Finding Tolrendor on the Roman Frontier: The Dungeon Beneath the Crag

A walker follows Hadrian’s Wall across the Whin Sill beneath the title Finding Tolrendor on the Roman Frontier — Hadrian’s Wall 2026.

There are moments when a landscape presents itself as something else.

Walking east through the high country beside Hadrian’s Wall, I passed a low, layered crag on a bleak sweep of Northumbrian moorland. Grass ran over its back. Beneath the projecting rock was a dark recess—not, so far as I know, a cave of any consequence, and certainly not a human-made entrance. But it had exactly the right look.

“Now is that the mouth of a dungeon or what?”

A layered rock outcrop with a dark recess on a treeless grassy ridge beneath an overcast sky in Northumberland.
The crag that prompted the question. Hadrian’s Wall country, 21 September 2026.

A doorway waiting to be imagined

A dungeon entrance does not require much. A shadow beneath a stone. A gap just large enough to suggest that the hillside is hollow. The suspicion that the darkness continues further than it ought.

Perhaps steps descend behind it. Perhaps forgotten hands cut a passage into the rock. Perhaps someone—or something—has been waiting beyond the reach of daylight.

That was the first thought, and it was a familiar one. Forty-odd years of roleplaying games have trained me well: show me a dark opening in a lonely hillside and I will start stocking rooms before I have finished taking the photograph.

Then came the more interesting thought.

What if nobody built the dungeon beneath the crag?

What if the crag is the dungeon?

The hill that was a beast

In Tolrendor, the Ages have left wounds in the land. Kingdoms have risen over the remains of older kingdoms; roads cross forgotten boundaries; ruins acquire new names long after their builders have vanished. Yet the deepest history of the world belongs not to fallen empires but to the Age of Strife, when powers far older and greater than mortals shaped—and broke—the world.

Suppose one of those powers fell here.

Not a dragon, at least not necessarily, and not a creature that can be tidily identified in a sage’s bestiary. A primordial beast vast enough that, over the millennia, its body became landscape. Soil gathered over its hide. Heather and grass rooted in it. Rain entered old wounds, frost split petrified tissue and whole layers of anatomy became indistinguishable from stone.

The hill is not covering its carcass.

The hill is its carcass.

That dark recess might be the gap beneath a shattered jaw, or the place where some ancient weapon pierced it. What appears outside as a shelf of rock might be a weathered plate of bone. A line of harder stone running along the ridge could be a spine buried beneath the turf.

And once adventurers force their way inside, the passages need not follow the sensible geometry of miners or architects. They follow anatomy.

The anatomy of a dungeon

A narrow descent might once have been a throat. Branching tunnels could be calcified veins. Smooth, curving passages run through hollow bones, while cramped fissures open without warning into a chamber formed by an immense ribcage.

Water gathers where a lung collapsed. Pale fungi cling to mineralised membranes. Roots break through from the living hillside above and hang into spaces that have not seen daylight since the Age of Strife.

Nothing remains recognisably fleshy. This is not a dungeon of blood and gore, but of troubling resemblance. The stone beneath a character’s hand is too smooth, too ivory-coloured, too much like the inside of something. Ridges repeat with an organic regularity that no geological process quite explains.

The deeper the party travels, the less convincing “cave” becomes.

There are almost certainly other traces too. Perhaps memories have survived without a mind to contain them: momentary visions of a broken sky, impossible figures crossing a burning landscape, or the last sight the creature witnessed before it fell. Such glimpses could reveal something of the Age of Strife without providing a neat historical account.

I prefer the uncertainty. The explorers should encounter evidence, not an explanatory plaque.

What came after

Perhaps the real nature of the hill remained hidden through all the Ages.

That does not mean nobody ever entered it. Later peoples may have discovered shallow cavities through fissures that have since collapsed. Someone might have built a shrine between the ribs, quarried fragments from what they took to be an unusual seam of stone, or sealed a passage that descended too deeply. An Order of the Age of Heroes may have glimpsed part of the truth. A later empire may have added doors and stairs to a natural cavern—and confidently misunderstood everything beneath them.

But the dark mouth in the crag could be new.

A winter of hard rain might have washed away the soil concealing it. A rockfall could have opened a path into spaces no mortal has entered before. Or perhaps it was exposed by some less natural act: a movement beneath the hill, the reopening of an ancient wound, something within seeking a way out.

That possibility gives the dungeon two histories. Its outer chambers bear the traces of those who found earlier ways inside, used them and vanished. Beyond them lies the greater carcass, sealed since the Age of Strife. The newly exposed entrance is not necessarily the first—it is simply the first to reveal how deep the mystery runs.

The most evocative dungeons are rarely products of a single moment. They are places used, abandoned, rediscovered and misunderstood. Here, the primordial carcass provides the impossible foundation; later visitors have left human—and inhuman—histories within it without ever comprehending the whole.

Even its present inhabitants need not understand their home. Creatures might be drawn to its residual power. Cultists could worship what they believe sleeps below. Tomb robbers may have followed rumours of Ember-stone. A scholar might hire adventurers to prove that the “fossilised” structure cannot possibly be bone.

They may all be wrong in different ways.

The frontier beneath the frontier

Hadrian’s Wall makes it easy to think in layers. The Roman frontier still shapes the ground, but it crosses a landscape far older than Rome and has itself been quarried, buried, exposed and reinterpreted over centuries. Walking beside it, history does not feel neatly sealed in the past. It protrudes through the turf.

That small Northumbrian crag provoked the same instinct. First came the obvious adventure: a dark mouth beneath the rock, waiting for someone foolish enough to enter. Then the landscape opened beneath it, and the dungeon became something older than walls, doors or treasure chambers.

I still do not know exactly what the beast was, what killed it, or what an adventuring party would find at its heart. I am not sure I want to know yet.

For now, it is enough that somewhere in Tolrendor a grassy ridge rises beneath a grey sky. A dark opening waits beneath an overhanging slab. Travellers call it a cave.

But the dungeon was not built inside the hill.

The hill is the dungeon—and the hill is a dead primordial beast.

Or at least, everyone hopes it is dead.


This article is part of Finding Tolrendor on the Roman Frontier, a series inspired by walking Hadrian’s Wall.

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Finding Tolrendor on the Roman Frontier: Shouldering the Pack

A walker follows Hadrian’s Wall across the Whin Sill beneath the title Finding Tolrendor on the Roman Frontier — Hadrian’s Wall 2026.

There was a definite point at which the walk became an expedition.

On Day 1, I walked from Bowness-on-Solway to Carlisle with a daypack. On the morning of Day 2, I left Carlisle carrying everything I would need on my back: tent, sleeping gear, cooking kit, food, spare clothes and protection against whatever the northern weather chose to provide.

In practical terms, it was simply the first full-pack stage of my journey along Hadrian’s Wall.

In my imagination, however, something rather different was happening.

I was setting out on an adventure.

The road is the story

Again and again, the fantasy stories that shaped my imagination begin when someone leaves the familiar road behind—or discovers that the road leads much further than expected.

Bilbo walks out of Bag End and towards the Lonely Mountain. Frodo leaves the Shire on a journey that will carry him across Middle-earth. Garion is drawn away from Faldor’s farm and through the kingdoms of David Eddings’ Belgariad. In Raymond E. Feist’s Magician, the road from Crydee eventually opens onto other kingdoms and even another world.

These are stories about great conflicts, lost objects, ancient powers and the fate of nations. But they are also stories about travelling.

Their characters cross mountains, forests, rivers and borders. They sleep beneath unfamiliar skies, meet strangers on the road, become lost, run short of supplies and discover that the world is much larger—and considerably more dangerous—than it appeared from home.

The landscape is not merely scenery between important events. The journey changes the travellers. Very often, the journey is the story.

Valshea and the promise of the road

Keith Parkinson’s Valshea: an elven ranger overlooking a mountain landscape beside her horse, with a small pseudodragon familiar.
Dragon Magazine #106, February 1986. “Valshea”, cover artwork by Keith Parkinson.

One image that has remained with me since the 1980s is Keith Parkinson’s Valshea, painted for the cover of Dragon Magazine #106.

Lady Valshea stands beside her saddled horse, a small pseudodragon familiar perched on her raised hand. Behind her, a vast mountain landscape stretches into the distance.

There is no battle taking place. No monster is charging into the foreground. Valshea has simply paused during a journey through Blue Rock Vale.

That is precisely what makes the image so evocative.

Her equipment is packed. Her horse is ready. The mountains promise distance, danger and places not yet explored. The picture leaves us wondering where she has come from, where she is going and what lies beyond the next ridge.

It remains one of my favourite Dragon covers. As I prepared to shoulder my own pack and set out along the Wall, it was one of the first images that came to mind.

My equipment is rather less elegant, and a pseudodragon would probably complicate campsite bookings, but the imaginative impulse is much the same.

There is a road ahead. Everything I need is on my back. It is time to find out what lies beyond the horizon.

Beyond the dungeon

Dungeons & Dragons understood the imaginative power of journeys from the beginning.

The third volume of the original 1974 rules was explicitly titled The Underworld & Wilderness Adventures. The game provided rules for movement across open country, becoming lost, different terrain, waterborne travel and encounters far beyond the dungeon entrance. It even directed players to Avalon Hill’s Outdoor Survival board as a ready-made wilderness map.

The wilderness was not simply empty space between settlements. It was uncertain territory in which direction, distance, weather, supplies and chance encounters all mattered.

As D&D developed, its maps made that promise of a wider world increasingly tangible. The great two-sheet map of the Flanaess accompanying the 1980 World of Greyhawk folio turned names, coastlines and mountain ranges into invitations to travel. The 1981 Expert Set expanded play beyond the dungeon, while The Isle of Dread gave players an extensive wilderness to explore rather than a sequence of rooms to clear.

Those maps mattered. A dungeon map presented an immediate problem. A world map presented possibilities.

Where does that road go? What lies beyond those mountains? Who controls the river crossing? How long would it take to reach the distant city—and what might happen before we arrive?

The moment characters began travelling across those maps, fantasy roleplaying became capable of telling the same kind of journey stories that had filled the novels on our shelves.

Walking with my father

There is, of course, a more personal reason why this journey matters to me.

Some of its roots lie in the hikes I took with my dad when I was a boy. Decades ago, I also visited Hadrian’s Wall with him. Long before I began looking at the frontier as inspiration for Tolrendor, it was already connected in my mind with walking, discovery and time spent together.

Those memories are part of the landscape I am crossing now.

Walking creates a particular relationship with a place. At the speed of a car or train, towns, rivers and hills become brief impressions. On foot, the ground asserts itself. Distance becomes physical. Weather matters. A climb has a cost. A sheltered stopping place becomes valuable. The next settlement is no longer a name on a sign but somewhere that must actually be reached.

Carrying a full pack intensifies that relationship. Everything has weight. Every unnecessary object announces itself. Food, water, warmth and shelter cease to be background assumptions and become part of the day’s decisions.

That is not hardship on the scale endured by historical travellers—or most fantasy adventurers—but it is enough to change how the landscape is perceived.

World-building Notes

Finding Tolrendor on foot

For a worldbuilder, maps are dangerously easy.

A line can cross a mountain range in seconds. A road can connect two cities with a stroke of the pen. A frontier can be drawn, named and forgotten.

Walking reminds me that every one of those marks has consequences.

A believable road needs destinations, stopping places and reasons to exist. A frontier is not merely a wall: it is a network of forts, watchtowers, patrol routes, settlements, shrines, supply points and controlled crossings. Travellers need water, shelter and food. Terrain determines where people can move, while weather decides whether they move at all.

A journey also determines whom characters meet.

The road brings soldiers, merchants, pilgrims, refugees, officials, thieves and fellow travellers into temporary contact. Campsites, bridges, ferries, inns and gates become natural stages for stories because they gather together people who might otherwise never meet.

This is part of what I am looking for along Hadrian’s Wall. Not simply ruins to adapt into Tolrendor, but the experience of moving through a frontier landscape: how its parts connect, where the natural pauses occur and how distance changes the meaning of a place.

Setting out

I was not leaving Bag End, Crydee or Faldor’s farm. I had GPS mapping, modern waterproofs, carefully chosen equipment and campsites waiting ahead.

But when the straps were tightened, the poles were in my hands and the road turned east out of Carlisle, something older and more imaginative stirred.

The walk became a journey. The journey became an expedition. And somewhere between the Roman road beneath my feet and the imagined roads of Tolrendor, an adventure began.


From the Dragon’s Hoard: Opening an old issue of Dragon Magazine again for this post was so much fun that I have decided to make a habit of it. Look out for a new regular column in which I delve into my collection, revisit ideas that still deserve attention, and rebuild them as inspiration for Tolrendor. Lady Valshea’s own full return will wait until February—the month in which issue #106 originally appeared.

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Finding Tolrendor on the Roman Frontier

A walker follows Hadrian’s Wall across the Whin Sill beneath the title Finding Tolrendor on the Roman Frontier — Hadrian’s Wall 2026.

A little over a month ago, I set off across Central Europe in search of Tolrendor.

That journey followed part of Richard the Lionheart’s route home from the Third Crusade, taking me from the Adriatic coast through ancient cities, mountain passes, castles, monasteries and river valleys. It has already given Tolrendor Karsos, the pirate city inside a dead Dragonborn emperor’s palace; Talovar, the marble island that survived the fall of Varandia; and Velsar, a city shaped by rivers, bridges and the legacies of successive empires.

There are more discoveries from that journey still to come.

But on Tuesday, I’m setting out again.

This time I won’t be crossing Europe by train.

I’ll be walking across northern England, following Hadrian’s Wall from the Solway Firth to Wallsend.

A Different Kind of Journey

The walk itself begins on Wednesday at Bowness-on-Solway, the western end of Hadrian’s Wall Path.

From there I’ll spend nine days travelling west to east: through Carlisle and the Eden Valley, past Birdoswald, into the dramatic central Wall country around Walltown and the Whin Sill, and then onwards through the forts and sacred places of the eastern frontier before eventually reaching Segedunum at Wallsend.

Most nights I’ll be camping and carrying everything with me.

There will be rather fewer trains than last time.

There may also be rather more rain.

As with Finding Tolrendor in Medieval Europe, however, this isn’t intended to become a conventional travel blog.

It is another research expedition for Tolrendor.

More Than a Wall

Hadrian’s Wall is often imagined as a single enormous stone barrier dividing Roman Britain from the wild lands beyond.

The reality is much more interesting.

The Wall was part of an entire frontier system: forts and milecastles, roads and bridges, watchtowers and settlements, supply routes, river crossings and customs points. Soldiers arrived from across the Roman world. Traders, families and local communities gathered around the forts. Temples and shrines appeared beside military roads.

The frontier wasn’t merely a line separating two worlds.

It was a landscape in which those worlds met.

Its character also changes dramatically along its length. In the west, the frontier begins amid the saltmarshes and immense skies of the Solway. Further east, the Wall rises onto the dark crags of the Whin Sill, using the land itself as part of its defences. Beyond that, the country gradually softens again as the route approaches the Tyne and the settlements that would become Newcastle.

That relationship between geography, political power and everyday life is exactly the sort of thing I want to understand.

Why was a fort placed here rather than somewhere else?

How did soldiers and supplies move through the frontier?

What grew outside the gates?

What happened when an imperial military landscape became home?

And, inevitably…

What if this place existed in Tolrendor?

The Frontiers of Fallen Empires

Tolrendor has never lacked empires.

Varandia once ruled much of the Inner Sea beneath its Dragonborn emperors and dragon overlords. The Samite Empire rose centuries later, absorbing kingdoms, cities and peoples before eventually fracturing into successor states of its own.

Their ruins already shape the modern world.

But empires are not defined only by their capitals, palaces and monuments.

They are also defined by their edges.

Somewhere, every empire must decide where its authority ends. It must control roads, rivers and mountain passes; watch the peoples beyond its borders; move troops and messages across immense distances; and persuade those stationed at the farthest edge of civilisation that the centre still matters.

Hadrian’s Wall offers a chance to think about that imperial edge as a complete landscape.

What would a Tolrendian frontier wall defend against?

Would it mark a true boundary between settled lands and wilderness, or merely an emperor’s attempt to impose a neat line upon a much messier world?

Who built it?

Who served there?

What gods did soldiers bring from distant provinces and worship in its forts?

What communities gathered beyond its gates?

And what remained after the empire that built it disappeared?

At the moment, I don’t know which frontier this will become.

That is rather the point of going.

What I’m Looking For

Over the nine days I’ll be visiting places such as Birdoswald, Vindolanda, Housesteads, Chesters and Segedunum, together with the smaller remains scattered between them.

Some of the most intriguing sites are not the great forts at all.

At Carrawburgh, a temple of Mithras and the nearby sacred spring associated with Coventina offer a glimpse of the beliefs carried to the frontier—and of older sacred landscapes that existed alongside Rome. Elsewhere, medieval churches, farms and villages stand on or beside the vanished Wall, sometimes incorporating its stone into buildings raised many centuries later.

That layering matters.

The Wall was built as an expression of imperial power. Later generations reused it, dismantled it, built over it and told new stories about it. What survives today is not simply Roman. It is the accumulated result of almost two thousand years of people living with the remains of Rome.

That feels very much like Tolrendor.

I’m not looking to create a fantasy copy of Hadrian’s Wall, with Roman names exchanged for invented ones and legionaries replaced by conveniently equivalent soldiers.

I’m looking for the ideas underneath.

Somewhere along that frontier, I suspect there is a place waiting to be found in Tolrendor.

On Tuesday, I shoulder the backpack again.

Let’s see what we find…

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Finding Tolrendor in Ljubljana: The Crossroads of Velsar

Some places inspire a building.

Some inspire a landscape.

Ljubljana inspired several thousand years of history.

When I arrived in Slovenia’s capital, I was already travelling through the landscape that would eventually become the inspiration for a large, still mostly blank region of Tolrendor. I had always imagined this part of Tolrendor, north of Varandia and the Akayin peninsula, as having something of a Central European character, but beyond a few lines on a map, I’d never really worked out what that meant.

Ljubljana started to answer the question.

It is an extraordinarily appealing city. A river winds through its centre beneath bridges crowded with pedestrians. Markets spill out alongside it. Streets and squares gather around the water rather than turning their backs upon it. Above everything sits the castle, looking down from its wooded hill.

But what really interested me was its position.

Ljubljana sits at a natural crossroads between different parts of Europe: the Alps and the Balkans, the Adriatic and the Danube basin, the Latin, Germanic and Slavic worlds. That geography has repeatedly made the region a meeting place between cultures and empires.

Standing there, I realised that Tolrendor needed somewhere like that.

A crossroads.

Finding Velsar

On my still very incomplete continental map of Tolrendor there is an enormous amount of unexplored territory north of Varandia.

Several hundred miles north and somewhat east of the Isle of Varandia, the geography begins to provide exactly the sort of location I was looking for.

Rivers coming from the north and east meet routes leading south towards the old Varandian lands and the Akayin peninsula. Mountains and broken country constrain travel into natural corridors. Beyond lie routes eventually connecting with the great waterways leading towards Ailavaara and the northern world.

Put a reliable river crossing there and people will use it.

Protect that crossing and people will settle there.

Connect it to several thousand years of Tolrendor’s history and you get Velsar.

Today Velsar is the capital of a small but prosperous duchy of the same name. Its territory is modest. Its importance isn’t.

Merchants, pilgrims, mercenaries and adventurers travelling between northern and southern, eastern and western Tolrendor have been passing through Velsar for longer than anyone can reliably remember.

But the city began long before there was a Duchy of Velsar.

Perhaps even before there were kingdoms.

Before the Empires

This took me back to a period of Tolrendor’s history that I’ve been slowly developing for years.

After the Sundering and the great conflicts of the Age of Strife, the world did not suddenly become safe.

The greatest powers might have been defeated, imprisoned or driven away, but their remnants remained. Monsters and other things born during those ancient struggles still wandered the world. Civilisation existed only in scattered pockets. Many of Tolrendor’s peoples were simply trying to survive.

This was the beginning of the Age of Heroes.

The gods themselves bore at least some responsibility for the catastrophe that had befallen the world. Unable to intervene again directly, they sent a small number of divine emissaries into the mortal world to aid their beleaguered worshippers.

Scholars know these as the First Lights.

Each was bound to a divine purpose and to the mortal cycle itself. They lived mortal lives and could die, only to be reborn in another form, carrying fragments of memories from their previous lives.

Around some of the First Lights gathered other heroes, forming the Bright Orders.

These weren’t necessarily knightly orders in the later medieval sense. They were companies of champions gathered around a purpose: destroy a particular horror, guard a people, protect a route, maintain an ancient seal, cleanse a corrupted land.

One of those Orders came to the river valley where Velsar would eventually stand.

Its name is now uncertain.

So, perhaps, is precisely what it was sent there to do.

What survives in the oldest stories is that a First Light and their companions established a fortress upon the hill overlooking the river crossing.

Beneath its protection, people gathered.

A settlement grew.

And that was the beginning of Velsar.

When Heroes Became Rulers

The Age of Heroes eventually gave way to something new.

The Age of Empire.

The first great empire to emerge in this part of Tolrendor was Varandia: the Dragonborn civilisation whose ruins still dominate much of the region to the south.

There is an irony here.

One tradition holds that Varandia itself grew from a Bright Order.

Its founders had protected people through the terrible centuries after the Sundering. They created safe settlements. They defeated monsters. They brought order where none had existed.

And eventually they began to ask a dangerous question.

If they could protect people, perhaps they could govern them too.

The change was not necessarily malicious. Indeed, for centuries the result may have been overwhelmingly beneficial. Roads became safe. Trade flourished. Law replaced feud. Settlements became cities.

But service had become authority.

Authority became government.

Government became empire.

When Varandia eventually reached the valley of Velsar, it found another Bright Order already performing much the same role its own distant predecessors once had.

So Varandia didn’t destroy it.

It offered it power.

The Order retained its fortress and its traditional influence over the surrounding communities. Varandia simply recognised that influence, expanded it and incorporated the Order into the imperial hierarchy.

The guardians of the valley became its rulers.

The Dragon Above Velsar

Varandia was a Dragonborn empire.

But behind the Dragonborn stood dragons.

The relationship between the two is something I’m still developing, but the great dragons were far more than beasts lurking in caves. Some occupied positions of enormous political and social authority within Varandia.

Velsar became the domain of one such dragon.

And perhaps surprisingly, this wasn’t necessarily a disaster.

The dragon recognised what the geography offered.

The old river crossing was improved. Varandian roads converged upon it. Engineers strengthened the bridge, walls and river defences. Markets expanded. Warehouses appeared beside the water. The old fortress of the Bright Order was rebuilt and enlarged.

The geography had created the crossing.

The Bright Order had made it safe.

Varandia made it important.

Over centuries, the original Order itself gradually disappeared into the institutions of the Empire. Its purpose had been fulfilled. Perhaps, their ancient charge finally complete, the Order’s First Light simply passed from the mortal cycle.

The fortress remained.

By then, however, it was simply the castle above a thriving Varandian city.

The Fall of the Dragons

Nothing lasts forever in Tolrendor.

Varandia’s final wars were catastrophic.

Its great conflict with a rival empire to the south and east eventually devastated the heartlands of both powers, leaving behind the magically scarred wasteland still known as the Blight.

Velsar was far enough away to escape the worst of that destruction.

Its dragon overlord was not.

When Varandia summoned its forces for the final wars, the dragon left Velsar and flew south.

It never returned.

Eventually word reached the city that it had been slain.

And in the political vacuum that followed, Velsar rebelled.

The Dragonborn regime that had ruled the city for centuries suddenly lacked both its imperial authority and its overwhelmingly powerful patron. Human factions seized control. Governors were overthrown. Estates were confiscated. Imperial symbols were torn down.

Not every Dragonborn disappeared. Their descendants can still be found in Velsar today.

But Dragonborn rule ended.

And the dragons suffered a peculiar fate.

The Dragons in the Rain

Ljubljana is famous for dragons.

There is one on its coat of arms. Dragons stand proudly on the Dragon Bridge. They have become one of the symbols of the city.

Velsar has dragons too.

Hundreds of them.

But Velsar’s dragons aren’t standing proudly upon pedestals.

They’re gargoyles.

During the Varandian period, dragons had appeared throughout the architecture of Velsar. They adorned civic buildings, bridges, palaces and gates as symbols of imperial authority and of the city’s own draconic overlord.

After the revolution, the most important statues were destroyed.

But there were simply too many dragons to remove them all.

So the people of Velsar began doing something rather more pointed.

They recarved them.

Dragons that had once represented rulers became grotesques. They crouched beneath roofs. They clung to walls. Stone dragons were made to carry gutters and spit rainwater into the streets below.

The symbolism was unmistakable.

Dragons no longer ruled Velsar. Dragons served Velsar.

And then the insult became a tradition.

Centuries after anyone seriously feared the return of Varandia, architects continued putting dragon gargoyles on buildings because that was simply what buildings in Velsar looked like.

Different ages added different dragons.

Elegant Akayin beasts stare from the cornices of merchant houses. Grim northern dragons cling to old fortifications. Harondin craftsmen have added their own interpretations. Some are terrifying. Some are ridiculous. Children have favourites.

When it rains, water pours from dragon mouths all over the city.

Most visitors assume they are simply Velsar’s symbol.

The people of Velsar know better.

Between Empires

Independence after Varandia wasn’t straightforward.

To the north and west, Reinbergen emerged as one of Varandia’s successor states. Its rulers regarded themselves as inheritors of parts of the old imperial order — including, inconveniently, Velsar.

Over the following centuries the city moved repeatedly in and out of Reinbergen’s orbit.

Sometimes its independence was real.

Sometimes theoretical.

Sometimes a Reinbergen lord occupied the castle while the merchants below behaved as though nothing particularly important had happened.

Meanwhile another power was rising much further south.

The city of Samos had grown from Akayin origins into the centre of what would become the Samite Empire.

Samos never conquered Velsar.

But it didn’t need to.

As the Samites absorbed much of the Akayin world, their influence travelled north. Samite coins passed across Velsar’s markets. Akayin merchants established houses beside its river. Architecture, law, food and fashions followed.

Velsar learned something that would become central to its survival.

When Reinbergen became too interested in the city, friendship with the Samites suddenly seemed extremely attractive.

When Samite influence became uncomfortable, the ancient ties with the north were rediscovered.

Velsar became very good at being useful to everyone and owned completely by no one.

And it remained that way for centuries.

The Harondin Come West

The final major ingredient in modern Velsar arrived surprisingly recently.

About two centuries ago, groups of Harondin moving westwards through Tolrendor’s river systems reached the region.

Other Harondin migrations had followed the great waterways south and west towards the Inner Sea, eventually contributing to kingdoms such as Norbaer and Loronder.

This branch followed the rivers west.

They didn’t arrive in an empty country.

They found an ancient city whose people already carried thousands of years of history.

And, as the Harondin have a habit of doing, they eventually supplanted the existing political regime without replacing the existing population.

The modern Duchy of Velsar emerged from that takeover.

Its Duke, court and much of its martial aristocracy are Harondin in culture and ancestry. Harondin speech, fashions and traditions have become increasingly prominent.

But Velsar itself is not a Harondin city.

Nor is it Varandian.

Or Akayin.

Or Reinbergian.

It is all of them.

The Crossroads

And that’s what Ljubljana finally unlocked for me.

I already knew that this part of Tolrendor would have something of a Central European flavour. What I hadn’t worked out was what that actually meant.

The answer isn’t to create fantasy Slovenia, Austria, Hungary or Bohemia.

It’s to take the thing that made Ljubljana interesting to me in the first place:

the crossroads.

Velsar is a city where geography has repeatedly forced different peoples and cultures into contact.

Its castle began as the fortress of heroes.

Its oldest streets follow Varandian roads.

Its roofs are covered with the humiliated dragons of a revolution more than a thousand years old.

Its markets still carry the legacy of centuries of Akayin and Samite trade.

Its aristocracy arrived only two centuries ago.

And through the middle of it all flows the river that brought almost everyone here in the first place.

That’s the lesson I’m increasingly taking from this journey.

Finding Tolrendor in Europe isn’t really about finding places I can reproduce on a fantasy map.

It’s about finding places that make me ask:

Why would somewhere like this exist in Tolrendor?

Ljubljana gave me a crossroads.

Velsar gave me the history that made it one.

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From Trogir to Talovar

One of the dangers of travelling with a fantasy world permanently lurking somewhere in the back of your mind is that eventually you stop seeing places simply as they are.

You start seeing what they could be.

That happened almost immediately in Split. I had barely begun this journey before Diocletian’s Palace was already being dismantled and rebuilt in my imagination as Karsos: an ancient Varandian imperial complex, abandoned after the fall of the empire and eventually reclaimed by pirates, merchants and refugees.

A few days later, I took the short boat journey along the coast to Trogir.

And almost immediately it happened again.

A City on an Island

Trogir is tiny.

That was probably the thing that struck me most strongly.

The historic city occupies a small island squeezed between the Croatian mainland and the much larger island of Čiovo. You can walk from one side to the other in minutes.

And yet an extraordinary amount of city has been compressed into that little space.

There are narrow stone streets and tiny squares, medieval houses packed almost wall-to-wall, churches, palaces and towers. At the western end, Kamerlengo Fortress guards the waterfront. Above everything rises the bell tower of the Cathedral of St Lawrence.

From street level, Trogir feels like a maze.

Climb above the rooftops and suddenly the whole thing makes sense.

The red-tiled roofs spread out beneath you, bounded on every side by water. Beyond them are the harbour, the mainland, the hills and the larger island across the channel.

It is a wonderfully legible piece of geography.

And looking down from those towers, I realised that I already had almost exactly the right place for something like it in Tolrendor.

Back to Varandia

Karsos, inspired by Split, lies on the southern coast of the ruined Isle of Varandia.

Varandia was once the heartland of one of the great powers of the ancient world: the Dragon Empire.

Its end was catastrophic.

A magical war between Varandia and a rival empire to the south and east devastated the heartlands of both powers. Much of Varandia became the Blight, a magically scarred wasteland where even centuries later magic behaves unpredictably and the remains of once-great cities lie abandoned.

The catastrophe effectively emptied the heart of the old empire.

But perhaps not quite all of it.

Looking at my map, just a short distance west of Karsos is a tiny island sitting immediately off the Varandian coast. Beyond it lies another, somewhat larger island.

I’d drawn them years ago.

They had never really been anything more than shapes on the map.

Trogir gave them a purpose.

The little island became Talovar.

Talovar concept – AI generated

The Marble City

Talovar predates Karsos by many centuries.

In the days of the Dragon Empire it was a small but prosperous Varandian city, occupying an island just offshore and connected by bridges to both the mainland and the larger island beyond.

Its importance came from stone.

The larger island contained rich deposits of a pale marble prized throughout Varandia. Quarries cut deep into its hills, while Talovar became the port through which the stone passed on its way to temples, palaces and monuments across the empire.

It was never one of Varandia’s great cities.

It didn’t need to be.

It was a busy little quarry port, comfortably protected by imperial power and connected to a trading network stretching across the Inner Sea.

Then the world ended.

Surviving the Blight

The magical devastation that destroyed Varandia transformed Talovar almost overnight.

The mainland beyond the bridge became increasingly dangerous. Roads which had once carried carts of stone and food inland now led towards abandoned settlements and magically scarred wilderness.

Trade collapsed.

The quarries largely fell silent.

And the empire which had governed Talovar simply ceased to exist.

But Talovar itself survived.

Perhaps being separated from the mainland by that narrow strip of sea spared it from the worst of the catastrophe. Perhaps it was simply luck.

Whatever the reason, the people remained.

For generations Talovar became poorer, smaller and increasingly isolated. Great Varandian buildings were stripped for their stone. Marble which had once been intended for imperial monuments became doorsteps, harbour walls and houses.

The city learned to live from the sea.

More importantly, it learned to govern itself.

That experience became fundamental to the Talovari sense of who they were.

Empires might rise and fall around them.

Talovar endured.

Conquerors Come and Go

Eventually ships returned.

To the west, the Akayin peoples who had spent centuries beneath Dragon rule were building cities and kingdoms of their own.

Trade across the Inner Sea revived, and Talovar slowly became part of that world.

Its independence did not last forever.

One of the expanding Akayin city-states eventually brought the little port under its control. Later still, that state — and Talovar with it — was swallowed by the growing Empire of Samos.

The Samite Empire eventually dominated almost the entire Inner Sea.

Yet even the Samites largely avoided the Blight.

Talovar therefore occupied an unusual position: an imperial city sitting on the very edge of territory the empire nominally claimed but had little desire to govern.

Its ancient civic institutions survived. Its merchants prospered again. The marble trade revived, although never on the scale it had enjoyed under Varandia.

And among its increasingly cosmopolitan population remained an unusually large number of Dragonborn families.

Some claim descent from Talovari citizens who survived the fall of Varandia itself.

Their archives, traditions and stories preserve fragments of the old empire that have disappeared almost everywhere else.

Then Samos fell too.

And once again, Talovar found itself free.

Thelin

Unfortunately for the Talovari, history has an irritating habit of repeating itself.

Today Talovar belongs to Thelin, one of the Akayin successor states which emerged from the wreckage of Samite power.

The conquest is recent enough to remain uncomfortable.

A Thelin governor occupies the city. Thelin soldiers man its walls. And at the western end of the island stands a great stone fortress overlooking the harbour — both protection against attack and a very visible reminder of who currently rules Talovar.

The relationship isn’t entirely hostile.

Thelin protects the sea lanes. Its markets bring wealth. Some Talovari merchant families have become considerably richer under its rule.

But the city remembers governing itself.

Indeed, it has governed itself several times.

There is an old saying in Talovar that empires eventually leave.

The Talovari merely have to wait.

The Upstarts Along the Coast

Which brings us back to Karsos.

Karsos is almost the opposite of Talovar.

Talovar survived the fall of Varandia.

Karsos was born from it.

For centuries the enormous ruined imperial complex at Karsos remained largely abandoned. Under Samos there was little reason to settle such a dangerous corner of the old Varandian coast.

But when Samite authority collapsed, piracy returned to the Inner Sea.

The ruins made an excellent refuge.

Pirates became settlers. Settlers became merchants. Privateers acquired warehouses, taverns and respectable houses.

Eventually the forgotten palace became a city.

To the old families of Talovar, Karsos should be appalling.

It is young, unruly and infested with pirates.

Its inhabitants have occupied Varandian ruins to which they have no conceivable claim and turned them into taverns, workshops, warehouses and homes.

Naturally, Talovar does a great deal of business with it.

Officially, Thelin would prefer that relationship to remain limited.

Unofficially, Talovari merchants have discovered that pirates require supplies, stolen cargo requires buyers, and privateers occasionally need respectable paperwork explaining where particular goods came from.

There are even whispers of something considerably more dangerous.

Some among Talovar’s old families look at Karsos and see not a nest of pirates, but something their own city has repeatedly lost.

Freedom.

They dream of restoring Talovar’s ancient charter, expelling the governor of Thelin and once again declaring themselves a free city — with the ships of Karsos conveniently available to discourage Thelin from objecting.

Thelin, unsurprisingly, would call that treason.

Old Cities, New Stories

And this is perhaps what I enjoyed most about Trogir.

Split inspired me because an enormous imperial monument had become a city.

Trogir suggested almost the reverse.

What if the little city simply never went away?

Empires collapse. Peoples migrate. Languages change. Gods acquire different names. Conquerors raise their banners over the walls.

But underneath everything are the same streets.

The same harbour.

The same old houses rebuilt from even older stone.

And somewhere beneath a Talovari merchant’s cellar there might still be a block of marble bearing the half-erased inscription of a Dragonborn magistrate who governed the city before the Blight.

Karsos may look more Varandian.

Its enormous ruins make sure of that.

But Talovar has something Karsos can never acquire.

Memory.

And all because I took a boat to a little Croatian island city that had been sitting there, quietly surviving empires, for more than two thousand years.

Posted in Columns, World Building, World-building Notes | Leave a comment

A Pirate City in the Palace of Dragons

Split, Croatia

The first few days in Split were really just supposed to be a short city break before the backpacking ‘research’ journey got underway properly with my first train north to Zagreb.

But that didn’t last long. Inspiration hit pretty much as soon as I took my first stroll into the old town.

There is something wonderfully strange about Split.

At first glance, it has many of the things you expect from an old Mediterranean city: pale stone walls, red-tiled roofs, narrow alleys, church towers and little squares packed with cafés.

Then you realise that the old city isn’t merely beside the ruins of a Roman palace.

It is inside them.

Diocletian’s Palace was built at the beginning of the fourth century as an enormous fortified retirement residence for the Roman emperor. As the western Roman world fragmented and the centuries passed, people didn’t simply abandon the palace. They moved into it.

Rooms became houses. Corridors became streets. Walls became the foundations of other buildings. Shops appeared beneath ancient arches. Diocletian’s mausoleum eventually became the Cathedral of Saint Domnius.

And beneath all of it survive the enormous vaulted substructures of the original palace.

Walking through Split, you’re not really walking through a Roman ruin or a medieval city.

You’re walking through both at once.

And that immediately started me thinking about Tolrendor.

The Palace of a Dead Empire

Tolrendor has plenty of fallen empires.

One of the greatest was Varandia, the ancient dragon empire whose power once stretched across lands surrounding the Inner Sea.

So imagine a rocky peninsula thrust into that sea, on the south-western coast, perilously close to the blighted lands that mark the fall of the draconic realm.

Behind it rises a great limestone escarpment. Before it lies a naturally sheltered bay, opening onto the sea lanes connecting the kingdoms of the Inner Sea.

And on the shore stands the palace of a dead emperor.

Not merely a palace, but a vast fortified complex constructed during the final centuries of Varandian power. Perhaps its builder was an ageing Dragonborn emperor who had withdrawn from the intrigues of the imperial capital.

Or perhaps the title emperor conceals something rather more interesting.

Perhaps he was himself a dragon.

Whatever the truth, he intended this place to be both his final residence and his tomb.

Thousands of years later, the empire is gone.

The palace remains.

And people have moved in.

They call the city Karsos.

A City Inside the Walls

This is the part of Split I most want to steal for Karsos.

The old palace shouldn’t survive as an archaeological ruin conveniently sitting beside the fantasy city.

The palace should be the city.

Its ceremonial avenues have become crowded streets. Houses have been built between enormous Varandian columns. Workshops occupy former guardrooms. Taverns have punched doors through walls raised for long-forgotten imperial officials.

Ancient courtyards have become marketplaces.

The upper levels are a chaotic mass of roofs, balconies, washing lines, bridges and additions accumulated over centuries.

And everywhere there are fragments of the older city.

A dragon’s head protrudes from the wall of a fishmonger’s shop. An imperial inscription sits upside-down in the foundations of an inn. A perfectly ordinary house has one wall made from blocks carved with the victories of a Dragonborn legion nobody remembers.

Then there are the passages underneath.

Split’s extraordinary palace substructures suggest something much larger beneath our Tolrendian city: vaulted chambers, cisterns, crypts, forgotten temples and sealed corridors descending through successive periods of Varandian construction.

Most are used as warehouses, workshops, smuggling routes and cellars.

Some have been sealed for centuries.

Nobody agrees why.

The Emperor’s Tomb

At the centre of Diocletian’s palace stands one of history’s rather pleasing ironies.

The mausoleum of an emperor who persecuted Christians eventually became a Christian cathedral.

That deserves an equivalent in Tolrendor.

At the heart of the old Varandian palace stands the tomb of its builder.

Or at least, everyone believes it is his tomb.

Long after Varandia fell, the mausoleum was appropriated by the Akayin peoples who came to dominate much of the Inner Sea. It is now one of the city’s principal temples, dedicated to the Mariner, Akayin god of sailors, voyages and the sea.

The ancient imperial iconography hasn’t entirely disappeared.

Dragon mosaics still coil beneath later religious carvings. Great columns of polished stone support the temple roof. Priests descend into crypts whose lowest doors they have never had the keys to.

And somewhere beneath the temple lies the emperor.

Or what remains of him.

A Pirate Kingdom

Split itself was never particularly renowned as a pirate city, but I didn’t have to travel far for that part of the inspiration. The medieval Adriatic coast and its islands had a rich tradition of piracy and privateering — including the notorious pirates of nearby Omiš.

And that suggested what Karsos has become.

It is a pirate port.

Although pirate is perhaps an unfair description.

Even the city’s religion has adapted to its peculiar relationship with the sea. Elsewhere around the Inner Sea, the Mariner is the patron of sailors, voyages and safe harbour. In Karsos, another aspect has come to prominence: the Dark Mariner, patron of those who sail beyond the protection — and sometimes the laws — of more respectable shores.

Ask the city’s rulers and they will tell you that their captains are perfectly legitimate privateers and mercenaries. Their ships escort merchants, suppress piracy, fight wars and transport armies throughout the Inner Sea.

They merely have a somewhat flexible interpretation of who constitutes an enemy vessel.

The distinction becomes especially hazy when nobody has hired them recently.

That makes the city simultaneously a menace and a necessity.

Norbaer condemns its piracy while quietly employing its captains. Lorondor has fought several naval wars against it and hired its ships in several others. The Free Baronies regularly have Karsan privateers in their fleets when asserting their independence from Lorondin influence.

The Akayin city-states are the enemies and rivals of Karsos, and yet just as often its allies and trading partners. Elven vessels, however, are particularly unwelcome in its harbour, and the swift Elven patrols of the Inner Sea take a dim view of Karsan ships wherever they encounter them.

Beyond the old palace walls the city has spread along the harbour: shipyards, warehouses, ropewalks, markets, taverns and entire districts catering to sailors.

And somewhere through the rocky peninsula, an ancient Varandian passage has been enlarged into a tunnel leading to a second, heavily fortified anchorage.

That is where the real fleet waits.

Karsos Concept – AI Generated

The Dragon of the Inner Sea

Of course, a city like this needs someone sitting at the top.

At present, that someone is Thessara, First Pirate of Karsos — a female Dragonborn, charismatic, enormously wealthy and dangerously ambitious.

At least, that is what almost everyone believes.

Perhaps Thessara is actually a dragon.

I rather like that idea, although I’m not yet certain what kind…

What matters is what she wants.

She doesn’t merely want wealth.

She looks at the squabbling kingdoms around the Inner Sea and sees weakness. Her mercenary fleets already intervene in their wars. Her captains know every harbour. Her agents operate in every major port.

Why remain a pirate queen when she might become an empress?

And there are people in the city encouraging precisely that thought.

Dark Amber

A pirate port attracts people who prefer not to answer too many questions.

Mercenaries. Smugglers. Exiles. Treasure hunters. Fugitive mages. Adventurers.

And the Conclave of Dark Amber.

The Conclave has established itself quietly among the city’s antiquarians, merchants and arcane dealers. Its agents have become useful advisers to Thessara, bringing her fragments of Varandian lore and feeding her stories about the power once wielded by the palace’s ancient master.

They have discovered something beneath the city.

The emperor’s tomb is not empty.

His bones — and perhaps something more than his bones — remain hidden in chambers far beneath the former mausoleum.

The Conclave believes he can be restored.

Not resurrected.

Transformed.

A dracolich beneath an ancient Varandian palace would be a formidable weapon for an aspiring empress.

The First Pirate of Karsos believes she could control it.

The Conclave intends to make certain that they do.

Finding Tolrendor

This is exactly what I hoped this journey would produce.

I came to Split because my wife had been here before and wanted to share it with me. From here, she would go sailing in the Adriatic while I began my journey north.

I’m leaving it with a new city for Tolrendor.

Not a fantasy copy of Split. The bell tower, Diocletian and the Roman Empire won’t simply acquire different names.

What I want to take with me is something deeper: the idea of a city that has consumed an ancient imperial palace and made it part of everyday life.

A place where you can drink in a tavern whose cellar was built for a Dragonborn emperor, worship the gods of the sea above his forgotten tomb, hire a pirate captain beneath the statues of a dead empire — and perhaps discover that something ancient is stirring beneath your feet.

Tomorrow morning I finally shoulder the backpack and begin travelling north.

Somewhere between Split and Zagreb, my Richard the Lionheart-inspired journey properly begins.

But before I’ve even boarded the first train, I’ve already found my first place in Tolrendor.

Posted in Columns, Finding Tolrendor in Medieval Europe, World Building, World-building Notes | Leave a comment

Finding Tolrendor in Medieval Europe

Every fantasy world begins somewhere.

Sometimes it’s a map scribbled on the back of an envelope. Sometimes it’s a scene from a favourite novel. Sometimes it’s a place you’ve stood, looked around, and quietly thought: this belongs in another world.

For years, one story has lingered in my imagination: Richard the Lionheart’s extraordinary journey home from the Third Crusade, and the enduring legend of his minstrel, Blondel, searching Europe for his imprisoned king. I first encountered that tale through David Boyle’s excellent Blondel’s Song: The Capture, Imprisonment and Ransom of Richard the Lionheart, which retraces Richard’s most likely journey across medieval Europe while weaving together history, landscape and legend. Long before this trip became a practical itinerary, Boyle’s book planted the seed that one day I might follow those same roads myself.

This August, I’m finally doing exactly that.

Armed with a backpack, a notebook, a camera (well, iPhone), a laptop, and far too many ideas, I’m travelling from the Adriatic through Central Europe, following some of the route Richard is believed to have taken after leaving the Holy Land. From Split to Zagreb, Trieste, Aquileia, Villach, Friesach, the Wachau, and then on to Bratislava and finally Budapest, I’ll be travelling largely by train, camping where I can, and spending my days exploring castles, medieval towns, monasteries, mountain passes and forgotten corners of Europe.

This isn’t intended to be a travel blog, at least not in the traditional sense.

Instead, it’s a research expedition for Tolrendor.

The fantasy worlds that stay with me always feel grounded. Cities grow where rivers can be crossed. Castles command mountain passes because those passes mattered. Kingdoms rise through trade, geography, politics and conflict long before they appear on a map.

Those are the things I want to see.

Not simply the famous landmarks, but the reasons they’re there.

  • Why was this town founded here?
  • Why did this fortress control the valley?
  • How does the landscape shape the settlement?
  • What details survive that never make it into the guidebooks or photographs?

Most importantly…

What if this place existed in Tolrendor?

Richard’s own journey already feels like the outline of a fantasy adventure: shipwrecked after the Third Crusade, travelling in disguise through hostile lands before finally being captured near Vienna and held for ransom. Whether every detail of Blondel’s legendary search is true matters less than the image it leaves behind: a Europe stitched together by roads, castles, songs and stories, where history and legend blur into one another. That feels like exactly the right path to follow when searching for inspiration for a fantasy world.

Over the coming weeks I’ll be sharing a series of World-Building Notes inspired by the places I visit, and asking the question:

“How would this exist in Tolrendor?”

I hope these posts offer a glimpse into one of my favourite parts of world-building: discovering that the real world is often stranger, richer and more inspiring than anything we could invent from scratch.

Let’s see what we find…

Further Recommended Reading:

Boyle, David. Blondel’s Song: The Capture, Imprisonment and Ransom of Richard the Lionheart. Viking, 2005 (Penguin paperback, 2006).

Posted in World Building | 1 Comment

Tales from the Tavern: The Feline Conspiracy

Tales from the Taverns Logo

One of the things I enjoy most about organised play is that you never quite know what sort of adventure you’re about to get.

Two and a half hours later you’re trying to stop a magical conspiracy involving winged cats, cultists, and a plan to transform an entire city into tressym.

This week at RPG Taverns, our GM was Shaq, one of the newer GMs running tables, and he delivered exactly the sort of gloriously unpredictable adventure that makes organised play memorable.

An Unusual Fellowship

Our party was a wonderfully eclectic mix of levels and experience:

  • A 6th-level halfling Trickster Cleric
  • Tarin, my 5th-level Tiefling Sorcerer
  • A 4th-level Human Artificer
  • A 2nd-level Human Artificer
  • A 1st-level Halfling Warlock
  • A 1st-level Human Artificer

At RPG Taverns, mixed-level parties are fairly common, and they often create some interesting dynamics. The higher-level characters have enough tools to tackle bigger threats, while the lower-level characters still get their moments to shine.

And so it turned out …

A Simple Errand…

The adventure began in pre-Cataclysmic Aurelium.

At least on the surface, we were helping a wizard gather supplies for some arcane experiments.

Simple enough.

Naturally, things immediately went off the rails.

Before long we found ourselves approached by a tressym—a winged cat associated with one of Aurelium’s temples—who claimed another tressym was plotting a coup.

Not a political coup.

A species coup.

Apparently a rogue tressym known as Viceroy, aligned with Bane, was attempting to obtain magic powerful enough to transform the entire population of Aurelium into tressym.

As campaign premises go, it was certainly original.

Following the Trail

Our first stop was a temple of Moradin, home to our feline patron.

There we interrogated (fed?) a variety of winged cats, attempting to piece together what was really happening. Eventually the clues pointed us toward the Dockside district and the last known whereabouts of the mysterious Viceroy.

The Dockside, unsurprisingly, proved familiar territory for Tarin. A conversation with a local drug dealer eventually led us to an abandoned warehouse supposedly once involved in the distribution of “feline food.”

At that point nobody was entirely convinced this wasn’t some elaborate joke.

It wasn’t.

The Great Cookie Incident

Outside the warehouse we discovered cultists and guards protecting the site.

Rather than charge in, we opted for stealth.

With surprisingly creative use of Pass Without Trace, Invisibility, multiple Thaumaturgy distractions, and careful positioning, we managed to infiltrate the compound remarkably successfully.

Mostly.

One of our companions—whose player had openly admitted to dump-statting Dexterity—was carrying a jar of cookies.

Why?

Nobody ever established a satisfactory answer.

This almost brought our plan crashing down around our ears as he simply, well you know, dropped the jar at a critical juncture… thankfully saved by Tarin casting a swift Mage Hand to catch the jar and prevent a catastrophic cookie-related stealth failure.

It was one of those wonderfully ridiculous table moments that shouldn’t work but somehow becomes one of the highlights of the evening.

Fireball Time

Eventually we reached the heart of the operation.

There, Viceroy’s cult was attempting to open a portal to acquire the magic required to carry out their grand transformation plan. The supposed mastermind turned out not to be a tressym at all, but a halfling wizard directing the ritual while cultists worked around her.

Initiative was rolled.

One of our 1st-level characters immediately scored a critical hit with Fire Bolt, vaporising a guard and earning what I believe was their first ever combat critical.

The table erupted.

Then Tarin got his turn.

Having only recently reached 5th level, this was the first real opportunity I’d had to unleash the spell every fantasy spellcaster dreams about.

A sewer-green Fireball erupted into the centre of the cultists – and I remembered to use Empowered Spell.

The results were spectacular.

Most of the cultists burned to cinders.

The ritual collapsed into chaos.

The wizard was left bloodied and reeling.

For the first time, Tarin genuinely felt like a dangerous sorcerer.

He then advanced toward the remaining enemies, placing himself between them and some of our vulnerable 1st-level characters.

Which, as it turned out, was both heroic and extremely poor for his life expectancy.

The Cost of Heroism

The next round was very much a Tarin moment.

First came the crossbows.

Several bolts struck home.

One was a critical hit.

As his hit points evaporated, Tarin found himself reflecting on the fact that perhaps casting False Life before combat would have been sensible.

A revelation that arrived slightly too late.

Then the enemy wizard, with understandable irritation, launched a Fireball of her own.

Tarin was standing almost at the epicentre.

He made his Dexterity save.

His infernal heritage granted fire resistance.

Neither proved sufficient.

The blast dropped him.

But not before he had one final trick.

As the flames consumed him, Tarin unleashed a 3rd-level Hellish Rebuke (yes, sewer green).

Twenty-two points of damage later, the wizard collapsed.

Tarin hit the floor.

The wizard hit the floor.

The table cheered.

And with that, the coup was over.

Thankfully our cleric was still standing and had everyone back on their feet shortly afterwards.

What Did We Learn About Tarin?

One thing I enjoy about organised play is that characters evolve in ways you never quite expect.

He Might Actually Be Becoming Heroic

Tarin is cynical.

He’s self-protective – he is after all a product of the sewers and backstreets.

Yet recently I’ve found myself playing him on several mixed-level tables, and something interesting is happening.

He seems to enjoy protecting lower-level adventurers.

Whether it’s stepping into danger, shielding newer characters from threats, or simply acting as one of the more capable members of the party, there are definite signs that Tarin is developing at least the beginnings of a heroic streak.

I suspect he’d deny it.

Fireball Is Everything I Hoped It Would Be

I’ve been playing RPGs since the 1980s.

Back then levelling was a long, slow process.

I honestly don’t think I ever played a spellcaster long enough to cast Fireball.

So despite its iconic status, this was genuinely a milestone moment for me as a player.

And yes.

A sewer-green fireball is every bit as satisfying as it sounds.

Sorcerers Reward Practice

I’m also finding that Tarin’s toolkit is finally beginning to click.

Empowered Spell.

Hellish Rebuke.

Positioning.

Resource management.

For the first few levels I often felt like I was still learning how to play a sorcerer effectively.

Now the pieces are starting to come together.

Cantrips Matter

The stealth section of the adventure was one of my favourite parts of the evening.

Not because of combat.

Because it allowed Tarin to use abilities that rarely get the spotlight.

Thaumaturgy.

Mage Hand.

Little bits of utility magic that often sit unused suddenly became central to the success of the mission.

That’s always satisfying.

Always Cast False Life

Always.

Cast.

False Life.

Some wisdom comes from ancient tomes. Some comes from lying unconscious on the floor after standing in the middle of a fireball.

Posted in 5E D&D, Characters, Columns, D&D Nostalgia, RPG Taverns, Tales from the Tavern | Leave a comment

Reimagining the Age of Strife for Norðrlǫnd

When I reviewed Kobold Press’s Northlands setting recently, Northlands has Landed … and Northlands — Playable Flavour Done Right, I mentioned that my intention is to use the setting and it’s companion Northlands Sagas as the foundation for my first Tales of the Valiant campaign in Tolrendor.

One of the things I particularly like about Northlands is that it isn’t merely a collection of Nordic-flavoured names and artwork. The setting is built upon a distinctive worldview. Its cultures are shaped by stories of gods and giants, by the belief that fate is real, and by the certainty that the greatest war in history has not truly ended.

The challenge was that Tolrendor already possesses an origin story.

For many years the mythology of Tolrendor has been rooted in the Age of Strife, itself heavily inspired by the old 4th Edition D&D cosmology: a primordial war between the Astral Powers and the Elemental Lords, culminating in the fall of Karagthal and the Sundering of the world.

So I found myself facing a world-building problem.

How do I create a mythology that supports the themes Northlands expects—gods, giants, prophecy, fate and an unfinished war—without simply replacing the mythology Tolrendor already has?

At first I assumed I would need to rewrite large parts of the setting.

Instead, I discovered that the pieces were already there.

I simply hadn’t been looking at them from the perspective of the Northlanders.

Seeing The War Through Northern Eyes

When I first started thinking about Norðrlǫnd—my name for the Northlands region of Tolrendor—I assumed I needed to reinterpret the Age of Strife.

The more I worked on it, the more I realised that wasn’t necessary. The Age of Strife was never a single battle. Nor was it even a single war fought in a single place. It was a conflict that engulfed entire worlds.

The original mythology focuses on KaragTar, Bane and the siege of Karagthal because those events directly shaped the lands surrounding Tolrendor’s Inner Sea. It is the version of history preserved by the sages of Kerabos, the City of Amber founded at the very epicentre of the Sundering itself.

But why should the people of Norðrlǫnd remember the same heroes?

Why should their skalds’ songs focus on the same battles?

Instead, I began to think about what the people of the far North might remember.

Their stories speak of the Valdrungar and the Frumjötnar.

Of Óðvaldr, High Father of the Valdrungar.

Of the primordial giant Hrímvaldr, Lord of Frost and Stone.

Of gods and giants whose struggles shaped the glaciers, fjords and mountains of the Northlands themselves.

As their sagas tell it:

“Here, the fate of creation was contested between the Valdrungar and the Frumjötnar, the First Giants.”

The important realisation was that these stories do not need to replace the original mythology.

Both can be true.

The Age of Strife was vast enough to contain them all.

Two Traditions, One Age

Age of Strife TraditionNorðrlǫnd Tradition
Focuses on KaragTar, Bane and the siege of KaragthalFocuses on Óðvaldr, Hrímvaldr and the war against the First Giants
Remembered through the sages’ histories of the Inner SeaRemembered through the sagas of the Northlands
The defining battle is fought before the Gates of MalorThe defining struggle is fought across the frozen North
Emphasises the clash between Astral Powers and Elemental LordsEmphasises the struggle between gods and giants
The Sundering ends a catastrophic warThe Sundering postpones a destined final battle
The Earth Mother saves creation from destructionFoldmóðir saves creation from destruction

The stories overlap.

But they are not the same story.

They are memories of different events from the same vast age.


Why I Avoided Traditional Norse Mythology

One deliberate choice was to avoid simply importing Norse mythology directly into Tolrendor.

There is nothing wrong with using Odin, Thor, Midgard or Ragnarök.

But those names carry enormous cultural and canon baggage.

For many readers they arrive accompanied by Marvel films, television series, video games and decades of fantasy gaming.

I wanted something that felt recognisably northern without feeling borrowed.

Using Old Norse terminology helps create that distinction.

Thus:

  • Norðrlǫnd rather than Midgard
  • Óðvaldr rather than Odin
  • Hrímvaldr rather than Ymir
  • Valdrungar rather than Aesir
  • Frumjötnar rather than simply Jötnar

The aim is not Norse mythological accuracy.

The aim is lore structure that can support the flavour of the setting – something familiar enough to evoke the right atmosphere while remaining firmly rooted in Tolrendor’s own mythology.


Fate, Prophecy and The Unfinished War

The original Age of Strife already contained one of the most important ideas required by a Northlands setting.

The war never truly ended.

The Earth Mother intervened because creation itself was breaking.

As the original Tolrendor tale tells us:

“At this juncture, Nairere the Earth Mother herself stepped into the fray…”

The northern tradition remembers the same event through a different lens.

Foldmóðir sees that neither side can truly prevail.

The giants cannot win.

The gods cannot win.

Creation itself is losing.

And so she acts.

“There would be no world left to inherit.”

The gods and giants are cast beyond the veil, into the outer realms from which they came.

The Sundering begins.

But the skalds remember something else as well.

“The war was ended.

Not won.

Ended.”

That single idea introduces one of the defining themes of Norðrlǫnd.

Fate.

The belief that the old war remains unfinished.

That beyond the veil the ancient powers still gather.

That one day the barriers will fail.

And that when they do, the final struggle will begin anew.


Final Thoughts

When I started this exercise, I thought I was trying to adapt Tolrendor to accommodate Northlands.

In reality, I was doing something rather different.

I wasn’t creating a new cosmology.

I was creating a Northland mythology.

The underlying truths of the setting remain unchanged. The Age of Strife still happened. KaragTar still raised Karagthal. Bane still laid siege to its walls. The Sundering still shattered the world and cast the great powers beyond the veil.

But those events were never experienced equally by every people, in every land.

The skalds of Norðrlǫnd remember different heroes, different battles and different lessons than the scholars of Kern. Where one culture remembers the fall of Karagthal, another remembers the war against the First Giants. Where one remembers victory denied, another remembers fate deferred.

Neither story is more true than the other.

Both are attempts by mortal peoples to understand events far greater than themselves.

In many ways, that feels closer to how real mythologies evolve. People remember the events that shaped their ancestors. They elevate their own heroes. They preserve the lessons that mattered to them. Over centuries, those memories become stories, and those stories become belief.

Perhaps that is the lesson I have taken from this exercise.

History may be universal. Mythology rarely is.

The Age of Strife was not a single battle, nor even a single war fought in a single place. It was a struggle that touched every corner of creation, leaving behind different memories, different heroes, different warnings—and different truths.

The myths that survive are simply the stories people chose to remember.

And for a world-builder, that is far more interesting than having a single “correct” version of the past.

Posted in Columns, Tales of the Valiant, Tolrendor Gazetter, World Building, World-building Notes | Leave a comment

RPG Tech Talk Returns — Dreams of a Smarter Table

After a long silence, RPG Tech Talk returns to the blog…

There’s something slightly ironic about the fact that it took playing more in-person tabletop RPGs to rekindle my interest in RPG technology.

Over the past few months, playing regularly at RPG Taverns has absolutely re-energised my love of the hobby. It’s also been a major reason this blog has come back to life after a very long quiet period.

If you’ve been following the recent posts on Tolrendor World, you’ll know I’ve been diving back into campaigns, world-building, Tales of the Valiant, Northlands, and generally rediscovering why I fell in love with tabletop RPGs in the first place.

But something else has been happening too.

The more I play around digital tables in a genuinely social, in-person setting, the more I find myself thinking:

We still haven’t really solved technology at the physical tabletop.

And that thought has quietly reignited something I haven’t explored deeply in years:


RPG Tech Talk

Yes — the old column is back, but new!.

And honestly, I’m quite excited about it.


The ‘Tech’ Table

The COVID era massively accelerated digital tabletop gaming.

There’s really no debate about that anymore.

Virtual Tabletops exploded in capability during that period. Online play matured rapidly. Shared maps, dynamic lighting, automation, integrated character management, remote dice rolling, music, handouts — all of it advanced at incredible speed.

And none of that is going away.

But interestingly, sitting around the tables at RPG Taverns has reminded me that in-person play is fundamentally different.

Even though we use digital displays at the table, the experience is still overwhelmingly physical:

  • Real miniatures
  • Real dice
  • Physical condition rings
  • Face-to-face roleplay
  • Shared reactions
  • Tangible table presence

The digital table itself is usually just acting as a map surface, rather than a full VTT experience.

Playing at RPG Taverns —where digital maps enhance, not replace, the in-person experience

I think that’s the right instinct.

Because VTTs were never really designed for the realities of in-person tabletop gaming. They excel at remote play, but can feel awkward or intrusive when everyone is physically sitting together.

At RPG Taverns, several GMs even combine digital maps with physical terrain — which looks fantastic and preserves that tactile tabletop feel.

That hybrid model fascinates me.


What I’d Love to See at the Table

The more I think about it, the more I believe there’s a huge gap between:

  • A printed (or hand-drawn) battle-map
  • And a full-blown VTT

There’s a middle ground that still feels surprisingly unexplored.

Imagine a tabletop system focused entirely on augmenting the in-person experience rather than replacing it.

Things like:

  • Automatically scaled digital maps
  • Simple GM controls for revealing or hiding map sections
  • Miniature movement sensing
  • On-table measurement tools
  • Area-effect templates projected directly onto the map
  • Integrated dice systems using either physical or virtual dice
  • Character app integration
  • GM tools connected to encounters and initiative tracking

Not to replace physical play.

Not to force everyone behind laptops.

But to enhance the table itself.

Because the reality is that many of the tools we now take for granted in VTTs are genuinely useful — fog of war, dynamic measurements, quick condition tracking, integrated encounters — but they need to be redesigned around shared physical presence.

That’s the key distinction.

The table should remain the centrepiece.

Not the software.


Enter… the Tolrendor Table?

So yes…

I’ve finally decided to stop merely thinking about this stuff and actually start prototyping some ideas.

For a long time I’ve wanted to experiment with:

  • Smart digital battlemaps
  • Mini tracking
  • Interactive overlays
  • Lightweight GM controls
  • Hybrid physical/digital encounters
  • Hardware integration
  • And potentially even modular “table appliance” concepts

And I think the time has come.

So let’s call the project:

The Tolrendor Table

At least for now.

No promises yet. No timelines. No polished product announcements.

Just a genuine passion project that I’m excited to start exploring properly again.

And honestly?

The modern tooling landscape is far more capable than it was the last time I dreamed in this space!


The ‘Tech’ GameMaster

Of course, the table itself is only part of the equation.

The modern GameMaster already lives in a deeply digital ecosystem.

  • Worldbuilding notes.
  • Character apps.
  • Campaign planning.
  • Discord servers.
  • Maps.
  • Lore documents.
  • Session prep.
  • Music.
  • Scheduling.
  • Handouts.
  • PDFs.
  • Encounter tools.
  • AI-assisted brainstorming.

We use an enormous amount of technology in tabletop RPGs.

But the ecosystem still feels fragmented.

And heavily siloed.

A classic example is D&D Beyond.

The tools themselves are actually pretty good.

But they fundamentally operate as a tightly controlled ecosystem around official content. Homebrew support exists, but often feels secondary to the commercial platform model.

Other VTTs are technically more open — and platforms like Foundry Virtual Tabletop have genuinely strong APIs and extensibility — but in practice most content still ends up deeply tied to the platform hosting it.

And for homebrew-heavy GameMasters?

That creates friction.

A lot of friction.


Campaign Nexus

Which leads me to the other major project idea quietly evolving in the background.

For a long while now, I’ve been sketching out the concept of an ecosystem of GameMaster tools that sit above individual VTTs and platforms.

A sort of campaign-centric architecture.

The working name for that project is:

Campaign Nexus

The vision is ambitious — perhaps dangerously ambitious — but the core idea is actually pretty simple:

Create a system that helps GameMasters manage the entire lifecycle of running campaigns.

Not just encounters.

Not just maps.

Not just character sheets.

But everything.

Things like:

  • Worldbuilding and lore management
  • Campaign organisation
  • Session planning
  • Homebrew management
  • Monster, spell, item, and faction creation
  • Narrative continuity tracking
  • Scheduling and player communication
  • Cross-platform VTT integration
  • AI-assisted tooling
  • And eventually deep integration with the Tolrendor Table concept itself

The key idea is that the campaign becomes the primary entity — not the VTT.

That matters enormously to homebrew creators.

Because ultimately, your world should belong to you, not to whichever platform currently hosts it.


Where This Goes Next

Right now, I’m working towards defining what an actual MVP for Campaign Nexus might realistically look like.

And trying very hard not to accidentally design six different products simultaneously.

Which, if you’ve ever built software passion projects before, you’ll know is a very real danger.

But after years away from serious RPG tech experimentation, it genuinely feels exciting to be thinking creatively in this space again.

And the best part?

This renewed inspiration has come directly from sitting around a real table with real players, rolling real dice.

Which feels oddly fitting.

The technology should support the magic of tabletop roleplaying.

Not replace it.

And I think there’s still a huge amount of unexplored territory there.

So yes.

RPG Tech Talk is officially back.

Posted in Columns, RPG Taverns, RPG Tech Talk, RPG Technology | Leave a comment