Monday, August 06, 2018

The Land at the End of the World

Faurenost became powerful in wealth and magic, and it used this knowledge with fell intent. ~ The World of Aihrde (now on KICKSTARTER).

Friday, August 03, 2018

They Built Temples

But time and war have left their mark. In these ruins lie the vestiges of the ancient world, and beneath, or so it is said, lie their treasures.

Limited #: Tarzan, John Carter and the Earth's Core

Limited supply of beautiful HARD COVER copies of three famous Burroughs books that we (Chenault & Gray/Troll Lord Games) published earlier this year.

GET THEM NOW, before they are gone

Tarzan of the Apes

Princess of Mars

At the Earth's Core

Thursday, August 02, 2018

Monday, July 30, 2018

Autumn in the Aenochian Forest

It is rumored that here lie the ancestral land of House Golden, the old imperial family of Aenoch. It is said that the tomb of the last King lies somewhere within, hiding the riches and magic of his folk. ~ The World of Aihrde (new webpage)

Wednesday, July 25, 2018

The Fires of Huadun

The gate lies within a mountain of rock and is lit by the fires of the Futhnopt where lay the dragon, Huadun, that guards the Five Gates to the Wretched Plains. ~ The World of Aihrde

Monday, July 23, 2018

Players Guide on Kickstarter, Pledge Now

Join us on Kickstarter and help bring the Players Guide to Aihrde to 5th Edition!
 Be an Early Bird! Pledge in the first 48 hours and receive a digital copy of the 5th Edition Adventure module, Sword of Rami for FREE! 
The Fifth Edition Players Guide to Aihrde  is a game book designed for players! It is absolutely jam-packed with information to take your Fifth Edition Fantasy game in wholly new directions. This material plays in any setting and at any table that 5th Edition is played.
What to Look For in the Players Guide
  • Demi-human classes...the dwarf, elf, gnome, halfling and in addition, we present a brand new race: the goblin as a PC, with a special Eldritch Goblin (reborn) sub-race!
  • New Spells
  • New Equipment
  • New Character Class Options
  • And so very much more.
All this bound in the world of Aihrde setting, but you don't have to take the plunge for Aihrde. This material plays anywhere, in any setting.
Though we caution you to take a moment and look at the world setting, it's not something to miss!
                                                                   JOIN the FRAY

Thursday, July 05, 2018

The Binding of Wenafar

"Unklar sought out Wenafar after a time, and beseeched her to join him in his efforts. She was far-seeing, and held as one of the greatest of the Val Eahrakun and Wenafar spurned the Horned God, “Be off darkness, for you are the mote in his eye and bring discomfort to all you touch.” But she did not fully grasp the power of Unklar and had forgotten that it took the might of all the Named Val Eahrakun to drive Unklar into the Undeeps and she misjudged him.

In the north of the Lands of Ursal lay a small mountain without consequence. The dwarves of old had built a hill fort upon its flanks, but that they abandoned in the early days of the Kinship Wars. Unklar came to this mountain and raised it up, burying the fort and all around in heaps of stone and fresh soil. The Horned God drew water from the earth so that it pooled at the top in a mere, and he set many trees to grow about it. The mere was deep and still and cold, reflecting the heavens above as would a mirror. It was the most beautiful of all his creations, but its design was otherwise.

Into the water he set a powerful magic so that whomsoever looked into it became snared in time. The passing of days had no meaning for its victims, so that they remained there until their gaze should be broken. Unklar named it Monrudge, and it was a prison and a trap for Wenafar. Birds were Wenafar’s greatest love, and these she made of herself in the Days before Days and released to roam the wide world. She watched over them, and they were her eyes and ears all over the world. Rumor of a mere came to her, for birds spoke of it to her, relating tales of how no creature, great or small, could pass over it without being lost. She stole away to the mere in secret, to glean what she could of its making.

Few were the places of Aihrde that Wenafar had no knowledge of, and this was one. She knew it was of Unklar’s making, and saw many of her birds laying dead around the mere. She approached cautiously, but without fear, for she was a Val Eahrakun, and accounted the hand maiden of the All Father. That fearlessness was her undoing, for when she cast her gaze into the deep waters and saw the light of the skies above her, she fell into a trance. Sitting down by the lake she marveled at its beauty and wondered at the heavens that were partially of her own devising.

Unklar came to her then and wove a mist around the mere, and set snares and traps of his own devising, such than none could easily come to Wenafar’s aid. In later years, rumor of her came to men of bold intent and many tried to rescue her, but they left their bones, and their tales, upon the jagged cliffs of Monrudge.

There she remained for many hundreds of years."

Excerpt from the Codex of Aihrde, The Binding of Wenafar, Page 78

Friday, June 29, 2018

Through the Wood

And beyond the wood the country opened up and the light of the day at last shone upon us.

Tuesday, June 05, 2018

Broken Bones

Time had washed the earth away, leaving only the broken bones of the fallen god.

Tuesday, May 15, 2018

The Long Pursuit

The mountains give way to a broken country of small rock capped ridges, fields of stubby grass, lakes, ponds and a few trees choked of nutrients. Your pursuit has only just begun. ~ The World of Aihrde

Friday, May 04, 2018


The rolling, barren hills beyond the Broad Valley are devoid of life but for the daemon who hunt them, ever seeking lost souls.

Thursday, May 03, 2018


But it is old, and blends with the forest so that it is hard to discern natural stone from worked.

Tuesday, April 24, 2018

The Pool of His Thought

And Unklar climbed to the heights of Aufstrag where the pool of his thought was frozen and he contemplated the heavens and all his domain!  ~The World of Aihrde


Tuesday, April 17, 2018

Of Trondheim and her People

A fierce people, the men of Trondheim were merciless and fought for the love of battle and the plunder that was their reward. ~ The World of Aihrde

Thursday, April 12, 2018

Beyond the Falls

Beyond the falls they said, it lay in the land beyond the falls. But they did not say what kind of land it was. ~ The World of Aihrde

Monday, April 09, 2018

Canyon Walls

Beyond the canyon lay the Valley of the All Father and the wealth of the Dwarves of old, or so at least, you have been told. ~The World of Aihrde

Monday, April 02, 2018

Hard Climbs

The ridge gives way to a steep jumble of rocks and boulders. There is not trail to the broad river below...only a long arduous climb down.

Wednesday, March 28, 2018

Pondering Gods

And there, in the dawn of the world the All Father sat in quiet and pondered what he had wrought. But he wondered must of all at the dark. ~The World of Aihrde

Tuesday, March 27, 2018

Over the Lip of the Trail

It moves in the wood line, just over the lip of the trail. Its clearly dragging something...

Monday, March 26, 2018

The Tombstep Cliffs

The stone climbs high before you. The staggered steps of stone begin beyond a field of boulders. And at the top, the ruins of some creature's abode.

Thursday, March 22, 2018

Gray Darkness

The rise gives way to narrow gulch dominated by a set of old stone steps that lead down and into a tunnel beneath the hill. The smell of cold dirt rises gently from the gray darkness below.

Friday, March 16, 2018

The Gate

Before you lies a deep gulch, but on the other side a road that passes beneath a rocky cliff through a small tunnel. Beyond you see the comforting site green foilage . . . surely that means there is water beyond . . . and saftey?

Tuesday, March 13, 2018

The Timberland

On the forest's eastern eves lies the Perth Timberland. It is new growth and the Druids of Let say that it is a herald of the return of the Ethvold.

The World of Aihrde

Monday, March 12, 2018

Miss Gary Con?

Fear not, you can still save like you were there!

We ran a lot of our stuff at 40% off during GaryCon and we are going to pass along those savings to you!

Get 40% on almost all our items in our online store, from Castles & Crusades, Victorious, Amazing Adventures and much much more.

But it only lasts 24 hours -- Expires Tuesday morning!  Click HERE to save now!

We are dog tired... Like these guys!

Friday, March 02, 2018

The Lonely Cold

The path winds through the cold and wet, beneath the trees, and on to you know not where. But surely at its end, there will be warmth and fire.  ~ Aihrde

Wednesday, February 28, 2018

The Voralbergs

The Detmold is a wild land, settled but sparsely populated with many castles and bergs build in lonely corners of the land. But all of it is dominated by the Voralbergs, a high, rugged fence for the her people.  ~ The World of Aihrde

Friday, February 23, 2018

The Road to Willowbreak

The road to Willowbreak, a village that clings to the banks of the Powder river, is rarely traveled. Few visit there for it is strange and her people seemingly enchanted. But the road there is quiet and peaceful . . .        ~  The World of Aihrde

Wednesday, February 21, 2018

The Green Slopes of Maegersland

The rich and verdant hills of Maegersland are the heartland of Augsberg, the River Kingdom and are home to the many small holdings of the horsemen of that realm.  ~ Aihrde

Monday, February 19, 2018

The Poverty of Stone

His people left him in poverty and he dwelt alone upon the lake. Few came to him and none called for him. Thus he wasted away, until at last he was but a shadow of his former self. He dwells there still, or so the tales say, more wraith than man . . ..

Wednesday, February 14, 2018

Gone to Ruin

Long ago the Ethrum occupied all the lands of the Valley's of Kayomar, even into the Shelves of the Mist, where it was said elves dwelt beneath the eves of the clouds. Their holds are gone to ruin now, abandoned and empty. ~ Aihrde

Tuesday, February 13, 2018

Tunnels of Trees

Beyond the town of Elne lies the Darkenfold, an old wood that dates from the dawn of time. The roads that pass into her pass beneath her eves like a tunnel would a mountain.

                                                                                    ~ The World of Aihrde

Monsters & Treasure Kickstarter -- Final Day!

Greetings!  Today is our final day for the M&T Kickstarter!  You guys are the core of our business and we want to make sure you got the word.  Thanks for taking a look!

You may already know about the Kickstarter but you may not know we are closing in fast on our $25,000 stretch reward and we have a few more to boot that we would love to bring to your table.  Here's what you get at the $75 level:

Monsters & Treasure Kickstarter
  • Monsters & Treasure Book (full color!) in Hardcover
  • Monsters & Treasure Book in PDF
  • Three ring binder with the TSR feel.  Complete with all the Monsters and a digital copy
  • Further adventures of Eurich Gunshoff in both print and PDF
  • Classic Monsters in Hardcover
  • Multiple Encounters for your play
  • Monster list supplement in print
  • Book of Character Classes??? This one depends on you!  We are only about $600 from making this happen!
Join the Fray before time runs out!

There are also numerous other levels to choose from, including a digital only and one that includes a leather copy!

Monday, February 12, 2018

Upon the Cold Ground

The blow lays you low, but the battle rages on. You have no where to go . . . but up. GET UP!

Saturday, February 10, 2018

Blankets of Green

All the forest for miles around seemed covered in a blanket of Green. But it had always been that way in the Darkenfold.

~ The World of Aihrde

Friday, February 09, 2018

On Paths Like Water

It is well known to the scholars of Aihrde that the goblins shape their world with water, that they are fascinated with it and use it to many cruel and tired ends.

Saturday, January 20, 2018

Return of the King - Lord of the Rings: A Master Class in Campaign Planning Part 3

So here we are in part three of our epic fantasy campaign based on Lord of the Rings. When we last left our heroes, the Fellowship had fractured, with our hobbits Sam and Frodo in desperate peril, Sam following the captured and incapacitated Frodo into Cirith Ungol, and the rest of the crew, including new character Faramir, split between marshalling the forces of Rohan and riding to warn Minas Tirith of a coming attack.

Our intrepid GM now faces a further challenge; not only have his gaming groups split in twain, his Saturday group is now facing a potentially long-term party split. He briefly considers branching off into a third gaming group but decides even for him, that's untenable, and besides, the Saturday group are all still pursuing the same goal. He'll deal with the split party by switching back and forth at dramatic moments. He's also got a grand plan, if he can pull it off, for the end battle.

This final section of the series on Lord of the Rings as a class in campaign planning brings it all together, looking at some of the major problems a GM faces when they are many months into an epic game and nearing the end: player drift, party split, character death or incapacitation late in the game, the need to bring everyone back together, and what happens when, after the campaign ends, some of your players aren't ready to let it go just yet...

And so we begin.

Image source: Wikipedia

Friday, January 19, 2018

The Two Towers - Lord of the Rings: A Master Class in Campaing Planning part 2

Check out Part One, here!

The Two Towers: Setting up the Next Stage

Welcome to part two of our look at how Lord of the Rings offers us a master class in creating and running an epic campaign in the old-school style for your home game. In part one we looked at how the campaign starts simple and grows through side adventures and the addition of new players, and how it deals with divergent character levels by allowing for foes of different abilities and giving all players a chance to shine despite their relative level of power. It also deals with what happens when people's schedules change and the game needs to divide.

It also touched upon the commitment that a GM puts into their campaign, how there's a ton of planning and time put into it, and admittedly it faces issues that some people have difficulty facing: those of simple time. You may not have the time to deal with the issues that come up in your life as they appear in this series, and if that's the case, there's nothing wrong with that. Not everyone has the kind of time to create new gaming groups and play several times a week.

When we last left our heroes, the Fellowship had fractured, largely due to life and scheduling reasons. Merry and Pippin's players had to drop out of weekly play, but agreed to keep in touch in hopes they could jump back in eventually. Frodo and Sam's players had moved to Monday, and had left alone with the Ring, heading for Mount Doom. Aragorn, Legolas and Gimli's players had sworn to track down Merry and Pippin, and run interference for Sam and Frodo in the process by making some noise to draw the attention of the Enemy. Boromir had died.

What had begun as a straightforward quest has now, of necessity, turned into a very nuanced game with multiple storylines and multiple adventuring parties. No longer is the GM planning a straight quest to Mordor; now he's dealing with two major story paths.

In this blog we'll move on to part 2 of our Master Class in running an epic home campaign: The Two Towers. The theme here is running variant groups of gamers in the same campaign world, roughly simultaneously in time, and how one group's actions could affect the others. 

Thursday, January 18, 2018

Lord of the Rings: a Master Class in Campaign Planning

Every GM dreams of that magnum opus campaign, the one that's so epic it's unlike anything they've done before, which people will talk about for years, and which they'll never top again. That campaign that's epic in scope, that's rich in the world you've built, with fully-realized characters and deep, instense storylines that your players will never forget.

In short, every GM dreams of running their own Lord of the Rings.

And yet, a lot of people have discussed over the years how Lord of the Rings doesn't work as a proper fantasy role playing campaign. It's too divided in its stories. The goal is too big. It doesn't allow proper dressing of in-game party dynamics. The characters are too level-diverse. Gandalf is only 5th level (a claim dating back to the old Dragon Magazine, and entirely ludicrous and unsustainable if you have a tiny bit of brain cells).

Here's the truth: Lord of the Rings is a master class in a role playing game campaign, both in its novel and its film versions. Indeed, it's particularly salient to an old school style of play, where "game balance" meant "everyone's having fun," as opposed to, "everyone's of the exact same power level." Take a look at how Lord of the Rings as a master class in home RPG campaign design begins and comes together with The Fellowship of the Ring.

Photo Source: Wikipedia

Wednesday, January 17, 2018

Aihrde Under the Stars

On dark knights, particularly in the cool of winter, one can see the Maelstrom, her violence fed by the Firmament. Aihrde under the stars.

Tuesday, January 16, 2018

Norgorad Kam

The mountain fastness of Norgorad Kam, the Brass Halls, the oldest of realms in all the world of Aihrde.

Wednesday, January 03, 2018

Free Book January!

Sign up for our mailing list and you get a free digital copy of Engineering Castles! Floor plans, bastions, keeps, temples... it's got it all. Sign up here and begin designing tonight!