As I begin to think about the local adventure area, the
first thing I need to come up with is, well, who the heck lives there. In my last post, I decided to focus on the
north eastern part of the map, particularly the Northern Wastes. The terrain is dominated by a massive bog,
and I’ve rolled that the major industry in this location is, well,
industry. My first thought was that this
is a liquor producing place (the various berries that naturally grow in bogs
have long been converted to sweet and potent alcohol), but Brian sent me an
excellent link regarding Norse bog iron production, which is part of a truly
fascinating site.
So, thanks to that, Wikipedia, and Google, I have some solid
ideas. The average person lives either
in a tiny village or a small family farmstead.
The architecture is based around sod walls and turf built longhouses,
which contain all of the family’s cattle and goats. The people survive with their light farming,
their herds, fishing, hunting, and gathering.
Vast fields of berries (blueberries, cranberries, cloudberries,
huckleberries and lingonberries) are harvested for both consumption and for distilling
into liquor. The berries are too fragile
and bulky to be effectively transported to the cities, but liquor is far
easier, and therefore more profitable. The people also gather peat iron and smelt it
for the manufacture of iron weapons and tools.
Unlike most peasants in the land of Galicia, pretty much every man and
most women in the Northern Wastes are armed—many also have some kind of
armor. There is no lord or guard in this
wild land, and each family must stand on its own.
For Man is not alone in this land. One of the things I learned poking around
Wikipedia is that bogs are often home to carnivorous plants. Well, if that is true in our world, then
there’s no reason some kind of plant men can’t live here. I flip through the Monstrous Manual (as well
as Paizo’s Pathfinder SRD, as it sorts monsters by type, something the MM doesn’t
do) and fail to find anything that fits.
Most of the plant men are supposed to live in tropical/semi-tropical
places or underground. So, I’ll create
my own—the Mossmen! I’ll write up their
stats later, but for now I’ll say they are the most native of the
inhabitants. In fact, I’ll say the
Northern Wastes are not a purely natural phenomenon. In fact, the land was devastated in one of
the many Imperial Wars, as the Elves unleashed vast and powerful magics on the
land, permanently warping it. As a
result of this devastation, the land was changed from its once rolling green
hills dotted with gnomic villages to the boggy waste it is now. Over time, some gnomes changed to the vile
goblins, while others became one with the land and were the ancestors for the Mossmen.
For generations the Mossmen and the Umbrians lived in
relative peace. There was some violence,
but the two groups gradually learned to respect each other’s boundaries. The humans traded the Mossmen iron tools and
weapons, and in exchange the Mossmen traded peat (the major source of fuel not
only in the Waste, but in the more urbanized Maas river valley) and tolerated the
humans hunting parties. Now, humans can
(and do) harvest their own peat from the bog lands, but the Mossmen are able to
grow particularly potent and rich peat which is far superior to anything the
humans can offer.
This delicate peace is currently under threat. The humans of the Maas river valley are
recovering from the chaos of the Galtic invasions, and starting to grow
numerous. They are looking to the lands
of the Northern Wastes, and seek to drain the bog and bring the land under
cultivation. The native humans
(generally referred to as “bog people”) view this with alarm—their own way of
life is threatened, but the demand for iron, liquor and peat promises
wealth. The Mossmen do not yet know or
trust these valley humans, and are even more concerned.
Secondly, there are the goblins. Scattered bands of these monsters have long
plaqued the Wastes, but recently their numbers have increased significantly,
and they’ve seem to become more organized, launching kidnapping raids against
isolated human settlements. The reason
for this is the recent arrival of a juvenile Black Dragon!
Ok, I know I said last post I didn’t want to throw the party
up against a dragon to early. But, I
have some very compelling reasons. First
off, I rolled “dragons” on my races table for Galicia, and haven’t done much
with them. Second, the area is a big
swampy bog—I mean, how can I not include THE iconic swamp creature? Third, speaking of iconic, the game is called
Dungeons & Dragons. Dungeons are
easy to come by, but Dragons? Pfft. They need to show up in more games.
Finally, and most importantly, Dragons are cool.
I don’t know what the Black Dragon is up to yet—probably trying
to gather up a hoard and get him/herself established, and is using the goblins
as his minions. I might come up with a
better idea later.
But, the area needs some more creatures: a land is more than
a few villages and monsters to slay. The
World Builder’s Guide breaks these
down into a couple of generic types—locals, non-locals, Small Herbivores, Large
Herbivores, Carnivores, and Monsters. One could add a few more categories, I
imagine, but we’ll stick to that list for now.
Locals we’ve already covered above.
Non-locals could be anyone we’ve discussed before. Some options include: Centaurs, Adventurers, Galtic
explorers, Priests out to convert the locals, or a merchant from Furrst hoping
to cut out the middle men and deal with the Mossmen directly.
Small Herbivores—rats, mice, variety of birds, chipmunks,
woodchucks, badgers, possums, rabbits, squirrels, beavers, minks, shrews,
muskrats, and a variety of fish and insects.
Large Herbivores—Deer and Moose
Small Carnivores—weasels. Raccoons, foxes
Medium and Larger Carnivores—Wolves and bears
As for Monsters, we already have goblins and a Dragon. The Mossmen would fall under the “local”
category. But we need more “bog specific”
monsters, so I’ll add Molds, Giant Insects, giant leeches, shambling mounds, Giant
Toads. Hrrm…I might add a pack of Owlbears
to that list, just to give something satisfying to fight besides goblins.
Obviously, this won’t be all that’s in the land. Later on I’ll be placing specific “adventure
sites,” ruins and lairs and the like, which probably will have unique
monsters. If I end up with something
like an undead haunted ruin, then zombies or bog mummies will probably find
themselves added to the above list, but it’s a good base line for now.
Finally, a note about population density. As was determined back in “Subsistence andSettlement Patterns” this area is sparsely inhabited. Per the World
Builder’s Guidebook this means there will be 3-8 villages, with a total
population of 1,000-2,000 people. Most
likely, I will divide this up among the main races we discussed above—1 or 2
for the Mossmen, 1 for the Galts who are just starting to move in and drain the
bog, 2 or 3 for the native Umbrian “bog people” and maybe 1 full scale village
of goblins. Obviously, I won’t know for
sure until I actually sit down and work up the map, but there’s what I’m
thinking of for now.
So Mossmen are botanical gnomes, size small? I must admit I had already conceptualized them looking like Mossman from Masters of the Universe. They should at least have a Texas accent!
ReplyDeletehttps://www.youtube.com/watch?v=2HnEZsi2LWc
Damnit Brian--why do you insist on coming up with better ideas than me? Ok, they're now big swamp thing looking dudes carrying a honking mace...
ReplyDeleteYou have forgotten shambling mounds. These are CLASSIC D&D monsters. Cannot be forgotten. And tough as crap...
ReplyDeleteHey - read up on the Marsh Arabs on the Tigris and Euphrates...