Thursday, June 11, 2026

Krátká Lidová Republika: A Brief Account of the Republic of the Short Peoples

 

For centuries the Wee Peoples of Zěm have occupied a peculiar place within the Overking's domains. Too useful to exterminate, too numerous to ignore, and too strange to comfortably integrate, they have largely been confined to the margins of civilized life (and outside the Corelands). In the borderlands they are permitted residence, though usually only in designated quarters where they serve as laborers, merchants, entertainers, and occasionally subjects of public ridicule.
Most infamous are the hobbit-wrangling circuits of the Southlands, a bloodsport in which trained riders attempt to capture escaped hobiti using nets, dogs, and elaborate wrestling techniques. Though officially outlawed in several polities, enforcement remains sporadic.
Beyond the cities, entire communities of Wee Peoples survive in the frozen Marches of Nur. There, under ancient Overking decrees, they inhabit semi-autonomous shtetls clustered around a single market town. 

It is from these harsh settlements that the most ambitious political experiment in wee person history emerged: the Krátká Lidová Republika. Known variously as the Republic of the Short Peoples, the Wee Pale, or simply "The Republic," it represents the first successful attempt by the disparate little folk to govern themselves collectively. Whether it is succeeding remains a matter of heated debate.
Government

The Republic's political institutions derive largely from the ancient merchant republics of the North. At its center stands the Veche, a sprawling assembly of guild representatives, village elders, clan leaders, religious authorities, and anyone sufficiently stubborn to remain shouting long enough to be recognized by the Speaker.


The Veche convenes in the market town of Malá Stolica, a densely packed settlement famous for its breweries, printing presses, sausage markets, and annual riots. Theoretically every constituent people of the Republic enjoys representation.
Practically speaking, sessions are dominated by Hobiti town-merchants arguing with Glitter Gnome boyars. Executive authority is vested in the Posadnik, an elected magistrate whose primary responsibility appears to be preventing fistfights.


Peoples of the Republic

The Republic contains a bewildering collection of ethnicities, castes, and mutually incompatible origin myths. A traditional caste ranking exists, though nobody agrees who created it and everyone insists it is unfair.


Glitter Gnomes (4%)

The undisputed aristocrats of Wee society. Glitter Gnomes cultivate elaborate elven affectations despite possessing no known elven ancestry. They favor silk clothing, illusion magic, obscure perfumes, glam-rock hairstyles, and parties that last several days.


They occupy nearly every position associated with culture, fashion, theater, magical arts, and scandal. No one can adequately explain where their wealth originates. Several investigations have been launched. None have produced answers.
Hobiti (58%)

The largest ethnic group and the political backbone of the Republic. The Hobiti possess a culture superficially resembling that of the northern Pahr peoples, though most outsiders struggle to distinguish it from ordinary peasant stubbornness.


Unlike their southern cousins, they reject the practice of dwelling in holes as an insulting stereotype. They instead prefer compact cottages, crowded market squares, and lengthy debates concerning sausages. Most merchants, artisans, brewers, and officials belong to this group.
Kuduk or Quarterlings (20%)
The oldest inhabitants of the Nur frontier and perhaps the most feared. Quarterlings maintain extensive clan networks, place extraordinary importance upon family, and possess a reputation for both hospitality and vengeance.
Their settlements are among the most self-sufficient in the Republic. Human travelers frequently discover they have accidentally married into a Quarterling family before realizing negotiations were taking place.
Feral Dwarfs (11%)

The hill tribes. Living in isolated uplands and forests, the Feral Dwarfs maintain traditions predating most written history. They are hunters, charcoal burners, smugglers, and occasionally revolutionaries. Relations with the central government fluctuate between cautious cooperation and open rebellion.


Dirt Gnomes (4%)

Agriculturalists, trappers, and mushroom farmers. Dirt Gnomes are regarded by outsiders as simple folk. This is a mistake. Many of the Republic's most successful criminal enterprises originated among Dirt Gnome extended families.


Robo-Dwarves (1%)

No subject produces more unease among the citizens of the Republic than this caste. The Robo-Dwarves rarely participate in public life and generally prefer the company of machinery.


They occupy professions others avoid:  executioners, butchers, and bankers. The distinction between these occupations remains controversial. Most citizens find Robo-Dwarves deeply unsettling. The Robo-Dwarves return the sentiment.
Economy

The Republic survives through trade. Its villages produce hardwood timber, mushrooms, charcoal, furs, wool, knitted goods, basketry, and a bewildering assortment of alcoholic beverages. Its merchants dominate caravan routes throughout Nur.


Its bankers finance ventures no respectable human lender would touch. Smuggling remains technically illegal. This has had little effect.
Military

The Republic maintains no standing army. Instead, every village provides militia contingents under the ancient banner: SHORT IN STATURE, LONG IN MEMORY. Though rarely victorious in conventional warfare, Republic forces have acquired an alarming reputation for ambushes, sabotage, tunneling operations, and targeted theft of enemy livestock. Several neighboring lords consider invasion annually. None have yet found sufficient volunteers.

Such is the nature of the Wee Pale.

Tuesday, October 21, 2025

Ten Friggin Hill Cantons Wizards

 


10 Wizards of the Hill Cantons

#

Name

Description

1

Magister Dobromil the Cauterizer

Specializes in magical “cleaning” of reality leaks. Wears four layers of waxed robes and insists all visitors wash their souls before entry. The air around him crackles with sterilized regret.

2

Varja of the Missing Spine

Lithe, flexible, and disturbingly serpentine. Her spinal column was traded for divinatory power. She reads the future in spilled tea, broken shoes, or bird-vomit.

3

Old Master Šefl

Once ruled a petty hilltop canton via owl-based spellcraft. Now mostly senile, though still accidentally casts spells when startled. Keeps an entire aviary of sarcastic owls.

4

Ezvérin the Theoretical

Has never cast a spell in his life. Holds seven academic posts, all self-declared. Writes constantly about imaginary schools of magic. May be the most dangerous man alive if proven right.

5

Alzběta the Rinderpest

Her spells all involve contagion, rot, and beautiful skin. Always impeccably dressed and smells like roses and fever. Keeps a cadre of plague-dabblers on retainer.

6

Seňor Kuzma of the Whispering Socket

Wears a massive bronze headpiece over a cursed third ear that receives whispers from unknown planes. Claims his left kneecap is a portal seal. Accepts payment only in antique teeth.

7

Jarka the Inverted

Lives upside-down in a gravity-shifted dome. All her spells are reversals. Speaks backwards when angry. Collects regrets in glass jars.

8

Doctor Radislav Prst

Medical thaumaturge and reluctant necromancer. Believes in “ethically recycled souls.” Offers reanimation for emotional closure. 

9

Petty Thaumaturge Sima the Keen

Specializes in extremely minor magics: reheating tea, untangling strings, smoothing mustaches. Surprisingly powerful due to sheer obsessive mastery. Runs a competitive spell-dueling league for petty magicians.

10

Thrice-Woven Halyna

Exists simultaneously in three separate locations at once, usually misaligned. May respond to questions you haven’t asked yet. Appears cloaked in shimmering, shifting timelines. Collects forgotten birthdays and misplaced intentions.

Thursday, October 9, 2025

Ten Marlinko Townies To Annoy Your Party With




#

Name

Description

1

Mother Feketa

Mummified, animate matriarch who rules her tenement block from a tub of heated mud. Gives quests in exchange for gossip and scented soaps.

2

Pan Jaroslav the Blue

A melancholic duelist who fights only on Tuesdays. Claims to be 132 years old. Lives in a roofless manse.

3

Radu of the Clock-Spine

Hunchbacked watchmaker with a literal mechanical spine. Can rewind time 3 seconds—but only once a week.

4

Cousin Ondrej the Not Shark

Local loudmouth and self-proclaimed revolutionary. Knows every secret, none of them true. Smells like fish.

5

Auntie Lujza

Retired god-botherer. Still receives faint signals from long-dead deities. Collects divine offal.

6

Velko "the Slightly Transparent"

Permanently half-phased into the ether. Mostly helpful, sometimes screams with voices not his own.

7

Tatka and Patka

Siamese-twin tax assessors. One is lawful evil, the other deeply chaotic good.

8

Father Svoboda

Defrocked priest of the Sun Lord. Drinks heavily. Carries sacred honey cakes.

9

Anka the Sighing Widow

All five of her husbands died in tragic, yet somehow hilarious ways. Her tears summon minor spirits of pathos.

10

Bohumil the Devourer

Town bureaucrat with a vast appetite for paperwork. Secretly a minor demon of municipal efficiency.

Tuesday, September 30, 2025

Ten New Hill Cantons Hirelings

 



Hirelings & Henchfolk

d10

Name

Role

Notes

1

Oldrik the Rope-Whisperer

Porter

Speaks to rope as if it were alive. Demands polite treatment of all gear.

2

Sveta of the Stiff Back

Torchbearer

Painfully upright. Immune to fear effects unless slouched.

3

Jaromil the Pink

Linkboy

Wears only a specific shade of pink; insists it's a ward against “mind-grubs.” Is probably right.

4

Tóno of the Bended Knee

Devoted Squire

Offers loud and long prayers before each fight. Terrified of horses.

5

Zsuzsa the Belligerent

Spear-carrier

Will fight anything, including bad ideas.

6

Grygyr the Sniffer

Trap-Finder

Claims he can smell mechanisms. Never wrong—though falls into unconsciousness whenever he does.

7

Milada the Lumpen

General Dogsbody

Silent, massive, and smokes dried mushroom stalks. Might be a golem.

8

Klobása Janek

Camp Cook

Carries nine types of sausage. Has a provider side deal with meat-demons.

9

Kvetka of the Red Teeth

Scout

Friendly smile, filed red-painted teeth. Nice guy really.

10

Dragan the Professional

Mercenary

Comes with his own pension plan, meticulously itemized rates, and tabulated morale table.

Tuesday, September 23, 2025

Oiorpata and Battle Barge Contest



[This being the players handout for an adventure I have been cooking for my weekly Hill Cantons home game.]
Oiorpata, Isle of the Western Amazons
Dedicated to Michael Shea 
“Beyond the steamy wetland glades, where moss-stained helots harvest blood-pearls from the polyps of the Mire-Dells, there rises the amber spire of the Palace of Many Lashes. There reigns Her Supreme Rubenesqueness, Hisfytla, Vy-Queen of the Oiorpatans, whose every morning begins with a piercing contest and ends in song, wine, and selective laceration.”
—Drimkin Polvault, Court-Certified Fool of the Overkingdom
The Hook
Hisfytla the newly-crowned queen of the Amazons (western branch) is holding a lavish contest in which outlanders are invited to captain large combat barges “long-term leased” from the Eld in a battle of wits and valor. Qualified contestants will be supplied with a barge and crew of male-helots. The winners are promised a 2,500 silver “balsaccs” (extremely-large Amazonian coins worth five of your masculine tainted gold pieces ) and magical accouterments worthy of your ranked status. Male-presenting losers will be granted special lifetime entry-level positions in the Regal Torture-Harem. 
Long live the Vy-Queen!

On Amazons
Zem, the turtle-borne world of the Hill Cantons, bears not one but two great nations of what are ham-fistedly called “Amazons” by the weak of imagination. 
Both tribes claim a common founding (and likely apocryphal) figure the great Queen Dwar Kin and a similar martial and matriarchal bent to their cultural ethos, and despite their differences in psycho-geography and language, they exhibit a rather remarkably consistent culture.
Those that concern us,  the Western branch, dwell in Oiorpata, that distant and exotic isle near the resting point of the Sun Lord's daily ride. They are a fine, strong-boned, if verbally assertive race noted for their love of high-crested, baroque helmets, polished armor, and knitting circles. World famous is their biennial Ebon Festival of the Pearls, a soiree that marks both the climax of the black pearl harvest from the swamp-polyps and the victory of that muscle-bounded race of maidens against the invading forces of the Overkingdom in the Twicefold Battle of Vague Suggestiveness, now some 112 years ago. It is said that the high-point of the festivities is the public bathing and drinking by their much-feared, rubenesque queen of the blood of 12 male lovers.

Geography
Location: Western rim of the World-Turtle Zem, near the Sun Lord’s nightly plunge.
Biome: Temperate rainforests, massive fern-glades, sulfurous wetlands, mist-wrapped escarpments.
Mainland Access: Rare trade barges and magical leasing contracts with the Eld.
Notable Locales
Population
Amazons (Oiorpatan): roughly 4,000 population
Strong-boned, loud-voiced, and fond of layered, plumed armor. Matrilineal society with complex caste-rankings based on athletic victories, poetic output, and prisoner-lashing statistics.
Helots (Male Slaves): roughly 6,000 population
Used for manual and service labor, rowed combat barges, and involuntary participation in interpretive theatre.

Culture and Society
Martial Customs: All Oiorpatan females are trained from youth in hurled and thrown weapons. The pilum, atlatl, and razor-boomerang are national obsessions.
+1 to hit and +30 ft range with hurled weapons.
+1 melee damage with spears.
Courtship Rituals: Often involve ritualized games of capture-the-helot, followed by hot baths and a recitation of one’s martial pedigree.
The Ebon Festival of the Pearls: Held every two years during black pearl harvest season.



Main Locales


Name


Description

The Sweltering Mire-Dells

Swampy lowlands where muscular, short-lived helots harvest black pearls from semi-sentient polyps.

The Spire of Many Lashes

Central palace of Queen Hisfytla. Equal parts throne hall, dueling ground, and musical amphitheater.

The Erolus Helm-Spires

Towering basalt cliffs with warrior monasteries carved into their faces. Pilum-throwing is practiced here by launching spears at passing birds.

Port Cryzalune

Half-sunken, obsidian-docked port where Eld-crafted barges are docked and loitering mercenaries eye their fate nervously.

The Moistwood

Temperate rainforest thick with ghost-ferns, carnivorous orchids, and shrieking fungal motes. Avoid the pink-tongued cypresses.


  • Knitting Circles: Despite their aggressive militarism, Amazons are fond of communal knitting.

Current Events: The Contest of the Barges

Queen Hisfytla, newly-crowned after a 37-hour ritual wrestling match in a mud pit shaped like a unicorn, has declared an open challenge to all outlanders:

“Let it be known that the Contest of the Barges shall begin when the Blood-Moon rises above the Braided Swamp! Any brave enough to test their brawn, brains, and helot-management skills may win silver balsaccs and enchanted prizes! Losers will receive consolation accommodations in the Regal Torture-Harem (entry-level tier). Long live the Vy-Queen!”

Rules of the Contest

All contest entrants are granted:

  1. A fully crewed barge, leased from the mysterious Eld Shipwrights (who are oddly hands-off about returns).

  2. 60 Helot Crewmen, armed with atlatls, paddles, and deeply demoralized attitudes.

  3. Two strange animals of uncertain use (e.g., a gliding spider-lamb, a prophetic frog with a stutter, etc).

The contest involves navigating a course through:

  • The Barbed Canal, full of snapping lilies and spikey traps.

  • The Fog-Crypts of Tuyzzl, a haunted lagoon where the water whispers back.

  • The Feathered Arena, an open water coliseum where barge-to-barge combat is performed before a panel of Amazonian judges and sycophantic foreign poets.

Fabulous prizes to be awarded to the winners:

  • 1st Place: 2,500 balsaccs (five times the value of gp, a nominal total of 10,000), enchanted accoutrements, and an honorary sash in the Queen’s own hue (Pantone: Blooded Rose 119).

  • Other Finishers: Potential for courtship, minor court roles, or rigorous flogging internships.