Wednesday, October 28, 2026

Shule

When I make a character be different than it is in "common" fantasy (i.e., D&D) the AI often struggles to understand what I want. I had a really hard time with Shule and getting him to look like a more realistic version of what I'd made in Hero Forge. But, with the weird sudden unlimited ChatGPT images I managed to get what I wanted. First, my unsatisfactory early versions. These are almost a couple of years old now, so the AI is quite a bit better now.







Even with more modern AI generators, it was a struggle. I guess I needed to work on my prompts.


This final batch is what i pretty much always envisioned; however. 





Tuesday, October 27, 2026

Darkness in the Hill Country as a pdf product

I enjoyed spending the evening last night putting together that string of blog posts, but on re-reading them, they feel like... stream of consciousness blog posts. They need a lot of editing; there are typo and errors, and there is just poorly written stuff. I'd actually really like to make Darkness in the Hill Country an actual campaign; a product. That means a rewrite and reorganization of sorts, but it's less work than it sounds like, because I have all of the raw materials that mostly just need editing rather than complete writing from scratch. What do I need to do to make this work? Let me make a list! I still need to figure out the order and organization of how I want to do this, but that can come later after I make a solid list of everything that I want to actually include.

  • Lysander Draven
    I need to update the map. I found that it had some outdated names and a few other problems. I really like the hand-drawn Tolkien style map in black and white (and red), so I'm going to go with that format. It will not be a map of the entire setting, but just of the area associated with the campaign, just like the map that I'm replacing. I've been wanting to do this anyway, although not with much urgency. Seeing the state of my current map makes it clear that this needs to be one of the first things to do. I'll include the map in basically the facing page material, or at least at the very beginning of the pdf. You know, just like all of the fantasy novels do.
  • I then want to take the annotated map text that I wrote a few years ago, update and flesh it out, mostly with other text from other posts that I've already done, so that I've got more details on the various races and places. This means that anyone could run the campaign in a pretty good facsimile of the setting as I myself imagine it, even though the sheer volume of text about the setting is still pretty low. What this will have, though, will be heavily concentrated on the stuff that's relevant to this specific campaign, and won't go in to stuff that is beyond it. This material will also help with character creation, since players will have a better handle on what all of the races actually are.
  • Although I envision, of course, that people will make their own characters, I do want to include pre-gens at 1st level that would be not only example iconic characters, but could be used if you wanted to instead of home-made characters. I want to expand my current list of iconics beyond what I currently have so that I have at least one example of every race, including the Appendix extra races. This means that I can use the four basic iconics already; Ragnar and Dominic Clevenger (humans), Kimnor Rugova (grisling), Cailin Clevenger (dhampyr) and I'll need more. I can dust off a few of my other characters, like Shule (goblin) or Marshall Kazar Thorn (orc), Oisin Dughall (woodwose), and I can even convert my D&D 5e character Vanze Maledict (surtur) to the system, and his twin sister (Vanisse), which I'll probably make a different type of elementalist, because that's how that race works. That leaves me short an iconic kemling, two other types of elementalist, and a seraph. Each character would have a one page character sheet, and a facing page description, and for thirteen characters, that adds twenty six pages. It's a luxury; I don't really need to do that, but it's a pdf. Who cares how many pages it is? There's a good chance that I'll put them in the back as Appendix material anyway.
  • I'll need to describe the 5x5 Fronts method of running a game, so that the material I have makes some sense. Although I'll flesh out the matrix with more detail than it currently has (including adding stat blocks for monsters and NPCs as needed), the basic format will remain more or less the same, so I'll need to explain how to actually use it and how it's meant to be interpreted.
  • Then, like I said, I need to further flesh out and add a bit to some of the weaker or more vague parts of the my current supercut write-up. I do not intend to add anything like maps of buildings or anything like that; I will remain clear that even with the more fleshed out format, this will remain a framework that can't be used without some finishing polish to make it fit your actual situation with your actual group. But honestly, given how 5e campaigns are written, I'm not that far off from their format in terms of providing useable stuff right off the page. I know a lot of gamers really want their campaigns and modules and adventures to be ready to run right away, but that's just not how I roll. Customization, both to each individual group, and to developments within the campaign as it is being played.
  • Also, if I'm adding some specific "blasphemous tomes" and other items, I should add specific stats or rules for them as well.
I don't want to think too far ahead, but there isn't any reason not to do Cult of Undeath after I'm done with this one. After that, Terror in Timischburg and the other campaigns aren't ready enough to even start this project; I need to do the 5x5 workup here on the blog first.

Monday, October 26, 2026

Darkness in the Hill Country Epilogue: Character fronts!

I created the 5x5 matrix plan for the campaign, but in reality, of course, I also really like to have details related to the characters, and challenges, nemeses, etc. from their past feature. Of course, because this is a plan in search of an actual game, I don't have any characters yet, but what I do have is iconics that are stand-ins! I'll create this epilogue post to talk about what I'd do with the iconics, and use that as an example, I guess, of what I'd do with the actual PCs when I have them. I added the iconics images to the Part 0 post, so I won't repost them here.

First, my lead iconic is Dominic Clevenger, a Humbrian ranger. He's in his mid to upper 20s; still young, but has been around enough to be skilled and experienced. He spent time not only as a Hillman Ranger, but as part of the infamous Shadow Division, which the Ranger Corps does not officially admit exists, and some people don't believe in. As such, his task was specifically to hunt down supernatural threats, as well as support the general Ranger Corps mission of blunting other threats to the people of the Hill Country. The Ranger Corps is an interesting organization, in that it ignores any of the political nonsense that goes on between the two largest rival city-states, Barrowmere and Garenport, as well as between the East Marches section and the West Marches (where Cayminster and Bucknerfeld are the most important city-states respectively, and which have tried to extricate themselves from the politics of Garenport, at least, as much as is reasonably possible.) The commission of the Ranger Corps is to the people of the Hill Country as a whole, and while various politicians and would-be tyrants have sometimes tried to lean on the Rangers for their own purposes, the Rangers have staunchly resisted being coopted as such, and the current crop of leaders of the various locations are loath to try again.

In any case, this post isn't meant to be about background on the Ranger Corps. Dominic is a former Shadow, but now is a freelance supernatural bounty hunter of sorts. He is often supported (and hired) by his old commander (Sir Liamond Wreldane) who appreciates having talented and trusted freelancers that he can work with "off the books." Dominic "retired" early after tussling with a corrupted ranger (Audrey Hardwicke). Hardwicke's corruption was exposed, but he fled from facing justice. He still has lots of supporters in the Ranger Corps (some of whom simply don't know the particulars) as he was a popular figure among them, and well respected before his corruption was outed to the leadership of the group. They decided, for better or for worse, not to make the cause of Hardwicke's fall public. What was Hardwicke involved in? Kidnapping women and children (mostly) for occult sacrifices. Hardwicke was no cultist; just a mercenary who was paid to not only look the other way, but even enable and assist with gathering "resources" for various cults. Now that he's been exposed, he's still doing the same thing, but he has to be more discrete, and he no longer has his wages from his Ranger Corps day job. He's gotten more involved with various crimes to pay the bills and has had to lay considerably lower than he's used to. In fact, he's mostly relocated out of the Hill Country entirely to Simashki. He's also consorted even more intimately with various shady characters, including taking as a lover the kemling witch Merra Kuzulash. (Who is actually another anti-iconic; I have one group of anti-PCs who are all bad guys, and she's in that group normally.)

Since I never came up with an origin for the voodoo dolls from the Tazitta Death Cults section, let's have Audrey and Merra be the source. Rangers, or former rangers, still loyal to Hardwicke keep him informed from time to time on the comings and goings of their organization and the Clevenger brothers specifically. He'll have a few ambushes set up for Dominic and his gang of meddling kids, although they'll just be lackeys, not Hardwicke or Merra themselves. When the campaign gets closer to its endgame, Hardwicke will himself make an appearance in an urban setting—probably Garenport itself—for a cat and mouse hunt at the worst possible time. 

It'll be nice for Merra to at least get a nod, although I don't intend to feature her much, or probably even have her make an in-person appearance at all. I intend for whole entire group of "anti-PCs" to be part of a future campaign when I get there. Some foreshadowing through this vector is cool. 

Audley Hardwicke

Merra Kuzulash

Second, Dominic's best friend and blood-brother is Kimnor "Kim" Rugova, an expatriate shadow sword from Lomar. As described in the background on Lomar and the racial description of the grislings, his people are cursed so that a small percentage of them fall victim to a cannibalism curse where they must eat the flesh of a human or demihuman or slowly turn in to a ghoul (damned if they do and damned if they don't, when the curse manifests.) A younger and more idealistic Kimnor was engaged to a pretty girl from his neighborhood, who later contracted this curse by pure blasted bad luck. Vowing to find a way to beat it, Kinnor tried to hide her in a Nyxian neighborhood. She was captured and lynched by a mob, and Kimnor fled in grief, disavowing his entire people and race and homeland in his despair. However... his fiancĂ© (Bethan Arghavad) was actually not lynched, or at least not terminally, and was taken by a Nyxian cult and protected from the law which mandated her death. She was prevented from devolving into a ghoul by being transformed into a dhampir—but she now gleefully hunts, kills, and eats her own people as per her curse, but does so with enhanced physical abilities and lucidity. Kim is going to have to discover and face this when circumstances bring him back to Lomar over the course of the game.

In the meantime, Kim has been hiding from both the terror of facing the supernatural, and his grief over Bethan (as well as his fear that it could come to him too) by being loud, boisterous, boastful—a hard partier, basically. But he also has a small pseudodragon as a pet. Kim's arc is rife with potential for really good character development as he faces his past and shows himself to be a much more serious person than he pretends to be.

Bethan Arghavad

I actually decided to turn the next two iconics into contacts, rather than continue to use them as iconics. But, since I already wrote this, I'll just repeat it here. I actually need to write the corresponding stuff about Ragnar and Cailin Clevenger, so I'll do that as part of the next campaign supercut, maybe.

Thirdly, Shule is an itinerant goblin thief. One of the main reasons Shule is wandering around the Three Realms with Dominic and Kim is because he's looking for his brother, who disappeared mysteriously. He occasionally runs into an old orcling pal who claims to have seen him, but the clues are always vague, often second-hand, and they've pointed to little other than the fact that he's still alive somewhere. As the party gets closer and closer to Garenport, the sightings and rumors increase. Turns out, his brother (Kemish) was press-ganged by orcling pirates on the Darkling Sea, but has done well with them and embraced their lifestyle. He's now first mate to an orc pirate (Charakaz Rees) who runs a sloop associated with Captain Taurak (of earlier campaign infamy). I'm not a huge fan of contrived moral dilemmas, but even I'm curious what happens when Shule's brother doesn't want or need to be "rescued." Or, at least he doesn't think that he does.

Shule

Fourthly, we have Oisin Dughall, a woodwose outdoorsman. He spent some time in his youth running with a bad crowd, and was an enforcer for a Chersky Mafia-type in Simashki (the true wretched hive of scum and villainy in the Three Realms, if you haven't gathered that already.) Because Oisin was fundamentally too principled to be successful as a mafia tough guy, he bailed on an operation that was a bridge too far. The operation proceeded anyway, but was a total mess because Oisin wasn't there doing his part. The boss's (Vaspar Oksandros) brother was killed and others of his organization were snatched by the Watch, necessitating expensive bribes to free the most important ones. Assuming Oisin had betrayed him on behalf of one of his rivals, Vaspar put a death mark on his head. Vaspar's rivals would also like to get their hands on him to find out what he knows. Oisin fled to the Hill Country, hoping that beyond the Sabertooth Mountains he'd be free to the gangster turf wars of Simashki. For a few years, this was true, especially as Oisin stayed in the rural areas. Vaspar himself has fled east as Simashki started to get too hot for him, and now operates a "startup" in Lomar, although he's got agents and spies throughout the Humberland Hill Country looking for opportunities. Oisin's ability to hide from his past is likely to take a turn for the worst, since Vaspar still blames him for not only his brother's death, but now even his entire fall from his perch in Simashki.

Oisin Dughall

Vaspar Oksandros

Darkness in the Hill Country Supercut Part V: Scourge of the East Marches

Last one! If you haven't, read the others in order first. Well... there will probably be an epilogue one that follows this, actually.

The northern shore of the Darkling Sea is disconnected from the rest of the Humberland Hill Country; although you can travel by land to this area, you will pass through the separate polity of Lomar to do so (discussed in the past), and most people arrive from Garenport or elsewhere by ship. Cayminster is the largest town here, and while it has strong commercial, political and cultural ties to Garenport, the hinterlands beyond is much more independent and has, at best, a kind of resentful dependency for some things from the bigger cities. They prefer to be left alone and not get involved in anything from the cities; from commercialism, to politics to even fashion, where they are stubbornly and in fact defiantly rustic. 

There are, again, many smaller communities which the map does not show, but Burlharrow is the largest of those that does show up on the current iteration of the map. (By large, I mean a few thousand people, though. Burlharrow in size should be comparable to some of the classic D&D and Pathfinder small starting towns like Hommlet, Sandpoint or Saltmarsh, etc.)

North of the Darkling Sea, the land is mostly clear of trees, except for relatively small stands, copses, or riparian stretches of forest. It mostly looks like shrub savanna with rolling hills, occasional lakes, streams or other waterways where thicker vegetation and trees grow, and small buttes, mesas and other rock formations that pop up too. The ground slopes steadily yet slowly upwards too, and once you hit high enough elevation, you get to the southern eaves of the Wolfwood, the great boreal forest that separates the Three Realms from whatever lies to the north (Old Hyperborea, Kurushat proper, etc.) This region is called the East Marches, and is kind of an expansion region for the Humbrians, as more and more of them are seeking new lands to settle away from the hustle and bustle of Garenport in particular.

Burlharrow also specifically lies in the floor of a shallow valley, and small lakes and marshes surround the town, but make for good irrigation for farming and the watering of herds; it's much drier in the rolling hills around town. The lieutenant-mayor of Burlharrow, one Gothbert Erhard, is determined to make Burlharrow independent. The mayor himself (Gunne Woodrow) is weak, indecisive and self-indulgent, and has become moreso over the years, so his advisors and other powerful people in town have taken to ignoring him and attempting to enact their own agendas, for good or ill. As rumors of the nonsense happening in Garenport that makes up the first post here about the Grand Duke and Duchess reaches his town, Erhard is even more committed than ever to this independence-minded course of action for the good of the region. However, other relatively wealthy and powerful players in town make a lot of their money with trade through Cayminster, much of it ultimately destined for or coming from Garenport. As this difference in opinion becomes more rancorous over time, the two factions have even acquired labels: the Loyalists, who favor closer ties with the cities to the south and west, and the Sovereigns who see Burlharrow as culturally but not politically allied with any of the greater powers with their intrigues and ambitions on the entire Hill Country region. In this, they are more similar to the Southumbrians, who also resist Garenport dominance and the Grand Duke's ambition to turn the Humberland Hill Country into the Hill Kingdom with himself as the first king, but South Humberland is far away and has its own local concerns rather than ambitions on bringing Burlharrow into its orbit. That said, Lieutenant-Mayor Erhard looks to Barrowmere as a model for how to create an independent political axis as long as you have enough geography between yourself and Garenport, and has even recruited a few Southumbrian advisors and others to support him; the militia captain of Burlharrow (Berold Geissfalk) was a successful soldier in his youth in the Rabb's Hill campaign in the south, and then retired from the Rangers. Erhard has also started an aggressive plan to lure homesteaders to the countryside around Burlharrow. There is plenty of open and empty (well.. empty-ish. You know how it goes) land to the south, along the eastern edge of the Darkling Sea. This is still an initiative in its infancy. Of course, the Loyalists, led by Dockmaster Murchad Gibson is alarmed by the attempt to grow his opposition by migration of people who have every reason to be Sovereigns and oppose the Loyalist agenda. 

Gothbert Erhard

Berold Geissfalk

Murchad Gibson

Anyway, this is the context in which the Burlharrow part of the campaign will be set. First, assuming that the PCs are playing along and biting on the hooks that I've set up for them, the first column would have them going to Burlharrow anyway to look for Morcant, the Duchess' former huntsman, who's got important clues about the whole "who's actually got a canopic talisman and who doesn't" affair. If they don't, however, someone they trust, like a Ranger, or someone else can set more hooks that there's urgent trouble up there that needs some attention right away. In reality, the town is beset with a plague, but it's not a natural plague, and the townspeople suspect that it isn't. Rats are all over the town, staring at people unnaturally, showing little timidity, and generally being creepy. Reports of rats the size of dogs attacking people are starting to make their way around town. This is true. The plague is man-made. Or... well, ratman-made. And the rats are the delivery vehicle for it. Why is some ratman trying to depopulate Burlharrow? Actually, the ratmen don't really care about Burlharrow at all; it's just a dry run of a new plague that they've developed. Of course, ultimately, they want to depopulate much of the rest of the Hill Country and spread from their home on Leng in the lands where humans once lived. (Wow, this could be a whole 'nother column by itself. But I'm not developing it for now.)

Secondly, the rats need to be stopped before they can spread more of the plague. While they've gotten bold enough to wander the streets by day, they can be traced to a nest outside of town which they normally enter through the sewer systems. Here the PCs will not find the absolute source of the plague, but they will discover lots of swarms of rats, some giant rats, and a handful of ratmen and maybe even a rat brute (see monster list.) This confirms that the plague wasn't natural. They'll find some clues here, though, that with a little effort and investigation will lead them back in to town (maybe not right away; other problems will also be pressing on them; see below) where they will discover that the mayor himself had something to do with the ratmen; they have his signet right in their possession among the detritus of the nest.

Ratman plague sorcerer

Rat brute

Thirdly, because so many of the townsfolk died so quickly, the graveyard outside of town hasn't really been properly tended to; many of the townsfolk have been buried hurriedly in shallow graves. As sometimes happens when graveyards are poorly tended, necromancy seems to coalesce almost of its own will, as if a malignant force with its own sentience, and ghouls are starting to plague the town; also stealing victims, eating them, or otherwise turning them into ghouls in their own right. While fighting off ghouls who have also become too emboldened to be left alone (I imagine, possibly an attack on the inn at night; which I'll conveniently locate kind of on the edge of town near the graveyard.) Curiously, through much of this trouble, the mayor has been seen very infrequently.


They'll find that there are quite a few more ghouls and bodies than they would expect from the townsfolk, and through a series of clues which I haven't yet invented, they could eventually be able to discover that many of the recently arrived settlers and homesteaders who have set off to establish and build homes in the hinterlands have been murdered and brought here. This is a major black eye on Erhard's plan to grow the region into an independent place that doesn't need Garenport, but even more so because it turns out that Geissfalk has been murdering them. He's brought in a number of mercenaries to stiffen the militia, who are actually little more than brigands, pirates and other murderers and criminals, and he did it because he was paid off by the mayor himself to blunt Erhard's plans, in spite of the fact that he showed up (publicly) at Erhard's request in the first place!

Of course, I imagine that everyone will want to confront the mayor when they discover this, but if they attempt to, they will find that the mayor has been dead for two weeks, and he's been Weekend at Bernie's-ified around town while mostly being holed up in the mayor's mansion. There are more ratmen there, as well as the ratmen mad scientist who created the plague, and rat brutes eating the flesh of the mayor's dead household and servants. The PCs can eventually discover two important things at the mayor's place: 1) the mayor was actually murdered and had nothing to do with the plague; it was Gibson who murdered the mayor, offered Burlharrow to the rats for their experiment, and paid off Geissfalk to murder the settlers and homesteaders, and 2) there is a horrible black book made of dried and withered human skin with the remnants of a face on the front cover. It will take the PCs some time to decipher and read this book, and it will have many of the same problems as a magical tome or grimoire, save with a study time in days instead of weeks and its not really about spells (although if any PCs are in to that, they could find a couple); it does have a cure for the plague detailed in it, though. In a pinch, the dried leather human face on the cover could even whisper the hints to the PCs.

I imagine that many sanity checks could be made as a result of what's found in the mayor's mansion. I love it.

Fourthly, hopefully the PCs are willing to bite on that hook all its own, but while they're perusing the book, the plague's real diabolical nature starts to make itself manifest; some of the townsfolk who survived contracting the plague are now turning into plague-zombies on their way towards becoming ghouls as a secondary set of symptoms, and have to be put down, probably. The situation is now quite dire, as they can probably deduce that the experiment has been going on longer than they thought and that's the source of the ghouls in the graveyard that they faced earlier.

Unfortunately, and fifthly, the cure isn't exactly easy to get. It involves, in fact, finding a rotted fairy ring in the woods nearby (referenced or whispered by the Book) and traveling to the Shadowlands, a parallel realm similar to the Plane of Shadow or the Upside-down, to use two references that most will probably get. I'm a little hazy on what exactly they'll need to do here, and maybe I can play it by ear as I get closer. I'm thinking that they need to find one of the shadow rosebushes with black roses and bring back enough of the flowers to brew a cure, but fighting off undead and minor daemons, and avoiding daemons that are probably over their heads to defeat, like a nosoi daemon might be involved. 

I also like the idea that having traveled to the Shadowlands and partaken of a black rose draught, that they will be marked going forward in some subtle way that will be plot hooky in the future, although again; need to determine exactly how that will play out as I get closer to it actually happening. I'm thinking of giving them a benefit/cost; something that's a cool thing to have, but also there's a cost to it. Shadowy animal companion for the group, and an improved resistance to any disease or poison, but their shadows now occasionally move independently of them. It takes them a while to realize out of the corners of their eyes, and they start to suspect that they've brought back something with them that they can't identify and confront, but which was not invited...

Darkness in the Hill Country Supercut Part IV: Savages of the Thursewood

Do I still need to do one of these? This is the 5th part (because there's a part 0.) Be sure and read the others before you read this one and you'll be all set. These last two matrixed columns are also all regional; this one taking place even further south than Barrowmere, but the PCs will likely pass near enough to it to get involved.

First off, recall that the original, core 5x5 has the PCs starting in the largest city and de facto capital of South Humberland: Barrowmere, and from there they have to get to Garenport, where the majority of the campaign's most direct challenges takes place. There really aren't a lot of options to get there, and the most obvious is to take the road directly east to the southernmost shore of the Darkling Sea and Burham's Landing. This will take them through the territory near Rabb's Hill. If, for some reason, they don't go near Rabb's Hill, which seems unlikely because it's by far the most obvious way to make the trip, the encounter can still be relocated to somewhere in the wilderness near Barrowmere. Even if they're going directly north through the impassible forest (which I don't recommend), or something else bizarre like that.

They'll encounter a caravan that's been recently raided (within a day or two tops) and robbed; there are dead guards and other members of the caravan that are still being buried, etc. A gentleman's daughter, Joan Wilmere, who I also made use of earlier, is missing, as is a number of important parts of the cargo. One of them is a chest that Professor Anton von Lechfeld was shipping to a correspondent in Roanstead (notice the attempt to reuse elements and tie these threads together to each other?) One of the survivors of the raid, who is too injured to immediately move, is nearly apoplectic with anxiety about this missing shipment; he admits if pressed that it included an incomplete copy of Nameless Cults being sent for protection, because von Lechfeld, even though he should have destroyed the thing, couldn't bring himself to get rid any source of knowledge, even one so balefully evil and obviously illegal. Von Lechfeld is actually a recognized expert on the occult, and is consulted semi-regularly by government agents, including the Shadow Rangers, so he has a bit of an indulgence against being arrested for holding illegal and blasphemous tomes of witchcraft and sorcery like that. This wounded caravaner (Eoman Gast) strongly suspects that the raid on the caravan wasn't about any petty robbery or kidnapping in a mundane sense, but rather that was the cover for the theft of the book. He also is very anxious about Joan Wilmere, suspecting that she's the chosen sacrifice for some horrible ritual from the grimoire. This conjecture is actually wrong; Joan was taken for a completely different reason that has nothing to do with the theft of the book (see below), but it makes sense, at least.

Joan Wilmere again

The robbery was carried out by bandits, but Eoman and others from the caravan note that several members of the caravan, who had been standoffish, seem to have disappeared at the same time; they are not among the bodies. Although this isn't conclusive, he's right in assuming that they were agents of evil the entire time, and arranged the ambush to run off with the grimoire. Their patron is a hermit witch-lord in the forest who seeks to "upgrade" his situation before he dies of old age and become a lich. This is Jareth Grym, and he was an infamous necromancer, heretic and murderer in Barrowmere a generation ago when he was younger. Presumed dead, he was merely lying low all these years instead. In reality, although he's certainly a terrible person and a force for evil, he's not been terribly concerned with the doings of South Humberland or anywhere else for that matter since he prompted the thurses to attack Rabb's Hill some time ago and burn it to the ground. The ritual he needs from the book doesn't require any sacrifices or damsels in distress, although it will eventually mean that daemonic and undead forces will congregate in the Thursewood around his tower. This will directly threaten South Humberland eventually, but it indirectly threatens them more immediately, as the thurse population has rebounded significantly since the purge of the forest after the Massacre at Rabb's Hill, and will be stirred up by the comings and goings of Grym and his undead.

Jareth Grym

Secondly, as I just mentioned, the thurse's are gathering in great numbers, and a powerful war-chief and his cannibal-shaman are whipping up the thurses into a frenzy deep in the forest. So far they've clashed with daemonic and undead servitors of Jareth Grym, but they don't recognize the source of them, but they've been raiding southwards into Gunaakt, and have hit the migrant route through the forest towards Chersky Island a number of times. They're tired of the incursions of the orclings into their territory and want to strike hard against both the orcs and the Southumbrians (who they imagine are inviting and harboring them; in truth, the Southumbrians aren't very happy to see migrant orclings either and encourage to keep moving.) They will continue to cause loads of problems for anyone in and around the Thursewood—which will include the bandits hired by Jareth Grym, and the PCs themselves, until the chieftain Gorthos and his cannibal shaman Morghox are both killed. That's easier said than done, given the vast number of thurse savages gathered to their human-skin banner.

Gorthos

Morghox

Thirdly, as noted, the corridor of migrating orclings comes right through the forest. Gunaakt is suffering a prolonged drought over much of its farmland, ironically and flooding through much of its jungles. In addition, a population bloom ofthe orclings has stretched resources thin. Not just the orclings, but also dangerous wildlife which preys on them has increased in population. These problems have exacerbated political and social chaos as warlords and self-styled bandit kings have replaced whatever passed for the status quo in Gunaakt previously. There's been a fairly steady stream of orclings heading for the new colonies on Chersky Island for some time. The journey isn't very safe, though—traveling to the Gunaakt border accounts for many deaths, and the territory south of the Thursewood isn't any picnic either. Passing through the Humberland Hill Country, they're not particularly welcome unless in small bands who behave themselves well and move on quickly, but the Thursewood itself has become the most dangerous part of the journey because of the thurses. 

It's entirely possible that the PCs won't care about the plight of orcs, goblins and their families. They are somewhat unlovely, and prone to violence and poor impulse control, and they're less intelligent and have less foresight than the people of the Hill Country. They're not really capable of integration except in very small numbers, and they don't make particularly good neighbors. But even if they don't take some compassion on the poor orcs and goblins and agree that allowing them to escape their basket case third world craphole of Gunaakt to try again on Chersky Island is a good idea, the orcs are at least more sympathetic than the thurses, who have no redeeming qualities whatsoever and are truly just monsters in a human(ish) form. To make it a little more appealing that the PCs might help a migrating caravan make it safely out of the forest, and maybe even establish a secure route that they can use for some time, I'll give the orcs and goblins a little bit of a friendlier face in the form of Balogh, a charismatic and even handsome orc soldier who's much more intelligent and civilized than the majority of them, as well as the orc sisters Cryn and Heren who are friendly and appreciative rather than entitled and demanding, hopefully making them a bit more likable and sympathetic too.

Of course, I want to challenge the character of the PCs; so there will be plenty of unlikable orcs and goblins in the group too. Are the PCs heroes, or just mercenaries, or even villains? This third column of the 5x5 will be a bit of a test for them; what will they do about this stranded caravan struggling quixotically against a forest that's a bit too tough for them to chew on their own?

Balogh

Cryn and Heren

I also like the idea that Joan was stolen by a hired mercenary who was supposed to just grab the book for Grym, but became infatuated with her and thought he could win her over by taking her along too. This hasn't panned out. He's a narcissistic and ridiculous man, not to mention amoral and inordinately self-absorbed. Evil in a very modern entitled toxic beta male kind of way. Frankly, he would have long ago raped her despite her protests, believing himself entitled to her, but as luck would have it, they fell in with the orc caravan, when he left Grym's tower. The orcs sensed that this mercenary Cesan Dughlas was shady and that Joan might be in some kind of trouble; Balogh has made sure that she stayed with them. Cesan has not been willing to run for it just yet, although he's very frustrated by the situation, but as the trip with the orclings becomes more dangerous, neither of them will be very willing to leave until they get out of the forest at best. Lots of roleplaying and drama for players who like that kind of thing to sink their teeth into.

Cesan Dughlas

Fourthly, speaking of mercenary pursuits, before the raid on the caravan that sparks this entire episode of columns, Eoman Gast was also tasked, if he could manage it, with sending any information about a golden idol buried in a lost villa in the forest back to his professor patron. The villa and idol go back to ancient times when the kingdom of Vuronezh stretched under the northern eaves of the forest. But Eamon has clues gleaned from von Lechfeld's research that makes him believe that he could find it. Sadly, in his injured state he can't, and frankly, the situation was more dangerous than he believed or even still believes. The villa is not unoccupied. I know this sounds kind of trite, but I'm not going to turn it into a sad dungeon crawl imitation. There is a hag named Eigyr Gwynn who lives there even though the villa has turned into a forested swamp and is very difficult to reach safely. Like all hags, she's not a good neighbor; she loves to eat children and all that jazz, but they rarely find their way in to her neck of the woods, and her forays abroad for human flesh are rare. But honestly, she's mostly just minding her own business when this opportunity to grab a solid gold Raiders of the Lost Ark head from the ancient house that she's squatting in comes the PCs way.

Eigyr Gwynn

Fifth, the last column may be one that the PCs don't choose. I like the idea of some kind of Predator-like monster deciding that it wants to hunt people in the forest, the more dangerous the better. Plus, the Erlking will be my first foray into what elves in Old Night could actually be like; maybe dangerous enough not to rate a routine monster line, but treated more like a unique monster of considerably more stature. The PCs might at first assume that finding the bodies of thurses or even orcs isn't a terrible thing; when they discover that the elf who's killing them wants to make a trophy out of their heads, and that he's much more dangerous than most other unique encounters that they'll have in the forest, they'll probably change their tune. Riding at the head of his Wild Hunt, the Erlking will be especially perilous, so I'll need to give some thought to exactly how to deal implement him.

The Erlking


Darkness in the Hill Country Supercut Part III: Pirates of Chersky Island

Once again, this is one of the threads of a 5x5 matrixed campaign planning strategy. There are five separate threads, and each thread has five "sections" or chunks. The point of this is to weave them together into an integrated campaign. And the 5x5 stuff isn't super detailed; in fact, the only relatively detailed section of this campaign is the very first introductory stuff that happens before the 5x5 matrix really kicks off. That said, the next three are a bit less developed even than the two that I already did, so these posts will probably be a bit shorter (mercifully.) Details can be developed as you're playing, because I don't like to create detailed plans too far in advance, because I want to be free to invent stuff based on what the PCs are doing. Anyway, this particular front involves travel in the Darkling Sea, so it ties to the trip to go find Morcant Gunderic in the first front, and is closely related to the next front, which is a geographical front that is meant to take place explicitly up on the northern shores of the sea. 

As the name Chersky Island somewhat implies, it was named by the Kemling Hamazin when their empire stretched its farthest colonies this far, but it has been largely abandoned except by a handful of secretive fisherfolk, hermits, pirates and runaways or criminals who have lived a precarious life on the island. Now, however, as the migrant crisis or orclings coming north from Gunaakt has grown, many of the orclings (again; a common term for both morphs of the race; orcs and goblins) have decided not to try and force their presence on people who's way of life would be harmed by their presence, and have sought out Chersky Island as a refuge where they can live in peace and friendly relationships with the other city-states around the Darkling Sea such as Cayminster, Lomar and Garenport. For about ten years now, streams of orcs and goblin settlers have moved to the island and established small ports, fishing villages and farming hamlets. However, this is somewhat threatened by those who arrive and decide that fishing, farming and trading are less effective than piracy. Now the friendly relations with their neighbors are souring, and the piracy problem threatens to become a major international incident between the orclings and the Humbrians and the Grislings of Lomar. With that, let's get to the column, which deals, in fact, with exactly this piratical problem.

First, the PCs should be approached in one of the port cities that they are in in one of the fronts that I already detailed. It could be Burham's Landing or Benchley, where they are trying to book passage to Garenport, or alternatively it could be in Garenport itself trying to book passage to Cayminster to follow up on the Morcant Gunderic clue. Or, if you've decided to make this a late game front, it could be in Cayminster or Lomar trying to get to Garenport back again, or even just in any one of those towns without the PCs necessarily looking for passage to anywhere. Here they will hear rumors all over the place of the latest ship to limp into port in the last day or two with its cargo stolen and its crew reduced significantly either because they fought or were taken prisoner by the orc pirate Captain Taurak. There's another ship anxious to leave with cargo, but worried about the safety of the sea-lanes, who are looking for extra protection (I know, I know, it's a tired RPG trope, but it'll work.) This is especially helpful if the PCs are trying to book passage somewhere; just make sure that your own ship Captain Borus is heading to the same place the PCs are headed. Naturally Borus' ship will be attacked by Taurak's, and there's be ship to ship boarding action and swashbuckling combat for the PCs to engage in. I envision that the most likely outcomes are that Taurak is driven off, but as he leaves he swears revenge on the PCs and the captain that thwarted him, or Borus surrenders before he's left with too few crewman to limp his ship in to port, and the ship (and the PCs, probably) are robbed by pirates. But if you want to do something more dramatic, or if the dice and the PCs crazy plans head that way, awesome. 

Captain Borus

Captain Taurak

Secondly, it seems likely that the PCs will be irritated at the villain that dared to rob them, but if that's not the way it goes, then the villain could well be irritated at the PCs that thwarted him. Spies from the Chersky settlement, usually corrupt goblins who can blend in easier than most, but possibly some paid humans or demihumans as well if that works better, will be keeping a watch on ships arriving in the various important ports, looking for the PCs arrival. Then, via messenger bird, quick communications will be sent to Chersky Island's pirate haven, Calak, where agents of Taurak or the pirates at large will send waves of thugs or assassins to kill them. One of these is the cult assassin Vrakmar Korr, who is meant to be pretty intimidating, and to travel with a cell of terrorist/assassins to support him.

Vrakmar Korr

Meanwhile, regardless of what does or doesn't happen to the PCs, Garenport, Lomar and Cayminster and other port authorities are losing patience with the increased piracy and are talking of mounting a military expedition to wipe the orcling settlements off of the island, since they don't realize that the majority of the orclings are simply peaceful farmers and fishers, rather than pirates. There may even be an approach made to the PCs to scout the island before an invasion, but perhaps the PCs just want in on the action because they've been involved already. There are a number of peaceful settlements on the island, all relatively small, such as Wrynn, Edenna, Roclus and Barion. Even a quick and casual reconnoiter mission will demonstrate that only Calak is where the pirates are from, and that the majority of the orclings are very nervous and hesitant about the pirates; they are as much victims as the people of the other port cities, but are in less of a position to do anything about it.

A deeper reconnoiter mission will prove that Calak has an even more sinister side to it than simply piracy, although naturally that's bad enough. A priest of Dagon has started the violent and depraved cult of said daemon among the pirates. While not all pirates are members of this cult, enough of them are to make the pirates a force to be reckoned with because of their occult sorcery and zealot approach, as well as the sacrifices that they make on a regular basis. Those who are part of the cult also take a Deep One on as an officer, and this underwater perspective of the Darkling Sea makes them especially dangerous to the ships that they would target. Taurak and his crew are among the strongest supporters of the priest of Dagon, who's name is Guarg Dreghu.

Guard Dreghu

Fourthly, whether the PCs reconnoiter on the island or not, there will be an eventual invasion; a joint operation coordinated between the Harbor-Master of Garenport, a self-styled "admiral" of privateers, who's the brother of the Lord Mayor of Lomar, and the ships of a consortium of merchants and marines from Cayminster, with a few additional boats or troops from other smaller port-cities all along the Darkling Sea. Without the PCs to direct them to the right targets (Calak and the pirate ships vs the other towns and the fishing and merchant fleet of the orcling civilians, they'll probably mostly just kill innocent civilians, farmers and fishers, while giving the actual pirates and cultists ample time to make their escape (mostly, anyway.) With any luck, the PCs could actually muster a militia of local orclings to assist in the cleansing of the pirate cove of Calak. Regardless, Guarg Dreghu isn't there when they attack, having been given advance warning of the approach by the Deep Ones. Although he wasn't given enough advance notice to evacuate most of the pirates, so he escaped with Captain Taurak's flagship to an even more remote cove with an even more remote temple to Dagon in it where...

Fifth, Guarg will summon a ketos (or the Ketos, perhaps) to attack Lomar, which is the closest target. After that, if he isn't defeated or otherwise stopped, he'll continue to attack coastal cities, including eventually Garenport itself, until the PCs either do something about it, or Guarg and the cult of Dagon are the undisputed rulers of the Darkling Sea's waters.

Ketos

As you can see, I've done my best to interweave this column with stuff going on in the two bigger, "major" columns, to reduce the temptation to ignore this one as a smaller threat that deserves to be ignored. It isn't, but I can see the players thinking that if they don't have really immediate reasons to get involved with it directly.

Darkness in the Hill Country Supercut Part II: The Tazitta Death Cults

Once again, the goal is to have a fairly broad campaign outline. Details shouldn't be planned too far in ahead, because you want to react to what the PCs are doing. I generally plan for about 2-5 sessions, depending on how slow the PCs move, and then based on what they do, I plan the next section. But these different "fronts" aren't chapters, there are five of them, they each have five steps, creating a matrixed plan. The point is to try and weave the different fronts together so that the PCs can interact with the entire tapestry all at once throughout the campaign, if that isn't too tortuous a metaphor. So, this isn't supposed to be taking place after the earlier front about the Grand Duke and Duchess; rather it's something that they encounter while traveling north, and probably solve entirely before they get all the way there, because it mostly takes place in territory that is north of Barrowmere, but west and south of Garenport. It's a great "on the way" campaign thread.

This threat is a regional specific threat that will cause a great deal of problems for entire area that's west and south of the Darkling Sea. This means that it doesn't really impact the whole Grand Duke and Grand Duchess scenario that I described in front #1, on purpose. In my attempts to weave stuff together, the PCs will encounter a "damsel in distress" as a kick-off moment in one of the following fronts, but she also has a role here in this one.

In order to do this, however, I need to set up some setting context. I initially wrote this about linguistics and languages in my setting, but since that neatly establishes the cultural and racial landscape, I'll repeat part of that original post here, with some parts edited out since they don't apply to this particular campaign. So, here goes. Wall of text incoming:

Common. I like the use of the word Common, because it's understood by all and is used by both D&D and Tolkien both. For all intents and purposes, Common is the language of the Hill Country or Humberland, and is also called Humbrian. For our purposes, it is equivalent to English. Because of the presence of Humbrian colonists, traders and more throughout the region, Humbrian has become... well, Common. There have been significant inroads of the language as the native language (albeit with different accents, perhaps) throughout much of the region. While clearly not everyone speaks Common fluently, or in some remote places at all, throughout the entirety of the Three Realms+, you can usually get by pretty good if it's the only language you speak.

Humbrian is closely associated with the Humbrians, of course, and their country, the Hill Country or Humberland. For purposes of comparison, the Humbrians should be like British Americans; essentially the same as the British, but in a newly settled frontier territory. Unlike in the real world, the Humbrians don't have access to return home, however; Humberland is their new home and there's no going back even if they wanted to, nor can they be supplemented by new arrivals or settlers from the old homeland of Culmerland (et al.) Except more Medieval rather than Colonial in dress and manners, etc.

Normaund. While not directly closely related to Old Culmerian, a strata of Normaundish aristocrats ruled Culmer for a time. While they were eventually assimilated and integrated (mostly) their language was distinct for many years, and many old texts in this language still exist too. It also added greatly to the vocabulary and structure of Common, and the dividing line between Old Culmerian and Common is somewhat arbitrarily pinned to the start of the Normaundish influence. Real world analog: Norman French. Many of the "nobility" of Humberland should have these kinds of names.

Brynach. A language that existed alongside Old Culmerian, and predates it in what was later called Culmer. In spite of its age and lower prestige, this stubbornly didn't die for a long time; there are still a few older people in rural parts of the Hill Country who speak or read this language, although there's not nearly enough of them to maintain a viable speaking base, and nobody speaks this as their every day language. That said many people identify culturally with the Brynachs. Real world analog: Gaelic and other British Celtic languages. 

Skellish. Distantly related to Culmer, but from a neighboring Old Country kingdom called Skelldale, some of the Colonists spoke this language. While all have assimilated linguistically to Common, literature in this language is important because it maintains elements of history and myth that were analogous to what the Old Culmers would have believed, but which they themselves lost. Some people still identify culturally to some degree with these guys, and even iconic character Ragnar obviously has a name from this language. Real world analog: Old Norse.

Timischer. The native language of the aristocracy of Timischburg, the kingdom immediately to the west of Humberland. Most of them still learn it, but for various social reasons, their Tarushan subjects have resisted using it natively, and the utility of the language has faded. As more and more trade with the Hill Country has penetrated the region the last several hundred years, most people in Timischburg have learned Common, and because the Tarushans and Timischers have largely resisted using each others languages to a large degree, Common (with a German accent) has largely emerged as the consensus language that both groups already knew and were willing to use to speak to each other. Timischer is on its way to becoming a dead language; well known by the scholarly, but spoken very infrequently, even in the homes of the native Timischer nobles as of the last few generations. However, it retains prestige legal status in Timischburg; signs are written in it, and many documents, especially older ones, are written in Timischer. Timischer nobles also use it to speak with each other when they want to separate themselves by language from those around them. Many Timischers of lower social class use it as well as a kind of insider language; Timischer mercenary companies push it as the official language of their companies (although most speak it as a second language) and some Timischer criminal groups outside of Timischburg have cultivated it as a way to keep their communications more secret.

Tarushan. Tarushan is the native language of the "aboriginal" people of Timischburg, which largely corresponds geographically with the old kingdom of Tarush Noptii. As noted above, it has no official status, but the Tarushan people still cling to it stubbornly, and many of the old Tarushan people refuse to learn or speak or read Timischer. Tarushan has less official status, but more actual use, and there are people in the rural areas, or among the Tarushan Gypsies who only speak Tarushan, with at best a smattering of Common. There are a number of older documents in a slightly archaic version of Tarushan that predate the arrival of the Timischers as well. Tarushan is clearly related to some of the other older languages in the region, although distantly, and has cultural, linguistic and presumably also genetic ties to the ancient kingdom of Kinzassal, which we'll cover later.

Tazittan. This is a minority language, distantly related to Tarushan but not mutually intelligible, of a number of primitive, rustic and hostile peoples deep in the wildernesses of Humberland, like the Haunted Forest, especially on the eastern slopes of the Sabertooth Mountains, and the Tazitta Badlands, of course. Although it descends from a literate society, there is no written Tazittan that anyone really uses today. For a social analog, you could consider Tazitta to be not unlike the Sioux language spoken in the 1860s or 1870s—except that there is less open conflict between the Hill-men and the Tazitta, mostly due to no resources in Tazitta territory tempting Hillmen settlement at the moment. The geographical and social limitations of this language make it one that's unlikely to be one that PCs would know or speak.  Although much more primitive in their dress and equipment, as befits a xenophobic and isolated population living in a hazardous and forsaken place like the Haunted Forest, physically and genetically, the Tazittans more or less resemble the Tarushans in their build and coloration; the original phenotype of the Kinzassal people who were ancestral to both—shorter and slighter than the Colonist nations mentioned above, with dark brown hair, dark eyes, and a tendency towards more olive skin, although some of them are actually rather pale. Think of the Black Irish in that case.

Grendling. The language of the Grendlings, or Wendaks, the actual descendants of Atlanteans who were on the mainland when Atlantis fell. Because the Grendlings are themselves a debased and rapidly devolving population, super xenophobic and isolationist, few speak this language other than them, and they teach it to no one. It is—presumably—a distant descendant itself of the language of high Atlantean civilization, but even that is not for sure, and certainly they don't resemble each other much now. The Atlanteans relationship to humanity is dubious. The Grendlings are not exactly human anymore, and the Atlanteans, their direct ancestors, probably were, but were very different than any human population around today. Many of them live in the Haunted Forest, where they clash with Tazitta barbarians and any Humber travelers who get too close to their territory.

Thurse. The bestial language of the thurses, at least of Thursewood. Because the anatomy of thurses is very different than that of humans and demihumans, it is widely considered impossible to learn to speak this language, although it is possible to learn to understand it... assuming you can do so without being killed and eaten. 

Orcling. The language of the orcs and goblins from Gunaakt. Still widely spoken amongst that race, especially the most recent arrivals in the area, but not by much of anyone else. There are few written texts in this language, and many orclings who have been in the Three Realms+ for more than a couple of generations have lost this language and only speak it haltingly if at all. While obviously not a human language, it needs to be mentioned because it's not an insignificant one, and some scholars are taking an interest in it as the Orcling population becomes more important.

Nyxian. The language of the minority population in Hyperborean Lomar (a city primarily of the Grisling race—both Zobnans and Nyxians are two "factions" of this race). The majority Zobnans who founded the city no longer speak their original language, and only speak Common, or whatever other trade language they've learned. The Zobnans mostly speak Common, and have no records of their former language, but it was probably a dialect closely related to Nyxian.

First, the Damsel In Distress from the southern regional scenario won't be detailed too much here, because she more properly belongs to the other front, but it's important to note that she's the daughter of, if not a Lord exactly, then certainly a landed gentleman, with estates in the more northerly part of South Humberland, near the Humber River that divides the Humberland Hill Country into its north and south halves. Specifically, she's from a little north of the town of Waller's Grove. Her father's lands, and the villages that have grown up around them are not on the map, but would be a bit north of Waller's Grove, but not all the way up to Cockrill's Hill. They're nestled in the fairly wide lands between the Chokewater Forest and the Garenkarst Bay (I should probably repost the map here, right?) There's an inland village of tenant farmers and freeholders who provide food for the whole area called Rettersville, and near the shores of the bay itself is the small port town of Benchley. This isn't a major center of trade; it's on the top of a cliff that goes down to the water's surface, for one thing. There isn't a good place to land large loads of goods for miles, but the townsfolk have built a trail of switchbacks that goes down to a broad pier, and mules or donkeys bring smaller loads down to the water, or up to the town. Small numbers of passengers make this run too, because it allows easier access to the interior towns north of the Chokewater Forest, Chokewater Ridge, and the Copper Hills than wagon trains from the Barrowmere or the rest of Southumbria. (Note; I've made a few minor changes to a few names, but I haven't redrawn the map. You'll have to figure out that Northumbria is now North Humberland, for instance, or that the Umber River is the Humber River.)


I like this step because it kills two birds with one stone. It's directly tied to step one of the South Humberland front too, since rescuing the D.I.D. there is, voila! the same girl we have here; one Joan Wilmere. She's fairly young; hopefully the PCs don't think that a 16 year old girl should be traveling across the Hill Country on her own, especially as she's been a fairly sheltered and naĂŻve 16-yo at that. But if for the some reason the PCs rescue her and just stuff her on a boat, then there's more hints here; she says that before her own kidnapping people had been going missing in Rettersville and Benchley, and that gossip of strange disappearances were coming down the road from Cockrill's Hill and Pineytop even. They can also hear more gossip from sailors or traders at Burham's Landing, or on the ship before it stops briefly at the Benchley docks. Obviously something is threatening the good people of this area.

Joan Wilmere

Anyway, this first box isn't usually how I do things. Rather than describing what villains are doing, it is just kind of a set-up and scenario for this particular column of the 5x5, and how the PCs would hear about it.

The second part of this column on the matrix plan is that Tazitta tribesmen have been targeting the narrow strip of land from the Copper Hills to the mouth of the Humber River; the majority of the Northwoodshire area. This has so far been small raids on isolated farmsteads and homesteads, so only a single family or small group have been vulnerable. But there's an escalation underway. The village of Roan's Mill which is between Rettersville and Cockrill's Hill, has been attacked by a much larger raiding party, but given that Roan's Mill has some several score people living there and a low stone wall around the settlement, as well as—more by luck than by design—a more defensible situation, they've managed to hole up and hold out, and are under a minor siege. This isn't  going to last forever, but they can hold out for a day or two, and if—as I think is likely—the PCs have come to Rettersville or Benchley to return Joan to her father, or because of the rumors of trouble that they've heard, they can be right there when a desperate rider from Roan's Mill shows up looking for help.

Tazitta Death Cultists

But, again, this happens whether or not the PCs come to this Northwoodshire area, although naturally if they don't come, then Roan's Mill will be in a more serious situation, and will likely suffer many more losses; both deaths in the attack and kidnapped victims who are dragged into the woods for sacrifices. A more curious detail, which again, I'll have to figure out how to have the PCs find this out if they aren't here for the attack, but find out they will is that the Tazitta attackers have created little effigies of the PCs out of bones, feathers, a bit of cloth, etc, and hanged them (by the neck) with small cords from the branches of the trees on the eaves of the forest where they entered with their captives. Once in the forest, their trail is lost as they walked over rocks and through a stream to throw off pursuers. A man from Roan's Mill will know of a famous scholar who lives in nearby Cockrill's Hill after leaving a post at the prestigious Academy of Mittermarkt to retire to to the countryside. He supposedly knows more about the forest Tazitta than anyone, having spent many hours interviewing captives or quislings over the years specifically to gain this knowledge. This will, of course, be Professor Anton von Lechfeld himself, a major NPC in a completely different campaign (coming in the next supercut I do after finishing this one!) I love that tie! Of course, it's entirely possible that the PCs don't go to Roan's Mill or Cockrill's Hill. But the effigies are still there nonetheless. If the PCs ignore that for too long, they'll find that the Tazitta bokor witch doctors have some kind of voodoo doll like effect on the PCs, and they'll start to notice that things are happening to them because of this. 

Why do the Tazitta bokor witch doctors have these, and why the PCs? I'm not sure yet. Plenty of time to figure something out there, though.

Tazitta witch doctor

In any case, what I think is most likely to happen is that the PCs will be in the area, will consult with von Lechfeld, and he will tell them that a Tazitta quisling a few years ago gave him a crude yet accurate and useful hand-drawn map of Tazitta sites in the Haunted Forest, including a few clearings with henges or menhirs, and a village deep in the woods almost against the mountains. There is the Mother of All Henges in a clearing in the forest. The sacrificial victims won't be sacrificed right away, although the PCs won't know that, so there'll be an element of trying to get there before it's too late. But the cultists waiting on a Nyxian sorcerer to perform the sacrifices, so if the PCs are in the area, they could get there before they're actually done. If they're not, then obviously they won't, and the sacrifices will be worse. In fact, they'll power the voodoo dolls against the PCs, and they'll start working almost immediately.

This Nyxian is from Lomar and he is even known as a researcher to Professor von Lechfeld, although he's not known as a cult-sorcerer; that's news to him. His name is Ampelius Pictor. If the PCs stop the sacrifices and kill or incapacitate Pictor, the threat from the forest Tazitta clans will be blunted. Honestly, they're not really into that whole Death Cult thing, and they were wary of the Prophetess who's leading their current aggression all along. They'd love an excuse to give the whole thing up and slink back into the woods.

Ampelius Pictor

If they don't, they will still be unreliable and surly about their involvement, but they will remain a threat to the Northwoodshire region nonetheless. Pictor is an ambassador from the Cult, sent to shore up their support with these sacrifices and a show of witchcraft meant to intimidate and frighten the people of the Haunted Forest. Oh, by the way, the Haunted Forest, as its name implies, can be a source of all kinds of other bad news if more is needed. It's famously "haunted" by Grendlings, but that's just the tip of the iceberg.

The third part of this front is to figure out what the devil is going on with the Tazitta and why do they have a Nyxian sorcerer working with them; one who's actually well-enough known that people in the area can even give the PCs his exact address in Lomar! If the PCs are not around addressing this stuff, then this stage can be skipped, or if they decide that they'd rather tackle the greater Tazitta cult-lands head-on, they can also skip it. At least for now, although that will leave the greater Nyxian conspiracy (see below) unresolved. This involves going to Lomar, investigating Pictor's home and or office (Lomar also has a University on par with that of Mittermarkt, and Pictor was a scholar there professionally.) Lomar has problems right now; the Nyxians are getting a little restless and unruly, and while the Zobnans are sympathetic to their cousins' situation, being a mirror of their own in many ways, they also have established a new life here in Lomar, and become relatively friendly with the locals; they trade extensively with the Hillmen, and other peoples further west, for instance. And even before settling in Lomar, both the Zobnans and the Nyxians had a very different and mutually exclusive view on what it meant to be Hyperborean Grislings. The Zobnans have no desire to take on the Nyxians' strange dark cults and culture, and are starting to get impatient at their lack of assimilation. Pictor was heavily involved in sedition and treason against the government of Lomar, and his people have no desire to see the PCs or anyone else poking around in his affairs. One of the reasons that this particular box in the chart works well for me is because not only does it give an opportunity to explore a new area and new people, but it also has a different vibe than the rest of the arc, with intrigue and skullduggery being a major theme.

Pictor's death, if it happened, will set the Death Cults back a bit, but the potential fourth and fifth boxes, if  the PCs "trip" them and cause them to happen are related to this conspiracy. The Tazitta death cults have had their grip on Tazitta society slip in recent generations, and their witch doctors were on the lookout for a way to re-cement their role. The Nyxians, on the other hand, have been increasingly frustrated with the Zobnans in Lomar being unwilling to embrace what—to them—were clearly the "pure" form of Hyperborean culture and cultic religion. The Tazitta witch doctors and the Nyxian death priests, who were forced underground by Lomarian law, entered into a pact to enable each other, brokered by the true master of both cults. The Tazitta wanted to rid all of the Hill Country, or at least Northwoodshire and the surrounding area, of Hillmen and return to their traditional way of life while the Nyxians needed a place to establish their own new city and settlements. The deal that the Death Cult of the Tazittans made with the Death Cult of the Nyxians requires that the Tazitta clans unite under the leadership of the Prophetess and the Nyxian death priests to drive the Hillmen out of the area.

By the way, the Prophetess of the Tazitta Death Cults was directly inspired by the real life Xhosa prophetess Nonquawuse. Except, y'know. More murdery. Instead of killing their cattle, they're killing Humbrians, mostly, and instead of starving to death, they are likely to bring down revenge genocide against them if the PCs can't stop it all from happening. You should read at least the Wikipedia article on her; she is fascinating, and I see the situation there as very similar.

The Prophetess

The driving force behind both cults, in spite of their fairly different appearance among two very different ethnic and cultural groups, is one of the feared Heresiarchy of the Twelve, specifically Jairan Neferirkare the Soulless. She hides Outside of the world, in a realm all of shadow and darkness. It may well be beyond the PCs to storm her fortress in the Shadowlands and kill her; in fact, I very much suspect that it is unless they are willing to muster an army of Humbrians to support them and still make it a Pyrrhic victory, if victory can indeed be achieved. If you've ever read Glen Cook, imagine a group of scrubby Warhammer Fantasy Roleplay characters taking on one of the Ten Who Were Taken. From my own monsters section of my rulebook, starting with the Heresiarch monster list and always customizing it slightly for each individual Heresiarch is the way to go. But still; players are clever. Maybe they'll figure something out.

Jairan Neferirkare