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A Points-of-Light Setting Built for Dungeon Crawling

Exploring ancient crypts, forgotten dungeon complexes, monster lairs, and filthy sewers of fallen cities was the centerpiece of early Dungeons and Dragons. 

Delve deep or climb high, creep down trap-filled passageways or battle the beasts that dwell within, and plunder lost troves of wealth and knowledge at the end of the struggle. 

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Dumonis

Wealth and glory awaits those bold enough to delve for it.

          Of all the stories told around hearth and campfire, the ones that endure the longest and are cheered the loudest, are those about Adventurers. The fearless, the mighty--- the ones who braved the wild, dangerous lands, sought out the ancient ruins of lost empires, delved within, and survived, bringing back with them the treasures of bygone ages.

 

          The wilderness is a wild thing, perilous to traverse, difficult to map, and almost impossible to conquer. And yet, it was not always so; not if the ruins scattered throughout the vast wild lands are any indication. What shifted the balance between these ancient civilizations and nature? No one alive knows for certain. All they know is that more than one mighty empire fell, and their structures, knowledge, wealth, and magic were reclaimed by the wilds. 

          For most, living out their lives in safety and security behind the walls that hold back the wilderness is all they wish for. But always there are those seeking wealth or fame or power, or the thrill of danger, or, sometimes, answers. And those can only be found out in the wilderness, buried in the bones of a history long-forgotten.

          Those bold or driven enough to brave the perils of the wild places— and lucky enough to survive them— bring back not only the spoils of ancient kingdoms, but also pieces of history and lost knowledge, and tales of all their travels.

Most are not so lucky.

 

Those who stick to the Wayroads travel with relative safety, but no great fortune is to be found there. Only once you leave them can you even hope to find signs of the ages gone before. But the closer you get to these forgotten places, the stranger and more dangerous things you find. 

Both natural beasts and monsters of legend can be found when investigating ruins, or delving into some long-lost dungeon; the places once trodden by people belong to them now, and often they bar the way to the hidden things you seek.

          But get past them, by stealth or guile or strength of arm, and you may find yourself in places stranger still, full of the whispers of ages past, and the strange empty stillness of a tomb.

 

          It takes a special kind of courage to venture beyond the high, safe walls of civilization. Many that disappear into the wilderness vanish for good. What are you willing to risk for what you seek?

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