RPG update: The Witch-hunters
Season 1: Burn the Witch
RPG 6-10 sessions, 2024 (TBD)
I’m sharing the player information publicly here, and will hopefully go back and do the same for some of our previous fictive RPG projects. Setting documents like this may become a new section of the site, when there’s substantial enough material to put it live.
This will be a campaign based in the Fallen Cycle setting of Alterran, during the reign of one of Chernaya’s most notorious kings. The technology of this period is on par with the 16th-17th century, however in many other ways it is more akin to our world several centuries earlier. The Kingdom of Chernaya is about the size of Ukraine, and half the size of the continent.
If I’ve done my part, you only need to read this short document to have all the setting material you need to start brainstorming your character. However, there is considerably more lore in Tales From When I Had A Face (Gran’s journey through Alterran is several generations later than this campaign will be), and the alpha Fallen Cycle playtest RPG v1.1
Themes and Inspiration:
Late Dark Ages (900s) mashed up with the early Colonial era (1500s). Dark fantasy, Paranoid neo-noir, period spy thriller, rebels, monsters hunting monsters, Slavic and Nordic folklore, Yokai, Kaidan and Samurai stories
Media:
The Black Death (Movie), Shadow and Bone, The Witch, The Witcher, Turn, Princess Mononuke, The Headhunter, Tales From When I Had A Face
You may recognize some of the names Alterran from other fictional sources. The conceit is that as a version of the world of dreams, fragments of fiction from our world have somewhat haphazardly been sewn through their own cultural bedrock. In the process the original meaning is long lost, if it was indeed ever recalled.
Systems:
We'll use the Chronicles of Darkness rules as a basis for this one, with a few small modifications, particularly in the magic system. Most characters will likely be humans, although some may be part Feyn. Magic will be handled through a simplified versions of CoD Systems like Mage and Vampire, with only 4 Traditions: Oyun, Dreamwalker, Hedge, and Apostate.
A time of great suspicion. . .
This is a highly paranoid point in history amongst a fairly paranoid people by disposition, so while the abilities provided by dealing with the supernatural are great, it comes with substantially higher personal (and possibly collective) risk.
Every type of magic is considered “witchcraft” in Chernaya. Only the Witch-hunters and Alchemists (hedge mages) under the employ of the King are offered official sanction. Magical practices of all kinds have always been frowned on there, often fined or cause for persecution outside amongst the practitioners of the more rural descendents of Oblidan, Waylan and Duvik; however, it wasn’t until Belgarion that the mere suspicion could be a death sentence.
In fact, that decree was just made when our story will begin...
This version of Alterran appears as a single continent floating in a vast ocean. In all likelihood this story will take place north of the Divide, as an easy means of conveyance across the Divide has not yet been built, and the journey by sea is incredibly treacherous.
At A Glance . . .
Chernaya is just one generation past being “united” fully under one king. Despite the myths of direct lineage, all the lands outside Sevgorod were not so long ago ruled by their own regional rulers. His son now sits the throne, and is rumored to have “strange predilections” and “unusual cruelty, even as a child”.
Information control is such that the young king claims direct lineage just four generations removed from the mythic founder Aryn Chernaya, and this is not questioned to his face. However, over two centuries have passed, and there is no direct lineage. Only butchery.
Fort Ozbekov (aka “Highmount” to those in Waylan) is literally just a fort fashioned mostly of wood, a military encampment precariously positioned at the furthest reach of the Kingdom, with the vast forest stretching between it and the rest of the Kingdom. Those forests still reach all the way to the mountains in this era, and are said to resemble the shadow forests of the Feyn’s original home, the Land of the Dead.
Skalliheim is being built up around the ruins of an ancient black monolith that has long stood between Rostova and the Tovag Baragu.
Rustov, the free city, is already named Rostova by official decree, but that is not yet what they call themselves.
The Feyn have enacted isolationist policies, and often strike any Chernayans that venture beyond certain unspoken boundaries. There are claims they sometimes operate beyond those borders, but there are also claims they steal babies from their cribs at night.
Crude muskets have recently come into use, which has made Chernaya more bold, but musketballs need to be crafted specially with a composite including sufficient silver if they hope to hold up against enraged Feyn. Melee weapons, bows and crossbows are still in frequent use.
Much of the flora and fauna of Alterran will be familiar to anyone from Earth, although extinct species that were contemporaneous with humans on Earth may yet remain here. There are also rare “mutants”, fantastical aberrations of those forms of life, as they have been shaped by their time in the Second World.
Character Backgrounds
We’re going to start in a backwater crossroads between Duvik, Waylan, and Oblidan. But you can be from anywhere in the Kingdom, from any station in society.
I’d suggest some characters already know one another as we start, (whether bandits, childhood friends, former Regiment or Regiment AWOL running from capture, etc) but leave that open.
Not every character need be primarily combat oriented, but without a survival strategy, their lives are like to be short.
Loyalties will probably be important in this story, whether to a person or ideal. Both those with contacts of some sort to the Chernayan cause as well as the Feyn one may be interesting, although it is inevitable in this story that loyalties will be tested, and may change. We will discuss this more when we get to Session 0.
Lore: Key Locations and Concepts
The Southlands
The most fertile regions lay between Highmount and Sevgorod’s southern extent.
The somewhat pointless roads that wind westward from beneath Sevgorod were part of a previous ruler’s project to carve roads into the Chatillian’s forests. His reign has been mostly expunged from the record, but his name is still remembered, as the road is known as “Vladikar’s Folly”.
There are no ports in Chernaya that can reach the South year round, so although there is some contact with the people of the south via the incredibly dangerous ocean passages that exist by sailing the long way around the continent from Rostova to Banqu or back, there is little cultural exchange.
Highmount (Fort Ozbekov) is only worth a mention for what it will later become. It is a fringe where Regiment are often garrisoned as a subtle “fuck you” from their superiors. Although it has quite the view.
The commoners in Sevgorod are wary, knowing that a single whisper or misplaced trust could summon the unwelcome attention of the Kingdom’s most feared agents. In contrast, the richer areas of the city are realms of unchecked extravagance. Here, the elite indulge their tastes, seemingly oblivious to what goes on in the city’s less fortunate districts. Though those who fall from such heights fare no better than the commoners...
Sample Concepts:
Resistance Mole
Mad Scholar (Feyn Lore)
Rebellious Noble
Feyn-touched Cutpurse
Guild Shadow Broker
Haunted Regiment Veteran
The Midlands
Much of the Midlands consists of scattered forests and fields, prone to especially harsh winters. Small settlements are connected by often treacherous roads that wind between this varied landscape.
The people of the Midlands are equally varied, from communal to paranoid.
Population is clustered near Sevgorod on one end and Rostova on the other. However, the Midlands notably has no major cities.
The North
The Free City is the primary hub of the region, and paradoxically has the most contact with outsiders from the opposite side of the continent.
There has been a considerable amount of recent development around Skalliheim, although the region is strictly policed by the Regiment.
Beren the Bald was recently appointed head of the command in Skalliheim. A former war hero from the Border Wars with Waylan, known in equal measure for his savage efficiency and fairness, he is widely well-liked by the Regiment. However, many might also say not so much by the King, so it is odd that he was chosen.
The Finger of Sendiir juts out into the ocean north of the lower city, an icy peninsula that is home to an enclave of exiles from the south who have grown quite rich liaising between the Rustov Houses and Imari. They are the only foreign House in the council.
Rostova ‘partnered’ with the Kingdom within living memory, which is to say they joined the Kingdom rather than be conquered by it. This strategic decision amongst the various Houses to join the Kingdom was shaped by survival and prosperity, yet the spirit of the Free City remains palpable. Many citizens still carry the pride of their heritage, but although there are many academic revolutionaries, there is little outright rebellion within Rostova.
The spirit of mixed irony and pride is encapsulated in a message upon the tomb of Aryn Chernaya, relocated from the capital when Rostova was claimed by Belgarion’s predecessor. It is set among ivy-wreathed avenues, according to the plaque placed there by the Regiment, symbolizing the city’s “enduring connection to its past and hope for the future, the complex bouquet of independence and collaboration, which is truly the Free City’s finest vintage, now perfected in union with Chernaya.”
Sample Concepts:
Disgraced Noble or Guild Member
Dreamwalker on the Run
Scholar in Exile (Skalliheim)
Free City Steel-dancer (swordmaster)
Monster Hunter
Traveler or Refugee from the South
Factions of the Crown
The Feyn
Nightfolk
Threshold spirits of death, who found a way to take form in this second home, thus aka “the Second World.” They soon discovered that in the Second World they could learn to weave bodies for themselves. These bodies have a natural regeneration that is augmented by the presence of blood, moonlight, or the souls of humans who have been transformed into scripture by Chatillian ritual.
They are believed to have a kind of allergy to silver. It is only mildly irritating to the touch, but wounds created with silver weapons or otherwise infused by silver heal much more slowly. Nightfolk are particularly difficult to kill by normal means, and they have varying degrees of other supernatural abilities. They do not die of old age or illness. However, for them there is only nothingness waiting. Human spirits are recycled, but theirs are not, as they are already in essence a spirit. The price of creating a form for themselves in the Second World is that it can be destroyed.
They are essentially vampiric, as they cannot generate their own life-force, but more akin to Yokai than “Western” vampires. It is only due to the nature of the Second World itself that they were able to become corporeal, on earth they were spirits that frequented abandoned and forgotten places, and the sites of great psychological trauma or intensity. One of their primary sources of nourishment is from the life-force of others in a variety of forms, ranging from the crude (blood, organs) to the subtle (moonlight, sexual energy).
Feyn Seasons:
The Feyn themselves do not track the years, but rather refer to time as a seasonal progression, based around their mating cycle framed in a mythic, even religious context. Unfortunately, much of their “life” cycle remains unknown, so the system remains enigmatic.
The Four Feyn Types:
“Where Chatillians bore the wisdom of death, and the Meliae embodied its seductive and otherworldly pull, the Tovag were the promise of death’s utter annihilation. All Feyn are dangerous, but the Tovag are terrible. Their warriors entered battle without fear, for having originally come from the Feyn, Land of the Dead, what could frighten them?”
They dwell in quietly contemplative solitary places, appearing in small enclaves throughout their so-called “shadow forests”, although their only communal home is rumored to exist deep inside the bedrock of the Divide. It is not common knowledge how to find it or if indeed the “crystal city” (Cryst-Nirithea) is real or only a myth. They have had extensive dealings with the Imari in the south, because the Imari respect and honor them, and have never encroached upon them, but otherwise they are as a rule almost as isolationist as the Tovag, if less openly hostile to outsiders.
For this reason, they are the only full Feyn who commonly and willingly wander amongst humans. There is a rumor amongst many humans that the Meliae do such a “walkabout” in the process of coming to maturity so as to bring the offspring produced back with them to the other Feyn for some sort of nefarious dark magic, although this is like to be at least partially human superstition. The suspicion isn’t entirely unwarranted: to date there are no known direct human-meliae descendents, despite their methodical promiscuity. All the Karlu-Chatil are the result of a Chatillian, or more infrequently, Tovag impregnating a human.
The Meliae are known to be crucial to the procreation of the Feyn themselves, at least within the Second World. For their part, they sprout asexually from pods under the light of a full moon in a single protected mountain meadow in the Tovag Baragu. They normally wander shortly after reaching maturity, and have no real society of their own. Although Meliae and Tovag seem to have little dealings outside from whatever is involved in Feyn reproduction, the Tovag see protecting that meadow as one of their chief responsibilities.
On a rare occasion, a Karlu-Chatil exhibits innate abilities on the level of any full-blooded Feyn. Most of them eat as humans do, although some gain additional benefits from blood, moonlight, etc.
Karlu-Chatil are unique in that they get a choice at the time of their passing, either to hold to their Feyn nature and vanish entirely into the Void, or to renounce it and enter the cycle of rebirth with all the other lost souls of humanity.
Religion in Chernaya
It is a common saying within the Kingdom that Chernaya’s first religion is the worship of the king, and second religion is the worship of coin. Mass religious practice is considered tantamount to witchcraft, however, anywhere off the beaten path one might encounter shrines and rites which are for the most part left alone, so long as they do not gather any undue attention.
Major Figures
In truth, Beren’s “disfigurement” is simply that he is both hairless and has differently colored eyes (heterochromia) and a slight limp, likely from a severed tendon that never healed right. This origin story probably originates from the men who served him in Waylan, and may well come from the man himself. Those who meet him say he has a peculiar way about him, self-effacing and self-important at the same time, but nearly everyone comes away liking him.
To be continued…