TL;DR. I drew some maps that I think are neat, and I’ve added some text describing a low-key fantasy setting that could be used as a starting point for something like an OSR Dragonbane or Mythras game or could act as a center point for either a low-stakes politics or cozy fantasy campaign.
I’ve been kind of quiet for a while, so I wanted to show you
one of the things I’ve been working on. It is the type of fantasy setting my friends and I would have played in in the late 1970s. Would would have used Runequest rules and would have had much worse maps. Enjoy.
Gevensthorp is a small, fantasy settlement located on the
shore below some highlands at the end of a long, narrow bay. It is (at first
glance) a peaceful place, but it is secretly brimming with low-key political,
cozy, or even OSR fantasy adventure—depending on how you want to play it.
1. The Thorp
Along a road that connects the bustling village of Redworthy
and the villages, castle, and mines on the northern headlands, there is a small
settlement composed of a few stone houses built from the obvious remains of an
old fortification.
A. The Blemished Boar. Run by Geven the Younger (who
is now in his 40s) and his wife and children, this is a small
inn/tavern/roadhouse that is always busier than it should be.
B. The Houses. Across the road, there is a row of
stone houses. The northernmost house is the home and shop of Geven the Elder, an
accomplished blacksmith.
All the other homes
are occupied by his children and their families and friends.
C. Farms. Geven’s oldest daughter and her family
manage a small farm which doesn’t provide enough to feed the whole community,
but it does well for its size.
D. The Old Bridge. At the south end of the settlement
is an ancient stone bridge built in the style of the Old Empire with a small
two-story toll booth and home built on one side. There hasn’t been a toll in
generations, but the home is usually occupied.
Secrets.
1. The oldest, and best kept secret is that Geven the Elder
was once the armorer to the King and his wife was the Captain of the Queen’s
Guard. They eloped and ran off together and settled in this out of the way
corner where they lived a peaceful life and raised their family. Their youngest
daughter, Crystal, still lives at home and has no idea of her parents’ past.
Occasionally, strangers still come to call and once a year
or so Geven the Elder will craft a sword for one of them. The family lives a rustic
life, but they never seem to want for money.
2. Just south of the village there are trails which head up
into the highlands. They go to some old ruins, but they also connect across the
highlands to the Eastmark. Although there is currently no open hostilities with
the Eastmark, they are not part of the kingdom and trade with them is
regulated. None the less, every week or so, a small pack train of mules comes
from the mines laden with ores. These travelers stay the night at the Blemished
Boar, and in the morning head into the highlands. When they return, they are
usually loaded with crates and barrels.
2. The Tower of Laricus the Wise. A crumbling old
castle, with the great hall and main tower burnt, the thin, outer walls in
ruins, is just of the highland trail. This is the home of two mysterious, old
wizards and their apprentices.
3. Chestnut Springs. A magical hot spring, and
ancient and sacred pool, and a small grove of spirit-infested oaks form an
unusual temple at the headwaters of the stream.
Three possible sites of adventure are just north of the
settlement.
4. The Long Barrow. Long before the arrival of the
Old Empire, which itself was long ago, someone built a massive stone structure
and covered it with earth. Why? And what is inside? Maybe a small dungeon.
Maybe a necromancer’s lair.
5. The Sea Cave. A deep, sea cave is cut right at the
waterline. Is it the home of a sea hag, or some other creature? Have pirates
built a secret lair to hold their treasure?
6. The Abandoned Toll-Bridge. Although the bridge is
crossed weekly by pack trains, and once or twice a day by legitimate foot
traffic, it is possible that the abandoned toll-house has attracted visitors.
Maybe brigands looking to lay low or maybe a goblin or orc looking for trouble.
To the trained eye, the barn of the Blemished Boar was once
a royal long house. But those style of structures fell out of use at least a
century ago. Now it is just a well-made stone barn. Likewise, the unusually
strong outer wall is clearly the remnant of an even older fortification. Most
evenings the Boar is crowded with locals and a few guests. It is rare that
there are more than half a dozen people staying the night, but it is not
uncommon for folks to travel the few miles from Redworthy just to enjoy a
visiting entertainer or a good batch of local ale.
2. Tower of
Laricus the Wise.
Laricus the Wise and the School of Esoteric Magic. A short walk from Genensthorp is the burnt out remains of a castle. The structure was a lightly fortified house, perhaps as recently as a century ago, but now the partially destroyed building is the home of several eccentric spell casters.
Laricus the Wise is an ancient man and a master of arcane
magic. He may have an identical twin brother Daricus, or he might have a
personality disorder. Reports differ. Either way, they never physically leave
their tower. Instead, they spend their time exploring the mysteries of the
Ethereal plane and those existences that can be found beyond it.
They maintain a small compliment of students who are mostly
self-teaching themselves magic, but they do receive an hour or two of
instruction from the master’s every week or so. In exchange, they have access
to some of the items the masters collected before retreating into their tower.
Generally, the students like the arrangement and are loyal to their teacher (or
teachers).
A. Wizards Tower. When the masters hold class, they
do so on the lower floor of the tower. The upper two floors are windowless and
unseen by anyone other than the wizards. The lower floor has a chained library,
a permanent magic circle and other items useful for learning magic.
B. Guest Tower. The wizard’s advice is often sought
by outsiders, and the base of a small tower survives and has been converted to
a guest room.
C. Tall-Tower Cellar. The main structure was once a
tall tower next to the great hall. Both structures burnt a long time ago,
leaving the hollow, stone shell which extends several floors upward and the cellar
or ground level which was made completely of stone. The base of the tall tower
has the only surviving entrance and the heavily vaulted room has been converted
to a meeting room. Since the Masters will only see people (typically) one
morning a week, when visitors arrive, they are usually first met by the
students. And this is the space where they meet them.
D. The Kitchen. Once the kitchen for the entire
castle, this space is now the common area for the students. They prepare their
own meals, manage their own supplies, and generally use this space as their
common room.
E. The Museum. The wizards have a bunch of stuff that
is stored in this central space. Nothing of epic-power, but lots of small items
that are useful in understanding the nature of both the physical and magical
worlds. The students call it the museum and are often in here searching for
clues to understand this or that rune or arcane formula.
F. Student Space. Once specialized storage areas for
the castle, these small, stone-vaulted chambers are now the sleeping and
practicing spaces for the students. Typically there are three to eight people
studying magic here and the level of harmony withing the student population
often reflects how crowded these spaces are.
G. Kitchen Cellar. Under the kitchen there is a dark
and cool cellar that was formerly used to store food for the castle. The first
section is still used for this purpose, but the students have taken over the
back sections to serve as additional practice space.
3. Chestnut Springs
Nestled on the slopes up to the highlands, in a small and
sheltered valley, there is a grove of ancient oak trees partially surrounding a
mystical hot spring and a sacred chestnut tree. The site was once popular for the
healing properties of its spring water, but the scattered ruins nearby attest
to the decline in visitors over the last few decades. There are typically one
or two clerics who tend to this holy place and depending on their nature, they
may also be students of the wizards just down the trail.
A. The Long House. Built of salvaged stone, but in a
style usually reserved for the people of the north, the long house accommodates
both the clerics and any guests. It can
easily accept seven guests but is seldom called upon to do so anymore.
B. The Chestnut Pool. An ancient chestnut tree sits on a small (likely artificial) island in the center of a pool feed by two aggressive hot springs and partially enclosed by the old oaks. The site is understood to connect directly to the divine, but only the most devout will enter the upper pool due to its heat.
C. The Pool. During the centuries that the Old Empire
ruled, a large wading pool was built. Here, the water has cooled enough that it
can be enjoyed by those seeking healing or spiritual growth.
D. Pixie Pool. Small, natural pools have formed from
the out-flow of the main pool. Some people believe that this site attracts
pixies who live in the oaks, but others disagree. Either way, they are called
the Pixie Pools.
The remaining sites are left undefined so that GMs can
customize the location for their own games.
As always, if you have read this far, I thank you for your
time and welcome any comments or questions below.
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