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…


Sunday, February 8, 2026

Wogatišpurk - City'26

I recently came across the City'26 worldbuilding challenge (or rather, a call to action), read through it, enjoyed some of the entries, and decided to join. Yes. It’s the first time I’m joining a thing like this.


The city of Wogatišpurk is my entry into City 26. It is a long-term project of mine, which I, by a stroke of coincidence, decided to revive this year and have been putting work into since January. When I saw City 26, my initial thoughts were – well, I’m doing this anyway, so why not join? I was planning to regularly worldbuild here, as well as on a local forum. I even almost had the first post ready. So perfect timing.

What is City'26?


Briefly. I came across the challenge on the Alone in the Labyrinth blog. The idea, much like with similar calls — such as the well-known Dungeon 23 in which I don’t participate for various reasons — is to worldbuild piece by piece every day. An NPC, a point of interest, an adventure hook, random tables, and such – hence creating a ward of a city each week. The graphic below, from the Hwei Architects Instagram, describes the process.




I like it. But, I will be doing it my own way – no surprise for those who know me. A bit more on that below. First, a short introduction to Wogatišpurk.

Wogatišpurk


Wogatišpurk, the River Pearl, sitting on the banks of the wide and grand Tonava River, is the capital of the River Lands Imperial Administrative Region. Tens of thousands call it their home, from the bustling River Island (Riečny ostrov) to the smog-filled Hearth (Pálenisko) and the Bohemian and art-nouveau Krobúz. All this is mixed together with the various influences brought along by river trade from the north, south and east, making it more diverse and mixed than the vast majority of the Empire. The inspirations for the city are a mix of 18th — 19th century Bratislava and old Prague, both real and from my dream, with New Crobuzon.
 

 

The city is ripe with political intrigue and struggle as the Empire of the Two Eagles tries to hold on to its power at the onset of the imminent environmental and social collapse, caused by an industrially fueled climate catastrophe. (Does any of this sound familiar?) As the city and the region struggle for independence against the Empire, two major factions rise up to challenge the central authority – the reactionary Brown League and the emancipatory Solars.

All of this sits atop thousands of years of history, weird, myth, legend and mystery, hiding in the wetlands, riparian forests and the karsty hills that surround it.

Wogatišpurk is the focal point of a campaign that I have been planning to run for years. One where the party is made up mostly of locals trying to find their way in the turbulent and “interesting” times which have been forced upon them. A campaign centered about helping, developing, strengthening and securing their community and the communities of the city. When thinking about the concept, I was very influenced by the Old School Rebellion ideas of Dododecahedron. One where experience and growth come from aid and community building.

How will you be doing this?


Well, as I mentioned, I will be doing City26 my own way. Why? Well, I already kinda built the city. Or at least big parts of it. This might sound a bit weird in a worldbuilding challenge, but hear me out…

I’ve had the concept of the city in my head for some six years now. That’s when I started putting down my first notes and drawing rough outlines of the city, literally and proverbially. In 2023, I decided to build the city for a campaign I was planning. I put down the 12 districts, created some points of interest, NPCs, and some hooks for each, but before I could go further, my life changed, I moved and out went my plans. I had other things to do.

The city has always, always, been in my mind. I always get back to it, to its streets, allies and boulevards, to the river banks, to the pubs and taverns, to the hidden clubs where talks of rebellion are spread… all that and more.
 

 

Last year, I dug up my notes, or rather synchronised my Obsidian, and bam, it was back more than ever… After I regained some energy, I started to build it more in January. Some locations here, some locations there. And also an expanded district map – with a new look, new locations, and even an adventure idea. I want to continue doing that, and I will. Hence, City26.

I know I will not be writing things down every day – my brain and life just don’t allow for that. But over the course of this year, I aim to flesh out the city districts. That’s where City26 comes in. Add new points of interest, NPCs, write down adventure hooks and actually create encounter tables and random generators. I want to complete the big factions and their sub-factions and the various unaligned groups. I want to create the mysterious locations that delve into the deeps beneath and around the city. Or in the city streets themselves. And I want to finally draw all the maps. All the things I wanted to do, but never got down to.

So what will I actually do? I will be systematically working on the city when I can and when I am able to, and transfer them here. Some parts of it will be smaller chunks, like NPCs or location ideas I want to share. Once I have enough, I will publish all this tied in with the city districts. Will it be weekly? Probably not. But it will be semi-regular. Or I hope.

In the next couple of days, I want to share the River Island district, which I have been working on in January.

I look forward to this. City26, off I go. 
 
Note: for an overview of all my entries on City26 visit the corresponding page

Monday, January 26, 2026

Lessons I learned running public games

For more than two years now, I have been running regular public pick-up games at a local pub. This experience has been (primarily) fun and very enriching. In this article, I want to share a few short experiences that I’ve picked up over the course of those games. I write this article because when starting out, I would have found these things helpful.


First, I want to add a bit of context, but feel free to scroll down below to the lessons themselves.


I run games at a local “geek” pub. A few years back, they launched a public TTRPG event. It started as a Fifth Edition, Adventurers League-esque kind of thing. It started, as I was informed, as a strictly 5e thing. Since I had no intention of running any more 5e games, I kept away. Eventually, they opened up to other systems. Good for me.

Games happen every other Monday from 6 to 10 pm. There are seven (or nine?) tables available. Game Masters prepare their games some five days in advance, and participants sign up online. A pretty straightforward system.

The majority of games are either 5e, Pathfinder, World of Darkness, Call of Cthulhu, or Cyberpunk. The big names. But to my pleasant surprise, it’s not just that. I’ve seen a number of Free League systems, some really wacky stuff – like Crash Pandas, an RPG about street-racing raccoons, or a test run of a homebrewed system which converts the video game Balatro into a TTRPG. There were even a couple of 2e games run in English (which is not the native language where I live). The vast majority of the time, I am the only person to run NSR / OSR games, though I have a fellow DM (and a player at my games there) who has recently taken to running DCC, Pirate Borg, and Into the Odd. That makes me very happy.

The vast majority of people who come to play have zero to little experience… and it’s fantastic. Honestly, I have tremendously enjoyed running games for (almost) total beginners.

So far, I have run: OSE, Sword and Wizardry, Cairn 2e, Frontier Scum, Vaults of Vaarn, and even an open-table hexcrawl of Knave 2e. While I was, and still am sometimes, self-conscious about the games I run and my GM-ing skills, this experience has been totally worth it. I enjoy it so much, and it is one of the best experiences I have had running games. Hence, my first two lessons:


1. Do it!

If you are reading this, then perhaps you are considering running public games in a local club, pub, or con. My advice? Go and try it. It can be daunting to try something new, go out of your comfort zone, and do so in front of strangers. To put yourself out there. It can be big and daunting, but try it once.

For me, it has been an enriching experience that has helped me grow and develop as a GM. Playing with new, unknown people and seeing them enjoy the games I run is so gratifying. Plus, I learned so much.


2. Run the games You want to run.

Run that old-school dungeon, or that Cairn pointcrawl, or that weird acid science-fantasy mashup. Or whatever you like. Don’t worry if it’s niche or non-mainstream. People will come and play. Because they want to try something new, because something catches their interest, or because there is no space in other games. Trust me, they will.

At first, I worried my games would be out of place, mostly because people don’t know of them. That went away quickly. New systems were not a discouragement; in fact, it is why people come to the thing. To try new things. Be that a new adventure, system, or TTRPGs in general.


3. Try new things and experiment.

Play that game, your players don’t have an interest in. Try that adventure you found online, but doesn’t fit into your current games, or do something you’ve always wanted to try. Once you are comfortable with them, public games are a great place to experiment. With systems, with settings, with modules, and styles of play. With whatever. They are basically one-shots; you most probably will not play with those people again, and actually, many of them are really up for trying new things.

I use public games both as a playtest opportunity for things I’m thinking of publishing and to try things I really like but can’t fit into my regular schedule. For example, the other week I really felt like playing the Weird West, and my friend group is not really into it. Bam Frontier Scum it was. Or I got to test that Vaults of Vaarn arena, I really like and had a great time running with my friends, really does work with totally different and totally new people (Next step – publish it, heh). Then there was the time I wanted to try an open table hexcrawl. I did and have a group of regular players that mix in with people who sign up randomly, and even bring in their friends.

In general, thanks to public games, I’ve managed to actually run way more systems and try way more things that I would have otherwise in just my regular games with my friends.


4. Be yourself.

Getting up in front of new people, people you don’t know, can be stressful, even intimidating. That itself can be quite demanding. Trying to suppress or change yourself in the middle of all that will only make it needlessly stressful. It’s better, easier, and, in fact, liberating to just be yourself.

Ahead of my first game at the, I was really nervous. I almost forgot half my stuff at home. (Good thing I live around the corner.) I’m not really sure what I was worried about, but it was a mix of how I was going to do, what people expect, my worries about how I should act or behave, or if people will get references and jokes. A mix of self-doubt, shyness, and expectations. Not sure what to do, I ran it as if it was another game at my place… Made jokes, improvised a lot, read the room and picked up on people's signals.

I think I GM the same regardless of the audience. Sure, with my friends I make different jokes and references, as we know each other well and for many years, but in the end I try to be the same person I am with people I’ve known for 20+ years and total strangers.


5. Don’t get discouraged.

Sometimes things might not work out as you intended or planned. It might happen that people don’t sign up, or they cancel, or don’t show up. This might happen. But it most probably, has absolutely nothing to do with you. And sometimes things just don’t work out. That’s why it’s great that it is a one-shot, and next time there will be primarily new people again.

I’ve had different experiences over the years. I’ve had times when my game was the last one people signed up for. I’ve had times when half the table canceled that day. Once, I even had no one sign up at all. I also had times when my games were full within seconds or minutes, and I was literally the first one booked. And that time noone registered? Well, I ran the game next time to great success.

And at the table? Well, in the past years, I only really had one unpleasant or weird situation happen. But what I later found out was that two of the players met and had a disagreement and conflict the previous time at another table. Then they both, by chance, ended up at mine. I’m sorry for them, but in the end, it had nothing to do with me. As it probably will not have anything to do with you.


6. Talk to people and hang out

In the end, it’s not really just about running a game. Any game. It’s a form of socializing and getting to know different people. It’s about entering or creating a community of people. You might end up making new friends. In the end, In the end, table top RPGs are social occasions.

In the beginning, once my game was over, I would pack up afterwards and go. It didn’t help that I was, and usually am, the last person to finish, right at closing time. But over time, I started taking more time to pack up, have one more drink, hang out, and talk at the table or on our way out. This especially strengthened after I started my open table game. We would regularly talk for a long time after the game. About the game, the setting, our ideas, thoughts, and even our lives outside the table. I even started hanging out with some of the other Gms, thanks to one of my open table players who also runs games.

Sometimes I can find it a bit tricky because I am mostly introverted and have some very strong political views, but it is all the better for me to talk with new and different people. To take the time to get to know the people I play with, listen to them, talk with them, and find connections has just made the whole thing more fulfilling and enjoyable.


In the end, the message is: Go out there, give it a go, and have fun, running things you want to run. I mean, that’s kinda the core of the hobby as such.



Thursday, January 8, 2026

Twelve Encounters in the Fog

For most of the past two months, the city where I live and the surrounding region, have were covered by an almost perpetual fog (or heavy clouds). I really love fog and the way it makes even the most familiar, mysterious and hidden. Wandering through the forest with the dogs, I eventually came up with a few encounter ideas for foggy regions, landscapes, forests, times of the year. 

Writing them up I got a few more ideas, for a whole adventure or pointcrawl, in my world, set in these foggy lands. But that's maybe for another time. It's on my list and it is a loooong list

For now, here are...

Twelve Foggy Encounters

 

1.A Sunlit Glade

A forest glade, which only appears during the fog. Circle of tall trees, illuminated with bright sunlight. There is a horse, carriage, and a lone wolfkin wizard, Maguk—grey, green eyes, pierced ear, dashing - peddling their very specific inventory. Various herbal potions, both remedies and boosters, poisons, curios made from animal bones and fossilized plants, and a few very rare, even unique, magical items.


2. Ruins of the Monastery of the Sky Tower.

An ancient monastic order, which studied the stars to gain understanding of the god(s) tower. The ruins are a mythical place of legend. Tales tell of lost esoteric knowledge, artefacts, but also traps and dangers inside. The ruins can only be entered and exited during the fog. If the fog disperses before the entrants leave the premises, they will remain trapped inside until the fog sets again.


3. The Fogwraith.

A silhouette of a human female looms in the fog. On closer inspection, the figure in her festive, embroidered, but grey clothes floats just slightly above the ground. It can appear of various ages and of different appearances to different people—young, middle-aged, or worn down and straight ancient. In her hand, a scythe.

She strikes up conversations with travelers, asking of their lives and deeds, judging their morality. Those deemed worthy are allowed to continue and may even be offered aid, guidance, or knowledge. Those found immoral are attacked ruthlessly.

The Fogwraith is the spirit of a woman betrayed, killed, and left to die and rot in the fog. The Wraith will continue to haunt the fog unless her remains are found and put to rest.


4. A Limestone path

A wide, inviting, beautiful path winds through the trees, down a ravine, and into the fog. Those who travel down it seldom make it back. It leads to the lair of the Fog Dragon. Watched at all times by silent eyes.


5. The Fog Dragon

The air goes still as a huge shadow looms somewhere above in the fog, dimming the light. It is the Fog Dragon, an ancient, huge, ethereal dragon that has become one with the fog.It is out to survey its grounds, hunt, and interrogate those who encroach onto its territory.

On clear days it stays in its lair. It desires to be honored and admired, akin to the Spirits of the Fog, and it craves followers or tribute. The Dragon believes their rightful place is amongst them.


6. The Miniature Caravan

Bumbling, tumbling squad of 2d6 kobolds, with a small cart pulled by a miniature horse. The cart carries fresh supplies, loot, bounty, treasures, or whatever other required provisions to the Dragon's Lair at the end of the Limestone Path. 

Wary of travelers but not outright hostile. They would accept assistance with their delivery, to keep them away from the prying eyes of other travelers, bandits, or worse. When friendly, they talk merrily about their endeavors and that of the Fog Dragon.


7. The Veiled Band.

A nefarious local bandit group that hunts exclusively in the fog. They are well adapted to their conditions, camouflaged, and prepared to attack. They extort especially wealthy-looking travelers, merchants, businessmen, government officials, and the like. Well-equipped muskets (or heavy crossbows), pikes, swords, and daggers. The bandit prepares various traps for each robbery, from the simple ones—fallen trees, hidden pits—to more elaborate ones such as freezing or electrocuting the fog.

They usually strike as seven—three ranged, three melee, and their leader—but their exact numbers remain unknown. Their leader is known as the Mysty Brigandess—wiry, agile, voice always muffled by the veil over her face.


8. The Fogs Head House.

This tavern and house of ill repute appears out of the fog like a beacon of good hope. A three-story wooden and stone main house, winged with two low halls for storage, stables, and low-comfort accommodation.

It is run by Marcia Rover—tall, broad-shouldered, long red hair, empathetic—a very capable and skilled witch. The establishment and all who work there are under the protection of her powerful defensive wards—her specialty. Very knowledgeable about the magical, supernatural, and the occult.


9. Foglets

Slim and grey, with long, clawed fingers and sharp teeth, they wait to ambush their targets in the fog, blending with it. They consider this foggy part of the land their home and want to deter intruders. Foglets strike from the fog and retreat into it after landing a few successful hits or taking injury. They prefer to wear down their opponents, weaving in and out, striking, and falling back.


10. Magician's Tower.

The tower. lofty, round, with several blue, slightly glowing, inscribed stones placed in specific locations on the exterior.

The wizard. Calintas—tattooed, short, stout, and grumpy—really, really hates the fog. The fog both messes up his experiments with electricity. It also weakens the protection wards, making it detectable and discoverable only during the fog.


11. Unexpected travelers

A band of gnomes, who for one reason or another cannot use their magical underground passages, reach their destination - a former mine. They do not feel comfortable traveling overground and are careful around the above-ground folk. They will happily trade their knowledge of the underground world—including of treasures or secrets underground—in return for an escort to their destination.


12. Altar of the Fogs.

A shrine and place of pilgrimage to the Spirits of the Fog, who have dominion over this fog. The Spirits talk to pilgrims in the Fog, more so when the right words – Hmla mlha – are spoken, or the right offering is made. They can answer requests or bestow blessings on those deemed deserving.

  

Edit.  

I've added some system neutral statblocks that I started writing up, as there was interest in them. They are untested, just ideas, so use them with caution or just as inspiration. 

 

Statblocks and info


Foglet

HD: 3

Attacks: both hands: claws – each sharp as a dagger, or lunges and bites, as if with sword.

Defence: Thick leather skin.

Behaviour and morale: Deters outsiders from venturing onto the land. Strikes from the fog and retreats into it. Wears down opponents. Prefers survival and defence of territory

Number appearing: 2 – 4

Special: Fog ambush – hides in the fog, waiting to strike – unless scouted out or noticed, acts first in the first round

One with the Fog – All Foglets retreat into the fog after three rounds, or taking significant damage



Fogwraith

HD: 5

Attacks: Scythe – sharp and causes bleeding.

Defence: Agile and hard to hit, but no real physical protection. Takes half damage from non-magical weapons.

Behaviour and morale: Asks travellers about their actions in life. If deemed unworthy, or do not know how to behave in the fog, attacks. Undead and potentially vengeful.

Numbers appearing: 1

Special:

Vindictive victim – The spirit of a woman murdered and left to die in the fog. If reduced to zero HP, will reappear after 1d4 days, unless her remains are found, put to peace and justice is carried out.

The blinding frost – At the start of combat, thick frosty mist descends onto the battle field – caused 1d2 damage per round and makes attacks against the Fogwraith disadvantaged. The mist lasts 1d4 round.



The Veiled Band

Consists of an equal number ranged and melee fighters, plus their leader.

Group Behaviour: Ambushes rich (looking) merchants and travellers. Sets ups traps. Tries to go for a “sure thing. Will retreat into the fog on their leaders command.


Ranged Bandits

HD: 2+1

Attacks: Musket or Heavy crossbow at range. Takes a turn to reload.

Dagger at melee range.

Defence: Dexterous. Wears a leather jerkin.

Behaviour and morale: They prioritise targets they can eliminate or incapacitate quickly. Confident, while leader is around.

Numbers appearing: 3


Melee Bandits

Attacks: Pike at a distance. Dagger in close combat.

Defence: Hardy. Wears a brigandine – less sturdy than chain-mail, but stronger than leather.

Behaviour and morale: Use pikes to keep melee opponents away from the shooters. Tries to find weak spots in armoured opponents. Confident, while leader is around

Numbers appearing: 3


Leader – The Mysty Brigandess

HD: 4

Attacks: Dual Pistols – loaded at first, but only one can be reloaded per turn. Handaxe in close combat.

Defence: Agile and sturdy. Wears a thick Brigandine – sturdy as chain-mail, but lighter.

Behaviour and morale: If possible ambushes go without bloodshed or combat. Traps are meant break the morale of the targets, who she then intimidated. Self-assured in the fog, but prefers survival to capture of death.

Special: The veil takes me - When in critical danger, fires a very precise pistol shot at an advantage, and attempts to dexterously flee into the fog. The next round the rest of the band attempts to disengage and retreat.



Fogdragon

HD: 15

Attacks:

Claws – two. Each strong as a longsword.

Jaws – Powerful crushes, as if a two-handed war-hammer.

Tail – swift, punishing, whip, strikes with currents of electricity.

Defence: Dragonscales – strong as any full plate armour. Takes half damage from non magical weapons. Any attacks against it in the fog are disadvantaged.

Behaviour and morale: Glides and flies around in the fog, considers those that enter it at its whim. Desires to be honoured and admired by all that enter the fog. Believes itself to be untouchable. If seriously wounded and survives, will quickly retreat to the lair and build up defences

Special:

The Creeping Breath – Area of effect. Cold and wet drenches the victims, slows them down makes them take double damage from electricity. Stacks over time – first stack causes vulnerability to electricity. Second stack halves movement and causes the targets attacks to be disadvantaged. Third stack causes the target to slow down to the point of crawling and take 1d4 cold damage per turn.

Assortment of water and electric spells, that it can use.

It’s a dragon so let it do dragon-y stuff.

 

 

Friday, November 21, 2025

Five Solarpunk-Inspired artefacts

Was walking my dog in the forest, where I get most of my good ideas, aaand I realized I didn't publish anything here in a bit. So I looked through some notes at items I've made for players, tested a few ideas and made this list of solarpunk inspired artifacts. 

I try to keep them pretty system neutral and they can be used for most of types of games. Some I've used in OSR games - OSE, Cairn 2e - another in Vaults of Vaarn - and one even in a Monster of the Week game I run. Feel free to adjust them to your games and worlds add your ideas and have fun. 

 

 

Glove of inorganic controlmushroom leather, small textile wires and electrodes on the outside. When holding a piece of inorganic matter – soil, mineral, metal, gem, etc. at least the size of a golf ball, you can control that type of matter  around you in a 30ft radius, for up to six turns.Effect stops once you let go of the matter. 

Recharge: fill with desired type of matter, to calibrate the glove. One hour per one turn of use.


Solar RifleLooks like a bolt-action rifle, with crystal crosshairs, with the stock inlaid tiny black, ceramic, collector tiles. Attacks damage like heavy crossbow + 1d6 sun damage. Counts as a magical weapon. Is charged with six projectiles.

Recharge: keep the collector tiles in direct sunlight – each hour charges one projectile.


Sunvault BombTennis balls size crystal sphere, with tiny leaves and petals floating inside. Single use. On impact, a bright sunlight blinds all in a 30ft radius for 1d4 rounds and creates a thick zone, of rapidly growing friendly vegetation.


Collector shield – Round shield lined with shiny metal. The field is filled with black, ceramic filaments. Captures sunlight, up to three charges, with one hour per charge. Stored charges can be activated in singles, pairs or triples for example for the following effects:

  • Heal the wielder – One charge: small healing; Two Charges: significant healing or curing one poison or one disease or one wound; Three charges: major healing or significant healing and curing disease and wound and poison. It doesn’t regrow limbs.

  • Energize the wielder – Three charges: one extra action in combat

  • Reflect missiles (includes magical projectiles) back at their source – One charge: Single missile; Two Charges: All missiles in a round, Three charges: All missiles in two rounds

  • Blind opponents: One charge: Blinds a single opponent briefly; Two charges: Up to three opponents briefly, or one for a long period of time; Three charges: Up to 10 opponents briefly, up to three opponents for a long period of time, or a single opponent (almost) permanently

  • Feel free to make up any additional effects. There are the ones I came up with, so far.

 

Recharge: keep the collector shield in direct sunlight – each hour gives one charge.

 

Black Garlic Coal – Garlic grown in the roots of sanctified Moringa oleifera trees, compressed into small tablets. When put into liquid it can purify the liquid – any poison, disease or taint within minutes. When ingested works as an antidote. Three tablets. One tablet effects up to 50 liters of liquid.







Sunday, June 29, 2025

Wyrdr Moravia: Mushrooms, plants and their wondrous effects

I am continuing work on the zine Wyrdr Moravia. It is a setting designed with Cairn 2e in mind, but easily usable with any NSR / OSR fantasy systems. I'm working on it, making good progress, and keeping my own deadlines, which is not always a given.

 Today I want to share a piece of the work from it:  Mushrooms, plants and their wondrous effects. The list is pretty straightforward, and contains a small system for after when the effects end and the user comes down. A drop of acid into the fantasy:

 

The karsty Carpathians with an abundance of water, humidity, seasonal warm temperatures and plant life of all different shapes and sizes are a wonder to explore and experience for any traveler or inhabitant. Those who know where to look will find specific plants or mushrooms, that will make this experience all the more wondrous. 




Mushrooms - D8

  1. Czeshka - exhausting. Small mushroom, thin white stem, brown cap. Tastes of caramel. If dried and then eaten, the consumer can see through the eyes of a small animal, known to them for the a maximum of 1d4 hours.
  2. Moravka - stupefying. Small mushroom, grey spiral stem, folded brain-like brown top. Tastes smokey. The consumer loses eyesight but gains wolf-like hearing for the next 1d4 hours.
  3. Serbka - weakening, blundering, exhausting. Tiny mushroom, white curvy stem, blue-green cap. Tastes like dry red wine. If brewed into a tea and drunk the consumer can talk directly with the mycelium network for the next 1d4 hours. To the observer this might seem like the consumer crawling on all fours, whispering, with their ear to the ground.
  4. Modra - stupefying. Small mushroom, brown stem, blue cap. Tastes like soil If consumed within one hour of picking, the consumer can relive any memory. The memory is perfectly recalled and detailed and lingers a maximum of one hour.
  5. Kon - exhausting. Small mushroom, brown stem, brown-red cap. Mild buttery taste. When boiled in water for an hour, this mushroom allows the consumer to understand any language they hear, but not speak it back if they don't already know the language. The effect lasts 1d4 hours.
  6. Tiger - weakening. Large mushroom, wide grey stem, flat brown cap with white flakes. Tastes like cooked fish. When cooked and eaten, the consumer can directly communicate with the spirits of soil and trees spirits for the next hour. To the observer this will sound it will sound like the ramblings of a dangerous deranged individual.
  7. Cherven - exhausting, blundering. Large mushroom, wide white stem, red cap with white flakes. Tastes nutty. When brewed into a tea, allows you to see and observe one known place in real time for 1d10 minutes. 
  8. Purpur - weakening. Small mushroom, grows on rye, wheat and other cereal plants, wide brown stem, purple-red cap. Tastes of honey. When dried, ground up and eaten, it allows the user to communicate with any grain product for 1d10 minutes. To the observer this might seem like the consumer shouting at the product from a hairsbreadth away.


Plants D6

  1. Durman - stupefying. Wide, green, veiny green leaves, thick white stem, white cup. The flowers, when macerated in alcohol for one day, allow the user to directly communicate with the spirits of herbaceous plants for the next hour. To the observer this might seem as the consumer running from plant to plant laughing joyfully.
  2. Myristica - stupefying.  Brown, nut-like seed, sold as a spice. When the whole seed is ground and ingested, it causes the consumer to completely forget the person who served them the plant for 1d4 hours.
  3. Mak - tiring, exhausting. Small black seeds, harvested from the dried pods of mature, red flowering plants. When macerated in any fat, the user becomes calmer and resistant to fear and pain. In higher doses causes a deep, almost magical, sleep for 1d10 hours.  
  4. Hashish - tiring. Brown, sticky resin, compressed from the flowering parts of a tall green plant. Sold by southern merchants. When smoked or ingested, it heightens the senses of the consumer for 1d4 hours. 
  5. Mandragora - tiring. Leaves and roots, from a plant with wide green leaves and vividly colorful flower cups. When brewed into a tea, the consumer becomes very suggestible and will follow the commands of the person who served them the plan for the next hour. The consumer might not follow commands contradicting their habits and will not follow suicidal commands.
  6. Blen - exhausting. Yellow flowers, from a tall narrow green plant. When brewed into a tea, a mead or made into an ointment and ingested or rubbed on the skin the consumer becomes a ferocious, wild warrior. Their attacks in the next battle become enhanced.


Comedown tags

  • Exhausting-  causes 1d4 levels of exhaustion to the consumer, after the effects wear off.
  • Weakening- causes 1d4 STR temporary attribute loss to the consumer, after the effects wear off.
  • Stupefying-  causes 1d4 WIS temporary attribute loss to the consumer, after the effects wear off.
  • Blundering-  causes 1d4 DEX temporary attribute loss to the consumer, after the effects wear off.
  • Tiring-  the consumer falls into a deep sleep for the next 1d10 hours, after the effects wear off,

 

A short note on system neutrality and conversion. I want to make this as system neutral as possible, but I still design it using Cairn 2e guidelines. This list is designed with that in mind. The effects should work for any system or game. The Comedown tags, can be easily converted. My suggestions would be:

  • Weakening and blundering - keep the temporary STR and DEX loss, or change it to a disadvantage / negative modifier for saves connected to these stats.
  • Stupefying - keep the temporary WIS loss or change it to a more appropriate attribute - e.g. INT or CHA. You can also change it to a disadvantage / negative modifier for saves connected to these stats.
  • Exhausting - if you do not use an exhaustion system, make it a temporary loss of 1d4 max HP, keeping atleast one
  • Tiring - looks pretty system neutral.

 

A few weeks ago I put out the Hillfort of Neštich - a settlement that will feature in the zine, complete with a marked map, NPCs, plot hooks and a short bestiary. Check it out. 

Aside from this list and the Hillfort of Neshtih, the final zine will contain:

  • Weapons and armors, with an optional system for damage types, resistances, and specific abilities,
  • Four new artefacts,
  • Ten specific alcoholic beverages - six types of mead and four others - wine, beer...,
  • Ten new monsters,
  • and a Dungeon adventure - factions, NPCs and a sequence of potential events. 

My plan is to have it out by the end of July. 

If by any chance you wish to be a part of this project, I would appreciate help with layout and illustrations but also testing and editing, all pro bono as I am but a humble individual.  

 


River Island - Wogatišpurk - City'26

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