Dolmenwood Campaign Book

Part# EFRPG-NG-0032

EFRPG-NG-0032

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Description

Dolmenwood Campaign Book — Referee’s Atlas

The roads in Dolmenwood are older than maps, and the land keeps its memories in stones and hedgerows. This Campaign Book hands those memories to you: pathways of telluric power, lost sanctuaries that still whisper, fairy roads that change when you blink, and the quiet, dangerous theology of the Gods of the Wood. It is a guide to running campaigns that feel grown from the soil — slow, uncanny, and full of a polite but unavoidable menace.

Inside you will meet the forces that shape the realm: the chaotic tug of Atanuwë, the elegant cruelty of the Fairy Prince, the crooked schemes of Drune sorcerers, human and breggle nobles with carved agendas, the Pluritine Church with its sanctified rules, and witches whose bargains smell of peat and smoke. Each faction breathes; each has its debts, rivalries, and secret doors into ruin.

Twelve places are laid open in loving, eerie detail — villages, ruined halls, hedged landscapes — complete with maps, key sites and the people who haunt them. Hundreds of artifacts and oddities populate those pages: sacred relics that hum under the tongue, enchanted objects that ask favors in return, and mushrooms that alter more than your senses. Mechanics woven through the text let missteps happen naturally — getting lost, weather that rearranges the day, fishing and foraging that reveal more than dinner, and encounters that can be negotiated, fled, or fought with consequences.

The Campaign Book is practical as it is strange. Procedures and quick tables reduce prep and keep narration flowing, so the referee spends less time rifling through leaves and more time shaping moments: a market speech that becomes a prophecy, a road that leads to an old favor called in, or a standing stone that remembers a name. A starter adventure sits at the book’s heart to launch your first foray, and every chapter blooms with hooks to carry a campaign across seasons and strange tides.

This is Core Book 2 of 3 — it pairs with the Player’s Book and the Monster Book to form a complete Dolmenwood experience. Produced with clear layouts for easy reference at the table, it contains adult themes and elements of horror. Bring this to your game if you want campaigns that feel inevitable, mordant, and quietly uncanny.