Wednesday, August 12, 2026

Oriental Adventures (3e)

Last night I queued up one of those super long music mixes from YouTube based on the search relaxing Asian themed music, or something like that, and read the last 40 or so pages of 3e's Oriental Adventures, which I'd been reading for a little while now. I'm not really, nor have I ever been, a fan of Orientalism, chinoiserie, yellow fever, or whatever else you may want to call it. Sure, sure, during the 80s, I thought video games about ninjas and martial arts like Shinobi or Double Dragon were pretty cool, and I played a lot of Street Fighter in the 90s. I remember thinking that I wanted to get around to watching Michael Dudikoff's American Ninja movies, although I never did, and now I have to imagine that they'd feel laughably bad and dated after a good 40 years of time has passed and the fad that led to them seeming like a good idea is long gone. The original AD&D Oriental Adventures came out the same year as American Ninja, and I have to think that the fad of ... whatever you want to call it is part of that same movement. (Orientalism seems like it would be right, but actually mostly refers to fascination with Western Asia, i.e., it's more Arabian Nights than Far East. Chinoiserie is usually meant to refer specifically to China, whereas the fad in the 80s was much more focused explicitly on Japan. Japanophilia works, I suppose, and to some degree weeb or wapanese. I'll stick with using chinoiserie and Orientalism, imperfect though the terms clearly are.)

Anyway, where was I? Oh, yeah. I've never been all that interested in the Far East, any more than I am any other exotic non-Western corner of the world. Sure, I'd like to visit, site-see, etc. and there are some elements of their folklore and culture that could easily be adaptable to fantasy gaming, but I'm a Westerner, and fantasy as a genre is heavily rooted in Western civilization (even in the far east, reference D&D players' older obsession with pointing towards Record of the Lodoss War, or even most of the the Zelda games) and I'm neither tired of fantasy rooted in my home civilization nor very tempted by exotica for its own sake. In fact, as time has gone on and its clear that Western civilization has come under sustained attack by our very own globalist, post-Western soi-disant leaders, I've instead become more entrenched into promoting my own civilization, and am even less likely to show much interest in Oriental Adventures than I was when I bought it, mostly just because I had money, I was still young, I was still excited about 3e, and I was always looking for options—not because I ever thought that I'd actually spend time or effort seriously playing in an Oriental Adventures campaign, nor that I'd ever consider running one. But I thought, if nothing else some alternate races, classes, prestige classes, spells, feats or monsters from that book would almost certainly be welcome, and mostly that's still true, even though I no longer care too much about most of those concepts, or the mechanical framework of 3e at all, anymore, for that matter. 

I do have two additional Orientalist products from more or less that era; both d20 books published by Alderac Entertainment Group, the original publishers of the Rokugan campaign setting that Wizards of the Coast used as the "sample" or default setting of this newer Oriental Adventures book; one is Creatures of Rokugan, which I bought because, hey, it was a monster book, and I can always use more monsters (although I also have a lot of 3pp d20 monster books that I read once, put on the shelf and never looked at again, this one included) and the Rokugan campaign setting, which I got new as a door prize at a local gaming convention in Chicago that I drove out to a couple of times in the early 00s. In spite of the fact that I've owned that book for over 20 years (although the copy was new, it wasn't a "new" product when I got it) I've never read more than a few pages of it. I've paged through it, and I looked specifically at the classes for it, like the ninja and courtier, etc. but I've never read it much otherwise. Which is kind of weird; if there's a type of product that I tend to be interested in in D&D, it's not really all that much new mechanics (other than monsters, and to a lesser degree, alternative magic systems, races and classes) but settings. This should have been exactly right up my alley as a new setting, that I got for free and have had for a good twenty years or even more... but never have read. 

Better late than never; one of the reasons I pulled Oriental Adventures earlier into the line was so that I would be prepared to read Rokugan honestly, so now I'll do that relatively shortly... after I read a few other physical game books that are in front of the line of it first, like Pathfinder Campaign Setting and Heroes of Horror and maybe either the Draconomicon  and Monster Manual III. Midnight and maybe DragonStar would be the only campaign settings (3pp) that I'd also make an attempt to read this year. But Golarion and other "Western" settings are the ones that I'm really most interested in (I know Golarion is, in reality, multiple settings stitched together, including it's own version of Oriental Adventures in the form of the Dragon Empires Gazetteer and the related adventure paths and other modules (Jade Regent, Season of Ghosts) but it's just a little dabble for variety, not the focus of Golarion. And with the development of my own settings, which I always prefer anyway, I only like reading other settings because I'm a fan of world-building for its own sake, and seeing what other people do is always interesting. I may utilize some of that stuff, for inspiration at least, a little bit, for my psionic Empire of the Mind-Wizards world-building exercise... which I haven't done anything with.

I keep asking the AI image generators to create an all psionic D&D party though, to see what I'll get. Not that I expect my setting development to look like that, but here they are anyway; or at least the latest.



One of the things that impressed me in spite of myself about Oriental Adventures is that it pretty casually posited a darker, lower magic setting than the default. Rokugan and it's ShadowLands enemy is actually relatively dark. Most of the magic using classes are replaced with the shugenja, which is kind of a wizard/cleric hybrid, I guess, but lower power and definitely less common in the setting overall, and subject to numerous social limitations. 

The book also made a point of talking very explicitly about limiting options to create a campaign setting, rather than the "throw it all in" approach that has become commonplace since this was published. The idea that you can actually tell your players no is one that seems to have been lost in official eyes.

Tuesday, August 11, 2026

The Black Stone

I've decided that Gol-Goroth is indeed going to be the villain of Cult of Undeath rather than Bokrug. Here it is, perched on the Black Stone. Sure, sure... Gol-Goroth wasn't really the monster of "The Black Stone", that was a Gemini AI Google search request hallucination, but I'm going to use it anyway, and treat Gol-Goroth like he's a little juvenile Tsathoggua. 

I got the HorrorBabble audio of "The Black Stone" and listened to it on the commute this morning. Turning the speed to x1.5, I had just enough time to finish it before getting to work. "The Black Stone" is, perhaps ironically, one of the absolute best Lovecraft stories, and yet it wasn't written by Lovecraft, but by Robert E. Howard. It has none, or at least very little of Howards' typical masculine "fight instead of flight" reaction that often makes his stories contrast with Lovecraft's, and could be one of HP's himself in many respects... but it isn't. If you haven't ever read it, you absolutely should. I have several copies of it in several different books, but the audio version I just listened to is free on YouTube (and I believe Spotify too), and quite well done. My favorite print version is in The Cthulhu Stories of Robert E. Howard, another book I strongly recommend to any fan of Yog-Sothothery. 

Gemini may have hallucinated into giving me answers about "The Black Stone" but I utilized its Nano Banana 2 image generator (since both Grok and ChatGPT were waiting on the reset) to give me this illustration of the story. It's missing a few details; I didn't think the naked sacrificial girl would make the cut of the built-in AI censors, so I didn't even ask for it, and it over-exaggerated the snake-like features of the cultists, a nod I was trying to make to Howard's other excellent (yet more sword & sorcery-like) Lovecraftian story "Worms of the Earth." It's often believed among fans that the titular Worms and the cultists of this story are supposed to be the same sub-human beings. I'll take the exaggeration. I have snake cultists going on in my Eltdown Fens already anyway.

In any case, I haven't done a lot of work on my supercut; I may have to finish it on Saturday if I haven't already by then, or even Sunday morning before church, but I'll get it done this weekend. I promise! I'll also finish in the next day or two the game book I'm reading (the 3e version of Oriental Adventures) and hopefully this week I can push to finish up Prisoner of the Horned Helmet, the novel I've been reading (except I haven't picked it up in three weeks or more). And, with any luck, Princes of the Apocalypse too, which I'm getting reasonably close to finishing. But I especially want to finish that supercut post and have the Cult of Undeath all finished up. Again. Now in new and revised under new management status. 

I'm still trying to think a little bit about the Strangers, though. How do you do classic X-files style UFO mythos stuff in a fantasy setting? I think that the Strangers aren't from outer space, obviously, but from some place very much like the Plane of Shadow, or Shadowfell for all you youngsters who only know it from 4e or 5e. When the Strangers shift into the Plane of Shadows, they can travel very quickly, and it creates a "light echo" that bounces around in the air or even in the sky in the normal world, very much like the fast-moving lights associated with UFOs. Except, of course, that nothing is physically there... it's just an echo in the real world of movement in a coterminous dimension. They also have cysts that are like little sections of the Underdark, but in the Shadow Plane, which are their lairs where they take abductees for experimentation. 

I wonder if I need to actually figure out what the Strangers are up to? I mean, UFO folklore is still a fascinating subject even without any real answers as to what it's all supposed to mean. The X-Files itself never really completely answered what was up either, partly because Chris Carter thought he could keep making bank forever, so he declined to actually end any story elements, unfortunately. (The show would have been dramatically better if it lasted half as long, and was always intended to wrap up satisfactorily. That's one thing that streaming shows have finally brought to our TV watching in America; shows that aren't mean to be open ended and keep going until they stop making money at which point they get abruptly canceled.) But I'll keep thinking about that the next few days before I actually post my supercut. I'd like to have at least some idea of what's going on, even if I don't explain literally everything. 

The bandit/Grendling threat is otherwise the least developed leg of this many-legged stool, so I need to think on that too. Maybe it doesn't have to be something that's deep, though. While people are either carrying or chasing the periapt, it stirs up all kinds of supernatural, which in turn stirs up the Grendlings, and they attack anyone passing through. I can make that pretty creepy with drums coming out of the forest, and finding remnants of cannibal attacks where people have been "gnawed upon" to use Antonio Banderas' character's line from The 13th Warrior. Ambushes and chases through the woods, until the players (well, their characters) either fight them off or successfully run away; it may well be sufficient without having to add anything else to that. But I'll continue to think on that and see if there's anything I want to add or not. Having the Wendaks be related to the people of the Black Stone, and therefore related to Otto von Szell's activities after all. I do like tying more of this stuff together, which probably makes it feel more like a campaign and less like just disconnected adventures that happen to be interwoven by fiat. 

Anyway, this post ended up being a bit of me brainstorming with myself, but that works well for me, so cool. Now I have a record of what I want to do before I get to my big supercut post, which will overwrite and supersede any previous stuff I may have said about Cult of Undeath.

Monday, August 10, 2026

Iconics again

I got two pretty good Kimnor images. I've got some new good Ragnar images, even though the originals were pretty good. I finally got a Dominic that doesn't have a crazy blanket over his shoulders. And although I like my images of Cailin, I simply cannot get AI to give it anything close to the correct pose. I don't know why it struggles so much with her, even when I gave it a reference mannequin. These two at least weren't the worst; the one where she had three arms was particularly absurd. UPDATE: I went to Grok rather than ChatGPT and started with a fresh prompt. Got, I think, the first Cailin results that I actually really like. And maybe getting rid of the braids is a good idea.






In addition to giving him a new background that looks like my older Ragnar images, and a more dynamic pose, he needed to be blonder so that he looked more different to Dominic.

Giving up on the wolf-fur cape and just giving him a wool one was, apparently, the trick that made Dominic work.

If I remember right, in my older Hero Forge models, I had Ragnar look dustier, and of course, Dominic was dressed for colder weather. Oh, well. They both get around a lot.

I think for Cailin, I just need to start over with a new prompt, and not specify the two knives, which is constantly throwing the stupid thing off. Just call her a D&D assassin and let the AI give her whatever weapons it decides to give her. 

I take it back; I did get one good image of her without messed up hands or grip or daggers. But I wanted another and after a dozen attempts or more, I still only have the one. Sigh. I'll try one more time tomorrow. And now that I've got Dominic working without a funky cape, I'll try and get a better pose out of him. And maybe one more Ragnar where he actually turns his head to a different angle.

Cult of Undeath: taking stock

I spent a fair bit of time looking over my latest Cult of Undeath stuff late last week to take stock of where I actually am, and it occurred to me after looking that I actually am closer to being done than I thought. In fact, I probably have more material than I can reasonably use, and if anything, I should cut back rather than look to add more. First off, let's take a look at my recent(ish) updates.

Old illustration from "The Black Stone"
1. The first front is basically a summarized version of the entire through-line story of the Carrion Crown itself, except with significant modifications, like Anton von Lechfeld actually being alive when it starts, etc. Honestly, this one is too busy. There's so much going on in this one, that all of the rest feel like minor side-quests in comparison. Which, I dunno, maybe that's not a problem. But I'm going to have a look at it and see if I can decouple some of the stuff out of the main arc and make it feel a little bit more like it's own story. The Frankenstein Werner Otten stuff in particular I feel is a little tacked on feeling, or is justified in being its own thing. Some of the rest of the stuff here can maybe be pared down or split off and associated with one of the fronts below. 

I'm also less and less happy with Bokrug being the villain at the end. I think I'm going to re-read Howard's "The Black Stone" and see if the monster from that works. I can't remember this being true when I read it a year or so ago. but Gemini thinks that it's Gol-goroth, while other references "posit" that it's actually Tsathoggua, or at least meant to be, even though Howard never actually claimed that. I had thought Gol-goroth was from "The Gods of Bal-Sagoth" but it's been a while since I read either, so maybe there's a detail I'm not remembering. UPDATE: I streamed the HorrorBabble audio version of "The Black Stone" at x1.5 speed while commuting this morning (about the right speed for podcasts and audio, I find, for most applications. It actually sounds very natural.) It doesn't ever mention Gol-Goroth. I thought that Gemini was hallucinating, and it was. Still, Gol-Goroth is described very similarly in many ways to Tsathoggua, and many people believe that Gol-Goroth is the inspiration for the froghemoth from "Expedition to Barrier Peaks" or whatever exactly that old module was called. As I recall, that's a bit iffy, even though the claim is commonplace. "The Gods of Bal-Sagoth" doesn't ever describe Gol-Goroth physically. It's just a monster that is referred to pretty obliquely. Still... I can use it. If Howard didn't bother to really describe it/him, then I can do whatever I want to with him for the most part.

2. The grafting of, essentially, "Cult of the Reptile God" but pretty heavily modified and blended with Lovecraft's "Shadow Over Innsmouth" story, but next to a swamp instead of next to the sea and snake people instead of fish people works very well. I don't think that that needs any additional help.

3. The feral vampire/ghoul attack on Gaskarfels also works very well. I just need to find a slightly more intriguing reason to make sure that the PCs feel motivation to go to Gaskarfells in the first place. 

4. The Strangers storyline isn't a storyline, it's just a collection of UFO-like things to investigate. I need to do just a little bit of connecting them to some kind of reason for them to exist. But once I come up with that, I've got plenty of material for the PCs to investigate.

5. The one that I hadn't done anything with previously was the bandits or outlaw attacks, but in one of my summaries of front 1 I talked about Grendlings attacking the PCs because of the periapt that they had. I think that's the solution there; not only does it connect to the first front better, but it's probably a little bit more interesting than just literally random bandits. 

So, I think I've got all of the material that I need to do my big supercut version of Cult of Undeath other than a few "connective tissue" items to make it all fit together better, and then I can consider that one "completed" too, after which I'll turn to adapting a bunch of Freeport stuff to Curse of the Corsair Coast. Not the order I originally meant to do it in, but let's deal with where we are today, not with where I thought I'd be a few years ago.

Sunday, August 09, 2026

Iconics iterations

The secret to getting decent AI art is patience and iterations. But you've also got to be careful, because iterations mean more AI artifacts start to mess with your image. I noticed when I finally got to do my "dark Bridgetown" on a big screen here at home that it looks like the whole thing is covered in Christmas lights; an obvious AI artifact. Anyway, that sometimes means just regenerating based on the original—maybe edited—prompt. Anyway, here's some more attempts at some of my iconics. I'm still not quite there with them, though.




Kimnor's face changed for some reason, and his silver-chrome eyes got lost. Both Grok and ChatGPT wanted to give him black hands for some reason. They kind of work as if they were gloves. What I think I need to do, honestly, is start over with a new prompt. Same for Cailin. And maybe I just need to stop trying to hard to get the wolf-pelt cape or cloak on Dominic. He'd only wear that when it's pretty cold anyway. I more regular light wool gray cloak would work more often. 

I kind of stumbled accidentally onto the swashbuckler justaucorps or frock coat for Kimnor, but now I can't imagine him any other way. It fits my vision of his personality really well too. 

These are pretty good, but still not quite there. And I'm even going to mess just a little bit with my Ragnar, even though I'm more happy with that result. I think I still want him with a bit longer hair on top, and a bit lighter blond.

COMING SOON!: A CULT OF UNDEATH supercut. I read over all my material, and I think with a bit of editing and reworking, I can actually finish off the project in a more or less 5x5 FRONT style already. If I hadn't been so busy and stressed out the last several months, I would probably have done it already. As a reminder, if I indeed ever posted this detail, my original conception was that if I turned these 5x5 fronts into novels, or at least story collections, then I'd have had Dominic and Kimnor as the stars of Darkness in the Hill Country and Ragnar and Cailin as the protagonists of Cult of Undeath. 

Of course, my second incarnation was that the 5x5 fronts were too complicated to do that with; they really needed to be two or three modest novels each, and it made more sense to split the protagonist duties, and have all four of them come together for the finale novel. 

That's a moot point. My novel writing ambitions are even more poorly realized by far than my blog posting or YouTube posting ambitions. I kind of hoped that I could get in on one of them like Sudowrite, maybe, before the tells and slop gets terrible as the AI model "advances" into uselessness, and it might assist me in making that happen, but that's just a vague idea, not really an ambition. 

In any case, I hope to do the supercut this week sometime. It'll take a few hours to write, but maybe I can do it a bit at a time.

UPDATE: Tried to generate more. Really having trouble with weird details. I can't get either of my normal AIs that I use to give Cailin a normal grip on her knives, which is really weird and frustrating. Did some new Kimnor's too, but they were only OK. One of them I had to crop; his face looked great, but they messed up his hands something fierce. I otherwise had to toss the more FUBARed poses, so I didn't get to modify Ragnar a little bit like I wanted to. For Kimnor, the floating pistol in front of his belt sash instead of tucked into it was the bigger problem; the one with the messed up hands had that too.

Also, I keep giving Kimnor a rapier and forgetting that he's a Shadow Sword. Whoops! Maybe I should just give him a rapier and make him a swashbuckler after all.






Friday, August 07, 2026

More iconics

I still can't quite get Dominic right. The wolf-skin cape is what's not really working out for me. I'll have to try a few more tomorrow. It needs to be behind him, not draped over his shoulders, I think, and have a buckskin inner lining.

I also want to make at least one more Kimnor image, even though I actually really love the Kimnor I did a post or two ago. But in the meantime, here's Ragnar, Dominic's older brother.


While they're very, very similar, the second one is better. He came out looking more like Chris Hemsworth than I expected, but still, cool, cool.

Here's Ragnar's young wife, the unfortunate victim of a vampiric attack, so that she's now a young dhampyr. Cailin Clevenger. It didn't really do her grip on the knives quite right, but it's still pretty close, and pretty good.


I like the second one better, but the grip on the left dagger is all wrong. I'll try to fix it with one more iteration tomorrow or Sunday morning.

Thursday, August 06, 2026

Dominic Clevenger

I did Kimnor Rugova earlier, but he's the deuteragonist, not the protagonist. I feel like we needed to make sure we did my protagonist, namely one Dominic Clevenger. This is a pretty good rendition. Maybe not quite perfect yet, but really close. I'll probably keep tweaking my prompt to edit it a little bit over the next little bit.



I also modified my Werner Otten image. He's really bigger than he should be; I didn't expect him to be 10-12 feet tall, which is kind of what he looks like. But other than that, I wanted to break away just a little bit from the traditional Boris Karloff monster, and it worked out really well.


Anyway, just a quick post.

Fixes for 5e

A discussion on how a fix for some of the most egregious problems with 5e is already right there in the DMG (5e, not 5.5. I don't know about the new one.)

To its great credit, there are a lot of interesting variant rules in the 2014 DMG. One of these is Gritty Realism, which I’m planning on using in an upcoming campaign: long rests take 7 days, and short rests take 8 hours. I haven’t played with it yet, but it seems - assuming that the difference between an hour, a week and a day matters at all in one’s campaign - that it combats a lot of “problems” with 5e:

The 15 minute Adventuring Day: It much easier (narratively, mechanically, etc.) to consistently put players up against the resource attrition that 5e seems designed for. Places that are safe for 7 days in a row are hard to come by, presumably mostly friendly towns. So, resource expenditure on quests (the best spells, abilities, health/healing) must be allocated with care. Decisions and performance in one encounter more significantly influence the next. The final fight of the week is gonna be tense.

Martial/Caster Imbalance: Casters can’t really count on getting to use all their best spells each fight. The endurance of martials and their short rest recoveries shine.

Many Annoying Spells Elegantly NERFED: Rope trick and Tiny Hut are no longer free short and long rests respectively (Tiny Hut with its ritual casting is still kind of crazy IMO but progress is made). For exploration oriented campaigns, Goodberry’s nourishment is no longer an every day gimme - casting the spell everyday (since the nourishing berries spoil after 24 hours) is an actual cost. Likewise Create Food and Water - it now requires more conscious use in periods of nutritional scarcity. Wind Walk gives you one day of crazy travel a week instead of 7 until you are very high level.

Wilderness Adventuring: Besides some of the aforementioned wilderness travel-killing spells getting nerfed, multi-day travel away from a safe haven becomes much more attritional (and thus a possible challenge requiring some planning) across the board: DMs don’t have to choose between parties going nova on every challenge or having a slog of multiple challenges each day. It is now possible that Ranger exploration abilities may actually matter and get used in a way that is more interesting than automatically solving any survival or navigational obstacle.

Time Becomes a More of a Resource: A lot can happen in 8 hours, or 7 days. The world keeps moving, dungeons restock, factions do stuff. Players get to trade off resting decisions against broader movements in the campaign world. Political and villianous developments can arise naturally. You can more plausibly have a race against time that plays out over days and weeks. You can also now plausibly make Living/Lifestyle expenses have an effect since they need to be paid semi-regularly: you even could let higher lifestyle expenses in a settlement let you shave days off of the 7 day long rest, for instance. There is now a pace of adventuring that naturally supports the use of Downtime Activities. Parties will no longer look back and realize they went from level 1-10 in a few weeks.

Of course, the other problem is bloat. 5e claims to be simplified compared to earlier editions. That may be in terms of some questions of complexity, but the page count begs to differ. I asked Gemini to summarize for me, and it came up with the following page counts for the combined three core rulebooks for each edition, PHB, DMG and MM.

  • 1e: 480 pages
  • 2e: 831 pages
  • 3e: 722 pages
  • 3.5: 960 pages
  • 4e: 832 pages
  • 5e: 992 pages
  • 5.5: 1,152 pages
Calling 5e or 5.5 a pared down, simplified game system compared to earlier versions of D&D, (and honestly even 1e is too complex by far) is a joke. If the books are going to be huge anyway, give me some meat on them. But better yet, let's not go for the complex gaming.

What I find with 5e, limited in some ways though my experience is, is that the game itself plays very similarly to 3.5, especially in combat, which isn't good, but it lacks the character customization that made that complexity tolerable. In other words, in spite of a few shortcuts, like advantage/disadvantage and stuff instead of calculating bonuses and penalties (which I didn't do anyway; I always saw that as an example rather than a rule) they actually cut the part of the complexity that I liked and left all of the complexity that I didn't. And somehow, still managed to become significantly larger.

Sure, some of that is adding more spells or monsters, or whatever. But again; the game isn't simple. That's an insane thing to claim.

But the solution above? It works, if I run 5e. I'd still prefer not to run 5e.

This has nothing to do with the post. It's just gratuitous visual interest.


Wednesday, August 05, 2026

Kimnor Rugova

I don't know why I've made so many iterations of Revecca von Lechfeld, but I haven't done the actual iconic characters for Old Night. Anyway, here's Kimnor Rugova, iconic grisling swashbuckling shadow sword (although he also usually carries a rapier and flintlock pistol. At least he does in this image.) Tomorrow I want to get a good Dominic Clevenger.

Normally my Kimnor has a Van Dyke moustache and beard, but here's a clean-shaven version of him. I'll generate the next type when I'm available to do so (I think I need to wait almost seven hours before my limit resets.)

I've also been working on kemling variants, but I'm not yet sure who these are. The one with the mustard yellow might an NPC gangster villain, Vaspar Oksandros.




And finally, I took my old Frankenstein's monster Werner Otten, and made him look a little bit less like the movie version with the beat up old suit coat, and more like a D&D flesh golem.


UPDATE: the "real" Kimnor, with his beard and shadow sword. 

Kemling gal based sorta on the same original.

"Dark Bridgetown". I had an earlier version done like this, and I wanted to again.

An AI image that I found online. Actually, a few of them.



Saturday, August 01, 2026

Bridgetown NPCs

First, the complete, correct (until I spot some kind of error, I suppose) collection of Bridgetown images.

Summer night

Spring

Winter

Autumn sunset

Fall

Early summer

Late summer (original image)

OK, that project now complete and out of the way, some NPCs you may encounter.

Eward Galland — A middle-aged, sturdy fisherman.  He owns a boat that he operates with his son, Holte.  He's widowed and also lives with his daughter, Vittoria, who is an accomplished tracker and trapper of small animals, preferring to avoid the company of the Bridge-folk for the solitude of the woods.  Despite his rather taciturn children, Eward himself is friendly and kind, and among the townsfolk, is the most likely to be convinced to help in a tough spot.  Bring danger or trouble to his children, though, and you'll see a dark, ugly side of Eward. He lives very close to the south gate. Eward and his stoic son Holte are your go-tos if you need help traveling up or down the river a short distance (no more than a few days in either direction, probably) and know almost all of the towns, villages and hamlets along the river for many miles in either direction. Vittoria, on the other hand, is most likely to ignore the characters entirely, although she's got a wild beauty about her and has occasionally attracted unwanted attention from local boys and young men.

Braz Quint — Owner of the Hamath's Spirits, the inn, tavern, and general store for the Southgate district, including a storefront even just outside the gate, backed up against the gatehouse wall.  Braz is a large man, who displays a degree of wealth unusual for this part of town.  His common room is nearly always full, while his rooms rarely are except when a wagon train, caravan or large cargo along the river is in town along with its visiting workers and merchants.  In addition to running the inn, he also is a local brewer, and most of the folks in at least the south end of the city drink small beer brewed by Quint as their day to day drink.  Friendly on the surface, Quint is also notoriously untrustworthy and cowardly.  The locals like to hang out in his common room and drink his spirits, but otherwise don't trust him with much. That said, he somehow seems to know more rumors than people are willing to tell him (why they don't trust him much). It's not clear how he hears them.

Bruna Greyne — Although she purports to be a simple assistant and serving woman at the Hamath's Spirits; a distant relative of Quint's taken in by his charity, secretly she's actually an agent of the Giersa crime family from out of town.  Rumors about how Quint got saddled with her from the few who suspect her affiliation involve him being deep into debt with the mafiosos. If dealing with Shule (see below) isn't your thing, but you need an underworld contact, which is a bit more difficult in Bridgetown than in most comparably sized cities given the intolerance for crime that Bridgetown has, Bruna is a good bet. 

Dillon Kendrick — An extremely skilled craftsman, Dillon claims to be able to fix anything that comes through town, and make most of what else is needed.  His skill with his tools makes him a popular person in town.  Idle talk around town occasionally refers to rumors that he honed his skills working with the Giersas in Garenport, and has "retired" to the country—with a head full of secrets.

Geoffrey Vincent — The Lord Mayor and official town leader, Vincent is notorious for being somewhat indecisive, and its no secret that Camilla, his sturdy farmwife and a highly religious person, actually calls the shots.  She is greatly respected, but has little patience for fools. They're both somewhat elderly, but have still three young children, having been married late in life and struggling to conceive for many years.

Evike von Rajecz — As a Tarushan "Gypsy" Evike is one of the most exotic townsfolk.  She lives simply in a worn but once colorful traveling wagon or coach that's been parked in a tight alley for many years, long having given up her roaming days, but is famous for her fortune-telling—which is only taken half-seriously by the townsfolk. She's still relatively young and pretty, and many of the men are fascinated by her. It's not clear what exactly is behind her wagon, since it is unreachable (her wagon blocks the way) but there are rumors among the busybodies that all kinds of unusual things happen in that alley behind her wagon, including that an entire secret low house exists there. A house of ill-repute, of cultic sacrifice, or simply of decadent luxury are all popular rumors. Evike acknowledges none of them.

Kemal MacCormack — This brusque woodwose is one of Southgate's primary sources of non-seafood meat, furs and leathers.  In addition to hunting and slaughtering, his place just outside of town on the banks of the river doubles as a small tannery and leatherworking facility.  He's taken a liking to the similarly taciturn Vittoria Galland, calling her his "little niece."  He knows more about the lands nearby than anyone else around. Herds of cattle, pigs and sheep fill his fields, although he seems to like hunting more than tending them.

Gisati Tahhi — A middle-aged kemling woman, who lives in a large house with a bunch of children, none of them her own.  Most of them are orphans—or presumed to be—who shipwrecked on the banks in the winter with her eleven years ago just north of the harbor when they were all infants or toddlers.  They were brought into the town and her services as a small orphanage were seen as good for the town.  More children were moved in, the biggest wave after a bout of plague swept through the town.  Curiously, she claims no knowledge of who her charges were or what the mission of the ship was that brought them.  The captain was killed in the wreck, and her claims of amnesia seem to be legitimate. There are fewer kemlings in this town than most, partly because an underworld war in town about a generation ago drove the underworld truly underground, and they now keep an extremely low profile. As another consequence, though, the Chersky mafia was truly routed, and no one, criminal or otherwise, would tolerate their presence in Bridgetown if it were known. This is one of the reasons why Oisin (see below) comes here frequently; it's one of the very few cities of any significant size where there is almost no chance of a Chersky spy seeing him. Some are suspicious of Gisati because of her race, but many in town admire her caring for the orphans and don't tolerate talk about her.

Anton von Lechfeld: Anton is a renowned scholar and investigator into the obscure and the occult. He had a storied career at the Academy in Mittermarkt, but is now retired to the Northwoodshire countryside after the death of his wife in Timischburg, where he continues his research independently and lives with his teenaged daughter Revecca. Von Lechfeld is an older, middle-aged man, who has a dispensation from various authorities to study things would otherwise be illegal for most. His knowledge of the occult, necromancy, daemonology, and the forbidden is prodigious, although he himself is no necromancer or daemonologist. Rather, he's occasionally offered his services to various organization, such as the Shadow Rangers, the pursuit of rooting out these baleful influences. He studies them with an eye towards protecting his people from them. Von Lechfeld tends to be friendly and polite, if closed off and quiet. His eyes get hard and he will go out of his way to help anyone who is on the track of a vampire, but he clams up and will often send away anyone who brings an influence who he believes might threaten his daughter. Von Lechfeld still travels a fair bit consulting his colleagues, or otherwise doing research, and sixteen year old Revecca is used to being alone for weeks at a time, other than a few household live-in servants.

Drancent Hewe: Hewe is also a renowned Zobnan scholar, although his area of expertise is not the occult, and he will generally indicate his distaste for any investigation into "generic" occult items, and provide a very high DC due to his reluctance to address it. He spends about a third of his time in Lomar, where his people are and his "permanent address", but he also has highly profitable "gigs" in both Garenport and Barrowmere, where he'll spend months at a time as a guest researcher in their universities and academies, living relatively large in houses in the center of town. But he's already set up in a house near Professor von Lechfeld, and is eyeing it as a retirement destination... not that he's ready to retire by any means. His real passion is history, and he is especially knowledgeable about ancient kingdoms and places, languages, the history of the Kin kingdoms and their comings and goings, meaning that he is spending more time rather than less in Bridgetown, since its close to his area of research. More recent history, or history of more recent people like the Hillmen, he finds boring. The older and more obscure, the more interesting to him. Hewe is a Zobnan grisling, and a confirmed bachelor, although he's still only in early middle age (because of the pale coloration of grislings in general and their white hair in particular, they sometimes look older than they are anyway.) He's in good shape, but he is somewhat indolent in his habits. He can sometimes be more easily persuaded to help out by someone who brings him a bottle of fine wine, exotic cigar, or who buys him a very fine meal first. He's a snappy dresser in finery that looks a bit exotic, but would otherwise be fit for what most people imagine nobility dresses like. In spite of all this, he's not averse to some real adventure, and if you have a really exciting (to him) thing that you're looking for, he could even be convinced to come with as a guide or on-site expert. Although he'll probably pack way too many clothes and require his own packhorse (or two) for all of his luxuries.

Shule: Shule is also a subject matter expert, but not an academic; he's the kind of person you go to for street smart wisdom and experience. As a goblin informant around town (whichever town he happens to be in, and he does wander quite a lot... but for peace and quiet, Bridgetown is his favorite and he's most likely to be found there) his information seems nearly unbeatable. In addition to being an informant about what's going on in the criminal underworld, Shule is also an important liaison between the PCs and potentially all kinds of other criminals and the services that they might offer; smugglers, black-marketers, fences, protection, and more. However, if it's the Chersky Mafia that you're trying to get information on, the only thing Shule will give you is whatever intel can be used to discomfit them. He hates the Chersky Mafia with an abiding passion, and isn't super keen on any kemlings at all, frankly, whether they're related to the Chersky Mafia or not. This can occasionally get the PCs in trouble, if Shule's prejudice against the Cherskies causes the PCs to be seen as enemies of them as well. Shule has a rat that he always keeps with him, and he's rarely seen without it perched on his shoulder, or resting in one of his pockets. Sometimes he holds it up on his wrist and speaks to it. Some who know him believe that the rat is actually the eyes and ears of Shule's outfit, and that somehow he is able to communicate what he sees back to Shule, which explains his preternatural street smarts. Others, of course, think that this is superstitious nonsense. 

Oisin Dughall: This large and strong woodwose used to be associated with the Chersky Mafia himself, as many urban woodwose were, as shakedown and protection, rather than deeply involved with the organization. Oisin, however, had a falling out with the Mafia. He's been "out" for a number of years, and spends most of his time in the rural areas of the Hill Country, avoiding the cities, and trying to keep a low profile. Bridgetown, in part because it is not connected to the Cherskies, and because it's the only city of decent size that has a rural character, is one of his favorite stops. That said, he's a friend to many rural homesteaders, hunters, scouts, trappers, and other men with a lonely occupation in the wilderness. He's hard to find, but because he wanders across the Hill Country, he could be nearby almost anywhere if the GM needs him to be. Other hunters, trackers, homesteaders, and woodwoses may also have knowledge of where to find him, although they're often suspicious and protective, and will only share such knowledge if convinced that the seeker is a genuine friends of Oisin. Oisin's support to potential PC activities can be quite varied. There are fewer experts with more knowledge of the backwoods and backcountry of the Hill Country than Oisin, and he can be consulted about what happens and what's to be found outside of settled areas, where his advice and knowledge is second to none. Where he can be even more helpful, though, is that because he's always on the move anyway, it's not hard to convince him to travel with the PCs for a short time, offering his expertise freely. He's rarely lost, he makes good time across the wilderness, and he's an expert at finding food as well as avoiding trouble from other travelers, wildlife, or anything else that you might find in the wilderness. He's also a fierce fighter when he needs to be. However, he'll never stay with the PCs for long; a few days to maybe a week or two tops—and less if they are heading into a town, city or even a village for more than a night, or if they are magnets for trouble getting involved in all kinds of combat with all kinds of things. Oisin is friendly to those he knows, but always chary, with everyone. His eyes dart around carefully, he rarely looks you in the eyes, he often stops and ignores you, even mid conversation, as he listens for something beyond you; in short, he always behaves paranoid. 

Brythe Aermeld: This young lass can be placed wherever you need her to be. She was young, pretty, and ambitious, and was a student at the Academy in Barrowmere. She is a brilliant, if somewhat acerbic and sharp-tongued sorceress (or witch, if you prefer), but she's also an object lesson on why exactly witchcraft should be avoided. Corruption from her exposure to thaumaturgical rituals and energy has mutated her body. While she's still beautiful, after a fashion, she no longer looks remotely human, and is considered by sages to be a non-born cambion; i.e., a person who's exposure to witchcraft has made them half-daemon rather than one who was born half-daemon. Because of this, Brythe almost never leaves her tower; although her tower itself either seems to appear in multiple places, or there are multiple versions of it that she can travel between. It's been seen reliably in Garenport, Barrowmere, Simashki, Port Liure and Bridgetown, and reports of it being present in other cities exist as well. She will receive the PCs in the lobby of the tower, if they come to visit her in person, but will probably not show herself, preferring to keep the lobby very darkened, and her physical form hidden behind thick curtains or even a grated door. If she is gained as a contact, however, she doesn't need to be physically present to contact the PCs (or vice versa) she will give the character a small round stone inscribed with a few curious runes. If the character sleeps with this stone in his bedroll, or pocket, or otherwise on his person, he can speak to Brythe (and she to him) in his dreams as needed. If this is done repeatedly, eventually the rune will start to appear as a small mark on the skin of the character, and when it is fully realized, the stone will no longer be needed. Brythe is a prodigy in sorcery. She can, if convinced, cast spells for the PCs. She can give PCs spells that she believes that they are capable of learning. She can also offer all kinds of advice on occult and magical concerns. Most importantly, as she is constantly looking for a way to reverse her corruption and expand her own power, she will have things that she wants from the PCs, and is a great source of potential side quests and other tasks, which she will barter for with the benefits that she can provide. Brythe is very bitter about what has happened to her, and this is reflected in her arrogant and angry way of reacting to the world. Unfortunately, she doesn't accept responsibility for her condition, and hates the world, her former teachers, or anyone else who she can rationalize as a person to blame other than herself for her mutations. Or for that matter, anyone she can blame for doing anything wrong or inconvenient for her at all. But she is helpful, if you can tolerate her abrasive personality. Needless to say, she doesn't advertise to her neighbors what she is or what she does.