Land of Song
A Dungeons & Dragons campaign.
A private archive of the campaign’s world, its characters, and the lore that accumulates around them — unlisted: reachable by link, kept out of search indexes.
Enter the campaign below — its places, characters, and sessions. This archive records only what has been revealed at the table, and it grows as the story unfolds.
Story and world
- The Original Telling — the founding account in the world-maker’s own words, verbatim.
- The Creation and the two Creators — the two peoples, the Tree, the Great Aesir and Vaenir, and the rainbow bridges.
- Why the Wolf Cries to the Moon — Lucian, Luna, and Draco; the first rainbow bridge, and the grudge between Lobine and dragons.
- The present age — the three powers a thousand years after the war, and what each of them wants.
- The Celeste — the vested race that sided with the Aesir, and their position between the two sides.
- The vested and Vaenir races — elves, dragons, trow, and the vested races.
- Species reference — the races by creator, with lifespans.
- The Reavers — mortals who arose after the war to hunt every immortal.
Species
- Species pages — playable races with the DM’s rules: Celeste, Lobine, Shadar-kai.
Systems
- Relic Forge — the risk-based crafting system: harvest rare materials, infuse items, and roll against the danger.
- Avrae: a DM’s demo — a sandboxed walkthrough of the table’s dice bot for the Dungeon Master; nothing in it touches live characters or the campaign.
- The bots — the server’s four Discord bots, their Norse names, and how to start using each.
- Spellweaver Sniper — the homebrew Ranger subclass: bind magic to a bow, and weave two Rider spells into a single shot.
- The Great Hunter — the homebrew Warlock patron: manifest a hunting weapon, run your quarry down, and feed on what you catch.
Eras
- The Great War — the war between the Aesir and the Vaenir and its aftermath; the Celeste call it the Unending War.
- The Schism at Saudient — the royal exile that founded the Celeste settlement in the Saudient Mountains.
Concepts
- The Stones of Saudient — the collected learnings of the Saudient Celeste; source of the cloak-rule.
- The Celeste Tongue — known words and suffixes of Celestial, the Celeste’s language.
- Compass Rose Trading — Tanwen’s merchant and shipping company, newly opening its Sunton branch.
- The Al’Tyr — the most powerful of the Aesir families; the original Great Aesir’s line, and Sunton’s first owners.
- Minstrel magic — the song running through the world, and those who can hear or bend it.
Sessions
- Session 0 — The Crossing and the Wreck — the ferry to Sunton, the dragon and the griffin, and the waking on Tyre.
- Session 1 — The Cursed City — the landing on Tyre, the rock golems, the blink dogs, and the Moon and Phoenix.
- Session 2 — The Dead Shop — the seven hole up in the Moon and Phoenix, loot its ledger and gems, bar the door against the street’s battle, and rig a sheep-baited escape.
- Session 3 — The Welcome at Sunton — the seven cross into Sunton, are met at spear-point, dine at the Sunburst, and take up a mother’s plea to find her lost boy.
- Session 4 — Three Doors in Sunton — the party spends its last day in Sunton on Govannon, Tyleth, and Simon; learns what the rainbow bridges are and that Rowen can be carried home.
Characters
- The Party — the seven player characters at a glance.
- Niðrerir — a Celeste warlock and wandering mercenary.
- Leif Stormcloak — a Celeste paladin; by Niðrerir’s account, his brightest pupil.
- Thorne Ashenpaw — a Lobine barbarian, seven feet tall, who fights in a berserk rage.
- Nyra Vail — a Shadar-kai rogue of illusions and old crafts.
- Zureth — a Yuan-ti rogue; a very small snake-person and self-described treasure-seeker.
- Ace — an elf druid who commands small flames and befriends beasts.
- Asher — a half-elf ranger and quiet mover who knows the wolves of the forest.
- Aria — the Celeste princess whose exile caused the Schism at Saudient.
- Cadfael — King of the Celeste and Aria’s father; his banishment of her began the Schism.
- Tanwen — merchant-owner of Compass Rose Trading; her son is among the Lost of Tyre, and she wants him back.
- Rowen — Tanwen’s eight-year-old son, dared into Tyre and missing two weeks; the party has agreed to look for him.
- Tyleth — silver-eyed historian in Sunton; knows what the rainbow bridges are and means to found a free school of magic in Tyre.
- Simon — Sunton’s Master Mystic Shaper, wheezing and bitter, who took Niðrerir as an apprentice.
- Pippin — halfling councillor of Sunton, relentlessly welcoming, with two goliaths and something walled off behind the smile.
- Govannon — Sunton’s master smith, the only known Grandmaster Arcane Forger; exiled from Aberdeen by the Clan of Light.
- Seraphine — Tanwen’s teenage daughter and apprentice; everyone’s confidante, guarded about her own heart.
- Ewein — a lesser Aesir paladin who patrols the roads on his griffon Hawk; an impostor is wearing his face.
- Unidentified figures — figures named or seen but not yet given their own page.
Places
- Interactive atlas — hover the map for what’s known; click a place to open it.
- Places and geography — the map of the Land of Song.
- Lor’Sha’Une — the great, deadly forest; the Celeste homeland.
- Saudient — the gray peaks where the exiles settled.
- Sunton — the island city of survivors in the great river, founded by tax-refusing exiles.
- Tyre — the cursed island city; every mortal who lands there disappears.
- The Moon and Phoenix — the intact shop on Tyre’s market square; silver-bird crest, pixies, and magical wares.
- Lor’sha’une River — the great river of the settled east, miles wide at the islands.
- Aberdeen, Heerth, Brynaide Falls, Arryston, Roost — settlements and sites.