The Dread River

The Dread River is the eastern border of the World's End. It flows down from the Whitefang Mountains, through the North and South Manmarch (North Manmarch and 350), fed by numerous creeks and streams along the way.

Impressions

Always

  • From afar: a sense of stillness
  • As you get closer: the rush of the current
  • The far shore: ruin-dotted, lonely, mysterious
  • Near the water: an uneasy feeling, like anything could be in there—watching, waiting, hungry

Spring

  • The river swollen and flooded from snowmelt, spilling out over its banks
  • Swarms of flies, like clouds of smoke
  • The smell of mud and rotting fish

Summer

  • Brilliant green along the shores, sunlight sparkling on water
  • Endless chorus of waterfowl, starlings, insects, current
  • The occasional splash—just a fish, or a spooked turtle, maybe?

In its lower reach, the river itself is wide and deep, never less than a quarter-mile across and dozens—if not hundreds—of feet deep.

From afar, it appears placid and still. But it flows with a terrible and relentless current.

The western shore alternates between wetlands, wide-open flood plains, and rugged bluffs, ruins scattered all along its length. It would be an idyllic place to live, except that the length of the river is cursed.

Autumn

  • Riot of autumn colors along the shores, reflected in the water
  • Blankets of mist, hiding the river but amplifying its rush and gurgle
  • Honk and flap of waterfowl flying south, or wheeling overhead before alighting

Winter

  • White-capped trees and bluffs and slopes
  • Ice growing out from the shores
  • Slate grey water, more menacing than ever with the promise of deadly cold

Questions

  • What famous treasure is said to lie in the Ruins at Road's End?
  • What once drove you to spend a night encamped along the Dread River? What evil did you encounter?
  • Who do you know who once saw the Suileach, the Wurm with Two-Hundred Eyes? How did it change them?
  • Aside from empty ruins, what is noticeably strange about the lands across the river?
  • Does one cross the Dread River en route to Lygos? If so, how? And what separates the southern lands from those east of the river? Mountains? A desert? A sea?

Hooks

  • Bandits or cultists take up residence in ruins on the Dread River's shores.
  • The PCs acquire a cursed treasure, originally looted from the Ruins at Road's End.
  • Some fool is mounting an expedition to cross the Dread River.
  • People from east of the river land on the western shore.

The Ruins at Road's End

The Highway runs from Barrier Pass through Marshedge and ends at the Dread River. Where the road ends, there was once a sizeable city, a bustling hub of trade and learning.

The Tempest Lords called this city "Northernmost," for it was founded as their most far-flung outpost.

The Stone Lords called it

Aavonkaer ("River City"). To the Green Lords it was Pazara ("The Marketplace"). The Rime Lords called it Jalampravahati ("Through Where the Waters Flow").

Now, though, the city is called the Ruins at Road's End. For when the Stone Lords' servants rebelled and woke the Things Below, the Dread River belched forth countless horrors. The city's inhabitants were slaughtered in a single night.

Throughout the time of the Barrow-Builders, various warlords and would-be sorcerer-kings claimed the ruined city. They sought to recover the lost artifacts of the Makers, or to harness the city's restless souls, or to bend the horrors in the river to their will. Sometimes, they even succeeded. But never for very long.

The ruins sprawl for miles along the shore, and similar vestiges of the past are visible across the river. The legs of a once-mighty bridge still poke out from the water. Everyone agrees that great wealth and troves of lore remain among the crumbling walls.

But everyone also agrees that those old cellar holes and skeletal structures—along with anything dug out of them—are cursed.

East of the River

Beyond the Dread River lie more ruins, bluffs and woods, and gently sloping plains.

The Manmarchers migrated from east of the Dread River sometime before the Time of Cataclysm.

But if people dwell there still, they keep well away from the shore. And if any have ventured across the river and returned, they're keeping quiet about it.

Who or what lies east of the Dread River?

That's for you and your group to decide, but perhaps one might find…

  • the husk of a sprawling empire, home now to only jackals and wolves;
  • nomadic raiders, bloody-handed even by the Manmarchers' standards;
  • descendants of the Makers, greatly diminished, in isolated fiefs
  • a people in thrall to an undying sorcerer-king;
  • a land of horrors, thoroughly tainted by the Things Below;
  • a barren land, dead and still, bereft of spirits and magic;
  • the Forest Folk;
  • some combination of the above; or
  • something else entirely.

Terrain

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

Terrain
1Open water, who knows how deep?
2Rocks/eddies/rapids
3Waterfall/smaller stream feeding the river
4Swamp/drowned trees/logjam
5-6Shallows/marsh/mud/reeds
7-8Sandbar/beach/shingle/floodplain
9Slope/hill
10Bluff/promontory/rocky outcrop
11Caves
12Island 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.)
3Useful or valuable flora
4encounter (see below)
5-6point of interest (next column)
Encounter
1-2Big and dangerous beast, easily provoked: aurochs, boar, a cave bear, a thunder drake, a horned drake, etc.
3-4Game, mostly harmless and prone to bolt: deer, water fowl, rabbits, etc.
5People, exploring, in trouble, or hiding out
6Spirit of the wild, curious or indifferent
Point of Interest
1A tomb, site, or artifact of the Barrow Builders
2A site sacred to the spirits of the wild
3-4A ruin or fortification of the Stone Lords
5A ruin, site, or artifact of the Tempest Lords
6A ruin or artifact of some other group of Makers For any point of interest, decide or roll to see what taints it (if anything).
What Taints It
1-2The Things Below
3-4Death and the undying
5Both of the above
6Nothing, strangely

Dangers

Hazards

  • A stretch of water, and reason to brave it
  • A bluff to climb and a reason to climb it
  • Rockslides or mudslides
  • The river's current, surprisingly strong
  • Poor footing (mud, silt, branches, dropoffs) hidden by water/reeds
  • Winter ice, thinner than it looks
  • Swarms of midges or mosquitos—annoying, distracting, painful, diseased
  • Starlings—obscuring, drowning out sound, buffeting, possibly host to a grwgnach

People


Monsters


Cursed object

When you remove something valuable from the ruins that dot the Dread River, roll (+nothing, just roll). If you have warded yourself from the evil of this place, roll with advantage. On a 10+, your theft goes unnoticed, or at least unpunished; on a 7-9, the GM will choose (or ask you to roll for) a lesser curse; on a 6-, the GM will choose (or ask you to roll for) a greater curse.

Lesser Curse
1Food and drink become bland, then off-putting, then vile (yet you must still eat and drink)
2Nightmares plague you and those with whom you share a roof; restful sleep is fleeting
3Wild beasts attack you with unnatural frequency and focus; domestic beasts are agitated in your presence
4You age quickly, a year for every month
5You cannot abide the sound of singing/the touch of loved ones/ food cooked by another/any gift freely given/some other thing that ties you to other people
6You hear whispers and visions, urging you to do things
Greater Curse
1Horrors pursue you, intent on dragging you and the item back to the ruins, killing any who cross their path. Destroy or bind them, and more will come.
2You contract a disease; it merely makes you miserable, but infects those nearby with a deadly sickness.
3Those around you find themselves on edge, their emotions running raw, and are subject to whispers and visions. Unstable folk quickly succumb.
4You grow thin, haggard, and unwell. Mark a debility each week, which you cannot clear. Should you die, you become a revenant (Book I, Revenant), tethered to the item, obsessed with either protecting it or returning it to where it was found (your choice).
5Wherever you go, plants wither, food spoils, crops fail, beasts grow barren and sickly.
6Those who die in your presence are unable to pass through the Last Door. They linger as revenants or ghosts. Tailor a curse's specifics to the item, to where and with what it was it found. Incorporate the themes and aspects of any relevant entities. And feel free to create entirely new curses, riffing on the options above. How does one free oneself of a curse?

Possibilities include…

  • returning the item to where it was originally found;
  • destroying the item utterly: burning it, melting it, tossing it into lava, etc.;
  • packing it in salt and burying it at a crossroads;
  • driving a bronze spike through it, into an ancient elder tree;
  • ritually cleansing the item, binding the curse to an appropriate vessel, and burying/hiding the vessel somewhere; or perhaps
  • passing ownership of the item (and thus the curse) on to another willing party; they need not know it is cursed, but must claim the item as theirs.

Luglfsk

Horde, small, amphibious, corrupted

HP 3; Armor 1 (hide)
Damage electric shock (hand, reload), or chew (hand)
Special qualities lightning-proof
Instinct to feed

  • Sense a creature's electrical field
  • Stun or paralyze with a touch, bzzzt
  • Swarm a stunned creature

Each one is a few feet long, like a cuttlefish crossed with a giant maggot, squirming wet and gray, a face full of feelers whose touch stings like lightning.

They spend most of their lives in the water, congregating near power-crystals and aetherium artifacts that have been claimed by the river. They seem entranced by the passive energy, almost lulled to sleep. But when they sense something more dynamic, something meatier, they wriggle out of the water fast enough.

Some Hillfolk claim that luglfsk are just tadpoles, and tell stories of larger, many-legged terrors that fling lightning from face-feelers that stretch as long as a man grows tall. But those are probably just spook-stories to scare travelers. Probably.

Jellied Horror

Solitary, large, stealthy, amorphous, mindless

HP 19; Armor 1 (lacks organs)
Damage pseudopod (reach, hand, grabby, messy, 1 piercing)
Special qualities immune to stabbing; takes half damage from weapons unless they're forceful; acid-proof; harmed by chalk/quicklime/similar chemics
Instinct to seep, to consume, to grow

  • Lurk in water, moving slowly, seeking or waiting for food
  • Dissolve organic material—weapons, clothes, flesh, etc.
  • Engulf, damage with advantage (hand, messy, ignores armor)

Sometimes, the waters of the Dread River overflow their banks and flood the cursed ruins and tainted places. And sometimes, when the floodwaters recede, they leave behind… something. Something that just isn't right.

The Suileach

Solitary, huge, magical, terrifying, aquatic, corrupted

HP 26; Armor 2 (scales)
Damage jaws like a cave (reach, forceful, messy, 3 piercing) or thrashing coils (close, area, forceful)
Special qualities many-eyed; impossible to surprise
Instinct to dominate the Dread River

  • Sense an intruder upon its domain
  • Transfix someone with one of its myriad eyes (see below)
  • Drag intruders to their doom

It's a thing of legend. A great scaly wurm, they say, hundreds of feet long, festooned with eyes along its bulk. Hundreds of eyes, so very many. They say it sees all that happens along the river. They say it brooks no tresspass, that it drowns or devours all who encroach on its domain.

But that's not entirely true. Some folks have met the Suileach and lived to tell the tale, haunted by what they saw reflected in its eyes.

When you stare transfixed into one of the Suileach's eyes, mark dazed and pick 1:

• You see yourself, unburdened. Name an NPC whom you love; your heart grows cold to them. Then, gain a new move from your playbook.

• You see yourself as you might have been. Change your instinct and swap one of your playbook moves for another.

• You see your death, as it will occur. The next time you would roll for Death's Door, don't—you get a 10+. The second time you would roll for Death's Door, don't—you get a 6-.

• You see the truth reflected, darkly. The GM will tell you something interesting and useful, yet thoroughly disturbing.

Totnatter

Solitary, large, stealthy, terrifying

HP 16; Armor 2
Damage venomous bite (reach, close, hand, 1 piercing)
Special qualities thermal vision; extraordinary sense of smell
Instinct to toy with its food

  • Scent prey, track it down
  • Rattle its tail, paralyzing prey with fear
  • Pump them full of venom, then retreat
  • Follow, waiting for its prey to collapse

These grey-white rattlesnakes grow to absurd size, big enough to eat a boar, a deer, or even a person. Manmarchers say that they haunt the bluffs and ruins along the river, waiting months, years, or even decades between meals.

While most rattlesnakes rattle to warn off threats or predators, totnatter use their rattles to hunt. They delight in the terror their rattle causes, and use it even when they could just bite their prey unawares.

When a totnatter pumps its prey full of venom, start the following countdown: