Friday, July 26, 2019

The Righteous Kingdom of Ulver

The Righteous Kingdom of Ulver
Gov’t: Constitutional Monarchy
Current Ruler: Arch-Magistrix Ida Brassille
Culture: Human

Capital: Hardgreen
Population: 8,800,000

A brief history of the past five centuries…
5068 – Empress Lena Víborg's family is killed when she is a child, and she swears vengeance upon their assassins, the elves. Over the next century, they will be exiled from Ulver.
5080  The Arcane Council announces land grants to settlers in Ulver's remotest shrubland. Halfling immigration surges.
5127 – Emperor Thorvald Víborg-Amsel survives a series of assassination attempts, ultimately turning to necromancy to prolong is life.
5184  Ulver beomes a democracy after the destruction of lich-king Thorvald.
5281  The Senate commissions hundreds of miles of defensive earthworks at Ulver's borders in preparation for war with Doltria.
5283 – The Second Ulver-Doltria War begins. Before its end in 5289, over one hundred thousand soldiers will die, and the economic fallout of this event will be felt for the next century.
5306 – The hero who would come to be known as Thelrin is born in Dendemir village.
5313  Thelrin the Justicar loses an eye to a night hag.
5313  King Warmund Gorney claims the gods have bequeathed the divine right of rulership to his family and his family alone, and establishes a monarchy.
5328  Thelrin the Justicar is written of no more in Ulver.
5444  Thomais's fortunes change when he finds a great treasure, long thought lost.
5446  Thomais Tomlinson’s philanthropic gifts fund the sky bridge and the New College of Sorcery in Aggleston.
5556  Using a trade dispute as an excuse, Ulver invades and annexes Doltria in a fast-paced campaign called The War of Seven Weeks.
5580 – Doltria declares independence from Ulver. War ensues.
5586 – Current Year

The Free Kingdom of New Doltria
Gov’t: Monarchy
Ruler: King Josef Mucklemelon
Culture: Halfling
Capital: Elvingstone
Population: 2,434,000

A brief history…
5580 – New Doltria declares independence from Ulver

5581 – The King commissions cyclopean gold-plated statues to commemorate the birth of the Queen’s child, Alys Mucklemelon, and places them along the old bulwarks built during the Second War. The statues are highly enchanted, and cause crops they gaze upon to fail. The area becomes known as the Golden Badlands.

Interesting Locations

LittlesockAn ancient halfling city in the savannah, Littlesock is currently suffering from depredations by hungry giants. Livestock has been vanishing at an alarming pace, and the town elders are desperately calling for aid.

The Wastes of Solace. Once a place of worship and reflection dedicated to the myraid small gods of the desert, the Wastes have since become a highly commercialized tourist trap. Its major attraction is the village-sized colossal statue of Paldor Kruum, the titan of mystery, tipped on its side after standing for untold aeons and being slowly scoured clean by sun and sand.

The Pools of Incense. Here, geysers spew fire from the ground at regular intervals, and the resulting chemical clouds can be mined for rare arcana by those with the knack.

Frostchapel. A holy city so-named for the enchanted crystals which sometimes grow amid the plains and radiate an aura of supernatural cold. Frostchapel is currently suffering raids by the so-called Faceless One, a demonic entity from the Witch Wastes who charges into battle alongside a rabble of berserk minotaurs.

Hardgreen. Ulver's capital city and home to the Emerald Palace. Hardgreen's population fluctuates, as treaties with the lands to the south have encroached upon its ancestral sprawl significantly, so that some residents of Hardgreen are no longer technically part of Ulver proper. Even so, it is home to 160,000 souls, and the largest city in Ulver by a significant margin.

Beosigskill. This small, unremarkable town would remain so were it not for the recent arrival of a grove of living saguaros. They have taken over the town and are forcing the humans there to live a more plant-like existence. Some have taken to it with aplomb; many of the town elders have not, and are urgently pleading for help. is pretty neat

Monday, May 20, 2019

Briar Island Character Creation

Stolen from, and, then customized for Briar Island.

Character Creation!
Step One: Roll some dice. 4d6, drop the lowest, six times. Assign those numbers to your Abilities.
Step Two: Choose a Race and a Class. Adjust as needed. You have maximum HP at level 1.
Step Three: Get some gear!
Step Four: Name thyself.
Step Five: Profit!

Class based HD
+10% XP gained
2 Skillpoints to spend at Level 1

d6 HD
1-in-6 to be Surprised (instead of 2-in-6)
2-in-6 Search skill
Low-light vision (can see twice as far as a human in low-light conditions)

d10 HD
3-in-6 Architecture skill
+1 to CON modifier
+5 items before Encumberance

d6 HD
+1 to DEX modifier
3-in-6 Bushcraft
5-in-6 Stealth
Cannot use Large weapons
Must use Medium weapons 2-handed

d8 HD
Add Level to attack rolls
Parry & Press combat options

d4 HD
Begin with ‘Read Magic’ & 3 Spells
Must have 2 free hands (or be holding a wand or staff), be able to speak, and be no more than lightly encumbered to cast spells.

d6 HD
Begin with any lv. 1 Cleric Spell
Must wield a holy symbol and be able to speak in order to cast spells.

d6 HD
4 Skill points at level 1; +2 thereafter.

Adventure Packs (Pick one)
All packs come with:
     Backpack, common clothes (2 sets), two small sacks, bedroll, water skin, tinderbox, one week of         iron rations, 2d4+2 silver pieces.
Pack A (10 oil flasks, lantern, shovel, two caltrops, whistle)
Pack B (10 torches, 10 pieces of chalk/charcoalblank scroll, mirror, crowbar)
Pack C (five torches, five oil flasks, 60 ft. rope, grappling hook, wooden pole)

If you're a Fighter,
+ one weapon of your choice
+ leather armor and a shield, or chain mail

If you're a Magic-User,
+ well-worn staff or concealed dagger
+ inkwell, journal, looseleaf paper, candles, flint-and-tinder, quill, and a penknife

If you're a Cleric,
+ trusty mace or a whip
+ holy symbol
+ leather armor

If you're a Specialist,
+ garotte or short sword or light crossbow and 10 bolts
+ small mirror
+ crowbar

Go get 'em, Tiger!

Tuesday, May 14, 2019



  • Approximately 10600; primarily human, some dwarves, some goblins.


  • Greengriffin is governed by Mayor Caiaphas Brumewald, a minor noble of Yorish descent, though a council of merchants (unofficially, the Guilder's Council) has significant influence and power.

Notable Places:

  • The Warrior's Rest: A modest inn, built within what was once an elvish sailing ship. It has declined in recent years, but beardy townsfolk tell tales of what it was like twenty years ago and laugh at their inside-jokes.
  • Josephus Blandershyde Memorial Guild Hall: An impressive timber and brick building, once a minor temple. It contains a large meeting hall and several smaller rooms, and is shared among several local merchant guilds.
  • The Silver Maiden: A wondrous statue of bright silver, said to protect the town against wererats and other lycanthropes.

A few NPCs:

  • Arin: Female Dwarf Servant. Arin has long gray hair and gray eyes, and wears glasses with silver rims. She wears well-made clothing and a pewter amulet depicting a skull. Arin compulsively plays with an iron ring.
  • Franco: Male Human Scholar. Franco has long gray hair and narrow amber eyes, and proudly displays distinctive marks on his left leg where he was bitten by a shark. He wears ostentatious garments and a leopard fur cape.
  • Fredegar: Male Dwarf Wizard. Fredegar is rugged in appearance, with straight brown hair and sharp brown eyes. He wears plain clothing and wields a quarterstaff. Fredegar has a reputation for being generous and trustworthy.

Ashmoor Ward

Notable Places:

  • Greengriffin Forge: A cluttered blacksmith's workshop, built atop an outcrop of volcanic rock. It is a busy place, where most of the town's smithing takes place. Greengriffin Forge is co-owned by several members of the Guilder's Council.
  • Sacha's Arch: A broken arch of weathered stone, said to entomb a the ashes of Sacha, a long-forgotten elvish Goddess of Fire. Local superstitions abound.
  • The Cyclopean Basilisk: A modest commoner's tavern, decorated with monstrous skulls. The dwarf Fredegar is the owner and proprietor, though he is rarely found here.

A few NPCs:

  • Bertio: Male Human Fighter. Bertio is grizzled and masculine, yet well-kept, with flowing white hair and green eyes. He wears a custom-made suit of splint mail and wields a flail and heater shield. Bertio seeks revenge on a tribe of ogres in the Penny Forest.
  • Richye: Male Human Illusionist. Richye is youthful, with slicked-back blonde hair and bright blue eyes. He wears expensive yet ugly clothing, favoring silver and orange in gaudy patterns, and wields an expensive dagger, showing it off at inappropriate times.

Citadel District

Notable Places:

  • The Shale Gate: A ring of rune-carved stone monoliths, within which lies a magical portal to the distant town of Shale.
  • The Crooked Wand: A neglected adventurer's tavern, which serves up "magical potions" in addition to beers and ales. Its proprietor is a stone golem called Gronn, who cannot actually get drunk but enjoys pretending.

A few NPCs:

  • Berny: Androgynous Human Rogue. Berny has messy black hair and large hazel eyes and pointed ears. Berny compulsively plays with a silver ring.
  • Ryany Everstrong: Male Human Ranger. Ryany has tangled white hair and dark green eyes. He wields a poisoned club. Ryany has an animal companion, a giant spider named Ames, whom the locals tolerate only grudgingly.
  • Hilia: Female Human Cleric of Lashoon. Hilia has auburn hair and narrow gray eyes, and a birth-mark over her left eye resembling a tree. She wears a suit of soot-blackened chain mail and wields an elf-crafted mace. Hilia is searching for the lost Temple of Angels, which she believes is somewhere in the Titan's Spine.
  • Berga: Female Goblin Wizard. Berga is endearingly short, with thinning red hair and scary blue eyes. She wears skimpy robes and flaunts her curves shamelessly. Berga seeks only fame and glory.
  • Roger: Male Goblin Craftsman. Roger has a round face and amber eyes. He wears travel-stained clothing and a wide-brimmed hat. Roger has a mixed reputation: he is jealous and mean-tempered, yet brutally honest.
  • Gronn: Gronn is a stone golem and the proprietor of The Crooked Wand. His creator died forty years ago, and he has found a new purpose in sharing his creator's recipes with the world. Gronn cannot actually get drunk, but he enjoys acting drunk after a few beers in order to sell the idea that his liquor is very potent.


Notable NPCs:

  • Orwidth: Male Human Peddler. Orwidth has white hair and gray eyes. He wears sturdy clothing and happily displays a wooden holy symbol of Lashoon as an amulet. Orwidth specializes in clockworks and animated toys.
  • Tane: Male Human Thief. Tane is short, with red hair and light blue eyes. He always wears dirty leather armor and a bandoleer of throwing daggers. Tane seems to know a secret about everyone.
  • Cyne: Male Goblin Poulter. Cyne has a narrow face, with white hair and bright hazel eyes. He wears travel-stained clothing and a pewter amulet. Cyne specializes in butchered perytons and other chimeric fowl. He has thespian ambitions.

Scholar's Village

Notable Places:

  • An ancient temple to the elf-goddess Sacha, now in ruins, said to lie atop catacombs filled with long-forgotten treasures.

A few NPCs:

  • Vielan Strodewell: Male Human Aristocrat. Vielan has long copper hair and dark gray eyes, and a "magical scar" on his right arm. He wears fine raiment and jewelry, and is overly fond of sauteed goose. He carries an enchanted rapier and his favorite red cloak is rumored to be magical, also.
  • Aednold Goreghost: Male Human Paladin of Lashoon. Aednold has green hair and green eyes, and a beaked nose. He wears banded mail and wields a military fork. Aednold seeks to destroy the race of trolls. If you ask him about it point-blank, he gets defensive. He just wants them all dead. He doesn't want to talk about feelings.
  • Ellys: Female Human Craftsman. Ellys has auburn hair and light blue eyes. She wears simple clothing and a wide-brimmed hat.
  • Zerrata: Female Human Paladin of Lashoon. Zerrata is willowy, with tangled black hair and blue eyes. She wears plate mail and wields a two-handed sword.
  • Aben: Female Human Druid. Aben has a long face, with tangled gray hair and soft brown eyes. She wears leather armor and wields a scimitar and dagger.

General Rumors

  1. Tiberius Winter, the mild-mannered priest at the temple of Lashoon, is secretly an assassin.
  2. Magic is altered in strange ways within the Penny Forest. Straaaaaaaange ways. How? I don't know, I'm not a wizard. But if I were a wizard, I'd look out. Wouldn't want to cast a spell to find my way and suddenly turn my companions into roosters, now, would I?
  3. There's a nasty demon-thing calling itself the Warlord of the Tides that lives near the coast about a mile from Shipman's Rock, lurking, waiting, doing all sorts of demony things in the dark below the waves. It ate a couple of kids last year. Supposedly it looks like a big starfish-headed ogre with blue skin, and it can command dolphins.
  4. Agents of the Archmage Zordol are coming to shut down the town's commercial districts and replace every honest businessman with a conjured imp. The mayor is even encouraging this!
  5. Anyone who takes a stone from Sascha's Arch without leaving an offering of a lit candle will be cursed with premature old age.
  6. The Archmage Zordol holds a demon lord imprisoned beneath his tower, and he's tricked it into gifting him unlimited wealth.
  7. The Duke of Solstheim's military relies upon conjured elemental warriors. Or that's what they say down in Dimbleford, anyway. Lots of wizardy crap going on in Solstheim these days.
  8. That entitled little snot Vielan Strodewell really wants to be mayor, and is plotting something nasty to get poor old Caiaphas Brumewald out of office.

Tuesday, April 30, 2019

Briar Island

Briar Island is roughly 870 square miles of hilly, temperate woodland, resting comfortably somewhere in the Thistle Sea. It is peopled by humans from Solstheim and the Northern Provinces, a dozen clans of goblins, and a smattering of other folk and monsters. Folk not born on Briar Island think little of it, when they think of it at all.

Made with Inkarnate
For many years, Briar Island has been just another small county to be taxed by the duchy of Solstheim twice a year and then forgotten. However, the Archmage Zordol, a long-time resident and embittered tax dissident, has recently discovered that the Island lay at the center of a nexus of leylines. With the right prompting and arcane know-how, impossible spells can be cast here, and where impossible things can be done, there is profit to be had!

How this all pertains to you, and your lives thus far in Greengriffin Fort, will be the subject of our story. We'll be playing Lamentations of the Flame Princess with some homebrew rules for character creation, and I'll update this page with session recaps, setting lore, and all kinds of other fun stuff.

Until then, here's one of several Random Encounter tables to pique your interest. It might be worth your characters' time to invest in bronze futures.

Random Encounters (d20)
1-12 – No Encounter
13 – 2d10 thugs, out crusin’ for easy silver pieces at the PCs expense.
14 – A wandering mercenary, looking for work. (S)he’ll hire on to the PCs expedition for a fair rate, or if they’re jerks, (s)he’ll go find a group of 2d4 thugs and come back to get some satisfaction.
15 – 1d2 bounty hunters out searching for wanted thugs.
16 – 1d3 ultramarine oozes, near the outskirts of a deserted camp
17 – Peacock-crab. The locals call it a paonymph.
18 – A slow-moving but inevitably deadly chartreuse ooze.
19 – 2d10 thugs. The woods are full of these losers.
20 – 1d8 feral hogs.

Thug. AC 12, 1 HD (5 h.p.), 1d6 slashing (short sword) or 1d4 piercing (thrown dagger). Morale 6.

Mercenary. AC 15, 1 HD (8 h.p.), 1d6+1 slashing (short sword) or 1d6 piercing (shortbow). Morale 9.

Bounty Hunter. AC 16, 5 HD (30 h.p.), 1d8 slashing (silvered longsword) or 1d8 piercing (longbow). Stealth 3 in 6. Bushcraft 4 in 6. Can brew a special tea which will recover 1d4 h.p. if drunk. Morale 12.

Ultramarine Ooze. AC 12, 2 HD (10 h.p.), 1d6 acid damage. Mv 20', Morale Fearless. Damaged only by silver weapons. Destroys wood on contact. Any creature killed by an ultramarine ooze is devoured over the course of 1d4 rounds (assuming it is man-sized; larger or smaller creatures are left to the DM’s discretion). The devoured creature’s hit points are added to the ultramarine ooze’s total hit points, and it heals 1d8 hit points per Hit Die of creature devoured. 

Peacock-Crab. AC 15, 3 HD (14 h.p.), 1d6 piercing (beak). Hypnotic shell – save vs. paralysis or be fascinated until the beginning of the next combat round. (Fascinated creatures can’t take actions – they can only stare in awe until they are attacked). Morale 10.

Chartreuse Ooze. AC 12, 2 HD (10 h.p.), 1d6 acid damage. Mv 20', Morale Fearless. Damaged only by bronze weapons. Destroys flesh and leather on contact. Any creature killed by a chartreuse ooze becomes a chartreuse ooze within 1d6+1 combat rounds. 

Feral Hogs. AC 13, 4 HD (16 h.p.), 1d6+1 piercing (tusks). Morale 7.

Tuesday, February 12, 2019

My GM Philosphy

We all do this a little differently, so I figured it might be helpful if I shared what goes on inside my brain when I sit behind a GM screen.

For me, D&D is first-and-foremost a game. That means there are game elements at work: Puzzles, mysteries, tactical combats, hidden timelines, all that. It’s a fair game. Your enemies play by the same rules as you do. Yes, there may be some unpredictable stuff, things that occasionally blind-side you, or epic level NPCs who can do things that aren’t specifically spelled out in the rules. With time and effort and a little luck, you can learn to do all those epic and wonderful things too.

D&D is an odd game in that its win condition is a little nebulous – When I’m playing a Character, a win occurs whenever I accomplish a goal with style. It’s more about accumulating a mass of small wins than one really big one, but with a bit of time and cleverness and luck, a big win can definitely happen. When I’m GMing, a win is any truly memorable session. If you’re laughing about the time the ranger knocked the high priestess out cold by hiding around a corner and smacking her in the face with a shovel, two years after the session wrapped, that’s a win.

You can definitely lose at D&D, though. These, to me, are all-too-common losses—
•The table isn’t communicating effectively
•One player repeatedly alienates the group, usually by stubbornly clinging to their narrow interpretation of something (a rule, an alignment, a tactic, etc)
•Players forget that the GM is a player, too, and take for granted all the extra time, creativity, and prep work that GMing requires.
•Players are still mentally playing the last game, and aren’t paying attention to the one they’re in right now. This can be as innocent as the Rogue taking a bunch of trap damage because he forgot to search (which isn’t really a loss, just sloppy play), or as insidious as sabotaging the party’s best efforts because you’d rather be playing another system (and if this campaign wrapped early because of a TPK…)

These losses don’t have to be fatal, but they do need to be addressed when they happen. D&D is a hugely social game, and pretending like the only important game elements are the ones written down on your character sheet is silly. Role-playing isn’t just about creating a character, it’s about learning how to communicate effectively.  No matter how good we think we are at that, each and every one of us can find new ways to improve.

Teamwork makes the dream work.
Back to the game: I use die rolls to determine the outcome when there’s uncertainty about the outcome. If you try to bully the king, it doesn’t matter if you nat 20 on your Charisma roll. You’re getting thrown in the dungeon. Good dice won’t undo a bad idea, and talking smack to the king is always a bad idea. Likewise, NPCs remember how you treated them the last time, and they’ll treat you accordingly the next time you meet.

When appropriate, I use Morale tests and Reaction rolls to determine NPC motivations behind-the-scenes. It’s a hold-over from Basic D&D, but I keep using it because it keeps working.

Essentially, every NPC has a morale score (usually determined by rolling 2d6, or sometimes just assigning a common number—wild animals are 4-6, most people are 7-8, trained soldiers are 10, etc). When something morale-breaking happens (loss of 50% hit points, asked to drink acid, etc), they test morale by rolling 2d6. If they roll over, they break, and quit the task in-character. Otherwise, they keep at it.

Reaction rolls are used to determine how an NPC (usually a minor one) reacts to you when the social script takes a turn. You’re talking to the bartender and you casually mention that you’ve just killed seven people. This bartender is a random commoner who might not even have a stat-line, and now he’s got a hard choice. The GM rolls 3d6 and adds your character’s Charisma modifier, either positive or negative. If the roll is 10+, the NPC reacts favorably to you (“Only seven, eh? Guy in yesterday said he killed nine.”) If it’s 6+, the NPC reacts neutrally (“Oh? Well, um, sounds like thirsty work.  Can I get you a beer?” And thinks, “This guy’s probably lying, but I need to call the city guard just to be safe.”) Less than 6, and it won’t be great (“You bastard! My aunt was stabbed this morning by a man in a tan coat! Draw steel!”).

Lastly, I tend to interpret things in the PCs favor. My rationale is that, as the GM, I have access to everything. I can always make the game harder. PCs only get so much to work with, so why not let them have their fun? This sometimes leads to people getting shocked by difficult traps / puzzles / monsters / social encounters down the road, because I’ve been pretty lenient early on. So we’re clear: Giving you the benefit of the doubt doesn’t mean, “I’ll take it easy on you.” So, there you go. You’ve been warned.

How to be an awesome PC in one of my games:

• Know the rules well enough to play your character. It’s fine to ask clarifying questions, and to ask for rulings, and all of that, but you should at least know what dice to roll and what numbers to add to them in order to make an attack.

• Try to strike a balance between roleplaying your character and doing things that are useful for your team. Don’t insist on rolling a Halfling ranger who only uses a longbow (attacking with disadvantage all the time because it’s some ancestral blah blah blah); don’t be an alpha-gamer who micro-manages everyone else’s movement phase or wastes time looting EVERY GODDAMN THING like he’s playing modded Skyrim without encumbrance rules. Make good, interesting decisions while in-character. It sounds simple, but that simple tenet is the Coca-Cola secret flavor formula for playing D&D.

• Help other players when they have rules questions. Or lore questions. Or any question at all that doesn’t need to be answered by the GM. There’s only one of me but there are several of you.

• Pay attention to the lore of the setting, and make a character who interacts with it. My settings are always filled with weird in-jokes and hidden references and if you actually pick up on them, damn, I love you for it. Plus, there are always hidden clues on how to beat bad guys and solve puzzles, so there’s something in it for you, too.

Sunday, February 3, 2019

Dark Age of Sigmar - Time-Stamp: Feb 2019

Right, then. I've gotten excited about Dark Age of Sigmar, and because I'm going to be pushing into new territory, I'm going to share some photos of my current mini collection. Some of this stuff goes back about 10 years, some of it's about 3-4 years old. I haven't taken photos of anything current, mostly 'cause there hasn't been much new going on. I haven't really done anything with regard to minis for the past 2 or 3 years. But, the bug's bit again, and while I figure out what that entails, here's a bookmark.

Wednesday, January 3, 2018

Some Nearby Towns in the Badlands

Valley of Fire, Nevada [Wikimedia Commons]

Lormond, pop 21,000. Not so much a town as the largest major city in the Badlands. Lots of stuff to see and do, and plenty of trouble to get into. More later.

Scarletton, pop 2,500. Famous for its hospitality. Lots of great inns and restaurants, including—
·         The Barbarian’s Alehouse (14 g.p./night), famous for herb-encrusted goat shanks
·         The Screeching Carp (12 g.p./night), famous for its fish beer and bacon-wrapped-bacon
·         Newt’s Nest, a bawdy tavern where men of rank or privilege go slumming
·         Skull Market, where orc-tribes come to trade openly with the human population
Scarletton is centrally located between Lormond and several smaller communities, so it’s a natural trade center.

Hurstmouth, pop 5,800. Originally built to exploit easy access to a freshwater stream, Hurstmouth is now a gateway to the Underworld. Law enforcement hasn’t kept up with the influx of new faces, and Hurstmouth is a dangerous place where unwary people lose their fortunes and their lives with startling regularity.
·         Donna Portia’s Magick Emporium, selling high-priced treasures to Underworld expeditions and wealthy tourists from Nyctopolis*
·         A lawfully-inclined constable named Rossdell Post, leader of a recently-formed town militia, has begun imposing fatal punishments for a variety of poorly-defined crimes.
·         The Paladin’s Rest has a reputation for being the best whorehouse in the Badlands.

Central Bluff, pop 740. Built around the tower of the mysterious Crystal Maiden, this little community is largely isolated from the outside world. Its people are whispered to be “wild eyed” and unpredictable. Its major industries are mining and the harvesting, preparation, and sale of rare gems.
·         The Crystal Maiden is an unpredictable creature who wields magical authority over ice and snow. She appears in different guises to those who seek her, but most say there is something “insect-like” about her form. If she has a name besides the Crystal Maiden, none in Central Bluff will share it with outsiders.

Wild Nevada [S4:E1]

Verdant Grove, pop ?? (est. 80-120). Due to some long-held custom of belief, the people of Verdant Grove wear only green clothes. It’s otherwise an unremarkable backwater full of loggers, skinners, trappers, and leatherworkers, who [some say] practice odd religious rites under the full moon.

Vandarbarton, pop ?? (est. 80-100). Poor farmland, a misty forest full of scrawny predators, some ramshackle huts, and a medium-sized herd of cattle. Also, a bar: Barren Crossing, where you can buy whiskey or beer, and the locals throw in suspicious glares for free.

Slattenby, pop ?? (est. 20-60). A flooded, miserable little hovel of a village, built in the shadow of Deathfrost Mountain** amid the Howling Forest on the shores of Barnacle Lake.

Badlands at the Blue Gate, Utah [Wikimedia Commons]
*,**: Names borrowed from the works of Zak Sabbath, James Raggi, and/or Patrick Stuart.