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  • Highmere (WH9)

    Screenshot
    • Hamlet, pop. ~60
    • Quarry and mining hamlet north of Cragford, at the edge of the Griff mountains. The land is a patchwork of rocky gravel stone and grassy fields. Highmere overlooks a gentle valley where the Zumker River cuts a path southward before sloping down and sharply turning west.
    • Being at a higher altitude, the temperatures are a few degrees cooler and windier and winters are harsh.

    Places to Go (Locations & Services)

    The Stone Table (Tavern/Inn)

    • A squat stone-built tavern carved partly into the hillside.
    • Run by Mara Tannell, a widowed matron (Flan), famed for her hearty root stews and bitter ale.
    • Decor: Walls are slate-grey, with quarrymen’s tools hung like trophies.
    • Accommodations: 4 guest rooms, common hall for 10.
    • Signature Drink: Quarryman’s Bitter — a dark, earthy ale with a hint of pine sap.

    Quarry Yard

    • Overseen by Rogan Marrick (distant cousin of Tavin in Cragford), pragmatic foreman.
    • The heart of Highmere. Massive blocks of stone are pulled by oxen and stored until caravans can move them south. The stone is dragged on sledges or wagons by oxen supplied from Oxenford.
    • This has created a small but steady trade route between the two hamlets — Oxenford’s farmers profit from their herds, while Highmere depends on them for quarry operations.
    • PCs who’ve helped Oxenford (WH2.1 “Stolen Herd”) will find the quarrymen here very grateful, as without oxen, Highmere literally grinds to a halt.

    Silver Veins Mine

    • A narrow shaft on the eastern slope. Iron is common; silver rare but valued and rumors of a platinum vein.
    • Dwarves handle reinforcement and safety, resented by some Flan who accuse them of taking more than their share.

    Halfling Orchards

    • Tended by the 3 halflings from Duuthmere — the Hillstep Trio (Cerrin, Nalla, Tob).
    • Produce cider, chestnuts, dried fruits, and a sweet spirit traded with caravans.
    • Though outsiders, they’re popular because they lighten moods with song and cheer.

    Shrine of Beory

    • A modest circle of standing stones by a rivulet.
    • Kept by Elda Morrain, an elder Flan woman. She urges balance and restraint in quarrying.

    People to See (NPCs)

    • Mara Tannell (Innkeeper): Stern, practical, motherly, but suspicious of dwarves’ “silver hunger.”
    • Rogan Marrick (Foreman): Business-minded, wants to keep ore flowing, quietly fears sabotage.
    • Izrek Stonehand (Dwarf Mason): One of the 5 dwarves; blunt, insists safety and structure come first.
    • The Hillstep Trio (Halflings): Orchardists, cider-sellers, loved by kids. Cerrin (storyteller), Nalla (cook), Tob (musician).
    • Elda Morrain (Flan Elder): Keeper of the Beory shrine. Sees mining as sacrilege but urges non-violence.

    Things to Do (Sidequests)

    Highmere represents a questchain that exposes some of the underlying prejudice against demi-humans that is latent because of a perception that they are abusing nature (e.g.: dwarves dig too deep and rob the earth of minerals for their own greed; gnomes somewhat less but still in the same grouping). This story gives the party the opportunity to decide for themselves what to do when things don’t line up with cultural perception and whether they want to set things right or go with the flow. Both have an impact.

    Flavor Hook for NPCs:

    • Rogan Marrick often grumbles: “Without Oxenford’s beasts, these stones don’t move an inch. If the herds vanish, so do my profits.”
    • Mara Tannell uses Oxenford ox-hide leather for tack and harnesses in the inn’s stables.
    • Even the Hillstep Trio tease: “Oxenford feeds us all, one beast at a time — meat, milk, or muscle.”

    Additional Quest Chain Impact:

    • If PCs solved Oxenford’s herd theft → Highmere is friendlier and even offers a discount on quarry goods.
    • If they failed or ignored it → ox-shortage here worsens tensions, miners get desperate, and blame might shift back to dwarves or Flan farmers (fueling your prejudice arc).

  • The World

    Campaign Disclaimer – The World of ‘Moorhawk’

    “Even the greatest evil may yet be bound, being but a vassal to powers greater than the ancients dared imagine. Perhaps those before us were not blind, but merciful — sparing their heirs the madness of knowing such powers walk the deep veins of the world, and even shape the fate of the gods.” – Ancient Flan proverb

    This campaign setting is part of the world of Moorhawk, a parallel reflection of Greyhawk.

    The foundations of Greyhawk’s history hold true here until the late CY 560s. From CY 570 onward, the course of events diverges. The conflicts, cults, and fates remembered as The Ashes of Greyhawk simply did not unfold upon this world. The unique blend of peoples, choices, and divine influences reacted differently — or perhaps the gods themselves had not the same fortune here as elsewhere in the multiverse.

    The world itself is called Yyrth, from the proto-Flan word for “True World.” To the Flan, Yyrth represents the earth as Beory shaped it — whole, alive, and sacred. Where outsiders came to call it Oerth, the Flan preserved Yyrth as the elder name, a reminder of their bond to the land.

    A notable divergence lies in the role of Iuz. In Greyhawk, his cunning and cruelty seemed his own. In Moorhawk, his schemes may not have been wholly of his making. Every triumph, every manipulation, every war he set into motion may have been no more than a gear in a greater machine, driven by deeper, older powers whose purposes he never truly grasped.

    Thus, while names, places, and histories may echo Greyhawk, the stories told here belong uniquely to Moorhawk on Yyrth — an alternate path where familiar legends intertwine with new destinies.

    The Campaign

    I – B1 5e: Into the UnknownA rewritten classic adventure for a party of 4-6 Level 1 adventurers to find and secure the lost fortress of Quasqueton. Based in the Duchy of Tenh the river town of Zumkergrod, provides quests around town as well as fulfilling the Duke’s request. Players will discover more questions on the state of the abandoned fortress and Roghan and Zelligar.
    II – B2 5e: Beyond the BorderlandsHaving secured the fortress long enough for the Constable to send for aid, events continue to unfold abroad bringing an elven delegation from the southeast Forest of Gamboge and from the north with troubling news from Calbut. An urgent message to the northern Stonewatch Keep aka Keep on the Borderlands, finds the party helping to discover what is causing merchant caravans to come under attack and exposing a greater threat.
    III – B5 5e: Harbingers in the HinterlandsClues from the Caverns of Chaos reveal part of an advanced recruitment of humanoids and a labor camp building siege weapons and shipping them north. A ruined monastery turned into a weapons depot lead the party to an explosive choice.
    IV – B4 5e: The Lost CityHaving routed Tharnakk the Oathbreaker and putting the goblin alchemy lab under the side of a mountain,the trail of humanoids and cultists leads further into the spurs of the Griff mountains where a Lost City, C’nidicya stands empty — or so it seems to discover a growing horror lurking below and a plan for war across the Tenh among giantkind.
    V – JotnarrokAs the players return, news comes that war has broken out across the Duchy. Reports of Hill giants raiding the Grimwold Marches and two sets of couriers to Calbut have failed to return. In the east calvary are reported to have barely driven back Fire Giants and the Troll Fens are stirring with humanoids. The Duke has called all able bodied adventurers to help strike down these marauding giants and save the kingdom.
    VI – The Woh-Pact of NosnraAs the war rages on, the Duchy continues to take casualties bleeding its forces and cautiously eyes the West for Barbarian activity. Strangely, the north and west are quiet as if other matters have the Grasskopf and Rovers occupied. Baron Ghalder from Grimwold Marches asks for your aid with news from his scouts of a Hill Giant fortress nestled in the North Griff Mountains…
    One Shots: The Fiend Network ChallengePlayers are whisked away from their reality, to awaken on black obsidian tiles under an astral sky. Floating utensils drift lazily above, and three infernal judges sit at a long bone-and-brass table. The Devilish Judges of the Infernal Palate:
    Zakar, Guaransch, and Flay will see if you can handle the heat of their culinary trials or go down in flames.