Tag: elves

Spreading Yuletide Fear: A Dark Holiday-themed Adventure

The following is a stand-alone holiday-themed 1st edition AD&D adventure for five to six characters level 5-6. Because this is an entire adventure module, it’s substantially longer than our usual fare.

A small group of adventurers stumble through a portal and find themselves in a snow-blanketed land of forested mountains. They find shelter in a tiny village, but they also find the villagers to be cursed and in desperate need of help. The PCs can assist the villagers in one of two possible ways in return for the knowledge of how to get home. Or they can venture into the wilderness to obtain this knowledge from a centuries-old crone.

Spreading Yuletide Fear

A Dark Holiday-Themed Adventure by Michael Garcia (2020)

Players’ Teaser

The scents of pine needles, wood embers, and roasted boar fill the air, but the pleasant aromas do not match the mood in the room. Mingled with the clinking of earthenware tankards, hushed voices fill the darkened great hall with anxious whispers. The thick oaken doors, barred against the many evils of the night, give the illusion of safety. You and your companions huddle together around a worn oaken table, not far from a great stone hearth. The roaring fire within it crackles and pops, causing shadows to dance eerily in the corners of the room. The reddish glow of the firelight reveals the nervous faces of your fellows. They look uneasily at each other, painfully aware that dozens of dour villagers, seated in  the darkened recesses of the hall, send hardened stares in your direction. They are awaiting your answer.

How have you come to this god-forsaken place? Twelve hours ago, you were skulking about in a mysterious dungeon outside of your hometown. One or two wrong turns, and you found yourselves outdoors, stumbling through a snow-covered wilderness of rocky forests and rolling moors. Unable to find your way back, you made a long trek through the deep snow to this tiny village. Stunned, exhausted, and seeking answers, you found instead only fear and mystery.

The fretful villagers told you that winter snows had already blocked the mountain passes until spring. Worse, they claimed that the power of the old gods had returned in recent years to haunt this secluded valley. To wit, a company of spectral horsemen supposedly gallops nightly through the snow-filled sky, sweeping across the moors and across the very treetops, killing all in its path. Moreover, in the tangled forests that envelop this tiny settlement, malicious elves prey on anyone foolish enough to enter their dark realm. Pondering all this, you begin to understand the villagers’ distrustful stares.

After much debate, your friend beside you clearly lays out your options. The villagers claim to know your way home, but their price for this information is your help in breaking a curse on their village. Another way to get their aid is merely to protect them against the Wild Hunt and other terrifying night creatures while they complete their year-end rituals, needed to drive away darkness and to bring good fortune in the spring. If you spurn the villagers, your only other option seems to lie in the goodwill of a monstrous crone, who dwells alone in the trackless forest nearby. Said to be a powerful enchantress, half-woman and half-demon, this crone seems little better than the dreaded Huntsman and his spectral company.

Disgusted by your predicament, you are tempted to do none of the above! Let them figure it out! Vengeful curses, heathen rites, and evil ghosts are none of our business! Yet the grim stares coming from all corners of the darkened hall make it clear that you will find no shelter here if you refuse their pleas for aid.

Outside, the wind moans loudly and rattles the oiled parchment that covers the nearby window. Forceful drafts, like icy fingers, seem to seek you out, creeping beneath the barred doors and around window coverings. Standing abruptly and pushing the oiled parchment aside with your finger, you gaze outside. Wind-driven snow swirls frantically in the pale light of the full moon. An icy blast causes you to shiver, and you back away from the window. It is time to decide.

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States and Rulers of the Western Lands

One final entry in the Compendium on Lands Around Blackwater Lake.


Northumbria, Frangian Province of

His Grace, Jonathan Prestwick, Duke of Northumbria

Capital: Yarrvik (pop 6,000)
Population: 70,200
Population Density: 12-13 people per square mile
Area (in square miles): 50,000 (only ~5,460 controlled)
Hexes: 7+ (population controlled)

Hex with Yarrvik (780 x 40 = 31200)
Hex with Albanton (780 x 10 = 7800)
Hex north of Yarrvik (780 x 8 = 6,240)
Hex with Kingstown (780 x 2 = 1,560)
Hex with East Hampton (780 x 10 = 7800)
Hex with Middleton (780 x 10 = 7800)
Hex southwest of Yarrvik (780 x 5 = 3900)
Hex south of Yarrvik (780 x 5 = 3900)

Other Notable Settlements:

Albanton (3000)
Kingstown (2250)
East Hampton (1680)
Middleton (1260)

Fortifications: Yarrvik’s citadel
Resources: Lumber, furs and skins, fish, horses, rye, oats, fruit, superior building stone (basalt), syrup, and manufactured goods (ships)

This vast province, only recently claimed by the Crown, has great potential for wealth and power, but it also holds great danger. King Richard personally appointed his long-time friend, Jonathan Prestwick, to rule this sprawling frontier province. In actuality, the Duke only controls the regions around the major settlements. Read more

Cultures of Northumbria: Elves

In this series of articles, Michael Garcia shares various custom rules and handouts related to his worldbuilding for his ongoing Northumbria campaign. 


The Elves are undoubtedly the oldest known race in the world. Their culture is ancient and largely unchanged, despite the millennia that have passed.

Typical Appearance

Elves are generally slender and graceful people, with long straight blonde or dirty-blonde hair. Eye color tends to be amber and bluish-green though violet is not uncommon. They do not grow facial hair.

Concerning fashion, elves favor elegant displays of great workmanship. Colors are usually rich, while patterns tend to be both intricate and subtle. Nature motifs are very common.

Elves favor tight-fitting hosen or breeches, along with tight-fitting tunics. They also prefer loose-fitting, ornate robes, made of very light material. Narrow shoes and boots are typical. Their cloaks, though lightweight, are usually long and flowing.

Language

It is common in many cultures for people to call themselves ‘the people’ or ‘the speakers’, but elves recognize that humans, elves, dwarves, and gnomes are all sentient beings that fit such a bill. Therefore, they call all these races ‘the singers’ (laulajia). Their specific words for elf/elves are keijukainen/keijut.

The elven base word for any language is the same as for ‘song’ (laulu/laulut). As the elves are the eldest race, they call their own language the ‘ancient song’ (vanha laulu).

The elves use a sound-based system of runes, which later became the inspiration for other runic systems, such as that of the dwarves and that of the Varangians (a northern group of humans). They actually have two sets of runes, one used for common writing (sanat, meaning ‘words’) and another (voimat, meaning ‘powers’) used for important concepts like magic and law.  All elves know the former, and all elders know the latter as well. Read more