North Manmarch
The North Manmarch lies east of the Great Wood, north of the Highway and northeast of Marshedge. Its western edge is made up of rolling hills, giving way to a wide, sparsely-wooded prairie that slopes gently towards the east. Many springs bubble up from the hills and flow eastward in tiny streams that feed the Dread River.
The region is heavily populated and small, well-armed hamlets dot the hills and plains.
Impressions
Always
- A wide-open sky, a sense that you can see forever
- Wagon-rut trails and well-worn foot paths stretching on and on
- Longhouses with steep, thatched roofs
- Smell of woodsmoke, dung, wet fur
- Huge rams pulling plows, wagons
- Scarred faces, hard glares, weapons at hand even while working fields
Spring
- Pale wildflowers bobbing in the wind
- Damp smell of mud or fresh-tilled earth
Summer
- Baled hay, laid out to bake
- Sun beating down on you, sweaty clothes sticking to you
Autumn
- Crop fields, neatly clipped after harvest
- A startled deer, bounding away
Winter
- Tracks in the snow: paw prints, hoof prints, foot prints, sled trails, etc.
- Twinkling stars on a cold night, sure sign of a coming storm
The Manmarchers
Thousands of people dwell here, spread out over hundreds of hamlets. Those hamlets cluster around a half-dozen larger, fortified settlements. These hillforts are home to chiefs who (ostensibly) protect the surrounding hamlets.
Manmarchers say "east of the river" the way others say "once upon a time." They migrated from across the Dread River long ago, before the Barrow Builders called up the Things Below and made the waters unsafe.
Names
Germanic-inspired: Alfher, Bathhilde, Berkhard, Bertrim, Clothar, Dagmar, Elfrida, Ganter, Gerhild, Hartig, Hilde, Hiltrude, Hramn, Ludig, Luise, Meike, Modd, Sabrinne, Swanhilde, Ulrike, Urrsla, Weillem, Wiland, Wulfrim
Lore
Everyone has heard of the Manmarchers' warlike ways. They fight mostly among themselves, the violence fueled by bloodfeuds, treachery, and ambition. The area might see a decade or two of peace, but only after war leaves the best part of a generation dead or maimed.
Something interesting: When one
Manmarcher kills or harms another in times of peace, the victim's family is owed a wergild—coin, livestock, or other wealth.
The victim's chief sets the wergild (usually Value 2, or Value 3 for a person of import).
Failure by the accused or their kin to pay is grounds for blood-feud.
Something useful: Scheming chiefs will justify violence by setting an unreasonable or highly specific wergild. Should the wergild be paid, though, the feud must be called off. A paid wergild is sacrosanct—a chief who ignores it invites a curse upon their people.
Questions
- How is the Manmarcher language different from that of Stonetop?
- When did the last round of fighting start among the Manmarchers? Has it ended yet?
- Who all did you lose to the violence? Which clan/family/chief is to blame?
- Which hamlet or hillfort do you hail from? What was it notable for?
- Do they worship ___ there? How does it differ from what's done in Stonetop?
- The Manmarchers fell trees from the Great Wood—did they break or just never have a compact with the Forest Folk?
- How do Manmarchers treat Green Lord ruins and artifacts? Do they shun them? Treasure them?
- What is this clan best known for? How can you tell them from other clans?
- What tells you that this land has been shaped by human activity, even though there's not a settlement in sight?
Hooks
- Manmarchers waylay a merchant south of the Highway, stealing something important/dangerous/valuable.
- News arrives that the kin of a Manmarcher PC (or important NPC) were butchered in the latest round of fighting.
- People are vanishing from some of the western hamlets, and the local chief seems powerless to stop it.
- Manmarcher refugees arrive in Stonetop, promising buried treasure to whomever avenges them.
- An ambitious chief has conquered three of the hillforts, and is preparing to move on a fourth. If they succeed, they will likely unite the Manmarchers,
and then what?
Terrain
Pick 1 or combine 2, or have someone roll the Die of Fate ().
| 1 | Spring/pond/creek/stream |
|---|---|
| 2 | Ditch/wash/gully/ravine |
| 3 | Copse/thicket/grove of trees |
| 4 | Steep slope/rocky outcrop/large hill |
| 5 | Gentle slope/low ridge/small hill |
| 6-7 | Open meadow, grass waist-high or shorter |
| 8 | Footpath/wagon ruts/trail |
| 9-10 | Farmland/pasture |
| 11 | Fence/low wall/embankment |
| 12 | Hamlet/hillfort/isolated longhouse |
Discoveries
For any one of these, pick 1 or have someone roll the Die of Fate.
| 1 | Change of terrain (previous column) and roll again |
|---|---|
| 2 | A chance for insight into a threat or danger (e.g. tracks that reveal numbers, whereabouts, etc.) |
| 3 | signs of violence (see below) |
| 4 | Beasts: maybe game (deer, turkey, pheasant, etc.) or a grazing herd watched by a youth and some dogs |
| 5 | Farmers: working the land, hunting, or heading somewhere |
| 6 | Warriors: not hostile, certainly wary |
| 1 | A ghost lingering near its murder, more confused than dangerous |
|---|---|
| 2 | A burnt hamlet, thoroughly looted, its inhabitants slaughtered |
| 3 | Dead bodies: burnt on a pyre, heads on spikes, swinging from trees, or left to rot |
| 4 | Survivors of a raid, some injured, likely desperate |
| 5 | Sounds of a fight, or calls for help |
| 6 | The dead from a recent skirmish, un-looted except by scavengers |
Hamlet
Here's a typical settlement:
Size hamlet (~25 to 75 souls)
Population +0
Prosperity -1
- Trade with other hamlets
Resources (pick 2-3)
- Livestock (pigs, goats, sheep, meat, milk, wool)
- Farming (wheat, barley, oats, honey, mead)
- Timber
- Trapping (fur, meat)
- Mining (amber, salt, and/or iron)
Defenses +1
- Warrior culture
- Iron weapons, wooden shields
- Protection from the local chief
Hamlets consist of a longhouse for each family and their livestock, plus smaller outbuildings (sheds, cellars, etc.), clustered together. Inhabitants work the surrounding 1-2 miles of land. Each hamlet bears the name of its most notable resident, possibly truncated, followed by "-hall" (Dagmarhall, Swanhall, etc.).
Hillfort
There are about a half-dozen larger, fortified settlements spread across the North Manmarch, each 20-30 miles apart. Most are in the western hills, but a couple sit on the plains to the east, at the western edge of the woodlands that overlook the Dread River.
Hillfort names might include: Wulfberg, Rabenberg, Eikelberg, Hokberg, Tiefberg, Baerinberg, Schutberg, etc.
Size village (~150 to 350 souls)
Population -1
Prosperity +0
- Trade with other hillforts
- Trade with Marshedge and/or Lygos (textile, spices, glass, herbs, finery)
Resources (pick 2-3)
- Taxes from surrounding hamlets
- Trades: smithing, tanning, pottery
- Livestock (pigs, goats, sheep, meat, milk, wool)
- Market (for surrounding hamlets)
- Timber
Defenses +2
- A dozen or so professional warriors
- Rotating recruits from the hamlets
- Iron weapons, wooden shields
- Series of earthen ramparts
- Palisades
Each hamlet is bound to one of the hillforts and its chief, through oaths or blood. The chief keeps a standing force of warriors, and is responsible for protecting their hamlets from other clans, or (when that's not possible) demanding wergild or exacting vengeance.
Trade & Barter
Commonly available
The following are special items in Stonetop, but commonly available in the North Manmarch—PCs can acquire them here without having to roll. They do need to trade something of equal Value. Stonetop whisky is usually in demand.
| Weapons of War | Value |
|---|---|
| ◇ Mace or flail, iron (close, forceful) | 1 |
| ◇ Battleaxe, iron (close, messy) | 1 |
| ◇ Sword, iron (close, +1 damage) | 1 |
| ◇ Warhammer (close, 2 piercing) | 1 |
| Armor | Value |
|---|---|
| ◇ Cuirass, boiled leather (1 armor) | 1 |
| Goods | Value |
|---|---|
| Salt (a little box) | 0 |
| Skin of mead, common | 0 |
| ◇◇ Firkin of mead, common | 0 |
| ◇ Salt (a pouch full) | 1 |
| Bit of amber | 1 |
| Barrel of mead, common (immobile) | 1 |
| Cartload of timber | 2 |
| Transport | Value |
|---|---|
| Wheelbarrow | 1 |
| Cart or sleigh (requires donkey/ horse/mule) | 2 |
| Wagon (requires horse/mule) | 3 |
| Spare parts for wagon/cart/sleigh (axles, wheels, etc.; ◇◇◇ uses, immobile) | 2 |
| Livestock | Value |
|---|---|
| Goat (sure-footed, curious, hungry) HP 3; Damage (hand); Instinct to explore; butcher for ◇ provisions (6 uses) | 1 |
| Pig (keen-nosed, stubborn, gluttonous, clever) HP 6; Damage (hand); Instinct to eat anything; butcher for ◇ provisions ( uses) | 1 |
Special items
The following might be acquired in the North Manmarch, in addition to special items from the Moves & Gear handout. PCs must roll Trade & Barter to acquire them.
When PCs Trade & Barter in the North Manmarch, they use the local Prosperity (-1 and disadvantage for a hamlet, +0 in a hillfort, by default). On a 6-, they don't mark XP, and if they want to sell/acquire it, they'll need to talk to the local chief.
| Goods | Value |
|---|---|
| Skin of mead, fine (◇◇ uses, share 1 use with someone to gain advantage to Persuade) | 0 |
| ◇◇ Firkin of mead, fine | 1 |
| Barrel of mead, fine (immobile) | 2 |
| Piece of amber, beautifully worked | 1 |
| Bit of silver and amber jewelry | 2 |
| Large chunk of amber | 2 |
| Chariot (requires horse/tonnerhorn) | 2 |
| Livestock | Value |
|---|---|
| Tonnerhorn (hardy, woolly, powerful) HP 7; Damage (hand, forceful); Instinct to protect its herd; can pull loads like a small horse | 2 |
Services and favors
The PCs don't need to roll Trade & Barter for the following, but they might need to Persuade the locals—even if they offer something of equal value. A likely way to convince them is to bribe the local elder, or get permission/backing from the local chief.
A hamlet that's well-disposed to the PCs might grant these favors for free, or without needing to be Persuaded, or at a reduced price.
| Service | Value |
|---|---|
| A night's food and shelter | 0 |
| A guide to the next hamlet | 0 |
| A laborer's help for a day | 0 |
| A crew of laborers, for a week | 1 |
| An armed escort for a couple days | 1 |
| A warrior to join you on a nice simple raid | 1 |
| A small crew, for a week or two of action | 2 |
| Someone to hide you from vengeance for a few days | 2 |
| A crew of toughs for a season of action | 3 |
| A fitting gift for a well-off chief | 3 |
| A compelling bribe for a well-off chief | 4 |
trade opportunities
If the PCs get a trade opportunity (from the Seasons Change move), the Manmarchers might offer the following:
- A good exchange rate, two or even three Value 2 items for 1 Surplus
- A pouch full of amber (Value 3) ◇ in exchange for help getting vengeance against a rival clan or chief
- A small herd of 6-12 tonnerhorn (Value 3 total), for 1 Surplus and help with a problem
- An arcanum of the Green Lords, Stone Lords, or Things Below
Dangers
Hazards
- Nasty turn in the weather: lashing wind, bitter cold, blistering heat, sleet/ hail/rain/snow; lightning
- Flash flooding in valleys/on slopes
- Prairie fire on the plains
- Mudslides and rockslides on the hills
- Fire in a hamlet or hillfort
Monsters
- Predators: pack drakes, cougar, feathered drakes, or wolves, maybe even a kleztigr
- Big ornery beasts: boar, cave bears, or thunder drakes
- Chimerae of the Green Lords, unearthed by recent logging or mining
- Ghosts or revenants, lurking near old battlefields or places of bloody, one-sided slaughter
- Emanations of the Things Below, especially near the Dread River
- Spirits of the wild in the lonely, untouched places
- Terrors come down from the Whitefang Mountains
Chief
Chiefs are the closest things the north has to rulers. The position might pass down to children, or be voted on by the hamlets, or picked from the chosen shields, or taken by cunning or force. Some chiefs are foolish or weak, but they do not last long.
For any given chief, pick or roll 2-4 strengths and 1-3 flaws.
| 1 | The backing of another chief |
|---|---|
| 2 | A black, fearsome reputation |
| 3 | A bloodline full of heroes |
| 4 | Coffers dripping with silver and amber |
| 5 | The courage to try new things |
| 6 | Deep, deep cunning |
| 7 | Many bloodthirsty warriors |
| 8 | A pet sorcerer/spirit, or a powerful artifact |
| 9 | A silver tongue, or regal presence, or both |
| 10 | Strength-at-arms worthy of the songs |
| 11 | An utter lack of scruples |
| 12 | The well-earned loyalty of their followers |
| 1 | Debts owed |
|---|---|
| 2 | Difficult/bickering/ambitious underlings |
| 3 | A reputation for faithlessness |
| 4 | Few warriors who will answer their call |
| 5 | Frailty, from age/sickness/corruption |
| 6 | Many who curse their name |
| 7 | The need to prove themselves |
| 8 | Overconfidence; a belief in their own songs |
| 9 | A rigid sense of honor |
| 10 | Seething, venomous ambition |
| 11 | A temper to rival Tor's |
| 12 | Utter lack of a warrior's skills |
Chosen Shield
HP 6; Armor 3 (iron hauberk, shield)
Damage iron battleaxe (close, messy, 1 piercing), spear (close, thrown, 1 piercing), knife (hand, 1 piercing)
Instinct to suffer no insult or disrespect
- Lash out with sudden, casual violence
- Fight with grim purpose or reckless abandon
- Pry apart an enemy's defenses
The chosen shields are a chief 's best: the most loyal, the bravest, the bloodiest.
They're professional fighters, their chief 's bodyguards, enforcers, and lieutenants.
They sit closest to the chief by the fire, and share the best haunches of meat.
They take a share, too, of their chief 's loot and their chief 's glory. The wise chief lets them have it, for a chief is nothing without their chosen shields. And when a chief is toppled, it's usually one of their chosen shields that does the toppling.
Manmarcher Recruit
HP 3; Armor 2 (thick hides, shield)
Damage iron battleaxe (close, messy), knife (hand), or javelins (thrown)
Instinct to prove themselves, one way or the other
- Boast and brag
- Form a ragged shield wall
- Hesitate
- Act rashly
Every able-bodied youth does their turn at their chief's hillfort. They spend a year or two drilling, marching, learning the spear, and standing in the shield wall. They sing songs, and talk big, and maybe even get their hands red. A few are picked for their chief's standing force, but most head home to their hamlets, prepared to defend their families and swell their chief 's ranks when called. That's the idea, at least.
Manmarcher Veteran
HP 3; Armor 2 (thick hides, shield)
Damage iron battleaxe (close, messy), knife (hand), or javelins (thrown)
Instinct to protect their homes, their kin, their honor
- Form/hold a shield wall
- Pick their battles
- Charge!
- No longer young, no longer eager or scared.
Just grim folk with something to fight for, something to lose. They might not be as spry as once they were, but they're no strangers to the black business.
Tonnerhorn
HP 7; Armor 0
Damage butt/gore (hand, close, forceful)
Instinct to protect its herd
- Relentlessly pull against a load or restraint
- Grunt, huff, paw, or bellow to make its displeasure known
- Smash into whatever offends it, repeatedly
Tonnerhorns are great big sheep, as big and strong as a donkey and twice as ornery. The ewes have good-sized horns, but the rams?
The rams' horns are massive, curved, and nigh-unbreakable. Which is good—for the rams at least—because they do love to just smack-smack-smack them into things.
Manmarchers raise them as beasts of burden, lashing them to plows, carts, sleighs, or even chariots. They bottle-feed the lambs and as a result, tonnerhorns are fiercely loyal to those who raised them.
They're all kinds of unfriendly towards anyone else.
War-chariot
HP 13; Armor 1 (wood/iron construction)
Damage trample and wheel-scythes (hand, close, forceful, messy, 1 piercing), or iron battleaxe (close, messy, forceful), or long bow (far)
Special qualities pulled by two tonnerhorns; carries a driver, two warriors
Instinct to rush inexorably forward
- Ride in broad arcs around the battle, peppering foes
- Ride down foes, filling them with dread
- Crash spectacularly, damage (area, forceful)
Most violence in the North Manmarch is small-scale, intimate even. A nighttime raid on a steading. An ambush in the hills.
A war-band's throats slit around their campfire. When chiefs do raise large forces, and meet on the open plains, well… they bring their very best.