Tuesday, September 10, 2019


Factions in Thaeron

Paladin Crests – each is its own faction; goals as described in Orders of Thaeron; per crest goals, lawful governance with usually good or occasionally neutral morals

Druid Eldergroves – each is its own faction, somewhat bonded across organizations but each governs itself; goals are preservation of the natural cycles and ecosystems, uniting various disparate interests in this effort; true neutral or occasionally chaotic governance with various good or neutral moral tendencies

Celestial Shrine – an over-arching order of monks and diviners (cleric and wizard, celestial warlocks); enlightenment of the world with divine knowledge and guidance; intervention when extreme components threaten it or the order of the mortal world; neutral to lawful governance with good to neutral moral tendencies, extremely self-sufficient and self-regulating, usually emphasizes neutrality in governance and good morals

Silver Guard – military alliance of the lowlands and border territories; defense of the Alliance and its people; highly lawful governance and good morals

Sun Totem – shaman cooperative between the barbarian tribes of the Belaug Wildlaern; share spiritual bonds and promote goodwill among the tribes and between tribes and other factions, defend against threats to the tribes; chaotic governance with good to neutral moral tendencies

Glowing Hearth – dwarf, gnome, elf artisans; share skills and secrets of elite craftsmanship among all artisans; provide a resource and control access to manufacture and trade of artisan products; lawful governance with good to neutral moral tendencies

Mystopia – practitioners of arcane magic; preservation, enrichment, and regulation of arcane arts; lawful governance without strict moral affiliations

Dawn Watch – network of scouts, spies, rogues; provide intelligence for other factions, gather and keep vital information, provide services as needed; chaotic governance with mostly neutral moral tendencies

Three Hands – underworld, criminal interests, dastardly rogues, evil of any sort; “the mob”; lawful and primarily evil, some neutral governance and moral elements

Windwalkers – loose alliance of freewill thinkers and rebellious-minded interests; support and provide resources for oppressed or outcast individuals or groups; chaotic governance with neutral to good morals, occasionally tends to true neutral in both

Saturday, August 10, 2019


Influential Orders and Locales of the Thaeron Farlands
Rangers of the Eagle’s Nest
 This order is forged by an alliance between five major Rangers of the North and their followers. Their confluence is a lofty keep defended constantly by giant eagles with a domed roof atop a precipitous crag in the Eagle Range of the Drimfell Mountains. They meet once at midsummer and again only at call, although important individuals are often in attendance at Eagle’s Nest seeking counsel and repose, or making appeals for various factions under their charge. No one of less than level 10 Ranger, proven by a Gladden Deed, is allowed into the order or access to Eagle’s Nest.
Neils Hilmorlin – Farer of the North, the Nyael of Silverhorn Forest and the slopes of the Stone Hand Range; Male Human Hunter Ranger 16
Brandlee Gishmor – Farer of the Westerward, Nyael of Gateway Valley and the Kraeven Hills, Female Elf Beast Master Ranger 18
Oaglen Stoor – Farer of the Gray Gates, Nyael of the Orgrin Mountains and the Baerglaven Hills, Male Half-elven Ranger Hunter 14 /Land Druid 12
Katira Lashtani – Farer of the Eastwarrens, Nyael of Redshaer Forest, Female Human Beastmaster Ranger 17
Borgan Roth – Farer of the Daerway, Nyael of Darkmoon Forest, Human Hunter Ranger 16
Kirstia – Farer of Fogmyrn Forest, the Fastfeld, and the Belaug Highlands, Elf Beastmaster Ranger 20

Druidic Eldergroves

Moonlake – The Cairn Valley in the Drimfell Mountains is home to a series of spectacular emerald-green lakes. Atop a steppe overlooking the lakes is the Moonlake Eldergrove. Massive stones are balanced upon the natural outcrops that form an enormous circle with astrological and geographic significance. Druids of the Northharrow, Silverhorn Forest, Kraeven Hills, and even Fogmyrn Forest and Faethaern gather here, most notably at the time of the Midsummer’s Eve festivals and ceremonies, but also at various times of note on the Druidic calendar. Legend has it the Moonlake is mystically bonded to the Elemental Planes, and derives much of its power and prestige thereby. 

Shimmerleaf – Deep in the Fogmyrn Forest, realm of the exiled Wood Elves, a great bowl graces the intersection of three rivers: The Great Run, the Sporylas, and the Kalla. These then become the Great Run River, which is the major river coursing the Northlands to the Vahalar Sea. In this great bowl, which is a source of spiritual energy and inspiration amongst the druids, a vast and meticulously maintained grove is tended, complete with ancient trees still surviving here from long before the Thrien first came to reign over Thaeron, great carved rocks depicting nature gods of various pantheons, broad pebbled avenues woven between copses of thick undergrowth, and a central ceremonial stone-inlaid circle over 3,000 feet in diameter. Rituals from many factions of druids are performed here, and the traditional ceremonies are presided over by many true icons of the druidic faith.

Greunden – perhaps no mythical place in all of the Farlands carries with it as much heroic legend, mystery, and folklore as the Den of the Great Pack, or Gruenden. The exact location of Gruenden is hard to pin down, as various legends tell of it being located in places as diverse as Fernwood, the Northharrow, the Fastfeld, and the desert lands of Travador. In fact, some texts contend it is not a fixed location, but a center of spiritual energy that wanders the wilder lands at will. It is said to be the gathering place of the Great Beasts and all of the Circle of the Moon followers. It is supposedly a place of thick fog, mire, and dreariness, imparting uncanny fear, dread, and uncharacteristic malice in those not of the druidic faith. It is the spiritual calling place for druids of the Moon Circle, especially during full moon nights during the four Tiding Seasons. Druids of the faith never divulge details of what lies within, nor mention its whereabouts, but they always seem powerfully magnetized to its existence and its magical powers of transformation, unbridled freedom, and wanton lust.  

Mirthmyst – a fabled grove said to lie somewhere amidst the Emerald Vale, virtually no one from the world outside speaks with any sure knowledge of this place. However, tales persist of towering pillars of pure crystal, graced between by arches grown of pure vines, supporting mirrored stepping stones between, overlooking a paradise of scintillating waterfalls, verdant trees with all manner of life amidst their branches, and breathtaking perches of marble and obsidian parapets, from which all can be appreciated in its fullness. Time is said to pass at a different rate there, and it is rumored that somewhere within is actually a carefully guarded gateway to the plane of Elysium.

Alpenspire – high atop one of the loftiest peaks in all of the Farlands, in the central Orgrin Mountains, a steep glacial valley is home to an array of marvelous stone renderings of great beasts. Giant eagles guard the approaches carefully, so it is seldom visited except by Circle of the Moon druids, who come here to practice particular sacred rituals and rites. Some say there is a portal at Alpenspire leading to the Beastlands, but many learned scholars say this is an illusion.

Dwaydreldun – an ever-celebratory and wildly chaotic locale existing on the borders of Feywild, this grove of legend is said to exist always just over the next ridge or beyond a river or across a short stretch of prairie…only to be revealed as an illusionary destination when one arrives, with the grove actually being in that nearby copse of trees, instead at the bottom of this adjacent ravine, perched on the ridge just above, or across just another berm of grass or two. One who manages to actually arrive at Dwaydreldun finds an intoxicating and bedazzling array of merriment, wild expression, and excessive spirit. However, the old sages say that the merriment is a ruse that masks gruesome pagan sacrifices and unbearable torture of any of the Feyland’s arch-enemies.

Paladin Crests

Ruby Cross – A faction of loosely interdependent paladins bonded through a dedication to the defense of the oppressed and disenfranchised of the world. They see themselves as a balance to the rule of might and forces of destruction by being an advocate for the poor, disadvantaged, and the ill, defending those who cannot defend themselves from both fell powers and those in authority who forsake these peoples. Though they have an independence of thought and action, they nevertheless take great care to respect established law in every manner possible, recognizing as all paladins do the need for law and order to prevail for the betterment of society. They have five temples spread across the Farlands where their pledges gather to commune, conduct prayers, pay alms, perform acts of servitude, and plot alliances against particularly evil foes. These temples are widely known for their respect of diverse good religions and races. Their symbol is a beveled crimson cross.

Brotherhood of Valiance – This exclusive society is a strong bondage between rank and file paladins seeking justice through political action and in concert with the lawful authorities of the land. They tend to the haughty side of paladinhood, often looking down their noses at other paladins or those of lawful good alignment whom they regard as second-class. There is a strict rite of passage to enter the brotherhood, and once a member, the highest standards of oath, allegiance, and unswerving faith are demanded. Though they may often appear boorishly self-righteous to the commoner, they are nonetheless resolute in their support of the greater good, as well as forthright and professional in the judgments of good peoples of the Farlands. They maintain major temples in all the greater cities of the Gilden Vales. These temples are fortresses with strict rules and rigid entry requirements, quite unlike the open temples of the Ruby Cross. Their symbol is a silver eye on a field of royal blue.

Livra Tiras – The paladins of the elves, with a long-standing heritage and traditions spanning over 20,000 years. Generally they reflect the somewhat aristocratic bent of the high elves, although they are less apt than the Brotherhood of Valiance to look down their noses at their potential allies, such as the rangers and paladins/clerics of other races, even at times tolerating a certain dose of the barbaric druids and shamans of the nomadic tribes in order to accomplish some greater good. They hold selflessness and sacrifice for the cause of good in perhaps the highest esteem of any paladin order. They are quick to fault their own or others on transgressions of these virtues. Their temples are located in the major elven cities, although they often conduct rites in “borrowed” venues when forced by circumstances that place them far from these temples. Their symbol is an elaborate elvish rune symbolizing honor, trust, and valor.

Gauntlet of Fire – The dwarf Templars of legend, feared by every foe, and highly respected both in the dwarf communities and those of the elves and humans. They have a rich history of many brave exploits, especially in the Bitter Wars. They have earned and are granted a demi-godlike status amongst the dwarves, which invariably they humbly deny, but a strong sense of higher purpose nevertheless pervades all of their doings. Their vigor and dedication is steadfast, and they can be counted on like the rising sun. However, their bullish insistence on tradition and political rigor is often a barrier to others seeking cooperation or alliance with them. Their singular temple in Arkendar is a spectacular achievement of architecture, if rather forceful and overly warlike in style. Pillars of etched crystal, doors plated in gold, and gemstone chandeliers accompany halls with soaring arched ceilings, stone facades with elaborate battle carvings, and tables and benches of sparkling polished granite, adamantine, and breccia. Their symbol is a gauntleted red fist or gauntleted iron/black fist surrounded by a red/orange aura.

Arcane Libraries

Kilterwiddyn – a citadel of crystalline majesty, thrice besieged by the Rohrdrim Shield hordes in the Bitter Wars, to no avail. It has proven the most unassailable of all the keeps and fortresses constructed by any of the races in recorded history. It is guarded carefully by the Zephyret, an influential faction of wizards. Those privileged admittance can discover a honeycomb of stockpiled lore in the various catalogued rooms, as well as arcane laboratories and a celestial observatory atop the 1,500 foot tower. It is rumored that to dwell within its walls is like being in an alternate world, but also that extended time spent there can decay the mind at an increased rate.

Sevayetna – the legendary vault of the great thinkers of the Silverbeard, a revered community of elder gnomes. Somewhere within the intricate and illusory mazes of Ommenhold, no one is known to be privy to how to get there, let alone enter the vault. What treasures still remain, no one knows, but before the Bitter Wars it was widely held to be a source of unfathomable knowledge and lore. Jealously guarded for eons by the gnomes, it lies shrouded in layers of both known and unknown mystery.

Emaril Vault – among the mountains of treasure hoarded by the dragons of the Emaril at Timas Zimmar is a collection of arcane tomes, some with untold secrets and knowledge from other planes of existence. Naturally, accessing this fiercely guarded and coveted treasure is a penultimate challenge for any outsider.

Dwarf Strongholds

Stellis Glimmard – the “City in the Clouds” perched on the rugged Sawtooth Range of the central Drimfell Mountains, long the cultural center of the Black Dwarves, whose dwindling numbers were decimated during the Bitter Wars. This massive keep built of 30’ to 50’ stone cubes was virtually unassailable for most of memorable history. Ancient lore is rich with tales of the cooperation of the black dwarves with the mountain giants, and some of the ancient tomes attest that the black dwarves indeed shared a touch of blood relation with the giant races. The vacated fortress now serves as the home of the Silver Lords of the Glorious Gilded royal dragon family.

Arkendar – City of the Iron Forge in the Iron Range of the Drimfell Mountains. This city has a history even older than that of the High Elves, and the centuries of evolving craftwork and many wars have carved out a truly unique and wondrous fortress with an odd splendor and charm. Buttressed suspension ramparts, arches of colossal carved stone blocks, elaborate gates, walls with clever defensive recesses, and domed parapets with sliding/extending panels and facets are some of the more prominent architectural features. There is a businesslike expedience about Arkendar, but also a warm hearth and a genuine, if brusque, hospitality behind the thick doors and walls that will harken to dwarf and outsider alike.

Cyglar Delvus – Abandoned fortress of the Gold Dwarves in the Wolfang Range of the Orgrin Mountains. Once the proud home city of these industrious miners and smelters of renown, the city stands in ruin and is rumored to be occupied by some dire evil influence of uncertain identity and origin. It is considered a curse to mention the name of this place in the dwarven tongue.  About 3,000 years ago, Cyglar Delvus rivalled Timas Zimmar as a center of influence and prestige. A long run of bad mining luck, encroachments by the deep races, and a political fallout with their closest allies, the gnomes of Ommenhold, led to a much-reduced role by the onset of the Bitter Wars.

Gnome Warrens

Kreavenveld – a magnificent yet highly practical extended fortified warren in the Kraeven Hills. Source of famous jewelry and finesilver crafts. This gnome center of bustling trade has close ties to and many dealings with the humans and halflings of Faethaern, as well as the wilder minions of the Silverthorn Forest and Fernwood, although the citizens of Kraevenveld never speak of the latter two openly in public.

Ommenhold – mountain stronghold featuring elaborate defensive constructs in the southern Orgrin Mountains. This fabled city, which few outsiders have had the privilege to explore thoroughly, is the source of blacksteel and orthryn gemstones of great renown. The Ommenholder are extremely secretive and reclusive in their mountain abode, as much so as the elves and fey are in their deep forests. Independent and suspicious by nature, they rarely venture forth amongst the other civilizations of the world unless some great need compels them to do so. It is rumored that they share alliances with the high races, the fell tribes of the Belaus region, and also some minions of the Underdark. Keeping the delicate balance between these often conflicting influences is said to be the strong motivation for their reclusive existence. 

Bastions of the Fell Races

Gloggergrumge – labyrinth under the Great Grimoire Mountain in the north Orgrin Mountains. Exiled home of the original Goblin-kind.

Varkal Harambrok – a legendary sprawling keep system carved from a massive dormant volcanic vent under the Grimfell Mountains, originally built by the duergar, but since the Bitter Wars few have ventured there and returned to tell of the doings of its inhabitants. The Dragon Lords pay special heed to the two gates leading to this underground fortress of ancient notoriety, now overrun with orcs and orkains.

Lurgwold – underground city of the Drow, with gates and portals to the surface world only in carefully guarded and seldom advertised locations. It is said to be a place of continual strife, as the drow continually persecute and punish each other and rival families mercilessly for the slightest of transgressions or to vie for supremacy. The few who have visited Lurgwold relate that it is remarkably austere and brutish in comparison to the high elvish dwellings of the surface world. The reports also invariably cite the magic and military strength of Lurgwold as impressively formidable, however.

Elvish Cities

Timmas Zimmar – noble city of the Thrien lineage, this broad, sprawling marvel of stonework, sweeping majestic style, and unrivaled ornamentation has suffered from the Bitter War invasions and the general neglect of its upkeep by its present inhabitants – the Smiling Smelters Legion of the Emaril. At one time it hosted trade from across continents and served as the destination of choice for foreign emissaries, dignitaries, and nobility. No place symbolizes the terrible sacrifice of the elven race in the Treaty of the Nine more than this once admirable city, now reduced to little more than a sprawling, poorly-kept, oddly out-of-character denizen of the Shining Smelters family of Dragon Lords.

Mirameth –fabled city of the Golden Leaves at the head of the Gateway Valley. High Elvish city built on the ancient principles of architecture, it rivals any place in the Farlands for sheer charm and splendor. Some sections suffered heavily in the Bitter Wars and are in the process of being rebuilt by elf architects…a process that will take hundreds of years to complete, in order to get all the finer details and precise materials and dimensions exactly correct. Swords of excellent balance and speed, art of great respect, and the ever-practical waybread, feywine, and honey leather are some of the more famous products of Mirameth.

Eildenshaen – city of the Emerald Veld in the Ainlyre Hills. Home of the twilight elves, an arcane branch of high elf lineage that once ruled over the Thaeron in the time of Faeril more than 62,000 years ago, when the fairy races ruled the land now known as the Farlands. Some say they are interbred with fairies and retain some of the characters of those fey creatures. They are highly intelligent but slight in build and reserved in bearing, rarely interacting with the outer world away from Eildenshaen and the Emerald Vale. Their magic is said to be exceedingly powerful, and indeed they have seemingly never been bothered by the comings and goings of the tumultuous events in the surrounding locales over eons of time. It is said there was a deep-running cultural rift between the twilight elves and the high elves that ruled the Farlands after the time of Faeril.

Vindahannia – the “Livingwood” city built amidst the great trees of Fogmyrn Forest by the wood elves and seldom visited by outsiders. Carefully crafted for centuries, the branches of the great trees have been trained and molded expertly into paths connecting elaborately carved tree boles, forming barricades to block the path of unwanted intruders, and hold in place the great ebony rings etched with elvish runes, through which the elves pass as rites of duty, honor, and privilege to reinforce the spiritual bonds of the wood elf race. It is widely held that the city is also guarded by a host of intelligent trees that may bury or whisk away unwanted intruders, as well as water and earth spirits that haunt the surrounding forest. The finest of bows and a rich assortment of rare herbs are the hallmarks of Vindahannia, although these are extreme rarities on the open market and command premium value.

Halfling Borglauns

The halflings have been traditionally adept at carving out small, low-profile territories with particularly rich soil and clean waters at the edges of the more ambitious human, dwarf, and elven cities and territories. However, in the lower Gilden Vales where they have had the longest presence, several halfling communities have grown especially strong in commerce, burgeoned in size, and out of need for self-preservation developed into strongholds.

Toflingale – a cluster of three halfling cities, which during the Bitter Wars were connected by elaborate fortified roadways, is the center of halfling activity and commerce on the banks of the gentle and navigable Mallorn River. Toflingale supports a brisk trade in agricultural commodities, rare woods and herbs, musical entertainment, and medicinal products.

Gandgladdin – a rare halfling fortress atop a particularly large hill in central Sharrow Laern. This is the most militaristic and rigidly governed of the halfling borglauns, with a three-tiered defensive wall structure, with each interior being a microcosm of halfling culture at different social levels. A strong culture of valor, loyalty, and strength at arms characterizes this community. Handmade objects of amazing practicality and sturdy function are the specialty of the halflings of Gandgladdin, along with woolen clothing, famous cheeses, and bulk leathers.

Mallymarn – an amazing myriad of connected underground burrows, tunnels, and sheltered surface venues, this community grew out of the necessities of constant conflict in the Bitter Wars, and has adopted a certain charm as a sort of novel destination in peacetime. A bustling center of trade and crafts, it welcomes comers of all the high races, even catering to their needs in the Grand Town section built on a scale for humans. It is well-known for its elegant wines, rich fruits, exotic cuisine, and rugged homespun craftworks.


Notes on Character Building for the Thaeron Farlands Campaign Setting

The Farlands is a federation made up of eleven territories under the rule of an alliance between the Five Trees of major (good) humanoid races and the Emaril, a union of three extended chromatic dragon families (gold, silver, and bronze). The binding force between these many and sometimes disparate parties is a treaty between the Emaril and the Holy Alliance, signed at the conclusion of the Bitter Wars, a thirty year-long devastating conflict between the good humanoid races and the evil humanoid races that ended 127 years ago.

A map of the Farlands is provided for reference. The territories lie mostly in a temperate climatic zone and contain a variety of landforms from rugged mountains and dense forests to steppes, plains, inland lakes, major river systems, and seacoasts.

Character Generation:

Use the 27 point build for ability scores, +1d4 added to one ability score, or roll 4d6 x6 discarding the lowest die for each roll and assign as desired. If rolling for scores, add one wild d6 to any one roll and discard the lowest two dice for that roll.

As an alternative to racial ability score bonuses, you can choose to have none and choose a racial feat instead (from XGE). This applies to the variant human, so that a human character so composed would have no ability score bonuses and two feats (choice from PHB).

You can choose to have a pivotal event for your character. This will be a DM randomly determined event in the character’s past that manifests as both a benefit and a limitation.

Non-caster classes gain a favored weapon. Add +1 to all attack rolls made with that weapon. Caster classes gain one favored spell. The effect for that spell is as if it were cast at one spell slot higher than is actually used to cast it. Bards, rogues, and monks can alternately gain a +1 luck bonus to all saving throws in lieu of the favored weapon or spell.  

Races allowed: PHB only; tieflings and drow will experience a number of barriers to free access of resources equivalent to the other races due to the history of the Farlands. However, I’m not excluding them from possible choices for characters. I am asking that if you choose one of these races we will need to discuss how to craft the character so that he/she fits into the schema of the campaign such that there won’t be outright conflict that will make play difficult.

Alignments allowed: No evil alignments, all others are allowed. It’s just not going to work with the nature of this campaign. Note that in 5E alignment is not a mechanic for classes/races per se, so how you PLAY your character will determine alignment more so than what alignment you choose for the character.

Deities allowed: All nonhuman deities as well as Norse, Celtic, and Egyptian. Thaeron culture is heavily Celtic, elvish, and dwarfish, with significant Norse and Egyptian migrant/geographic associate cultures. Barbarians of the Wyldlaern commonly worship four deities: Sun goddess Ahu (NG), Wind god Zyth (CG), Earth god Teket (LN), Water goddess Flyf (CN). Druids occasionally worship these deities in addition to others.

Classes allowed: All classes in the PHB and Xanathar’s Guide to Everything (XGE). If you want to play a warlock you can but we’ll need to discuss origins and pacts. If you are considering playing a wild sorcerer, I have some modifications to wild surge for consideration. If you play a ranger, druid, or barbarian character, we’ll need to discuss background and factions.

Aside from the usual considerations and balancing classes across the party, here are some things that will be important in your considerations:

  • Dreams/divinations will play a highly significant and central role.· Influence of and at higher levels travel to and from exigent planes of existence, most notably Feywild and Shadowfell, will play a central role in the campaign.
  • Wilderness/untamed settings feature prominently. Culturally advanced cityscapes will be special features and not something characters visit regularly. Having some robust wilderness-enabled classes such as druid, ranger, barbarian, rogue scout, or nature attuned cleric/paladin will be extremely beneficial and fully supported. You may also want to consider giving a wilderness flavor to a traditionally non-outdoorsy class via genre, origin, background, specialization, spell choices, deity, or pact relationship.
  • · Underdark access will be mosty limited and not a prominent feature.
  • · Underground adventure will be an infrequent but significant feature.
  • · Aerial travel and combat will be a significant feature, particularly at higher levels.
  • · Humanoid racial and planar languages, as well as druidic, draconic, and thieves cant, will be significant features.
  • · Magic will have a significant extra dimension via a “lost” or “dead” arcana/lore (no one practices this arcana in the present and finding resources to assist with understanding will be challenging). Access will be enhanced by virtue of the history, arcana, and religion skills, as well as connections with factions of divine and arcane power.
  • · Deities will have important significance. It should be something you choose carefully and make an effort to roleplay actively. You should know the basic tenets of your beliefs, these should reflect in the way your character behaves, and you should be generally aware of what constitutes a nemesis for your beliefs. If you choose a cleric, monk, paladin, or warlock character, this fealty/belief will be a code for your character’s behavior and consequences, either good or bad, will result.
  • · Magic will have a rather low volume but high relative power. Being able to cast spells is an exceptional ability. There will not be magic shops in every town or magic items on the open market in general. The magic you gain for the most part will be what your character and the party pay for in effort, intelligence, and usually blood, in most cases. However, this makes it much more of a source of power and influence, since few characters or NPCs will have much of it, and your ability to wield it to counter magical monsters will be precious indeed.
  • · The economy is basically feudalistic, with high taxes on the impoverished common populace, very few select middle-class artisans or merchants, and very rare royalty/authority figures. Most folks with any wealth/influence at all are closely dependent for their status on royalty, clergy, academia, or a powerful faction (which may or may not be officially sanctioned).


















Thaeron Farlands Map