Game Intro

Basic intro:

There's an empire, and the empire borders a titanic Forest. Things come out of the Forest, horrific and monstrous things. The PCs are one of the teams of warriors known as WitchHammers that patrol the border with the Forest, protecting villages and towns, hunting down monsters, and hunting down the Witches (basically anti-PCs) who create and guide these monsters.

 

 

 

WitchHammers

WitchHammers

A varied and hard bitten lot. The job consists of long period of boredom broken by occasional bursts of extreme danger and terror, so most people usually put their talents to work else where. As the name implies, WitchHammers fight Witches and the Monsters that Witches create. Witches come from the Forest, which is a dangerous place.

 

Witches

Witches are the unfortunate people who go into the Forest and are not killed by the Forest. Instead, they are transformed. Their minds are broken and malicious, their bodies are riddled with mutation, and their spirits can wield a part of the Forest's power in order to destroy and corrupt other beings.

Witches vary widely in their physical form. Some are dwarfish, with shriveled arms and the legs of lions and a dozen raven wings about their body. Others are immense, with slug like bodies the size of an elephant, and rows of insectile arms. Some witches are strikingly handsome, others are terribly foul. Similarly, the behavior of Witches varies widely. Some will dart into the border lands, kill a single family, and then flee back to the Forest to hide for years. Other Witches will go on mad crusades, traveling ever deeper into the Empire until they are brought down by the massed crossbows of a battalion. Some Witches skulk in the groves and fields, calling shadow hounds to lay siege to a village at night. Some Witches create massive undead constructs out of the leavings of graveyards and then lay waste to a village at noon-day. Some Witches use mutated rats and virulent disease, others bring with them malign spirits, hauntings, and killing dreams.

What all Witch have in common:

 

Monsters

A monster is the general name given to any of the creations of a Witch. Monsters can be anything between a mosquito made out of shadow that suck slightly more blood than usual, to a gigantic elephant made of living flame that petrifies everything it looks upon. Monsters are rare in the world, and most citizens of the Empire will never see one.

As a general rule, monsters are terrifying. They do not move like terrestrial creatures, and they radiate fear, terror, and wrongness. The most common reactions to a monster is to cry, run, hide, or simply freeze in place. Even veteran soldiers have difficulty standing and fighting against Monsters.

The Forest

The Forest is dangerous. Really really dangerous. You might not die if you go in there, but if you stay there long enough or go there enough times you will die. The Forest contains wonders and horrors, and it is likely that the greatest of these leave no witnesses. Sometimes the Empire gathers the force to take a chunk out of the Forest, and sends in an army of woodsmen protected by an army of soldiers to rapidly clear cut an area. Once the trees in an area have been cut down and burned, the hostile aura of the place dissipates. The Forest is gigantic, and the border between Forest and Empire stretches for many hundreds of miles.

 

The World

The Empire

The Empire is a gigantic state with far flung provinces, bustling cities, armies, wars, trading houses, a state religion and priesthood, many many branches of civil service, and a succession of emperors appointed by its patron-deity, Sai-ias. Given that it is mostly comprised of humans, it's a pretty stable, well run, and just place. Most of this won't affect the WitchHammers though since their business is on the Frontier.

 

The Frontier

A large and nebulous area where the Empire borders the Forest. The irregular border between Empire and Forest stretches from SouthWest to NorthEast for ~five hundred miles. The depth of the Frontier varies depending on who you ask, but the area is generally characterized by A) the newness of the settlements, B) much lower population density and less development compared to the civilized heartlands of the Empire, and C) the danger of attacks by monsters and Witches.

The actual development of any area on the frontier depends on any number of factors, from the fertility of the land and the value of the resources, to the number of attacks, to the vagaries of population movement and settlement. The population on the Frontier is varied, and like the WitchHammers it tends to consist of people who had some reason for leaving the more civilized lands to the West. You have transported criminals, migrants looking for new farm land, communities of people that had religious, ethnic, or clan-based feuds that they are hoping to leave behind, individuals who had some sort of history they are looking to leave behind, merchants looking for new trading opportunities, researchers who hope to study the unique properties of the Forest, and people who don't much like other people and don't want to live too close to them.

Villages are usually about half a day away from each other, and have 100-200 people. Towns are usually about 2 days away from each other, and have ~1000 people. Large towns are usually about 4 days away from each other, and have ~4000 people. Most bureaucracy takes place in large towns, ditto with where the large garrisons, religious orders, etc. are located. Further west and away from the border there are larger and more civilized towns.

Most of the Frontier consists of land that was reclaimed from the Forest at some point, i.e. it was clear cut and the undergrowth was burnt. So the terrain tends towards grasses, wheats crops, stuff life that. People on the Frontier are highly suspicious of trees, and don't let them grow too large of in clumps of more than 3 or so.

 

The Forest

The Forest

 

Religion and Bureaucracy in the Empire

Witch Hammer Details

WitchHammer Bravery

The first and most important characteristic of a WitchHammer is bravery, and the ability to directly face supernatural terror. The natural reaction to a Witch or a Monster is to run away in stark, raving fear. These creatures give off an aura of terror and utter wrongness. When faced with a monster for the first time, most people will be completely paralyzed by fear or else will immediately flee or will be entirely paralyzed with fear. Those that can act will often be hesitant or panicked in their decisions. The WitchHammers have learned to overcome this fear and fight decisively against supernatural foes. For some WitchHammers, this bravery is the residue of dozens of hard-fought battles and a life of grueling challenge. For other WitchHammers, this bravery comes from a fierce dedication to a cause or from some burning drive. For still others, this bravery is merely a symptom of insanity, and an inability to normally process fear or emotion. In any case, every WitchHammer must be brave.

 

Anti-Witch Wagon

The Wagon is one of the less well known but still vital weapons of the WitchHammers. This oversized and finely constructed vehicle stores the myriad weapons and tools that the WitchHammers need for their missions. A typical Wagon has iron wheels and an iron barred frame, and is an extremely sturdy (if bumpy) ride. It is constructed to hold hundreds of pounds of equipment, as well as to act as a holdout of last resort in case of attack. A well-stocked wagon also has dozens of reagents, filters, herbs, and chemicals. When a WitchHammer passes or retires, his equipment is left with the Wagon and becomes part of the communal property. If none of the WitchHammers return from battle, saddened villagers will usually return the forlorn Wagon to the nearest town or WitchHammer academy in order to claim a minor reward.

 

WitchHammer (The books)

The collected and collated knowledge of Monsters and Witches is known as the The Hammer of Witches. Confusingly, this is often shortened to simply the "WitchHammer". The full and collected volumes of the WitchHammer weighs several hundred pounds, and copies are usually kept well back from the front lines. WitchHammers on the Frontier occasionally carry a smaller and more condensed version of this book for reference. After battling a Witch or Monster, the Witchhammers will usually give a report to their local chapter, so that their observations can be added to the recorded store of knowledge.

 

WitchHammer Historians

Despite the chaotic nature of Witches and Monsters, the WitchHammers do keep detailed records of their past encounters with the foe. They have yet to find a single Witch or Monster that is exactly like any other, but if the monsters do not repeat they do at least rhyme. These centuries of records are often studied by new WitchHammers to give them an idea of what they might face in battle. More cerebral members of the Order study these records to see if they can find some underlying pattern or reason behind the Witches, but despite a long history of theory and debate, they have not come to any absolute conclusions.

 

WitchHammer Training

Some WitchHammers are brought up and trained in special academies, before being apprenticed to more experienced WitchHammers in the field. Other WitchHammers volunteer in cities, or are recruited on the Frontier to replace losses sustained while on patrol. Those who join the WitchHammers are generally tough, tough minded, intelligent, and physically fit.

 

WitchHammer Stipend

The WitchHammer's are one loose branch of the Empire's government, and are provided with a stipend that covers daily expenses, inns, reasonable food & travel gear, etc. The organization keeps offices in large towns, so every few months a WitchHammer troupe will circle by to pick up their stipend, claim bounties, etc. Larger costs (e.g. replacing a lost donkey or wagon) can usually be reimbursed to, so long as their is a reasonable excuse and the team is in good standing.

 

WitchHammer Bounties

Proof of killing a monster is worth 100G, though sometimes for truly fearsome abominations the bounty goes much higher. Killing a witch is worth 1000G. The bounty is usually claimed through a "Witch Heart" a gray and jagged stone that is invariably found within the body of a Witch.

 

WitchHammer Advancement

Successfully killing a Witch is worth somewhere between half a level gain to a full level gain. (depending on what level your players are, and what rate you want to advance things) Defending a town/fighting Monsters, but not killing the Witch who is behind it all, is worth 0.25 to 0.5 of a level gain. (again, according to taste, at the moment I'm going for a shorter and faster campaign)

 

Retreat:

Sometimes WitchHammers meet foes that are too difficult for them. Sometimes WitchHammers meet foes that are far, far, far too difficult for them. In these situations it is understood that they will save what people they can, retreat, and spread the news so that a larger and more powerful forces can be marshalled to meet the threat.

 

Retirement

One of the draws of being a WitchHammer is the retirement plan. If the PCs manage to kill 5 Witches and turn in their Witch-Hearts, the Empire will reward the PCs with massive wealth. Specifically, the successful WitchHammers are each given a golden bust of their own head. This piece of pure gold statuary is of immense value, and allows them to retire and pursue basically any goal they might want (buying an estate, starting a business, never worrying about money again, etc.)

From the Empire's point of view, this serves to A) reward success in a very visible and memorable fashion, drawing in fresh recruits to the WitchHammers and B) is a nice way to put WitchHammers out to pasture before they are exposed to too much of the Forest's corrupting magic. The longer that people fight the Witches and the Forest, the more opportunities there are for them to be infected by its magic and become monstrous themselves.

About 3% of WitchHammers make it to retirement.

 

WitchHammer Org Structure

Besides the WitchHammers that are out patrolling the Frontier, there's also a solid support structure which provides the supplies, weapons, training, HR, research and education, and the 100 other things involved in keeping a large organization running. Many of these people are former WitchHammers who retired from combat due to lost limbs, psych damage, or just losing their taste for adventure/danger. There's also plenty of people who are hired into the org and provide purely support functions.

Besides the support functions, there's also a more senior WitchHammer leadership that oversees training, planning, and allocating WitchHammers to the frontier. These leaders are all veteran WitchHammers who have claimed at least one Witch Heart.

 

Area of Operation

A team of WitchHammers is usually assigned a ~30 mile stretch of the Frontier to patrol. This will typically have 3-4 villages along the route, as well as a smattering of somewhat larger towns further back from the Frontier.

 

WitchHammer Cooperation and Mediation

WitchHammer teams will occasionally band together, either to chase a Witch that is moving across both of their regions, or to try and face a larger threat. In cases like this, if they do manage to claim a WitchHeart, both teams are usually given credit for the kill if they both contributed to the fighting that killed the Witch.

 

WitchHammer Hunting Rituals

(Note: I thought I would give the players more tools to track down Witches. In D&D5E this turned out not to be necessary, since they already have so many useful abilities)

 

WitchHammer Motivations