Post by cavalier973 on May 19, 2024 19:55:48 GMT -6
I didn’t see anything about Necrotic Gnome’s Dolmenwood rules and campaign setting.
A very detailed campaign setting that relies on English folklore. There are mortals like humans, Breggles (goat-people), and mosslings (dwarves who are part fungus), there are the demi-fey woodgrues (bat-faced goblins) and immortal fairie (elves and Grimalkin—short cat-people).
The Wood has giant standing stones (dolmen) scattered throughout, and there are ley-lines that criss-cross through it. In the western section of the wood there is a giant artificial ley-line circle that keeps out the frost elves, who once ruled the area.
There is a creature of pure chaos called the Nag-lord that is an evil unicorn. In place of orcs, the Nag-lord has corrupted, seven-foot-tall Breggles called crookhorns.
Dragons are called “wyrms”, do not have legs or wings, and come in four flavors: black bile, blood, phlegm, and yellow bile.
The primary religion is the Pluritine Church, which worships the One True God, and there are three kinds of cleric: the paladin, the witch-hunter, and the undead-killer. Hidden shrines in the wood can be discovered that will give clerics an extra spell.
The mosslings worship a giant, sentient mushroom in the woods, the Breggles worship ancestors (although nominally members of the Pluritine Church), the witches worship the old wood gods, and the fairie don’t worship anyone or anything, instead relying on philosophy. Elves and Grimalkin are playable kin, but cannot be clerics.
The factions include the Cold Prince (the elf lord that wants his kingdom back), the Nag-lord, the Church, the nobility, the witches, and the Drune, who are a separate race of men who guard the dolmen stones and hoard magic. There are different fairy lords, as well.
One of my favorite things in the book is a short chart concerning monster encounters. Instead of rolling to see if the monsters are hostile, neutral, or friendly, the referee rolls to see if, say, a group of goblins are swindling a peddler, chasing an ogre, being chased by an ogre, searching for food, etc.
Each settlement has a kind of theme. For example, there is a town that was wiped out by plague centuries prior, but then time-warped to the present by an enchantress. No one born there can leave. Another town is famous for the excellence of its ales and beers.
A nice blend of folksy fairy tale and weird horror.
The group 3d6, Down the Line have about twenty episodes set in Dolmenwood, and they are quite entertaining.
A very detailed campaign setting that relies on English folklore. There are mortals like humans, Breggles (goat-people), and mosslings (dwarves who are part fungus), there are the demi-fey woodgrues (bat-faced goblins) and immortal fairie (elves and Grimalkin—short cat-people).
The Wood has giant standing stones (dolmen) scattered throughout, and there are ley-lines that criss-cross through it. In the western section of the wood there is a giant artificial ley-line circle that keeps out the frost elves, who once ruled the area.
There is a creature of pure chaos called the Nag-lord that is an evil unicorn. In place of orcs, the Nag-lord has corrupted, seven-foot-tall Breggles called crookhorns.
Dragons are called “wyrms”, do not have legs or wings, and come in four flavors: black bile, blood, phlegm, and yellow bile.
The primary religion is the Pluritine Church, which worships the One True God, and there are three kinds of cleric: the paladin, the witch-hunter, and the undead-killer. Hidden shrines in the wood can be discovered that will give clerics an extra spell.
The mosslings worship a giant, sentient mushroom in the woods, the Breggles worship ancestors (although nominally members of the Pluritine Church), the witches worship the old wood gods, and the fairie don’t worship anyone or anything, instead relying on philosophy. Elves and Grimalkin are playable kin, but cannot be clerics.
The factions include the Cold Prince (the elf lord that wants his kingdom back), the Nag-lord, the Church, the nobility, the witches, and the Drune, who are a separate race of men who guard the dolmen stones and hoard magic. There are different fairy lords, as well.
One of my favorite things in the book is a short chart concerning monster encounters. Instead of rolling to see if the monsters are hostile, neutral, or friendly, the referee rolls to see if, say, a group of goblins are swindling a peddler, chasing an ogre, being chased by an ogre, searching for food, etc.
Each settlement has a kind of theme. For example, there is a town that was wiped out by plague centuries prior, but then time-warped to the present by an enchantress. No one born there can leave. Another town is famous for the excellence of its ales and beers.
A nice blend of folksy fairy tale and weird horror.
The group 3d6, Down the Line have about twenty episodes set in Dolmenwood, and they are quite entertaining.