The complete Referee’s guide to running campaigns in the beguiling realm of Dolmenwood.
Dolmenwood is a weird fairy tale adventure game, conjuring the wonder, horror, whimsy, and strangeness of British folklore. Included in this book:
- Mysterious lore of the standing stones, ley lines, lost shrines, fairy roads, Wood Gods, fairy nobles, and ancient history. - 7 major factions: the Chaos-godling Atanuwë, the wicked fairy Cold Prince, the sorcerous Drune, the human nobility, the breggle nobility, the Pluritine Church, and the enigmatic witches. - 12 settlements detailed with beautiful maps, major sites, and important NPCs. - Expanded procedures for weather, getting lost, encountering monsters, fishing, foraging, and hunting. - 200 pages of fantastic locations waiting to be explored. - Hundreds of magical artefacts from enchanted oddments to magical fungi to holy relics. - Easy-to-reference presentation designed to minimise prep time and page flipping. - Copiously cross-linked, with rich indexes, page references, and clickable PDF maps. - A starter adventure to get you right into the action.
Φανταστικό βιβλίο που περιγράφει εξονυχιστικά (464 σελίδες, εκ των οποίων η μεγάλη πλειοψηφία ασχολείται με τον κόσμο του Dolmenwood, από ιστορικής, πολιτικής, γεωγραφικής, παραδοσιακής και μαγικής άποψης, ενώ περιλαμβάνει συμβουλές για τον GM, μια εισαγωγική περιπέτεια, καθώς και λογής λογής άλλες πληροφορίες. Η τέχνη του Campaign Setting στα καλύτερά της.
When Dolmenwood started making the rounds in the TTRPG space, I thought to myself "Hey, cool, but probably not for me." It wasn't until someone did a review of the book and its contents that I seriously considered purchasing it. And now that I have it, hoooo boy I've come to love the contents of the book.
Dolmenwood is a campaign setting based on English/Irish/Scottish folklore. The main stretch of land featured in the book is a massive forest, Dolmenwood, with so much crammed into it that it feels like players at your table would never run out of things to do, yet flexible enough that you can add/remove/modify anything on the fly based on the game you're in.
Even if you aren't huge into the TTRPG scene, and by extension the OSR sub-genre, there's so much here that it's just fun to read. There's a ton of stuff in here that inspire me to do more creative writing.
I'm definitely going to be looking for opportunities to use this at my tables. In the meantime, I'll have fun referencing the myriad of material if I'm feeling whimsy.
Such a rich and detailed world. The campaign book is a pleasure to read. A great fully realized world inspired by fey, folktales and folklore. Lots of interesting characters and personages. With enough hooks and open-ended questions that gets the imagination going. I often found myself already thinking up quests and plot hooks and where the narrative would go.
The art is as always, gorgeous. Despite the different artists and style, they still look cohesive.