Thursday 15 September 2022

d100 Cursed Manors of Auldwood



































Auldwood 
Is industrial heartland of the kingdom. To the north are the semi-abandoned frontier wasteland of the three kingdoms and the Sourlands. To the south is the old empire rulled by the moonstruck mad king and the borderlands are at constant war. To the West are vast wilds and allied states in the great continental war. There are great woods and mountains west occupied by prehumans peoples and tribal folk who utterly reject changing their wild folk ways. In the sea to the north is Anglersland, Scarford Reef Islands and Exile Island the home of the world's greatest pirates. So in the Noble heartlands  their is a strip of coastline with many mines and several large towns. Here is the wealth of the kingdom concentrated for war production. 

But off the roads are the vast and mighty Auldwood. A brooding faerie cursed forest where all kinds of otherworldly creatures and ghosts and witches dwell. There are many famous manours that merchants talk about but there are many smaller minor ones and many more that over centuries have vanished and reappeared. Many nobles of these woods prefer to live in the towns and near the great courts. Most see the Auldwood as backwards, superstitious and more wild.  

d12 Gossip About Auldwood
1 Stay on the roads, especially at night, never take a path you just find in a hurry
2 Faeirie kidnap children and idiots to be their slaves leaving changeling spies in their place
3 If you accept the hospitality of a cursed house you become part of the curse
4 Wizards, thieves and druids come here to trade at secret goblin markets for magic
5 Many knights wait the road to challenge fellow nobles but ignore squalid common folk
6 Auldwood was once an elf kingdom and the wicked elves of the west want it back
7 With shortages of a kingdoms labour in auldwood employ goblinoids and kobolds
8 Peasants of Auldwood are bound by law to their estates and cannot leave without a lords permission. This is the old law was required to keep the region populated
9 Don't go hunting in Auldwood without a local guide who knows the local spirit folk
10 Auldwood is full of witches and outlaw spell casters from all over the kingdom seeking secrets of pre-human magic in the various strange caves and ruins 
11 Before you kill any wild forest beast make sure it cannot speak or the wild spirits will punish you if you murder their friends
12 Remember you manners in the forest as if you are visiting your grandmother on holy day lest the wild spirits who call the woodland home will think you a rude guest and punish you. Don't swear, don't spit, cover your firepit and bury the bones of beasts you eat

d12 Warnings you are in Auldwood
1 Sure you heard some animals talking nearby but found nobody
2 Trees moved overnight in your camp and beasts are untethered if bound
3 You see one of the wee folk taking a pee and it gives you a rude gesture and flees
4 Dream of a supernatural faerie lover who is everything you could desire
5 See something following you in the darkness, a nightmare thing only you seem to ever see
6 Strange whispering of the woods sounds almost like chanting or poetry
7 At every crossroad there seems to be
8 If a stranger offers you a warning, a riddle or a challenge ahead take heed
19 Cursed people and places are shackled in repetition and misery from mighty magic which can be thwarted
10 When danger is close everything seems more intense and dreamlike you sometimes see things like creatures or paths or doors that were not there before 
11 Shun strange new trails, tiny secret doors in trees, faerie rings or stone circles that can be portals to the otherworlds where eternal slavery or death await 
12 Beware strangers you meet in the woods for humanity is just a cloak for many supernatural beings to toy with mortals

d12 Why Go To Auldwood
1 A knight lost his adventuring son to one of the cursed halls and wants whatever responsible destroyed
2 A youth got into an argument with their family and fled into the forest and now things have changed and they want them to return
3 A wicked robber knight murdered and took hostages and the surviving merchant families have offered a reward for killing the villain
4 An enemy of the crown has fled into auldwood. they must be killed but greater honour due to those who can present the varlet to the king in person asuring great honours. The rogue has become a sort of bandit freedom fighter 
5 A family member of a knight has been taken by kidnappers into Auldwood and is now a hostage in a tower
6 A noble youth fled a massacre into Auldwood and their surviving clan want them back
7 The king wants order brought to the forest and these backward cursed manours to produce more goods. A detailed report on the state of the manours is needed by the king in secret
8 A noble who lives from income from their estate in AUldwood has never been there and wants experienced travellers as escorts to make a visit
9 A tax collector requires guides used to supernatural and strange matters to protect them from curses and 
10 A family of spook hunters requires experienced adventurers to protect them from angry mobs and supernatural enemies. They are eccentric but have some useful methodologies and ghost traps and occult expertise. They seem all cursed with clumsiness
11 A group of noble Gourmet enthusiasts want to try all the rustic Auldwood regional dishes so they can compose a comprehensive cookbook. They need bodyguards as they noticed they seem to annoy rural folk quite a lot
12 A strange map has been found with various halls marked unknown outside of Auldwood and the Kings cartographers want these places audited by some reliable contractors

d12 Additional Event C
omplication
When you meet any danger or encounter in Auldwood roll for a complication
1 Some type of woodland being watches in secret d4 1=gnome 2=goblin 3=brownie 4=sprite 5=talking animal 6=spirit animal folk in beast form
2 Attract a fearsome forest monster d6 1=owlbear 2=hook horror 3=carniverous ape 4=troll 5=dire wolf 6=winter wolf
3 Treant of tree spirit sees the event and may help in secret
4 Wild band of forest folk come to investigate d4 1=centaurs 2=harpies 3=goat folk 4=fauns
5 A witch takes notice d4 1=familiar 2=magical divination 3=animal minion 4=magical disguise
6 A band of humanoids detects noise d4 1=kobolds 2=goblins 3=hobgoblins 4=orcs 5=lizard folk 6=jackal folk
7 A lonely spirit witnesses drama d4 1=spirit of unhappy robbers victim 2=local land spirit upset by noise 3=hungry spirit craves some blood 4=wicked spirit attracted to fear and danger
8 A supernatural creature spies on the survivors for quite some time possibly offering aid in a time of trouble over the next d4 days (possibly at a cost) d4 1=Imp 2=Sprite 3=Cherub 4=Daimon. The creature if impressed may offer a boon to the worthy
9 An ancient thing crawls from the mossy ground its sleeping place d4 1=gargoyle 2=living statue 3=lesser golem 4=troll 5=ogre 6=giant toad
10 Ancient dead minion of evil is awakened d4 1=3d4 skeletons 2=d6 shadows 3= 2d+2 zombies 4=
wight
11 Some evil hears the names of the party on the wind and comes from hiding to cause them suffering and trouble d4 1=demon 2=evil demihuman 3=minotaur 4=witch. Some dark power whispers offer of rewards for doing this
12 Minor forest divinities choose to observe the party to judge their conduct and worth - they may leave a boon for the worthy d4 1=the green god as a shambling mound 2=the horned god as a goat folk 3=wild god as green hairy wild person 4=goddess as a Dryad with her d4 recent lover thralls

d12 Possible Curse Cures
1 Kill all those of the line of those who caused the curse 
2 Bring a holy relic to this place
3 Seek forgiveness from who made the curse and who will want some other toll
4 Representatives must pass a test of piety and courage
5 The affected must be sorry and atone as best they can
6 A chosen band of heroes will come to free you from the curse
7 Appeal to a deity to lift the curse often requires years of apologies
8 Beast or villain is the embodiment of the curse and must be destroyed
9 Object must be recovered on a perilous quest or another dimension 
10 A gateway or partial to another world must be found and sealed
11 A relic must be found and used to destroy the heart of the curse
12 A monument must be built or other colossal labour

A Witch in Auldwood is any unauthorised spell caster who unlawfully casts a harmful spell on a lawful kingdom citizen or property of a citizen without permission. They can worship strange foreign or old gods or daimon, worship nature, study wizardry or have blood pacts with the supernatural. Usually, spell casters belong to a guild or church that can shield them from accusations. In the civilised East Coast towns and villages, the Druidic faith is suspicious. In Auldwood locals revere them and even eastern most nobles begrudgingly accept their aid in gaining record crop harvests and honey. Those of the Druid faith are more likely to respect and appease wild spirits than fear them.

I'm considering an option for priests to turn other stuff besides undead and faerie might be a category - earthborn demihumans are immune to this - just for the plane-hopping minions. I'm still considering this extra turn category - I could even make extra types a non-weapon skill for clerics. Could have types like undead, demons, devils, elementals (each type), angels, faeries, lycanthropes, daimons, daemons, archons, deva, etc. I quite like my current cleric fx by alignment good=turn/destroy evil=command/charm nuetral=calm/return to grave.

 Auldwood is intended to use my Druid spell book lots and I'm having to deal with rulings I should have foreseen from players' antics. Which is why playtesting stuff is nice.

Will be updating my Psionics booklet as we changed some names in the druid book and will change other lists to fit. 
My Mentalism can be used as the latest in urban spiritualist occult powers and be used by tribal persons just as easily. Also has worked as an option for bards or for space elves in my more gonzo sf apocalypse games. Seem to be getting more real-world games of late and starting a Kosmosaur game. 

d10 Quick Curse Type
1 Curse of the Beast
2 Curse of the Witches
3 Cursed by Hell
4 Cursed by Demons
5 Cursed by Faerie
6 Cursed by Holy
7 Cursed by Nature
8 Cursed by Demihumans
9 Cursed by Gods
10 Cursed by the Old Ones

d10 Cursed Manors of Auldwood
01 Hunters Hall - gloomy ruined manour with semi intact house. They say there are treasures here but the great beast kills all it can catch and hunt. Other beastfolk lurk here and camp but all yield to the power of the beast
02 SIlverwolf Hall - the Argent family crest of three silver wolves and the house is surprisingly modern to recent court fashions. Special masked guests come and go. Strangers are welcome to stay at night and come to a feast. At midnight they all turn into werewolves even their servants
03 Fox Hall - Lord Raynard is a friendly noble in the latest fashion but his people seem surly and resentful. Long ago they evoked the fox god to replace a tyrant and now they are the thralls of this spirit being who torments them and is reborn monthly if killed
04 Thorn Hall - surrounded by vast maze of thorns populated by goblinoids and wyverns. Inside an evil witch holds the inhabitants in an enchanted sleep. In their dreams they labour for her home on the nightmare dimension
05 Blue Boar Hall - a gloomy castle on a crag over a dark crevice. Famous for storms, fierce boars, wolves and bears. The lord Barron Blue seeks to romance someone and get them to accept his devil-swine nature and remain engaged for one year to free his curse. He sometimes gets angry and murders then or their annoying friends. Local peasants live in fear of a beast that devours their most innocent youthful victims 
06 Blackheart Hall - is home to robbers, bandits, theives and assassins. They all worship the beast of Blackheart Hall the former lord Dorian Blackheart who is possessed by a minor named demon noble. If exorcised all the criminal scum abandon their wickedness and become just farmers 
07 Grail Hall - a friendly noble family welcome strangers as guests but the commoners all batten down their houses each night as if facing a storm. The pious seeming nobles cannot speak of the curse but must accept guests and speak not of the beast that kills guests each night or will kill a local instead
08 Tyger Hall - a small castle on a rocky peak, the noble family of knights of the old religion and the women of their family are all weretigers. These huge foreign cats roam this peak but will allow strangers to visit once on the way in then will swarm the path at every ambush point outside. Anyone taking the cats beyond the domain extends some part of the curse power and makes it harder to remove. A few of these cats have been taken to other places already
09 Elk Hall - a family of the old way dwell here and are welcoming to strangers offering a feast. During the feast a stag headed spirit being will arrive with great knocks on the gate and be admitted. It will challenge a person at the feast to a duel and carries a dreadful blade that is vorpral against mortal born. Any who take the sword by defeating the spirit being become the next elk man
10 Wyvern Hall - the clan here are gruff but offer a night in their bleak castle. All people within are unfriendly and alert for hidden evil. They scrutinise every action, item of clothing and word for hidden meanings or intended offence. Eventually they set on guest with an angry mob and steak them in the forest of the beast who comes to eat the sacrifices and bless the deluded cursed people. If defeated the people are restored to normal and feel terrible and become a religious settlement
11 Raven Hall - a grim castle with many swarms of raven in the areas. Once guests are accepted they are put in a tower room with food and guards where the ravens caw menacingly judging the newcomers. Late at night, one person chosen by the ravens will be taken by the noble family of were-ravens to a witch holy place to be sacrificed. The witches worship an elder raven goddess
12 Bleak Hall - a gloomy mist-shrouded hall where there is a cursed ball every night. New guests are drawn into the ball and become guests replacing the older ones who are entombed as undead in the dungeon catacombs. A witch in the uppermost tower maintains the spell but is willing to send people into the past to avert the great tragedy of the cursed ball
13 Quail Hall - rich and festive village and manour with chubby and jolly children. The noble family are all porkers and invite visitors to a 12-course feast or die. Some of the food is magical and dangerous or causes mutations. The first course is a dozen quail on skewers stuffed with nuts and berries. Long ago they starved a witch in their dungeon and now they all stuff their faces with misery. The clan have adopted with the curse a chicken leg heraldic design   
14 Toad Hall - a boggy estate of happy plug-ugly warty bandy-legged marsh folk. The manure is home to an eccentric lord who breeds all manner of giant insects and amphibians. A grand choir greet visitors and invite them to feast of giant bugs. If any amphibians are harmed or their delicious bug menu is mocked the locals turn into were-toads and are very angry. Witches like to leave their familiars here sometimes and the current lord injured one long ago
15 Bog House - a sinking hall and village where locals carry on as best they can with marsh monsters and sinking buildings. The local lord refuses to release the ashes of the witches he burned and is the cause of the sinking. Some people have turned into beast folk and new strange effects happen often as the sinking gets worse. Moss grows over objects left outside overnight
16 Bat Hall - built on a craggy cave-filled rock where millions of bats live. The lord threw a witch in the hole and since then his family has been bitten by were rats but none of them knows and has blurry memories of their nocturnal adventures. Each night any identities they learn of their kin they forget by dawn. Guests are welcome to a tense dinner as guests unsure who is the killer were bat or even if they might be the monster. Werebats willt try to kill a few guests with hit-and-run tactics at first and other locals help them investigate. Eventually, they will face many werebats. In the caves below finding the witch's body and taking it to her coven will remove the curse
17 Moon Hall - order of knights of the moon headquarters who hunt were creatures and shapeshifters of which there are many in this domain. The order were all cursed after killing a witch's lover to become werewolves but do not remember it. When hunting the werewolves they often torment travellers and villagers who are innocent  
18 Tusk Hall - order of hunters who killed a witch familiar and now they are bestial knights who see all visitors as animals of an exotic type to be hunted. They will collect horrible trophies they see as horns and tusks they put on the walls of their feasting hall
19 Crag Hall - overlooking a chasm with a single-span elegant bridge crossing the pit. People crossing the pit often are attacked by spirits that inflict them with vertigo and cause them to fall into the darkness. The castle has all kinds of open stairwells and towers and pits and the family are scattered and lost in the labyrinth since they bricked up a witch in the cellar
20 Helm Hall - all the inhabitants who hated dwarfs were turned into dwarfs. Now everything they make looks like dwarf made and they are terribly awkward and embarrassed. Visitors are welcome to a feast with beer drinking and other contests. Authentic dwarfs who discover this secret may be horrified and sense something is inauthentic. The witch curse requires those who join a dwarf church can choose to be restored to human 
21 Sulpher Hall - on a volcanic vent with bubbling springs and sulpher pits. The castle makes gunpowder and various guns of the latest design and the smiths were taught by devils through a hellgate in the dungeon
22 Hellhound Hall - a mercenary guild turned into a domain hall, its soldiers are brutal veterans and their ruler is unbalanced. The lord made a pact with hell and the people have slowly become converted to diabolism. The local tavern has a hellgate where hells agents come through. The lord will personally hunt strangers with his hellhounds and vampire sword
23 Bonfire Hall - where villagers nightly burn great fires and thicker idols and roll burning wheels and haystacks down hill In a great nightly party. These often cause accidents with strangers unused to dodging flaming objects. Any criminals will be burned at festivities. The nobles of the hall support the commoners and have their own cult temple to call on beings from the stars who are really devils deluding them
24 Hobbs Hall - a town famed for outwitting a devil while building their bridge. Yet the villagers are all devil cultists and many have magical tools of their trade as granted them by hell. Many toil at arms production and there is a hellgate in the smithy. The noble house has been sent many honours from the king for sending many fine weapons as tribute. The weapons are malignant influences and crave war.  
25 Black Goat Hall - welcoming to outsiders and the manor is charming and of fashion three generations ago. The family will dine with strangers and offer them a wing of the house. They will warn strangers to not leave their rooms at night because Hellgoats walk the land causing mischief to those not allied to hell. Local villagers wander in black robes by night to dance with the goats
26 Fang Hall - a brutal dynasty of hunt loving lords enjoy hunting human visitors sewn into animal costumes to hunt and sacrifice to Hell. Locals help the lords deal with visitors to spare themselves being hunted. Their mighty champions take pleasure in tormenting their prey
27 Castle Grim - a hellish castle used as a prison for a cut of the ransom. Anyone kept here never leaves without gold involved and strangers may be mistaken for spies 
28 Horned Hall - where a grim cult of hell knights in plate with horned helm plot with cultists to spread their evil into civilised lands. They keep many prisoners and evil books and even have a gateway to the black library of hell where evil wizard students get low cost training for their souls
29 Castle Iron - a spiny cathedral-castle in a stormy crag, devils rule over the locals and forbid anyone to leave. Special prisoners and the local noble family are kept in the dungeon where devils torment them. A Warlock-knight rules the domain and has plans to spread his influence. He has a Hellgate in his manor in a special painting 
30 Gatehouse Hall - has a gate with portcullis and chains as a symbol. Used to be a prison complex and the villagers the staff but the prison strangeley grew on its own and is connected to hell. The family within the dungeons heart are trapped in the very prison they wished for from a devil prince of Hell
31 Blackspire Hall - home of a demon prince who dwells here in human form to direct certain activities and plans it has. Cultists and favoured monsters are common here. The Prince will invite strangers and trick them into entering its own demonic demi plane
32 Obelisk Hall - manour was built around an ancient dread druid cult shunned by others of this kind. Weresnake druids dwell here now and the locals live in fear of nobles but are not sure exactly why. Priests especially are attacked by local monsters. The family will invite attractive adventurers or virgins to their house for dinner. There are famous caverns under the house and giant snake monsters of great age. A snake demon is parent of the cult and will send them help from other reptilians
33 Barrow Hall - manour house where a clan of vampires welcome strangers while servants cower in fear and look away. Will eventually reveal true form and enjoy hunting victims in castle with outer gates sealed. Their patron lord of the dead is a fearsome demon who may send them aid
34 Blightmont House - a barren mountaintop with everything build from stacks of stone and slate and many drystone walls for goats. There is a ruin of a demon cult house locals try to avoid. Inside is a sealed portal where cult pilgrims come to try and open to a demon realm
35 Scorpion House - a strange house built in a foreign manner with exotic desert demon idols. Locals fear their lords who are immortal mummies able to become human for a while. Guests are welcomed with the exotic splendour of far away ancient peoples before having their fluids drained. They serve a demon master of the desert in hiding from their homeland awaiting time to return
36 Chimera Hall - a demon cult of chaos mutants have corrupted locals and life. There is a chaos pool where cultists make new monstrosities with captives. The lord is a chaos champion of a demon noble of primal chaos hoping to raise a gaggle of evil brutes to lay waste to the region
37 Labyrinthine Hall - a strange hall built on a prehistoric labyrinth filled with minotaurs who worship a bull-like demon lord. The people of the land and hall have all been enslaved and are forced to dig for gold in the mountain and expand the maze
38 Toadstool Hall - is covered in fungi surrounded by giant mushrooms, fields of mould lakes of slime. The locals are addicted to the spores and those who die can be brought back as zombies by the fungi demon lord of this domain. The family who rule and many locals see a thriving rural paradise. The demon can alter their perceptions  
39 Demon House - famed as a hall of cultists that has been burned down several times by heroes. Each time a new demon cult and domain ruler emerged. Demons compete to have the cults support their demon in the war on mortal souls. Rulers and commoners pretend to be strict puritanical rustic worshipers of a boring lawful cult
40 Fen House - surrounded by bogs, the villagers live in stilt houses and rafts in marsh while the house is built on a strange rock outcrop. The area has a dreadful stench and all kinds of wicked spirits. The nobility looks rotting and infected but are very welcoming. In truth any who tolerates their hospitality for a night will free them from the curse and they always want to leave. In the castle slime drowned cave sewers the demon god of ooze and putrid filth visits to get away from home life
41 Oak House - the lord of the hall keeps his wife a prisoner and the land is suffering, if freed she is revealed to be a monsterous faerie and flies away. Their brutish sons kill their father then each other leaving a castle with no heirs. Later an army of faeries and elves come to punish the domain
42 Acorn Manour - was a gift from a king to a ranger lord who used it as an important ranger headquarters in the region. Faerie folk come here often and seem to have charmed the leaders or have control over them. In fact the rangers here are influenced by faerie folk and many retire to live in faerie land. Faerie here will be very curious and watch guests and rummage through their belongings and pester them with questions. The weirder the visitor the better
43 Barbers Hall - a secret order of barbers who act as healers, stylists and an intelligence network. They are paranoid about faeries and elves and people without body hair are considered elf or changeling spies. They get lots of faerie pranks on them which annoys them also. Barbers from many places come here to study and locals have the best hair in the kingdom for commoners. The current lord is the kings barber who is mostly away 
44 Bards Hall - bards gather here for secret competitions and feasts and gossiping. The ruling family are all educated and musical experts. The village is really a musical trap here full of retired bards and kept out of kingdom affairs. Faerie did this for the king for gold and many hidden changelings and lycanthropes visit here from faerieland
45 Nightmare Hall - haunted by ghosts, spirits, trolls, dark faerie and nightmare beings from beyond. Any who come here are in danger of being swallowed by shadows or a mirror into a strange otherworld, trapped and tormented by nightmares. A dark elf ruler replaced the human dynasty with changeling agents
46 Frostheim Hall - haunted by winter faeries and elementals and always cold and snowy. Locals used to freeze dry food in the highest place and near the stone circle plain. Everyone here is miserable and items left briefly will have ice pixies sprinkle frost and snow over it. The rulers are in fact changeling replacements of the original line
47 Strangelight Hall - a marshy woodland where locals are pestered by sprites and brownies and faeries who also aid various strange creatures living here. Locals mostly live in marshes or the estate housing of the hall. Many see strange lights at night and travel by night is forbidden and gates closed. Local priests of the old faith try and appease faeries and the new priests try and banish them. The humans here never made a treaty with the local fey rulers and land spirits and may be able to change the situation 
48 Dryadsgrove Hall - an estate in a thick forest with many empty houses. The lords welcome runaways and even bandits and encourage them to settle or take a house free of rent. What they don't say is faerie folk and elf slavers come here to ensnare humans. Many work with a dryad or other fey folk and talking animals and even werewolves used as hunting beasts and to betray humans. Babies are closely guarded by locals in the temple and children are not to wander
49 Oak Hall - an estate with a ghost town loggers camp near the lord's walled estate with villager tenants. The lord is paranoid about appeasing the trees and faeries have been exploiting this and acting poorly with pranks and dirty tricks the locals put up with. Guests are even better targets and locals implore them not to swear or strike a faerie. After a conflict with forest folk the village has struggled to new resources and has more pigs now 
50 Ash Hall - settled by invading warriors long ago locals have some different customs and brought in some of their own spirits including enemy trolls with them. A recent priest sanctified a druid place and put their holy symbols over the prehistoric sigils where the first humans made pacts with the spirit folk. Now the spirits have arisen and are tormenting the village with bad crops and elfpox. All this makes the survivors more bitter and fanatic and make the priest more powerful  
51 Grey Hall - a former larger town with remains of a cathedral removed by a church. The remaining inhabitants have many ruined temples and buildings from past glory days. The current fort has riders to hunt bandits who plague the area. The area was not only abandoned 90 years ago by the modern church it was cursed. Gloomy mossy ruins are more and more inhabited by goblinoids. Some people are dealing with them and others claim all goblins are evil and must die. Locals have a shortage of labour so are dependent on hobgoblin and goblin labour. There are only a few bugbears in the halls of tribal goblin kings at the moment. Great fungus forests have appeared in places. A bishop has cursed the town to quarrel and fight. The nobility struggle to keep peace and the domain is a mess and want to solve the problem of peace with goblins and the removing the curse
52 Lamp Hall - a beacon is lit here on a tower so fog travellers can find the great hall and walled village. Locals once kept a holy lamp which was stolen and now they have been cursed. Each night not only do they get more fog now but strange creatures roam the mist. If the real lamp returned the evil would flee but nobody knows where it is 
53 Temple Hall - each night the locals and lord all lock themselves inside and undead templars arise each night to patrol the domain. They especially hunt modern church uniforms and will mobilise a serious force against any church invasion. The locals welcome strangers and beg them to stay inside. The Templars were cursed by a former theocrat and cannot die just reform in their coffins and return. If anyone takes any of their relics from many tombs and ruins the templars will want them back and mount an attack on any thieves. They will violate their own code of harming locals to get a thief so grave robbers and adventurers make locals scared 
54 Wizard Hall - a tower of a wizard who was approved for a time by the modern church but then they were angered by his fame and excommunicated and cursed him. The wizard since then has made her domain a paradise with no labour required. The wizard and locals are cursed to live as zombies who regenerate each day and aimlessly wander the pleasant domain. Zombies attempt to capture victims and make them drink from the cursed well in the wizard's tower. Most people fear the land. If the curse can be broken the people will be pleased and the wizard will work on securing his domain and welcome demihuman peoples
55 Bear Hall - a rough country village of furriers and loggers where a visiting saint was mocked by everyone for his new faith and cursed the domain. Now the town is plagued by bears of various types and quite a few werebears. Most people know a werebear and do little to stop them. The town is more concerned about the lack of women in the almost all-male community which has nothing to do with any curses and more to do with their over-exuberant love of drinking, wrestling and not bathing because that is for soft people. Visitors are advised "just give the bears food and back off everything will be fine, come to a manly wrestling match instead"
56 Beacon Hall - is a convent estate of warrior nuns and priestesses under command of the current Lady Abbot. The beacon they light in their castle is a relic they defend to the death and they are wary of the presence of chaos and demons. The locals will try and recruit warrior women who visit. Many of the local non-humans and monsters are female also which seems a bit odd. The order was cursed for their heretical thoughts by an archbishop long ago which makes male creatures want to leave. The sisterhood thought this was awesome and even get along with faeries, elves and orcs affected also. Church agents since have tried to remove the "curse" and failed  
57 Weird Hall - was a site of some wicked nobles who were demon cultists. The church sealed all the converts in the domain as a curse and has driven other cults into the region as a prison. Locals are welcoming to strangers until they see they are not bound by the curse or evil cultists. Then strangers become fair game and are hated. Many cults here have settled together in a truce and many evil shrines and idols are on public display. Most fear "the witch place" and assume there is a plan to send a crusade here to kill them all one day
58 Bramble Hall - a wild unkept domain where the walled manor estate has many quaint old houses. All the people here turned into beast abhumans by a curse from a saint who said they were beasts for not quitting Druidry and mocking him. Now all the various species of beast folk live together and welcome humans and goblinoids and demihumans also. The locals are mostly onboard with current life but a small minority want the curse lifted and the town cleaned up. This order of flagellants believe they deserve punishment and if they suffer enough will be reborn as humans. Lord Bulger Chadwolf increasingly wants the firing cult to leave but the curse keeps the beast folk here. Beast changeling spirit folk, talking animals and lycanthropes are moving in and also changing the mix
59 Whitepole Hall - locals sit on ladders and poles to be closer to heaven at every opportunity recording their hours in lords manor chapel house. Very zealous will implore you to try it also. Very boring religious zealots that people think are cursed. Actually, the locals claim they eliminated their curse years ago, something about snake people
60 Lion Hall - house of a famed general dynasty or war leaders of the kingdom. Each lord of the Hall becomes a werelion and most of the ruling family are now lycanthropes. The family while using piety and national symbols in their lavish art really were always murderous bastards and cursed for killing a saint who argued with them over a war. Guests are invited for dinner then hunted and devoured 
61 Blackbog Hall - a swampy sinking castle and floating village struggle with sinking land since they burned a druid holy tree. The druids visit seasonally to sink more land and create monsters to torment the inhabitants until they repent and embrace druidic flower power 
62 Mistletoe Hall - a hillfort domain where ancient druid kings were crowned. The current new nobles don't understand why peasants and beasts seem to act up so much. A druid warned them so they had men shoot him with crossbows for being on their land. Year by year rocks grow from the soil, trees move and giant animals increase in numbers 
63 Boar Hall - a hall where lords came to hunt and where the current lord Brutus began hunting wild folk on his land. Since then the boar have increased and become huger and more hostile. Devil pigs and wereboars cause trouble constantly. As people are depopulated from boar attacks or leaving the lord is broken and desperate. Even his old hunting buddies are now wereboar berserks spreading rebellion
64 Blazing Hall - where once was a thriving hall estate and village now mostly rubble and ruins and dead vegetation. A druid awoke a volcano to punish nobles and released various fire elementals in the kingdom. People survive but shun stone housing and mining due to the quakes. The lord lives in a huge tent where he drinks over his decision to destroy a druids circle on his land
65 Brazen Hall - a domain with copper and arsenic mines where bronze was once made. Many of the locals are stunted and easily mistaken for dwarves. Bronz is still the main industry but the workers are stricken with mysterious afflictions. Dwarves will be shocked by this unnatural faux dwarf activity. The druids used to aid the locals with medicine but stopped when the town wouldn't support an old ways rebellion with weapons. Strange vapours and newt folk fire cultists now plague the land
66 Dolmen Hall - a former domain of a king now a walled estate with a village. As the newcomers did not recognise local druid authority the village has been stricken with mysterious crushing attacks and torn-apart bodies. Druids have left tree folk and living stone monoliths and scarecrows to murder people at night
67 Pony Hall - wild hills and mores where small fiesty ponies roam. Locals use the ponies quite a bit and worship an old pony goddess. A new priest and settlers disapproved and now a kelpie nightmare faerie has been snatching travellers by night and in the early mornings. There have also been some werepony outbreaks
68 Ram Hall - a lord with troublesome peasants chased most of them away and now keeps a few shepherds and sheep convinced its a get-rich-quick scheme. The local druids unimpressed have punished him by making the sheep giants and wild so now nobody has work and giant sheep menace everyone. His lordship has begun growing ram horns and wool
69 Green Hall - a lady wizard bought this domain and built a tower. Local villagers were at first unsure of her but it turns out her were-snake cult was just what they were looking for and killed the local druid and priests. Druidic snake cultists in retaliation increased snakes in the area and have feuded for decades over the hearts and minds of locals. Strangers wont be able to tell which snakes are witch snakes and be confused by snakes eating each other violence
70 Philosophers Hall - a vast alchemical apparatus making petty potions is operated by an alchemist lord and his gnome minions. Local villagers help feed the tiny workers. Over the years they have dumped alchemical waste and now mutations are common among monsters and locals. Strange slime creatures and bugs are also common
71 Blindoch Hall - dwarves cursed this domain and all its iron mines are now full of goblins. The dwarves are regretting this curse as it begins to affect their hidden homes. The local lord is going broke as costs for soldiers are on the rise and profits of mines plummet. If he leaves locals will be without defence, food and work 
72 Barren Hall - humans here messed with halflings who got a land divinity to curse the human land with barrenness and it became a wasteland. The last few settlers struggle as wells dry and crops fail. They blame and hate halflings which wont help them. The halflings assume humans will apologise and cut a deal or quit and leave. Even stored food becomes a victim of vermin here. Halflings food stores are fine and they are getting richer and fatter
73 SIlverdew Hall - a past lord killed a unicorn and elves have taken over the land and driven away or killed the official village folk. They maintain the human hall and village with some changeling actors to keep humans away but they are very odd folk
74 Treehill Hall - a lord annoyed gnomes with rude jokes so they undermined the hall and walls leaving humans living in ruins and rubble. Now gnomes are in charge and demand cash for basic goods like food and water with lower rates for non-humans
75 Dwarf Hall - A dwarf clan offended their gods and since then they are third class servants of a human domain built in the ruins of their ancestors. Locals are patronising biggots to dwarfs. The clan beg strangers recover their clan shield to be forgiven. Once aided with curse dwarfs go on a murderous rampage and take over for good. A few dwarfs claim humans can be ok and can be redeemed by serving dwarfs 
76 Mooncrest Hall - humans destroyed an elf sacred tree and now the elves rule here. bright and dark fey folk have malicious contests with human visitors and make wagers to reduce or increase human punishments. The bright fey antics are still bad just less fatal and cruel
77 Stout Hall - a domain of halflings who maintain a puppet human clan to pretend to rule over them. They pay their taxes and dont want strangers to know. They mumble something about a curse if questions come up but really the halflings replaced the mutated humans who used to live here. Occasionally some mutant from the swamp tries to tell strangers the truth 
78 Redcap Hall - locals were cannibal bandits and cultists who have become bloodthirsty killer gnomes. Visitors are robbed and eaten and they use the castle dungeon to keep prisoners. The original vanished family of the appointed ruler is here with other travellers being held for years of torment
79 Hobnail Hall - a lord had his people leave his cruel stewardship and has replaced them with hobgoblins. They tell people they are just temporarily hobgoblins due to a curse but really they are paid wages. The lord has a few humans and is always looking out for new human boss types to run the hobgoblins
80 Nightfang Hall - a black creepy tower where locals accepted an evil sorcerer with gifts who over time replaced the people with orcs. They tell strangers of a curse that made them orcs and try to send adventurers on a quest for an evil orc relic they want to summon long missing orc hordes trapped in a faerie land
81 Mystic Hall - a wizard tower and walled village cursed by the gods for the wizard's forbidden research. At night all locals turn into were-salamanders. These huge hungry amphibians can swallow an adult human and hide in water and holes. The wizard is attempting now to contact older more helpful gods so she can avenger her people and embrace their condition. Of course the gods don't like this either so nudge some murder crazed adventurers sort it out
82 Stallion Hall - formerly a riding horse breeding estate for nobility but centaurs have had a word from the pony godess humans were mistreating horses and trying to cross them with nightmares. Centaurs came and clubbed the locals to death and replaced them as if nothing is wrong. They tell a different story about how they were the humans transformed but have learned to live fine as centaurs
83 Cellar Hall - a domain of drunks who live off wine and beer and mead. The town produces plenty but consumes most of what they make. Outside the booze industry everything seems shoddy and unkept. The graveyard shows shorter lifespans every generation. Even the kids are drinking and smoking to learn the local trade and babies look dim and cry without a bedtime dram of rum. Generations ago they offended a wine god in the form of a homeless creepy old satyr. Wild satyrs still come and visit and are given all they can drink in hopes their curse ends before they all die
84 Scalds Hall - where a lord attracted bards and secretly killed the ones he disliked. The gods were offended and struck all in the village unable to hear. They have developed sign language and bards have stopped coming having known someone killed. Their are dusty concert chambers and instrument storage rooms in the castle and even the once musical commoners now have no music of joy
85 Spindle Hall - once famous for weaving and many noble women would come here to spin and make important tapestries. The lady of the manor was cursed by the gods for her complaints about the world and now the women are all werespiders and the menfolk less involved in the tapestry trade are trapped in tapestries
86 Brazier Hall - a small manour and estate village mostly here to gather resin from an aromatic tree that lives on the mountains for incense. Many religions used to buy the resin until it was revealed to be dried demon Ichor and various gods cursed the mountain. Now the remaining people are wereravens ever on the lookout for demon cults trying to make the curse worse. Evil cultists flock here for the now forbidden resin and locals must hunt and kill them in hopes of the curse being forgiven. The angry gods dont even remember this event anymore
87 Bellend Hall - a famous great bell was there that kept away witches and evil undead from the area. Unfortunately, the lord threw his sister off the bell tower and the bell cracked and now attracts evil. The mad lord has grown worse as supernatural menaces increase
88 Sphynx Hall - locals settled and built here but killed off a species of beast folk who lived here. Now every night the welcoming locals repeat the same events and at midnight the spirit beings of the dead arise and kill everyone. At dawn the village is reset and nobody remembers. If the curse heart is destroyed and some of the beastfolk resettle the land the gods forgive the village and the spirits are reborn as young adults
89 Ruin Hall - hall built where adventurers come to plunder ruins. Some curses were made early on when a goblin king's family was killed. No progress can occur here. All the arms and weapons are outdated, the population never grows and civilisation never creeps in. Most of the population are murder hobos or profiteers providing services for them. Modern items brought in change to outdated ones overnight but return when they leave the area to normal. People have lived in tents and hollow trees for decades and the hall is still incomplete
90 Moonlight Hall - a lord here used diabolic powers to spy on a goddess bathing and she was very creeped out and mad. By day all here look normal but by night they all seem hidous rubbery warty geriatrics. The original imp involved still lives in the village and cannot leave. Everybody is wise to his tricks and he has given up and is unable to leave 
91 Bloodbourne Manour - a red granite castle with most of the village is inside outer walls and very secure. The noble's ancestors were prehuman lamprey folk and they feast on blood in secret in caves under the manor. Whenever someone kills them all some other lineage show up by freak chance, settles in and discovers their heritage and adopt black magic. The locals live in fear and have strange nightmares and are hydrophones. Their are flooded caves under everything in the area and ancient ruined temples of the prehistoric lamprey lords
92 Grimface Hall - an estate with a wall surrounding it with many gargoyles and faces on the walls. The hall has a huge statuary of strange prehuman and alien species in a vault. Locals are hideous and inbred degenerates who all have similar faces as the nobility. The oldest people in town eventually when old morph into ratling folk and slither off into graveyard warrens to worship their dark gods 
93 Dagger Hall - a welcoming dynasty keen to share scholarly and wizardly knowledge. Has a vast sprawling forbidden occult library and a gate to the library of hell. Ageless nobles claim the books help them fight unpopular hidden cults rife in the area. Really they are fiendish sorcerers possessed by evil spirits from beyond the void seeking ways to release eternal chaos and darkness on the world so they can end their curse. Some think they are vampires or serving hell when really they have no allegiances they just use planar beings trapped in this material plane
94 Skullcap Manor - where a clan of wizard nobles spent decades on necromancy to prolong their lives but instead they visited the otherworlds of shadow, nightmare and darkness and returned planar monsters of evil. The nobles have replaced all their peasants with undead as the ones who could flee did long ago
95 Eidolon Hall - built over a hollow hill with a strange prehuman statue, this hall has seen nothing but tragedy. The nobles here desperate to fix the problem attracted cultists and charlatans. Now they worship the hidden idol under their home and are introducing other villagers to it slowly. The hideous toad goad requires enough worshipers to escape its hidden prison pit
96 Serpent Hall - build of black basalt rocks from a more ancient building. The lords here discovered they were not only hereditary sorcerers but descendants of the serpent folk and thus ought to rule the universe. Most are shapeshifters but the more awful mutant hybrids live in the old sewers. The villagers are fearful and full of strange stories of things they have seen 
97 Swine Hall - a stone citadel built over a cave-filled mountain. Once settlers moved in they began finding remains of older settlements that came and went and could even see layers of habitation cliff strata layers. Strange screaming swine folk and people who seemed to be from the past would arrive at night causing trouble. The tower has an old library, a secret lab and an observatory with a telescoped on some demonic eye in the sky. Time flows oddly here and something in the cavern harvests all living in the domain every few centuries 
98 Blue Tower Hall - a wizard tower of prehistoric design restored by a wizard scholar seeking assistants. Villagers are all his servants and respect the master without question as their forefathers did. The wizard has plenty of missions to recover items and one day will reveal his true species and bring his hidden spawn and kin into the surface world to take over as they did long ago
99 Canal Hall - is a former drained swamp now with a maze of canals many passing through hills in tunnels. Former fisherfolk hid in the dark caves and turned white with malice over centuries. They have snatched a few people from tunnels and most blame the ghosts of the drowned crew and not a problem. Soon the fishfolk will start taking whole crews then homesteads. A cult of supporter hybrids help the fishfolk cross moors and wells and sewers of the domain
100 Skybolt Hall - long ago a noble cult ruled here over a fearful people sure witches were everywhere. Really the menace was their elites who were summoning star demons from beyond. The cult was exterminated and replaced by new noble families. Occasionally strange stars are seen, or someone disappears or is found struck by lightning. They say the old cult observatory and old manor house are haunted and locals are still afraid of witches ghosts are everywhere

As usual on big ones let me know if I repeated names or got numbers messed up

 

Original Setting Details
http://elfmaidsandoctopi.blogspot.com/2020/03/noble-lands-of-auldwood-south.html
Also this
http://elfmaidsandoctopi.blogspot.com/2021/02/the-fallen-empire.html
Auldwood here now just part of kingdom of Mordnar that overlaps with other kingdoms and the Great Wilds. 

 

Also have incorporated a bunch of campaign areas into one map now
I ought to put in the route Lampgulp the leviathan who orbits Anglerslund as a major world navigation hazard. Possibly she kept the Monster Empire and pirates at bay for thousands of years. Even serpent men in their monstrous kronosaurs fear mighty Lampgulp.  One day with will deal with the exotic west, the wild south, the frozen north, and the western lands of war and the Waeric Islands. Lots of countries include parts of Auldwood but their borders are more theoretical really and the white line is the border that faeries and wild folk kingdoms agree on. This has been expanded since the civil war started and the great continental depopulations occurred. 


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