Monday, October 26, 2026

Where to get NSR and OSR books in Europe?

When I started getting into the NSR and OSR scene, I really struggled to get my hands on books, modules and printed materials. Being from Europe, and the eastern part of it, I was a bit envious when I saw pictures of stacked stores in the US, browsed through Exalted Funeral or similar stores, only to be put off by delivery fees. So I had to look around. Thankfully I found a local store and over the years managed to build up a database of various European brick and mortar and online stores which stock NSR, OSR and Indie games.


I wanted to write this article for some time now, because I often see the same question being asked around regularly. To share my go to places in Europe. This list is based on my experiences and is not by far the complete overview of the European scene. Knowing that, I asked around and included some recommendations from others, by country at the end of the article. If you know of a great store, that is not mentioned here, please me know I will be more than happy to add it to the list and share it with others!


Oh yeah and I am not pretending this is some “objective” ranking. Nah, just places I enjoy and why I enjoy them and hope you might too.


So yeah, if you are starting out in Europe and don’t know where to begin, are looking for a new source, or are visiting and want to drop by a place, start here!



My favorites


There are two categories here: brick-and-mortar stores you can walk into – I include their addresses and online stores/websites – and purely online stores with just the links to their websites, plus an overview of what you can expect from them.


Imago

Website: https://www.imagotribe.eu/

Address: K Myslivně 2362/9 70800 Ostrava-Poruba, Czech Republic


I can’t really start the list with another store, as it is my most “local” store and a place where I have gotten plenty of things. Their brick-and-mortar store is located in Ostrava, Czech Republic (though I have not yet visited the new one in person) and they ship across Europe. The online store stocks a decent selection of OSR and some NSR titles for decent prices. I got my Vaults of Vaarn for some 24€, for example.

They stock books and modules for OSE, Odd-likes, Borgs, LotFP, and others, as well as having a selection of indie RPGs – most notably a great offer of Free League titles. Oh yeah, they have restocked Frontier Scum recently.



All the Problems in this World

Website: https://alltheproblemsinthisworld.com/

Address: Blücherstr. 14, 10961 Berlin, Germany


Probably my favorite store. Not only because I got my printed OSE books from here. A small place in Kreuzberg, Berlin, that has all kinds of wonderful OSR/NSR materials, and the proprietor Jan is just a marvel. They stock books from Dolmenwood to Cloud Empress or Mothership and Bastionlands, zines you will struggle to find elsewhere, DCC materials, GM guides and tools (like the Primer Books from Anna Urbanek), solo games, dice, and other RPG materials. That aside, they also have a selection of books on art, graphic novels, shirts, and even Dungeon Synth tapes. While the online store works, it is definitely worth a stop or a detour when you are in Berlin. Go there, say hi to Jan, and support the store.



World’s End

Website: https://www.worldsendcomics.com/

Address: Ketelvest 51B, 9000 Gent, Belgium


A new entry to the list and a very pleasant surprise from a few weeks back. When I was there two years ago I found some indie titles, but mostly the big ones – WotC, Paizo, and such. When I walked in this time, I found box sets of Cairn 2e looking at me from the shelves, along with materials for OSE, Mythic Bastionland, smaller zines, modules, and others. While the online store doesn’t show it (yet), the physical store has started stocking more and more of the good stuff. They are also a comic book and board game store, as well as a café / pub and a place to play games.



Sphaerenmeisters Spiele

Website: https://sphaerenmeisters-spiele.de/?k=564&lang=eng


This German-based store might be one of the most definitive ones in Europe. They really have a huge selection of systems, campaign books, modules, zines, and other materials. Too big for me to go through, but if there is something you are looking for, it is highly likely they stock it. For example, it’s one of the few places you will find physical Carcass Crawler zines, EcoMofos books, His Majesty the Worm, or the Tales Under the Oak Dolmenwood soundtrack LP. I could go on. If what you are looking for is currently not in stock, it most probably will be soon.

Now, there are two issues I have with this store. The first one is that the price of products is a bit on the above-average (even expensive) side. The second one is that the English-language store is a pain to navigate. It’s broken and unintuitive, and if you do not know exactly what you are looking for, you can get stuck. Therefore, if you want to browse through their store, start here.



Thylgames

Website: https://www.thylgames.fr/

Address: 142 rue Pierre Mauroy 59000, Lille, France


Okay, this is a bit of a wildcard. Located in Lille, a couple of minutes from the train station, which makes it really accessible if, like me, you are just passing through. Now, this is a French store, obviously, and like most French stores, they carry mostly, almost exclusively, French games or games in French. Not a surprise for a country of this size with a great RPG (JDR) scene. Unfortunately, my French is not yet there to be able to dive into the amazing-looking world of French-language games.

The reason why I am including it here is that they have a second-hand section. And maybe I have been lucky each time I’ve visited them, but it often holds great surprises and finds. In English, obviously. I’ve found various 1e and 2e materials, Stars Without Number, and other OSR books in their second-hand bins. It can be a hit or a miss, but hey, worth a try?



Other unusual options


I am including two more options, which have worked well in my experience. Places I would not think of looking at first thought.


Vinted

 

Yep, that’s right. They started including books and games and all kinds of things. Recently I got the Duchy of Karameikos, Against the Slave Lords, and Into the Wyrd and Wild all off of Vinted for superb prices. I just search for RPG and browse through what’s on offer, perhaps stopping to look at some seller's page if they are offering something special. It can take time to browse, so once a month or so when I have a bit of time (at work or otherwise), I browse through. Oh, look, someone is selling a physical copy of Basic Fantasy and someone else a copy of 4e Pendragon for cheap. Don’t mind if I do.

Two things about Vinted: The offer is regional, so I only see what people have in the countries selected for me, based on my country of registration. It will, therefore, differ for you.

Second thing: people sell overpriced stuff on there, looking to find a sucka and turn a profit. I’ve seen materials more expensive than in actual stores.

Take your time and give it a go. It’s worth it.


Willhaben

 

This is the Austrian online marketplace, where people put their ads and sell stuff. I live really close to the Austrian border, so shipping has not been an issue, and I’ve managed to get the Monstrous Manual or the 4e DM Guide (grossly underrated in my opinion) on there for far cheaper than I’ve seen on eBay. There are a lot of 1e / 2e materials, even good condition 1e DM Guides. Just like with Vinted, I browse through every so often and filter out the overpriced things.

Now this is Austrian, and shipping depends on your agreement with the seller. If you live nearby, it might be usable. But all countries have their version of an online marketplace, be it Bazoš or Leboncoin. Check them out and you might be surprised.



So those are my recommendations and experiences. Below you will find an overview of stores recommended by people from the community (plus the ones I have mentioned) sorted by country. Thanks so much to everyone who added their suggestions!

Hope this helps; if you have suggestions to add, please let me know and enjoy.




OSR Stores in Europe - Overview



Belgium


The Worlds End

Website: https://www.worldsendcomics.com/

Address: Ketelvest 51B, 9000 Gent, Belgium



Czech Republic


Imago

Website: https://www.worldsendcomics.com/

Address: Ketelvest 51B, 9000 Gent, Belgium



Denmark


Faros Cigarer

Website: https://www.faraos.dk/

Address: Vimmelskaftet 47, 49, 1116 København, Denmark



France


Thylgames

Website: https://www.thylgames.fr/

Address: 142 rue Pierre Mauroy 59000, Lille, France



Germany


All the Problems in this World

Website: https://alltheproblemsinthisworld.com/

Address: Blücherstr. 14, 10961 Berlin, Germany


Black Dog

Website: https://www.blackdog.de/

Address: Rodenbergstraße 9, 10439 Berlin-Bezirk Pankow, Germany


Sphaerenmeisers Spiele – Online

Website: https://sphaerenmeisters-spiele.de/?k=564&lang=eng



Italy


Stratagemma – Florence

Website: http://www.stratagemmaonline.com/

Address: Via dei Servi, 15/r, 50122 Firenze FI, Italy



Netherlands


Catnap Books

Website: https://www.catnapbooks.nl/

Address: Kruisweg 61, 2011 LB Haarlem, Netherlands


Netherbook

Website: https://netherbook.com/

Address: Blokhuisplein 40, H0.22, 8911 LJ, Leeuwardenm, Netherlands


Subcultures

Website: https://www.subcultures.nl/

Address: Oudegracht 183 3511NE, Utrecht, Netherlands


Sandbox plots - Online

Website: https://sandboxplots.shop/



Spain


Dungeon Marvels

Website: http://www.dungeonmarvels.com/

Address: Carrer d'Olzinelles, 49, Sants-Montjuïc, 08014 Barcelona, Spain


Tesoros de la Marca

Website: https://tesorosdelamarca.com/

Address: C. Notario Gómez Acebo, 1, 3ºd, 18600 Motril, Granada, Spain



United Kingdom


Beyond Cataclysm - Online

Website: https://beyondcataclysm.co.uk/


Bulwark Games

Website: http://www.bulwarkgames.co.uk/

Address: 2A Church Rd, Bebington, Wirral CH63 7PH, United Kingdom


Dungeonland

Website: https://dungeonland.co.uk/

Address: Unit 3A, Trident Business Centre, Amy Johnson Way, Blackpool FY4 2RP, United Kingdom


IglooTree

Website: https://iglootree.com/

Address: 254 Lee High Rd, London SE13 5PL, United Kingdom


Leisure Games

Website: http://www.leisuregames.com/

Address: 100 Ballards Ln, London N3 2DN, United Kingdom


Peregrine Coast Press - Online

Website: https://peregrinecoast.press/

Address: 100 Ballards Ln, London N3 2DN, United Kingdom


 

Sweden


Alphaspel

Website: http://www.alphaspel.se/

Address: Instrumentvägen 2, 126 53 Hägersten, Sweden


Pit Trap Shop - Online

Website: https://pittrapshop.com/





Monday, July 6, 2026

Recenzia: Dech Draka 6/2003

Toto je recenzia na posledné číslo časopisu Dech Draka z roku 2003. Áno, na dvadsaťtriročné číslo časopisu. Podľa mňa jedno z najlepších.


Mám rád tlačené RPG publikácie – zíny, časopisy, knihy. Milujem vo veciach listovať, zobrať si ich hocikam so sebou, čítať, písať, kresliť do nich. Už dlhšiu dobu si krok po kroku robím zbierku zínov Dech Draka. Dech Draka bol TTRPG / fantasy / sci-fi časopis, ktorý vychádzal od roku 1993 (1994 česko-slovensky) do roku 2013, resp. do roku 2008 ako samostatná publikácia. Vydával ho Altar (od roku 2008 to bola súčasť časopisu Pevnost), väčšina obsahu bola po česky, ale distribuoval sa aj na Slovensku a nájdete v ňom aj články v slovenčine. Dech Draka sa z TTRPG zameriaval pochopiteľne na Dračí doupě, ale bol tam sem-tam priestor aj pre iné systémy.

Ok, nechcem, aby toto bolo o histórii Dechu Draka, čo by mohol byť zaujímavý článok. Anotáciu k Dechu Draka nájdete na rpgfore a ja idem k tomuto konkrétnemu číslu.

 


 


Prečo číslo 6/2003? Pretože to je najlepšie číslo, čo som čítal. Moja zbierka je síce nekompletná, ale na základe toho, čo som už prešiel, môžem povedať, že toto číslo bude určite patriť k top číslam všeobecne.


Dôležitá vec, Dech Draka čítam zo súčasného pohľadu. Teda hľadám v nich to, čo je podľa mňa zaujímavé pre hranie a prístup k TTRPG teraz, a nie v roku, kedy boli vydané. Hľadám veci, ktoré považujem za nadčasové, spadajú do môjho prístupu k TTRPG, alebo sú podľa mňa proste kvalitné. Robím to preto, že si myslím, že v Dech Draka sú (boli) kvalitné nápady. Celkovo si myslím, že v česko-slovenskej TTRPG tradícii je toho viac, než si myslíme, len to nemáme zdokumentované, alebo je to nedostupné, alebo na to zabúdame.


Jo, posledná vec. Pri hodnotení neriešim poviedky a recenzie na knihy, eventy alebo veci napríklad k wargamingovým systémom (Warhammer, Battletech a pod.), ktoré boli súčasťou časopisu. Vo wargamingu sa nevyznám a moc ma nezaujíma, dané knihy som väčšinou nečítal a na eventoch som nebol. Poviedky fakt nechcem riešiť, pretože to písali ľudia ako svoje hobby a kreatívnu činnosť, a hlavne si myslím, že je super, že bol priestor pre dačo také. Ja si to všetko prečítam, ale tieto veci pri svojich hodnoteniach neriešim.


Tak, a teda konkrétne, čo robí číslo 6/2003 podľa mňa fakt kvalitným? V tomto vydaní som našiel až päť článkov alebo textov, ktoré si viem bez problémov predstaviť použiť dnes, alebo sú aj v dnešnej dobe zaujímavé a prínosné. Pre porovnanie, u niektorých čísel je to niekedy maximum jeden článok. Poďme na ne.


Pre mňa sú tam dva zvlášť výborné články – O Světě od Radovana „Wolfa“ Vlka a Proklaté Předměty, ktoré spísali Jiří Buchta, Petr Mužíček, Zbyněk Holub a Jan Galeta.

O Světě je pre mňa top článok tohto nabitého čísla. Autor v ňom dáva kvalitné a rozumné usmernenia k tomu, ako tvoriť svet, resp. setting v TTRPG. Opiera sa síce o DrD 1.6 Pravidla pro experty, ale veľkú väčšinu toho, čo tam je, vieš jednoducho aplikovať na ľubovoľný systém. Nájdeš tam veci od toho, ako vhodne nastaviť prostredie a atmosféru sveta, po to, na čo myslieť, aby bol svet logicky konzistentný – od zákonov po mágiu. Sú tam fakt kvalitné worldbuildingové rady a usmernenia, z ktorých môže PJ mať osoh aj dnes.


Proklaté Předměty je súbor štyroch prekliatych predmetov. Najprv sú opísané príbehovo, resp. systémovo neutrálne, a potom aj s DrD statblockom. Môžeš ich teda použiť v hocijakom systéme s trochou prispôsobenia. Cením si to, že to nie je simplexný prístup k prekliatym predmetom – proste, že postave zníži nejakú vlastnosť, alebo ju len tak okamžite zakľaje. Každý z predmetov má nejakú nuansu a dajú sa zaujímavo využiť v hre. Zvlášť dobre spravené sú dva. Kniha tisíce hrůz, ktorú keď postava začne čítať, nemôže prestať a zároveň ju privádza do šialenstva. Táto kniha mala byť zbraňou proti mágom alebo vysoko inteligentným postavám a sedí na to ako vyšitá. Sedm Darů Tablatových je sada predmetov, ktoré zvyšujú remeselné, umelecké či pracovné nadanie držiteľa. Boli však vyrobené pre sedem konkrétnych majstrov a hocikto iný, kto ich drží, prichádza o rozum a pamäť. Sedem darov môže byť skvelým námetom na veľké dobrodružstvo alebo minikampaň, v ktorej družina musí rýchlo vyzbierať všetky predmety, aby sa tak dostali k ich originálnemu tvorcovi – mágovi Tablatovi, zrušili prekliatie a možno sa dopracovali k jeho fantastickému pokladu. Alebo by sa Tablat mohol stať novým sokom, alebo naopak, patrónom družiny. Alebo... Fakt si to viem predstaviť a možno to aj zrealizujem.


Tieto dva texty samy o sebe dávajú tomuto číslu kvalitu. Ďalšie dva texty považujem za prínosné vo svojej dobe a použiteľné teraz, aj keď v nich vidím menšie nedostatky alebo by som si ich musel trochu upraviť.

 

 


Prvým je Smrťák Kalin od Martina „Arala“ Pirka. Kalin je veľký, životom a svetom zlomený chlap, bývalý vojak a vrah s veľkou magickou kosou, ktorý žije svoj pokojný život na dedine. Je to dobre napísané NPC, ktoré má hĺbku a jeho genéza vie dostatočne vykresliť jeho motivácie a to, kým je. Nie je to plochá postava, ktorá je zlá či už preto, že sa tak narodila, alebo z nejakých smiešnych dôvodov. Kalin môže byť zaujímavý antagonista dobrodružstva alebo niekto, koho družina stretne na cestách, možno im radí, pomáha alebo ich cvičí, kým nezistia, kto je a aká je jeho minulosť. Alebo možno idú po odmene, ktorá je vypísaná na jeho hlavu, a keď sa s ním stretnú, tak zistia, že to nie je úplne sadistický psychopat, ako to vykreslil zadávateľ. Menšie výhrady mám k tomu, že je to relatívne stereotypná postava v motivácii aj konaní. Tak či onak, je to ale postava, ktorú reálne možno aj použijem vo svojej hre.



Druhým textom je dobrodružstvo, alebo teda jeskyně, Soumrak nad Anthorem od Zbyňka „Gilgalada“ Holuba a Václava „Sharka“ Pražáka. Je písané pre DrD a zasadené do sveta Asterionu. Čo si na tomto dobrodružstve cením najviac, je, že, zvlášť na pomery DrD, j písané celkom nelineárne a je viac o motiváciách postáv, frakcií a o situáciách než o deji. Toto naozaj v dobrodružstvách, ktoré sa vydávali v Dechu Draka, a celkovo pre DrD, nie je pravidlom. Nehovorím, že sa vydávali iba railroady, ale čítal som x dobrodružstiev, ktorých štruktúra naozaj bola A->B->C->...->družina uspeje. Pre mňa „dej“ v TTRPG je niečo, čo vzniká na základe interakcie družiny so svetom, a nie niečo, čo si napíše PJ. Ale naspäť k veci.
Je to písané ako dobrodružstvo pre „zlú“ družinu, ktorá má do mesta Anthoru doručiť zásielku zvieratiek, ktoré nesú nákazu, ktorá v meste rozpúta mor. Za zákazkou je „radikálna“ odnož druidov, v hre sú ale rôzne postavy, frakcie a dobrodružstvo sa vie vyvinúť do X smerov. To, že frakcie a postavy majú pochopiteľné motivácie, to robí hrateľným aj dnes. A aj by som to sám hral. S niekoľkými úpravami a zmenami.
Nie som nejaký mega fanúšik Asterionu a skoro všetko hrám vo vlastných svetoch. Problémom je téma dobrodružstva, ktorá sa opiera o „ekoterorizmus“ ako motiváciu zápornej frakcie. Tou je v dobrodružstve, a Asterione, druidská frakcia Smrtíci orchideji, ktorá stojí za útokom na mesto ako odplatou za ničenie prírody. Nechcem ísť moc do hĺbky, ale motív „ekoterorizmu“ ma vytáča. Ak niekto zabíja ľudí a spôsobuje teror, tak sú to v obrovskej mierke viac tí, čo prírodu ničia, než tí, čo sa ju snažia brániť. Píšem toto, keď máme 40 °C. Ďakujem (fosílnym) korporáciám a miliardárom. Nech nekrivdím, nemyslím si, že autori tohto textu vyslovene sledovali túto linku, ale je pravda, že v neskorých deväťdesiatych / skorých dvetisícich rokoch sa médiami prehnala vlna hystérie o „radikálnom ekologizme“ - Earth First, Animal Liberation Front a podobne. Ale naspäť k dobrodružstvu.
Práve preto, že mi táto motivácia „zla“ v dobrodružstve nesedí a považujem to za trochu lenivé a skratkovité, tak túto časť by som zmenil. Celú túto tému by som osobne vypustil a spravil reskin „zápornej“ frakcie na inú, politickú organizáciu. Pokojne nech je to terorizmus, ale s inou motiváciou, ktorá je aj podložená niečím, čo vieme reflektovať v našom svete – nacionalizmus, náboženský fundamentalizmus, politická ideológia atď.
Druhá vec je, že aj keď je to na pomery DrD nelineárne dobrodružstvo, stále má prvky „keď“ -> „tak“. Osobne by som viac prehĺbil motivácie frakcií a postáv, dal tam možno nejaké timery na to, čo sa udeje v meste, a nechal družinu viac navigovať situácie, ktoré vznikajú. To je štýl hry, ktorý preferujem.
Odhliadnuc od toho si viem predstaviť, že by som to hral v dnešnej dobe, v inom systéme. Je to solídne nelineárne dobrodružstvo, zaujímavé postavy a situácie. Budem musieť zmeniť nejaké reálie a pár motivácií, ale to fakt nie je problém. Well done.



Posledným článkom, ktorý stojí za zmienku, je pre mňa text Egypťanky – mýty a skutečnost (1. čast) od Lady Candar. Tej v tomto čísle vyšla ešte aj poviedka. Tento text je súčasťou pravidelnej rubriky – Z hlubin času. Autorka sa v tomto článku venuje postaveniu žien v spoločnosti starovekého Egypta. Aj keď to nie je vyslovene TTRPG text, môže byť dobrou inšpiráciou. Či už pre hru priamo inšpirovanú Egyptom, alebo pre niekoho worldbuilding, kto chce informácie o iných kultúrach a tradíciách, než sú tie, s ktorými sa obvykle stretávame. Teda pre niečo mimo (západo)európskeho fantasy. Text sa číta dobre a nájdeš tam pár zaujímavých vecí o rodových reáliách starého Egypta. To je niečo, k čomu, zvlášť vtedy, nebolo v našich končinách veľa populárnych textov. Možno by som vytkol to, že k textu nie sú priložené zdroje, či už pre ďalšie štúdium, alebo na zvýšenie kredibility. Ale zas je to fantasy zin z roku 2003.


Ak má pre mňa toto vydanie nejaký nedostatok, je to, že je v ňom trochu menej priestoru pre čisto TTRPG teóriu. V starších ročníkoch Dechu Draka, bola rubrika, kde PJs a ľudia z Altaru odpovedali na otázky ohľadom pravidiel alebo na to, ako hrať niektoré veci v DrD. V čase tohto vydania začal dostávať viac priestoru Warhammer a v tomto čísle je mu venovaná rubrika otázok a odpovedí. Warhammer nehrávam, tak by som prijal otázky k DrD alebo inému TTRPG systému, lebo tie sú vždy aspoň zaujímavým čítaním.


Podobne menším nedostatkom je článok, ktorý sa venuje loru Asterionu. V Dechu draka pravidelne vychádzali články, ktoré rozvíjali lore settingov, a eventuálne bol tento priestor venovaný práve Asterionu.  Je to „domáci“ setting. V tomto vydaní sa článok venuje recenzii na modul Falešná apokalypsa, ktorý dosť rozširuje magický systém. Ako som písal vyššie, Asterion nie je moja srdcovka. Prečítam si rád niektoré texty z neho, hlavne čo sa týka dejín a worldbuildingu. Doma mám aj pár vytlačených kúskov. Táto recenzia ma či už kompozične, alebo obsahovo vôbec neoslovila a nezaujala. Nenašiel som v nej nič, čo by ma nakoplo sa nejako viac zaujímať o tento modul.


Vydanie Dechu Draka 06/2003 je najlepšie číslo, čo som zatiaľ čítal. Má možno jeden-dva menšie nedostatky, ale našiel som v ňom kopec materiálu, ktorý ma inšpiroval alebo ho priamo použijem. Toto číslo naozaj viem dnes, v roku 2026 odporučiť.
 

Posledná otázka je kde ho kúpiť.. Ja som toto číslo kupoval priamo z e-shopu vydavateľstva Altar. Áno stále existuje a má v ponuke napríklad aj niektoré vydania Dechu Draka. Stálo ma to asi 30 CZK. Toto číslo sa už medzitým ale vypredalo. Čísla Dechu Draka má v ponuke aj imago.cz, ale toto číslo tiež nemajú. 

Tak treba siahnuť po kúskoch z druhej ruky. sa pravidelne vyskytuje v špecializovanom antikvariáte Kult Draka, ktorý výlučne ponúka rôzne TTRPG, fantasy, a sci-fi knihy, časopisy, hry, minis, atď. Je to antikvariát, takže nové veci tam pribúdajú raz za čas, a väčšinou aj rýchlo zmiznú. Ďalšie možnosti, kde nájsť toto, či iné čísla Dechu Draka sú dražobný portál Aukro.cz, bazár na portáli Zatrolené hry, alebo Bookbot či iné antikvariáty. 

Pokiaľ ti však stačí PDF, tak skvelú databázu naskenovaných čísel, vrátane tohto, nájdeš tu.  Keď som tento článok plánoval, myslel som, že bude jednoduchšie toto číslo zohnať dnes. Realita je iná, ale s trochou trpezlivosti, ho určite nájdeš. 

Týmto končím túto retro recenziu. Budem ďalej zbierať a katalogizovať Dech Draka a keď naďabím na niečo, podobné, zaujímavé, možno pripravím ďalšiu.







Monday, June 29, 2026

Šotki or the Cultures of Salt-water Cave Dwellers

Šotki (read shot+key) are a mysterious kin, or perhaps a culture, reported to live in caves around salt water, especially near the Seas or in the place the Under Ocean spills onto the Overworld. This is a brief account of what is known of the Šotki and their culture, society, and magic.


I found a stone on the beach, which looked like a hooded face. I took it with me, and sitting under the pines, on the rocks, by the blue sea, the Šotki came to me.





Who are the Šotki?


While most people would refer to them as gnomes or even goblins or monsters. Those who have studied or said have come into contact with Šotki talk of them as a kin of peoples, that have created various communities and a specific culture.


What is agreed on is that Šotki are human(oids?), reaching the heights of short humans. They are known to live in caves around saltwater. Typical of all Šotki are the hooded, cylindrical, white outfits all Šotki wear. While there are some variations in size and in details and decorations, their clothes are otherwise identical. Šotki have hushed, muffled voices, speaking in a way reminiscent of the whooshing of waves.


The Šotki Wrap, or poncho, as they are referred to, has two more defining features. First, the wearer's hooded face always appears just as black, featureless ovals. Second, Šotki always appear as if they were two-dimensional figures. Both of these features are attributed to their Wraps and are considered to be magical effects. There are those that would claim that Šotki are in fact just crudely drawn, animated figurines and therefore lack both facial features and a third dimension. We consider such claims to be preposterous. The only differentiating feature of the Wrap is its top ornament. The Wrap of Šotki elders is tipped with a U or crescent shape; warriors have a single sharp point, as that of a blade or an arrow; shamans seem to have several prongs or star tips at the top of their Wrap; while other Šotki have an ornament shaped like the letter T.


The specifics of their beliefs are not know to us, but their magic’s connection to insects, especially moths, seems to indicate that these creatures hold an important position in their views and society.





Šotki Society


We have little knowledge about Šotki society, except from local folk tales and occasional observations or encounters. They seem to keep to a social structure resembling extended families or clans, with elder leadership and differentiated roles for foraging, fishing, war, magic, and perhaps others.


Šotki have been regularly spotted fishing and are reported to cultivate and harvest various kinds of mushrooms. While the fish appear to be a source of food, it is not clear if mushrooms are just used for sustenance or serve medical, alchemical, or other uses.


Furthermore, Šotki are known to make use of various metals, implying they are capable of mining or harvesting it and then at least basic forms of metallurgy. Bronze, copper, iron, and tin have all been identified on their tools, weapons, and armors.


Nomadism or migration appears to be their manner of habitation. The dwellings visited by locals or adventurers, after being abandoned by their occupants, appear to be long-term albeit temporary camps, rather than permanent residences. Šotki seem to retreat deeper into the caves either when threatened or due to yet unknown reasons. Speculations connect their migration to the seasons, tides of the Under Ocean, rituals, or threats.


There are no credible reports from settled dwellings. Those who claim to have been in Šotki settlements and interacting with them, either due to getting lost or perhaps saved, cannot produce any coherent words to describe the details of their visitations. Their accounts sooner or later turn into incoherent rambling.






Warfare


There have been reports of groups of adventurers coming into conflict with groups of Šotki. Their warriors seem to operate in smaller groups, preferring tricks, traps, and ambushes, using the water and caves to their advantage. While there aren’t many reports of Šotki raids outside their caves, they seem to not only defend their dwellings but also specific sites in and around the caves. These locations might be fishing or mushroom spots, strategic points, or sites of ritualistic, magical, or religious importance for them.


Weapons and armor most commonly used by Šotki include:


  • Hand Axes – light enough to be thrown.

  • Triple Prongs – long pole arms with three metal bladed tips or prongs.

  • Ur-crossbow – an unusual crossbow design, that seems to have a U-shaped front and very simplistic mechanics.

  • Shields – round or oblong, with metal plating.

  • Armor – no pieces have been recovered, and it is speculated that the Wraps of Šotki warriors have a layer of metal scales woven into them.





Magic


Magic might be the most mysterious aspect of the Šotki. Despite their rare appearances, we presume that every Šotki community has at least one caster of sorts, be it a magician or shaman, in their ranks. Magic of Šotki has three defining features.


The first one is the use of Lamps as conduits, tools, or aids in casting. These are bulbous and made from an unknown substance – perhaps glass, crystal, or alabaster. They are handled by the caster, who seems to perform movements around them, creating shadows of different colors. The lamp glows a warm yellow light, but magic rituals shift and bend this light into various, sometimes indescribable colors.


The two other features are interlinked, the use of insects and illusions in Šotki magic. The vast majority of Šotki magic seems to involve summoning or creating (the illusion) of various, mostly flying insects. These insects, illusionary or real, carry out various effects, from harassing targets, protecting the caster or other Šotki, creating darkness or unusual light refractions, to causing fear and panic in the target. One particular observed magical ritual seems to involve the summoning of a gigantic Moth, that then seems to follow the bidding of the caster. It is not confirmed if the insects involved in Šotki magic are illusionary, real, or a mixture of both, as there are several contradictory accounts.

Below is a short list of observed Šotki magic.



  • Insect Swarm – a thick cloud of flying insects gathers around the Lamp. From there the caster directs it at a target, whose concentration, mobility, and martial capabilities (both offensive and defensive) are disadvantaged. The swarm lasts for several minutes.

  • Creeping Fear – light from the Lamp begins to bend towards the ground, based on the casters arm motions. Shadows form into the shape of innumerable small, many-legged insects. Within seconds these insects appear to be burying themselves under the skin of the target. Unless they are particularly strong-willed, the target will flee in panic away from the caster and usually only return to their senses after about 100 meters (about 300 ft.). At this point the insects are nowhere to be found, neither on nor around the target's body.

  • Fluttering Darkness – by using a few quick gestures over the Lamp, the caster quickly summons a rapidly thickening, dense swarm of flying insects. They immediately begin to cover the Lamp and any other sources of light, shrouding the area in darkness. This effect can last for up to several minutes and is usually used by Šotki, to flee, reposition themselves, or spring a trap.

  • The Great Moth – a reported Šotki ritual in which a powerful caster or several of them summon, or conjure, a moth of reportedly huge dimensions. Some compare it to the size of an eagle, others to that of a stork, and even reports of an elephant-sized moth have been noted. The exact abilities of the Great Moth, nor the manner in which it is directed or communicates with the casters, are exactly known. Witnesses report seeing any light passing through its translucent wings bends at impossible angles or breaks into bewildering, frightening colors. Its visage is described as terrifying, and it's said to be able to bite off entire body parts with their mandibles. These reports are unconfirmed and may be exaggerated.



Currently, this is all that we know and can, somewhat, confirm, of the Šotki. If in your travels you come across any tales, or come into contact with signs of their activities, dwellings, or Šotki directly, please share your findings with us. Please get in touch with any local chapter of the Observers Society, or send your findings directly to PhDr. Anders Janučki at the Department of Folk Studies at the Vysoké Učenie in Wogatišpurk.

 


 

 

 

Friday, February 13, 2026

River Island - Wogatišpurk - City'26

The River Island is my first collected district of City'26 from Wogatišpurk, the River Pearl, which I was working on before I even learned of the challenge.

While I enjoy writing and through it, getting lost in the city, it is also quite exhausting and time consuming. I will reevaluate how I write and publish further parts of Wogatišpurk. I am not writing a gazetteer (or am I?).

 

But now I invite you to the noisy, crowded island streets, filled with cargo, rushing merchants and the political life of the city. 

 

  

Atmosphere and architecture: 

Tall wooden cranes tower above the busy docks on the north side of the island. Flocks of cormorants and seagulls circle above as teamsters unload large crates from ships into warehouses. The heart of the River trade. Small, specialised stores sell exotic oddities and curiosities; vendors sell the hottest, freshest items at the Fish Markets; and wholesalers are where local merchants and businesses procure their goods. Light flashes from the towering, ancient lighthouse towers above it all, reflecting on the horizon, as the river spills further than the eye can see.

Three bridges connect the island to the city. The river between swivels with sloops, barges, and small boats, which the locals use for fishing or to deliver special cargo to the city. Their homes, low, narrow, and clustered on the west and south sides, in the crooked streets and open yards filled with playing children, clothes lines, animals, and the occasional vegetable patch. To the south-east, figures watch the waves of the busy river from the park bench to the ringing of the church bells…

The smells of the River pervade the air. Fish and mud mix with a combination of aromas from all over the world. Birds' screeches interlace with merchants peddling their wares and the shouts from a drunken brawl. The city guard patrols can be seen patrolling the full street, as well as the odd-looking individual. 


I realized the compas rose did not make into the final picture. North is to the left of the island - by the dock cranes.





Pieces of history:

 The River Island has always been one of the keys to the success of trade in Wogatišpurk. It offers a safe, relatively sheltered harbor on the powerful river, making it integral to the city's life. Along with the Old Town and the Castle Town, it is one of the oldest city districts. Before integration into the Empire, the Shipwrights Guild administered the island, and it retains some influence and importance to this day.

Much of the island has been repeatedly rebuilt over time. The expanding and changing docks, the floods, fires, or just whims of the powerful decided so. Of the three bridges that connect it to the mainland, the Crayfish Bridge is the oldest and considered the “people's” bridge, which connects to the Vydrica district. The Pike Bridge, not much younger, bears the label of the “Nobles” bridge, due to its central connection to the Old Town. The far youngest of the bridges – the Eagles Bridge, built as an exemplary piece of architecture from the Age of Wonders, connects it to the industrial Hearth district.



Economy and society:

 The economy of the island lies, unsurprisingly, in the port. The River Port is the biggest dock in the whole northern part of Tonava and a major trade hub. Arguably, the most important one in the empire. Wogatišpurk is one of the rare places where trade with the eastern banks of the Tonava takes place. All sorts of exotic, wondrous, and near-mythical items arrive from the East. And all of it comes through the island. If you want to be the first to get in on any of it, the Fish Market is your destination, with goods literally coming off the ships there, before they can be found anywhere in the city. If you are lucky.

Most employment can be found in the docks or in the adjacent industries – transportation and storage of goods, wholesale and retail, especially. The Shipwrights Guild aside, many businesses have their offices near the River Port, drawing significant workers from other parts of the city. There is, as one would expect, a vast hospitality and entertainment industry. Pubs, inns, and boarding houses thrive, especially on the south side of the docks. Local guides and petty peddlers fill the streets around the docks.

Local residents hail mostly from the southern part of the island, around the Small Port. Those who do not find work in the Docks, fish, or act as couriers, often of more illicit goods. Many locals live in small brick houses or in shacks on the south side. Though a new development, funded by the Church, is offering rental apartments.



Landmarks and Points of Interest

The Lighthouse and River Fortress – Landmark

Far taller than any of the ship's masts is the ancient and majestic tower of the Lighthouse, clad in white limestone, with horizontal stripes of deep black granite. It’s, now electric light is crucial due to the prevalent fogs on the river, which come at any time of the year and can last for weeks. While the tower has been reconstructed many times, it is as old as the city itself, while some claim it to be far older than that and that it hides many secrets and ancient passages, even to the Depths. Its fortified riverfront also serves as a dock for naval ships. The smaller stone and brick buildings in its courtyard house a contingent of the River Marines – a prestigious unit and one of the two military garrisons in the city.





Emporium of Things Most Peculiar

A small shop with dusty storefront windows, with exotic and rare items and goods. Some whisper that the former, well-travelled sailor Klásko Sviačik can procure banned, illegal, magical items. It is a must – destination for any seeker of curios.



The Red Pike

The notorious inn and tavern is known for being spacious and accommodating. Literally and figuratively. It’s two stories, provides space for large numbers of people and entertainment, while providing ample opportunity for more discrete meetings with members of its diverse clientele.

The Red Pike is known for its buttery Crayfish porridge, crunchy Catfish tenders, fragrant River stew, fluffy white bread, and shockingly affordable house wines.



Fish Market

Located just outside the Lighthouse’s walls, at the meeting point of the three major streets. Despite the name, fish are only a minor part of its trade. The market is sought out by those who want to get their hands on goods fresh off the ships, before they are shipped off to warehouses and other markets in the city. The domed, hexagonal Central hall is where the most prominent traders peddle their wares, while the surrounding square is often flooded with small stalls and carts, from new, aspiring distributors.



Shipwrights Guild

The Guildhouse can be easily spotted from afar, as the roof is modelled after the massive burlak ships, traditional to this segment of the River. Made of, supposedly, fireproof wood, it has surprisingly endured centuries. In pre-Imperial times, the Guild governed the island, and to this day, they retain control and administration of the River Port. This makes them key in the trade and local politics. If you need anything done on the island, you will probably end up below their crowning roof.

 

Port Authority

The River Port is the designated docking area for all trade vessels as well as large and medium-sized passenger ships. It is always full, bustling, and docking spots for new ships can be hard to come by. While the Shipwrights Guild technically oversees the River Port, the actual daily logistics and decision-making is handled by the Port Authority – appointed by the Guild, the City, and the Imperial corporation.

It is housed in an unusual curved building, whose second story consists of a semi-transparent blue-glass dome, topped with a small glass cupola. Permits, logistics, and even disputes go through the Authority first, and its function is often a thorn in the eye of the Guild's leadership.



The Small Port

Also known as the Folks Port. Locals moor their barges and small fishing boats here, setting out daily to get their hands on fresh fish, both for trade and sustenance, or to serve as couriers to the mainland. Especially for discrete operations. The Small Port is also a place where small passenger ships are allowed to dock, making it a perfect mingling place for those who care not for exposure.



St. Valdas Church

Situated in the new St. Valdas Quarter, a recent housing project of the imperial, Trifaced Church, to extend its benevolence onto the masses, the church is dedicated to St. Valdas – patron of the Net catchers. While built in the contemporary, more rounded architectural style, it retains all the sacral set pieces necessary for a patron church, most prominently altars to all three Facets of the God.

The surrounding district is bustling with the voices of children, whose young parents were the primary recipients of the rental housing run by The Church. The courtyards are therefore full of life and movement, and in sharp contrast to the old fishing homes that line most of the south-western side of the island.



NPCs

Captain Laine

First Captain of the River Marines.

Late thirties. Strong, sporty build. Bronze skin. Wrinkled face. Dark-green eyes. Dirty blond hair, cut short and curly. Known for having wide and frequently changing culinary habits. Gives off a strong and stern personality.

The captain grew up in a refugee family from the far west of the empire, a family of many kids, where money was often sparse. In her youth, she began gambling to support herself, a habit or vice that has been with her to this day. Fear of being exposed as an addict has led her to develop manipulative behaviours and, most recently, a mild paranoia. True, if someone were to gain a hook on her, through her gambling addiction, her position could be easily compromised.



Klásko Sviačik

Proprietor of the Emporium.

Early sixties. Compact build. Red-brown skin. Puffy Cheeks. Brown eyes. Shaggy, shoulder-length black hair. Prominent goatee. Suffers from frequent headaches. Fears snakes.

Once a well-travelled mariner, and the son of a famous travelling cobbler's mother. He used his vast connections in distant corners of the world to open a store of curiosities. Eventually, he became bored with his merchant life. What still keeps him in the city is a prophecy he came across during his travels, which spoke of opening the Hidden Vaults in the Depths below Wogatišpurk. And the fear of it coming true. The store serves as a front to supply those seeking to go into the Depths with equipment and protection of wondrous and magical nature. And also to those willing to pay the often steep prices for exotic, esoteric, or occult curiosities.

Unbeknownst to himself, the illegitimate child of lord Bratawis. Making him a potential heir to not just fortune but also political influence.



Guildmaster Šulislav

Guildmaster of the Shipwrights Guild.

Late middle-aged. Big build body. Pinkish skin. Narrow face with light-green eyes. Dark brown hair, unkept and in surprisingly poor condition. Zones out during conversations.

The Guildmaster is a proud, ambitious man who has made it known that his goal is to restore the Guild to its historical position. This potters' child has been, since his late childhood, receiving “prophetic” dreams of glory and importance. They are the driving force, his motivation to strengthen the guild ,and ultimately to rule (or at least govern) the River Island. There are a few lengths Šulislav would not go to in order to achieve this grandiose vision. For one, he has established connections with Well Organised, the crime syndicate.

Hypermobile and an active and accomplished sportsman, even at a higher age.



Cousin Sáva

Independent entrepreneur. Thief.

Early twenties. Slim, lanky. Olive colored skin. Narrow, honey colored eyes. Curly medium-length, dark ash brown hair. Known to have grand, often unrealistic plans and ideas. Ambidextrous. Speaks energetically.

Hailing from the Krobúz district, Sáva has taken the River Island to be the home ground for their business. Known in the docks as a person who can procure things, how they get them is untold. Usually by their nimble hands. Their clientele consists mostly of out-of-towners – merchants, travellers, visitors. Addresses people familiarly as cousin. Their actual family knows of Sávas business, as either looks the other way or provides them with support. Not usual for religious folk.

A member of the Community of the Honest Coin, the free-thief confederation. This is only known to those closest to them.



Talis Malškins

Head of the Port Authority. Diligent administrator. Gnome.

Mid forties. Tall for a gnome. Grayish skin color. Wide, purple eyes. Crew cut hair. Very polite and very technical in communication. Adept historian. Fidgets with jewelry.

While gnomes and other non-humans reside more in Wogatišpurk than perhaps anywhere else in the Empire, it is still unusual to see one in a rather high public position. Talis achieved his position through very diligent work, strict application of rules and regulations, and not sticking out too much. What he does not like is those who do the opposite. This has brought him into conflict several times with the Shipwrights Guild and their Guildmaster, who seek to gain more political power on the island. Talis has decided to do his utmost to ensure the Port Authority retains the administration of the River Port.



Kosma Kansk

Corporal of the Swamp Rats Company. Local of the Island. Pissed off.

Mid-twenties. Tall. Olive colored skin. Tattoos. Round, honey-colored eyes. Straight, wheat blonde hair to the collar. Talkative and angry.

Growing up in the fisher slums of the island was no easy task. More so for a strong girl with an even stronger moral code. Struggling to find work and to escape family life and suitors, joining the Swamp Rants mercenary company a couple of years ago was a way out. Since then, she has travelled north and east, gained strength, experience, and risen to the rank of corporal. While her unit is back in the city, Kosma has taken to training local women and girls – mothers, carers, doc workers, sex workers, and all – in self-defense and basic combat. Partially due to the Swamp Rats connections and support of the Solar cause. Partially, because she has seen too many lives ruined by misogyny and violence.



Encounters

Day:

1. An overturned wagon on the road to the warehouse. As teamsters argue with the owner of the cart that caused the incident, two quick, shifty figures move to “harvest” the spilled goods from damaged crates. Mostly foreign textiles, clothes, and fine leathers.

2. A young girl peddling a “protection necklace from authentic River pearls” to those who look non-local – especially non-humans. The necklace is a guaranteed fake.

3. Three members of the Tovariš Trade Union hand out leaflets to dockworkers and teamsters at the river port, as a patrol of the city guard hovers by.

4. Four youths shout “funny” racist abuse at visibly non-local-looking travelers disembarking a passenger boat. One of them has a visible brown V tattooed across the chest and collar bones.

5. Smells of saffron, lemon, and butter spread in the alley, as two young criers attract potential customers to taste “Finger-licking, delicious, buttery river crab. Unrivaled by any in the city.” The cook, their mother, Jaská, working out of a small courtyard, obviously not born in the city. The crab is delicious and affordable. The discussion – about all she’s heard from her clients, news gossips and the occasional secret.

6. Water splashes as it falls from a lavishly decorated balcony of a business's building overhead, onto the head of a beggar below. Curses and shouting follow from both below and above. The company claims the beggar is harassing their clients. The beggar, Aídas, claims the company caused his destitution and just wants to spread the truth.



Night:

1. Three lanky figures, moving with the agility of youth, run from an alley, followed by wheezing, clanking security guards from the Guild. The guards claim that the trio defaced the well in the courtyard of the Shipwrights Guildhall and dropped something down the well afterward.

2. A door slams as three voices engage in a heated argument. The topic – gambling debts. Threats from both sides escalate until blades are drawn. A quick scuffle ends with one body dropping on the floor. A masked and cloaked figure rushes away, putting away their blade into a scabbard, bearing River Marines insignia.

3. Four youths (same ones as from the day encounter), one of them brandishing a knife, sprint down an alley, shouting curses. They were chased by three brawny sailors spewing threats. Clear signs of a recent brawl.

4. Stones fall, tools clank, and hushed commands are muttered by a dilapidated building. A group of five or so figures has taken to planting flowers, decorating, and quickly renovating this abandoned building. When discovered, they watch the party in silence before getting back to their task. It needs to be done before sunrise.

5. Lamplight illuminates a courtyard in the south of the island. A dozen local women are engaged in training in self-defense and basic combat, led by a tall, tattooed, well-equipped, and well-trained woman, Kosma.

6. An impromptu musical performance and small street party are broken up by the city guard. The small band of musicians flees along with the dispersing crowd, as the guard struggles to capture and question the remaining youth.



Adventure hooks

1. Cousin Sáva, who is an actual cousin of one of the PCs, sent a message late last night. To meet them at the Fish Market, early morning. Sáva arrives late, visibly anxious, looking over their shoulder, and carrying a large, cloth-covered box. The box and its contents absolutely need to get to the Narrow Room in the New Town, at the latest by dusk. There are a few problems:

A. The Box is wanted by the city guard, who are actively patrolling the streets and checking people at the bridges.

B. Sáva just narrowly escaped two enforcers from the Well Organized syndicate. Something about a deal gone wrong, but more are coming after them.

C. Oh, and the box contains a rare, precious, and rather volatile plant that releases dangerous, infectious spores. If they don’t get it to the right hands soon, it will cause at least a minor catastrophe.



2. A nervous, northerner ship captain paces outside the Port Authority. The docking rights for his cargo ship, previously granted by the Port Authority, have just been revoked by the Shipwrights Guild. Is this just some power struggle in the docks? Or does someone want to block his delivery of natural insulation materials from entering the city and market? He doesn’t have the time to find out, as he needs to get back on his ship, but he will gladly pay anyone who can sort out the situation.



3. Bi-weekly, high-stakes, very exclusive gambling tournaments take place in the Red Pike. Masked participants take up one of the big private chambers, fully catered for the evening. The job is to find out who the participants are and any other information.



4. Recently, the well in the courtyard of the Shipwrights Guild was defaced with tags of – Imperial Lapdogs, Rebuild the Guild, Šulislav the Delulusional, and with laxatives dropped into the water supply of the building. The Guildmaster wants answers! It is true that recently the Guild has entered into a closer agreement with the Imperial administration, giving them more administrative responsibilities and representation on the City Council. But what citizen could oppose that? Well, maybe those ungrateful Browns… or those Solars and their friends in the Union…


Where to get NSR and OSR books in Europe?

When I started getting into the NSR and OSR scene, I really struggled to get my hands on books, modules and printed materials. Being...