10 Men-at-Arms with Personality

Borderland forts are often dangerous places, and the wise nobleman strongly garrisons it with redoubtable men-at-arms. Such soldiers should not be merely carbon copies of one another. Among any garrison exceptional—or interesting— individuals will always emerge.

20 Borderland Fort Sights & Sounds

One of the quintessential locales for adventurers to rest between adventures, a fort on the borderlands is a safe haven offering many of civilisation’s beguiling comforts. Here adventurers can rest and recuperate between expeditions into the wilderness.

Village Backdrop: Oakhurst

The village of Oakhurst squats deep in the gnarled boughs of the Tangled Woods. The Lonely Coast’s smallest and most isolated village, only the most daring or the most desperate call it home, surrounded as it is on all sides by monstrous denizens and half-goblin tribes. Its dilapidated buildings sink into the squalor of the streets, presenting a loathsome and unwelcoming appearance. Oakhurst’s villagers are no better. Mostly trappers and hunters, the grim folk of Oakhurst distrust outsiders and keep to strange ways and customs. Visitors are strongly discouraged from overstaying their welcome.

Yet, Oakhurst’s darkest secret lies in a cave situated in a nearby cliff. On full moons, the villagers lock their doors and shutter their windows, pretending they do not hear the incessant flapping of wings in the sky overhead. Oakhurst’s oldest family, the Wearnes, long ago made a pact with a fell god, gaining the power of lycanthropy. Years of inbreeding to keep the line pure have driven the family of werebats to the brink of madness. High in the cave, the Wearnes participate in vile rites to their dark god, offering worship to one of its hideous servants. As the family slips further into insanity and their devotions more heinous, Oakhurst has become more dangerous for the unwary than it ever has before.

Village Backdrop: Hosford

The quaint village of Hosford rests along the Cliffway of the Lonely Coast. The industrious folk of Hosford diligently work the area’s largest mine, digging deep into the cliffs for ores and gems. However, decades ago, a large section of the mine suddenly collapsed into the sea, taking a chunk of the cliffs with it along with a handful of small homes. Out of this tragedy was born opportunity as the collapse created a sheltered cove and natural harbour for small fishing boats. Thus, in addition to their mine, the citizens of Hosford ply the coastline, narrowly avoiding the sharp rocks just below the water that would doom a larger ship.

Yet, terror now grips Hosford. Folk have recently gone missing, including the former village reeve. A sea drake secretly stalks the coastline, fed on fresh human sacrifices by a senile old druid who believes the creature to be some sort of god. The fortress of Caer Syllan has dispatched a new reeve, an ambitious, inquisitive young man to look into the disappearances but so far all he has uncovered are old grudges as neighbour accuses neighbour of these recent crimes.

Village Backdrop: Bossin

Nestled in a deep dell behind the cliffs guarding the Lonely Coast, Bossin is a troubled village. The rich bounty of the nearby mines and the excellent farmland should provide the villagers with a comfortable life, even though the lower part of the village periodically floods, but instead the populace now labours under the tyranny of Jacca Lander and his hired thugs. Extortion, disappearances and “accidents” are a daily feature of life in Bossin and the villagers are desperate for salvation, but they dare not speak of their woes for fear of ending up in the Pit.

20 Things #21: Wilderness Camping

Are you a busy GM? Does session prep take too long? Do you never have time to work on the cool little details that can bring your session to life? Well, fear not! That’s where the 20 Things line comes in. Compiled from the free 20 Things posts available at Raging Swan’s website, this short, focused compilation gives you, the time-crunched GM, the tools to effortlessly add verisimilitude and detail to your adventure. Use the material herein either before or during play and bask in your players’ adulation. This instalment provides seven tables designed to help you flesh out and bring to life the wilderness camps in your campaign.

20 Things #21: Wilderness Camping comprises the following 20 Things articles:


A System Neutral Edition GM’s Resource by Creighton Broadhurst and Jeff Gomez

Released 4 December 2017; Pages 10

PDF ($2.45) DriveThruRPG, RPGNow or sign up to Raging Swan’s Patreon campaign before 5 November and get it for free!

Places of Power: Tibol-Korrin

The Strait of Tibol-Korrin provides seafaring merchants a relatively safe and easy way to reach the otherwise hard-to-reach, landlocked rival baronies of Tibol and Korrin. A decade ago, the strategically important strait became the focal point of a war between the two rival baronies when a dispute over equitable distribution of tariffs dramatically escalated when a Tibolian ship mysteriously sank (allegedly through the actions of Korrin saboteurs). The war brought shipping through the strait to a halt, as no captains dared to venture into range of the many siege weapons covering the strait and its approaches. A recent truce borne of economic necessity, and a blossoming romance between opposing, high-ranking commanders, allows ships to once again safely traverse the strait. However, unbeknownst to almost all, the fighting dislodged ancient and dark relics, portending the return of things best left forgotten.