Showing posts with label Hedgehog People. Show all posts
Showing posts with label Hedgehog People. Show all posts

Jan 16, 2011

Session Report - 2 MarsCon sessions

Okay, so I ran my first games in the Valley of the Old Ones setting this past weekend at MarsCon, in Williamsburg.

The first session was on Friday night and consisted of these players:
  • John D - Played "Pilchard the Player", Human Bard
  • Marcy D - Played "Nika", 1/2 Half Elf Priestess (Lightbringer of the Order of St. Kelvin)
  • Carol D - Played "Clematis", Halfling Thief (and her corgi, Lollipup)
  • Robert M - Played "Creatus the Invoker", Human Magic User (Invocation Specialist, and Brimstone his toad)
  • Justin G - Played "Sigfried the Strong", Human Fighter
  • Tim G - Played "Sir Everard", Human Paladin (Order of the White Lady)
  • Elliott D - Played "Lotharius", Elven Fighter-Magic User (with Winston the Cat, his familiar)
  • Sara - Played "Mogge the Good Witch", Human Magic User (Alteration Specialist, with Rictus her Raven familiar)
  • Todd - Played "Bean", Human Thief
While the game was mostly a Dungeon Crawl (through the extended cellar layers of Finch Abbey), it started out with an encounter with two Carrion Crawlers bursting through the forest floor and attacking Lotharius, as he was investigating the dead clergy of Finch Abbey.  The opening scenes were of the (large) party of player characters trying to form some sort of group dynamic to fight off the two Carrion Crawlers.  Mayhem ensued.

During the Dungeon Crawl part of the adventure, poor Bean came close to dying a few times.  Although he was more than willing to lock some of his companion adventurers into a room with a dozen Hairy Spiders, just to save his sorry butt!  (it made me laugh - a couple of these are not experienced adventurers, and some of their antics showed it).

From the comments I got back, everyone seemed to have a great time.  Most of them were back for more play on Saturday night at the convention (we played both nights).

On the second night, neither Tim (Sir Everard) or Todd (Bean) returned to play.  And Sara (Mogge) left at about 9:00pm to attend other parts of the convention.  But I believe we had much more fun on the second night.

Winston was a hoot.  Creatus got in some seriously clever spell work.  Pilchard finally got to whip out his lute in combat.  Nika became a cleric of sustenance with crazy healing skills.  Lotharius on a suicide ride across the bridge of peril.  Sigfried became a dangerous man - threatening not only the enemy, but also breaking a handful of weapons in combat.  Clem really got to be a clever little thief, ahem ADVENTURER, as she became the master of traps and locks.  There were numerous near deaths.  Several Hedgehog People sisters of the Order of St. Brigid were NEARLY rescued.  Dark Elf archers, Ogre ambushes, pit traps full of skeletons, Winston getting stuck in the middle of a Web spell, and a secret closet with a Hooked Horror in it.  And a turkey leg for Lollipup.

It was glorious, and everyone had a great time.  Especially the Hooked Horror and Winston.

Jan 3, 2011

From Whence the Forest Folk

Regular Old School gamers will recognize the regular player character races in this setting.  There are, of course humans of various cultures, Dwarfs and Elves (both of a rather Tolkienesque flavor), Halflings (closer to Hobbits than to Munchkins or Dufflepuds), and Half Elves and Half Orcs.  More on the last two later...  However, there are other races, of a distinctive flavor, within the setting that might be appropriate as player character races, or some certainly as foes.

These are, of course, the Forest Folk.  A collection of several anthropomorphic races that dwell within the forests of the Valley of the Old Ones, usualy within the larger forests near the Great River.  These races are:

  • Hedgehog People - Peaceful folk, ranging in height from 4-5 feet tall.  They tend to build small peaceful communities, and are known for their masonry skills.
  • Mouslings - A tiny folk, most being about 2 feet tall.  They build great nest complexes underground.  On very good terms with certain fairy folk, as well as the more earthy sort of gnome.
  • Striped Ones - Resembling a five foot tall Raccoon, these are a wandering people.  They tend to have large family groups that travel around with colorfully painted wagons pulled by small oxen.  They have a well deserved reputation for being thieves.
  • Squirrelkin - Four foot tall squirrel people, being particularly good at climbing, as well as archery and other ranged combat skills.  These build tree house compounds deep in the forests where they live.
  • Badger Folk - Imagine a bulky six foot tall anthropomorphic badger. These are almost always encountered solo, but one is bad enough.  Given over to weapons mastery.  In their youth they will form temporary bonds for mating, but then spend most of their lives roaming and questing. 
  • Wolflings - Vicious hunters, the wolf people are semi-nomadic, having both summer and winter villages.  They will range far afield from their villages to hunt for food, and are not too particular about what they choose to eat, especially when times are hard.
  • Stoatmen - Bipedal stoat-like humanoids given over to cruelty and torture as entertainment.
While some of these may seem childlike and fanciful, they in fact have a place in the Valley of the Old Ones.  They are created beings, being the results of magical experimentation and spell craft by the long dead wizard, Han-Kar Vaunn.  The sad and lonley thing about the forest folk is that since they are races of beings created by a mortal, they have no souls.  Some scholars of magic and such affairs considered them to be cursed beings.  This means that a lot of restorative magic cannot affect them.  Equally, however, it means that certain magical attacks are also ineffectual against them, including some undead life and level draining attacks.

Being created beings (created by a mortal, that is) the Forest Folk have no deities that they call their own.  They venerate (those that bother) the Human Gods, Demigods and Saints.  This is especially true of the Hedgehog People and the Mouslings.  The Squirrelkin and Striped Ones are sometimes religious, sometimes not.  The Badger Folk and the Woflings, on the other hand, are Anti-theists.  They are aware of the gods, but begrudge them their worship.  Some even go so far as to openly make war against other Forest Folk (and Humans) who are religious.  The Stoatmen have female religious practitioners who worship dark powers, they are known alternately as Stoatwives or Stoatwitches.

Jan 2, 2011

Gorrem - City of the Ten Gates

The namesake, and chief, city at the heart of the Barony of Gorrem is also called the City of the Ten Gates. It has a population of 27,000. There are a number of towns that are reliant on it - these are the chief population centers of the Barony, along with each having its own supporting network of villages and farm country.
  • Colvine (population 4,500) to the north
  • Harwych (population 6,000) to the east
  • Sallow (population 6,500) to the southeast
  • Haventown (population 5,000) to the south
  • Lightcastle (population 5,500) to the west
  • Aldbridge (population 4,000) to the northwest
The Barony is located in the Wychwood (south central) region of the Valley, and its chief political neighbors are the Barony of Lynch (east, on the far side of the Tiazarr River); the Barony of Pellorix on the far side of the Ancelhenn Lake to the southwest; north across the Great River is the Barony of Na Kram.

Much of the Barony is forested, and in addition to the many human towns listed above, there are a large number of "forest folk" in the wooded areas of the demesne.  To the west (in the Redsmoke Woods) there are a large number of Hedgehog People.  To the east, in the Plum Woods and the Belley Woods, there are a number of Mouseling communities.  Also in the region between Belley and Plum is the Green Apple Commonwealth - a small Halfling county that owes fealty to the Barony of Gorrem.  In the forests in the northern reaches of the Barony, along the Great River, there are numerous forest settlements of Wolflings.

The Barony is not home to many Dwarves or Gnomes.  And the few Elven settlements that exist are deep within the forested regions of the demesne.

The current ruling family is the Household of Terrasund, with Baroness Catherine II on the throne.

The city is home to the Homehall Cathedral - maintained by a community of clerics and monastics of the order of St. Ermo.  The Tower Druaqua (Bardic College of Maelwyn) is there. Also within the walls of the city can be found Castle Tattelis - home of the Terrasund family.  Not really of political concern, but of possible interest to adventurers and explorers - the abandoned tower of Ordobrandt is also within the city, but it is guarded by city guard.

Within the walled fields surrounding the city, there is the keep and practice grounds of the Knights of the Malmen Rose.  The Knights are a chivalric (but not Paladin) order that has a loose alliance with Gorrem, but have a distinct arrangement where they do not have Feudal duty, but are rather allies.

The Ten Gates, as well as much of the city, are protected by the city watch, known as Gorrem Levy.  They are much more than a levy, however, as they are a regular full time soldiery.  Typical equipment includes ring mail, simple helmet, bardiche, and short sword.  The Gorrem Levy are (total) approximately 2000 strong, however only 800 are serving at any one time.  There are several towers both on the outer walls and located along the inner walls where these are housed.

In addition to the sites and locations already mentioned, the city is somewhat known for its Inns and Taverns, each of which boasts its own ales and beers.  There are competitive wars between the larger Taverns, each claiming to be the "Best in Gorrem" or "The Baroness' Favorite".

Nov 18, 2010

Forest Abbey of the Hedgehog People (part 2)

Here is the basic area map for the countryside surrounding Finch Abbey. I am planning a more detailed version, but the details are not meant for the eyes of the scenario players, so it will remain safe and secure in my GM notebook.





The key to the map is as follows:

1.Finch Abbey – former abbey of St. Brigid – Hedgehog people monastery
2.Trevor Landing – Out of use boat landing
3.Kliban Tower – Tower of a dead wizard
4.Village of Nosh – Western most village of Gorrem Castle
5.Tozen Quarry – flooded stone quarry
6.Raifhome Keep – Home to the retired mercenary, Raif the Spear.
7.The Red House – Very old marble villa, now a nest to a clan of ogres.
8.Haunt of the Spider – Tower of a dead wizard
9.Ruins of Fernrush – Once a wealthy trading town, now ruins.

Although the scenario of the game centers around the player-characters starting out at the Village of Nosh (in a tavern called "The Happy Lute" no less...) and then traveling to Finch Abbey, I wanted to populate the map with other interesting locations that could be of use later on for other gaming sessions.

Forest Abbey of the Hedgehog People (part 1)

(this is another posting that was originally on Gaming with Chuck - moved here)

One of the keys to the old school adventure I am dreaming up for MarsCon is the peaceful fantasy race known as the Hedgehog People. Their own name for themselves is the Roikkitikki, but everyone else just calls them the Hedgehog People, or just the Hedgehogs.

For visual inspiration, I take my cues from the marvelous artwork done for the Ironclaw rpg, especially the hedgehogs.

In my setting of "The Valley of the Old Ones" the hedgehogs usually inhabit relatively peaceful forests,near (but not too close) to the civilized lands of peaceful people. When encountered outside of their forests, they are usually in small groups consisting of monks and clerics of St. Brigid. They don't usually deal in magic, get along well with halflings and gnomes, admire humans of the better sort, but distrust the elves. Hedgehogs are excessively fond of feasting, and usually tend towards the pacifistic.
One of the very sad aspects of the Hedgehog folk is that they, like all of the Forest Folk, are a created race - dreamt of and given life by some long forgotten mad magician. Because of this, although they move through the world as other sentient beings, they have no soul.

For my scenario, the group in question is a community associated with the Abbey of Finch, in the Redsmoke Woods. This small forest lies along the Fernrush River, which is a southern tributary to the Great River. Nearest the Abbey, the Fernrush is about a mile wide, and is home to sporadic trade and fishing.

East of the forest, the rolling hills in the demesne of Gorrem Castle. The lands have been lawless for several years, and most of the villages and holdings have started looking to their own defense, without the castle to protect them. During this period, a number of bands of goblins have worked their way north into the Redsmoke and have been raiding out, threatening outlying settlements that were once under the protection of Gorrem. Finch Abbey has recently fallen to one of those bands, but there must be something more sinister at play, because of the degree of evil coming out of the former peaceful sanctuary. A band of raiding goblins couldn't possibly be responsible for the atrocities committed.

Maps and write-ups coming soon, subject to real life demands, of course!