Wednesday, April 9, 2025

Geldingstone

We had a one-session break in the superhero game we're playing, so I filled in with a return to Krevborna to advance the players nearer a goal one of them have set. I prepped just about the perfect amount of material for a single session, I gotta say.


Characters

Willard Corn, a man of mystery looking for his three-legged dog

Panthalassa, necromantic dinosaur summoner with a grudge

Garazi, precocious witch with a possibly dark destiny

Heck, revenant out for revenge against witchhunters

Daytona, dhampir gunslinger always along for the ride

Khamaat, ancient mummy revived for unknown purposes


Events

The characters all emerged from a mental haze within a forested grove--with no idea how they had gotten there. It was night, and moonlight shone down from a gap in the trees. Khamaat had a vague memory of an unknown bearded old man putting his hands on her and Willard's shoulders as they did research at the university library at Creedhall, but everything else was fuzzy.

Peeking out of a gap between trees, they saw a downward slope leading to a long rectangular building. In front of the main door were six figures wearing bronze breastplates and bearing longswords; they stood beside a gnarled old tree. From the skull masks they wore, they were likely members of the Fraternitie du Cadavre. 

Willard's attempt to approach the figures peacefully failed--they drew their swords and attacked! Additionally, the gnarled tree uprooted itself and joined in the fray. Their foes hit hard, but the party hit harder--although the armored guards were undead, they fell to the group's weapons and the animate tree was left little more than a burning stump. Panthalassa had summoned two raptors, and though they took down the tree, they were stuck to its sap-bleeding wounds as they also expired.

Now able to enter the building they saw that its name was etched in the stone above the doorway: GELDINGSTONE.

Garazi summoned Txori to scout the available windows so they an idea of what to expect in the rooms inside. In the library, among the theological works on the shelves, Panthalassa found one volume that just had a series of numbers on the spine as a "title." Removing it caused a section of the shelving to shift aside, revealing what appeared to be a small dungeon cell. The book was full of equations, but one--31-3=28-- was circled every few pages. It also matched a scrap of paper Panthalassa found in her pocket.

In the nearby office, they found a ledger with a list of boys' names and dates from long ago. Moving aside a painting revealed eyeholes that could be used to look into the next room unobserved. The room appeared to be a dormitory of monk-like cells.

When they entered the dormitory they discovered that hanging behind the desk was an iron rod and a number of switches. They also found a loose floorboard, under which was an old, folded-up piece of paper that read "Meet me by the tree tonight. Bring the book." in a childish scrawl. 

In other rooms they found evidence of the Fraternitie du Cadavre's necromantic activities, such as bones laid out on work surfaces and a room with tables full of preserved meat. Heck smashed the skeletons to prevent future animation attempts. While the destruction occurred, Willard remembered the bearded man telling him that there were Vlaak in Geldingstone and that the Vlaak definitely remembered who he was--as it turns out, Willard Corn is something of a bogeyman to the Vlaak. 

Additionally, Garazi remembered being paid a visit by a woman who kept one of her hands conspicuously out of sight.

As the ventured further into Geldingstone, three Cadavre cultists exited a room with their hands up. They just wanted to leave in peace, but Panthalassa wasn't having it--she summoned raptors and set them upon the three men, wrecking an unholy slaughter in revenge for them cutting off her arm months ago.

In the chapel, the uncovered the origins of the name Geldingstone. They found an ornate chair, with a hole cut out of the seat, that was used for turning boys into castrati for the Church's choirs.

Before they were killed, the three surrendering cultists had told the group that the key to the door they wanted was being guarded by a skinless monstrosity in the basement, so that's where they headed next. Wounding the creature caused it to expel a red mist that flooded the room; those within the mist found their vitality sapped. The skinless man killed every minion Panthalassa sent against it; each time it killed one it peeled a strip of skin from its victim, consumed it, and healed its wounds. 

The group did eventually prevail, and they could see the key they needed within its corpse, but the mist still pervaded the room so they retreated for the moment. Heck eventually decided to draw upon his undead vigor and run in to grab the key, wrenching it from the corpse. 

The key unlocked a chamber with a vast stone archway--the center of it was pure black. When they passed through the archway, they found themselves in a strange place. The ground beneath their feet was black. Emerging from a cave, they saw a fortress in the distance and heard the beating of great wings overhead.

They were now on the fabled Shadow Moon.

Sunday, April 6, 2025

The Silent Forest

From Nathaniel Hawthorne's "Young Goodman Brown" to Robert Egger's The Witch, "the woods" are a place where the laws of man--be they temporal, spiritual, or moral--are suspended in the wildness that resists the forces of civilization. If you want to have a Gothic-influenced setting, you need a dark forest where savage elements lurk in the untamed bosom of the natural world. The Silent Forest fills that role in Krevborna.

(art by Tenebrous Kate)


The Silent Forest

Forbidden and Accursed Woodlands 

The Silent Forest is a deep woods of misshapen trees whose limbs resemble clawed, skeletal appendages. True to its name, the forest is ominously quiet. Old burial grounds—their headstones cracked and the names upon them effaced by time and the depredations of nature—are slowly consumed by the green hell of the Silent Forest. 

Villages lurk at the edges of the Silent Forest, but the villagers warn their children not to enter the woods, as it is believed to cursed. When night falls, the malign creatures within the forest grow stronger, faster, and more ravenous. 

However, the Silent Forest is not wholly uninhabited. Those who live in proximity to the Silent Forest report that elves, goblins, and fairies possess a secret enclave deep within the woods, hidden from the eyes of human kind. Tribes of wildlings, regarded as cannibals  prone to scalping civilized folk who intrude on their enclaves, also make their homes among the Silent Forest’s twisted trees.  

Hallmarks

The following elements and aesthetic notes define the Silent Forest:

    • The forest is an accursed and unholy place; many sects of the Church forbid their parishioners from entering it.

    • Elves, fairies, and goblinkin maintain a hidden city in the Silent Forest.

    • The trees of the Silent Forest are often blackened and ominously shaped.

    • Woad-painted wildling tribes live deep inside the woods.

    • A family of bandits known as the Ulvarg clan hide within the Silent Forest.

Tuesday, April 1, 2025

Sir Edvard Hawley

Piskaro's most powerful villain is Sir Edvard Hawley, a spectral serial killer.


Sir Edvard Hawley

For the past thirteen years, Madchapel—a borough of impoverished slums mostly inhabited by destitute immigrants—has been the site of a series of brutal murders that are believed to have occult significance due to the ritualistic nature of the slayings. Sir Edvard Hawley, a minor noble and fraudulent “gentleman surgeon” with an interest in black magic, was suspected by the Rooks as being the Madchapel Slasher, but those conjectures ended with Hawley’s death five years ago.

The truth is that Edvard Hawley was the killer all along and continues to stalk the residents of Madchapel after death as a murderous wraith. He prowls by night, sometimes driven in a spectral black coach lit by baleful green lanterns, to hunt for victims. Anyone slain by Sir Edvard Hawley’s ghostly postmortem knife rises from the grave as an unquiet spirit under his control.

    • Appearance: Edvard Hawley appears as a grinning spectral man wearing a long overcoat and a top hat.

    • Personality: He does not even attempt to repress his murderous impulses.

    • Motive: He plans on branching out from Madchapel, adding unfortunate souls to his army of ghosts, until all of Krevborna is a spectral empire under his rule.

    • Flaw: Sir Edvard Hawley relishes the thought of possessing a body to continue his murders in the flesh.

Sunday, March 30, 2025

What I Did at Jesus Camp

My bud Goose ran a one-shot of Dollhouse D.R.A.M.A. in which we played a bunch of fuck-up teens sent to Jesus Camp. I've written out the experience from the perspective of my character Mary Katherine, a girl sent to the camp because her parents are worried about her involvement in her local punk scene. This was probably not the sort of scenario Dollhouse D.R.A.M.A. has in mind, but man did we have a blast with it! The funny thing is that in a group that's usually about half women, only the boys were around to play in Goose's game.


***

Dear Diary,

Jesus Camp is exactly as lame as I thought it would be--lots of singalongs and talks meant to get us "right with the Lord." My fellow inmates of Cabin Twelve are pretty cool at least. J.P. is hella gay, but he's good at all that outdoors shit. Mikaela is also hella gay and doesn't know it; bitch is constantly drawing lesbians munching rug and has not put it together that she's in the big acronym. Jessie Jesus is the only one who seems kinda lame, but she's all right, I guess.

No matter what, we're way better than Cabin Six. Fuck those guys.


***

Dear Diary,

Ugh, Counselor Josh called us to a campfire meeting and starting talking about how God "wrestles with his tool" or something. I swear to fuck that guy is a huge pervert. He told us that it was our turn to fight the Devil on some stupid island--I'm pretty sure the "Devil" in this case is just going to be Josh in a Halloween costume trying to, like, pop our cherries or whatever. Like I said--HUGE pervert.


***

Dear Diary, 

We had some trouble getting to Molestation Island because this camp is so broke-ass that the canoe we were given only had the one oar. We drifted around for a while until J.P. figured out how to get us there. But in the meantime: BIG revelation on the Jessie Jesus front. Our girl was playing possum the whole time, which we discovered when she pulled out a massive blunt to pass around. All that Jesus Girl shit was a smokescreen--literally. 


***

Dear Diary,

Our cabin on the Island of Perverts is fucked. The lights kept going off, which I helped fix 'cause I learned how to steal power to put on illegal punk shows, and the radio is playing some kind of "evil" sounding message. Josh really likes to set the mood before he deflowers the campers, I guess. Jessie blessed the weapons we assembled to fight Josh off if he shows up as "the Devil." 

We found some booze under a floorboard at least. It's probably Josh's stash of "Jesus Juice" to make us pass out, but joke's on you, Josh--we're getting lit without you, creep!


***

Dear Diary,

Uhhh, bad news, fam: Josh isn't the Devil.

It turns out that I am the Devil. I don't get it, but--fuckin' cool, right? All the other scenesters are gonna flip when they find out.

Anyway, I knew I had to get the rest of my cabinmates on side with my satanic mission. I coulda beat them into it 'cause I feel demonic power flowing through my veins now, but I fuckin' like those guys.

J.P. was a pretty easy sell--I just don't him that instead of "pray the gay away" we should "gay the pray away" and he was on board. Mikaela was a tougher sell, but I let her wrestle around with me on the floor for a while so she could, like, have a sexual awakening or whatever. Jessie ran for it, unfortch--weed does make people paranoid, tho.

Long story short, we got back to camp and raised hell--either converting the other campers and counselors to our dark cause or making examples of 'em. Hell yeah! 

Satan 1, Jesus 0. 

Suck it, Cabin Six!

Tuesday, March 25, 2025

Treacle & Crouch's Pie Shop and the Wormwood Star

Two more adventure locations in Piskaro! One is my obvious Sweeney Todd riff, the other was inspired by my study of French Decadent literature.

Treacle & Crouch’s Pie Shop

Treacle & Crouch’s Pie Shop is an eatery serving meat-stuffed pasties in Piskaro. It is frequented by the working class because the meals on offer are both cheap and filling. 

    • Some residents of the city suspect that Lovetta Treacle and Bartram Crouch, the shop’s joint proprietors, supplement the filling in their pies with rat meat, but the truth of the matter is much worse: both are serial killers who commit murder and use the flesh of their victims to make the pies they sell in their shop.

    • Bartram and Lovetta are former sailors who sought the aid of a demonic force to help them escape the barren island they had been shipwrecked on once they ran out of the corpses of their fellow mariners to eat. 

    • The demon lord Baal promised to save their lives and usher them into prosperity—if they would make a pact with it and pledged themselves to furthering the practice of cannibalism through nefarious means. 

      

The Wormwood Star

Operating out of a defiled and defaced chapel of the Holy Blood Church, the Wormwood Star is a salon catering to Piskaro’s decadent dandies. 

    • The Wormwood Star openly sells a number of exotic stimulants—both those imported from foreign shores and those alchemically concocted by the Skarabasca.

    • The intoxicant that has brought a measure of infamy to the Wormwood Star is a special absinthe made on site.

    • Some patrons of the Wormwood Star experience an uncanny visitation while in the grips of the absinthe served on the premises: they hallucinate a vision of the Green Fairy.

    • The Green Fairy is a capricious fey being who is as apt to offer startling delirium and artistic inspiration as she is to send the imbiber on an ill-fated quest. 

Sunday, March 23, 2025

Graves Left Wanting in Bloat

We had a gap in the rotation of who was running the weekly game, so I ran a one-shot of MORK BORG. For this adventure I cobbled together two things from the Heretic supplement: "Graves Left Wanting" and "Bloat."

Characters

Vagal, Heretical Priest, wants to kill Silas the vagabond

Agn, Fanged Deserter, wants to kill Silas the vagabond

Merkari, Wretched Royalty, accompanied by the jester Poltroon, wants to rescue missing villagers

Karg, looking for a new home maybe there's one in the graveyard

Graft, looking for a new home maybe there's one in the graveyard

Events

The characters found themselves at the top of a hill, looking down at a vast, jumbled graveyard of crowded tombstones. Next to them on the hill was a large tree with corpses hanging from its bare limbs. From their spot on the hill, they could see a stone landing below. Vagal climbed the steps going up the trunk of the tree and peered into the stinking hole at its top. He dropped a caltrop inside, but did not hear it land. He did, however, find a rope strung up inside the tree that, when pulled, caused the limbs of the tree to bend and make it look like the corpses hung from them were dancing like marionettes. 

The group decided to pick their way across the field of gravestones to the landing. The landing was covered in debris and at one corner was a throne made of garbage. Sitting upon the throne was a dirty, bearded bastard holding a whip. Kitten-sized roaches scurried at his feet. He introduced himself as the Roach King and explained that he wasn't allowed in the village anymore. He didn't know where Silas was, but he did offer to take them all to the undertaker's house.

On the way to the undertaker's house, they heard the disturbing sound of something human breathing in their left ears. Suddenly, four rotting ravens descended from the night sky and attacked! The ravens were intent on pecking their way through the characters' flesh so they could "nest" inside of them. A few injuries were taken, but the ravens were dispatched with haste. Unfortunately, the Roach King was killed by the birds. They looted his body, but nobody wanted to eat the jerky they found on his person. 

They party decided to turn back at this point, but without a light source or the Roach King to guide them they were soon lost in the tangled cemetery. A soupy fog rose from the tombs and the group nearly stumbled into a plague pit filled with noxious corpses. 

Eventually they found a large stone mausoleum. Inside, they discovered a plain stone sarcophagus standing upright against the back wall. Merkari ordered Poltroon to open the lid, which promptly fell on him--killing him under its heavy weight. RIP Poltroon the jester. 

Inside the sarcophagus was a undecayed corpse whose flesh had the consistency of dough. In fact, when touched, it could be remolded. They also found that the skeleton inside the dough-flesh was made of iron. Removing the corpse revealed a tight passageway down into some kind of subterranean complex. The hole was too narrow for them to fit in while wearing their armor, but they weren't fooled by this puzzle: they simply dropped their armor down into the hole and followed after it. 

The chamber bellow had a fungal stink...and was the home of a trapped ratbadger that needed killing. Once that was accomplished, they cleared debris from the floor and saw that it was covering a mosaic depicting corpulent priests feasting. In fact, all the stone doors they found in this dungeon were carved with similar scenes. 

As they explored, they heard the sound of running water coming from somewhere. Karg ducked through a leather curtain in one corridor and triggered a stone block to fall on his head from above--he nearly had his skull caved in on the spot. The tinkling water sound proved to be coming from a fountain with a statue of a comely woman. The water in the fountain smelled weirdly sweet. Graft drank some of the water and felt invigorated by it; however, the fountain rapidly drained and the flow of water stopped. 

In another chamber they saw a statue of the hated Silas standing in a pool of congealed sewage, fat, and greasy water. A single person knelt at the edge of the pool, "praying" to the statue. (They risked a look over their shoulder at the party and mouthed "help me." This was one of the villagers Merkari had hoped to rescue.) Behind the villager were three ceramic automatons wearing the same priestly miters they had seen in the art throughout this complex. 

Vagal waded through the muck and stole the gem eyes from Silas's statue. Agn was unwilling to leave the villager to these strange constructs, the group battled them. The ceramic automatons were difficult to harm, but when their ceramic bodies were shattered it became apparent that they were filled with fatty tissue. 

In a nearby room, they found Silas--but he had grown to enormous proportions. He was holding a silver fork in one hand and a silver knife in the other. He was now too fat to leave the room he was in. He tried to convince the group to bring him more villagers to eat, but they weren't buying it. When they realized that he couldn't come at them through the doorway, they began lobbing poison and bombs at him. Once reduced to a chunky slurry, they decided to hide out until morning and then head back to the village--approximately five silver pieces the richer.

Sunday, March 16, 2025

Karnstein Castle and Our Lady of the Drowned

Two more adventure locations in Piskaro. 

Karnstein Castle is a naked attempt to shoehorn Joseph Sheridan Le Fanu's Carmilla into the setting. Look, if you have the opportunity to include lesbian vampire shenanigans, you leap at it. Also, I've included an in-joke here with Carmilla's origins being "in Styria." That's true to Le Fanu's fiction, but I've also noticed that fantasy novels have a strange proclivity for including Styria among the made-up place names. Why not have a Styria in the world of Krevborna too?

Our Lady of the Drowned exists because I love the idea of creepy nautical rites and monstrous sea goddesses. A lot of this bit of the setting was inspired by the film version of Dagon, but big chunks of it were also inspired by an actual Krevborna campaign that focused the cult's rise.


Karnstein Castle

On the outskirts of Piskaro sits Karnstein Castle, the abode of an ancient vampire posing as a foreign noblewoman who retired to the city for the healthful benefits of its fresh sea air.

    • Carmilla Karnstein purchased the castle to use as her lair; she claims to be a noblewoman from a far-off land known as Styria—though no one has ever heard of such a place.

    • Carmilla plays the part of an invalid stricken with a strange and incurable malady, but this merely disguises the fact that she is a bloodthirsty vampire.

    • As a woman of status and means, Carmilla Karnstein often holds balls, dances, and masquerades to which the well-to-do and aristocratic are always invited.

    • If Carmilla takes an interest in a young woman at one of her parties, the girl is invited to become her companion. 

    • When these companions return to their homes after a stint with Carmilla, they are always curiously anemic, listless, and sometimes lovelorn. 

    • Some of Carmilla’s lady companions are never heard from again.


Our Lady of the Drowned

Our Lady of the Drowned is a grand church in Piskaro dedicated to Scylla, a morbid goddess of the sea, who is in actuality a primordial monster of the depths feared for her bloodlust and fecundity. 

    • The church was built from the remains of ships that capsized, foundered on Krevborna’s shores, or otherwise became less than seaworthy. 

    • The church’s altar is constructed from driftwood and carved figureheads recovered from sunken ships. 

    • The faithful come to Our Lady of the Drowned to pray for the souls of those lost at sea and to petition Scylla for safe passage before undertaking ocean voyages. 

    • The church is presided over by Belle Silvra, the high priestess of the cult of the Lady of the Drowned in Piskaro.

    • Belle Silvra always appears in public wearing a veil that obscures her face.

    • The effective proselytizers for the cult are the Daughters of the Eel, strange “nuns” trained at the Nightsea Priory in the nearby town of Lachryma.