Saturday, January 11, 2020

Dolmenwood in Emeraude


I’ve been running a game in the Dolmenwood setting by Gavin Norman for a bit over eight months. Up to now, the PCs have mostly confined their adventures to the wood. However, when the Earl of Yellow recently tasked them with kidnapping the Archpriest of Thune (a quest modeled on the wonderful Kidnap the Archpriest adventure), their escapades forced me to consider the world beyond Dolmenwood’s shadowed eaves.

Admittedly, before starting our Dolmenwood campaign, I spent little of my time developing the world outside Dolmenwood’s borders. I spent most of my time studying Necrotic Gnome’s Wormskin zines like a student cramming for exams and adding spices to the homebrewed Knave system we use to run the game. So, when compelled to think about the larger world, my first instinct was to Google what other people (smarter than me) have said and done. 

That’s when I found the compelling Midderlands setting. Conveniently enough, the Midderlands provides a place for Dolmenwood in Emeraude, their mirror-version of Ireland – as you can see below.

Midderlands Expanded Map
The map included with the Midderlands Expanded. See Emeraude to the west.

Thus began my quest to fit Dolmenwood into Ireland.

First of all, the Midderlands setting (and the Midderlands Expanded, which plants the idea of Emeraude) are both fantastic resources I highly recommend. Although I haven’t used either of them at the table yet – they were my Christmas present to myself this year, so I’ve had them for less than a month – they’ve been a joy to read. Simultaneously dark and whimsical, I think the tone and style of the Midderlands fits Dolmenwood well.

Anyway, when trying to figure out how to fit Dolmenwood into Ireland, my first step was to assess Gavin Norman’s hex map of Dolmenwood (pictured below).

Dolmenwood Hex Map Color
This is a map I colored for my players. You're welcome to use this map too, if you'd like.

I then compared this map to where Glynn Seal situated Dolmenwood in Emeraude, pictured below (enlarged to show texture). 

Midderlands Expanded Emeraude
 Note that the picture I posted above says each hex is 17 miles from center to center, but the large poster-map I got with the books says it’s 18 miles per hex. In light of this discrepancy, we’ll just say it’s 18 miles per hex because 18 isn’t a prime number and I like that.

So, comparing these two maps, it seems as if Bellthorp in Emeraude is analogous to real-world Belfast in Ireland, and the Manse of Ygraine (located in the northeast of Dolmenwood) is in Antrim.

At this point, I encountered two problems.

The first is that the rivers in Dolmenwood flow north to south. The rivers in Northern Ireland, for the most part, don’t do that. They generally flow from south to north.

(P.S. I’m almost certain that all my recent research into Irish watersheds, river basins, and hydrology has earned a place on a government watchlist somewhere).

Now, I realize this is a fantasy game and that I don’t have to recreate an exact map of Ireland. That’s absolutely fine. However, saying that rivers flow from the ocean to the inland is a logical leap I’m unprepared to take at the moment (although it does sound like it would make for an interesting campaign setting)…

All of you Ireland hydrology afficionados out there (and you know who you are) might think, “Well alright then, just flip Dolmenwood 180 degrees and make Lough Neagh into Lake Longmere. Easy.”

Well, that would be fine, if it wasn’t for the second problem: one of coastline. In sum, if I were to situate the Manse of Ygraine where Glynn put it in Emeraude, Dolmenwood would just be too big to fit (if I kept Emeraude to scale with real-world Ireland). Parts of Dolmenwood that are supposed to be firmly on land would instead lie on the coast or, at the worst, in the water.

So, in the face of these two problems, I resolved to pick up Dolmenwood and move it elsewhere in Emeraude. I guess we’ll just assume the map provided in the Midderlands was made by some addled Midderlander who’d never actually been to Emeraude, and was really just scribbling around in the dark with a Gloomium-infused mind. Together, on this blog, we’ll put Dolmenwood where it really is in Emeraude.

Or, at least, that’s what I’ll tell myself. So congrats, Republic of Ireland – you get Dolmenwood.

Having decided to situate Dolmenwood in southern Emeraude, I then set upon a thorough study of Dolmenwood’s rivers and lakes. As you’ve probably discerned by now, I’m an amateur map enthusiast and creating a realistic hydrology in imaginary worlds is where I find joy in life.

(Side note: the creek by Prigwort really bothers me on the Dolmenwood map, as rivers rarely split in real life. The same is true of Taran’s Run in Creighton Broadhurst’s Lonely Coast setting. I’ve even gone as far as using Microsoft Paint to edit the offending rivers from each of the maps for my home games. Yeah, I’m that retentive about it).

Lake Longmere dominates the Dolemenwood hex map. Fed by several streams from the north, it flows south via the River Hameth. So, I set out to find a comparable lake in Ireland.

Conveniently enough, I found a map of Ireland’s rivers and lakes on Wikipedia. Even more conveniently, Lough Ree – situated in the center of Ireland – seems about the right size and shape for a mirror version of Lake Longmere.

Ireland Mountains Rivers
The mountains and rivers of Ireland, courtesy of Wikipedia.

I then imported the map of Ireland to Roll20, allowing me to superimpose a hex map atop it. Next, I imported the map of Dolmenwood and tried to find a place it would reasonably fit, after scaling the hexes.

After a bit of finagling in Roll20, the result looked like this. Pardon the blurriness of the background. I also included an older map of Ireland, as well, so its coastline wouldn’t exactly match that of real-world Ireland, only reflect it – funhouse-mirror style.

Dolmenwood Ireland

The above map created, I then set upon creating a hand-drawn version I could present to players without feeling ashamed or ruining my printer. After several hours with markers, colored pencils, this winter mix of Dungeon Synth, and diligent tracking of my progress on Microsoft Paint, I arrived at the map featured below. Please pardon my inexpert rendering. I intend this to be a springboard for you and your campaign, not so much a final product.

Dolmenwood Emeraude
Ta-da!

I intentionally left the differences between the dark green and light green a bit vague, to allow some discretion for what they stand for – ex. whether the light green is lightly wooded, clear terrain, etc. The brown represents wetlands or marsh, while the grey represents hills. You can also see where I penciled in what would be the borders of Gavin's Dolmenwood map.

I’ve intentionally left out place names to allow discretion on your part, again, rather than including the real Irish names (or the two names provided in the Midderlands Expanded). You’ll see that I’ve highlighted some population centers in red, however, to give a sense of where major settlements might lie (such as Brackenwold).

All of you Irish hydrology afficionados who have yet to click away in exasperation (and again, you know who you are) will recognize a few changes from real-world Ireland. Perhaps most notably, Lough Ree (or Lake Longmere) now flows into the Nore, rather than the River Shannon. This is to maintain the geography established in Gavin’s map of Dolmenwood. It still makes sense, as the water can thread a valley between Slieve Bloom and the Silvermines. In short, I accepted everything on Gavin’s map of Dolmenwood as true and modified the rest of the isle to fit it – rather than altering anything in the boundaries of the Wood.

Lastly, how does this finished map fit with what we know about the area outside of Dolmenwood from the Wormskin zines?

Well, perhaps as both a blessing and a curse, the zines are pretty sparse on information outside Dolmenwood. This leaves a lot of wiggle room for amateur cartographers, such as myself.

However, we are treated to a bit of a description of the “High Wold” in issue 2. In it, Gavin says the Wold extends south of the forest for forty leagues in “rolling hills and rustic meadows.” We also know that High-Hankle, the seat of administrative power, is south of Dolmenwood. I think we can also assume that the King’s Highway leading out of Dolmenwood to the east heads somewhere important.

This fits reasonably well with the map above, if you squint your eyes and cock your head a bit. Forty leagues, according to Google, translates to about 140 miles. That, in turn, would be about twenty-three hexes… which is about the distance from where the River Hameth exits the Dolmenwood map to the very tip of Macgillicuddy’s Reeks in the south. So, it’s close.

I’m going to guess that Gavin didn’t initially plan on Dolmenwood being in Ireland (or Emeraude) when he first wrote about it, though that’s just speculation on my part. Personally, I like how Glynn Seal made room for the setting in his own Midderlands world. Perhaps we’ll be treated to Gavin’s take on things in the Dolmenwood campaign book? In the meantime, my players are on Emeraude. (:

Saturday, January 4, 2020

Filling In Brackenwold from Dolmenwood


In their wanderings around Dolmenwood, the player characters in our campaign eventually wound up in Brackenwold. As home to the Duke, Brackenwold serves as the seat of power in Dolmenwood.

Unfortunately, the Wormskin zines don’t say much at all about Brackenwold. While I look forward to seeing what Gavin comes up with when he releases the full Dolmenwood sourcebook later this year, in the meantime I found myself on my own.

My first step was to survey the Wormskin zines to see what information I had to work with. It wasn’t much. Beyond a few points of intrigue and quest hooks (detailed later), the city itself is devoid of detail.

However, Gavin’s blog once made mention of Professor Woglemain, who presides over the Royal College of Sorcery in Brackenwold. I also decided to place the headquarters of Dolmenwood’s Bardic Guild here, given the city’s importance, as well as the bishop for the Church of the One True God.

With this as a start, I liberally used the city generation method described by the Collaborative Gamer here, particularly the part about hex grids. I then superimposed the hex grid on a historical map of Wittenburg in Germany, as it seemed to fit the setting. The resulting hex map is below.

Dolmenwood Brackenwold Hex Map
A hex map of Brackenwold.
Brackenwold has a population of 4500-5000 people. It has a regular army / city guard of 115, but can enlist a militia of 460 more in times of need.

Furthermore, here are some details of the city.

1.      Castle District: Guards watch the city gate and portcullis, assessing merchants and treasure-laden adventurers for taxes. The twenty-foot statue of angel overlooks the entryway, simultaneously placid and judgmental. Castle Brackwold squats, round and intimidating. A church is under construction in its confines. Quiet, orderly, upscale houses. People walk exotic pets and miniature dogs (they’re the latest fashion).

2.      Market Square: Bustling. A large merchant guildhouse overlooks two identical fountains. Temporary stalls fill a square surrounded by permanent stores. Hawk-eyed enforcers from the merchant’s guild and armed city guardsmen watch for misconduct. Notable shops include Hatter’s Halberds, J. Harkins Snuff Shop, the Optical Objects Trading House, and Warred’s Perfumery and Incense Emporium. Sounds of haggling and clinking coins.

3.      Town Church: For all the normal people. Its altar is a holy font decorated with whorls and patterns said to cure the curses of anyone who drinks from it. Regularly distributes alms and food to the poor. A cemetery lies behind the church, filled with a mix of ostentatious mausoleums and simple, unmarked stones. Its bells ring to sound the time in town.

4.      Royal College of Sorcery: A square academic building surrounded by gardens on every side. Students study, lounge, and slack-line on the grounds. Sound of hushed conversations, books opening and closing, and magic-users practicing spells. Students sell magical services (ex. identification) to pay off student loans. Professors purchase magic items for obscure experiments.

5.      Bardic Guild: A large, open-air theatre surrounded on three sides by a great building. Sounds of singing, acting, and kissing. Bushes rustle with clandestine lovers. People congregate here to watch theatrical performances regularly, though the clientele varies widely depending on the nature of the performance (ex. high-minded tragedies, slapstick comedies).

6.      Middling Houses: Half-timber houses. Laundry hangs out on clotheslines. Children play in the paved streets, running up and down. Holy symbols decorate most doors. People eye adventurers with curiosity and admiration.

7.      Cinder Ward: Second floor of houses extend over street, blocking out light. Everything is covered in ash and soot. The streets are unpaved and muddy. Dogs and rats the size of dogs wander the streets. The people, streets, buildings, and goings-on are all shady. People eye adventurers as potential marks.

Of course, the PCs are probably going to ask about a place to stay. The most famous inn in town is the Jolly Friar. The sign depicts a friar riding a spilling barrel of brew like a horse. A half-timber building with a cantilevered second floor. Every inch of the wooden tables, chairs, floor, utensils (including cups) and beams inside are carved with proverbs from church saints pertaining to drink. Some examples include:

  • Drink and be merry!
  • Raise your spirits by drinking them
  • Beer is proof that God loves us
  • I quench my thirst with the waters of life   
  • Life is a cup, and I drink deeply from it

Every time the church bells toll, all the clientele pause their conversation, raise their glasses, and drink at the sound’s conclusion with a raucous roar. The owner Pyotor has a beer gut and straight brown hair in a bowl cut. He doesn’t trust anyone who is sober or of another faith. He tries to seem less intelligent than he really is.

Some random city encounters:

1. All commotion stops as procession of monks passes by carrying Bishop Calvin on a litter.
7. The town crier makes announcements. Among other news, he urges citizens to submit any evidence or suspicions of heresy to Inquisitor Rosicrucian.
2. The PCs see two magic-users in a heated debate about whether the witches participated in constructing the Witching Ring or not. If not de-escalated, they engage in a fabulous duel.
8. Some bards practicing for a performance ask a passing PC for help. They give the PC the script for a performance, but it’s a bit bawdy (like Tartuffe by Moliere)
3. A bard recognizes the PCs and interviews them for song material from their adventures.
9. A noble’s Pomeranian is threatened by a mangy stray dog. The pet-owner beats the stray with a cane. Either dog might die.
4. Two magic-users practice spells on a green somewhere nearby. One of them fails to properly ward themselves and gets injured.
10. A man stabs a city guard, then disappears in a gout of green flame. A note on the dagger tells the Duke to surrender the bones of the drune or suffer the consequences.
5. The PCs encounter a long line of indigent people waiting for stew distributed by a friar. An altercation erupts when someone “cuts” line.
11. A procession from the Church passes by carrying candles and chains that clink in a cacophony. They exhort listeners to receive “enlightenment” and rid themselves from the worldly chains of sin.
6. A dog follows the PCs, begging for scraps.
12. A child offers to carry the bag of a PC in exchange for nominal coin. They may or may not try to steal it.

Lastly, here are some rumors. Most are supplied by info from the Dolmenwood zines.


1.      Professor Woglemain was expecting a shipment of buns enchanted to facilitate communion with astral intelligences, but the merchant delivering them was waylaid on his way from Prigwort by the Baker’s daughters.
2.      The Duke commissioned a church built in Castle Brackenwold as a show of solidarity with the Church (and quiet approval of their persecution of the Drune)
3.      Every woman in Castle Brackenwold is a witch.
4.      The libraries of Castle Brackenwold might be more extensive than those of the College of Sorcery.
5.      The Duke of Brackenwold sacrifices his daughters in a secret chamber under the castle.
6.      Professor Woglemain is looking to hire an expedition to the house of Merridwyn Scymes in Hag’s Addle. Apparently he was working on some research of interest to the College.
7.      The Duke has the bones of a Drune man and retains them, hoping to draw the Drune into a trap.
8.      The Bardic Guild has a bounty of 5000gp for Farthigy’s fiddle. It’s said he lives on the east shore of Lake Longmere.
9.      The Bardic Guild will host a performance re-enacting the plight of Sir Chyde (from Winter’s Daughter)
10.  The Watchers of the Wood have infiltrated Castle Brackenwold. No-one is safe.


Of course, all of this will likely be abrogated by Gavin when he publishes his more brilliant stuff later this year. However, it got me through two sessions with our group in Brackenwold, so hopefully it'll help you do the same (: