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Welcome to Dolmenwood

Gavin Norman
Welcome to Dolmenwood
Version 2.1

Writing: Gavin Norman. Editing: Gavin Norman. Layout: Gavin Norman. Visual design: Vasili Kaliman, Gavin Norman.
Art: Pauliina Hannuniemi, Aaron Howdle, Chris Huth, Tom Kilian, Emma Lazauski, Kyle Patterson, Rachel Quinlan.
Dolmenwood player’s map: Jonathan Newell, coloured by Zach Kallas. Dolmenwood logo: Tim Hastings.
Text and design © 2020 Gavin Norman. Dolmenwood and Old-School Essentials are trademarks of Necrotic Gnome. Cover illustration
© Pauliina Hannuniemi 2019. Dolmenwood player’s map Jonathan Newell, coloured by Zach Kallas (© Necrotic Gnome 2021). Illustra-
tions on p. 4 © Pauliina Hannuniemi; p. 3, 8 Aaron Howdle (© Necrotic Gnome 2021); p. 1 © Chris Huth 2020; p. 2 © Tom Kilian 2021; p. 5
(upper) © Emma Lazauski 2021; p. 5 (lower) Kyle Patterson (© Necrotic Gnome 2022); p. 9 © Rachel Quinlan 2021.
The Journey Begins
A wanderer’s first steps into the tricksome and beguiling Dolmenwood.

T
his book is a gateway to adventure in the fantas- Monsters, Beasts, and Restless Spirits
tic realm of Dolmenwood—a swathe of tangled The time-honoured exhortation “do not stray from the
woods, fungus-encrusted glades, and foetid path!” refers not only to the dangers of becoming lost in
marsh on the wild borders of civilisation. Within Dolmen- the dark and befuddling wilds of Dolmenwood. Fell beasts,
wood, the magical and otherworldly are always close at tricksome fairies, restless spirits of the long deceased,
hand. Standing stones loom in glades hallowed by pagan great and terrible wyrms, and weird fungal monstrosities
cults of yesteryear. Ley lines pulse beneath the earth, their also lie in wait, eager to lay hands on foolhardy mortals
potent arcane energy tapped by greedy sorcerers. Door- who wander into their clutches. Those who step from the
ways to the perilous realm of Fairy allow transit between well-worn path must truly be wary.
worlds, for those charmed or blessed by the lords of Elfland.
Travellers of adventurous spirit are drawn to Dolmen- Standing Stones
wood, for the place is rife with intrigue, secrets, and
Scattered in every obscure corner of Dolmenwood are
magic. Heroes may gain renown by striking against the
standing stones of all shapes and sizes—lonely, moss-cov-
encroaching forces of the wicked Nag-Lord, who lurks in
ered obelisks, altars traced with runes long illegible, glades
the corrupted northern woods. Explorers may unearth
ringed with mighty dolmens. It is said that these stones
treasure hordes and lost relics of the Church in forgot-
were erected by the cults of gods now long forgotten, for
ten crypts and hidden lairs. Wanderers may discover a
use in their heathen rites. It is unwise to tamper with these
cornucopia of weird, magical herbs and fungi in the untrod
stones or set foot within their glades, for the sinister Drune
depths of the woods. Students of magic may unravel the
claim them as their own and do not suffer trespassers.
secrets of the standing stones and ley lines, in defiance of
the sinister Drune cult that wards them.
Fungi and Strange Herbs
Step then, bold or foolhardy adventurer, into the hoary
The otherworldly energies that permeate Dolmenwood
forest realm of Dolmenwood and beware, for little here
promote the growth of all manner of strange fungi and
is as it seems!
herbs in the undergrowth. Many have magical powers
of use to adventurers, and many can be sold for profit.
The Kingdoms of Fairy Foraging for rare specimens can prove a lucrative business.
Dolmenwood sits at a place where the boundary between
the mortal world of everyday folk and the immortal realm
of Fairy grows thin. It is thus that fairies of all stripes, both
wicked and benign, haunt the deeps of Dolmenwood.
Some even venture into the towns of mortals and mix
with common folk. Though mortals now claim dominion
over Dolmenwood, mighty fairy lords held sway here in
ancient times and—some would say—remain the true
masters of the realm.

Villages, Inns, and Homely Hearths


A thread of rustic civilisation runs through the heart of
Dolmenwood, with villages and inns dotting the roads
that wind through the Wood. The people of the forest are
a quaint and superstitious lot, but welcoming of outsiders
and keen to share folktales and rumours at the fireside over
a mug of ale and a pipe.

The Tangled Wilds


When one steps beyond the roads and tracks that connect
the settlements within the forest’s bounds, the trees and
brambles of Dolmenwood draw in close. Moss, lichen, and
weird fungi proliferate in the dank undergrowth. Stretches
of treacherous marsh lurk concealed in the lowlands, wait-
ing for unwary travellers to stumble to their doom.

2
The Dolmenwood Required books
Player’s book Dolmenwood is written for use with the Old-School Essen-
tials game system. The Classic Fantasy and Advanced
This document is an excerpt from the Dolmenwood Player’s
Fantasy flavours work equally well.
Book—the complete player’s guide to campaigns set in
Dolmenwood. In addition to the introductory material in
this document, the following topics are elucidated in the
Dolmenwood Player’s Book.
Other dolmenwood
books
The Dolmenwood Campaign Book: An exhaustive tome
Sentient Folk
detailing the secrets and lore of Dolmenwood, for referees
An introduction to the five most common sentient races in
who wish to run campaigns in the setting.
Dolmenwood, including the languages they speak.
The Dolmenwood Monster Book: A menagerie of weird
beasts, fickle fairies, and strange spirits that inhabit the
Character Classes wild places of the Wood.
Eight new classes of adventurer recommended for use
Dolmenwood adventure scenarios: A series of adventures
in Dolmenwood campaigns plus to guidelines for using
set in Dolmenwood is also available, presented in an easy-
standard Old-School Essentials classes in Dolmenwood.
to-use format, perfect for the time-pressed referee.
Elf (Dolmenwood variant): Ageless denizens of Fairy who
have crossed over into the mortal world for reasons that
they seldom reveal.
Friar: Wandering monastics who spread the gospel of the
One True God.
Grimalkin: Mercurial feline shapeshifters, native to the
Fairy realm.
Hunter: Adventurers who are at home in the wilds of the
forest, hunting for food or trophies. Expert trackers, stalk-
ers, and killers.
Knight (Dolmenwood variant): Warriors who serve one
of the noble houses of Dolmenwood, doing their bidding Inspirational Media
and upholding their honour. The Charwoman’s Shadow­—Lord Dunsany
Minstrel: Musicians and poets drawn to a life of wandering The Fellowship of the Ring (Book 1)—J.R.R Tolkien
and adventure.
Goblin Market—Christina Rossetti
Moss dwarf: Stocky demihumans who dwell in the dank
reaches of the Wood. As moss dwarfs age, their flesh Gormenghast—Mervyn Peake
becomes overrun with plants, moulds, and fungi. The Green Knight—David Lowery
Woodgrue: Bat-faced goblins, renowned for their love of Jonathan Strange & Mr Norrell—Susanna Clarke
music, revelry, and arson.
Jonathan Strange & Mr Norrell—BBC series
The King of Elfland’s Daughter—Lord Dunsany
Separate Race and Class
Rules for creating characters by selecting race and class Krabat—Ottfried Preußler
separately, for those who prefer this method. Labyrinth—Jim Henson
The Ladies of Grace Adieu—Susanna Clarke
Magic Legend—Ridley Scott
New magical abilities—knacks, runes, and glamours—
possessed by several character classes and races. Lud-in-the-Mist—Hope Mirrlees
Lyonesse trilogy—Jack Vance
Expanded Equipment Mio My Son—Astrid Lindgren
A greatly expanded selection of equipment—including a Over the Garden Wall—Patrick McHale
miscellany of herbs, pipeleafs, and spirituous beverages.
Princess Mononoke—Hayao Miyazaki
Smith of Wootton Major—J.R.R. Tolkien
Appendices
A miscellany of background information, rules, and proce- Spirited Away—Hayao Miyazaki
dures to add flavour to campaigns set in Dolmenwood. Stardust—Neil Gaiman
Twin Peaks—Mark Frost and David Lynch
The White People—Arthur Machen
The Wicker Man—Robin Hardy

3
Folk and Factions
An overview of the folk of Dolmenwood and the factions that vie for control.

Sentient Folk Bastions of Civilisation


Elves, Grimalkin, and Woodgrues The Dukes of Brackenwold—Lords of the
Among the myriad races of Fairy, a small number have Realm of Dolmenwood
a trustworthy enough reputation that they may some- Ruling from the (supposedly) impregnable Castle Bracken-
times be found openly in the company of humans: elves, wold on the south-eastern verge of the forest, the Dukes
otherworldly and beautiful, the little cat-folk known of Brackenwold trace their line back to the earliest settlers
as grimalkins, and bat-faced woodgrues are the most in the region. All mortal folk within the Wood—from the
commonly encountered fairies. humblest beggar to the highest lord—pay fealty to the duke
It is uncommon for such folk to permanently set up home and the whole forest is his property.
in a village or town among mortals, but the sight of them—
an elf perusing the wares of a pedlar, a grimalkin dancing The Church of the One True God—
a jig upon a tavern table, or a woodgrue blowing smoke Pious Ally of the Duchy
rings from a long pipe—is not so unusual as to raise too
The Duchy of Brackenwold sanctions the monotheistic
many eyebrows.
religion of the Church, which is widely spread throughout
Dolmenwood and beyond. Indeed, the Bishop of Bracken-
Moss Dwarfs and Goatfolk wold is said to hold equal sway over Dolmenwood to the
Humans are not the only mortal race to call Dolmenwood duke himself. The Church’s presence in Dolmenwood is,
home. The dank, fungal-infested lowlands of the eastern in modern times, somewhat diminished. Many shrines
woods are home to a shy and stunted race called moss and chapels that once saw regular worship have fallen into
dwarfs, part mortal flesh and part plant or fungus. The ruin and been reclaimed by the forest. Some within the
reaches of south-western Dolmenwood are goat country, Church—in particular, the Bishop of Brackenwold—wish
inhabited since ancient times by goatfolk, divided into to rediscover and re-sanctify the lost shrines.
two castes, distinguished by the length of their horns—the
aristocratic longhorns and the commoner shorthorns. Longhorn Nobility—Ancient Rulers of
the High Wold
Other Sentient Beings Three noble houses of longhorns—aristocratic goatfolk—
If one ventures off the beaten track in Dolmenwood, crea- rule over the High Wold region of south-western Dolmen-
tures of many other kinds may be encountered. Goblin wood, where goatfolk live alongside humans. Where once
tricksters peddle fairy fruits and other questionable wares; the longhorn nobles ruled supreme, the High Wold is now
scrabies emerge from their network of tunnels, eager to subsumed within the Duchy of Brackenwold and the long-
trade; even a bird, animal, or fish may surprise travellers horns swear fealty to the duke.
by greeting them from the wayside, spinning a riddle, or
cursing their trespass.

4
Masters of the Arcane
Drune—Masters of the Standing Stones
A cabal of sorcerers who roam the Wood, cloaked in black.
They claim the magical energies of Dolmenwood as their
own and are self-appointed masters of the standing stones.
What gods they worship is a matter of conjecture, for they
guard their secrets with their lives. In the eyes of the
Church they are heathens to be eradicated, for it is said
they deal in devil worship and human sacrifice. Kidnap
by the Drune is among the greatest fears of the simple
folk of Dolmenwood, who fear to speak the name “Drune”,
believing it to be accursed. Instead, they refer to the cult
by euphemistic titles such as “the Hooded Men” or “the
Watchers of the Wood”.

Witches—Worshippers of Ancient Gods


Mortal women who worship ancient pagan deities in the
forbidden depths of Dolmenwood. Their aims are obscure,
but it is known that they gather beneath the moon to
conduct their heathen worship and to work magic. In folk-
lore, witches are variously portrayed as depraved practi-
tioners of human sacrifice, lustful seductresses (for they
are said to be eternally young), and ministers of potent
cures and charms.

Ygraine the Sorceress—Mysterious Lady


of the North
A reclusive figure and ruler of the village of Meagre’s Reach,
Ygraine dwells in a many-tiered manse overlooking a black
Otherworldly Forces lake. It is rumoured that her sprawling home is haunted
by fairy folk. Her guests are infrequent but well-coiffed,
so the people of the Reach say. The sorceress herself no
The Cold Prince—Banished Fairy Lord of
longer makes public appearances, though it is said that she
Winter is a woman of patrician beauty, refined in all aspects and
Where now mortals reign, great elf nobles once held court. wealthy beyond measure.
The entirety of Dolmenwood was once the domain of a
fairy lord known as the Cold Prince. According to legend,
he ruled the Wood from a castle of ice on a high cliff over-
looking the frozen waters of Lake Longmere (for winter
ruled eternal in Dolmenwood while the Cold Prince had
dominion).
When humans began to settle the wild glades of Dolmen-
wood, a great war between fairy and mortal ensued, wrack-
ing the forest. After years of combat, mortals prevailed
and the Cold Prince was banished to his domain in Fairy.
Fearful tales of the Cold Prince’s return to Dolmenwood
and his icy wrath weave a common thread through the
folklore of those who dwell within the bounds of his erst-
while domain.

The Nag-Lord—Depraved Unicorn God


A wicked, trickster figure of local folklore, said to keep
unholy court in the twisted northern woods, where his
armies of corrupted goatfolk and other creatures of chaos
lair. The Nag-Lord is known by many names: common
epithets are “the King of the Wood” and “Old Shub”. In
folktales, the Nag-Lord is depicted as being part man, part
unicorn, with nine legs (nine being regarded as an espe-
cially accursed number).

5
Dolmenwood Gazetteer
The most commonly traversed or spoken of regions of the Wood.

Castle brackenwold Fort vulgar


The seat of the Duchy of Brackenwold and ancestral home A crude keep overlooking a port at the northern end of
to the nobility of the line, Castle Brackenwold perches Lake Longmere. Fort Vulgar is ruled by Sir Osric the Gaunt,
upon a high hill with a great town stretched at its feet. a vassal of the Duke of Brackenwold who is responsible for
Alongside the mighty garrison maintained by the duke is a the taxation of all traffic via the port.
great cathedral, making this fortress-town also the centre
of the Church’s power in the region.
Hag’s addle
A region of mazy swampland around the banks of the River
Dreg and Hameth. The place is shunned not only due to the natu-
Shantywood Isle ral hazards of the marsh, but also because of the hag who
haunts its sodden expanse. It is said that she has the power
A rough port-town and fishing village on the marshy banks
to see into the past and future and to raise the dead, but
of the River Hameth. Dreg has a seedy reputation as a haunt
that the price she demands in return is perilous.
for thieves, charlatans, and rascals of all stripes, made only
worse by its proximity to the lawless Shantywood Isle,
a notorious port of ill-repute. Aside from its profusion
of taverns and gambling dens, Dreg is known for its fine
High-Hankle
The second largest town in Dolmenwood (after Castle
sausages, made from the flesh of the swine kept in the bogs
Brackenwold), High-Hankle is the ancient capital of the
to the north of the village.
High Wold region. Its reputation is one of revelry, carous-
ing, and debauchery of all kinds. At its centre stands the
imposing Castle Perigonne, home of the Baron Hogwarsh.

6
The high wold Prigwort
A barony encompassing the south-western corner of Situated in the centre of Dolmenwood, the market town of
Dolmenwood. The High Wold is noted for the ancient Prigwort is the largest settlement beneath the eaves of the
line of aristocratic goatfolk who rule in tandem with the forest. Famed for its breweries and distilleries, Prigwort is
human lords of the region. The barony has become wild of ruled by a council known as the Brewmasters. Fine Prig-
late under the lax rule of Baron Hogwarsh: highwaymen wort spirits are to be found on the tables of connoisseurs
ply the roads and charlatans peddle questionable wares. far and wide.

Lake longmere The ruined Abbey of


The great lake Longmere, at the centre of Dolmenwood,
is twelve miles broad at its widest point. No ships ply its
St clewyd
East of Lake Longmere, in the depths of Dolmenwood, a
waters, and anglers who frequent its shores speak fearfully
great monastery was founded, of old. The abbey now lies
of lake monsters.
in ruins, following a nocturnal assault of unknown prov-
enance, a century past.
Lankshorn
The northernmost settlement in the High Wold, the market
town of Lankshorn lies within a bowshot of the forest’s
The witching ring
Those who wander far in the western reaches of Dolmen-
border. Ruled by the goatfolk aristocracy, Lankshorn is said
wood speak of a vast ring of frost-rimed stones, erected
to have an odd cultural mélange, as the traditions of the
by the ancients for purpose now unknown. The folk of
civilised south meld with the quaint, superstitious ways
Dolmenwood name them the “summerstones” and the
of Dolmenwood.
great ring which they demarcate the “witching ring”.

Mulchgrove The Woodcutters’


The central region of the Wood is a dank lowland riddled
with fungal forests, treacherous bogs, and twisted willow- Encampment
woods. The region is little traversed save by sentient fungal Once a mere woodcutters’ camp, the village is now a thriv-
monstrosities and the moss dwarfs who are native to the ing trade community. The locals practice unusual arts of
place, loving fungi and moulds and all that is dank. woodcraft and are said to have no fear of the Drune.

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Rumour and Folktale
Tales which may be heard on the lips of minstrels and common folk.

Ancient Magic of Lake Relics in the Ruined


Longmere Abbey
Known colloquially as “the Heart of the Wood”, the great It is rumoured that the Church has endeavoured on several
lake Longmere is said to be the seat of an ancient magic in occasions to re-sanctify the ruined abbey of St Clewyd, but
Dolmenwood, guarded by the witches. On moonlit nights, to no avail, for the place is said to be haunted. The riches
witches fly over the lake and commune with water spirits, of the former abbey are believed to still lie untouched in
who whisper secrets that others wish to hide. its crypts.

Be Wary of the Owls Rise of the Talking


The common folk of the Wood fear owls of all kinds, for
they are regarded as an omen of death. Many a folk tale
Beasts
The population of sapient beasts in Dolmenwood is grow-
speaks of mortals who were driven mad by the gaze of an
ing, especially in the northern valley now known as the
owl or disappeared after encountering one of the birds
“Valley of Wise Beasts”. It is feared that some unknown
by surprise. It is perhaps no coincidence that the chosen
force is rallying the talking beasts, preparing to overrun
symbol of the Drune—found carved into rocks and trees
the forest and wrest town and bower from their rightful
wherever they gather—is an owl in flight.
human owners.

Dewidort of Smerne Sinister Fogs in Winter


The phantom of this notorious highwayman has haunted
Sometimes in the deeps of winter, clouds of thick, sinister
the roads of the Wood since the village of his origin—
fog rise from the earth in Dolmenwood. Ghosts, phantoms,
situated in the wild moors north of Dolmenwood—was
and ghouls roam with the fogs, ensuring that only the
submerged in the black ooze of the ever-expanding bog.
desperate venture out of doors. These fogs—lasting for
The secret location of his treasure hoard is a topic of great
several days—are known as Vagues.
interest to adventurers, rogues, and the law alike.

Fairies in Prigwort Spies of the Cold Prince


There are reports of frost-clad fairies upon the roads of
The jaded entourage of the evil fairy Prince Mallowheart
Dolmenwood—undoubtedly servants of the Cold Prince.
is said to visit the town of Prigwort at night for secret
It is claimed that these frigid elves will trade icy jewels and
congress with its council, the Brewmasters. What dealings
fairy silver in exchange for information about what goes
they have with the fairy Prince is unknown.
on in the deep woods.

Goat-Lord Rivalries The Dead in


The half-brother goat-lords Ramius and Malbleat are bitter
rivals, scheming to undermine each other’s reputation and Dolmenwood
influence. Word in Lankshorn is that both lords are amass- A curious property of Dolmenwood is that the souls of
ing troops in secret and that their animosity will soon those who die there are believed to retain their connec-
erupt into open war. The Lankshorners fear that their town tion to the corpse indefinitely. This is known, in scrip-
may be the stage upon which the two goat armies clash. tural terms, as “mortalism” and is a phenomenon of some
dispute within the Church. It is only through the careful
ministrations of the order of Saint Signis the Silent (also
Master Bladesmith in known as the Lichwards) that the dead are put to rest.
Lankshorn
The finest bladesmith in Dolmenwood makes his home
in Lankshorn. In addition to normal swords of exquisite
make, he sells weapons of pure iron, which is harmful to
fairies of all kinds.

8
The Dream Thief Treasures of
Folk in Castle Brackenwold speak of recent nights of rest-
less sleep in which they dream only of drifting upon a vast
Hoarblight Keep
Anglers and hunters who ply the western shores of Lake
body of purple water. This portends the machinations of
Longmere speak of Hoarblight Keep: a pale white keep
the fairy lord known as The Duke Who Cherishes Dreams.
atop the cliffs. This is the accursed palace of the fairy Cold
It is said that he steals the dreams of mortals and—with the
Prince, lain in ruins for many centuries, shrouded with
aid of the sorceress Ygraine—plots to drag Dolmenwood
fearsome wards and bans to protect the earthly hoard of
into his somnambulent domain.
the Cold Prince which still lies untouched in its catacombs.

The Drunes’ Vengeance Treasures of the Big


Red-eyed ravens and ghostly owls have been spied congre-
gating around graveyards. This is an omen that the wrath Chook
of the Drune is turning toward the Church, in reprisal for Fishers’ tales abound with accounts of the lake monster
the recent attacks on the brotherhood by the witch-hunt- Big Chook which haunts the waters of Lake Longmere and
ers of the order of St Faxis. metes out horrific death to all who encounter it. The beast
is said to slumber in a crystal cavern deep in the lake, where
it guards a hoard of fabulous treasures, including the long
The Dukes’ Sinister Pact lost mirror of the Queen of the Witches—a magical door-
In ancient times, the Dukes of Brackenwold made pact way to the realm of the witches’ dark gods.
with the secret gods of the Wood, being granted ruler-
ship over all of Dolmenwood for forty-four generations,
in exchange for their souls after death. This time span has Weird Fungi in
almost expired and it is surmised that ruin will soon befall
the Duke and his family.
Mulchgrove
A profusion of valuable fungi, some of which are magical,
can be found in Mulchgrove. Wizards and herbalists will
The Hag’s Eye pay good money for rare specimens.
Those who venture into the stinking marshes north of the
village of Dreg speak in fearful tones of the Hag, an ancient
and terrible sorceress who haunts the region. According
to legend, bold Sir Hankley skewered her left eye upon
his lance and cast the horrid organ into the bog. The Hag
promptly devoured the impudent and ill-fated knight, but
searches to this day for her lost eye. She would be greatly
indebted to one who could locate it.

The Nag-Lord Moves


South
Wicked goatfolk in the employ of the Nag-Lord have been
sighted in the vicinity of the ruined abbey of St Clewyd of
late, far to the south of their master’s dominion. The folk
of Prigwort mutter fearfully of war. Word has it that the
duke’s forces are massing in the town in anticipation of
an attack.

The Wizard of Prigwort


A wizard by the name of Droobe makes his home within
the town of Prigwort. It is said that he is amenable to visi-
tors seeking his arcane knowledge and is willing to place
or lift curses for a fee. It is believed that his magic is respon-
sible for the otherworldly quality of the spirits brewed in
Prigwort.

9
Want More Dolmenwood?
The complete Dolmenwood setting is coming soon, as a 3 book
set packed with fairy tale magic and eerie folk horror.
Book 1: The Dolmenwood Player’s Book: A complete player’s guide
to Dolmenwood, including an easy-to-digest setting intro, new
classes and races, new equipment, and reams of random tables and
rules to bring a fairy tale flavour to life in your games.
Book 2: The Dolmenwood Campaign Book: The essential referee’s
guide to running campaigns in Dolmenwood, including full info on
history, secrets, and factions, plus detailed write-ups 12 settlements
and 200 pages of fantastic locations throughout the Wood.
Book 3: The Dolmenwood Monster Book: The companion to the
Campaign Book, this tome details a host of weird fairy tale inspired
monsters that lurk in Dolmenwood.
Coming to Kickstarter early 2023! Sign up for our newsletter at
necroticgnome.com to be notified on launch.

RETRO ADVENTURE GAME

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