Not a Beach Episode: Merfolk in your D&D Campaign

The coastal village is beautiful, prosperous… and deeply afraid. Every night at sundown, the strongest gather with nets and tridents, facing the sea. “One night, the Merfolk will come,” they say. “And we’ll be ready.” This encounter invites players into an alien civilization that cannot be looted with a sword and a fireball. From three-dimensional battles to unknowable gods stirring beneath the waves, the Merfolk present not just a combat challenge, but a cultural and environmental shift. Whether your players trespass on sacred relics or find themselves swept into a factional war between Skirmishers and Wavebenders, they’ll have to fight for air—literally. Just hope your Water Breathing spell doesn’t get dispelled mid-fight.

The Naga Remembers: Giving Your Campaign a Soul

The Guardian Naga isn’t just a creature—it’s a moment. A serpent who remembers everything, it exists to protect knowledge, reframe your campaign’s narrative, and shift your players from wanderers to prophets. But it won’t share what it knows without a reason. This entry explores how to use the Naga as a mythic, emotional keystone—one that reshapes not only what your party learns, but how they understand the world they’re in.