Superstitious Mercenary

Geirmur Breeland's page

56 posts. Alias of hmnhntr.




As you wait for the morning ferry to the Woods of Grimm, you see that it is (as almost always) another beautiful day in Feymoor. Despite its proximity to the swamp (often called simply "The Mire"), the air is clear and fresh, as the wind always seems to blow towards the woods. The town itself is bustling with just the right amount of mid-morning activity to be peaceful yet alive. A few early shoppers browse among the roadside stalls, looking for trinkets and souvenirs to take back home. From your location (wherever that may be), you can see the dock clearly, and see that it is devoid of anxious travelers, as was the norm only a few weeks ago. For one reason or another, tourism has slowed; as, apparently, has the boatman.

His sign would have you believe that Mike Fink, the experienced and somewhat well-known boatman, the only man (according to him, at least) qualified to cross the Mire, is ready from dawn til dusk to carry those bold enough across the muddy waters and to Woods. But it's already near noon, and Fink is nowhere to be seen. As locals to the area, you know that his house isn't far from the docks where he works; if he's late, he's probably just being slow.

You've waited long enough; any longer and you won't be at the Woods until nightfall, which you know is a bad idea. Time to go see what's up with Fink.


Alright, so, important information goes here, I guess. First off, the Woods of Grimm themselves. The Woods are a sort of 1/2 dimension in their own right, sharing much in common with the Material and Fey planes. They're far larger on the inside than on the outside, and finding your way out can be very difficult. Those wishing to adventure into the Woods usually access them from the town of Feymoor. Only a few things inside the woods are known to those outside, save scattered legends. The Woods are, for this reason, a very popular place for adventurers to test their mettle, and find all sorts of strange things to tell tales of when they get back.

This is a quick and loose campaign setting, and as much as possible will take place inside the woods or in Feymoor, so there's not much else to say. 10th level campaign, 62,000 GP budget. Any questions, ask them below.


So I'm building a campaign setting, and as part of it I was going to introduce a new playable race. I was hoping I could get some feedback of any kind (balance, suggestions, questions, whatever) on how to finalize my idea. This is my first time putting together a homebrew race, so it is liable to be extremely rough.

The Alma