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.