Kids like to play Dungeons & Dragons too. I started playing when I was young, and never had the option to play a child or adolescent character. And now that I’m one of the Dungeon Masters for our local group, I’ve has several young people sit at my table to play. Even my son, 7, loves to play although he’s lacking the patience right now.
So I decided to use the Homebrew features on D&D Beyond to create a Human Child race option. This allows kids to assume the role of young adventurers, much like the knuckleheads in the D&D Cartoon, who act and think like kids because … well … they are kids.
Forest Gremlins are a distinct breed of forest-dwelling Goblin species that are known to in many forested locations within Mawveth, especially the Dark Forest. Similar in both culture and appearance to the common Goblin, the Forest Gremlins have in a sense, degenerated into a primitive shamanistic culture that revolves around the spiritual veneration of the Giant Spiders that have made the forest their home.
So I created GRIMDARK: A SNEAK PEEK and offered it for download on The DM’s Guild and I’m happy with the document. It provides some radical changes to the Core rules of D&D 5th edition and shakes things up well enough. But the downside of this is that it’s clunky and complicated, especially for new players.
So my next goal is to create GRIMDARK rules that do not reinvent the wheel. I want to stick with the Core Rules of D&D and present them in such a way that allows for grim, gritty, and uberdark storytelling. I’d like to present the rules within a campaign setting much like Eberron or Ravica. This setting at this point will be called “Mawveth.”
So that’s what I’ll be focusing on for the next few months. If you have any suggestions, any at all, please comment below. In order to comment you need to click on the title of this post to view is as a single page.
Something sinister is afoot in the village of Tophet. Children have been disappearing in the middle of the night. The normally xenophobic townsfolk have become so desperate that they have sent out a plea for help to the residents of Seven Towns.
Can the adventurers solve the mystery and return the children safely to their homes? Can the adventurers solve the mystery and return the children safely to their homes? Or will they succumb to whatever foul creature is kidnapping the children?
Once upon a time, on the Island of Parepidaymos (par-ep-id’-ay-mos) just East of Eden, near the Land of Nod in Mawveth, is a small community called Seven Towns. When Tophet requested assistance, the Council of Seven Town saw this as an excellent opportunity to open trading routes with the separatist, xenophobic, self-sustaining village of Tophet. Opening the trading routes North would be quite lucrative. And so the Council decided to elect representatives to go help Tophet.
Emet Cooperson is a seeker of the One True God and wielder of secret magicks. He comes from the Seven Towns lumber village of Clarion. He is young and enthusiastic to a fault. Emet seeks to rescue the children of Tophet to promote the Greater Good.
The Seven Towns coal mining town of Dagnus Mines has put their trust in the scout named Uwe Gudderson. He hopes to open trading between Seven Towns and Tophet by helping to find the missing children. Uwe is a follower of Torm the True whose main temple is located in the city of Shamokin.
The mountain village of Rockton elected to send Jessie to aid Tophet. She is a valiant fighter, speaking more with actions than words.
Old Man Lev wanders the wilds of Seven Towns ceaselessly patrolling its boundaries. Little is known about this man, but many know of him. His good deeds are legendary in Seven Towns, and many whisper that he is a survivor of the massacre at Devil’s Rocks between Men and Elves.
Sir Sven Prefontain hails from the village of Duboistown. He is a knight in the Order of Torm, the One True God. He earned his knighthood after nearly giving his life in the Battle of Devil’s Rocks. It is his holy mission to promote truth and justice by weeding out and obliterating wickedness and Evil.
Dale Buckman the Archer of Buckland is a young man. He was elected to seek out and rescue the lost children of Tophet because he is a part of the original patriarchy of Buckland. Dale sees this mission as a way to test his abilities and hone his skills.
Lady Rhallesi of Shamokin is an acolyte of the Temple of Torm. She has spent most of her years within the walls of the temple. She elected to represent Shamokin for the Council of Seen Towns in aiding Tophet. Those who serve Torm know of her and her dedication to the Faith.
Mawveth is the setting for my homebrew D&D campaign. Find the link here.
There are many races of Elves in the world of Mawveth. However, the most common is the Astheen (as·theen) Elves. These Elves originate from the area of near the Somber Forest, Northern region of the Parepidaymos Isles.
In creating the Astheen, I took into consideration popular Germanic writings from Anglo-Saxon and Scottish folklore. This view of Elves differs from traditional idea of the traditional Elves as depicted in the Player’s Handbook. These Germanic Elves were devilish creatures who spread disease to humans and livestock. They brewed alchemical poisons that they applied to weapons to weaken and kill non-Elf folk. They were stealthy and usually unseen during their malevolent shenanigans.
Of the seven sub races of Elves presented in Dungeons & Dragons, the Astheen are most like the Shadar-Kai. Astheen, also known as abyssal fey, are a race of vampire-like fey connected to the Abyss. They were believed to have originated as an offshoot of elves associated with the Prince of Undead, Orcus, although other legends as to their origins also exist. The primary legend is that the patriarch of the Astheen made a pact with Orcus and broke it. Orcus being “the punisher of broken oaths” cursed the elf in turn, creating the race now known as Astheen.
I have been struggling with my physical and mental health for about a year now. I broke my foot last March and that affected my levels of Depression. Following that, I discovered that the reason I was being overcharged for my medications was that EXPRESS SCRIPTS was applying penalties to my pharmacy bills for not using mail order. When I switched to mail order, I had to wait three weeks before they would refill any of my medications including my psychiatric medications. Needless to say, suddenly stopping these medications had a dire impact on me resulting in my going into inpatient services at a nearby psychiatric hospital for a while.
It’s hard to explain how not having my medications affected me. I went from having issues that were manageable to being completely, totally overwhelmed and broken. It was like every dark, bad thing that ever happened in my lifetime congealed into a swirling black sludge that consumed me.
Suddenly I was so depressed I couldn’t get out of bed, and when I did I’d have panic attacks that either caused me to rage like the Incredible Hulk or shaking like a half-drowned kitten. I heard voices that laughed, mocked, and chided me but the worst ones were the sickly sweet ones trying to convince me to take my own life. When the voices started to tell me to take the lives of other people, though, that’s when I checked myself into the hospital for help.
Three weeks without medications turned me into a madman.
So I’ve been struggling with carrying out normal activities every day like getting out of bed, showering, and even eating. Going to work at this point isn’t even an option. Some days are good and others really suck. As I’ve navigated this strange new world that I’ve been thrust into I’ve had moments of mania where I would write like a madman and got a lot of things done like the three or four documents I wrote for Dungeon Master’s Guild. Other days I really wanted to write something but I couldn’t bring myself to do it. It just felt like too much at the time.
So you’re not going to see me blogging that much. I have plenty of half-written drafts that I’ve started and couldn’t bring myself to finish. Even this one I’m cutting short because I’m running out of steam. My heart is beating too fast, the hammering is in my head, and my arms are starting to feel like lead. If I don’t stop I’ll be in the bathroom vomiting while I ride another roller coaster of anxiety.
Hopefully you’ll see me writing about Mawveth soon. It’s the campaign that I started designing for D&D 5th edition right before I got so sick. I’d like to share my thoughts with you in time.
Until then, be well. Get together. Roll dice. Tell stories. Have fun.
The Cygnaran military is one of the most technologically advanced in the world as well as the largest army in the Iron Kingdoms. In recent years it has been forced to be defensive; since the outbreak of war in 605 AR, simultaneous attacks on all its borders – from Cryx, Khador, the Protectorate and the Skorne, as well as a growing trollkin insurrection internally have drained Cygnar‘s war readiness.
INCURSION is set in the world of Secrets of the Third Reich and is the ultimate combination of board game and miniatures game. Armored troopers of the US “Lucky Seventh” and stalwart commandos of the United Kingdom’s MI-13 hurtle through underground bunkers and combat the monstrous forces of the German SWD in a furious race against time. The Doomsday Device is ticking and neither the Allies nor the Axis can fail. This two player game features a tight story line campaign that culminates in an epic and desperate climax. The game mechanics are simple to grasp allowing players to instantly focus on their tactical options. Game play is incredibly fast-paced and tense and players choose their forces through a card-based Requisition Point system. The game is played on a board with a special card deck and highly detailed 30 mm metal miniatures. You can also use the miniatures in games of Secrets of the Third Reich. Rules can be found for them here.
In 1946, after stunning German victories on both fronts largely attributed to Vergeltungswaffe 4, a compound that kills painfully and resurrects corpses as dangerous animate objects, Franco joined the Axis. Spanish forces backed by Brandenburger commandos and Fallschirmjager Drop Armor assaulted the British held rock of Gibraltar. Germany claimed the ancient fort with its network of caves and aggressively expanded it into a vast underground research, command, and control center, plumbing the depths of the Rock. In 1949, allied forces mount a massive offensive to retake it. The campaign is bloody and hard-fought but ultimately successful. German and Spanish personnel escape by U-boat from underwater chambers. US and British forces enter the German compound only to be beaten back by the horrors that lurk within the vast twisted labyrinth under Gibraltar. Many commanders feel that the only recourse is to seal the caves from the surface, so that is done. Unfortunately it is impossible to determine the lo cation of all the undersea tunnels. Zombie naval mines damage or destroy numerous smaller vessels and sink the aircraft carrier Lexington as they sally forth from these undersea caves. MI-13 stumbles onto communiqués detailing German SWD plans for a diabolical Doomsday Device under Gibraltar. Given the effectiveness of previous SWD attacks, the credibility of these reports cannot be ignored. The decision is made to clear the caves. MI-13 Commandos and elements of the US Lucky Seventh invade the stronghold in a desperate race to shut down the Doomsday Device before it can be deployed.