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.