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Showing posts with label Cold Goddess. Show all posts
Showing posts with label Cold Goddess. Show all posts

Wednesday, 27 May 2026

I Want Psychic Warfare In My Campaign

 First things first: despite the title, this is ONLY going to happen IF my players are into it.

Second, it is part of wider issue of deciding after many years of feeling the exact opposite, that psychic powers CAN have a place in a fantasy campaign without totally ruining it. 

In Tales Of Argosa, various situations might call on a player to check for madness. They make a Will check and if they fail, they roll on the Madness Table. As a system, its cool, though I'd love an expanded table. I think 'Madness' seems an appropriate thing to call these afflictions/outcomes, because it isn't a word we really use any more - especially not in that context. And the system reflects actual mental illness poorly enough not to really be reflecting it at all. Which is a good thing. I don't want to make anyone at the table feel uncomfortable about any issues of their own they may have. 

Even having this theme or issue in a campaign or adventure clearly requires a conversation at the table about what players are all comfortable with.

This system seems to imply that the 'Veil' or the 'Void' has got too close to the player character's 'psyche' and somehow warped or touched it.  Altered it. In my setting, Dark Peak, it is the Dark that has done so, and those who are so touched can eventually be undone, losing their humanity and becoming Goblin Men. 

I'm going to introduce the opportunity, via play, for players to get rid of these afflictions (many of which are temporary anyway), by undergoing a process of discovering that the so-called 'Madness' is actually not madness at all, but a sensitivity to the Void , which manifests as psychic powers. In other words, the forces which have led to the unhappy situation have left the character's mind sufficiently altered that it can now do things it couldn't before. And I'd welcome anyone's perspective, who has mental health issues or knows anyone who has, on whether or not this is... okay? Does this make anything more difficult for people with real life issues? As a person who has suffered mental health issues themselves at times, I don't thing it does, but my issues are not everybody's and neither are my feelings, so. Let me know if you have personal experience about this.

Anyway, assuming there are no objections...

Players will have to quest for the solution. They have to travel, probably to the mountains. In my Dark Peak setting, this would be to  the Smoke Dark Mountains to the west, where they would seek out a monastery with a certain master, who was able to instruct in meditation, medication, exercises, etc. And the characters gains a unique ability. Whether they lose or keep the Madness is up to the player. 

In other systems, there may be a different mechanism to Unique Powers, but these are they powers I want to represent:

Telepathy

Minor Telekinesis

Detection of any one one of the following: evil intent, psychic powers, undead, or demons.

Telesenses (sensing other such powers) (all)

ESP (sensing living things, predators, allies, etc) (all)

 

This is pretty sketchy so far. I'm going to come back to it in a future post. 

 

 

 

Tuesday, 24 March 2026

The Apstrae

 The apstrae haunts wetlands and damp forests, the wooded edges of freshwater bodies, river crossings. They can sometimes be heard singing from teh shadows, especially at dusk, but if the otherworldly humming that accompanies that almost-human voice dulls your senses and lulls you into a docile state, be warned: you may not be long for this world.

The apstrae may look human at first glance, as it peers from the darkness btween the trees, with its near-human face and near-feminine features, but it is not. Those eyes you cannot quite see the whites of, have none and the twinkle that may appear to glitter there is but the dying light catching the multi-faceted surface of insect eyes. That hair is long and wild and may appear bushy and unkempt, but in truth is the wiry bristle of insect, flat against which lie a pair of downy antennae, that have sensed your warmth, your breath, your blood.

The apstrae creeps from cover on six legs and even if they appear at first to be pale, human limbs, protruding from its odd, segmented body, with its leaf-litter wings, they are nothing of the sort. Those pale hands with their long fingers will not caress, but grasp and tear, the toes of those four feet will claw and scratch and cling to your back while the apstrae seeks a kiss. 

The kiss of the apstrae though, is not kind; the nose that may seem a little long in the dim twilight is monstrous when it unfurls, a probiscus that seeks a vein, that punctures flesh and drinks deep of its ruby treasure. When the apstrae bites, it costs its victim dearly...

The apstrae are like a hybrid of mosquito and human. Like an insectile harpy, they sing to their victims from the shadows as if courting them, when in truth they seek their blood. And when they have supped their fill, they momentarily gain sentient, awareness of the cost to their victim of what they have done. With it, they gain certain fleeting fragments of memory and knowledge of any languages their victim spoke. And any spells. Now articulate, they spend the next hur muttering regretful thoughts about the life they have taken, which they are cursed now to appreciate. It is at these moments that the watchful traveller might have most to gainfrom an apstrae encounter, hearing perhaps enough of their confused chatter to extract knowledge of a spell or magic charm. An apstrae engaged thus and treated sympathetically will indulge a curious stranger in the repetition of a charm or spell, knowledge of the life their victime lived, a few arbitrary facts.

Apstrae evolved to hunt large mammals and are used to puncturing thick hide; their armour-piercing bite reduces all armours by -1. They drain a d8 hp per turn once they have bitten and unless they are wrested free, drain such damage each round without needing to attack again. Pulling an apstrae free requires an opposed Str test. Apstrae have a Str of 10 but attack with Advantage when in flight. 

 

AC 11 (leathery hide) HD 1 Blood Drain1d6+1, Nat 19 Blade Trauma (1d10) 

S10 D14 C11 I10 P10 W10 Ch10 L4. Reac 2-6 Ravenous 7-8 Sorrowful 9-10 Confused 11-12 Chatty

Sunday, 26 October 2025

Yiks

 Yiks resemble baboon-sized arthropods, or larger, with chitinous exoskeletons. Hell, maybe they are actually arthropods. They look a like bugs with body armour and powerful mandibles. They don't spin webs and they don't tend to live in the dark, dank places that many types of giant spider favour (although there is nothing wrong with placing them there, if that's what you like), and they don't tend to be venomous, although of course there could be species or sub-species I don't know about. Greater Yik are the size of a 

They do, however, dwell in numbers, like clans, and they are intelligent. Clans can range in size from a dozen to fifty or so, perhaps even more, although they will be spaced out across their territory, and a party of adventurers are more likely to encounter a scouting party of 1-6 than large numbers. At least the first time. If an individual escapes such a confrontation, it will return with larger numbers. Usually as many again plus 1d8. 

And did I mention that they're smart? There is no doubt about this: yiks are clever in the way they go about engaging with those that enter their territory and cause harm to their kin. If they know where you are, they will consider their options before assaulting your position. If they charge headlong, in one unit, consider yourself lucky. This is a false charge: they intend for you to run away, preferably out of their territory altogether. The use this tactic mostly when intruders are still on the fringes of their hunting grounds and a direct exit is available. otherwise, if they con

They would prefer to steal supplies and equipment than to go toe-to-toe with an armoured fighter. But they set a trap if they can, lead you into traps built by others, or just steal all your rations while you're asleep. They will try to take advantage of wounded parties and even steal weapons, just to leave them less well equipped when the attack finally does come. 

Yiks don't bear humans (or any other race) any ill will. They're just trying to get by. But in the jungles and forests they tend to inhabit, there's a lot of competition for food. That said, if they can see an advantage in allying with a party of humans, they are capable of doing so. And just as capable for betraying them later.


Yik #2d3 AC 15 HD 3 Bite 1d8 Nat 19 Blade Trauma

Str14 Dex16 Con12 Int4 Perc12 Will10 Cha4 Luck5,

Climb Norm. 

Greater Yik #1d4 AC 16 HD 4 Bite 1d8+1 Nat 19 Blade Trauma

Str16 Dex16 Con14 Int6 Perc14 Will10 Cha4 Luck8, 

Climb Norm. 

Brood Mother Yik #1d2 AC 18 HD 8 Bite 2d6+2 Nat 19 Blade Trauma

Str18 Dex16 Con16 Int8 Perc16 Will15 Cha6 Luck10,

Climb Norm. 

Wednesday, 8 October 2025

The Carcajou

 

Carcajou haunt the high and the cold places, the places with snow for whatever reason, where others struggle to eek out a living and where forests grow stunted for the lack of northern sunlight. They prey on karibou and any other herbivores that venture into their territory, but also other warm-blooded mammals; humans and demi-humans have been known to fall foul of the carcajou. The Carcajou don't understand what the fuss is about. Its not like they're cannibals. That only happens in extreme circumstances.
Many human lords have tried to recruit the carcajou to their cause. Many have discovered they cannot afford to feed them.

The carcajou are stocky, powerful and ferocious-looking warrior-folk, that usually stand no higher than 5,6, with long, thick, brown, oily fur and short but powerful claws on big hands and feet.

Life expectancy 40 - 50 yr.

They make good barbarians, fighters and rangers.

Their diet is varied and opportunistic, including small mammals, birds' eggs, berries, and carrion, which they are adept at tearing with their strong jaws and a specialized upper molar. 

They are well-suited for cold conditions, with the ability to find food even from frozen carcasses. 

Powerful Build: Advantage on all saves relating to Strength and Constitution.

Lack charm: disadvantage on Charisma based saves and checks.

Natural Armour: (thick fur): +1 AC

Frenzied Bloodlust: When they become Wounded, Carcajou gain an additional free attack. This resets when they are no longer Wounded.

Scent: gain advantage on Perception if scent is present.

Gluttonous: Carcajou cannot let potential food go unassessed for edibility; that includes almost any carcass they come across. Such potential food items do include humans except among individuals acclimatised to human company. The habit requires a fairly thorough assessment by sight and smell, eating as much as can be eaten at a sitting (raw), taking what can be carried and hiding the rest for ‘on the way back’. This is a compulsion and attempting to ignore it will lead to an inability to sleep. Sleep is impossible  until a course of action is taken that will lead to the compulsion being fulfilled. This negates all the usual benefits of sleep, including natural healing. E.g. on passing a potentially edible carcass, a carcajou won't sleep until they decide to go back and check it. After that point, they can sleep until they reach it. If it is gone, they now cannot sleep until they find it. If they do find it they must assess it and deal with it immediately. If they cannot find it because it has been moved they must determine what happened to it and if it has been eaten, the issue is resolved. If not, GM's discretion. 

Most carcajou cannot ride horses, as the mounts bolt, and most carcajou would rather eat a horse anyway. Carcajou Rangers can get round this by making their horse their animal companion. Some clans breed their own ponies, that are not skittish around them. These are tough mounts but give no warning when Carcajou are nearby.

 

Friday, 3 October 2025

Cold Goddess Mountains

The Cold Goddess Mountains stretch over 2000 miles north to south, to the west of the most settled areas in my 'known lands' setting. They are characterised by steep mountain slopes and dense, lush forest, as well as bleaker colder landscapes in places of higher elevation. This region is dotted with both recent and ancient dwarf mines, as well as more recent human mines. 

The Cold Goddess moutnains are reputed to be haunted, and are home to a number on non-human peoples.

A small number of dwarves roam the region, the last vestiges of their dwindling population. They sell their skills where they can and try to avoid places they might be enslaved. 

There are elves.  Specifically two warring races, the Sidhe (pronounced 'Shee'), who arrived here with the last wave human migrants and the Manavargr, a northern race who are hostile to humans and Sidhe alike. 

Blue Jar hobgoblin folk trade here, both above and below ground and maintain positive relations with most of their neighbouring nations, though even they struggle with some of them. 

There are occasional incursions from the troeg, troglodytes who live in warrens beneath the mountains and see all their neighbours as food or resources. These are actually the main species in the region, possibly aside from humans. Numbers are unclear on both sides. But the troeg live in great numbers beneath the mountains, in tunnels they cut themselves, when their race were slaves. They raid the surface for slaves themselves, now, and for food and raw materials such as hides and wood and human hair.

Carcajou are present in the region and various attempts have been made to constrain them with treaties, but they are a disparate and diverse folk and while a single group or tribe might be bound by the terms of a treaty, others often don't feel the same way.

Rivers flow east to the sea and south, from the Cold Goddess range. Along these arteries of trade and colonisation travel humans, in boats or on horses along their banks. Those who cannot settle the fertile floodplains of these rivers, either through lack of resources or lack of interest or will, may travel beyond the settled lands and find themselves in the shadow of the Cold Goddess. Here, they often become hunters or trappers, traders to the few and far between settlements and outposts, loggers, or else are lured by the rumours of lost dwarven treasure beneath the cold and unforgiving mountains. Most find the going hard, the climate treacherous, the terrain difficult, and the isolation close to unbearable. No small number find it impossible to bear and succumb, in one form or another, to despair. They might turn to the dark idols said to be found in the high, windswept ruins that dot the region, or else become killers, when hunger overwhelms their humanity. Or else they give in to the dark and silent calling that some claim to hear, echoing from the high valleys and the deep gorges and which some say is the sound of the Cold Goddes herself, weeping they say, at the fragility of humankind. Or, say others, laughing.

For those for whom it is all too much, there is something else, beyond despair. The Calling, as it is known, becomes too much to resist and they give into it, running off into the night to give themselves to chaos. The darkness, it is said, finds a way inside and they are changed by it. Some end up mutilating themselves, others seem to change by no means known to them. They might bear a mark, such as eyes without whites, or overlarge teeth, a taste for human flesh or blood. Such people are known as Goblin Men, though there are women among them, and they gather in the lost and distant places of the forest at the mountains' foot, or on its high, rocky shoulder, or in its pits, and sing to the moon or other less fathomable things, or to the Cold Goddess herself, and wait for a chance to feast on their erstwhile fellows. For only human flesh, it is said, will ever make them feel warm again.


Jackdog Town

The name of Jackdog Town was inspired by this blog, "A Forgotten Monster: The Cruel Jackdog" on Save vs Worm, about a long-lost D&D monster, which I heard about here, on Blogs On Tape. I just like the sound of it.

Jackdog Town is a town within the Cold Goddess mountain range, within a silver-mining region. 

This region is dotted with both recent and ancient dwarf mines, as well as more recent human mines. 

Jackdog Town is really a supply town. It was originally conceived of as that town outside the dungeon, where player characters resupply, replace lost comrades and listen in on other people's conversations to acquire rumours. But now it has taken on a life of its own, largely through watching Deadwood and reading western-themed location modules and then kind of realising they didn't work in the 'very medieval' theme I wanted in my campaign. I'm not saying the result is 'very medieval'. I don't know what it is. It is what it is.

Jackdog Town is also something of a cultural crossroads, as it stands on the edge of 'known lands', adjacent to a region I'm going to call Cold Goddess Mountains, at least for now. There are not a great number of dwarfs in my setting, but a couple run a local supply store. Maybe the odd prospector comes through. There might be an elf, but if there is, it would be unusual - an elf more akin to a sidhe, I think, maybe an outcast, to be slumming it with humans. I'm not sure I'm not too bothered. But importantly, there is a carcajou, which is a race I'm working on and will post about, that are basically anthropomorphic wolverines. And that's a big deal (that there is one in town) because they basically don't do humans, and humans don't generally appreciate them. But I think they'll make good rangers. 

In addition, the town will have some or all of the buildings listed below and I will post on them in groups of three or four. Probably. 


Church or Temple (possibly several, not decided)
Monastery (kind of a satellite Manor - would be at some distance, really, and possibly pre-dates the town and possibly doesn't even exist)
Well, Tithe Barn, for storing the tithes that go to the church, Granary, Cattle Barns, Stables, Market, Taverns, Inn, Almshouse, Great Hall, Houses
Workshops -  Blacksmith, Woodcutter, Mill, Charcoal Maker, Fishery, Bakehouse, Brewery, Furrier, Carpenter, Barber
Arable land - Grain Fields, Vegetable Patch, Orchards
Non-arable Land - Meadows, Pasture, Woodland / Forest, Marsh, Fallow Fields, River and Pond



 

 

Friday, 20 June 2025

Travelling Merchants in Jackdog Town

Several merchants pass through Jackdog Town at regular intervals. Usually only one of the traders below will be passing through at any time, but during festivals or celebrations, you might be lucky and get two.

I plan to update this as a future point with adventure or campaign hooks.

  1. Seomund - Friendly, happy chap, always has a warm greeting and a smile. Scars on his wrists and ankles. Passes through every couple of months, with his trader’s wagon, always happy to purchase the unusual and sell at a decent price, especially knives, axes and arrow(head)s. Usually stocked with non-standard adventuring gear. Trades with the Blue Jar folk. 
  2. Chink - Short and stocky with hair he claims has never been cut and facial scars that his paltry facial hair fails to hide. Sells short swords and daggers at a discount, holy symbols, shackles and totems made of teeth. 
  3. Kro, Map-seller - They say she’s a hobgoblin, but her trimmed ears give nothing away and though her teeth are large and sharp, all her canines are missing. Likes a cloak and hood in most weather. Sells maps of places nobody should want to go and buys pelts. 
  4. Pix - Actually a pixie under the influence of a permanent Enlarge spell;  jumpy, skittish and easily distracted. Sells 1d6 different herbs at any time. Will buy good samples of any herbs they do not have.
  5. Heng and Brogun - barbarians dressed in brightly striped trous and unbleached wollen tunics, and wearing outlandish 'barbarian' hair and lengthy moustaches. They speak a remote and obscure dialect to one another, but are fluent in most other languages in the region, including that of the Blue Jar hobgoblins.
  6. Rumpunk and Slipskin - this dwarf married couple travel miles upon miles of the forest roads in their covered wagon, and have a passably working relationship with most communities they encounter. Which alone makes them notable. Both enjoy a drink at a familiar bar but regulars know better than to buy Rumpunk spirits, who is known to go into a full-blown beserk rage when crossed, if drunk on spirits. Slipskin is said to have a peculiar affinity for badgers... 

Blue Jar Hobgoblins

This post is an attempt to offer a possible alternative role for hobgoblins in an RPG setting.

Why?

Well there are a couple of 'problems' with hobgoblins as they are (bearing in mind, of course, that they don't actually exist, and that all this is in my imagination, so 'problem' is probably a strong word...). One is that they are basically very similar to orcs. In outward appearance at least. Which is how they are more often depicted. In fact, really, they are orcs. 

Well, obviously. Tolkien used the word 'hobgoblin' in The Hobbit. Later, he changed his mind, when he realised that the 'hob' bit didn't mean 'big'. In fact, in British folklore, the 'hob' prefix is associated with the literal hob of a cooking hearth, which was originally either a built-in seat beside the hearth or a large hook, often built to swing out when in use, on which the cauldron hung in which ALL food was cooked, depending on who you believe. So a hob goblin is a hearth goblin or a goblin of the home. A kind of house fairy. Or elf, as the terms were pretty much interchangeable throughout most of their common usage. You see the same prefix in the names of other creatures of folklore, such as hob, hobby, Hobberdy Dick, Hobberdy/Hobbaty/hobbidy, Hobley, hobbledehoy, hobyn (a small horse), hobyah and Hob Lantern, all of which occur in Denham's list of mythical creatures which you can see here or here. Oh, and that list includes the word 'hobbit', by the way.

Orc is a much better word for what people seem to enjoy fighting so much in D&D. One of its original meanings was demon. 

Tolkien's creatures, whether called hobgoblins or orcs, were never described as traditional D&D or OSR orcs, i.e. green, strong and stupid. In fact, if they were tormented and disfigured elves, then they were more likely to share the traits elves are known for. One of which is agility. And to be quite tough. To have survived. So an increase in Dexterity... and Constitution? In combat, then, hobgoblins tend to behave significantly differently to orcs, with effective ranged attacks and being quite difficult to kill.

Hobgoblins are nearly always an antagonistic force. Nothing wrong with that, per se, but they are too often mindless baddies, rarely explored in the depth many other evil creatures are. They appear to have no culture, no society. Often, literally no homeland. Thus, no motives, alliances, meaningful aspirations or ambitions and, importantly, no allies.  Also, limited interesting options for interaction with players.

In a campaign I am currently developing, I wanted to do something different with the race, Including offer them as a playable 'folk' or people. So this is my attempt to do so. 

Blue Jar hobgoblins

The Blue Jar inhabit the valleys and caverns of the Cold Goddess Mountains. It is a tribe (or 'nation') consisting of seven 'Wagons' or Clans, each of which further consists of four to six 'Wheels'.  They are largely dispersed and make little attempt to adopt tribal or Clan insignia or distinguishing dress. They dress simply and carry whatever arms and armour they can afford, to defend themselves. The  Blue Jar folk do not seek to set themselves apart from others. Especially not customers. 

The Blue Jar take their name from the blue glaze they put on their ceramics, which they use for many things, including burying the cremated remains of their dead. Predominantly traders and farmers, they form an important link between the Lands Above and the Below. They are almost entirely nomadic, travelling through immense subterranean tunnels in large, family-owned wagons pulled by pairs of Hule (large, lightly furred quadrupeds with disturbingly human-like faces and  which walk on the knuckles of their forelimbs, that stat as horses). 

The wagons of the Blue Jar carry furs and hides,  fungi-woven textiles, herbs, medicinal concoctions, magical charms and even letters. They do not carry blue-glazed jars for sale, only for storage, and these are only rarely sold at all. As they make their ways through the tunnels, caverns, mines, gorges and under-roads beneath the Cold Goddess, Blue Jar encounter a wide assortment of other peoples. They are tolerated because they are generally seen as a universal good, and they strive to maintain this. They will bear, free of charge, letters and other communications between settlements along their route, gladly offer directions to travellers, and where practical offer basic medical treatment. 

The tunnels of the Below connect to some of the larger, more remote valleys of the Cold Goddess Mountain range, where each Clan has a lodge; these are not inhabited all year round, but serve as focal points for shared cultural events such as birth and death marking,  equinox celebrations, coming of age rituals, Road-giving and councils of war. Livestock are bred and kept in the neighbouring territory (but not Hule, which are acquired elsewhere).

The Blue Jar are not universally respected, especially among other hobgoblin groups. They are generally despised by the Ghost Face tribe for maintaining relations with some Troglodyte tribes, for example. They are currently striving to retain their independence from the Red Mantle Legion.

They have cordial relations with certain Troglodyte groups, from whom they acquire minerals for their glazes and are both wary of and keen to sell to Grulocks and frequently visit duergar cities such as Tainted Angel, where they can do a great deal of trade. They are wary of the Stilth.

The Blue Jar can provide an adventuring party with supplies, directions, medical assistance, news, warnings and even a replacement player character.


Thursday, 19 June 2025

Shokan's Place

Shokan's Place is a tavern in Jackdog Town.

The building is ramshackle, with a reed thatched roof, though it does not leak or let in drafts. Windows are small and made of pig-hide just thin enough to let in a little light in the daytime, when the door is normally left open. The windows have mismatched shutters. There is no chimney - smoke disappears through the roof. Tables were all built by Shokan, with the largest made of the bed of the wagon he arrived on (the axles of which were used in the roof). 

The bar is five metres long and carved with an intricate abstract design. The wood was stolen from a temple during a raid on an indigenous (elf) settlement and a cartographer can discern a map to the Hidden Valley, on a suitably difficult skill test.

There are seven stools and Shokan always insists one stay empty. He loses his shit if it is used and a spare not provided.

Shokan serves two types of beer: an ale and a dwarf-recipe stout. Also a couple of spirits and an over-sweet liquor he calls 'Tongues' because you can speak any language while drinking it (effect ends when the alcohol wears off).

Also serves cold meats, nuts, dried berries, apples, trail biscuits, candles, flint and steel kits, and other small, useful items.

 Shokan

Level 4 Fighter.

A big but not the biggest, tells stories of his times in the gladiatorial pit and carefully cultivates his reputation and 'aura' (mainly to encourage a peaceful bar). Quick thinker, smarter than many, knows his customers even if he doesn't respect them. Only leaves the bar to sleep, eat and haggle for supplies. 

Modifiers (+1) to Str, Con, Wis. 

Skills include gambling, intimidate, knowledge of the local area, notice, persuade, anything to do with business.

Gear includes a sword, an old vest of armour (scale or something similar), a cudgel,  a dagger, a cloak of concealment and smart clothes. 

Barkeeps

Roll some d6: Afternoon: 1d6; Evening 2d6; Festivals, Holy Days and Weekends, 3d6.

1. Jormykr.  Big northman, overly friendly. dark auburn hair, eyes the blue of a northern sky. A veteran. Left arm badly scarred, doesn't like to talk about it.

2. El. An elf woman. Folk say she was pulled from a burning house by her human foster parents.  They don't say they were the ones that set the fire. 

3. Cyanitis. A huge man with a permanent idiot expression and a living giant reptile-bat embedded in his chest and shoulder, which does all the talking. 

4. Kanuta. A quiet-spoken and serious woman who arrived in town as a slave but everyone has forgotten. Including, it seems, her owner.

5. Face. Stocky male who never takes the sack off that he wears over his head. Funny, its only got one eye-hole. In the middle...

6. Growler.  A wolf hound. left behind by a guest, years ago. 

Regulars  

Roll d6 to see how many are in at any given time.

1. The Mercenary: Krantzia, disinherited noble daughter of a powerful southern house; one arm is inhumanly hairy, the result of a witch's curse.

2. The Outlaw: Sandholm; everyone knows what he is but he is tolerated amongst the town folk (if not by the soldiery of the nearby fort) as he preys only on the wealthy merchants and kills only armed men. Said to be accompanied by a bear when in the woods, but it is never seen in town.

3. The Hunter: Malakius Whitestag, so-called for his obsession with a certain white stag he once was wounded by. The wound festers still, giving him a limp in his left leg. Some say the fortunes of the Jackdog Town depend on him never catching his quarry. Others, of course, say the opposite...

4. The Orc: Duzhgal took everyone by surprise six months ago by riding in on a horse, like any sane person would. No one is quite sure what to make of the newcomer, nor keen to test the orc's mettle with the great sword it wears on its back. (Also, round here, the word 'orc' can mean different things... )

5. The Dwarf Prospector: Tankerance Bluetooth is prospecting for glimquartz, a mineral known to glow faintly in absolute darknes, enough to provide the equivalent of dim light for 5' for a human and which is given as talismans by dwarf parents to their children (it helps them to see where they are).

6. The Whore: A heart of gold and a purseful of dust, Selnia has friendships in many quarters because of her good deeds and caring attitude towards others despite not having much to share.

7. The Madman: Mantic Hardhaven is touched by the gods. Or by something else. His visions often bring him to his knees in the middle of the street. Trouble is, some of the things he sees, are recognised by those who hear his desperate descriptions of them.

8. The Gambler: Lona Dearhart was raised with money and care but never learned to settle down. Somewhere along the way, she learned all manner of games of chance, from knuckles to dice, and from backgammon to dominoes. Everyone says don't play against her when she's wearing green... 

 Folk Of Reknown

Sometimes, well-known or even famous people might be found here. Sometimes, its even a good thing.

1. The Shire Reeve, Duncan of Trie, occassionally visits Shokar's place just to 'slum it' with the locals. He thinks it helps him 'stay in touch' with the common folk. He always comes with an armed guard. Gets drunk and then weeps about some past indiscretion none but (allegedly) Stargadder knows about.

2. The Falcon Of Mirlev (Bard), otherwise known as Leomar the Unmatched. A fine bard, plain and simple, whose coming is always a delight to all. Plays the lute, ridicules dwarfs and emulates elves, seduces men and women alike and always leaves everyone wanting just a bit more. Sincerity, maybe.

3.  The Duellist Of Kelenved, Sadonel the Swift. Said by many to be the fastest blade in Meikos. Not really keen to prove her prowess, as killing haunts her. Makes ballads and poems in her head but only shares them under duress or when drunk. Can sing too, but only sober.

4. The Bishop, Aukinslade of Drimsdale. A holy man, who seeks to contain the duke's most fierce ambitions and give the diverse peoples of the region a chance to meld naturally into one nation, despite all their differences.

5. The Knight, Sir Belicassus of Erstwhere, passes through from time to time on quests, patrols, sorties against 'the enemy' (who he never identifies, but is possibly either orcs, a specific dragon, goblinoids and monsters in general, or just anyone he doesn't like). 

6. The Emissary of the Elves, Irithiel of the Leafy Shade. This role was forced upon Irithiel, as emmissary duty to humans always is, as it is basically punishment duty, though nonetheless undertaken with all sobriety and gravity. Now forced to try and understand the halfwits that are humans and even remain on good terms with some of them.

7. The Captain of the Guard, Captain Stargadder. A big, burly, somewhat brutal man, capable of astonishing violence on those with whom he has conflict. Comes here sometimes to get away from the 'airs and graces' of the castle.  

8. Thurmojid the Brave an ex-soldier from the Duke's army in the south and deadly with blade or axe in any one-to-one fight. Said to be looking for an abandoned dwarf mine that is still full of silver. Has a liking for Lona, but they're not an item.


 

 

 

Look at this first...

Corpse Chatter: Why Necromancy should be dangerous.

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