Thursday, February 19, 2026

Tea Parties and Terror

Last week, I wrote briefly about events in my ongoing Dolmenwood campaign – which, strangely, still doesn't have a name – and the way those events brought humor to the fore. Today, I wanted to look at a slightly different aspect of the campaign: the ways in which I have changed the "official" setting and made it my own. To be clear, Dolmenwood's setting, the eponymous Dolmenwood itself, is very broadly drawn. Even though its amazing Campaign Book is over 450 pages long, most of the detail it provides is pretty sketchy, leaving lots of room for individual creativity. (To be even clearer: about 275 pages of the Campaign Book is devoted to one-page hex descriptions from which the referee can improvise. Dolmenwood is not Tékumel or Glorantha when it comes to source material.)

As I mentioned before, the characters are currently operating in and around Cobton-on-the-Shiver, a strange little village nestled in the Valley of Wise Beasts that's home to the Cobbins, small anthropomorphic animal-people given sentience by the nine-legged chaos godling known as the Nag-Lord – or Atanuwë to those who worship him, which the Cobbins do. The Nag-Lord is, for all intents in purposes, a Lovecraftian eldritch horror, equal parts Shub-Niggurath and Nyarlathotep. The Nag-Lord has is responsible for the creation of both the Crookhorn goat-men and the Cobbins, both of whom revere it as the Lord of Creation.

Atanuwë created the Cobbins as a lark, a dark joke. After all, what's more amusing than a bunch of talking, clothes-wearing, tea-drinking animal-people out of Beatrix Potter or Kenneth Grahame who worship and adore a hideous abomination like itself? While there are a few Cobbins who seek to throw off the yoke of the Nag-Lord and his Crookhorns, the vast majority of them do not. They're content to go about their usual business – fishing, sailing little boats, smoking pipes, etc. – because it's the only thing they know and the way it's always been.

The characters were hired by a member of the aforementioned Cobbin resistance, known as the Grey League. The characters went in, believing that the League, was a potent underground movement who only need some weapons and outside assistance to succeed in their goals. What they discovered, however, was that the League consisted of less than ten Cobbins, though their leader assured them that more could probably be roused to join them if they demonstrated the Crookhorns could be beaten. This did not fill the characters with hopeful feelings and indeed worried them somewhat.

With good reason, too! One of the things I've expanded upon in my version of Dolmenwood is that, because the Cobbins were created by the Nag-Lord, they genuinely, sincerely revere it as the Lord of Creation. Atanuwë did, after all, create them and they owe their very existence to it. This is not in spite of their cruel and darkly humorous treatment at the hands of the Crookhorns but because of it. My reasoning was that the Cobbins know nothing of the world beyond the Valley of Wise Beasts. Their frame of reference is completely warped, twisted by their limited experiences. To them, the Nag-Lord is a god and, because of that, the way it behaves is the way gods behave. Most simply can't conceive of a benevolent deity, nor can they imagine rebelling against the Lord of Creation.

None of this is, strictly speaking, contrary to anything that's stated about Cobbins in Dolmenwood, but it's not something that's explicit. It's something I teased out and developed for my campaign and it's been fun watching the players (and their characters) come to the realization that most of the Cobbins are content with their pathetic lot. Getting them to question their priors, let alone, take up arms against the Crookhorns, is going to take a lot of work on their part. Fortunately, they're very clever and have begun hatching a scheme they believe might get them some way toward this goal ...

5 comments:

  1. None of my campaigns has ever had a name other than the name of the setting.

    ReplyDelete
    Replies
    1. Mine probably hit about 20% "named" campaigns tops, with most of those being either relatively recent or a superhero game where having a "title" for the book helps immersion. If there's a recognizable break point to a story arc inside a campaign that gets a name a lot more frequently, but it doesn't always happen by any means.

      Delete
    2. I don't name my campaigns, and don't know anyone who does...but the good ones - often, not always - somehow get names, usually from the party naming itself eventually (which is where "The Stupid Shipheads", "Blarney's Particles", "The Fellowship of Two Kings" and "The Brutal Diplomats" came from) or from the country, region or setting or whatever ("The Barnswallows", "Brachlosbania", "Erelhei-Cinlu Irregulars" (though we pronounced it so wrong: "Earl-Hee KIN-luh" instead of as an amalgam of Gygax's 5 children "Err-ELL-Hi SIN-loo" (Ernie, Elizabeth?, Heidi, Cindy?, Luke.) I did not learn thie correct one until decades later.))

      The irregulars just came from the name of the for-hire business we set up in Erelhei-Cinlu once we realized we were never going to survive the Drow if we didn't join them, or at least establish a working relationship with them. We adventured out of that one module for months - it might have been 6.

      As a youth, my primary group, whether I was DMing or playing, always seemed to adopt a "high survival instinct, low ethics" approach to the harder adventures.

      Delete
  2. Based upon what you've laid out about the Cobbins and the Nag-Lord, if I were a player in the campaign I'd suggest to the Grey League to have a number of them go with the party for three days to experience the outside world. From there, report back to the Grey League on what they experienced. Hopefully that will inspire the Grey League to rise up against the Nag-Lord.

    Because as I read the account of the Cobbins on Cobton-on-the-Shiver, I can't help but feel sad for them. I'd WANT to help them to at least throw of the yoke of Atanuwë and its Crookhorn minions. Then at least they can live their lives the way they want to without fear.

    It sounds like Atanuwë is not only playing god, but is so manipulative, that it probably asks as if it "protects" the Cobbins from the outside world. Without it and the Crookhorns to protect them, the Cobbins would be exposed to the "cruel, hurtful world of Men". What does Atanuwë ask for in return? "Worship and obey me...For I will protect you, my children...for if you do not...the Croockhorns will make sure you do."

    Wow. That's so REALLY dark sh*t. But I gotta say, it makes on hell of a compelling campaign.

    ReplyDelete
  3. Mike Kelley - Our campaigns have been called Jeff's campaign, or Steve's dungeon; although my current campaign is called Dwimmermount...

    ReplyDelete