Evil Places #007
Hammond Field
By Blackjack [Blackjack's Shadowrun Page: www.BlackjackSR.com] [BlackjackSRx@gmail.com] [@BlackjackSRx]

Posted: 1999-07-19


Hammond Farm was located in the small western Maryland town of Wolfsville, a closed community containing a mix of down home agricultural types and aging yuppie populations looking for a large yard and low taxes.  While economics had forced the population to accept the fact that change was inevitable, nobody was prepared to accept the changes that came with goblinization.

The isolated community of Wolfsville had had a hard enough time dealing with the emergence of elves and dwarves in 2011, but the fact that these new races emerged at birth allowed enough time for at least a mild amount of adjustment – or at least the opportunity for the affected families to move out of town.  However, when goblinization hit hard in April of 2021, the abrupt arrival of such a change annihilated any acceptance that had existed during the initial emergence of new races.  The situation was complicated by a series of riots in Baltimore, Washington, D.C., and other cities that disrupted communications, leaving Wolfsville in an information blackout.

The demographics of Wolfsville prevented the emergence of riots and lynch mobs, primarily because of the mixture of differing classes which rarely communicated across social boundaries and the fact that virtually everybody in the region was armed in traditional rural fashion.  Except for an isolated scream and the occasional gunshot, Wolfsville was frighteningly quiet.

One week after goblinization began, the farmhouse at Hammond Farm burnt to the ground.  In a field behind the structure was five recently created graves.  The Hammond family had six members.  Members of the community converged on the scene, but not a single person spoke.

As the days passed, new graves began to appear in Hammond Field and by week's end it had more than forty.  With the restoration of communications the following week, the grave count stopped increasing.  The final count was fifty six.

Business eventually returned to normal, but with one notable difference: Only 1% of the population was either Ork or Troll, conflicting with the national average of 10%.