Thule Island - [0202] Helpeak Fortress

Helpeak

Helpeak Fortress is the mountain home of the Church of Lough Order of the Sisters of the White Shield. The Castle defends the settled southern parts of Thule Island from the more rugged north. The castle is built up on a spur of limestone, there are said to be five levels beneath the fortress itself but if this is true someone else will have to document them.


View from the Residence looking South to Main
Bastion with Hospital on left and offices on the right

Ealfa Callouts

[1] Moat Wall - The first line of defense intended to protect the skywalk. The lower level of the wall contains barracks in the towers and stables.
[2] Skywalk - A walkway/drawbridge a hundred feet above the section ditch.
[3] Residence - The dorms where the Sisters live. The Residence building has kitchen facilities and remarkable views across most of Eastern Thule.
Cut-away of Bastion,
viewed from West
[4] Western Offices - The officers of the order do their work here, at least what work there is.
[5] Hospital - The Order is best known for their hospitals which care for the sick and injured of all religions (although non Lough Worshipers in need of medical attention are not encouraged). A large cistern appears in the East Tower near the center of the hospital.
[6] Main Bastion - This fortified section of the main complex. This area is always occupied, well provisioned, and the gates are usually locked.


Note - Ealfa castle is based on Burg Wildensteain (Leibertingen) I found so many images of that beautiful castle I couldn't help myself.


Best of the Web - OSE Encounters

d4 Caltrops has created a series of OSE Encounters posts providing 1d100 tables for what creatures are doing when encountered. This sort of thing gives encounters life instead of the feeling they are standing there waiting for the PCs to show up before being activated.

First he started out with the PC races, but didn't really finish (at least no Halflings or Half Elves):



Then he moved on to more regular encounters (based on the White Ape it looks like a B/X list but I could be wrong). At this point he's done the following:
The amount of work and creativity is staggering and brilliant and judging by the way he's done it I suspect/hope he'll be selling the finished products some day, at least I hope so as he'll get my cash.

Thule Island - [0202] Gatefell Baths

The Gatefell Baths is a temple complex dedicated to Lustria the Goddess of Love. One of the few deities in the Old Faith that is known beyond the confines of Thule Island. Everyone loves the Priestesses of Lustria, well almost everyone. The Clerics of Lough (Reformed) are a bit prudish and generally religiously intolerant and have tried to shut down the temple on more than one occasion.

Four or five years ago the High Priestess of Lustria befriended the Church of Lough Order of the Sisters of the White Shield (providing free services at the complex). She agreed to allow the Sisters of the White Shield to enjoy the baths and other treatment in exchange for keeping their main order from shutting down the complex. Since then more than a few male Templars have also discovered the joys of a hot bath and treatments at the Gatefell complex and Lustra Priestesses have become so popular the Templars  have practically rebranded Lustria as a Saint of Lough

The complex is atop a mountain escarpment. There are five thousand steps to get to the top. Most people ride in one of the mule caravans as horses are uncomfortable on the thin path. The complex is overflowing with flowers and lush plants provided by Lough worshipers who are unable to donate to the temple.

How the Baths Work

A cut-away of a bath. Note there would typically be a wall
between the bather and the fire which retains the water.
The temple is famous for its hot and cold baths, steam baths, private pools, but mostly the personal attention from the Priestesses (and a few Priests) on staff. The baths have been called a man-made wonder of the world.

Most of the baths are built with a chamber beneath that allows for temperature controlled air to heat or cool the water. In order to cool, there is a shaft down deep into the limestone which provides natural chilly air. For the heat roaring fires are provided.

Gatefell Callouts

[A1] Caldarium - This room pair of rooms is heated using a furnace in the floor below. The room to the West is the steam room. This room has a lewd statue of Lustria and benches along the edges. The Eastern room has a very hot pool. 
[A2] Frigidarium - This room is cooled by a shaft down into the limestone that naturally produces a 60 degree airflow that is further chilled by storing ice in the shaft during the winter. The constant cold air reduces the temperature in the frigidarium pool to uncomfortable levels.
[A3] Tepidarium - This pair of rooms is kept at a very comfortable temperature. The room to the Eest is the contemplation room. This room has a conservative statue of Lustria, plants and flowers everywhere, and lounge chairs for relaxing. The Eastern room has a nice temperature pool. 
[A4] Bathing and changing rooms. The priestesses of Lustria provide sponge baths to worshipers in these rooms, removing dirt and grime before worshipers enter and otherwise pollute the pools.
[A5] Kitchen and restooms. The kitchen is on the West side, a pantry and supplies in the center, and restrooms on the East.
[A6] Living area and hospital. The long North/South room is the hospital. Unlike a modern hospital this one is simply beds for patients. The other rooms are for guests. The Priestess live on the floor below.

I really need to make the map bigger and more detailed



Best of the Web - Railroads vs Sandboxes, Doomslakers!, and Amazing maps

Lance Duncan over at 42ductape has a post called Railroad vs Sandbox that talks about just that. He appears to take a far more serious view of the difference than I (just as with the Quantum Ogre, if the players don't know, does it matter?). Still he ends the post with one line that seems to be the best definition of the difference that I've ever seen.
The difference between a Sandbox and a Railroad campaign are who is setting the end goals of the campaign.
James V. West at Doomslakers! has been posting old drawings lately. The most recent (from when I type this, not from when it'll be posted) is called Tremorworm (old Art XII) and it is a beauty. Every time I see his stuff, especially his RPG rules, I think he should crate a Doomslaker's game. I would think such a game, created out of Swords & Wizardry or whatever game he uses with character classes and rules replaced by his own, with his whimsical Sword & Sorcery art would be amazing. Well Doomslaker's is not the name he's going with but apparently he's making a game. I'm looking forward to it, if nothing else it'll be beautiful.

Bearded Devil has a post called Map of the Quill Coast in which he posts some of the most beautiful maps I've ever seen. The lifework, the weight of the lines, everything is so clean and accurate. I wish Blogger had a function to click image to get larger versions because trying to zoom in just isn't sufficient. I want to see the details. I want more!

Thule Islands - [0203] Ealfa Castle

Ealfa Castle is the home of the Church of Lough Order of the Sisters of the White Shield. The castle is built up on a spur of limestone known as the white ridge, and is well positioned to defend the settled southern parts of Thule Island from the more rugged north. There are said to be five levels beneath the fortress itself but if this is true someone else will have to document them.

The temple and settlement around it is basically an armed camp. Templers patrol the coast road all the way to Alesford. They also make regular forays into the wilds looking for trouble. 

The templars have developed a working relationship with the Priestesses of Lustria at the nearby Gatefell baths, a relationship that has eased tensions between the Imperials and Keltoi on Eastern Thule. The Templars of the White Shield are known unofficially as the Defenders of Lustria.


White Peak

The top of the white ridge is known as the White Peak because of the two major buildings, the White Castle and the White Cathedral were built out of the brightest limestone that could be mined from the ridge. The White Peak is filled with worshipers on Saturday when the gates are opened to all who want to enter the White Temple, other days only the Sisters of the White Shield and employees are found.
[A1] The White Castle - The castle headquarters of the Order of the Sisters of the White Shield. The castle has a number of offices and a long dorm and houses 50-100 sisters at any time. There are also over a dozen support staff (cooks, cleaning staff, etc). The Sisters are well known for over-indulging in drink.
[A2] The White Temple - Temple of Lough built from the white limestone and can be seen from miles away. The top of the tower has a prayer room with no roof that is used for personal prayer to get closer to Lough. On Saturdays the Temple is filled with the Sisters of the White Shield who occasionally get so worked up they flagellate themselves.

White Castle and White Temple

The Ledge

Most visitors to the Ealfa settlement stay int eh Dorms or at Hakkon's house waiting for their chance to visit the White Temple on Saturday.
[B1] Pilgrim's Dorms - A set of Dormitories built to house Clergy of Lough visiting the White Temple. 
[B2] Hakkon's House - Hakkon was a rancher who has retired and converted his home to a semi-temple to handle Priestess of Lustria who have set up a temporary temple and bath house of Lustria. He also brews a reasonable ale and supplements the Dorm kitchen with vegetable dishes cooked up by the Priestesses of Lustria.
[B3] Lough's Overview - This open platform has an amazing view of the forests to the East.

The Area known as the ledge

Lower Ealfa

Lower Ealfa is filled with Keltoi craftsmen that do all the things a settlement of this size needs. The area is remarkably free of the criminal element that would normally prey upon pilgrims because the Sisters of the White Shield treat criminals very, very harshly.
[C1] Farmers Market - The market takes place in the white cobblestone street. The market is open every Saturday. 
[C2] Horse & Hound Inn - The inn has a stable in back and five rooms for visitors. It Haakan makes an amazing ale that he primarily sells to the Sisters of the White Shield. He makes enough to keep his common room filled with locals and travelers.
[C3] Public House, Godwins - A public house favored by pilgrims and locals.

Lower Ealfa


Thule Island - [0101] Dagru Castle

Dagru Castle

Dagru has a Keltoi population with a number of Imperial rogues and seamen. The town is run by a Keltoi noble who keeps the place from becoming too rebellious. The town has market three days a week and on special occasions and must be renewed by the March Lord every year.  Dagru is known for the pale white dolmans on the Hills to the East. The dolmans were once a major pilgrimage destination for those of the Old Faith but not so much anymore.


Dagru, The Keltoi Town

Dagru with Callouts

[1] Dagru Castle - A free-standing keep with connecting gateshouse (hidden by the keep). The keep dates back prior to the crusade and is embarrassingly old.
[2]  Temple of Pallas Regina - The largest temple of the Old Faith on Thule Island. The complex includes a dorm for the Priestesses.
[3] Temple of Lough - A relatively small one as far as those things go. This is considered a punishment post among the Lough Clergy on Thule Island. The staff is made up primarily of those that have offended their superiors in the Church in some way. They bend over backwards to avoid offending the Old Faith because they are so vastly outnumbered in Dagru.
[4]  Mill - The mill grinds grain in exchange for 10% of the grain. The miller works with one of the large merchant houses in Cambria to sell the excess grain. The mill is built within the old Temple of Pallas Regina that has been refurbished. The mill works using a donkey to turn the mill wheel. The system is antiquated but the miller says the mill was blessed by the previous High Priestess of the Old Faith when she sold the temple to him. This is a lie to justify his thrift but one nobody is willing to challenge the lie, instead it has filled the locals with great pride.
[5]  Dagru Inn - An inn that caters to sailors and travelers. The inn is built inside an old warehouse so that it is excessively spacious and often houses dances, weddings, and other events. The inn is the center of town society the way a Church would be in other areas. Dagru Inn tolerates Imperials and foreigners.
[6]  Wulfric Public House - A public house favored by locals who don't want to see or hear Imperials or foriengers.

Dagru Castle






Reskinning Cuska Castle

Cuska Castle and the Chaos Cuts began their life as B2: Keep on the Borderlands. Both can be easily reskinned by a GM who doesn't have enough time. Just use the Cuska map and mark it up with the inhabitants (and maybe even room descriptions) from the Keep on the Borderlands. To give the place even more life you can add in a few of the better T1 and N1 inhabitants as well, it doesn't matter if you throw B1 and N1 inhabitants into the same building, or even a couple of different N1 inhabitants, as most of these buildings are multi-family dwellings. and this helps create a lively and full place to act as a base of operations for missions into the Chaos Cuts which can easily serve as the starting adventure location for the islands, giving the characters something to do while they get the feel of the place.

Also by reskinning and blending in this way the nature of the actual adventures become less obvious to the players.

Thule Island - [Hex 0102] Cuska Castle

Cuska Castle

The town is surrounded by water on three sides and mud flats on the other. A few hundred yards off of the map are barley and oats farming in all directions. Cuska Castle is best known for adventurers who explore the Chaos Cuts to the North west. The locals do well supporting such adventures but fear the horrors that might be disturbed. Cuska is small enough it wouldn't ordinarily have walls except for fears of things that slither out of the Chaos Cuts.


Cuska with Callouts

[A1] House Caldy - A castle with enough space to house wealthy visitors and a small Chapel to Lough. The keep is decades old but the outer walls (and the town walls) were only completed a year or two ago.
[A2] The Flooded Grave Inn - The inn has a Holy Symbol of Law that was carved on one wall by a Templar during the crusade. The entire settlement burned down except the Flooded Grave Inn soon after. The patrons will not tolerate any sign of blasphemy in front of the symbol believing it has magical protective powers.
[A3] Godwins Public House - A public house favored by locals.
[A4] Farmers Market - The market takes place in a confiscated Temple of Pallas Regina. The market takes place every Saturday.
[A5] Temple of Lough - The temple used by the general population doubles as the Thule island Headquarters for the Sisters of Lough (orthodox) order who sponsor the military order the Sisters of the White Shield based at Ealfa Castle.
[off map] Mill with a water-powered saw. Wagons laden with lumber leave Cuska bound for Beljin's shipyard every week. 
Cuska Castle






Best of the Web: Everyone's a Thief & OpenDoc OSR

Everyone is a Thief (A Different Approach to skills) by Daimon Games has an interesting idea in which everyone has thief skills at their level. So a 4th level fighter also has 4th level thief skills. Brilliant in its simplicity and it gets rid of thieves as a class.

Nine and Thirty Kingdoms had a trioof posts (B/X is Bad, Mmmkay? Part 1B/X is Bad, Mmmkay? Part II, and B/X Is Bad: Summary and Conclusion) explaining why he doesn't like the B/X system.

Axes and Orcs has a post BX is adequately good enough supporting all OSR games, they are DIY after all so house rule away your problems. There are no links on Axes and orcs post so I can't tell if he is responding to one or more of the Nine and Thirty Kingdoms posts or not but the timing and specificity of BX suggests he is (I'm not going to twitter to find out).

Anyway I'm not picking sides, opinions are opinions and even negative opinions are useful (I always disagreed with Roger Ebert's movie reviews but could tell by his review if I'd like a movie or not, he hated a lot of the movies I loved as a kid). No, Axes and Orcs position has me thinking of the OSR as a whole. I've seen polls and charts of which games are the most popular but none indicating how much each is house ruled and which bits are frequently house ruled. Do folks regularly house rule 50%? 5%? of their game and do they house rule Classes, spells, ENC and Initiative or is it all over the place?

Back in the 90s Apple, IBM, and Motorola created OpenDoc as an alternate to Microsoft Office. From wikipedia:
The core idea of OpenDoc is to create small, reusable components, responsible for a specific task, such as text editing, bitmap editing, or browsing an FTP server. OpenDoc provides a framework in which these components can run together, and a document format for storing the data created by each component. 
OpenDoc failed but it seems as if that's what is going on in the OSR with house-ruling, and nobody actually planned it that way, it just sort of grew organically which is kind of cool. I suspect the next step would be to determine which rules are often house-ruled and have games break out those bits & pieces (probably in the SRD if one is available) to make them easier to mix and match.

Thule Island - Cult of Lough

Lough (pronounced LAW)
A monotheistic religion that is a nightmare version of the Medieval Church. They speak of peace and love but spawn crusades and inquisitions trying to root out and destroy Chaos. Lough is represented as some kind of ocean deity. 

Followers of Lough believe the dead should be buried at least 6 feet down and they have rituals to ensure the spirit can move on to the next world (often including removing the head). They are obsessed with this and will go to great lengths to 'clean up' battlefields and ensure any remaining spirits are assisted in moving along.

Believers in Lough tend to eat meat, especially pork, and many of the high ranking officials end up with the gout because of the overabundance of meat in their diet.

Parish Church's of Lough - Parish churches are constructed in brick covered over in plaster. They tend to be shaped like a T, with a large statue of Lough sitting cross-legged with a brazier in his lap with a dome above. The brazier always contains burning charcoals or (during ceremonies) a fire. A parish church will also have a statue of a patron saint in each end of the T (the same Saint showing three things they were sainted for.

Great Church's of Lough - The great churches are mammoth cathedrals built of limestone, often with flying arches. Functionally they are similar to Parish Churches except much larger, and with crypts beneath, more outbuildings, and they have multiple patron saints in each end of the T instead of a single one three times.

Nearly a century ago the Cult of Lough divided into the Cult of Lough and the Cult of Lough Reformed.

Cult of Lough - The Cult of Lough has the following Prophets and Saints.
  • Gax the Prophet - Co-creator of the Cult. After assisting the Son of Arne in documenting his visions Gax himself started having visions which were documented in a series of books known as the 3 White Books. 
  • Son of Arne the Visionary - Co-creator of the cult. He had visions and spoke of them to Gax the Prophet who documented them. Son of Arne had little interest in the day-to-day matters of spreading the word and soon stepped aside.
  • Aye the young - Saint Aye was a merchant and financial supporter of the early cult. He died young.
  • Arker the esoteric - A scholar who had visions of the Lotus World, the after world promised by Lough.
  • Ask the Chronicler - Little is know of Ask but she left a large number of tomes of the temples history.
Cult of Lough Reformed -  The Cult of Lough Reformed revers the same Prophets and Saints listed for the Cult of Lough, but they also worship two additional 'Saints"
  • Liams the Splitter - Took over the early Cult and exiled Gax the Prophet. This was after she had achieved Sainthood in the Cult.
  • Lume of the Many Faces - One of Gax the Prophets original followers he sided with Liams the Splitter
False/Un-annointed Saints (not "officially" recognized by either but often sworn by)
  • Argrave the shadowdancer - Argrave added additional Chapters to the Holy Book that were never accepted as canon.
  • Andre the Trollfighter - Andre restructured the book in a way that the Cult felt lost the message. He was best known as a scholar who fought trolls.
  • Ledsaw the Overlord - An near-invincible tyrant that made the Cult of Lough the official religion of his City-State, giving the fledgling cult a chance to survive and spread.
  • Tafford the scholar or beasts - Said to have documented the world's monsters.  He was one of the first to show signs of the Enlightening.
The Cunundrum with Clerics
The Priests of the Old Faith have always been able to cast spells. The Clerics of Lough have never had the power to cast spells, at least until the Westerness crusade. After the crusade started a number of the purist of Lough worshipers started to show signs of magical ability. Initially the cult hierarchy tried to hide this fact (as it made Clerics without such power appear fake or impure) but eventually decided they were the Chosen of Lough to fight Chaos and convinced/ordered such individuals to Thule Island, partially to get them out of any strife within the Church and partially to stomp down Chaos on the Island.

The interesting thing is that after the Cult of Lough divided, Clerics kept appearing in each branch. Some took this as an indicator that Lough is indifferent to the worldly Church or who was Pontiff, others that the magic came from another source.


    Thule Island - Cult of the Old Faith

    Old Faith
    The polytheistic religion of the Keltoi. Said to have over a hundred deities although most are nature spirits and not actual deities in the normal sense. The religion is based on worship of Nature Spirits but a handful are considered worthy of special attention. Most people incorrectly think this handful represent all the entire pantheon.

    There is a single clergy for the Old Faith although Priestess and Priests are assigned to a specific temple or shrine to represent a specific spirit or one of the handful. All of the clergy are female except for those that represent Kanaris the God of War. In the past Kanaris was a second-tier diety but since the invasion of the Empire Kanaris worship has increased drastically.

    The Priestess prepare the dead but not for the afterlife so much as to promote the dead ability to communicate with the living. The Priestess feel great knowledge comes from such communications. They have no rituals to assist the dead in moving on. They bury bodies three to six feet deep.  One of the main reasons Lough worshipers detest the Old Faith is the preparation of the dead as the worshipers of Lough believe that unless properly prepared the dead will become unable to move on to the afterlife, something Lough worshipers find unacceptable.

    The handful of major deities of the Old Faith are:
    • Pallas Regina, Queen of the Gods
    • Bestlis, God of the Wild
    • Kanaris, God of War & Honor
    • Wagos, Goddess of Luck & Trade
    • Lustria, Goddess of Love
    Believers in the Old Faith are all vegetarians.

    Temples of Old Faith - The Old Faith is a rural Cult but in the last century this has changed. They've made a lot of money by 'selling' blessings to merchants and so a number of temples have sprung up in the settlements



      Thule Island - Hex Overview

      Thule Island
      Thule Island is only four partial 6-mile hexes but it is crowded with potential. At some point I will do close-ups of each hex but for now the overview of the island will have to suffice.


      Midnight sea - Land drops off precipitously. The water is dark and rough and even the fish don't like the area. A number of ships have been lost sailing north of the islands and now most avoid the area.

      Hex 0101
      • Dagru - A castle controlled by a Keltoi noble that has pledged allegiance to the March Lord of Thule. Dagru is the hub of most rebel activity against the Imperial presence and the Lady of Dagru has been insufficiently aggressive in putting rebel activity down. Rumors suggest she covertly aids the rebels.
      • Fire Mountain - The volcano glows and constantly spews smoke and is visible for hundreds of miles. On the far side a vent allows magma and poisonous gas to vent, peacefully away, releaving pressure.
      • Firehammer Chantry - Built on the side of Fire mountain is a fortified complex built by the wizard Oslof Firehammer.
      Hex 0102
      • Adina, Free City of - The main town on the island, The Free City of Adina has a charter directly form the Emporer so they are outside of the March Lord's control. The town council maintains a nice balance between Imperials and Keltoi, between Lough worshipers and those that follow the Old Faith. There is even an old step pyramid in town where an ancient, and very secretive, cult worships.
      • Blood Mountain - Once the site of a famous old faith monastery, now only ruins and legends of lost treasure remain. The mountain was named because the large amounts of iron in the rock have turned the mountain red. Many of the streams and rivers that drain the mountain are also red which has made local legends colorful to say the least.
      • Chaos Cuts - A series of limestone sinkholes known to be frequently infested by bandits, chaos worshipers, or worse. Cholson the wicked (one of the Seven Wizards) had a lair in the Cuts to study the chaos, as a result many strange chaos mutations are falsely attributed to his craft.
      • Cuska - "The" Keep. Cuska acts as a basetown for expeditions to the Chaos Cuts and serves to protect the Northern land route to Bejtune. 
      • Mount Thule - The tallest mountain on Thule said to be honeycombed with limestone caves that have been exploited and enlarged by the underground dwellers.
      Hex 0202
      • Bad Knob Mountain - A rather dry, windy place best known for the Helpeak complex
      • Claw Mountain - A mountain best known for its resemblance to a claw.
      • Gatefell -  A temple complex dedicated to Lustria. The temple is famous for its steam baths, and heated and chilly pools and has been called a man-made wonder of the world.
      • Helpeak -  The site of a Templer complex. The complex was built by priests of Kanaris but taken over by the Templars during the crusade, they now use the complex as a base of operations as they patrol around the island looking for trouble.
      • Mount Boring - A tree covered mountain best known for the Titan Berserk, a large statue on the summit that has drawn nature spirits and thus become a Holy Place for the Old Faith with a temple and everything.
      • Mount Tow - A high hill known as the site of Khaz Morni Rukh battlefield. Both Imperials and Keltoi. Spirits infest the site so it has become a minor Holy Site for the Old Faith that have built a shrine on the spot.
      • White Mountain - Known for the white rock face that stands out at long distance. 
      Hex 0203
      • Bejtun - A castle with small settlements that is the seat of the March Lord and thus has only a small Keltoi population.
      • Broken Fang - A rather uninteresting mountain except it is shaped somewhat like a broken fang. Ee the Deadeyes (one of the Seven Wizards) built a chantry on the summet, it is believed her tomb was built beneath.
      • Ealfa - The mountain fortress home of Lough Templars that defends the settled southern parts of Thule Island from the more rugged north.
      • The Sands - The bay is shallow and during the hour or so when the tide is at its lowest one can walk across the bay, at other times it is a navigational hazard. The area is common with cheap merchants that 'beach' their ships on the sands in order to do repairs without a proper dry-dock.

      Thule Island - Nations, History & Weather

      Nations

      Westernesse  - The Keltoi kingdom on Thule Island prior to the Imperial invasion. The Kingdom was somewhat analogous to a tiny version of Anglo-Saxon England with a pseudo-Celtic polytheism. The language of the Keltoi people is known as Cant. It has been adopted by beggars and thieves throughout the Empire.  The language of  built on Common Imperial, but contains numerous words from other, older languages. There is also a strong component of pseudo-sign language involved in communicating in Cant.

      The Empire - A highly populated Empire analogous to the Holy Roman Empire in over-the-top style, religious fervor, zealous trade, and technological advancement. The Empire is a Monotheistic society that had a crusade to destroy the Keltoi culture and Old Faith on Thule Island over a century ago, a crusade that fractured the Empires own religion.

      The language of the Empire is Imperial Common or common. The language is a hodge-podge of words from different languages making it easy to learn but complicated to master. There are two main strains of the Imperial Language, High Imperial (spoken by nobles and those trying to keep up appearances of such) and Low Imperial (spoken by the common folk). The speakers of one can easily understand the other although the social class of the speaker is usually obvious.

      The Marches
      Politically the island was declared a March. The March Lord answers only to the Emperor and has minimal tax requirements. This is intended to help the March Lord pacify the March as quickly as possible.

      Recent History

      All dates are rough and based on Year 0, the year the Lough (pronounced Law) crusade "conquered"  Thule island. Anything more detailed than that makes it harder to drop into a campaign setting. When in doubt about the different cultures case the GM should lean towards describing Keltoi as Celts and Lough worshipers as Medieval Germans.


      The Seven Wizards
      Worth a mention as their names are likely to pop-up in future blog posts and to allow GMs to use the names in their own games. The Seven Wizards are responsible for a number of lairs, and magical items, and possibly even spell names. At least three are currently liches, the others would all be over a century old and are probably dead. They are:
      • Cholson the wicked
      • Ee the Deadeyes
      • Herland
      • Oslof Firehammer
      • Quays
      • Rampier
      • Tus

      Shadowmen

      The Shadowmen, aka Mole Men, or Chud are humanoids that live in the caverns below ground. They only come to the surface at night as the light appears to hurt their eyes. They raid the surface only rarely and capture people and livestock. In game terms the Shadowmen can be Grimlocks, Morlocks, Lovecraftian Ghast, or even Orcs. Whatever suits the campaign. The people of Thule Island call them Shadowmen and they are the boogeyman parents use to scare their children, except they are real. 

      Geology/Geography

      Thule Island is a semi-vertical limestone karst that has been weathered into karst towers. Ontop of the limestone karst is a thick layer of volcanic soil that has made the islands fertile and enabled more natural drainage than karst areas normally see. This limestone was punctured by a geothermal hot spot in the North which has resulted in a small volcano and geothermal hotsprings.

      The limestone is riddled with tunnels. Legends say one could walk the entire way from the base of Fire Mt in the North to Broken Fang Mountain below ground the entire way. Problem is these caverns are filled with inhospitable nasties that spew up from time to time to attack the surface dwellers.

      Thanks to Tour Guizhou (without permission) here is a nice bit on how Karst towers form. 

      Weather

      Weather is damp. Roll 1d4-2. The results (including negatives) move you up and down the weather possibilities for that season. Any results that lead off the Season should stop at the last result for that season.


      Thule Island - Mini-sandbox

      I was plugging away creating villages, and I like what I've done, but I'm not sure I like the look of the village maps. I somewhat followed the old Harn model which manages this look nicely but I feel mine a bit dry. I prefer the eagle-eye view showing somewhat 3d buildings that have more character. Besides the internet is filled with medieval city maps to pillage and use.

      Also I decided that although it is useful to have villages ready to drop in anywhere I prefer a little context. It helps in writing and makes for a better product. So I decided I'd create a mini-sandbox. Something really small because sooner or later I'll get bored, and if not I can make a second mini-sandbox. Bite-sized chunks, that's the ticket.

      I like 6-mile hexes, and they can be chock full of encounters as the hex of Manhattan sort of shows. So I put together an island comprised of 4 partial hexes. That allows one to travel on foot about the island without days and days of wandering around. Being a small island a GM could easily drop the thing onto their own map with ease. It all seemed good.

      I also thought an example of a sandbox might be a good idea. So for the rest of March I'll be documenting Thule Island. The elevator speech is as follows:
      What if the Holy Roman Empire conquered Middle Earth after the fall of Sauron and unwittingly enabled his return to power, except instead of Sauron we have unholy, slimy, tentacled, demonic, mutating, Lovecraftian, Chaos of the sort Warhammer players would be familiar with and instead of the semi-benign corruption of Medieval Catholocism of the Holy Roman Empire we have a far more bloodthirst, and fracturing, monotheistic religion.
      As far as Appendix N is concerned its a mix of J.R.R. Tolkien, Karl Edward Wagner, R.E. Howard, and H.P. Lovecraft.

      Best of the Web - Collaborative Dungeons and worlds

      MSJX has a a couple of post called CollaboDungeon 01! and CollaboDungeon 02 in which he provides a map and challenges/allows others to populate it. I really like this idea as it is nice to see how different folks might handle similar problems/challenges in the map. With the repetition of room descriptions that is likely to happen a GM could populate the dungeon and then restock it for an adventure a  year later. I also like the size of the dungeons so far, allowing a GM to make them stand-alone or sub-levels in a dungeon.

      Wanderer Bill has a post called A free and open source setting for role playing games? in which he postulates a true collaborative creation of a setting with rules folks have to follow. It is an interesting idea, Tenkar did something similar with Tenkar's Landing Crowdsourced Sandbox Setting has Over 90 Community Members. I like the idea but would prefer something along the lines of the Dungeon Collaboration above, that is one person comes up with the map and maybe the major religions and others then populate the thing. This would then provide multiple versions of the setting that are each consistent but not necessarily consistent with each other. Also making it Public Domain would allow anyone to plop their 1-page dungeon in the hex south of the big city.

      Found in a Box in Storage: Part 3 - Cities

      And some cities. First Konyanople which was to be the hub of the action (thus the detail). Apparently judging by the Heraldry I was a fan of Becks Beer at the time.


      Then we have Kralor and Geldorn which look like they are basically the same city re-drawn. I don't know which came first.






      Found in a Box in Storage: Part 1 - Kingdoms, History, and Economics

      Back in the day I GM'd on Harn a lot. I used AD&D, modified RuneQuest, Harnmaster, and Modified RuneQuest again. I loved the setting, but at some point I seem to have created my own setting. I don't think I ever actually used the setting but I found my notes in a box and figured I'd post them.

      Note the art is copied from Sergio Aragones Groo the Wanderer, and some I'm not sure where I copied it from but it's not mine.  I found it interesting, maybe someone else will. Anyway it's all Public Domain if anyone wants it. Good luck reading my horrible scrawl.







      Battle Mage Brewing Company

      Not a lot of people know it but Northern San Diego County is full of microbreweries. I've heard they might even be the microbrew capital of the world in numbers. I'm not sure why. Microbreweries love IPAs and Ales and I'm a lager fan yet still I enjoy going from brewery to brewery as much as the next guy. Stone Brewery gets all the love but when we went out drinking the other night we went to one I hadn't heard of. Battle Mage Brewing company.


      The place is small and serves a full of fantasy art, swords and helmets on the walls. One wall has Magic the Gathering cards (I think) and another has Character sheets for dead 5E characters. There is a fantasy map on one wall  (I wish the website included some images of the place). In the corner is a small room, with the door open, that had a game of D&D running.

      It was an interesting combination to be sure. I'm not sure the noise and proximity of beer would be conducive to playing or DM'ing but it sounds like they have open tables on Mon & Tues so I might just have to give it a try.

      Encumbrance & Treasure

      I've talked about Encumbrance before . Basically I prefer a slot-based system which is fairly common among the OSR. What I'm thinkin...