Sunday, April 12, 2020

OSR: Walfalkon

Walfalcon from the OSR Discord server gets as part of the Jackalope 2020:
A town for a medieval/renaissance/tokuwaga/3000 years of ancient egyptian history simultaneously/kitchen sink fantasy setting, in however much detail you want. Feel free to include or exclude whatever cultural inspirations you want.

History of Walfalkon

The First walked across continents with ease. For they were Giants. With every generation their size dwindled. Those who kept their lineage closer to those titans, are still regarded and seen as giants among humans today. Jotun are the most obvious example, that one can see atop the mountain peaks, guarding civilization. The few Giant clans of solitary children remain as well.

The history of Walfalkon got kickstarted with the first Giants. Will Tropp, great-grandchild of the First One, famously lost a boot after a slumbering nap that lasted 9 years, 3 months, and 2 hours. Barkane, husband, father, and later called the Humble, settled in the building-sized leather unit, moving his whole family with him. This, with time, was the foundation of what today is known as the town of Walfalkon.

Located at the edge of the Kingdom, Walfalkon survives in symbiosis with the Sihlwald forest to the North. A looming threat with many dangers, both places need each other more than they'd like to admit.

Walfalkon thrives on cobblers, and exports boots, and other finely crafted leather goods around the Kingdom. Recently, a mercenary company called the Golden Griffon Curio Corporation settled in town to assist with raids and other dangers from the Sihlwald (and also to plunder old relics scattered therein).

Population: 839
Demographics: 50% Humans, 10% Halflings, 10% Fauns, 10% Spiderlings, 20% Other (Deerlings, Froglings, Goblins, Dwarves, etc.)
Ruling: Graf Macsen Deliz, under the Kingdom
Industry: Cobblers (export), Pig Farming (for self-subsistence), Wood-working


Laws, Festivities, and Customs

  • [Law] Anyone entering town has their name taken, and must deposit their weapons (save daggers), which will be returned upon exiting.
  • [Summer] Every year, the graduating apprentices take over the Botin Tavern to drink and feast, wearing their best creations. They then have to sleep in their cups outside the locale, and leave a boot as a mark of future fortune and wealth in their new profession as cobblers. The boots are then put in a pile and set ablaze on the next morning.
  • [Customs] Cats are feared and despised, as everyone knows they are demons in disguise. Cursed. Dogs are ok.
  • [Customs] Anyone local who passed away will be buried at the Cemetery of Dead Masks by priests of St. Barkane.

Landmarks 


1. Botin Tavern
Botin Tavern is the heart of Walfalkon. Historical, dated, and full of life, booze, and activity at all times. The building is an actual gargantuan leather boot, reinforced with wooden panels and copious amounts of grease throughout the decades. There are 8 private rooms for rent on the upper floors, as well as a common room in an adjacent building.

The common room has a huge fireplace warming the space, and the taxidermy of an owl the size of a horse, with emerald gems for eyes. A hunt of St. Barkane from the Sihlwald, as the story goes.

Pello Barkane and his family run the establishment with hectic efficiency, beloved by the locals. They work at the counter and kitchen, overseeing the room occupancy. Sirizio and a good number of servants tend to the busy tables. Locals, foreigners, and guards off-duty mingle here at most times.

If the PCs spend a considerable amount of time at the Botin, or if they carouse here, the Referee can introduce the following:
  • Recently, a group of 4 hired killers called the Ivory Centipedes have established themselves at the tavern. Masters of poisons and slow killings, each has a tattoo of a centipede on their chest. They lack an agenda due to the recent (accidental) demise of their leader.
  • An ensemble of sculptor artists, masters at woodworking, are more political than they might seem. Disgusted by the exploitation of the Sihlwald's resources, they aim to defend the forest's traditions from the recent influx of treasure hunters and other adventurers. The Monastery to St. Barkane, the Humble as well as Macsen Deliz have to go. If only these woodcarvers had more ressources...
Also, d66 Random Inn NPCs can be introduced.

2. Graf's Manor
The austere mansion, belonging to the ruling Graf Macsen Deliz and his family, is the first thing anyone will see when entering Walfalkon. Made of stone, completely utilitarian. Visiting nobility and wealthy merchants take residence as guests in the three story building.

3. Justus' Monastery to St. Barkane, the Humble
Justus, a former monk with no experience in architecture or construction, erected this building out of donations and discarded materials about two centuries ago. Wanting to capture the essence and devotion to St. Barkane, many have cloistered themselves in the monastery. Anyone is welcome, and upon entering and joining the monastery, they have to stop wearing shoes and shaving or trimming their hairs. Father Igor is in charge and oversees the day to day. There are 6 additional monks in the monastery (Level 1-2 Clerics).

4. Labiano's Tower
This bricked construction has 3 levels, and contrasts with the rest of wooden buildings in town. There is only one wooden door entrance. Olga Labiano made climbing to sneak through one of the upper windows impossible by use of permanent Grease spells on the outer walls.

When first visited, will only communicate through a crystal ball in her foyer, which has couches with fluffy pillows, and little else for furniture. Two cats lure there, which drives the locals away (demons! blasphemy! cursed!). Only trusted acquaintances will be allowed to her upper study for a meeting in person (for instance if PCs bring her gifts like jewels or magic items for her to purchase).

Olga never sells secrets, scrolls, or magic items, but will happily buy them off from the PCs (at a -25% price reduction of their market value). Jewels are only taken as gifts. Strange items can be identified with a week's work and a flat 75gp fee.

5. Outpost of the Golden Griffon Curio Corporation (GGCC)
The Griffons have a building in town, where men-at-arms and other hirelings can be recruited. Elvin Lagadic oversees the day-to-day operations, but Merlin Copperpot, the accountant and lawyer, will have to agree to any transaction. They will point to lucrative jobs (for a fee of 20% of any profit). Mercenaries of the guild hired follow their contract to the letter, and won't hesitate to take a higher paying clients to switch sides at the most inconvenient time.

6. Flailing Turret
As tall as Labiano's Tower, the Flailing Turret serves as the guard's barracks, and the edifice of law. Executions of the most capital crimes (murder, harming a noble, stealing something north of 1000gp) are carried out at the turret. Offenders will be hung by a rope for 3 days, hence the gruesome name of the place. For less serious crimes, the prison cells in the basement serve as penitence.

There are 60 guards protecting Walfalkon, led by Valter Three-Fingers. However, some will be off-duty or patrolling the roads, and farms and huts near the Sihlwald. In times of dire need, any male of 16 or above can be mobilized as improvised militia.

7. The Barren Flag
A sole flag, but not of the Kingdom's sigil, or even Walfalkon's. The blue cloth has sewed the contour of a mockingbird. A tribute to Victoire and the rangers that protect the town from dangers from the forest. A reminder that despite that, Walfalkon needs the Sihlwald, and vice-versa. The elder in town assure the blue flag bares protective powers, shielding the town from the darkest creatures of the forest. Tales repeated over and over to scare the children, and foreigners.

Macsen has been trying to replace it with a more modern incarnation including Walfalkon's heraldry, as well as the Kingdom's. But every time the subject arises, it's meant with fierce opposition of the folk. So it remains.

8. Cobbler's Guild
Cobblers fuel the economy of Walfalkon. At any given day, the place is bursting with members and apprentices immersed in their craft. The smell of leather is as intoxicating as the incessant activity. Guildmaster Lexie has run the organization for two decades with economic precision.

Adventurers seeking leather armor and boots will find excellent products here, and at (regulated) market prices. Boots crafted by Lexie herself will cost 10 times more, but have a 10% chance (plus an extra 10% for every 100gp spent on top) of being magical.

9. Cemetery of Dead Masks
A dozen logs as lumbering pillars on the field, each covered by wooden masks from top to bottom. See, when a  local resident of Walfalkon dies, the monks of St. Barkane's Monastery officiate the funerals. After, the body is burned, ashes dispersed on the southern fields, by the pillars. Fields that barely grow any grass. After, a wooden mask is carved, it gets hung from one of the pillars.

This blend of St. Barkane's new officiating rituals and the Old Ways of the Sihlwald are the common accepted common in Walfalkon. Father Igor or another priest will officiate a funeral for a 20 gp donation to Justus' Monastery.

10. The Sihlwald
The thick forest North of town, the Sihlwald is roughly 70 by 25 miles. Semi-official measurements, traversing it is both dangerous and reckless. Horses are useless and can't be mounted, the brush and vegetation too dense for them. The closer to the core, the more time and space distort. Beasts, hags, demons, centaurs, and fae coexist within. Abandoned buildings and natural mazes are rumored to be filled with treasures of past.

Despite the dangers, the edge of the reputed forest is common walking ground for the inhabitants of Walfalkon. Wood-cutting, foraging, and hunting being usual activities.

Victoire and the rangers, nicknamed the Mockingbirds, protect the balance between forest and civilization. They are heavily understaffed, and partially opposed to the ruling Graf, hence their weak position. A Mockingbird can guide PCs into several sites within the Sihlwald in exchange of a considerable favor, if they believe it will move forward their agenda, or for 300gp per day.

11. Road to the Kingdom
The road sees frequent transit, and is the main travel point to the heart of the Kingdom. The next town is one day away by foot, half day by swift horse. Most imported goods (food, leather for the Cobbler's Guild, weapons, etc.) do come from this direction.

12. Road to Pfaff Lake
Takes about a full day of march to reach this sizeable lake by foot. At the end of the road rests the moot hamlet of Rietikon, really not much more than some scattered huts. Their livelihood is ensured by fishing and trade with their bigger counterpart, and there's an understanding respect for Walfalkon. In times of need, their jurisdiction and protection directly falls under Walfalkon.

Notable Personalities

  • Macsen Deliz (Human, Level 4 Fighter) / Ruler of Walfalkon
    • Graf Macsen Deliz is reserved and cautious of foreigners, and treats the people of Walfalkon as his pack.
    • Commanding presence, and piercing different colored eyes.
    • His biggest virtue is also his biggest flaw: he will protect his people and everyone from Walfalkon first. Including incompetent family members like Willm. Foreigners will be blamed first.
    • Happily married to Susana.
  • Susana Deliz (Human, Commoner with 14 Intelligence) / Noble
    • Susana is torn between the status quo and helping the poor and common of birth.
    • A philanthropist at heart, she uses her position to foster the Cobbler's Guild.
    • She's a book worm. Would love to open and sponsor a library (preferably with her name at the entrance), but that is an expensive dream.
    • Married to Macsen.
  • Willm Deliz (Human, Level 1 Thief) / Disenchanted Noble
    • The Graf's young brother, Willm has cut corners his entire life. Privileged position allowed that, including Macsen's compassion.
    • Tall and big, has an obnoxiously short attention span. Picks a new hobby every other week, to drop it for the next thing interesting him.
    • Like a curious cat, Willm has developed a few eccentricities with the years, and is interested in obscure trinkets.
  • Valter Three-Fingers (Dwarf, Level 5 Fighter); Lawful-Neutral 
    • Bald, missing half his left hand (hence the name), grey beard, battle-scarred.
    • Local Law Enforcer, and right hand of the Graf. Over-protective.
    • He'd like to see more Dwarves thriving in the region, whilst still supporting the Graf's sovereignty.
  • Olga Labiano (Human, Level 5 Magic-User) / Local Sage
    • 83, looks as if in her 20s. Stays young with a mix of elixirs and magic items.
    • Dislikes visitors. Will dismissively nickname "Worm", "Speck", "Pinky", "Snot", and similar derogatory terms to Magic-User PCs.
    • Makes an excellent impression (witty, firm), and will always tease with taking apprentices (promise that never materializes).
  • Uttam IV (Faun, Level 4 Magic-User) / Visiting Nobleman 
    • Slender, graceful, skin as pale as milk.
    • Permanent visiting resident at the Graf's Manor. Everyone questions the regal status, but are too afraid to act on it (lest it cause a diplomatic dissonance).
    • Knowledgeable, trustworthy, can secure valuables for the PCs for a 5% fee at withdrawal.
    • Meticulously studying religion and St. Barkane from an academic standpoint. Secretly working on a manuscript to discredit the local Saint-hero.
  • Clothilde (Spiderling, Level 3 Magic-User) / Fortuneteller 
    • Old, scarred, bizarre.
    • Extremely superstitious: everything's an omen!
    • Knitting as a way of life. That's also how they read fortunes, by seeing the implemented patterns on the knitted webs.
    • Famous in Walfalkon and the region for the readings. Can do one for 100gp.
    • 1:2 of potion of healing, 1:4 of other potions. Restocked weekly.
    • Knows a way into the heart of the Sihlwald. Will only trade it for another capital secret.
  • Pello Barkane (Human, Level 3 Fighter) / Owner of the Botin Tavern, Inn-keeper
    • Distant heir of Barkane, the local Saint of Walfalkon.
    • Wrinkled, with his best years behind him. Pello adventured the Sihlwald extensively, wanting to prove himself worth the last name. Will ramble on an on about it.
    • 1:2 chance of providing a rumor, if listened for long enough (at least 1 hour).
  • Sirizio (Human, Level 2 Thief) / Master Bartender
    • Stoic, auburn hair, deep voice, with ale-stained clothes.
    • Master Bartender at the Botin Tavern.
    • Doppelganger in disguise, feeding information to Zitta Zwykle, the Hag of Sihlwald.
  • Lexie (Deerling, Level 1 Thief) / Guildmaster of the Cobbler's Guild
    • For all her wealth, she wears tasteless clothes. Stubborn as an ox.
    • Goes on a first-name basis with everyone, regardless of position.
    • Holds the real power in town, and she knows it.
  • Father Igor (Frogling, Level 5 Cleric) / Monk of St. Barkane, the Humble
    • Hair like an unruly mop. The aura of a leader, with a know-it-all attitude.
    • Runs the Justus' Monastery to St. Barkane, the Humble, and will admit pious or lawful PCs for recovery, at an encouraged donation to the monastery.
    • Confidant to the Graf Macsen Deliz.
  • Amatza Lagadic (Human, Level 5 Fighter) / Mercenary Guildmaster
    • Bronze-skinned, with the neck of a bull. Your stereotype loud Bro.
    • Breeds dogs as a hobby. Some for scouting, some for selling. Has d6 war dogs to sell every month.
    • First in command from the Golden Griffon Curio Corporation.
    • She's a secret agent sent by the Royal Crown to keep an eye on the Graf, the Mockingbirds, and insurgence. As a faraway town, Walfalkon needs an eye out. More cerebral than she'd like to admit.
  • Merlin Copperpot (Halfling, Level 2 Magic-User) / Lawyer
    • Craggy, and with oiled brushed hair.
    • From the Golden Griffon Curio Corporation mercenaries, second in command. Oversees any signed contracts and transactions. 
    • Bookish, knows loopholes to contracts, etc. Revels in anecdotes.
  • Qutt (Goblin, Level 3 Thief) / Surgeon
    • Grizzled and with acid scars on his hands.
    • Despised by the townsfolk for his mannerisms and brutality. And because of Goblinoid stereotypes, of course. Still seeked in desperate times, by the non-religious, and women trying to rid a child.
    • Barber shop, repairs limbs, can add a wooden prosthetic to severed limbs for enough gold.
  • Victoire (Spiderling, Level 4 Fighter) / Ranger
    • Bitter, an with a square jaw.
    • Has a reputation. Will save your life, and gut a deer as they talk about the rain to come.
    • Leader of the rangers known as the Mockingbirds, that keep balance between Walfalkon (civilization) and the Sihlwald (wilderness).
    • Her goal is to protect and save as many as possible.
    • Runs a side business smuggling honey liquor from a few folks she knows deep in the Sihlwald forest.

    d20 Rumors in Walfalkon

    T: True; F: False; P: Partially true
    1. Willm Deliz is rumored to cater two eccentric interests. Exotic (but useless) sabers and frogs. His basement (at the Graf's Manor) hosts a collection of 100 stuffed frogs, carefully arranged in everyday scenes (barber shop, feasting, gambling). The taxidermy scenes are priced and valuable to exotic collectors (up to 15gp each; easy to damage) [T]
    2. New altars in the Sihlwald are dedicated to the dark Goddess Viera, Master of Cursebones. [F]
    3. There's an ancient and gnarled oak tree, centered in a glade in the Sihlwald. It's the entrance to a mysterious place full of treasure. You'll recognize it when you see it. [T] Connects with "Hole in the Oak" from Nectrotic Gnome.
    4. Beware! Brigands plague the roads during Spring and Summer, overwhelming caravans and travelers on the Road to the Kingdom. [T]
    5. Sirizio from the Botin Tavern had his memory wiped clean by a bargain with a demon. [F]
    6. Cannibalistic Centaurs have been raiding the pig farms near Walfalkon, wreaking havoc and killing everyone in their way. [T]
    7. Olga Labiano had her Tower magically built 10 years ago, overnight, to the discomfort of everyone local. Nobody knows how that happened. A Giant's bean? The favor of a Hag? [P] Somebody in fact knows how that happened. The details are left to the Referee to figure out.
    8. Olga Labiano and Graf Macsen have a secret, torrid affair. Producing proof would be rewarded greatly by Susana. Or serve as blackmail... [F]
    9. The massive owl hanging in the Botin Tavern's common room was an oracle from the Sihlwald. Set it ablaze, and ask any two questions. You'll get the true answers. [T]
    10. The rangers known as the Mockingbirds allied a sorcerer, in aims to overthrow the Graf Macsen. They will make their move in 3 days. [F]
    11. Victoire is stealing from all of Walfalkon. Brings curses down to every single one of us, killing our pigs. The Mockingbirds are evil. [F]
    12. In the guts of the Pfaff Lake, quiet and tiny in size, has an island in its center. Two dozen crimson dolmens stand in a circle. Different keys to a realm of the Elves. [P]
    13. A Green Knight got wrongfully imprisoned after a wild night at the Botin Tavern, where he killed two pick-pockets. He will be hanged with the break of dawn. Stop it. [T]
    14. The dryads are being hunted by the troll tribes, deep in the Sihlwald. Find out what caused this. [P]
    15. The Scorpion has the magical bastard sword Curseweaver. Anyone who bests him in one-to-one duel can claim the item and title from him. Find him by the endless bonfire in the Sihlwald. [T]
    16. An abandoned inn stands at the center of the Sihlwald, called the Swan's Pipe. Five magnificent floors. Said to be haunted for more than 100 years, past its prime. It'd be top property to flip, or have some valuables I reckon. [T]
    17. The trolls in this region are afraid of fire and acid, as it tampers their regeneration. [F] Make trolls more interesting.
    18. Careful with the strawberries you pick from the forest. They will restore your vigor and health, but will blind you for a day in return! [F]
    19. Father Igor and his monks plundered ancient sites from the region for their treasures. Under the bowels of their Monastery lies a crypt with powerful curios and artifacts. [P]
    20. Every full moon the Pfaff Lake gets swarmed by locusts for the night. People hide in their huts, and pray for it to end. In the morning, all unprotected food and leather are gone. [F]


    Notes from a different Dimension

    • Restaurante Botin in Madrid, Spain, is the oldest running restaurant in the world. "Botín" means "small boot" in Spanish.
    • Many towns in the German-speaking part of Switzerland do end with the suffix *kon.
    • The Sihlwald is actually a small forest in Switzerland.
    • Atlas Obscura was used as inspiration for several prompts and ideas.
    • I tend to prefer using Fauns instead of Elves, leaving the latter for the truly alien and unknown. Also adding other races (Deerling, Frogling, Goblin, etc.) Replace as needed.

    2 comments:

    1. This is amazing. Love how thorough you were. What did you use to make the map?

      ReplyDelete
    2. Thanks!
      For the map I used Hex Kit. There was a recent bundle for it at drivethrurpg iirc.

      ReplyDelete