After 30 years of running Dungeons & Dragons campaigns I'm happy to share with you the story of Mergeworlds. Based on a world I originally created in 1994 and have been growing and adapting since, this tale spans several generations and tells the story of two brothers and a group of mysterious magical artifacts which eventually leads to a climactic event that will reshape the entirety of reality. The aftermath creates an unlikely group of heroes left to figure out how it happened, if it can be fixed and is there a way back home.
Petal is still missing and her friends have no way to help her. With no other choice they continue to delve into the Children of the Night and Artis becomes involved directly.
With Petal trapped inside the mage tower, the allies do their best to learn more about the city and how they can help break the grip of the Children of the Night cult. Artis stumbles onto a situation that could have dire consequences for everyone.
New allies complicate the matters in Haven's Crest. Learning of an underground group that opposes the Children of the Night, Artis and her friends learn they may have friends they'd never expected.
Artis and her friends enter the city of Haven's Crest. While welcomed by the local church, The Children of the Night, the city itself provides a new mystery that directly effects our heroes.
Artis, Mauve, Ran, Kipp and Petal travel into a new land as they continue to search for Seraph and his friends. The arrive in a small town to only to learn the area is ruled by a religion previously unknown to them, and that danger exists in every shadow.
To fight a beholder is no easy task. This one is especially dangerous. With little other option Mercy and her friends make their stand against the beast before it can do more harm.
After 20 years of hunting him, Draven finally meets The Man in the Hat. Meanwhile, Mercy and her friends find their trouble may be bigger than they originally thought.
The truth revealed! In the aftermath, Serenity receives some small visitors warning of a new danger in the North. Finally, a meeting 20 years in the making finally occurs.
The Emperor of Auruman has come to Serenity to speak to Queen Mercy and King Ulrich. The leaders speak of the past and the future, and the Emperor speaks to his intentions.
Artis, Mauve, Petal, Ran and Kipp must face the Pirate Lord Red Beard in their quest to retrieve the magical artifact. Back in Serenity, an unexpected visitor causes great concern.
The heroes hatch a plan to rescue Quintius. With the help of Brota and his community they set to learn the skills needed to infiltrate the Dagger Bay Keep, but surprises wait for them inside.
The heroes learn of Quntius predicament and begin to plan a rescue, but the leaders of Daggers Bay have their own ideas.
Calamity strikes! Artis, Mauve, Ran, Petal and Kipp are forced to deal with the loss of their friends and valuables. New allies are made while new threats appear on the horizon.
In a final bid to escape the forces of Auruman, the heroes do their best to escape into the mountains. New threats and old enemies surface making escape only possible through the sacrifice of one of their own.
The dark tunnel that promises to be the heroes escape from Namaria proves to have dangers of its own. Vincentius proves his worth.
With their new ally, the heroes attempt to escape the city of Namaria, but are they trading one dangerous path for another?
Returning back to Namaria, the group says goodbye to Red and Ward. They begin planning their next steps when they discover they are still being threatened by enemies from their past.
The heroes must face the final two tests to judge if they are worthy of the artifact they seek which has unexpected ramifications and a new player enters the game.
The heroes must face three tests to judge if they are worthy of the artifact they seek which is needed to save a young man's soul
Joining Red on his quest for the magic circlet, the group travels north to the great swamp. After picking up another member they enter the swap and find incredible danger.
Seraph, Dina, Deacon and Moogan make their way to the trade city of Namaria for supplies and information as they look for a place of safety or a way home to Serenity. A mysterious figure arrives with an unusual request.
The heroes must finally face the evil controlling Caradon. Nothing is as it seems in the keep and new villains and more must be dealt with. The climactic ending to the Caradon storyline with several secrets and revelations revealed.
As the heroes continue to explore the castle of Caradon, they continue to discover odd behaviors of its inhabitants. Petal makes a discovery in the library that could lead to dire consequences.
Artis, Mauve, Ran, Petal and Kipp are now inside the castle of Caradon. With warnings from the Princess they carefully begin their search for the evil plaguing this land. Unfortunately, it appears to be searching for them as well.
Seraph, Deacon and Moogan have been separated and each must deal with their own struggles before they can find each other. The secrets of the kingdom are revealed as their dark nemesis makes a surprising move.
Seraph, Deacon and Moogan attend the Red Burroughs game where they are witnesses to horrific acts of cruelty. Their response sets the stage for a escalation of events that may end up being more than they can handle.
Continuing their journey across the Kingdom of Caradon, Artis, Mauve, Petal, Ran and Kip see growing signs that something is wrong in the small kingdom. Seeking the reason the gods sent them to this land they make their way to the Castle of Caradon only to be met by the King and even more questions.
Artis and her allies finally reach the Kingdom of Caradon. After receiving a warm welcome they begin their journey east towards the castle, though the path may not be quite as inviting as its people.
The identity of The Black Rose, the leader of the Serenity Thieves Guild is finally revealed. Her past and her identity will have a profound effect on Serenity forever.
Seraph, Deacon and Moogan reach the City-State of Medrenal in their search for Dina, chasing after the group of Aurumanians also on her trail. A great city divided in sections, they search for any sign of Dina and their enemy while a shadowy figure watches on.
Artis and her friends travel north to the distant kingdom of Caradon. Passing through different lands friendships are strengthened as they seek out information on the mysterious kingdom that is their goal.
The pirate island of Sharptooth Harbor provides new experiences and dangers for Seraph, Deacon and Moogan. Captain Endian introduces them to the next links in the Chain and Seraph must prove himself once again. Artis and friends receive some troubling news that may change their destination.
Artis, Mauve, Petal, Ran and Kipp travel on the ship the Miss Dandelion east after Seraph. Voyaging through the lands first discovered by their parents, they get to retrace the steps that they had walked before him. Finally, when least expected, an mysterious figure reveals the secret of an artifact from the past.
To earn the help of the Pirate Lord, Captain Wavestrider, Seraph must undertake a dangerous quest to retrieve an item from an island no one has ever survived on. Learning of the Captains past shows the man's motivations. Artis and her group finally arrive in Arduell to find a friendly surprise waiting for them.
Seraph, Deacon and Moogan learn the truth of Dina's past and about the “chain” created to protect her. In the hopes of catching up to her, they are forced to make a deal with unsavory forces.
Artis, Maeve, Petal and Ran head Southeast after their friends. On the way they tackle their first adventure and end up being the voice of reason in a town embroiled in intrigue, ending with the addition of a new friend.
Seraph, Deacon and Moogan race to the east, in hopes of finding Dina and her family. On the way a short stop in a local town brings unwanted attention and the Kingdom of Arduell holds both danger and more questions.
With their friends gone, the other children of Serenity's heroes are stuck between a rock and a hard place. They are torn between their desire to help Seraph and Deacon, and their responsibilities at home. An old childhood playmate of Artis returns to the kingdom and helps put things in perspective. All the while, from the shadows another player enters the game. ***There were some minor sound issues with the recording. I apologize that the sound cuts out occasionally for a second.***
The new chapter of Mergedworlds begins. In this episode many of the storylines and events from the past finally collide to put Seraph and the other children on the first steps of their path. New characters, surprising revelations and and events that will change the relationships of Mergedworlds forever!
With their new allies the heroes must rush to save the Great Caravan from attack. If they are successful there's a chance their new Drow friends may finally find a place to call home. Back in Serenity a friends new love may be more than what she seems.
An episode filled with heroic poses, daring adventures and old school call backs, the heroes finally find out who and what is behind the “drow” attacks on the caravans and make moves to try and stop them before they can do more harm.
Through Aeyren the companions learn more about his history, the Drow situation and how the evil of Nilat Firemoon still continues to haunt Mergedworlds.
Making their way towards the Drow mountain on the edge of the lands of Star's Reach, the heroes come across several cities and situations bringing more clarity ton the Drow threat. Finally meeting up with an old acquaintance, the mountain comes in sight.
The local town asks our heroes to help with a local issue while waiting for the caravan to arrive, possibly taking on a bigger challenge than they expected.
Along with the young wizardess Fiade, the heroes fight against the Mechanical Horror that destroyed the long lost community. Making their way North towards the city plagued by The Drow, they come across a small town and an interesting offer.
Learning of a small city in need of help far to the Northwest of Serenity, the heroes embark on a mission to see if an old threat has taken residence in that area. On the way they find a strangely abandoned farming community with signs of a long ago struggle.
The children go to the Kingdom of Firemoon for the prince's birthday celebration. During their stay, Seraph has a fateful meeting with a young woman that causes an event that will put more than one of the children on a new path.
Secrets are revealed! The Man in the Hat gives dire warnings and the reason behind Serenity's attack. The children of the heroes become central and their fates are all intertwined with the prophesy, for Seraph is the chosen.
In this episode our heroes have lived through years of relative peace, their homes and kingdoms growing. It is the time of the Serenity Unity Festival, a favored holiday in the kingdom. As friends new and old prepare to celebrate all that's come to pass, an old threat emerges to threaten not only their peace, but the lives of their children as well.
The second part of episode 60 is a bit shorter and it tells the introduction of our heroes children as characters while they grow and begin their own paths.
In the first part of this chapters conclusion the heroes complete their search of Flonatia for the final pearl and then must rush against time to defeat the Were-Sharks before the Elven Kingdom is destroyed.