
Solfawn: Blood & Brine
by Winston EverlastSeason 1
Solfawn: Blood & Brine - Ep. 11 Drunk in Dunmere
A quiet town. A strong drink. And the kind of night where stories loosen their grip… until something else takes hold. In Episode 11 – Drunk in Dunmere, the party finds brief refuge in the warmth of a tavern, where the legendary Myrtlewood flows and tensions soften—at least on the surface. Apple, still carrying the weight of what he’s done and what he’s found, moves through a world that suddenly feels slower, almost safe. But Dunmere has its own undercurrents. As the drink takes hold and walls come down, truths slip out—about the road behind them, the dangers ahead, and the quiet fractures forming within the group itself. This episode trades steel for subtlety, violence for atmosphere. It’s about what happens when the fighting stops… and the mind finally catches up.Solfawn: Blood & Brine - Ep 12 - The Road That Hears
In this episode of Solfawn: Blood & Brine, Halen’s Heroes find themself back on the trail of Myrick and his creations. With the level of development of the creatures, the element of time is more important than safety.Solfawn: Blood & Brine, Ep. 13 Cinderrest
Cinderrest appears first as smoke. At the edge of the Black Lands, Apple, Sebastian, Wyn, and Halen arrive in a village built from ash, iron, and old fear. Malrick has passed through before them, stripping Cinderrest of the supplies they need and asking dangerous questions about volcanic stones, old ruins, and Emberkin eggs. Based on an ongoing Daggerheart campaign, Solfawn: Blood & Brine — Episode 13: Cinderrest follows the companions into heat, ash, and buried grief, where every step toward Glarus brings them closer to something that should never fall into the wrong hands.Solfawn: Blood & Brine. Ep. 14 Into the Blacklands
In Episode 14: Into the Blacklands, the road north becomes a furnace. Apple, Sebastian, Wyn, and Halen push deeper into the ash-choked Blacklands, where cracked stone hides killing heat, ruined roads lead toward dead cities, and every breath tastes of sulfur. After rescuing two surviving Iron Graspers from a brutal fire cult, the party learns that Malrick has already reached the ruins of Glarus—and taken something he should never have found. An Emberkin egg. Guided by grief, urgency, and the possibility of more prisoners still alive, the party crosses lava fields, black glass ridges, and the haunted remains of a city swallowed by fire. But when Halen discovers a hidden clutch of black-red geode eggs near a lava pool, one terrible mistake awakens an ancient ward. Based on an ongoing Daggerheart game, Solfawn: Blood & Brine continues with dark fantasy, hard choices, sharp blades, and the cost of carrying fire into a broken world.Solfawn: Blood & Brine, Ep. 15 - Glarus
In Episode 15: Glarus, the party enters the ash-choked ruins of an ancient city in pursuit of Malrick and Myra. Halen is shaken by the discovery of living Emberkin eggs, Apple is forced to make a brutal choice, and the strange obsidian dragon Moogdlin guards the broken gate with his own idea of tribute. Below Glarus, the ruins are not empty. Old magic, altered beasts, and sleeping horrors wait in the dark.Solfawn: Blood & Brine, Ep. 16: The Book of Your Heart's Desire
Beneath the city, Halen’s Heroes find more than Malrick’s monsters. After a brutal fight inside an impossible underground house, the party discovers a magical book that reveals what its reader most needs to know. For Sebastian, it exposes a cold political bargain. For Wyn, it confirms the truth about his lost sister. For Halen, it reveals something far worse: an emberkin egg is being used to power a ritual that could spread Red-6 across northern Solfawn. The book gives them answers. Now they have to survive what those answers demand.Solfawn: Blood & Brine, Ep. 17 The Warning
In the Season 1 finale of Solfawn: Blood & Brine, Halen’s Heroes leave the buried house beneath Glarus and continue north in pursuit of Malrick and Myra. Along the way, they share camp with the Ashbrook Compact, a battered scavenger band carrying grim news of nests, eggs, and stitched horrors in the ruins. But the road to Fishbrook is not simply dangerous. It is watched. When the party finds abandoned wagons in the Blacklands, they discover that Malrick has left them a message written in blood, glass, and bad magic.