DM's Guide to Aerond

by flopatcat

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DM's GUIDE to AEROND

Credits


This book was made with GM Binder.


All of the maps were made with Wonderdraft


  • Lead Designer: Me
  • Editor: Myself
  • Cartographer: I

  • Cover Illustrator: Louwrens Hanedoes and Herman Frederik Carel
On the Cover

In this painting by Louwrens Hanedoes and Herman Frederik Carel, travelers along the High Trail stop to rest near the ruins of the Kate Castle, which was once the home of the Kate family.

Contents

Introduction

A Short History of Aerond

Time in Aerond

The calendar most used in Aerond is the Calendar of the High King. It is split into 12 months of 30 days. At the end of the year there are 5 days that aren't part of any month.

Common Name Days
Halnemar 30
Mirenmar 30
Caolamm 30
Isilmar 30
Metramar 30
Dalaran 30
Ircanar 30
Vialinar 30
Iagarann 30
Idannar 30
Temenar 30
Secran 30

Chapter One: Welcome to Aerond

The Belmian Peninsula

Havast

Arrandor

Blackridge Face

Wilgan's Mire

The Ash Mountains

Hammald

Alstead Pass

The Gallay Forest

The Red Plains

Riverrun

Galfeld

The Stonewall Mountains

Dûl Golthar

Dûmathain

The Barrows

Lenmore Bay

Three Horns Island

Blackwater Marsh

On the west end of the Stonewall Mountains lies the Blackwater Marsh

Napayishi Village

Living in houses built on stilts and wooden rafts, the people of Napayishi have adapted well to the treacherous swampland of the Blackwater Marsh.

Bysgarth Bog

The Multhorns

The dense clump of vegetation in the northeastern corner of the Blackwater Marsh is known as the Multhorns.

Myrwood Forest

Erilandor

The Bagrask Mountains

Barrelport

Byfort

Lake Taris

The Barrel-Hills

The Aghormar Mountains

Bullport

Other Islands

The Stone Islands

Chapter Two: Characters

The land of Aerond has one new race option for your characters: Giants. Giants are from the Hardic Sea, the origin of the Halflings and Gnomes.

This section also details how the existing races fit into the world, where they live, and their relations with the rest of the world

Humans

Elves

The elves of Aerond live in the forests, jungles, mountains, and oceans, far from the human world. They have no regard for human nations, claiming land that is "officially human-owned" as parts of their kingdoms.

High Elves

The High Elves live in cities built into mountains,

Wood Elves

The Wood Elves

Jungle Elves

The Jungle Elves are much like wood elves, but are often more chaotic (somehow), less civilized (but not too much), and, of course, they live in the jungle.

Dark Elves

The Dark Elves

Sea Elves

Dwarves

Halflings and Gnomes

Character Options

Chapter Four: The Multiverse

At the center of the multiverse is the material plane, which is connected to and influenced by all of the outerworlds surrounding it, from the elemental planes to the border realm. Portals to other planes of existence can be found throughout the world.

The Inner Planes

The material plane is at the center of the inner planes, and surrounding it are the elemental planes: four realms of pure elemental energy. The borders of the elemental planes may seem like a normal world, but as you venture deeper the elemental energy gets stronger until you reach the elemental chaos - the border between the inner planes and the outerworld.

Portals to the elemental planes are found in places in the material plane with the most pure elemental energy. The inside of a volcano could be connected to the Plane of Fire, or a vast ocean could be connected to the Plane of Water.

The Outer Realms

The Outer Realms are often referred to as entirely different dimensions, but they are all connected. The dimension is split into two main sections: the Overworld and Underworld. They both contain countless realms and pocket dimensions. The most important ones are listed below.

The Silver Peaks

The Silver Peaks are two mountains that rise out of the Crystal Sea, where spectral ships arrive and depart daily.

The Labyrinth

The Labyrinth is a great maze of bronze and steel. It grows and evolves according to a complex pattern, which has still not been decoded.

There are many "civilized" areas of the plane, where the maze gives way to great fields of bronze, with perfectly planned cities made of many types of metal. There is also the exact opposite: the "wilderness" of this plane is home to many clockwork beasts - and the occasional minotaur.

Stormfront

Storms and wilderness.

The Sea of Mist

Chunks of land float around in a constantly changing sea of mist.

Your new favorite

campaign setting

 

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