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 ().

Terrain
1Spring/pond/creek/stream
2Ditch/wash/gully/ravine
3Copse/thicket/grove of trees
4Steep slope/rocky outcrop/large hill
5Gentle slope/low ridge/small hill
6-7Open meadow, grass waist-high or shorter
8Footpath/wagon ruts/trail
9-10Farmland/pasture
11Fence/low wall/embankment
12Hamlet/hillfort/isolated longhouse

Discoveries

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

Discovery
1Change of terrain (previous column) and roll again
2A chance for insight into a threat or danger (e.g. tracks that reveal numbers, whereabouts, etc.)
3signs of violence (see below)
4Beasts: maybe game (deer, turkey, pheasant, etc.) or a grazing herd watched by a youth and some dogs
5Farmers: working the land, hunting, or heading somewhere
6Warriors: not hostile, certainly wary
Signs of Violence
1A ghost lingering near its murder, more confused than dangerous
2A burnt hamlet, thoroughly looted, its inhabitants slaughtered
3Dead bodies: burnt on a pyre, heads on spikes, swinging from trees, or left to rot
4Survivors of a raid, some injured, likely desperate
5Sounds of a fight, or calls for help
6The 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 WarValue
◇ Mace or flail, iron (close, forceful)1
◇ Battleaxe, iron (close, messy)1
◇ Sword, iron (close, +1 damage)1
◇ Warhammer (close, 2 piercing)1
ArmorValue
◇ Cuirass, boiled leather (1 armor)1
GoodsValue
Salt (a little box)0
Skin of mead, common0
◇◇ Firkin of mead, common0
◇ Salt (a pouch full)1
Bit of amber1
Barrel of mead, common (immobile)1
Cartload of timber2
TransportValue
Wheelbarrow1
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
LivestockValue
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.

GoodsValue
Skin of mead, fine (◇◇ uses, share 1 use with someone to gain advantage to Persuade)0
◇◇ Firkin of mead, fine1
Barrel of mead, fine (immobile)2
Piece of amber, beautifully worked1
Bit of silver and amber jewelry2
Large chunk of amber2
Chariot (requires horse/tonnerhorn)2
LivestockValue
Tonnerhorn (hardy, woolly, powerful) HP 7; Damage (hand, forceful); Instinct to protect its herd; can pull loads like a small horse2

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.

ServiceValue
A night's food and shelter0
A guide to the next hamlet0
A laborer's help for a day0
A crew of laborers, for a week1
An armed escort for a couple days1
A warrior to join you on a nice simple raid1
A small crew, for a week or two of action2
Someone to hide you from vengeance for a few days2
A crew of toughs for a season of action3
A fitting gift for a well-off chief3
A compelling bribe for a well-off chief4

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


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.

Strength
1The backing of another chief
2A black, fearsome reputation
3A bloodline full of heroes
4Coffers dripping with silver and amber
5The courage to try new things
6Deep, deep cunning
7Many bloodthirsty warriors
8A pet sorcerer/spirit, or a powerful artifact
9A silver tongue, or regal presence, or both
10Strength-at-arms worthy of the songs
11An utter lack of scruples
12The well-earned loyalty of their followers
Flaw
1Debts owed
2Difficult/bickering/ambitious underlings
3A reputation for faithlessness
4Few warriors who will answer their call
5Frailty, from age/sickness/corruption
6Many who curse their name
7The need to prove themselves
8Overconfidence; a belief in their own songs
9A rigid sense of honor
10Seething, venomous ambition
11A temper to rival Tor's
12Utter lack of a warrior's skills

Chosen Shield

Group, organized, brave, vicious

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

Horde, young

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

Horde, organized, cautious

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

Horde, hardy, powerful, grumpy, loyal

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

Group, large, terrifying

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.