Thursday, November 5, 2026

Rediscovering My Roots & Latest Update
The Known World & Raging Swan Press
The current year for our homebrewed campaign setting is set during 672 CY (Common Year).
Inspired By Gary Gygax

I’ve decided to call my new homebrewed campaign setting the Known World, using the Duchy of Ashlar and the surrounding lands developed by Creighton Broadhurst and Raging Swan Press as its foundation. What appeals to me is how well it supports the kind of D&D I enjoy: detailed towns, dangerous wilderness, ancient ruins, and plenty of opportunities for exploration.

There is enough established material to give the setting a strong identity while leaving room for my own additions. That balance makes it easy to imagine building a long lasting campaign here. Our campaign will begin in Dulwich, with Shadowed Keep on the Borderlands as the opening adventure. I absolutely love this adventure and how much it offers within a relatively small area.

The keep’s history, competing inhabitants, hidden locations, and connections to Dulwich give the players plenty to investigate. I especially appreciate the opportunities to negotiate, explore, and approach problems in different ways. It is exactly the sort of adventure I want at the beginning of a campaign, with enough depth to help establish the characters and their relationships with the surrounding area.

The setting has a strong old-school fantasy feel, which is one of its biggest attractions for me. Settlements offer a measure of security, journeys require preparation, and abandoned places give adventurers reasons to take risks. Information, supplies, and good judgment can all matter when the party heads beyond town. I enjoy a game where the players have to consider their options and where their decisions have consequences. Ashlar’s dangerous borders and layers of forgotten history provide plenty of material for that style of play.

I also like the attention given to everyday life and local concerns. Businesses, temples, guilds, and political rivalries help make a town somewhere the players can get involved with over time. A dependable stable owner or a familiar innkeeper can become an important part of the campaign, especially when the party regularly returns to the same community.

Dulwich gives me a strong starting point for building those connections. As the characters develop friendships, obligations, and reputations, their adventures can have a meaningful effect on the place they call home. Creighton Broadhurst and Raging Swan Press are doing an outstanding job fleshing this world out. I appreciate the care put into NPC personalities, settlement details, local history, and adventure hooks that I can actually use at the table. Their material gives me ideas while still allowing me to adapt things to suit my players and campaign. The connections between individual locations and the wider setting are particularly useful, making it easier to expand outward as the group explores. It is the kind of development that keeps me interested in seeing what they release next. I’m especially excited about the upcoming campaign setting map, which I understand may arrive during Q4 of 2026 or possibly Q1 of 2027. Seeing how the developed regions connect will help me plan journeys and consider where our adventures might eventually lead beyond Ashlar.

I enjoy following a setting as it grows, particularly when the existing material already provides so much inspiration. Between my enthusiasm for Shadowed Keep on the Borderlands, the quality of the setting material, and the freedom to make it our own, I can see the Known World supporting our campaign for a long time.

Wednesday, November 4, 2026

The Racism Behind WotC/Hasbro
The Known World & Raging Swan Press
The current year for our homebrewed campaign setting is set during 672 CY (Common Year).
Inspired By Gary Gygax

This guy touched on a lot of stuff he pulled from Twitter and one thing I want to make clear, all of these people I am about to highlight are affiliated with Hasbro/WotC in one form or another . . . some are editors, writers, executives and content creators. They publically say stuff that is pure racist and WotC/Hasbro lets them get away with it, and as a matter of fact Hasbro/WotC does its best to go along with these people and what they say. It's disgusting and embarrassing.

These are just a few of the tweets that were found on Twitter. Dominique Dickey posted a couple of tweets here and here. How much of a racist can someone be?

Then you have Sadie Lowrie who assisted as a writer for Call of the Netherdeep making tweets like this. I send her a tweet asking her about her tweet and this is the reply I got from her. Instead of explaining herself, she blocks me. Typical racist hiding from what she has done. The exact same thing happened with Sarah Madsen . . . when I sent her a tweet about these tweets that she made and I got another reply just like I got from Sadie Lowry.

Lets look at Makenzie De Armas "a senior game designer at WotC lmao" with her tweet or how the one and only Christopher Perkins tweeted this and to think, it pretty much all started with this from Kyle Brinks. What about how WotC removed the Half Elf and Half Orc races or half ANYTHING from D&D because it's racist and now they are pushing zipper titties on us? Fuck you WotC! I have been playing D&D since 1977, and I've never been this disgusted with a game, it's people and it's company than I am right now.

With that being said, I want to make one thing perfectly clear, I'll never buy another product from WotC. You know, back when we played classic Dungeons & Dragons, we didn't have all this drama, it was all about the game and we had one community that stuck together. It's simply not like that anymore. We are now 100% a classic D&D group.

Tuesday, November 3, 2026

Ready, Set, Go!
The Known World & Raging Swan Press
The current year for our homebrewed campaign setting is set during 672 CY (Common Year).
Inspired By Gary Gygax

I have some things that I would like to touch on with those of you that are first time readers on this blog. The first thing that I kind of want to get into is what many call the "Matt Mercer Effect". I think one thing we all can agree on is Matthew Mercer is ranked in the top level of Dungeon Masters.

The man knows his stuff, but it isn't just about Matthew, his players bring a huge part of what makes Critical Role special to the table. To quote an old saying ... "it takes two to tango", or in this case, it takes a Dungeon Master and a group of players to make a game special.

One thing I very much want to emphasize on is "I am not Matthew Mercer" and if you expect me as a Dungeon Master to be like Matthew Mercer then I would say "go find you another campaign to follow" because I am not on his level, nor will I even try to be and to be perfectly honest I am not sure if the world has a Dungeon Master that even comes close to his level of story telling "well maybe but I have yet to see one". I try to run a good game where my players have a good time (plain and simple) and in the past my players have all had a great time so I guess I am doing something right.

Critical Role is a staged game, with some scripting involved - Matthew and his players are all voice actors. When you watch his campaigns, this is not what Dungeon & Dragon games are really like. His campaigns are strictly constructed to bring entertainment to his viewers.

What we try to do here is get together as friends (this is important) and enjoy our time playing Dungeons & Dragons like it was played 35-40 years ago. We don't bring anything from the real world to our table, we simply get together as friends and enjoy this beautiful game called Dungeons & Dragons in all its glory.

Monday, November 2, 2026

Ready For Content
The Known World & Raging Swan Press
The current year for our homebrewed campaign setting is set during 672 CY (Common Year).
Inspired By Gary Gygax

Sunday, November 1, 2026

Ready For Content
The Known World & Raging Swan Press
The current year for our homebrewed campaign setting is set during 672 CY (Common Year).
Inspired By Gary Gygax

Monday, October 26, 2026

Ready For Content
The Known World & Raging Swan Press
The current year for our homebrewed campaign setting is set during 672 CY (Common Year).
Inspired By Gary Gygax

Sunday, October 25, 2026

Ready For Content
The Known World & Raging Swan Press
The current year for our homebrewed campaign setting is set during 672 CY (Common Year).
Inspired By Gary Gygax

Saturday, October 24, 2026

Duchy of Ashlar
The Known World & Raging Swan Press
The current year for our homebrewed campaign setting is set during 672 CY (Common Year).
Inspired By Gary Gygax

The Duchy of Ashlar is a small, isolated realm clustered around the cold, treacherous waters of Hard Bay, with a population of approximately 63,200. The forbidding Forest of Gray Spires forms its southern boundary, while the rugged Dying Hills mark its western reaches. Between its settled lands stretches the Salt Mire, a vast marsh that nearly divides the duchy in two.

Outsiders sometimes dismiss Ashlar as “Fenland,” but its inhabitants are hardy, resilient people accustomed to difficult terrain, savage weather, and the dangers of frontier life. Ashlar is ruled from its capital, Languard, by Duke Armas Nenonen, a elderly half-elf descended from the adventurer who founded the duchy almost six centuries ago.

Hereditary lords administer their own holdings and swear loyalty to the duke, enjoying considerable independence provided they refrain from oppressing their subjects or openly warring against their neighbors. Nevertheless, ambition and rivalry complicate local affairs. The competing claims of Wido Gall of Dulwich and Hilduin Lorsch of Woodridge over Longbridge—and its valuable crossing revenues—demonstrate how political disputes can threaten trade and unsettle nearby communities. Most Ashlarians live in villages or scattered rural households, supporting themselves through farming, fishing, hunting, woodcutting, and charcoal making. Languard, Dulwich, and Dunstone are the duchy’s principal centres of commerce and skilled craftsmanship, connected by the Great South Road. Dulwich prospers through lumber, pottery, and wool, while Languard’s harbour supports trade and shipbuilding. Increasing merchant wealth challenges the traditional authority of nobles and priests, with guilds seeking greater influence over taxation, commerce, and government.

Religion and organised fellowships help bind Ashlar’s scattered settlements together. Darlen represents law, justice, and the sun; Conn watches over community, family, and rulership; Abarin governs industry and artifice; and Serat is revered by those whose lives depend upon the sea. The Order of the Watch Eternal, devoted to Darlen, defends the duchy and its common people from its strongholds at Tor Abbey and Languard.

Notable Settlements
• Dulwich

Notable Locations
• Valentin's Folly

Meanwhile, the Sagacious Masters of the Eldritch Nexus pursue magical learning from their fortified Black Tower, and the feared Shadow Masks dominate Languard’s criminal underworld. Beyond Ashlar’s walls and cultivated fields lie the remains of older peoples and kingdoms. The immense dungeon of Gloamhold honeycombs the Mottled Spire, while forgotten tombs, abandoned strongholds, and fallen dwarven halls await exploration elsewhere.

Near Dulwich, the ruined Shadowed Keep, once the home of Valentin Ironwolf, shelters bandits, Blood Moon goblins, and deeper supernatural dangers. Ancient evils persist beneath the landscape, and the duchy’s defenders cannot safeguard every road or investigate every ruin. Adventurers consequently find plentiful opportunities to earn their livelihoods, recover lost treasures, and protect communities living within reach of the wilderness.

Monday, October 5, 2026

Tenements
The Known World & Raging Swan Press
The current year for our homebrewed campaign setting is set during 672 CY (Common Year).
Inspired By Gary Gygax

The Tenements of Dulwich are modest residential dwellings scattered throughout the town's older neighborhoods, providing affordable accommodations for laborers, craftsmen, merchants, and travelers unable to afford the more expensive inns. Most occupy aging timber-and-stone buildings, with several families sometimes sharing a single structure. Their interiors are surprisingly spacious, though often crowded with furniture and personal belongings accumulated over many years. Heavy wooden beams support plastered walls, while worn floorboards creak beneath the weight of everyday activity.

Small, leaded-glass windows admit limited daylight, leaving the rooms dependent upon candles, oil lamps, and fireplaces for illumination. Although these residences lack the refinements of wealthier households, their inhabitants take considerable pride in maintaining comfortable and welcoming homes. The typical tenement consists of a large common room serving several purposes, including cooking, dining, sleeping, and household work. Sturdy wooden beds occupy convenient corners, their mattresses covered with thick woolen blankets and linen pillows. Roughly constructed tables and mismatched chairs provide places for meals, conversation, and occasional business dealings. A stone fireplace dominates one wall, its iron cooking pot suspended above glowing embers, while shelves crowded with earthenware vessels, copper utensils, books, and household necessities fill the surrounding spaces.

Wooden chests and barrels provide additional storage, and faded woven rugs soften the otherwise bare floors. Some residences feature small adjoining chambers used as kitchens, storerooms, or sleeping quarters, although privacy remains a luxury in buildings occupied by multiple tenants. Despite their humble nature, the tenements possess a distinctive warmth and character, particularly during the evening hours. Candlelight flickers across exposed wooden beams and rough plaster walls, casting long shadows among the furnishings. Bundles of dried herbs hang near windows and fireplaces, filling the air with the mingled scents of rosemary, thyme, woodsmoke, and freshly prepared meals.

The sounds of neighboring families frequently carry through thin interior walls, accompanied by footsteps on wooden staircases, muffled conversations, and the occasional laughter of children. During colder months, residents gather around their hearths while rain or wind rattles against the windows. Many tenements have been occupied by the same families for generations, and their interiors reflect years of careful repairs, inherited possessions, and practical improvements made by those who call them home. In 579 CY, Dulwich's tenements house a considerable portion of the town's working population, including dockworkers, apprentices, caravan laborers, retired soldiers, and struggling tradesmen.

Rental arrangements vary considerably, with some buildings owned by prosperous merchants who employ caretakers to collect monthly payments, while others belong to aging families who lease unused rooms to supplement their incomes. A modest furnished chamber might accommodate a single traveler, while larger quarters are frequently shared by entire households. Although petty theft, overcrowding, and disputes between neighbors occasionally trouble these residences, most remain peaceful places where ordinary citizens conduct their daily lives. For adventurers seeking inexpensive accommodations or wishing to establish a permanent residence in Dulwich, the tenements offer an affordable alternative to the town's inns, providing an opportunity to become acquainted with the people whose livelihoods form the foundation of the Duchy of Ashlar.

Sunday, October 4, 2026

The Dancing Bear
The Known World & Raging Swan Press
The current year for our homebrewed campaign setting is set during 672 CY (Common Year).
Inspired By Gary Gygax

The Dancing Bear is a rambling, three-storey inn and tavern on Steel Street in Dulwich, popular with adventurers, travellers, and off-duty guardsmen. Its cavernous common room displays the ageing, mounted heads of wild beasts and monsters—trophies from its proprietor’s former adventures. These reminders of dangerous expeditions give the establishment its distinctive character and provide visiting adventurers with plenty to discuss over a drink.

The proprietor, Nurlon Rekunen, is a retired half-elven adventurer who purchased the inn more than a century ago. A respected local figure, he knows much about the southern forests and sometimes shares stories of his travels with customers he likes.

His twin sister, Nalthra, runs Dulwich’s renowned jewellery business, and Nurlon readily directs customers with gemstones to sell toward her shop. Despite his comfortable circumstances, Nurlon carries the sadness of someone who has outlived generations of relatives. Raised by his human mother and her family, he has watched his siblings’ descendants grow old and die while he remains. When deep in his cups, his welcoming manner sometimes gives way to melancholy. Those who befriend him may hear stories that reveal the personal cost of his long life alongside its adventures.

Much of the inn’s daily business is handled by Liekko Unaja, a trusted employee who has worked there for two decades. Nurlon relies on her to keep things running smoothly, and she is deeply loyal to him. Liekko possesses an excellent singing voice and sometimes joins visiting entertainers during their performances. These appearances bring her pleasure, although she regrets never having had the opportunity to pursue a singing career.

Nurlon’s sixteen-year-old niece, Sanni Rekunen, brings youthful enthusiasm to the establishment. She loves meeting people, welcoming guests, and being surrounded by entertainment. Already convinced that she is an excellent host and practically in charge of the tavern, she approaches her duties with considerable confidence. Nurlon indulges her ambitions, allowing her to enjoy a sense of importance within the family business.

During the day, the Dancing Bear is usually quiet. Overnight guests linger in the common room nursing hangovers while the staff clean, tidy, and replenish the bar. This quieter atmosphere gives visitors an opportunity to speak with the staff or discuss their plans without competing with an evening crowd. Travellers preparing to leave and guests recovering from the previous night account for much of the daytime custom.

After dark, the inn becomes a lively gathering place where bards, storytellers, and travelling actors entertain an appreciative crowd. The Dancing Bear has a reputation for wild nights, attracting people eager to celebrate, drink, and forget their troubles. Raucous songs and animated conversations frequently fill the common room. The tavern remains open into the early hours, although the noise generally subsides after midnight. The Dancing Bear offers large, plainly furnished rooms for 2 sp per night, making it a practical base for companions exploring the surrounding wilderness.

The establishment serves breakfast, lunch and even supper. Its varied clientele offers opportunities to hear local rumours, meet potential companions, and find employment guarding merchants on dangerous roads.

(All full meals served with bread and honey, potatoes, and string beans, yams, rum-boiled artichokes, potatoes, and string beans, yams, rum-boiled artichokes, cabbage, carrots, or spinach)

BREAKFAST
Peppered Bread: 7cp
Oatmeal: 3cp
Boiled Goose Eggs: 4cp
Chicken Eggs: 2cp
Fruit and Cheese: 3cp
Beef Steak: 2sp
Fried Potato Wedges: 2cp
Pork Sausages: 1sp

AFTERNOON MEALS
Beef Stew: 1sp
Boiled Crawfish with Drawn Butter: 1sp
Poached Salmon: 8cp
Spiced Sausages: 9cp
Stuffed Pork Chops: 1sp
Stuffed Black Trout: 1sp
Steak and Kidney Pie: 2sp
Venison Steak: 2sp
Stuffed Pheasant: 1sp
Roast Duck with Apples: 1sp
Roast Goose: 1sp
Cheese rolls with a Filling of Nuts, Honey and Vegetables: 9cp
Smoked Salmon Salad: 9cp
Apple Stuffed Mushrooms: 5cp
Roast Beef with Cranberry Sauce: 9cp

BEVERAGES
Whiskey: 6cp
Rum: 7cp
Beer: 2cp
Heavy Beer: 3cp
Ale: 4cp
Spiced Ale: 7cp
Mead: 9cp
Local Wine: 9cp
Fireamber Wine: 1sp
Local Brandy: 1sp

On any given night, 1-5 of the private rooms are rented, and 1-4 of the beds in the common room are occupied. The upper rooms are very clean, and all of the rooms are heated and with the inn only having seven standard rooms and seven private suites, they are easy to maintain and keep comfortable for the guests. Each room has a bed, many covers & blankets, a wash stand, chamber pot, towel, pegs for garments, and several chairs and stools.

ROOM NIGHTLY PRICES
(12) Standard Suite: 1gp

Monday, September 28, 2026

Moneychanger's Shop
The Known World & Raging Swan Press
The current year for our homebrewed campaign setting is set during 672 CY (Common Year).
Inspired By Gary Gygax

Moneychanger's Shop occupies a sturdy stone-and-timber building overlooking the central market square of Dulwich. Though smaller than the moneychanging houses found in larger cities, the establishment serves an important role within the growing settlement. Its thick oak doors, reinforced shutters, and iron-bound windows speak to the value of the coin stored within.

Inside, polished wooden counters divide customers from secured work areas where scales, ledgers, and lockboxes are neatly arranged. The faint scent of beeswax, parchment, and old coinage fills the air. Farmers, merchants, travelers, and adventurers frequently visit the exchange to convert foreign currencies, secure valuables, or verify the authenticity of precious metals and gemstones. The business is owned and operated by Bernhard “Badger” Ilmatoivia, a middle aged man, who retired from adventuring when he realised he could earn just as much money without the danger of imminent death, dismemberment or disfigurement by running a bank.

Bernhard has a distinctive streak of white hair in his otherwise black mane—hence his nickname. Bernhard is widely thought of as an honourable, if a little inflexible, man. He is single, lonely and would dearly love to marry. He dreams of having children and—perhaps—marrying them into the duchy’s nobility.

The Moneychanger's Shop offers a variety of financial services uncommon for a settlement the size of Dulwich. In addition to exchanging currencies, Bernhard maintains secure lockboxes for wealthy merchants and traveling adventurers. He appraises gemstones, precious metals, jewelry, and unusual treasures brought back from the wilderness. Several mercantile families that recently settled in Dulwich regularly conduct business through the exchange, and Bernhard has quietly helped facilitate investments that have contributed to the settlement's growing prosperity. Many locals suspect he knows more about the financial affairs of Dulwich than anyone else, though his discretion has never been questioned.

Despite his cheerful demeanor, Bernhard keeps a close eye on events beyond the city. Increased raids throughout the region and reports of missing caravans have caused noticeable concern among local traders. Recently, several unusual coins have appeared in circulation—ancient pieces bearing unfamiliar markings that do not match any known kingdom in the region. Bernhard has begun collecting these strange coins for study, believing they may be connected to the ancient ruins hidden within the Forest of Gray Spires. Though he publicly dismisses wild rumors about dragons and dark powers, he has quietly started documenting every unusual artifact that passes through his hands, convinced that a larger mystery may be unfolding around Dulwich.

ITEMS FOR SALE
Carved Ivory Tusk: 50gp
Silver Drinking Cup: 20gp
Crystal Decanter: 45gp
Jade Ring: 250gp
Dagger with Jeweled Scabbard: 600gp
Fur-Trimmed Cape: 75gp
Blank Vellum Books (each): 20gp
Gold & Silver Belt: 90gp
Set of Thieves’ Tools: 100gp
Iron Lockbox with Hidden Compartment: 50gp

Friday, September 4, 2026

Thieves Guild
The Known World & Raging Swan Press
The current year for our homebrewed campaign setting is set during 672 CY (Common Year).
Inspired By Gary Gygax

Unlike Ashlar’s capital city, Languard, Dulwich does not have a single, dominant thieves’ guild. Rather, a patchwork of minor gangs struggle incessantly among themselves for territory, standing and profit. Most such gangs number no more than a dozen individuals, and most of their members are not particularly skilled. Dulwich’s two most notable gangs are:

• The Shadow Spiders: The most powerful (and violent) of Dulwich’s gangs is the Shadow Spiders. Most of the other smaller gangs pay a proportion of their take to the Shadow Spiders to avoid bloodshed. Led by Voitto Markku, the Shadow Spiders lair at the Golden Skull tavern.

• The Black Cats: The halfling burglar Almina Mastonen (CN female halfling thief) leads the Black Cats gang. Popular with the peasantfolk, as the gang is generous with their ill-gotten gains, the Black Cats maintain several safe houses about the town. Almina works at the exclusive East Gate Inn and uses her access to Dulwich's monied folk to plan her gang's jobs.

Wednesday, September 2, 2026

Stables
The Known World & Raging Swan Press
The current year for our homebrewed campaign setting is set during 672 CY (Common Year).
Inspired By Gary Gygax

Dulwich’s stables occupy a broad, sheltered yard where the noise of passing carts gives way to the steady sounds of horses feeding and hooves shifting on clean straw. The buildings surround an old spreading tree, its lower branches rubbed smooth by generations of tethered animals. Wide stalls accommodate everything from merchants’ draft horses to fine riding mounts, while deep eaves shelter the grooming benches from the rain.

Tack hangs neatly along the walls, and the familiar smells of hay, leather, and warm horseflesh fill the yard. The owner, Jarrett Hayward, is soft-spoken, dependable, and rarely rattled. He believes nervous people only make nervous horses, and even a frightened stallion earns little more than a patient word and a steady hand from him.

His uncanny ability to calm frightened or injured animals has earned him a reputation as one of the finest horsemen in Ashlar. He approaches unfamiliar people more cautiously, watching how they handle their mounts before deciding what to make of them. Those who treat animals kindly and deal honestly soon find him generous with his knowledge. Jarrett provides boarding, grooming, feed, tack repairs, and assistance buying suitable mounts, though he refuses to sell a horse to anyone he considers unfit to care for it. A separate, quieter stable houses injured animals and those unsettled by travel, with wooden partitions that allow Jarrett to keep watch without crowding them. He records each animal’s feeding needs and habits on small slates beside its stall. Regular customers appreciate that he remembers which horses dislike thunder, which need a gentle approach, and which will quietly work a poorly fastened latch until it opens. Travelers preparing to leave Dulwich often seek Jarrett’s advice about their animals’ condition and how much weight they can reasonably carry. A sheltered bench beside the yard gives owners somewhere to wait while he examines a strained leg or adjusts an ill-fitting saddle.

Teamsters, couriers, and returning riders bring him news from across Ashlar, although he seldom repeats idle gossip. Reports of a washed-out crossing, missing travelers, or frightened horses returning without their riders receive his full attention, and he makes certain those heading along the same road hear what he knows.

Tuesday, September 1, 2026

Three Bells Inn
The Known World & Raging Swan Press
The current year for our homebrewed campaign setting is set during 672 CY (Common Year).
Inspired By Gary Gygax

The Three Bells Inn in Dulwich caters particularly to pilgrims visiting the temple of Conn, providing lodging for worshippers and other travelers passing through town. Its association with this clientele gives it a respectable reputation, making it an appealing choice for newcomers seeking somewhere dependable to stay.

Guests arriving on religious business have little reason to suspect anything sinister about their accommodation. The proprietor, Valto Ilakka, conceals a murderous nature behind the business.

A skilled assassin, he continues a family history of serial murder, making the inn’s respectable appearance especially deceptive. His occupation brings him into regular contact with strangers and allows him to learn about their destinations, companions, and reasons for traveling. Few guests realize how dangerous their host is.

The inn contains secret cellars connected to its darker history. These concealed spaces provide a disturbing contrast to the accommodation above and could become important discoveries for anyone investigating Valto or his family’s crimes. Their existence also gives adventurers good reason to examine the building carefully rather than accepting its public reputation at face value. A lost tunnel connects the premises to the catacombs beneath Dulwich, linking the Three Bells to the town’s buried past. Discovering that passage could turn an investigation of the inn into a much larger exploration beneath the streets.

The establishment works particularly well as a location the characters first encounter through an ordinary stay, a visiting pilgrim, or inquiries about a missing traveler, with its secrets emerging as they investigate.

BREAKFAST MEALS
Roasted Root Vegetables: 8cp
Duck Eggs: 1sp
Hearty Porridge: 8cp
Quail Eggs: 1sp
Boar Sausages: 1sp

AFTERNOON MEALS
Rabbit Pie: 2sp
Beef and Barley Stew: 3sp
Mutton and Turnip Stew: 3sp
Chicken & Onion Soup: 1sp
Pork Stew: 1sp
Stuffed River Perch: 1sp
Rabbit and Mushroom Pie: 3sp
Stuffed Quail: 2sp

BEVERAGES
Apple Cider: 2sp
Cloudberry Lemonade: 5cp
Sheep Milk: 2cp
Mead: 2sp
Ale: 8cp

ROOM NIGHTLY PRICES
Guest Room: 9sp

Monday, August 31, 2026

Cemetery
The Known World & Raging Swan Press
The current year for our homebrewed campaign setting is set during 672 CY (Common Year).
Inspired By Gary Gygax

The cemetery of Dulwich serves as the town’s burial ground, connecting its present inhabitants with generations of those who came before them. It is a place where mourning families, visitors tending graves, and those paying their respects might cross paths.

For a town built upon the remains of older settlements, the cemetery also reinforces how much of Dulwich’s history lies beneath the ground. The cemetery’s caretaker is Jaakkima Aikio, whose work brings him into regular contact with the burial ground and those who visit it.

His position makes him a useful person for adventurers investigating graves, recent burials, or unusual activity in the area. Questions about disturbances among the dead would naturally bring the characters to him, although they would need to determine what he has actually witnessed.

The cemetery’s most dangerous secret involves Orkus Drakar, an evil dwarven priest of Braal who animates the dead. Driven mad by his experiences in Gloamhold, Orkus brings a threat into Dulwich that its inhabitants might more readily associate with distant ruins and dangerous wilderness. His activities turn the town’s dead into a danger to the living and make the cemetery a potential focus for investigation.

For adventurers, the cemetery offers a connection between trouble within Dulwich and the greater dangers elsewhere in Ashlar. Discovering Orkus’s activities could require them to investigate disturbed burials, confront animated corpses, and learn more about the priest responsible.

His connection to Gloamhold also provides a reason to ask what happened to him there—and whether anything he encountered could threaten others.

Sunday, August 30, 2026

The Golden Skull
The Known World & Raging Swan Press
The current year for our homebrewed campaign setting is set during 672 CY (Common Year).
Inspired By Gary Gygax

The Golden Skull is a dingy, unassuming tavern in Dulwich, offering inexpensive food and drink in surroundings that have seen better days. Its worn furnishings and smoke-darkened interior make little attempt to impress visitors. Customers generally come for an affordable evening, a familiar seat, and enough ale to put the day’s work behind them.

The common room holds sturdy tables, mismatched stools, and benches polished by years of use. Several tables bear old knife marks, and wooden wedges keep the least cooperative furniture steady. Mud collects near the entrance, while the smells of spilled beer, cooking onions, and woodsmoke linger throughout the room.

Meals are plain and filling, with dark bread, pottage, sausages, and inexpensive cuts of meat suited to customers watching their coins. A bowl of stew might come with a thick heel of bread for soaking up the last of the broth. Beer and house ale account for much of the tavern’s trade, although stronger drinks are available for those willing to spend a little more.

The atmosphere grows louder as the evening wears on. Customers discuss their work, complain about prices, and argue over whose turn it is to buy another round. Regulars tend to favor particular seats, moving reluctantly when the room becomes crowded. Service is practical and direct, with little patience for complicated requests during a busy evening. For travelers, the Golden Skull offers a chance to spend time among townsfolk away from Dulwich’s more comfortable inns. It is not certain who the actual owner of the Golden Skull is to the people of Dulwich.

New arrivals may draw a few curious glances before conversation resumes around them. A modest purse goes reasonably far here, and visitors willing to accept the rough furnishings and noisy company can find a hot meal and somewhere to rest their feet.

BREAKFAST
Dark Bread and Dripping: 4cp
Thin Oat Porridge: 4cp
Pickled Eggs: 6cp
Fried Onions and Potatoes: 7cp
Bread and Hard Cheese: 8cp
Blood Sausage: 7cp

AFTERNOON MEALS
Pease Pottage: 6cp
Onion and Cabbage Broth: 5cp
Mutton Stew with Barley: 1sp
Pork Scraps and Beans: 1sp
Salt Fish with Dark Bread: 1sp
Sausages and Fried Onions: 1sp
Cold Meat Pie: 1sp
Bread and Pickled Herring: 8cp

BEVERAGES
Small Beer: 4cp
Dark Beer: 6cp
House Ale: 6cp
Strong Ale: 8cp
Sour House Wine: 7cp
Cheap Grain Spirits: 9cp
Spiced Rum: 1sp

Saturday, August 29, 2026

Dulwich Keep
The Known World & Raging Swan Press
The current year for our homebrewed campaign setting is set during 672 CY (Common Year).
Inspired By Gary Gygax

Dulwich Keep stands upon an artificial hill, its elevated position marking it as the town’s seat of authority. A dry moat surrounds its defenses, and walls rising twenty-five feet give the stronghold an imposing appearance. The approach leaves visitors in little doubt that they are entering the residence of Dulwich’s ruler. Its position and fortifications make the keep a prominent reminder of the protection—and obligations—that accompany noble rule.

Despite its commanding exterior, the keep suffers from persistent damp. Its thick masonry provides security, but maintaining comfortable living quarters within such a building is another matter. The contrast between its outward strength and less welcoming interior gives the residence a practical character. It is a working stronghold, with the demands of defense and government taking precedence over comfort. The keep is home to Wido Gall, Dulwich’s ruler and a practitioner of wizardry.

Governing the town requires him to contend with influential guilds, prosperous merchants, and religious authorities, each with their own concerns. His decisions affect trade, taxation, and the security of the surrounding countryside. Consequently, business conducted within the keep can have consequences for people well beyond its walls.

For adventurers, Dulwich Keep is the natural destination when their discoveries require official attention. Reports of dangerous creatures, threats to travelers, or trouble beyond the town may bring them seeking an audience or assistance. Their reception will depend on the importance of their business and the reputation they have earned locally. As they become better known in Dulwich, dealings with the keep can draw them into the responsibilities and competing interests involved in governing the town.

Friday, August 28, 2026

Nalthra’s Jewelry
The Known World & Raging Swan Press
The current year for our homebrewed campaign setting is set during 672 CY (Common Year).
Inspired By Gary Gygax

Nalthra’s Jewelry occupies a three-story tower in Dulwich, giving the business a distinctive home among the town’s shops. Customers come here to purchase fine ornaments, sell gemstones, and discuss transactions that require an experienced jeweler’s judgment. The establishment serves both prosperous townsfolk and adventurers returning with valuables recovered during their travels.

The ground-floor shop makes careful use of the tower’s curved walls, with wooden display cabinets and a polished counter holding trays of rings, brooches, and necklaces. Deep-set windows provide daylight for examining stones, while rich cloth beneath the merchandise brings out the colors of individual pieces.

A workbench fitted into a window recess holds the small tools needed for delicate repairs and intricate metalwork. Its proprietor, Nalthra Rekunen, is a half-elf who has worked as a jeweler in Dulwich for more than a century. Her long experience gives her considerable knowledge of precious stones and finished Jewelry, making her a useful contact for anyone uncertain about a treasure’s worth. She is the twin sister of Nurlon Rekunen, proprietor of the Dancing Bear, and both have deep roots in the town.

Nalthra can handle substantial purchases, an important consideration for adventurers carrying valuable gems that smaller merchants might struggle to buy. She does not always offer the highest price, but her ability to conduct larger transactions makes the shop worth visiting. Customers must weigh the convenience of selling locally against the time and expense of seeking another buyer elsewhere.

Security is a serious concern in a business dealing with easily concealed valuables. Lusia Ehtaro guards the premises during the day, while Krog takes over at night. Their presence allows Nalthra to attend to customers while keeping a watch on the shop and its stock. Visitors will find an established specialist business where valuable goods receive careful attention and transactions are treated with appropriate caution.

RINGS
Plain Silver Band: 5gp
Engraved Gold Ring: 25gp
Gold Ring with Garnet: 75gp

NECKLACES AND PENDANTS
Fine Silver Chain: 10gp
Amber Pendant: 25gp
Gold Necklace with Pearl: 100gp

BROOCHES AND EARRINGS
Silver Leaf Brooch: 15gp
Gold Hoop Earrings: 30gp
Amethyst Brooch: 60gp

LOOSE GEMSTONES
Polished Agate: 10gp
Moonstone: 50gp
Cut Garnet: 100gp

Thursday, August 27, 2026

Vilimzair’s Arms
The Known World & Raging Swan Press
The current year for our homebrewed campaign setting is set during 672 CY (Common Year).
Inspired By Gary Gygax

Vilimzair’s Arms is an inn in Dulwich offering travelers food, drink, lodging, and entertainment. It provides a welcoming place to settle in after a journey, share a meal, and spend an evening in company. Guests may arrive simply needing a bed, but the activity in the common room gives them a reason to linger and become acquainted with fellow visitors.

The proprietor, Sofia Ehtaro, is a half-elven former adventurer who brings practical experience to her work as an innkeeper. She understands the value of a reliable meal and comfortable accommodation after time on the road.

Her hospitality gives the establishment much of its character, with attention paid to helping guests settle in and enjoy their stay. Sofia is approachable and capable, comfortable dealing with the varied personalities that pass through an inn. Her adventuring background gives her common ground with travelers whose livelihoods take them into dangerous places. She can appreciate their desire for excitement while understanding why, on their return, they might prefer supper and an uninterrupted night’s sleep.

Entertainment is an important part of the inn’s appeal. Sofia enjoys singing, acting, and instrumental performances, although her enthusiasm considerably exceeds her own ability in any of those arts. She happily leaves the performing to others and concentrates on being a good host. Visiting entertainers find an appreciative listener in her, even when the rest of the room needs a little encouragement.

Conversation quiets when a song or story catches the room’s attention, then resumes between performances as food and drinks make their way to the tables. The common room leaves space for performances without separating entertainers from their audience.

Tables and well-used chairs accommodate small groups, while guests interested in the evening’s entertainment can settle closer to the performers. Meals give guests another reason to gather downstairs, whether they are preparing for a busy day or returning from one. The atmosphere encourages an unhurried supper, with time afterward for conversation and another drink. Those seeking company can join the evening’s activity, while quieter visitors can choose a table farther from the performers and enjoy watching the room.

During the morning, the inn offers travelers somewhere to organize their business in Dulwich. Breakfast conversations provide opportunities to exchange news, compare travel plans, or arrange to meet later in the day. Returning guests become familiar faces, and Sofia’s steady presence helps give the establishment a sense of continuity even as visitors come and go. For adventurers, Vilimzair’s Arms can become a comfortable base between expeditions.

Sofia’s former profession gives them something in common with their host, while fellow guests offer opportunities to meet people from elsewhere in Ashlar. Over repeated stays, a preferred table, familiar company, and an enjoyable evening’s entertainment can make the inn somewhere the characters look forward to returning to.

BREAKFAST
Honeyed Oatmeal with Apples: 4cp
Fresh Bread and Butter: 3cp
Eggs with Fried Mushrooms: 5cp
Fruit and Mild Cheese: 5cp
Pork Sausages: 8cp
Fried Potatoes with Herbs: 3cp

AFTERNOON MEALS
Chicken and Leek Pie: 1sp
Beef Stew with Root Vegetables: 1sp
Roast Pork with Apple Sauce: 2sp
Herb-Baked Trout: 2sp
Mushroom and Barley Pottage: 6cp
Sausages with Onions and Mash: 1sp
Bread, Cheese, and Pickles: 7cp
Roast Chicken with Buttered Turnips: 2sp

SWEETS
Warm Apple Tart: 5cp
Honey Cakes: 4cp
Baked Pear with Cream: 6cp

BEVERAGES
Small Beer: 2cp
House Ale: 4cp
Dark Ale: 5cp
Mulled Cider: 6cp
Honey Mead: 9cp
House Wine: 1sp
Spiced Wine: 2sp
Herbal Tea: 2cp

TRAVEL RATIONS
Dried & Smoked Meat, Goat Cheese, Dried Berries, Oats and Honey (wrapped in waxed paper): 5sp

The upper rooms are very clean, and all of the rooms are heated and with the inn only having seven standard rooms and seven private suites, they are easy to maintain and keep comfortable for the guests. Each room has a bed, many covers & blankets, a wash stand, chamber pot, towel, pegs for garments, and several chairs and stools.

ROOM NIGHTLY PRICES
(12) Standard Suite: 8sp

Wednesday, August 26, 2026

Valentin’s Folly
The Known World & Raging Swan Press
The current year for our homebrewed campaign setting is set during 672 CY (Common Year).
Inspired By Gary Gygax

Valentin’s Folly is the name locals give to the ruined keep beyond Dulwich, a stronghold whose ambitious beginnings have become overshadowed by its abandonment. Once associated with the adventurer Valentin Ironwolf, it now attracts uncertain stories and warnings from those who travel nearby.

Its crumbling walls offer a reminder that even a determined warrior’s wealth and reputation cannot guarantee that his work will endure. The most ordinary accounts describe a grand undertaking that proved too costly to finish.

According to these stories, Valentin intended to establish a lasting home and a secure foothold in dangerous country, only to discover that building a stronghold was easier than sustaining one. Other tellings insist that money alone cannot explain what happened. Ask several people in Dulwich about the place, and their accounts soon begin to disagree.

Rumors concerning the ruins range from hidden valuables to strange sounds heard after nightfall. Some travelers claim to have glimpsed movement among the broken walls, while others speak of lights where no honest household remains. Such reports are difficult to separate from mistaken impressions, embellished campfire tales, and stories repeated by people who have never approached the keep themselves. Few storytellers welcome questions about exactly what they witnessed.

For the people of Dulwich, Valentin’s Folly remains a subject of uneasy curiosity. Cautious folk see little reason to investigate an abandoned stronghold when safer work can be found closer to home. Others wonder whether something worth recovering might remain within its walls. Until someone returns with a convincing account, the keep’s reputation rests on fragments of history and whatever the latest traveler claims to have seen.

Tuesday, August 25, 2026

Wido Gall
The Known World & Raging Swan Press
The current year for our homebrewed campaign setting is set during 672 CY (Common Year).
Inspired By Gary Gygax

Wido Gall is the ruler of Dulwich, a human wizard who governs from the town’s damp, fortified keep. A man who values order and established authority, he must balance his own interests with the influence of Dulwich’s guilds, merchants, and religious leaders. His position gives him considerable power, but governing a prosperous trading town requires negotiation as well as commands. To adventurers, Wido represents an important local authority whose attention they might earn through useful service, significant discoveries, or actions that threaten the town’s peace.

Tuesday, July 14, 2026

East Gate Inn
The Known World & Raging Swan Press
The current year for our homebrewed campaign setting is set during 672 CY (Common Year).
Inspired By Gary Gygax

The East Gate Inn is a sprawling establishment in Dulwich favored by the town’s wealthy and well-to-do. Its customers expect comfortable accommodation, attentive service, and surroundings suitable for entertaining associates. Merchants, prosperous residents, and travelers with sufficient coin gather here to conduct business, meet acquaintances, and enjoy a leisurely meal.

The inn’s public rooms are furnished for comfort, with broad tables, sturdy chairs, and well-kept hearths that make them inviting during unpleasant weather. Quieter corners accommodate private conversations, while larger tables allow groups to dine together.

The furnishings are carefully maintained, reflecting the expectations of customers accustomed to paying for quality. The proprietor, Hannu Mieho, is an elderly human who particularly enjoys rubbing shoulders with rich and powerful patrons. He spends much of his time greeting familiar customers and joining their conversations, leaving most of the daily work to his staff. Their efforts keep meals arriving, rooms prepared, and guests comfortable while Hannu enjoys the social advantages of owning a successful inn.

Meals and drinks provide occasions for business discussions and relaxed social visits. Guests can invite associates to supper, arrange introductions, or spend an evening exchanging news over wine. The atmosphere encourages considerate behavior, and customers who disturb other guests or mistreat the furnishings are unlikely to receive a warm reception.

For adventurers, the East Gate offers comfortable lodging and opportunities to meet people with resources, influence, and interests beyond Dulwich. Its prices make it better suited to a successful expedition’s aftermath or an important meeting than an extended stay on a modest purse. Those who become familiar faces may find Hannu increasingly pleased to welcome them, especially once their achievements become a subject of conversation.

Friday, May 15, 2026

Lawgiver’s Hall
The Known World & Raging Swan Press
The current year for our homebrewed campaign setting is set during 672 CY (Common Year).
Inspired By Gary Gygax

The Lawgiver’s Hall is Dulwich’s temple of Conn, god of community, family, and rulership. It holds an important place in the town’s religious life, bringing together residents whose livelihoods and circumstances might otherwise keep them apart. Worship emphasizes the responsibilities people have toward their families, neighbors, and those entrusted with authority.

Inside, sturdy stone arches support a high timber roof above orderly rows of wooden benches. Daylight enters through narrow windows, illuminating the worn flagstones of the central aisle and the raised altar beyond. The hall’s furnishings are practical and well maintained, reflecting the congregation’s care for a building used regularly by the community.

A seated stone figure of a male lawgiver presides over the sanctuary, an open book resting across his knees. Candles and modest offerings lend warmth to the surrounding stonework, while quieter spaces beside the main hall allow visitors to pause without interrupting a service. The interior provides room for both communal worship and private reflection.

The temple is led by Vuokko Laiten, a young high priest who succeeded Taistro Rintala. Her position carries considerable responsibility in a town where religious authority, commerce, and government are closely connected. She is supported by Mikael Tuntia, while Maija Vartia oversees the temple’s guards. Together, the clergy and their attendants maintain the hall and serve its congregation. For residents and travelers alike, the Lawgiver’s Hall offers somewhere to worship, seek religious guidance, and approach the clergy about matters affecting the community.

Families gather here to mark important occasions, while visitors can learn something of the values that shape life in Dulwich. Adventurers who behave respectfully may find the temple a useful place to establish local connections and understand the concerns of the people around them.

Tuesday, February 3, 2026

Eronen’s Safe Travels
The Known World & Raging Swan Press
The current year for our homebrewed campaign setting is set during 672 CY (Common Year).
Inspired By Gary Gygax

Located on High Road in Dulwich, Eronen’s Safe Travels serves as a dependable source of provisions and wilderness equipment. The well-stocked shop caters to caravan workers, hunters, guides, and adventurers preparing to venture beyond town. Travelers following Ashlar’s roads can replace worn equipment here, while those planning longer expeditions can assemble the supplies needed for several days away from settled country.

The establishment has a practical appearance, with sturdy timber shelving, a broad entrance, and a sheltered loading space beside the building. Crates, feed sacks, barrels, and bundled firewood frequently occupy the exterior as deliveries arrive and customers collect their purchases.

A covered bench allows travelers to inspect their packs and redistribute their loads before departure, while a scarred wooden post provides a convenient place to test knots and check the condition of a length of rope. Inside, the air carries the mixed scents of cured leather, lamp oil, burlap, and dried provisions. Coils of hemp rope, lanterns, waterskins, trail rations, arrows, blankets, tools, and tents fill the shelves. Despite the quantity of merchandise, goods are arranged so that customers can compare their options without unpacking half the shop. Frequently needed replacements remain close to the counter, while bulkier equipment occupies the deeper shelves.

The proprietor, Henni Eronen, is a retired adventurer who lost her left arm during her travels. Experienced and helpful, she knows the countryside around Dulwich and understands the practical demands of traveling through it. Her advice comes from having relied upon the same sorts of equipment she sells. Customers who explain where they are going may receive useful suggestions about their preparations, including whether hiring a local guide would be worthwhile.

For adventurers making Dulwich their home, Eronen’s Safe Travels can become a familiar stop between expeditions. Henni can help replace lost supplies and put travelers in contact with guides such as Ilta Rautia and Tiera Vartia. Returning customers often have clearer ideas about what they need, having discovered the shortcomings of their previous preparations. The shop gives them somewhere to make those adjustments before setting out into Ashlar’s countryside again.

GENERAL GOODS & TRAVEL GEAR
Bedroll, simple: 8cp
Crowbar, iron: 7sp
Rope, braided hemp (50 feet): 2sp
Lantern, shuttered: 7sp
Oil flasks (per flask): 2cp
Torch bundle (6): 6cp
Fire Striker Kit: 2sp
Canvas Sack: 4cp
Traveler’s Pack: 3sp
Wooden Bucket: 5cp
Iron Cooking Pot: 1sp
Fishing Net: 4sp
Hammer & Nails: 3cp
Lock & Iron Key: 9sp
Wool Cloak: 4sp

FOODSTUFFS & PROVISIONS
Trail Rations (1 day): 6cp
Smoked Sausage (per link): 2cp
Goat Cheese Wheel: 4cp
Dried Apples (small pouch): 3cp
Pickled Vegetables (jar): 5cp
Oats (per sack): 2cp
Honeycomb (per slab): 4cp
Salted Nuts (small bag): 2cp
Ale, dark stout (mug): 1cp
Cheap Red Wine (bottle): 8cp

CLOTHING & COMMON WEAR
Linen Shirt: 3sp
Traveler’s Boots: 5sp
Heavy Work Gloves: 2cp
Simple Cloak with Hood: 6sp
Commoner’s Outfit: 4sp
Merchant’s Clothes: 9sp
Leather Belt: 1cp
Rain Cape, waxed cloth: 7sp

ADVENTURING SUPPLIES
Iron Spikes (per 10): 5cp
Chalk Sticks (per 5): 1cp
Mirror, polished steel: 6sp
Grappling Hook: 1gp
Waterskin, stitched leather: 3cp
Small Hand Bell: 2sp
Piton Hammer: 4sp
Map Case, leather: 5sp
Herbal Poultice: 8sp
Bandage Roll: 2cp

WEAPONS & HUNTING GOODS (Limited Stock)
Hunting Knife: 4sp
Hand Axe: 6sp
Short Bow: 15gp
Arrows (per 20): 2sp
Wooden Spear: 5cp
Crossbow Bolts (per 10): 1sp
Hunting Trap: 2gp
Leather Shield: 8gp

RARE & LOCKED CABINET ITEMS
Holy Water Flask: 20gp
Silvered Dagger: 30gp
Fine Ink & Quill Set: 1gp
Spyglass: 900gp
Perfumed Oil: 5gp
Antitoxin Herbs: 12gp
Ancient Regional Map: 15gp