Dungeons and Dragons – Mystara
Adventures – Introduction to Alfheim
Source: The Elves of Alfheim (0e-gaz-05)
This is a storyline is used as an introduction adventures for the Wrath of the Immortals based in the Elves of Alfheim.
- GAZ5 – The Elves of Alfhiem (5th Edition)
- Group: Wednesday (D&D Week)
- Session 53 to 56 (4 sessions)
- 19th April 2017 to 31st May 2017
- Players: Jeff – Lorindal (4), Mark W – Fuzz (4), Annette – Alithia (4), David B – Catweasel (4), Bryarne – Meyeira (3), Adrian – Torrieth (2) / Bordnes (1), Sean – Aetos (1)
This features in the following sections:


- Gazetteer – Alfheim
- Timeline
- AC 1000-01-01 – Introduction to Alfheim – The mini campaign introducing Alfheim and its locations.
- Session Recordings
- AC 1000-01-01
– Introduction to Alfheim – Audio Only Recordings
- AC 1000-01-01
Notes of the Gazetteer Mini Campaign
From the 19th of April 2017 to the 31st of May 2017 over four sessions.
The setup
For this storyline all the characters were elves. There are major clans of the elves spread throughout this region of the world, with most of the clans located here.
Six players, each having backgrounds that fitted into the setting or changing the setting slightly to allow for the backgrounds to work. Here I had to remind players the premise of the campaign arc was to try out all the different class and races and see how they fared in a home campaign. And while Unearthed Arcana was allowed, it was with negotiation with the game master (me) and not by default.
Starting Location
For this setting the characters all woke up under the shadow of the tree of life at Ainsun having spent the last few years of their childhood learning in the presence of the tree while they dreamed their last true dreams. All the characters are leaf mates having completed the ceremony to adulthood together.
How it went
Characters got to observe the Majesty of the forest and the Tree of Life, the relic of the elves. Only those deemed worthy can enter into the service of the tree’s becoming student, guardian and carer of their culture.
Bad magic and Good magic of the forest was explained as the balance of nature and part of the magic that keeps the forest alive, you can’t have one without the other.
To this end the group was tasked as adults to deal with horrors that has escaped from one of the bad magic zones. This resulted in travel under the tree’s and along the water leading to the death of one of the characters. Later they stopped incursions into the forest by Orcs, who were here to pillage and burn and later by Dwarves, who were here to cause havoc and enjoy their childhood by doing what an adult would not be allowed to do.
This earned the group enough prestige to be invited to join specific clans of the forest and finally complete the test of adulthood taking four game years to complete.
Notable changes to the setting:
- Elves age and grow over 100 years, unlike the 15 years it takes a human to age. All children are under the protection of all the clans, and only adults can become clan members either by birth or by choice.
- Elven relics are Legendary and Artefact level of power. These items are tied to the Elven Tree’s of Life which are the centre of every elven clan.
Content Updates
- 2021-05-09 – Moved the mini campaign from the gazetter to its own post with extra information.
D&D Adventures
By Country (3/3) – Glantri, Karameikos, Ylaruam
Introduction: (13/13) – Alfheim, Atruaghin Clans, Broken Lands, Darokin, Ethengar, Five Shires, Glantri, Ierendi, Karameikos, Minrothad, Northern Reaches, Rockhome, Ylaruam
Annual: (6/11) – Atruaghin Clans Ascension, Ethengar Totems, Land of Black Sands, Mystery (of the Duke’s Road Massacres, of the Forgotten Dungeon, of the Hidden Kingdoms of Dragons)
Phase 1
(Tier 1 – Introduction 11/46)
AC 1000 (Year 1) – (2/8) – Lord of Lance Rock, Relic Hunter (Dragon Hatchery)
AC 1001 (Year 2) – (1/8) – Relic Hunter (Tomb of Moving Stones)
AC 1002 (Year 3) – (3/9) – Business (Bargewright Inn), Cult (of the Feathergale Knights), Mystery (of the Missing Delegation)
AC 1003 (Year 4) – (3/10) Cult (of the Riverguard Keep), Mystery (in Atruaghin’s Palace, of the Iceshield Orcs)
AC 1004 (Year 5) – (2/11) – Cult (of the Sacred Stone), Mystery (in the Silver Sierras), School Assignment (Lupins or Werewolves)
Phase 2
(Tier 2 – Investigation 16/50)
AC 1005 (Year 6) – (12/19) – Rheddrian’s Investigation Bureau, Cult (of the Scarlet Moon, of the Valley of Death), Mystery (in Aegos, in Sundsvall, in Thyatis City, of the Alphatian Duellers, of the Dead Elf, of the Great Gnome Caravan, of the Magic Mirror, of the Missing Pilgrims), Relic Hunter (Dinosaurs)
1006 AC (Year 7) – (6/12) – Mystery (Dinner Assassins, in Radlebb Woods, in Ringrise, in Wendar, of the Dual Memories), Time Travel Castle Amber
1007 AC (Year 8) – (5/16) – Thanatos and the Azcans, Thanatos and the Milenians, Thanatos and the Nithians, Thanatos and the Shahjapurs, The Day Magic Died
Phase 3 (Tier 3 – War 28), Year 11 – 10, Year 12 – 5, Year 13 – 4, Year 14 – 4, Year 15 – 4
Phase 4 (Tier 4 – Conclusion 7) Year 16 – 3, Year 17 – 2, Year 18 – 1, Year 19 – 1, Year 20 –
Phase 5 (Tier 5 – tba)
Phase 6 (Tier 6 – tba)
WRATH Campaign
Campaign References: Books,
Base Calendar (Darokin, Ethengar, Five Shires, Glantri, Karameikos, Minrothad, Rockhome), Personalities,
Transports (Airships, Ground, Ships)
Patrons: Abundance, Adventure, Aerial Races, Agriculture, Air, Alchemy, Amazons, Ambition, Anarchy, Ancient, Animals, Aquatic Races, Aranea, Architecture, Arctic, Armourer, the Arts, Astrology, Astronomy, Audacity, Authority, Avianfolk, Avidity, Balance, Battle, Bards, Beauty, Beholders, Berserkers, Betrayal, Birth, Blackflame, Boldness, Books, Bravery, Brute-men, Bugbears, Building, Cannibalism, Catfolk, Cats, Cavalry, Centaurs, Chance, Chaos, Charity, Charms, Cheating, Children, Circumvention, Cities, Cleverness, Cold, Communication, Completeness, Con-men, Conquest, Cooperation, Corruption, Courage, Crafts, Craftsmen, Creation, Cruelty, Culture, Cunning, Darkness, Death, Decadence, Deceit, Defence, Defiance, Desire, Destiny, Destruction,
Immortal Titles: Aesirs, Ancient, Celestial,
National Patrons: Alfheim, Alphatian Empire, Aquarendi, Ar, Azcan, Blackheart, Brasolia, Children of Atruaghin, Clan of the (Bear, Elk, Horse, Tiger, Turtle), Cyndicea, Denagoth,
D&D 5E in Mystara
D&D Menu – Adventures, Artefacts, Backgrounds, Classes, Dominions, Downtime, Feats, Gazetteers, Gods, Magical Items, Monsters, Organisations, Pantheons, Races, Ranks & Titles, Rune Magic, Secret Crafts, Settlements, Spells, Timeline, Weapons Mastery
Game Management – Annotated Stat Block, Character Creation, Choosing a New Campaign, Gaming over Skype, GM’s Luck Roll, Tracking Experience
Class Builds – Artificer – Bombardier (Tinkerkin), Barbarian – Totem Warrior (Ethegnarian), Totem Warrior (Heldannic), Bard – College of Valour (Sunfey), Druid – Circle of Dreams (Woodfey), Circle of the Tree of Life (Seasonfey), Fighter – Battlemaster (Seashire), Eldritch Knight (Kerendan), Weapons Master (Makai), Weapons Master (Stonebound), Monk – Way of the Elements (Waterchild), Paladin – Oath of Radiance (Sunfey), Oath of Vengeance (Firechild), Sorcerer – Wild Magic (Shadowfey), Warlock – Celestial (Sunfey), Wizard – Bladesinger (Seasonfey), Dragon – White. Multiclass – Cleric/Wizard (Ethengarian), Rogue/Cleric (Atruaghin), Rogue/Sorcerer (Seashire), Wizard/Rogue (Traladaran)
Floorplans – Thyatian
Session Recordings – Campaign Journals
Library of Books
B5, d20 System, Pathfinder, SW

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