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Dolmenwood Factions #13: House Murkin

Boeren vechten in een herberg, Jan Baptist de Wael, 1642 - 1669

Rebels having a heated discussion inside the Crimson Bath Inn.

Beneath Lord Simeone Murkin’s brutal reputation lies a shrewd and capable leader. His ambition to conquer the High Wold could spark a full-scale civil war.

📌 This series explores the Dolmenwood Factions and how to utilize them with a Faction Turn Framework!

  1. The Nag-Lord
  2. The Cold Prince
  3. The Drune
  4. House Brackenwold
  5. House Guillefer
  6. House Harrowmoor
  7. House Hogwarsh
  8. House Mulbreck
  9. House Nodlock
  10. The Hag
  11. The Pluritine Church
  12. House Malbleat
  13. House Murkin
  14. House Ramius
  15. The Witches
  16. Ygraine Mordlin

Goals

Lord Simeone Murkin's ultimate ambition is conquest. He believes the political stagnation caused by his father has left House Murkin in decline, bordering on insignificance within the High Wold1. He intends to change that, starting with his neighbor, Lord Nodlock, whom he despises for his lack of ambition and cowardice. By conquering House Nodlock, Lord Murkin plans to absorb their poorly trained army into his forces2, bolstering his strength.

Despite his brutal reputation, Lord Murkin is a strategic thinker who understands his limits. He will strike when the time is right, ensuring any potential revolts are swiftly crushed before they can spread. Though his methods are often harsh, he can employ subtler tactics when necessary.

The biggest obstacle is House Ramius. House Murkin needs to grow stronger while avoiding direct conflict for now3. Exploiting the animosity between the two half-brothers, Lord Ramius and Lord Malbleat, will be key to weakening both houses and creating an opening for Murkin’s conquest4.

✱ Info

Faction goals follow the Landmark, Hidden, Secret principle to determine what information outsiders have.

| 🐵 → Landmark | 🙈 → Hidden | 🙊 → Secret |





Resources

House Murkin’s greatest strengths lie in their military assets and fearsome reputation. The Horns of Kolstoke, a respected retinue of longhorn knights, form the backbone of their martial endeavors6. Coupled with a hidden, growing army, Lord Murkin is prepared to challenge neighboring houses7. However, their infamous cruelty can work both ways—isolating them from potential allies but also instilling fear in weaker factions.





Actions

House Murkin is primarily focused on strengthening its military and addressing domestic threats before launching its larger campaigns. The immediate priority is to suppress the brewing peasant revolt, which could destabilize the region and disrupt their future military plans. Meanwhile, they aim to exploit Lord Nodlock’s paranoia8, weakening their neighbor’s defenses through intimidation and psychological warfare.

✱ Info

For more details on Missions and Tasks, see Faction Turns. Remember, only three active actions should be maintained at any time.

| 📔 → Mission | 📝 → Task | 🕵️ → Agent |


Sir Hwardlow Grimsby

A striking longhorn with spiraled black horns and fur of deep ash. Known for his charm and cunning, he serves as a knight of the Horns of Kolstoke and a trusted advisor to Lord Murkin. Lately, he has been infatuated with Crewwin Snidebleat (DCB p198) and her fiery personality.



Sir Hraggle Thornlope

A burly, broad-shouldered longhorn with thick, curled horns, giving him a brutish, imposing appearance. His dull grayish-brown fur complements his weathered, well-worn armor, emblazoned with the sigil of the Horns of Kolstoke. His stiff posture always makes him seem ready for a fight, even when none is imminent. Selected for his lack of subtlety, he spies on House Nodlock openly, more to incite fear and suspicion than to gather actual intelligence. He handles blackmail and bribery with a heavy hand, favoring brute force over finesse when dealing with adversaries.


Further Thoughts

Lord Murkin is often perceived as brutish, he’s far more dangerous and calculating than many give him credit for. He knows that striking too early would weaken his position, so he waits for the perfect moment to act. Taking down House Nodlock might seem like an obvious move, but it’s a key part of his larger plan. Lord Nodlock is a puppet of House Ramius8, and his army keeps House Murkin in check. By eliminating Nodlock, Lord Murkin not only removes a weak rival but also absorbs their forces, gaining a crucial advantage.

If House Murkin fails to suppress the peasant revolt, they are prepared to use more subtle methods, such as infiltrating the rebel ranks to sow dissent. They could also offer certain individuals within the rebellion a chance at power in exchange for betraying their comrades. Of course, Lord Murkin would later retreat from these promises, punishing those who turned on their peers once the revolt is crushed.

After dealing with the revolt, House Murkin will shift focus to a direct assault on House Nodlock. A quick siege of Nodding Castle could prevent Lord Nodlock from rallying his army or calling for help. If the opportunity arises, may consider a covert assassination attempt, either using adventurers or with the assistance of House Malbleat if they are in an alliance.

While an alliance with House Malbleat could accelerate Murkin’s plans, Simeone knows it would be a risky, temporary arrangement. Should the alliance fail, Murkin will bide his time, searching for other opportunities to grow stronger. Recruiting mercenaries like Garnack the Horse9 or coercing his cousin, the famous huntress Lady Borrid, into aiding him could further tip the balance in his favor. However, Lady Borrid’s involvement could backfire, as she is unlikely to help willingly and may pose a future threat if not handled carefully10.

Lord Murkin’s patient, calculated approach allows him to balance internal strife and external ambitions, positioning him for a slow but steady rise to power in the High Wold.

Potential Alliances

House Murkin's ruthless reputation limits their ability to form alliances, but strategic partnerships are still possible when needed:

Example

Faction Turn Example - House Murkin

In my campaign, House Murkin has had a rough start. Despite facing no direct disadvantages, their current missions have been progressing slower than expected. Their efforts to expand recruitment have been hampered, likely due to the growing influence of the rebels. This delay could be attributed to Crewwin Snidebleat’s lack of enthusiasm12, as she hasn’t been putting in her best effort. As a result, House Murkin’s plans for conquest are stalling, giving House Nodlock more time to potentially rally and perhaps even support the rise of Red Gwen as a contender for leadership13.

Conclusion

House Murkin is a dangerous and ambitious faction, driven by conquest and ruthless pragmatism. While their reputation for brutality isolates them from many allies, their strategic cunning and careful planning make them a formidable force in the High Wold. Lord Simeone's patience and calculated approach, waiting for the perfect moment to strike, could very well lead to a civil war that reshapes the region.

It would be fascinating to see how the dynamics of the High Wold change if House Murkin successfully ignites a full-scale conflict. How would other factions react? How would the players navigate a war-torn region? Would they ally with Lord Murkin, work against them, or leverage the chaos for their own gain?

The brewing tension in the High Wold offers countless possibilities for conflict, intrigue, and adventure, making House Murkin a compelling faction for any campaign.


This was all for now. Next time we conclude the High Wold saga with House Ramius.


References
  1. Lord Simeone Murkin: Desires—DCB p65

  2. Lord Harald Nodlock: Servants—DCB p61

  3. Longhorn Nobility: Lord Murkin's Aggressions—DCB p62

  4. Longhorn Nobility: House Ramius Divided—DCB p62

  5. Hex 0108: The Cabbage Plot—DCB p197

  6. Lord Simeone Murkin: Servants—DCB p65

  7. Hex 0109: Lady Borrid And Murkin's Army—DCB p198

  8. Human Nobility: Lord Nodlock, Lackey of Lord Ramius—DCB p56

  9. Hex 0309: Garnack the Horse—DCB p220

  10. Hex 0109: Lady Amonie Borrid: Desires—DCB p198

  11. Lord Gryphius Malbleat: Desires—DCB p64

  12. Hex 0109: Sergeant Crewwin Snidebleat: Desires—DCB p198

  13. Hex 0311: Red Gwen—DCB p222

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