The Sagas of Rimholm Kickstarter is well underway! In fact, as this post goes live there’s a little bit less than two days left in the campaign. I hope you’ll consider backing it if you haven’t already. It’s a zine, but also more than a zine! We zoom into a whole region of the Middarmark, from the Sakki Downs to the Temple of Black Skulls, and give you all the details and background for dozens of adventure sites. The hub of this region is Rimholm, and from any direction your adventuring party travels, there are rewards and dangers everywhere they go.
As an example of what we’ve been working on, I want to share a little bit about ghost fences.
When Koch first came to me to propose this project, he noted that he was particularly taken by a passing reference to “ghost fences” in the Middarmark Gazetteer. Could I write more about them?
I’m not sure, but I think I first stumbled across the concept in an issue of Mark Smylie’s Artesia comic, where the titular warrior-priestess character and her war band are caught out-of-doors on the night of the Wild Hunt after a battle. She makes a ghost fence from the heads of her defeated enemies to hide her warriors from the Wild Hunt.
I’ve read some suggestions that the Celts made such things, but there doesn’t seem to be much real evidence.
Anyway, the image was striking to me and I’ve borrowed it for the Sakki people.I should note that while the Bjornings would have you believe the Sakki are evil incarnate, and the practice of chaining ghosts to their severed heads is horrific, I don’t think the Sakki are any more or less evil than any of the other folk of the Middarmark. The cycle of violence and reprisal in the Middarmark is terrible and never-ending.Here are some rules for ghost fences and using them in your games. Enjoy!
Hello friends! It’s been a few months since we touched on the Ageirings and the Tualings, the warring Bjorning and Græling clans that occupy the uplands of Sudstrond near the Gull Pass in the Middarmark. If you play In the Shadow of the Horns, the adventure included in the Middarmark Gazetteer, Jarl Stigand of Castle Valborg will have a vested interest in control of the hidden Græling armory that is Svana Goldnose’s ultimate objective.
To catch you up on previous entries in this series:
Hello friends! Today’s Torchbearer Thursday post is a couple days early (we’ll actually probably have another post on Thursday). It has been cross-posted with my Bridge of the Damned Kickstarter project. Please back it if you’re interested in seeing the finished project!
Since we’ve been talking about adding a shrine to the Dragonslayer to our Robber’s Bridge adventure, I thought we might take a deeper look at the cult this week and explore its most closely held secret. Note that the rules for the Mysteries of Lith have not yet been playtested. If you use them in your games, I’d love to hear about it.
A few weeks back we explored using the Ættir1See Of Trolls and Men, Middarmark, page 91 in Torchbearer games set in the Middarmark. In particular, we took a look at Ran Deepmind, ættir of the Ageiring clan led by Jarl Stigand.
Ran, though much diminished by the near obliteration of the Ageirings in the Battle of Sølvfjord nine years ago2See Sudstrond, Middarmark, page 22, seeks to guide her descendents back to greatness. But the Ageirings have many enemies standing in the way of the young jarl’s path back to power. Perhaps the most immediately dangerous are the Tualings, a clan of Græling3See Grælings, Middarmark, page 14 outlaws with a score to settle.