Land of Song
Land of Song is the world and the campaign. It is run by its Dungeon Master; this archive records what the table has seen of it in play. The table plays on D&D Beyond; players join the campaign through its invite link.
The world was shaped by two peoples who ate of the Tree and became the god-like Aesir and Vaenir — the Aesir making creatures of order, the Vaenir creatures of chaos and passion. Their falling-out became the Great War, which destroyed the Tree, killed thousands of the Creators and millions of their creations, and ended with the Vaenir banished and the rainbow bridges sealed. A thousand years on, in the present age, the surviving Aesir and Vaenir hide among mortals while the Reavers hunt every immortal. The Celeste, a vested race made by the Vaenir but sworn to the Aesir’s side, came out of the war hated by both.
This catalog lists every page. Read it first to navigate.
Story and world
- The Creation and the two Creators — the two peoples, the Tree, the Great Aesir and Vaenir, and the rainbow bridges.
- 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.
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 the Celeste language.
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 customs golems, the blinking dogs, and the Moon and Phoenix.
Characters
- 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.
- 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.