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.  

 


Sunday, June 8, 2025

Wyrdr Moravia: Neshtih

One of the projects that I have been working on recently, is a zine for Cairn 2e / OSR fantasy games, Wyrdr Moravia. I got inspired by the Caers & Crannogs zine for the first edition of Cairn. I loved the vibe of Iron Age Celtic myth-world and it all came together a few months back when I was looking into some local history.

 

So what’s this about?

 

Briefly, Wyrdr Moravia is based on Greater Moravia, a kingdom, primarily, in what is present-day Moravia (Czech Republic) and Western Slovakia. It is one of the first Western Slavic kingdoms and at its height, the rulers governed all of what is today Czech Republic and Slovakia, reaching into parts of Hungary, Germany and Poland. It existed only for some 70 years, at the end of the 9th Century AD and is generally not well known in history.

 

My intent is to put a Weird, Acid Fantasy take on the period, diving into Slavic mythology and the historical conflict between the old Slavic paganism and the battle between Western (Frankish) and Eastern (Byzantine) Christianity, which took place in its territory. So a bit of real world history mixed up, weird monsters, a bit of horror here, colorful hallucinogenic images there, swords, axes, scale mail, Gods, pyres, dungeons, and so on.  

 

The zine is not out yet, but I want to share and test, the first complete piece of content for it – the settlement of Neshtih (real name Neštich, if you want to look it up), complete with a map, locations, NPCs, some adventure hooks and a relevant excerpt from the bestiary.

 

The final zine will include:

  • Introduction to the setting
  • 6 backgrounds for Cairn 2e
  • Mead and mind-altering substances table
  • 4 unique artifacts
  • Bestiary with monsters from Slavic mythology, plus some relevant human adversaries
  • a short dungeon adventure
  • And the settlement of Neshtih

 

I plan to finish the zine by the end of July 2025.  I hope to have mastered some typst formatting and styling by then (thanks to yochaigal and mhd for the advice). 

 

All compatible with NSR / OSR fantasy games, but designed primarily for Cairn 2e.

Here goes the settlement of Neshtih, hope you enjoy it and feel free to reach out to me with any feedback.

 

You can download the Neshtih in PDF on my itch - here

 

 

 

Neshtih

The Hillfort of Neshtih, an important administrative center on the frontier with the East Francia, lays just below the vast, sprawling forest of the Small Carpathians and all the dangerous, wondrous and wyrd  within. It is located a days march or a half-days ride from two other important castles - Brezalauspurk and Dowina, which sit on the Danube river.

Population: 1000 - includes the farms and mining hamlets in the vicinity, that supply the Hillfort.

Map

 


 

 

Main Sights and Services

 

1. The fort-palace of the local Knyaz - Wooden Palace with a reception room and a feast hall, home of the Knyaz and his family, as well houses to the Druzhina, the retinue of the chief. 

2. Grove dedicated to Dazhbog, groove of Oaks with a large wooden statue of the god in the middle of a sunny clearing, where the god of sun is venerated. Home to the priest and his apprentices,it is a place for contemplation, divine rituals and public festivities.

3. Frankish Christian Rotunda - The recently build an Christian church, after the last wars with the Franks. The priest and his apprentices, have been busy converting some of the local families.

4. Inn at the Broken branches - A busy, bustling place, open to foreign merchants and locals alike. Offers stews, mead and local wine. Services include common and separate sleeping rooms and baths.

5. Blacksmith - The blacksmith produces standard armor, tools and weapons, but his specialty are axes. For a heftier price, can create enhanced axes.

6. Jewelers workshop - Crafts and sells copper jewels from local deposits, inlaid with gems bought from traveling merchants or adventurers.

7. Herbalist - Produces all manners of balms, poultices and concoctions for the daily use of the locals. If given time and proper ingredients, they can produce various concoctions - healing, strengthening, or even such that take the mind to other worlds and let the eyes see beyond this one.

8. Market - Stall, stands and wagons of all shapes and size, local and from foreign lands, occupy the area around the well. Local wares - food, wine, pottery, bronze-ware, tools and basic weapons are peddled. Foreign merchants often offer fragrant spices, colorful textiles, but also exotic weapons or even mysterious artefacts can sometimes be found in their inventories.


NPCs


Kniezha Vsheslav

• Wide shoulders,strong arms, brown mustache and hair. Ageing.

• Enjoys being a ruler, dislikes actual ruling.

• Known as a courageous and brave warrior.

• Speaks in a booming, joyful voice.

• Strongly embraces those he likes.

• Interested in stories of battle.


Bohodar - the Priest of Dazhbog

• Middle aged man,balding hair, bushy beard.

• Devout follower of Dazhbog, god of the Sun.

• Understands the movement of the sun and stars.

• Dislikes the Frankish priests and their proselytizing.

• Fast, fiery talker.

• Wants to remove Frankish priests. Worried of the Kniezhas reaction.

 

Konrad - the Frankish Priest

• Slender man, mid thirties, monk hair, clean-shaven.

• Wants to secure Frankish influence over the fort.

• Enjoys horseback riding in the forests.

• Crosses himself when talking about the pagans and their ways.

• Dislikes the loud celebrations at the inn or in the sacred grove.

• Will not talk to Bohodar or Boguwola. Unless its unavoidable.

• Very welcoming to Christian visitors - merchants, mercenaries, …


Milica - the Inkeep

• Strong armed woman, scared face and arms, early forties.

• Is mostly content with the amount of guests and wealth she makes from her inn, which is growing in repute among the travelers. Would like to employ some new long term patrons.

• Likes balms and elixir for the body. Visits the baths at her own inn.

• Rejects the advances of men. When pestered, rages

• Often cleans her hands and applies balms and oils to them.

• Wants to persuade the young, female bard Marjana, a visiting patron, to stay permanently.

• Currently being “courted” by a Bulgar merchant Boiko.


Protibora - the Jeweler

• Young woman, slender and small build. Bronze hair.

• Timid in nature. Appreciates empathy and kindness in others. 

• Repulsed by acts of self-importance and grandeur.

• Works on the floor of her workshop, hair covering her face. Only stands for people when happy, or grateful.

• Struggling to fulfill an order for a traveling bard, due to stopped shipments of bronze.

• Friend of Boguwola and Milica.


Piragost - the Wine maker

• Man,mid twenties, raven-black hair, sharp chin.

• Wants to become a respected wine producer, as his forefathers.

• Loves growing grapes and making wine

• Annoyed by the indecisions of the he Kniezhaa.

• Moves his hands a lot and wildly when talking.

• Wants to recover his family heirloom - a silver amphora. Kniezha wont help him.


Boguwola - the Alchemist

• A tall woman, wears a wreath of seasonal flowers.

• Much older than she looks. Elders claim she was old when they were children.

• Preserves and continues the traditions of old.

• Frowns upon the new trends, tools, fashion and devices.

• Close with Bohodar, his rituals and astrology is critical for her work.

• When talking stands upright, strong, proud, when talking in an almost intimidating.

• Recently got in a public quarrel, with a family of new Christian converts. Used to be patrons, now they purchase from Frankish merchants.

 

Local adventure hooks

d6 Hook

1. Piragost, the young wine maker, is looking to reclaim his family heirloom - an old ornamental helm. After his fathers death, the helm ended up in the possession of his Uncle-in-Law, who traded it for protection to a local mercenary leader,camped in the hills.

2. The Pagan rituals and continued veneration of the Old Gods, have for long been a thorn in the eye of Konrad, the Frankish priest. He will happily reward and bestow favor upon anyone who can “lessen” the influence of the pagan priest Bohodar.

3. Milica, the proprietor of the Inn at the Broken branches, is looking to convince the, reluctant traveling bard Marjana, to stay as a permanent fixture at her inn. She is annoyed by the relentless advances of Boiko, a Bulgar merchant. 

4. Kniezha Vsheslav, know for avoiding major decisions, is looking for someone to provide him evidence in a current complaint. A local, young, christian family, has accused the alchemist Boguwola, of selling them poisoned medicine. He suspects that the complaint is false and believes the Frankish priest has something to do with it, but doesn’t want to get involved in the investigation himself, due to the political intricacy. 

5. The Jewelers workshop has stopped receiving shipments from the local copper mine. The local speak of misshapen beasts prowling the mine and mutter that it is work of Lúdki, the mountain spirits. Protibora will gladly reward those that restore the mine and bring her materials to work with. 

6. Boguwola, is willing to handsomely rewards deliveries of specific herbs and flowers for some of her more, exotic, elixirs. The only problem is that they grow in fields, belonging to the Polevik, a spirit of fields, that guards them closely.

 

Short Bestiary

Warrior

7 HP, 1 Armor, 13 STR, 12 DEX, 9 WIL, axe (d6) or shortbow (d6) and a

dagger (d4)

• Trained warriors that work either as a part of a mercenary company or a retinue.

• Usually travel in a group of at least five - comprising a Band. Each band has a Leader using a Bearded Axe (d10) and a shield (2 Armor), 14 STR.

Battle cry: When checking WIL for initiative in the first round, if a single member of the party fails their check, the whole party looses their first turn.

 

Polevik

8 HP, 9 STR, 12 DEX, 15 WIL, sickle (d8)

• Appears as a dwarf-sized humanoid, with straw instead of hair and wild eyes, wearing a long white shirt.

• The spirit of plains and fields, which he cares for. Is angered by their negligence.

• Can be appeased by a significant offering of domestic products, including eggs, freshly baked bread and other local produce 

Wind Whistle: Once per combat, the Polevik can whistle bringing in a strong gust of wind. All PCs must save DEX or loose their next turn.

 

Lúdki

3 HP, 10 STR, 9 DEX, 12 WIL, pickaxe (d6) 

• Beings that resemble small, knee high humans, dressed in miners garb, living and working in underground mines and caves.

• Clever, witty, and crafty, they are subjects of the Kovlad and Runa, rulers of the deep.

• They are known for their divination abilities, which helps them stay one step ahead of potential attackers. If friendly, they can perform a divination for their allies.

 

Mine horror

5 HP, 1 Armor, 12 STR, 13 DEX, 5 WIL, Bite (d8)

• Deformed, unnatural, grotesque, four, six or eight legged crawlers, their carapace colored from black to shades of deep purple.

• They live in the deepest, darkest corners of the underground and often do not leave, unless intentionally summoned or a rift to their lair is created.

Terrifying visage: Those that look upon them directly, have to save WIL or have their HP reduced to zero. The affected may retry the save every round.

 

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