South Manmarch

If you descend from the Steplands to the southeast, you'll find yourself on a rolling prairie. The ground slopes gently down toward the east, to the banks of the Dread River.

Travelers and merchants aplenty cross these plains. They come north, from Lygos and the civilized south, heading north to the Highway and from there to Marshedge.

Or they head the other way, bearing herbs and textiles, metals and gems, back to the southern cities. Or they come from beyond the Highway, from the North Manmarch, to hunt or trade or raid.

But for all those who pass through the South Manmarch, few call it home. Sure, the Hillfolk graze their herds here in the warmer months. And some new settlement is always popping up. But the land is dotted with burnt-out homesteads and ruined forts: a mute testament to those who have tried to settle here before. Tried, and failed.

Impressions

Always

  • The eternal, unresponsive sky
  • Shallow, rocky soil broken by outcrops of white limestone and gray shale
  • Smoke from a lone homestead, overlooking a watercourse
  • A stream or dry gully, winding lazily down toward the Dread River
  • An abandoned, collapsed longhouse
  • A Hillfolk horseband, watching from higher ground

Spring

  • A mottled carpet of new grass and wildflowers—yellow, pale green, lilac
  • Pocket wetlands, home to nesting ducks recently returned from the south
  • A great cloud of birds, bursting forth from the brush

Summer

  • Squinting into a blinding sky
  • The fervid and unrelenting chorus of summer insects, shifting in tone and rhythm with time of day
  • Tallgrass in full flush, waist-high and rippling in a southerly wind.
  • A mob of white-tailed deer or mighty elk, grazing on a long slope

Autumn

  • Grassheads gone rust-colored, stalks still green
  • A streamside stand of cottonwoods, glowing gold in the dusk light

Winter

  • Days of scouring, southwesterly wind
  • Powdery snowdrifts, stretching leeward from ripples in the landscape
  • Patches of dead grass, showing orange through the snow

A long-disputed land

Before the Cataclysm the Dread River formed the eastern border of Stone Lord territory. After the Stone Lords fell, the Barrow Builders fought each other back and forth across this expanse, grinding themselves down, like shards of shale abraded to dust over time.

Now, the South Manmarch is the border between the civilized south and the hinterlands of the World's End. It's a lawless place, full of dangerous beasts and even more dangerous people. Nomadic Hillfolk claim much of the region, and bandits are a constant threat.

And yet, the lure of the prairie is great.

Every year or so, someone tries to carve out a piece of for themselves. A new settlement might be:

  • A family from Marshedge or the North Manmarch, starting their own farm
  • An ambitious Lygosi merchant, investing in a new trading post or caravansary
  • Some would-be chief or warlord from the Manmarchers, building a new hamlet or hillfort
  • The conquering armies of the South, establishing a foothold Such settlements rarely last. They fall prey to natural disaster or roving beasts, to rivals or bandits, or to the certain wrath of the Hillfolk who claim these lands as theirs.

Or perhaps, if you believe the stories, there's something darker afoot. Perhaps these lands really are haunted. Haunted by the numerous souls who've died here. Or by foul things, slithering out of the Dread River. Perhaps the land is cursed, and no settlement can ever survive. Perhaps.

The Flintwash

Draining out of the Steplands and into the Dread River, this watercourse draws thickets, copses of cottonwood, wildlife, and wanderers to its gentle banks. The Hillfolk call it Maengwalc in their own tongue—"Flintwash," after the stony plateau from which its headwaters spring.

Hundreds of rills and brooks feed the Flintwash, and in its lower reaches, it's quite broad and difficult to cross. Yet ways do exist. How might a traveler get from one side to the other? Ask a PC who would know, but perhaps there is…

  • an old bridge from the time of the Makers;
  • a newer bridge, built at great expense by some southern merchant or noble;
  • a shallow ford; wide, rocky and usually safe;
  • a ferry, run by enterprising souls;
  • some combination of the above; or
  • something else entirely.

Questions

  • Who did you know who tried to settle in the South Manmarch? What fate befell them?
  • What bandit crew is currently the most feared? Who leads them, and what makes them so dangerous?
  • At what landmark do merchant caravans typically encamp? Why do they stop there?
  • What landmark does everyone who travels these lands know to avoid? Why?

Hooks

  • Someone has seized the Flintwash crossing, and is charging exorbitant tolls
  • An ambitious chief from the North Manmarch is sending settlers south of the Highway
  • The PCs eagerly await a caravan, but it gets waylaid by bandits
  • A ruin in the region becomes a place of pilgrimage, drawing the faithful of Helior/Aratis from all over

Terrain

Pick 1 or combine 2, or have someone roll the Die of Fate () once or twice.

Terrain
1Ash field/barrens/sand/rocky stretch
2Burrow/dugout/warren
3Sodden soil/mud/pocket wetland
4Spring/pond/creek/stream/river
5-6Open meadow, waist-high grass
7-8Shortgrass prairie, vast and open
9Footpath/wagon ruts/trail
10Tree(s), savanna, thickets
11Gentle slope/low ridge/small hill
12Steep slope/rocky outcrop/large hill If you like, roll for size/scope/intensity.

Discoveries

For any one 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.)
3Useful or valuable flora
4beast (see below)
5An encounter (see below)
6A point of interest (next column)
Beast
1-3Mostly harmless but prone to bolt: deer, hares, prairie dogs, birds, etc.
4-5A herd: aurochs, goats, sheep, wild horses, etc.
6Something big and majestic: a brawzbedr, a giant ibis, a horned drake, a thunder drake, etc.
Encounter
1Hillfolk: encamped, herding, hunting, on patrol, come to trade, or maybe on a raid
2Merchant caravan, coming or going
3Bandits, encamped, scouting, returning from a raid
4Settlers, hoping to carve out a home here
5Someone in dire straits; roll again to see who
6Spirit of the wild, curious or indifferent
Point of Interest
1A place corrupted by the Things Below
2A tomb, site, or artifact of the Barrow Builders
3A battlefield or remains (below)
4A ruin or fortification of the Stone Lords
5A place sacred to the spirits of the wild
6A new settlement
Battlefield or Remains
1Truly ancient: from the time of the Makers
2From the Time of Cataclysm, when humanity rebelled and woke the Things Below
3-4From a conflict among the Barrow Builders
5-7From a previous attempt at settlement: burnt out, collapsed, overgrown
8-10Recent: Hillfolk, bandits, travelers, settlers, beasts
11-12Very recent: the buzzards and crows still feasting Many such places are haunted by the dead.

Dangers

Hazards

  • Baking sun, no shade for miles
  • Nasty turn in the weather: lashing wind, bitter cold, blistering heat, sleet/ hail/rain/snow; lightning
  • Flash flooding in valleys/on slopes
  • Lack of shelter, water, or wood for a long-burning fire (try dried aurochs dung, if you can find it)
  • Hidden holes/burrows, twisting an ankle or worse
  • Prairie fire

Monsters


People

  • Hillfolk, if they're of a mind to do violence
  • North Manmarchers, heading south or defending a new settlement
  • Merchants from Marshedge, heading south or coming home
  • Southern merchants and their caravan guards, plus those traveling with them, like adventurers or an antiquarian
  • Armies of the south, coming north to exact vengeance, secure a resource, establish a foothold

Horned Drake

Solitary, huge, hardy

HP 24; Armor 3 (stony hide)
Damage trampling charge (hand, area, forceful) or horn gore (close, forceful, messy, 1 piercing)
Instinct to protect their young
by their young (group, large, hardy; HP 14
Damage
Instinct to get curious, to play fight), whom they aggressively defend.

  • Issue a honking call
  • Stand its ground, still as a rock
  • Lurch suddenly into a charge
  • Absorb raw elemental power (regaining HP)

The behemoth of the southern grasslands is striking for its great size, the quartz-like plates of its segmented hide, and its fearsome horns. The horns vary greatly from beast to beast, ranging from a single spike on its snout or forehead to a rack of five or six curved points edging the flanges of its massive skull. An intimidating beast, even at rest.

To the Hillfolk, the downing of a d'lkornek ("thorn-dragon") is a hero's feat, to be followed by a week of harvest and celebration at the kill site.

Something interesting: Some scholars hold that the Stone Lords imbued horned drakes with elemental qualities. Specimens of their hide are commonly mistaken for dolostone or some other mineral, and Hillfolk prize their horns (Value 3).

Something useful: The horns of a d'lkornek act like power-crystals, but larger and with great capacity.

They are extremely dangerous to harvest; a wise butcher slowly bleeds away their energy over the course of days.

Adult horned drakes might be accompanied

Bandit

Horde, stealthy, cautious, devious

HP 3; Armor up to 2 (hides, shields)
Damage spear (close, thrown) or sling (near, awkward, reload)
Instinct to survive at the expense of others

  • Block passage, issue a blunt demand
  • Ambush under cover of darkness
  • Ransom the best, kill the rest

The Makers' Roads limit banditry throughout most the World's End.

Not so in the South Manmarch. Here, merchants travel without the safety of warded pavestones. And those merchants draw bandits like dung draws flies. They're motley crews, these bandits. Rogues from Marshedge. Deserters from the armies of North and South. Exiled Hillfolk. Scoundrels. Miscreants. Anyone who's willing to get their hands red, really.

Bandit Chief

Group, leader, stealthy, cautious, devious, organized

HP 8; Armor 3 (hides, shield, skill)
Damage spear (close, thrown, 1 piercing) or bow (near)
Instinct to live their best life beyond the reach of the law

  • Exude a brutal charisma
  • Demonstrate great skill at arms
  • Brook no disagreement

Every group demands a boss; the exiled and forsaken moreso. What makes this leader stand apart? (pick 2 or 3)

• Infamy, from deeds real or fabricated

• Fearlessness, borne of a veteran's confidence or amateur's stupidity

• Fragile alliance with a Hillfolk band

A spirit-of-the-wild familiar

• A sidekick, in the form of a sorcerer or spirit-talker