Start Here
Some posts to help you start your exploration of the World of Mor-ladron.
In the Beginning...
Welcome to the Skies of Mor-ladron! You’ve come to a place filled with soaring airships, floating islands, and adventure of every kind. On this blog, you’ll find details about my Skies of Mor-ladron homebrew: world-building lore, fiction, and discussions of how I’m converting my world from D&

Out with the Old, Part 1: What is Skies of Mor-ladron?
What makes Skies different from other settings? The world will change and grow as I talk about it here on the blog, but it’s good to have a starting point. I’ll start by dropping the intro paragraphs from the player’s companion I made for my friends. Three hundred years

Foundations and Truths
What makes the Skies of Mor-ladron the Skies of Mor-ladron? What are the things that must be? These are the setting’s Foundations, and it’s a pretty short list. * It must be a world set in the sky with floating islands and airships. * A lot of things can be

Out With the Old, Part 2: Races of Mor-ladron
What kinds of humanoids filled the Skies of Mor-ladron after the Catastrophe? First, I’ll touch on three common playable fantasy races and why I didn’t include them (and what’s changed). Then, we’ll look at what other races have been playable in the multiple revisions of Skies.

Out With the Old, Part 3: Races, The Odd Ones
All right, time for races, part two! Let’s take a look at some of the more nonstandard races in the world of Skies. Demikind Demikind are one of the rarest sights in Skies, the only half-race that exists. Demikind are half-celestial, with the other half of their heritage being

Out With the Old, Part 4: Classes In Mor-ladron
Classes are some of the most exciting parts of any class-based RPG. You want to play the game, and the class tells you how you are going to interact with it. Classes don’t just tell you about the game but the world as well. They tell you what kind
