Base Town Emden

I thought to cover the last three steps of the D&D Expert Rulebook’s Designing a Wilderness (X54) in a single article. I try to keep the word count between 400 and 1,000. This one, covering the next step, approaches the limit. So, I cut the remainder again into parts, one article per step, and the “short” series becomes less so.

Reading Map

This is the sixth article of a short-ish series outlining a B/X D&D campaign.

F. OUTLINE THE BASE TOWN.

Description and Population

Emden is a fortified town. A river borders the south side, and defensive walls enclose the remaining perimeter. Four gatehouses at drawbridges allow entry. Canals divide the town into large quarters and give access to one small port, maybe two. The population is 10,000.

A large town gives PCs access to all the usual resources, while allowing room for growth through their actions. As the campaign progresses, PCs might reduce the monstrous threat from Darkmeer, remove the Pale Moor curse, and extract great wealth from the interior. Population increase follows.

Emden.
Inset from Tabula Frisiae Orientalis, Ubbo Emmius, 1730.

Government and Defense

The herzog maintains the seat of government in Emden. He resides in a palace (which may well be under construction or recently constructed at campaign start) and keeps a palace guard. In addition, the sovereign may raise an army. While the herzog manages affairs of the duchy,1 an appointed burgrave is charged with the administration of the grave itself, including the town. A town guard maintains order within its precincts. In case of outside threat, the burgrave may call upon the local militia.

Supporting Services

Church

The church holds great sway in the Thirteen Graves. The landgraves need the church’s support to combat the undead and the infernal menace from the Pale Moor. The church takes advantage of the situation to gain secular support to give its edicts the weight of law. A bishop (7th-level cleric) runs the church in Emden and leverages the herzog’s power to establish the church hierarchy throughout the duchy.

Secret #8: The bishop believes the church is much more capable of defending the realm and defeating the infernal hordes. He schemes to take over the duchy and make it a theocracy.

Religious Factions

Here we have an opportunity to come up with some factions within the church that promote a particular doctrine. Here follow three examples:

Crusaders: A knightly order of warriors who battle demons and devils wherever they encroach upon civilized lands. When an infernal horde gathers, the knights petition the bishop to proclaim a crusade, and they lead expeditions into the Pale Moor. Members are clerics, paladins, and fighters, knighted by the herzog.

Inquisitors: A sect that believes witchery is the root of all evil. Their inquisitors search out any practitioners of the black art. Witchery is the practice of witchcraft. In the context of our setting, witchcraft, strictly defined, is any dealing with a devil or demon. Therefore, warlocks and witches are the primary target. But sometimes the sect’s definition of witchcraft may become overly broad.2

Undead Slayers: A band of clerics that recruits warriors to destroy the abomination that is the walking dead. The band is known to make daring raids into the Pale Moor.

The Ghouling Gauntlet

Given the opportunity to reuse—or in this case pre-use—an already created element, we take it. The Ghouling Gauntlet is an ancient order of undead slayers that appears at the end of Wyrm Dawn and the beginning of Wyrmwyrd, thousands of years in our current setting’s future. Perhaps the order is recently formed in response to the moor wraiths. (See the heading The Ghoul of Tower Mill in Wyrm Dawn’s “Empire of the Undersun.”)

Guilds

Magic-Users: While it accepts members regardless of alignment, the Magic-Users Guild is dominated by lawful members, many with ties to the noble family. It maintains strong relationships with the magic-users guilds of the other lawful graves, often working together to further the herzog’s goals, which its lawful members believe coincide with their own. Chaotic members may join together temporarily to foil the efforts of the lawful group when they interfere with their own objectives.

Thieves: The Guild Master of Emden’s Thieves Guild is a member of Broeckemeer’s ruling clan. Her major ongoing operations include spying on the ducal hierarchy, harassing trade routes in and out of the capital, and political assassinations.

Lodging

Travelers and locals may find accommodation, restoration, and entertainment in a few inns, several boardinghouses, and numerous taverns. Following are examples, lightly sketched.

Gasthaus Herzogs: Situated just outside the palace gates, the herzog’s inn provides luxury quarters and gourmet meals to its wealthy clientele. It is patronized by diplomats, aristocracy, the richest merchants, and the spies who note their comings and goings and pretend not to be listening to their conversations.

Gasthof der Langenruhe or Inn of Long Repose: All sorts of travelers, including merchants, adventurers, and the occasional aristocrat, stay at this inn on the main square. Locals sometimes dine in its private dining hall. Mercenaries and men-at-arms frequent the inn’s public taproom.

Geitenhoef Taverne or the Goat’s Hoof Tavern: The southeast quarter has declined in recent years. Geitenhoef Taverne once catered to more affluent patrons. Now, its regulars are laborers, low-ranking soldiers, and adventurers down on their luck. The Geitenhoef is reputedly a hangout of members of the local Thieves Guild.

Widow Walpurga’s Pension: After her husband died 30 years ago, childless Frau Walpurga—known to everyone as Widow Walpurga or “the Widow”—began renting rooms of her large house. Her reputation is that of a kindly old woman, hard of hearing. One or two lodgers may be permanent residents. The Widow keeps one small room for herself at the top of a spiral staircase in the widow’s watch.

Witch Hunting

The landlady is named after Walpurga Hausmannin of German legend. The historic Frau Hausmannin was a tragic victim of a witch hunt. Our Walpurga may be more malefic.

Secret #9: I leave this candy to the DM. For inspiration, I refer you to the transcript of Hausmannin’s trial: “Judgement on the Witch Walpurga Hausmannin.”

To give context to the trial as well as to the general setting, I recommend Chapter 7 of Carl Sagan’s Demon-Haunted World.3 The chapter gives its title to the book.


1 I find it awkward in speech, but a DM might replace duchy with the German herzogtum.

2 An inquisition scenario might be fun. I’d be careful about letting it dominate the campaign.

3 I recommend Sagan’s book, as a whole, for it gives context to the present real-world situation. Carl Sagan, The Demon-Haunted World: Science as a Candle in the Dark, New York: Ballantine, 1996.

Sacred Signs

Created by Thawt and revealed to the priesthood by Amon, Sacred Signs constitute a pictographic script. Similar to Egyptian hieroglyphs, each sign or glyph represents a discreet thing, action, or idea or serves to clarify another sign. Sacred Signs are carved or painted on stone, painted on papyrus, and pressed into leathery clay tablets. Those pressed into tablets are often fired, as the information they convey is intended to endure. All religious texts are written in Sacred Signs.

Sacred Signs

Learning to read and write Sacred Signs was once reserved for the clergy. Through interpretation of the signs, the priesthood leveraged the power of the temple against that of the throne. Since the rise of the Sun King, who embodies the divine power of the Solar Goddess, non-clergy are permitted to learn Sacred Signs. The temple frowns on the practice, though, and only teaches Sacred Signs to its acolytes. Temple priests are fond of saying that anyone can learn what the glyphs represent, but only one endowed with the wisdom of the Solar Goddess may correctly interpret Sacred Signs.

Characters of other classes may learn to read Sacred Signs from a sage. Non-clerics who make it known they can read Sacred Signs suffer a -1 penalty to reaction checks when dealing with any temple priest.

Sacred Signs is a written language, not a spoken one. Like any other language, learning to read and write Sacred Signs takes an added language from high intelligence.

Beliefs and Religion

“History doesn’t repeat itself, but it rhymes.”

—Mark Twain1

Beliefs

These are fundamental beliefs widely held among all peoples throughout the known world.

Eternal Recurrence

The world ends; the world begins anew. Time is cyclical. The most recent end of the world was the Rending. Before that, there was Ragnarok, a battle between the giants and the gods. Before that, the Great Deluge, the Ever Winter, and the Time of Fire. The present world will be destroyed following a battle between Law and Chaos. Chaos wins.

Fates and Destiny

In the north, they are the Norns. In the south, the Moirai personify destiny. To the east, one’s destiny is determined by the stars. In all cases, the common term is “the Fates.” The gods obey the Fates. It is part of divine responsibility. Mortal creatures may choose to obey or to resist them. Diverse myths portray a hero’s struggle against the Fates and his or her success or failure.

Religion

Most folk, particularly those north of the World Dragon Mountains,2 are adherents to the Pantheon of gods. Followers revere all the gods, the Allfather chief among them.

The holy symbol is the Ouroboros, a serpent biting its tail. The symbol is presented with the “bite” at the circle’s top. The inverse presentation, considered heresy, signifies rebellion against the Pantheon.3

Rituals, ceremonies, and festivals follow the Ring Cycle, which comprises eight annual cycles of birth, death, and rebirth, and an overall cycle of worldly renewal. The faithful make rituals daily as well as monthly and seasonally.

As such, churches and cathedrals are dedicated to the Pantheon as a whole, yielding a central place to the Allfather. At the same time, temples, dedicated to a particular god, are not rare, while shrines may be either to a single god or to the Pantheon. In no case is devotion to the Allfather ignored.4

A religious edifice of a community is staffed by clerics, who attend to the religious, if not spiritual, needs of the faithful. These clerics may be of the adventuring class or minister clerics. Minister clerics may rise, though slowly, within the church hierarchy to hold upper offices.

Community Size Edifice Office
Village Church (rarely temple) Priest
Small Town Church Curate
Large Town (or City) Church Bishop
Major City Church or Cathedral Matriarch/Patriarch

Each office is appointed by the next higher, usually influenced by its own superiors. For examples, the bishop of Valormr is appointed by the patriarch in the Grand Duchy’s capital city.5 The bishop appoints the curate of Odenwoad as well as that of Fyrir, and each curate appoints priests to surrounding villages.

Development Guidelines

In developing the DONJON LANDS setting, I strive to create only what is necessary for game play. Though I indulge to some degree when an opportunity to explore the world presents itself. In so doing, I follow two guidelines. Here I describe how they relate to the setting’s religions.

Ancient Models

To save myself a tremendous amount of work, I use as models ancient religions of our own world. The religion followed north of the World Dragon Mountains draws from Germanic and Norse mythology. While, south of the range, the inspiration is from Greek mythology, and east of the (unnamed) central sea, Mesopotamian and Ancient Egyptian. Models not copies.

B/X Implied Setting

A goal of the Wyrmwyrd campaign is to develop a setting that corresponds to the rules as written. In B/X, clerics “have dedicated themselves to the service of a god or goddess” (B9). No gods are described. A DM, who so desires, might elaborate on the Pantheon to define a much more detailed and complex religion, while another might use only “the Allfather”6 as a generic god.

Notes

1 The quote is often attributed to Twain. The Quote Investigator debunks the myth.

2 The World Dragon Mountains are far south of the Throrgrmir Valley.

3 A sect or cult of Chaos might use the Ouroboros inverted among its membership—never openly in civilized communities. We may encounter the symbol more frequently in the dungeons.

4 One might imagine the predominant religion as pantheistic merging toward monotheism, as the Church of the Allfather consolidates its power.

5 As folk in Valormr prize their independence, there is some tension between the Lords of Valormr and the Church of the Allfather. The best they can arrange is for the Valormr bishop to be a local native, who then, so hope the Lords, keeps local interests in mind. That is not the situation at present.

6 Of course, one might want to replace the Allfather with the Allmother. I suspect a matriarchal religion—that is, one whose primary god is female—would look much different though, not just a change in gender. Further, it would be interesting to follow the evolution of a religion whose chief god is non-gender or non-binary or simultaneously male and female. I intend to experiment with these in future campaigns. Meanwhile, I would love to see your examples.