call Forgekin "brother" or "sister" even though Forgkin themselves recognize no specific genders. Forgekin prefer the title "Cousin" from Dwarves and consider it an honor to called such.

Elves

They are called Eldryn by humans, but their own name is Naelyar, "the people who endure." They are long-lived philosophers of life and existence. They believe they came to this world at the same time as the dwarves, and as such share a kinship with them. The Eldryn are divided into philosophical factions so deep that most other races see them as separate subspecies.

    The Sylarië

    These Eldryn believe that all living things are sentient. They fought to have the Forgekin recognized as living beings and believe that all life is a precious gift.  Humans call them "Greenhearts" because of their love of plants and all things natural. They are the most numerous. Most are vegetarians. 

    The Talarien

    These Eldryn believe that only humanoid life is sentient, but still all life is precious. Humans call them "Gray Elves," a name they find amusing. They are extremely fond of humans, though some say in the way a human is with a pet.

    The Vaelshari

    The least numerous are the isolationist Vaelshari. They believe that only Eldryn lives are sentient. They think humans are at best animals and Forgekin are abominations. They can and do work with other Eldryn happily, but feel uncomfortable with other species.

Forgekin

Created centuries ago by dwarven artificers, they began their existence as servants, aides, and domestic labor. The dwarves who created them felt there was more to them than anyone realized, thus their name of "kin." When The War broke out, the Forgekin to an individual stopped their tasks and joined the fighting. For their efforts, they were awarded the status of citizens. In the floating city of Aetherreach, the home of Eldryn and Dwarves, and where the Forgekin were created, they are the most numerous and enjoy the most rights.

Some parts of the world still refer to them by the name "Househands" but this is considered to be derogatory in polite company.

Hellspawn / Tieflings

Slaves of the devils, these poor souls were used to fight the mortals of Iriandor. When the devils were defeated and the gates of the Warlcok Thanes destroyed, they threw down their arms and refused to fight anymore. They have since been recognized not as oppressors, but fellow victims and survivors of Th War. There are many places though where they are still not trusted.

Humans

Humans make up the bulk of the world. While the Warlock Thanes were human (mostly), most of the lives lost in The War were human ones. Humans now want to reach out and see who still survives and if there is any left of the Warlock Thanes, to stamp them out. There are always a few that would like to find that power for themselves.

--

I am also planning to add Halflings and Gnomes, but I am considering lumping them together as one species, the current front-running name "Brindlekin." Dragonborn will be there, as well as various anthropomorphic animals. Orcs of course will be here as well as goblins. I do love goblins. 

Yes there will all the classes and I'll add some gods as well. 

Though, I am having my cake and eating it here, too. The time before The War, during the Rule of the Warlock Thanes, would make for a fantastic Old School style world. Gritty, war, diabolic monsters, and power-crazed spellcasters. Both sound fun.


Wednesday, June 25, 2025

Witchcraft Wednesdays: New Witches, Daggerheart & Tales of the Valiant

 I got both Tales of the Valiant and Daggerheart for my birthday. And now both have Witch classes on the way.

Daggerheart Witch

I've already discussed the Tales of the Valiant Witch, which is part of their current Kickstarter. 

There is a great overview of this new witch class from Nerd Immersion. I am more excited about it now than before. Give him a watch.

I like how the Witch powers are basically "Bell, Book, and Candle."

I am really looking forward to it. Sucks I have to wait till 2026 for it. 

Of course, Daggerheart has me covered right now!

Over at The Void, there is a new Witch Class. I also really like this one. I am going to have to give them all a try, of course. It's what I do.  I really like that the Witch and Warlock share the "Dread" domain. Really works well for me.

Since my kid and I spent the night last night playing around with Daggerheart instead of our Forgotten Realms game, I figured I'll convert one of our characters.  So here is Moria Zami

I have not typed up a Daggerheart character before. This could be fun.

Moria Zami for Daggerheart
Moria Zami

Level 1
Class & Subclass: Witch (Hedge)
Ancestry & Heritage: Slyborne Human/Infernis
Pronouns: She/Her

Agility: 0
Strength: 0
Finesse: -1
Instinct*: +2
Presence: +1
Knowledge: +1

Evasion: 10
Armor: 3

HP: 6
Minor Damage: 7 Major Damage: 14

Weapons: Dagger. Finesse, Melee, d8+1 phy

Armor: Leather 6/13 +3

Experience
Not so Innocent (Cult) +2 (knows things that an innocent would not know)
Don't Make me Angry +2 (add when angry after taking damage)

Class Features
Hex
Commune

Spells
Blightning Strike, Level 1 Dread
Umbral Veil,  Level 1 Dread

Moria is a young witch. Her mother is a witch, and her father is some sort of devil (Infernis). She doesn't know this yet. All she knows is that she has some magic, which allowed her to kill a goblin who attacked her, and (and maybe more disturbing) she liked killing it. 

Daggerheart is very flexible, so I am saying that when she uses her "Don't Make me Angry" experience, her Umbral Veil becomes black flames. 

I like this build. She doesn't have her little dog, "Mephisto Fleas," as her familiar. She can choose a familiar like power at level 2, so I'll say she has the dog at first level, but no-one else can see it yet. Maybe he is real, maybe he isn't. We won't know till level 2.

I'll see if my son wants to convert his other Forgotten Realms characters to Daggerheart. He ordered the game, so we will see.  In any case, this has been a good time.

Friday, June 6, 2025

Kickstart Your Weekend: Tales Valiant and Chilling

 Had to switch my Friday posts here, was going to do this one next week and have a Fantasy Friday for today, but fell down a rabbit hole and ended buying three more games to talk about. That's fine I have Kickstarters today that seem to be speaking to me directly.

Up first, Tales of the Valiant.

Player's Guide 2: New Power for 5E and TOV Players

Tales of the Valiant Player's Guide 2

https://www.kickstarter.com/projects/deepmagic/players-guide-2-new-power-for-5e-and-tov-players?ref=theotherside

Tales of the Valiant is Kobold Press' 5e-compatible RPG sans the OGL. I don't play a lot of 5e these days, but I do keep my eye out. And this one grabbed me. I already detailed Tales of the Valiant in previous Fantasy Fridays.

You can easily see why if you download their preview

Yup. That's right, a 5e-compatible Witch class. Now I have played a lot of 5e witches thanks to DMsGuild and other sites. Some are great, some less so. But this one looks like a lot of fun, really. Honestly, I don't really care what else the book has, that is enough for me. There are three new classes here and sub-classes for all the base classes. That's 16 classes total for ToV. There is a witch and a warlock. 

Vanguards are featured in the preview and remind me of Pathfinder 2's champions or even the Cavalier of old. Yes, I already have a character in mind to make for this. In fact, he is perfect since it was Kobold Press' Shadow Fey book that made me want to make the character in the first place. With this book I could actually do Scáthaithe, Larina, and their daughter Taryn all in the same system for a change. In my Fantasy Friday coverage of ToV I mentioned that there were no good options to do Larina with. That changes with this.

The Kickstarter is funded, so they don't need my help at all. But there are a lot of good add-ons and stretch goals. I think I am going to get the fancy-looking limited edition cover. I am a slut of a book with a ribbon.

Sadly, it won't be out till January of 2026. 

I have the Tales of the Valiant books in PDF. I'll need to get those in hardcovers, too, now. 

I already featured this one, but I want to do it again. 

Frightshow Classics LIVES!

Frightshow Classics

https://www.kickstarter.com/projects/frightshowclassics/frightshow-classics-lives?ref=theotherside

This Kickstarter will feature a lot of art from the late Jim Holloway. They have been working with Jim's family to get this art out there in remembrance of him and the game he did so many illustrations for, 1st Edition Chill.

This round also features an adventure adapting the famous gothic story "Carmilla" for use with this system.

What system is that? Good of you to ask! The adventures are overtly for Chill first Edition. The Pacesetter version. BUT these adventures can be played on their own with no extra rule book since everything you need is included in the adventure itself. You can even move them over to your system of choice.

I wrote a couple for this line, The Golem and The Nightmare.

I even provided a video tribute featuring my favorite Jim Holloway art. 



Thursday, June 5, 2025

Why D&D 5.5 (2024) Needs a New Campaign World, Part 2

Last month, I made the claim that D&D 5.5/2024 Edition should have its own campaign world. This generated some very lively discussions. However, more than a few people were confused as to the purpose of that post.

Yes. You can make your own game world. Everyone can. Everyone does.

But that post wasn't about that.

It was about Wizards of the Coast making a new world. A product for sale and a marketing tool. Something to help emphasize and feature the new rules and vision of the D&D 2024 game. A flagship setting that tells the players, “This is what this edition is for.”

So, to be up front, here are the objectives of this post:

To identify what makes the 2024 Edition of D&D 5e different, and what a campaign world should do to support these new rules and views.

Worlds for D&D 5

So, what should a world for D&D 5.5/2024 look like?

A world that welcomes heroes of every species, that speaks the same bold language as the rules and art? It shouldn't just retrofit old kingdoms, it should feel like the start of a new mythology. Not a museum for nostalgia, but a canvas for discovery.

What is the Point of View of the New Game?

The new D&D game is not the same Sword & Sorcery game rooted in the pulp epics of R.E. Howard, the epic fantasy of Tolkien, or the weird horror of Lovecraft. Sure, those roots are still there, but they’ve become fertilizer for something new. D&D fantasy is now its own genre, just as recognizable and distinct as High Fantasy or Grimdark.

D&D 2024 is Heroic Fantasy, Reforged.

The rules assume you are powerful, competent, and connected to a world that matters. This isn’t about crawling through dungeons looking for 14 copper pieces and a rusty dagger. This is a game where characters shape the world, not just loot it.

And the world they shape should reflect that.

This quote from early in the Player's Handbook (p. 4) sets the tone.

“There’s no winning and losing in D&D, at least not the way those terms are usually understood. Together you and friends create an exciting story of adventurers who confront perils. Sometimes an adventurer might come to a tragic end. Even so, the other adventurers can search for powerful magic to revive their fallen comrade, or the character’s player might create a new character to carry on. No matter what happens, if everyone has a good time and creates a memorable story, they all win.”

This new world is not the Realms. It is not Greyhawk. It is not born of Dragonlance’s epic saga or Eberron’s intrigue. Modules or boxed sets from the 1980s don't hold this world together. It doesn't need to be. It can stand on its own, because the new edition does. This new world draws on all of those, but it is, or should be, its own new thing.

D&D 2024 is no longer just inspired by existing fantasy genres; it has become its own unique blend: a fusion of classic fantasy, modern storytelling, video game logic, and collaborative heroism. Most of the players of this game have never read any of the books in Appendix N, nor do they need to. It's not required reading, it's not homework. 

The 2024 Rules Philosophy: Why This Edition Feels Different

The 2024 edition does not simply revise the math or tidy up the rulebooks. It reflects a new philosophy that reshapes how players engage with the game world:

  • Heroic from Level 1: Characters are competent, capable, and connected from the start. They are agents of change, not fragile wanderers.
  • Background Defines Destiny: Backgrounds carry some mechanical weight, adjusting ability scores, granting a starting feat, and shaping a character’s narrative role.
  • Species, Not Race: The old assumptions are gone. Every ancestry is valid, integrated, and part of the world’s core mythology from the beginning.
  • Epic Play Is Expected: Epic Boons and expanded high-level content create long arcs where characters leave permanent marks on the world. Bastions given them a place to grow.
  • Rest and Recovery Shift: Revised rest rules and healing mechanics de-emphasize attrition gameplay and resource management in favor of narrative pacing.
  • Inspiration & Heroic Dice: The system encourages cinematic moments, rewarding bold choices and emotional storytelling.
  • Moral Complexity Over Alignment: The world emphasizes choices, consequences, and motivations rather than rigid alignment tags.
  • Collaborative Worldbuilding: Bastions, crafting, and political influence give players tangible ways to build and shape the world around them.

This isn’t just new mechanics; it’s a new gameplay rhythm. The world that supports this edition must reflect these values: vibrant, inclusive, and full of heroic possibility.

A Place for Everyone

Last time, I mentioned that human-centric is no longer the norm. Tieflings, kenku, rabbitfolk, genasi, and goliaths are not "weird options," they are the foundation. We’re not explaining their presence as magical accidents. They are the world’s people. Full stop.

And that means designing a world where they belong from the start.

This is not just a question of species, but of society. The world needs to be built from the ground up as a multicultural setting. Not a monoculture with elves here and dwarves over there, but a place where cities are melting pots, just like our own. Diverse, imperfect, growing, and alive.

The landscape must reflect this (we are not drifting too far afield here):

  • Forests for Elves, Firbolgs, and Gnomes.
  • Mountains for Dwarves, Goliaths, and Dragonborn.
  • Elemental zones, volcanoes, storm-swept coastlines, and crystal deserts for Genasi (and maybe Dragonborn too).
  • Planar-infused regions where Githyanki, Tieflings, and Aasimar emerged from divine or infernal events not exiled, not feared, but part of the world’s mythic history.
  • Underground realms and deep caverns, not evil hives, but mysterious cultures for Svirfneblin, Kobolds, even Goblinoid societies.

You don't explain these people as oddities or invaders. You explain them as native to this world’s story.

And yes, it must use 'species,' not 'race.' Background and culture shape identity as much or more than biology. This is a world that embraces the idea that what you choose matters.

By everyone, I don't just mean "Characters" but "Players" as well. A new world would not just serve veteran players looking for a fresh canvas; it would provide an accessible, self-contained starting point for brand-new players who are being drawn into D&D through its growing cultural presence.

A Place for Bastions, Magical Shops, and More

Blame Skyrim, Minecraft, Animal Crossing, or Critical Role, modern players want to build. The 2024 edition's rules for Bastions are a direct response to this.

So the world must support that mechanic. Not just as a gimmick, but as a narrative engine.

  • Frontier zones and wild lands for players to reclaim and shape.
  • Urban districts where old guildhalls, mage towers, or abandoned temples can be refurbished into faction bases.
  • Political factions that reward player heroes with lands, titles, or responsibilities.
  • Magical areas, ripe for discovery and filled with mystery and potential.

A Bastion isn’t just a stronghold; it’s a symbol of the character’s impact on the world. A forge, a sanctuary, a school, a demiplane, it should reflect the kind of hero, and the player, who built it.

And magic items? They’re not just loot anymore, they’re craft. The world should have rare components, legendary artificers, and magical economies that support the idea that players make as much as they take.  Characters no longer search for a magical weapon, they search for the items, rare and wonderful, to craft this magical weapon. 

A Place for Heroes, Not Murder Hobos

This is maybe the most important shift of all.

D&D 2024 assumes that the characters will be heroes from the start. The world should provide the challenges to allow them to do that. 

In that vein, while the emphasis on alignment is lessened, the heroic deeds of the characters, informed by their backgrounds and motivations, is pushed to the front. 

That means the world must reinforce heroism:

  • Villains have goals, not alignment tags. They make choices that harm others, threaten communities, or disrupt the world’s spiritual balance, and heroes rise to challenge them.
  • NPCs matter, not just as quest-givers or obstacles, but as people whose lives improve (or suffer) depending on what the heroes do.
  • Monsters have new and updated lore. A new world needs to feature the unique abilities, behaviors, and updated lore of the 2024 monsters as integral parts of its ecosystems and mythos. Old "evil" species have new motivations, and old "heroic" creatures have new purposes. All of these have to have a place in the world
  • Factions reward good deeds not only with gold and magic but with respect, stories, and influence.

When characters act heroically, the world should respond. They gain allies. They inspire others. They become part of the land’s living mythology.

This is a world that expects heroes to rise, and needs them to.

Don't get me wrong here, I have seen D&D 5e characters do things that can be classified as war crimes, but characters are always going to that. This is about the world that the new rules tries to build and how the PCs can build within it. 

A Place Worth Saving

Lastly, the world itself must be beautiful.

Not just dangerous or mysterious, it is those, but also wondrous. Filled with things worth protecting.

  • Floating islands with gardens tended by treants and air genasi.
  • A continent slowly awakening after a divine slumber, its forests singing with echoes of lost gods.
  • Cities built in the bones of giant beasts, their spires crafted from dragonbone and crystal.
  • A golden river that flows backward, carrying visions of future destinies.
  • Hidden portals, ancient mysteries, new lands still becoming.
  • A world that has a unique, even special, place in the D&D Multiverse.

Because players want to care. And caring starts with wonder.

Honorable Mentions

I would be remiss if I did not mention some campaign worlds that can do all of this in one form or another.

Eberron did for 3e what this new world should do for 5e. Can it do all of this now? I don't know Eberron is the world I am the least knowledgeable about.

The Forgotten Realms can also do this. And in many significant ways, it does do this. The Forgotten Realms of the Baldur's Gate 3 game does at least and still balances what the old-school gamers like. Take the questline in Act 1 for example. You need to wipe out a camp of goblins. Mind you, you are not doing this just because they are Goblins. You are doing it because they are worshippers of the evil Cult of the Absolute, bent on tyrannical conquest. If you take them out, then a group of tieflings can get to safety (in theory). The different species and factions don't have to get along in this new world.

We will be getting an updated Forgotten Realms campaign setting later this year.

Points of Light of Nentir Vale tried to do this with D&D 4e, but that had many issues of its own to deal with. That world had a mish-mash of all the previous worlds before it in a grand experiment of sorts, but it never took off as well as I think WotC wanted it to do. 

Mystara does this well. Like the Forgotten Realms, nearly every hex on this world (and in it!) has been explored or at least discussed. But my refrain for the last 30 years has been "Mystara can do that" anytime someone asks if a world can do X, Y, or Z. Mystara can do all of the above. Though there are no Gods in Mystara. This may or may not be an issue for some. Certainly, D&D 5.5 can support this, but players like their characters to have gods. 

Exandria is the world from the Critical Role actual plays and supported by four rule books. This world does in fact do all the above and has a place for all sorts of humanoids in the world.  It even has some gods from all over the D&D multiverse, including a few from Pathfinder. It was more or less custom-made for D&D 5 (2014 edition) by Matt Mercer. It is even mentioned in the new 2024 DMG. Its biggest drawback is that it is very much Mercer's world. Unless something changes, we are not likely to see any more Exandria for D&D 5. Mercer and crew have their new Daggerheart game out now, and they are going to want to support that. 

I like Exandria. I love Mystara, and I have grown to love the Realms. But maybe we do need something new. 

Why a New World Matters

A brand-new setting would do more than showcase the rules. It would define the cultural and creative identity of this edition, just as Greyhawk, Dragonlance, the Realms, or Eberron defined their eras. For new players entering through the 2024 gateway, it becomes their first mythology, one unburdened by decades of inherited continuity. 

A world that says: This is what D&D means now.