So. Here we are. It's been a while since my last post. Chalk it up to the escape from Draailant taking a long time. But, now that we've braved the stone deserts, wrapped in sooty scarves against the ash wind, we're back. The ground is wet underneath our feet, and we find the dinghy tied to a rock we used to come here. It rocks as we sit down in it, and we paddle our way into the Iron Swamp. Back into the cold and damp. Into the Thawing Kingdom, for one last time. But we'll see so much of it.
In the previous posts I've supplied the Kingdom, a touch of its people, a touch of the ice, a touch of beasts, and a touch of what lies beyond.
This post is a collection of noteworthy things in the Thawing Kingdom, to inspire and fill your game, to give you goals for an adventure, strange landmarks to pass the night at. This post won't contain as much prose as the previous ones: it'll have a lot of its contents cast into tables, so that you can randomise things, in true OSR fashion.
LOCATIONS
At first, here are some large and named locations, the sort of things you would see on a map, or that locals warn/tell you about. Some of them are more dangerous than others, but expect all of them to hold at least the potential for an adventure, or misfortune:
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Ankle Lake stretches far and
wide but is only a foot deep. However, due to duckweed and murk it is hard to
see into, and there are dangerous hidden pits. The witch of Ankle Lake is a
renowned but callous medicine woman, and wears big waterproof boots made of
chicken skin.
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2
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Mist surrounds Borri’s Stones,
three standing stones on a hill in the middle of a lake. Many dead are buried
here because it seems appropriate. They could be haunted, or just mysterious.
A fourth stone sticks out of the lake some distance from the island. There is
an empty spot in the circle for it.
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3
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The trees of Halfwood are
submerged up to half of their length, the treetops sticking out of the water.
Half-thawed here walk through the sunken forest using long ice stilts. There
are some submerged huts under the water, and bizarre animals like human-faced
moths inhabit the trees.
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4
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The Stewpots are a group
of round, steaming hot pools. There are about ten and you’ll find them on a
rocky plateau. The plateau is littered with remains of encampments. They are
an ideal resting place, free from the usual cold. The Kettle Knights have
made this place their base.
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5
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The Puller’s Bog is a
swamp area where, hundreds of years ago, dead soldiers of some battle sunk en
masse. Now, they have become fenfolk, and the bog is filled with undead fen
mummies that lie in wait under the mud, waiting to grab trespassers and pull
them under.
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6
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The Knights of the Purple Boots house in the ruin of a great
cobblestone barn in the area of the Redderth
Fields, where the wet soil is rife with beet pulp. Strange leprechauns
and goblins live in the earth here, wearing purple caps and beets. The
Knights try to stay peaceful with them, but they are mischievous.
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7
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Sinkwall consists of the ruins
of a farming village, submerged up to four feet in fen and water. Looters and
highwaymen have made camp inside the still habitable ruins, and patrol with
canoes between the buildings. They watch the area from many peeping holes in
the ruin of the old mill.
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8
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The Flat is a large chunk
of ice that looks like a large raised slab, sitting in the middle of a cold
lake. It is possible to walk on it, and due to the mist of the lake it may
seem like one is lost on an endless ice plane. Some have tried making homes
on it, but the ice took them. Be careful when you encounter an abandoned
village on the Flat. Half-thawed lurk.
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9
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At Dead Wood End, heaps of
driftwood, boat/fishing debris, and wreckage from the Flotsam Riders’
recurringly collapsing headquarters pile up against rocks in the river to
form a beaver dam-like heap big enough you can set up camp on it. However, be
careful of the looter colony that lives inside.
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10
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The large rock face with cave openings called Jotti’s House, as the name implies, resembles a house with a
roof, windows and an open door. There is in fact a giant that lives in it,
named Jotti, who may give out treasure he has found in exchange for goats -
or people - to eat. Maybe he is reclusive, but he could also terrorise
villages.
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The flooding has completely submerged Bedholm, a village of stone houses that now sits at the bottom of
a lake. The people there have become eerie, aloof corpses that wander the
village. They are not aggressive, and if one learns their sign language then
they may tell secrets or locations of treasures lost in the lake. However
they have strange customs. Be careful not to offend them.
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12
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Unlike many cities destroyed by floods and glacial collapses, Gethelberge is still livable, though
the houses are more like convenient caves than warm homes. The Gethelbergers
make do with what they have, but without its usual supply from surrounding
farms a city is a harsh and barren landscape. Rat is the main local food
source. Robbers and thieves are plenty. When someone dies, they disappear.
Folk in sackcloth robes take them, to the old Gethelberge prison, where it is
said the living partake in the dead.
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13
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Few dare enter the Resting Tower,
a tall stonework watchtower sagged to the size and collapsed onto a steep
hillside, giving it the appearance of lying down to sleep. Inside, there
lives an old wizard and his faceless owl. He is mercurial in his dealing with
visitors. Some may expect a cup of tea (it is unsure what he makes it of),
while some are hacked to death with a wood axe once the door shuts behind
them. Possibly there is a method to his madness, but what that may be is
unknown…
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14
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The Durmstreng Long Man is
made of knee-high stone walls, a large drawing on a hillside. Glaciers
melting took his left arm, so now it is as if he points towards the nearby
village of Durmstreng, where goats are livestock providing both milk, wool
and meat. Goatherds never cross into the Man however. What it was before, 500
years ago, is a mystery, but there are entries into tunnels located on its
forehead, its heart, and its stomach…who knows what the Long Man’s innards
harbour.
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15
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At the shores you may find the ruin of Castle Saltekker, where the Seagull Men live. Their masks made of
wood and leather resemble bird beaks, and they contain herbs that they grow
in the castle. Allegedly these make them immune to the sickening breath of
the coastal drakes that they fight (but more often are killed and eaten by).
They are always eager for a victory against the drakes, given their usual
bleak disposition.
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16
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The White Forest is still
rife with frost and ice. It is a very dangerous place, and home to a terrific
monster: an enormous half-thawed grizzly bear, its head covered in hundreds
of sharp icicles so that only its maw remains free of them. Besides this bear
the wood is home to other half-thawed animals and people, making it
incredibly dangerous to cross- a significant issue considering its large
size.
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17
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Though its centre is frozen over, the city walls of Wonnich are free of frost and make
for an elevated ring of stone foundation to build ramshackle houses on, and
to hollow out like combs in a beehive and make alcoves to sleep in. The
wall-dwellers of Wonnich cultivate mushrooms in the dark, damp corridors
inside the walls, and sometimes organise expeditions into the frozen city for
treasure to trade, and frozen edible wares to thaw.
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18
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The lakeside castle ruin of Mournstone
Keep holds a great chunk of ice in its innards, and it is filled with
treacherous stairwells, falling icicles and chandeliers, collapsing ceilings,
and lurking half-thawed. The melting water of the ice flows out through the
tower windows, giving it the appearance of crying.
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19
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The Creeping Tower is a
square and squat bastille tower that was ripped off its main structure by a
glacial melting, and is now ever so slowly making its way down a mountainside
sat upon a mass of moving ice and rock. It is tricky to navigate as many of
its parts can easily collapse.
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20
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Sat inside a large bog, the abandoned Castle Ghurt is an eyrie for drakes. Small ones flock to the
castle ruin, and in its mud- and swamp-flooded dungeon a Great Drake may even
roost. It is filled with dangerous stinking vapours from the drakes.
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Art by Skraww |
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A standing stone. 1 in 6 chance that its inscriptions or drawings
have not yet eroded.
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11
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A large papery insect hive built in a structure of dead bark or
driftwood. 1 in 6 chance that it is still inhabited.
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2
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An abandoned stone hut. 1 in 6 chance that it is less abandoned than
you thought.
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12
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A crashed Draailant hot air balloon, far beyond repair. 1 in 6 chance
that there is a Draailander still stuck in it, dead or alive.
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3
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A large boulder that resembles a face, animal or other thing that
isn’t a boulder. 1 in 6 chance that it is a shrine to hermit/bandit worship
associated with the boulder’s likeness.
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13
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The washed-away ruins of a small village or standalone barn/hut.
Foundations are all that remains. 1 in 6 chance that there is a cellar still
intact.
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4
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The skull or partial skeleton of a giant or great drake. 1 in 6
chance that a message or map is carved into the bones somewhere.
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14
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A remaining part of a stone wall, no longer than a few yards. 1 in 6
chance that crossing over the wall induces an old curse or illusion.
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5
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A notably thick or tall tree. 1 in 6 chance that it can speak (very
slowly) through a hole in its trunk, from a hole between its roots, or from a
mouth.
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15
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An orchard from before the frost. Trees in neat rows. 1 in 6 chance
that unnerving scarecrows are dotted around it.
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6
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A stranded/wrecked rowing boat. 1 in 6 chance that the damage is
small and repairable.
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16
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An abandoned crossroads, the signs pointing towards villages long
gone. 1 in 6 chance that the sign was put there after the thawing, thus being
accurate.
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7
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A clearing if in a forest or a huddle of trees if not. 1 in 6 chance
that there is a sword stuck in the earth in the middle, marking a grave.
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17
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A dolmen, where the dead of old rest. 1 in 6 chance it is haunted by
a ghost from before the frost.
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8
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A small stone watchtower, still upright or (partially) collapsed. 1
in 6 chance that someone lives in it.
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18
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The wreckage of a wooden house or barn, half collapsed to reveal the
inside. 1 in 6 chance it is not wet and rotting.
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9
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Abandoned camp. 1 in 6 chance that the reason it was abandoned so
hastily is still around.
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19
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A wide circle of mushrooms, like a fairy ring. 1 in 6 chance to come
with actual fairies, though their benevolence is unlikely.
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10
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A thin waterfall clattering off tall rocks. 1 in 6 chance a water
spirit is tied to it, eager for you to leave it alone.
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20
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Roll again, but it is a snow mirage: an illusion created by the ice
to lure people to it. In reality this something is a remaining patch of ice.
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These places could have some loot stashed at them. Roll a 6-sided die. If it is 4, there is minor loot. If it is 5, there is significant loot. If it is 6, there is loot but it is cursed, infected, attracts a particular monster, or otherwise treacherous.
CHARACTERS
There are many different kinds of characters players might meet, and they may have stories for you, or things to ask, maybe even things to beg for. Or perhaps they take what they want int this lawless flooded land. If you encounter one or more travellers on they road they might...
1
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…be fleeing from wherever they were before. A village or camp struck
by calamity or conflict, or an isolated home previously safe but now
disrupted. Perhaps they left something/someone valuable there or had it taken
from them. Perhaps whatever they are fleeing from is pursuing them.
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6
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…have come to the conclusion that food shortage and many mouths to
feed are problems that solve each other. Perhaps they’ll wait for an
opportunity to kill and eat you. Perhaps they’ll be upfront about their appetites.
Perhaps they’re rabid.
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2
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…want to rob you of everything you own, being highwaymen. They won’t
risk their lives, but they’ll go pretty far if you look like a juicy haul.
They might not immediately be upfront about this either. They might do it at
night while you’re camping together.
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7
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…be on the hunt for a particular creature. Perhaps out of vengeance.
Perhaps for prestige. Perhaps because they saw it a few minutes ago and want
to throw it into the pot. Perhaps the creature is a person. Perhaps it’s you
they’re after.
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3
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…be part of one of the knight orders! As protectors of the realm they
are eager to aid you in your quest or defend you from evil…at least, to the
extent of their capacity. Which usually isn’t a lot.
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8
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…carry supplies to try and start a new settlement somewhere where the
floods haven’t reached. They’re sure to reward you if you ensure their safe
passage. Perhaps their chosen location is a daring one. Perhaps it is deadly
and these people are naive.
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4
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…be adventuring through the kingdom looking for opportunity. They’ll
have interesting advice about the surrounding area, and the prospects for
looting, but they won’t give them up for free. Perhaps they want food.
Perhaps they want help in a planned endeavour.
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9
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…be foragers and looters that sell and buy all kinds of rubbish,
curios and remarkable findings. A rare opportunity for trading loot nobody
else wants. Perhaps they have some items that come from dolmens or old
castles and are magical, or cursed. Perhaps they’ll try to con you.
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5
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…be struck by frost or curse or wounds or another ailment. At least
one of them is incapacitated by this, and the others are trying to find aid. Perhaps
you can provide it. Perhaps you don’t, but know someone who can. Perhaps you
consider their belongings easy prey.
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10
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... be Draailanders! They never go far from their balloon. Possibly
interested explorers eager to question you. Possibly anxious pyromancers making
a landing to quickly gather some wood as emergency fuel, eager to give any
suspicious native that approaches them the fire whip.
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CREATURES
The fauna of the Thawing Kingdom mostly entails normal animals of northern nature, like moose, geese, salmon, bears, toads, and so on, but there are also plenty of animals that are a little more remarkable. Here are a few examples, but there are surely more:
1
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Empty Owls: large owls
with no face, and instead a gaping hole. Cold wind blows out from it, and
those who have stared into it claim to have seen a faraway landscape of ice
and snow deep in the dark emptiness, like a light at the end of a tunnel.
Perhaps a memory of the frozen years. They are unaffected by the ice, the
only species to seemingly have a limitless tolerance for cold. They have no
body heat.
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7
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Crumplejacks: bizarrely
flat things that can fold themselves like paper, and more often just glide
through the air on their side than actually flapping their wings. When
flapping their wings, they make the sound of crumpling paper. The wings are
insectile, so it is presumed the crumplejacks are large insects.
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2
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Vorstmannen: these
creatures were frozen millennia ago, into the ice of the kingdom’s mountains.
With the thawing event, some of them were also freed. A vorstman is a pre-human
with remaining ape-like characteristics. They prefer very cold areas. Maybe
the spell addled them despite already being frozen.
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8
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Skimmers: mosquitoes. Big
ones, the size of apples. They thrive in the wet and lake-rich environment,
mostly in the less cold areas. Their eggs are laid in clusters that float on
the water, called skimmer jewels, as the eggs have a vaguely silver hue. If
it is too cold the jewels do not hatch, and they are collected as pretties by
scavengers and magpies.
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3
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Frozen Flowers: Jellyfish
that bob through the air, seemingly made of ice and not changing shape, just
floating around like a static image. They have another form, which looks like
an icy flower that grows on mountain rock and ice, and when they touch the
ground they melt into a watery blubber, reshape, and refreeze. Under what
conditions they turn to their floating form again is unsure.
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9
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Vjergs: They’re like
bears, but with no head. No one is quite sure which end is the front, as they
seem to walk in either direction. There is a maw, on the underside, running
from one end to the other. They’re scavengers, but they have claws like a
bear and have mastered the art of rearing up and then body-slamming their
assailant with their belly-jaw.
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4
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Crauges: a crauge is a
landbound crocodilian creature that nests at the flood lake beaches of the
lower lands. Despite a shared reptilian aspect, it is very unlike a drake. It
has a rocky, rough and stout appearance and has no poison or stink. The name
originates from the loud roar-croak sound that they make.
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10
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Wizard Hares: white hares
the males of which use their teeth to carve intricate shapes into ice
stalagmites (carved stalagmites are called ‘towers’) to impress females. They
are resistant to the cold due to their thick fur (which sometimes gives them
the appearance of having a bushy beard), but only approach the outskirts of
the ice to find icicles fit for their sculptures.
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5
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Halfwood Moths: though
plentiful in Halfwood, the Halfwood moth can also be found in other forestial
areas. It is a moth with a wing span of a foot and a half, and a human face.
The faces do not speak, but they sometimes smile or cry. The caterpillar has
no human face. The cocoon must be made with human hair, so the caterpillars
often flock to corpses to collect it. Allegedly the moth gains a face
comprised of a combination of the faces of all sources.
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11
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Rowboats: odd fish that
have come to float on the surface of their lakes and use large side fins to
row around. They mainly eat skimmers and their eggs, and can both breathe
through lungs and gills. To escape predators they can sink down quickly by
exhaling all their stored air through a blowhole, leaving only air bubbling
up as they disappear to the depths.
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6
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Buphants: a buphant is a
toad, but it is bigger. It’s the size of a hunting cabin, and it moves
very slowly. These animals can hibernate for years, even in icy conditions, becoming
as stone and turning into odd shaped boulders during their sleep. They are
sometimes mistaken for Great Drakes by blissful knights unaware that a Great
Drake is much, much bigger than a hunting cabin.
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12
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Royal Ducks: before the
forst, king Iceheart was terrifically fond of duck to eat, so the castle held
a great amount of ducks to be prepared for the king. After the thawing they
escaped. They are like normal ducks, but infinitely more arrogant.
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AFTERWORD
Well, this is it. As you might expect from the mention of an afterword, this is the last Thawing Kingdom post. Or at least, the last one for a long time. And I think that's about right. I could make this post longer, add more tables, add factions of knights and villages and whatnot, but I won't. That's fun you can have yourself. After all, if you're reading this and using the Thawing Kingdom as a setting, it's yours, and I'm dead.
Especially when making game material, as an author, one is far from immortal. In fact, OSR game resource writers are the mayflies of authors. Live for a brief moment, shine, then go out as your work is taken to the table by others, changed, edited, tailored to their needs. This is as it should be. I encourage whoever reads this to fill in the blanks I leave to their heart's content. Make your Thawing Kingdom your Thawing Kingdom.
If you're interested in another final note on this setting, and a slightly more elaborate opinion on authorial death as a tabletop author like I've quipped here, you should read the upcoming Silver Swords zine. In it you'll find an article from me about what I've just mentioned, and a lot of other stuff worth your while.
In addition, since I have used many of their works to illuminate my Thawing Kingdom posts with atmospheric pictures, visit Skraww to find many, many more great artworks and daily landscape paintings.
Now, this blog, too, thaws. New things are inbound.
Art by Skraww |
Nice tables, especially the locations. I'm really fond of flooded landscapes so there's a lot for me to steal here.
ReplyDeleteThis is a very nicely-sized digest setting. I look forward to future installments of other lands, if they will happen.
ReplyDeleteI love your, there might be treasure in these randomly encountered bits mechanic and will be proudly stealing it. It has been a wild ride from beginning to end! Honestly, if you wanted to write a book, there would be plenty of people just from the Discord who would give to a Kickstarter. I love your idea and think that it is worthy of such an endeavor and wold be willing to help if you desired it. It has been a disastrous oversight that you are not on my blog roll and I shall fix this presently.
ReplyDeleteI'm pretty certain Mon that you are among the most inspiring of the new blood that the OSR scene desperately needs.
ReplyDeleteI thought this series was outstanding, and I think you wrote exactly as much as was needed.
ReplyDelete