Ferrier's Fen

Ferrier's Fen lies between the Great Wood, the Steplands, and the North Manmarch.

It's a huge wetland, 100 miles wide, 50 miles north to south, fed by the Stream the Sruth near Marshedge, and many smaller creeks. It's a maze of firm ground, stagnant pools, shallow streams, and plunging drops into deep deep water. And mud. So much mud.

Long ago, this area was the cradle of the Green Lords' civilization. But when their servants rebelled and the Green Lords embraced the Things Below, the other Makers collapsed the region and shattered the Green Lords' civilization. It's still a broken place, oozing with old magic and corruption.

Impressions

Always

  • Willow trees leaning over water
  • Chunks of stone ruins, jutting from the mud
  • Wobble and shake of peat bogs underfoot
  • Sulphur smell of stagnant water and rot
  • Some mundane thing but shockingly wrong: a tree with weeping eyes, a three-faced rabbit, a snake with stumpy legs, a deer with a fawn growing from its side, etc.

Spring

  • Dead brown mixed with pale green mixed with bright-colored flowers
  • Squelch of mud, the shocking wetcold, its jealous grip on your feet
  • Boisterous, rhythmic calls of frogs and toads
  • Thick fog, muffling everything, shrinking the world

Summer

  • Flies and midges, buzzing at your ears, nose, eyes, mouth
  • Press and rustle and scrape of grass, sedge, and rush
  • Butterflies and moths in every hue and shape; fireflies like the stars at night
  • Baking heat, cloying air, sweat rolling off of you

Autumn

  • Yellow, brown, and gold of dying plants below; dead slate of skies above
  • That smell of rot, just overwhelming now
  • Flocks of water fowl, their harsh honking, flying in great Vs overhead

Winter

  • Dead grass poking through a blanket of snow
  • A quiet calm
  • Gurgle and trickle of unseen water
  • Crack and lurch as you put your weight on thin ice

Exploring the Fen

Ferrier's Fen holds much of value, but it's a shifting, treacherous place.

Chart a Course

On any expedition into Ferrier's Fen:

  • You need to bring a pouch of ◇ bendis root (Value 1 in Marshedge) per day, burnt constantly
  • The way will be perilous, filled with dangers

Fen-walker

Fen-wise, cautious, stealthy, observant

HP 8; Armor 1 (leather cuirass)
Damage knife (hand), sling (near, reload)

  • Spot/avoid a hidden hazard
  • Berate outsiders for carelessness
  • Do something gross or unpleasant without flinching

(and see below)

Alastar

exceptional, old, devious; Instinct to feel no remorse; Cost payment in hand.

Fiadh

curious, kind, fen-blighted; Instinct to hide his affliction; Cost secrets of the Fen.

Riona

prepared, agile, stubborn; Instinct to assume the worst; Cost competence shown.

See also: People of Marshedge.

Questions

  • What foul beast is said to lurk in the Fen, and why do fools seek it out?
  • Who do you know who was lost to the Fen? What led them out there in the first place?
  • What ritual is said to keep the fenblight at bay?
  • What do you think that the suarachan —those horrid frog-people—do with folks they capture?

Hooks

  • A rare orchid can cure a sickness, but it grows only deep in the Fen
  • Waters recede in a drought, revealing previously unknown ruins
  • Suarachan raid the fields of Marshedge, dragging off multiple captives
  • The PCs seek something that only the Willow Witches can give them
  • Bendis root is growing poorly; if this continues it could ruin Marshedge

Terrain

Pick 1 or combine 2, or have someone roll the Die of Fate (). In winter, water and mud might be frozen.

Terrain
1Open water, who knows how deep?
2Shallow pool, pond, or stream
3-4Mud, muck, sodden soil, standing water
5-6Peat, sphagnum moss, floating mats
7-8Grass, reeds, sedges, wildflowers
9Shrubs and scattered pines
10Thicket of trees, or one big tree
11Dead tree(s), fallen log(s)
12Hummock, hill, rocky outcrop If you like, roll for size/scope/intensity.

Discoveries

For any of these, pick 1 or have someone roll the Die of Fate.

Discovery
1Change of terrain (previous page) and roll again
2A chance for insight into a threat or danger (e.g. tracks that reveal numbers, whereabouts, etc.)
3An encounter (next column)
4Site or artifact of the Green Lords likely tainted by the Things Below, at least partially buried or submerged
5Some other point of interest (next column)
6Useful or valuable flora
Encounter
1A lone suarachan, hoping to avoid notice
2A mutated beast, like a deer with eight legs and five eyes, or a two-headed hare
3One or more spirits of the wild or Fae, curious, indifferent, or forlorn
4Ample game, but unappetizing—crawfish, snails, turtles, frogs, fish, etc.
5Good game, but prone to bolt—deer, hare, water fowl, etc.
6A fen-walker, possibly in dire straits
Point of Interest
1-2A place corrupted by the Things Below
3A place haunted by death or the undying
4Fae domain or waystone
5Site sacred to the spirits of the wild
6The abode of the Willow Witches (next page)

The Willow Witches

Many tales are told of the weird sisters of the Fen. There are always three, but they might be old, young, or middling aged.

They might be tall and regal or twisted and gnarled, dignified and poised or feral things rooting through the mud. Sometimes, the tale's hero seeks them out. Other times, they stumble upon the Witch's abode.

All stories agree that the Willow Witches have what you seek. An answer. An artifact (or knowledge of where to find it). A way to accomplish some impossible deed. Everyone knows that Sianna Ferrier learned the secrets of the Fen from the Witches, allowing Marshedge to be settled.

What the tales often fail to mention is:

there's always a price. For Sianna Ferrier, the Witches' gifts were costly indeed: a child of her blood, or the blood of those she settled with, to be delivered every seven years.

The witches are, in truth, a single entity, the inscrutable incarnation of a primordial being of knowledge, fate, costs and consequences, greatly diminished and dwelling in this broken land.

The Witches' abode

The Willow Witches' abode is rarely found in the same place twice, and in every tale, the details are different. Sometimes they dwell in the hollow of a willow tree, the space inside impossibly big. In other tales, it's a crude shack leaning against a tree. In still others, they huddle around a cookfire in a willow's shade, no real shelter to speak of.

The surest way to find the Witches is to seek out a fen-troll and convince them to guide you. They all know the way, though one should expect mischief.

Mind your manners

The Willow Witches observe the old ways of hospitality. Any who approach peaceably and invoke the guest-right are welcome to eat their food and shelter under their roof (such that it is). The Witches will do no true harm unless the guest first violates the rules of hospitality by…

  • initiating violence;
  • threatening the Witches or their guests;
  • stealing; or
  • insulting the Witches' hospitality.

The Witches delight in provoking guests:

speaking in riddles, asking about shameful secrets, offering disgusting victuals or shabby accommodations, showing glimpses of horrors that are gone when one looks again. The humble, patient, and wise do well. Hot-headed, prideful fools do not.

The price

Whatever one asks of the Willow Witches, they require something of similar value.

Tailor the price to the character. It's not about what the Willow Witches want or what they'll do with it. It's about sacrifice.

It's about what the seeker is asking for, and what it's worth to them.

The Witches might ask for…

  • a promise, to be fulfilled now or later. Renege, and calamity follows. "The axiom of local contagion? Such fancy words for so simple a thing. We can teach you, yes, but you must swear to never again open a door without its owner's permission."
  • a possession, worth at least as much to the asker as that which they ask for.

"You seek a weapon against the demon?

Ah, yes, the Twisted Spear! We can show you where it lies, take you to it. But what will you give us in return? That mantle you wear, the one with teeth and the hungry ghosts? Give us that."

  • something strange, fraught with potential consequence. "You seek to appease the anger of the forest? Tsk tsk, its anger cannot be quelled. But you can throw off the scent. Merely chew off your own shadow and let us dispose of it. Hmm? No, of course you can, here, let us show you…"
  • a personal sacrifice, bloody and visceral. "You wish to know what the old runes say? Surely your right eye is a bargain for such wisdom. Or the left.

We are not picky."

  • a personal sacrifice, something intangible. Work with the player to change their instinct, swap their stats, or lose one of their moves as a result.

"You seek a way to defeat the King of the North? We can tell you, yes. But it will cost the memories of your father, and the kindness he showed you."

  • a sacrifice, but of something not truly theirs to give. "You want your eye for beauty back? Hm. You choose the price: your tall friend's kind heart, which you treasure so. Or your parents' love. It's beauty you seek, and like must pay for like, after all."

Whatever the PCs ask for, it should be a meaningful decision whether they pay the price. Don't ask for something you know they'll never give up, and don't ask for something they won't miss anyhow.

If the Witches like someone—if they've been humble, well-mannered, and wise—then they'll be clear and upfront about the costs and what they're offering, and maybe suggest another course of action. Otherwise, the Witches will be cagey about the costs and all too willing to let them have something for cheap if they know that it will lead to ruin.


Willow Witch

Group, primordial, cautious, devious, organized, magical, all-wise

HP 16; Armor 4 (wards, resilience), 0 vs.
Special Qualities impossible to deceive or surprise; divide damage taken equally between the three witches (round down)
Instinct to enforce the old ways, the old rules

  • Frustrate, annoy, or provoke someone

black iron Damage gnarled fists and fingers w/ disadvantage (hand, forceful, grabby)

• Twist someone's perceptions

• Vanish, be elsewhere

• Turn someone into a swamp creature

Tip: use a different voice and different physical position (left, center, right) for each witch, and shift between them as you talk, sometimes mid-sentence.

When you press or entice the Willow Witches into changing their price or altering their deal, don't roll. They will not be budged; the price is what it is.

Dangers

Treacherous terrain

  • Quaking bog: wobbly footing, sometimes thin enough to fall through
  • Deep, sucking mud
  • Slippery footing
  • Thin ice cracking open
  • Fallen logs or furrows hidden by grass or mud
  • Thorns, spines, brambles
  • Venomous snakes, underfoot or hiding in hollows
  • Poisonous plants that cause rashes, blisters
  • Fog and mist, or blanketing snow, obscuring all of the above and worse

Swarms

  • Midges or mosquitos—annoying, distracting, painful, diseased
  • Leeches—clinging to anything that gets in water
  • Starlings—obscuring, drowning out sound, buffeting, possibly possessed by a grwgnach

Disease

Sickness can come from bad water, bad air, tainted food, and blood-sucking vermin. It's especially risky to have open wounds—in these conditions, it's all too easy for them to go rotten.

  • Show that they've been exposed/infected
  • Hit them with minor symptoms (mark miserable)
  • Have symptoms worsen (mark another debility)
  • Deny them rest

The best treatment for disease is rest, clean food, water, and air, and treatment with the proper herbs. Someone who pushes on through serious symptoms is likely Defying Danger (the danger that being that they get worse, or suffer complications).

To name a disease, or describe its symptoms, mix and match 2-3 of the following:

ague, angry, black, blisters, blood, blue, boils, breath, burning, chills, cold, cough, cramps, crows, dry, eye(s), festering, fever, fingers, fluttering, flux, foot, itching, lung, midge, milky, mouth, muddy, oozing, phlegm, pickled, pink, pox, rash, retching, rot, running, runs, scalp, shakes, shivers, skin, snot, sores, spit, spots, sweats, tears, tick, toad, toes, tongue, tremor, trots, warts, weed, weeping, welts, wet, wheezing, wound, yellow

Consider rolling the Die of Fate to see how serious the symptoms are and how hard the disease is to treat.

Something interesting: You know what this disease is called, its symptoms and typical course, maybe even what causes it. Something useful: You know how best to treat it, what herbs to use and where they might be found.


Fen Blight

Threat (affliction)

Instinct to strip away its victim's humanity

Those who spend significant time in Ferrier's Fen might find themselves… changed.

Marshedgers tell many tales about what causes the blight, and what will protect from it, but even the most careful fen-walker will sometimes start to feel the changes.

Monsters


Fen-troll

Solitary, large, corrupted, hoarder, gluttonous, stealthy

HP 16; Armor 1 (thick hide)
Damage bone-snapping grip (hand, close, grabby, forceful), rending maw (hand, messy, 1 piercing)
Special qualities sharp senses, horrid odor, ashamed of its visage
Instinct to fill its belly and jealously guard its hoard

  • Approach a victim from cover of dark, or fog, or murky water
  • Demand treasure to let them pass unharmed
  • Probably try to eat them anyway a rough shape, half-forgotten words, a terrible anger at what it has lost.

They were human once, corrupted by the Fen and the foul forces flowing through it.

Little remains of that humanity, though:

They prize finery and mundane goods, anything that reminds them of their former life. Even more, they long for human connection. But hunger, shame, and greed usually lead them to lash out at any who show them kindness.

The Gliomor

Solitary, large, cautious, terrifying, ancient

HP 22; Armor 3 (carapace)
Damage smaller claw (reach, grabby), bigger claw with advantage (reach, forceful, messy, 3 piercing)
Special qualities heals injuries in a few hours, regenerates limbs in a few days
Instinct to eat pretty much anything

  • Poke its eyestalks out of the water or above grass
  • Burst into view, making the mind reel with horror
  • Scuttle back quickly, to escape danger or to drag off prey
  • Spew forth a cloud of sickening, blinding, corrosive goo: damage (area, close)

An enormous albino crayfish, older than the Fen itself. If you encounter it, pray it's not hungry. But fat chance of that.

Snaplilies

Damage snapping "jaws" (hand, grabby)
Instinct to latch on and drag down

  • Blend in with a field of lily pads
  • Snap shut on a frog or bird, disappearing before anyone sees
  • Snap tight on a limb, yank down
  • SNAP SNAP SNAP on someone who trips and falls among them: damage w/advantage (grabby, messy)

They blend right in, really. But when anything bigger'n a bug lands on one, SNAP, just like a bear trap, the vine contracting and pulling prey underwater. It's a lethal trap for a small creature. For a human?

Just a painful mistake. Unless you panic, of course, or flail, or trip. So just, you know, stay calm.

Suarachan Hunters

Group, stealthy, cautious, organized, amphibious

HP 6; Armor 1 (scaly hide)
Damage cudgel (close, crude), snapping tongue (reach), poison blowgun needles (near)
Special qualities excellent night vision, salt burns their skin
Instinct to bring home captives for sacrifice

  • Surround their quarry unnoticed
  • Leap a shocking distance
  • Club someone senseless on the head
  • Tie a fast knot

They're tall as a short man, hunched on too-long legs and too-long arms. A toadlike head juts forward from broad shoulders, the eyes entirely too big, the mouth entirely too wide. They're covered in moist scales and horn-like growths, and draped in belts and bandoliers of woven grass.

These are the suarachan most often encountered, the ones that raid Marshedge and the ones that fen-walkers most fear.

Truly, they spend more time fishing and hunting than seeking sacrifices, and they're just as happy to claim a deer as a man. But deer are harder to catch, on the whole.

Suarachan Singers

Horde, amphibious

HP 3; Armor 0
Damage fists and bite w/ disadvantage (hand), snapping tongue w/ disadvantage (reach)
Special qualities excellent night vision, salt burns their skin, mutations
Instinct to sing the eternal lullaby

  • Drown out all other noises with their song
  • Raise a shrill call of alarm
  • Scuttle away and hide
  • Keep a prisoner living, long enough

There are places in Ferrier's Fen where horrors sleep, where the Things Below dream unquiet. The air in these places thrums with frog-song, so deep and so loud you can barely hear yourself think. But it's not frogs singing. It's the suarachan.

The suarachan believe that their songs keep the Things Below quiet. And they hope that their sacrifices—given in bulk in late autumn—will keep their dark gods satiated while the suarachan sleep through winter.

Most suarachan bear mutations: extra legs (often twisted and useless), overgrown or atrophied limbs, missing or extra eyes, strange growths, etc. The most mobile become hunters, but the chorus welcomes any suarachan that can sing.

Suarachan Soothsayer

Solitary, corrupted, cunning, magical, amphibious

HP 12; Armor 0
Damage poisonous skin (hand), snapping tongue (reach)
Special qualities excellent night vision, salt burns their skin, marked by the Things Below
Instinct to mollify the Things Below

  • Secrete various poisons: debilitating, hallucinogenic, deadly
  • Commune with outsiders via poison-induced visions
  • Use a gift of the Things Below

A few suarachan—one or two per chorus—have bright, colorful scales that ooze with slime. They will often ingest their own hallucinatory toxins, communing with the horrors that lay sleeping, shushing them and soothing them, and promising them meals of screaming flesh, soon, soon.

The suarachan lack language, per se. They can communicate basic concepts via their songs, but true communication requires a soothsayer's touch.

When you are affected by the hallucinogenic poison of a suarachan soothsayer, you can perceive spirits around you and speak to those who are active, as well as others affected by the poison. When the poison wears off, mark a debility (dazed if it's available).