The Continent of Faerie Was Colonised Once Before, by a Nameless Race Of
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The continent of Faerie was colonised once before, by a nameless race of men who sailed west across the trackless Atlantic in the time before the Romans came to Britain. Their dykes and dolmens still scar the land. Their degenerate descendants, the Hairy Men, fell to worshipping pagan gods and became little better than beasts. By the time of St. Brendan the Navigator, who first claimed the continent for Christendom, they were too deeply steeped in sin to greet him with anything but sticks and stones. The Marcher Lords followed in Brendan’s wake. They hold their corner of Faerie in the name of England’s king, though not a man among them is certain of his name. They keep the peace, suppress the Hairy Men, mount pointless campaigns against each other and sponsor doomed military expeditions into the western wilderness. Their peasants labour as thanklessly as they would in any other feudal state. A steady stream of exiles, rogues and outcasts arrive in the eastern harbours, fleeing persecution or seeking fortune. Time flows differently here. A man may return to England after years of adventure to find that only a night has passed, and the warrant for his arrest is just as active as it was the day he left. PCs are more likely to be bandits or militiamen than knights. All clerics are Christian, but may have different powers depending on the saint they are devoted to. Magicians tend to have fey blood. Each Lord only controls about a single six-mile hex - the Marches are largely unpoliced, and taking a message to another Lord is an adventure in itself. Rivers, and the tidal strait that separates the isle of Develsey from the mainland, lie between hexes and are difficult to cross - roll on the crossing encounter table at the end to see what’s there. The green line is Daffyd’s Dyke, an earthwork of the nameless race - no iron can pass across it. Gatemarch, in 0310, is a natural starting point if the players are recent arrivals to Faerie. The Fens look like the cold marshes of Norfolk. The Mountains look like the barren peaks of Snowdonia. The Downs look like the chalk hills of Sussex. The Woods look like any patch of forest in England, it’s all pretty good. MAP 0004. ASPIDOCHELONE. Huge fish masquerading as a rocky island. In the little cottage on his back lives Judas Iscariot, looking like just another hermit. He has recently escaped from Hell and is hiding out from the Devil. He will try to get rid of his thirty pieces of silver - the Devil can smell them and will come after anyone who’s got one of them. You can only lose them if they’re stolen or if you pay someone to do something evil with them. 0005. CAVE WITCH. Witch who lives in upside-down cottage on the roof of a cave. Keeps upside-down beehives. Candle made of her own fat, with upside-down flame, stuck in a hole in her skull. Can speak to smoke. Wants a virtuous soul so she can get into Heaven. Sister of the witch in 0105. 0006. HERMIT. Hut of a naked raving hermit who talks to falcons. Claims, falsely, to once have been a great knight. Has a magic sword from the nymph in 0207. 0007. RED KNIGHT. Fat redbearded knight, Sir Ruddigut, on a very small pony, chased by a panicked squire on foot. Cursed by the witch in 0105 to commit one evil deed a day or perish in horrible agonies, as punishment for kicking her cat. Looking for the witch so he can beg her to free him. Hasn’t committed his evil deed yet and is hoping for an innocent traveller to turn up so he can murder them - just hurting them would also work, but better safe than sorry. 0008. LONE MENHIR. Menhir on hillside. If two people spend the night sleeping beneath it, one will become a great poet while the other will go insane. Lunatic with a sharp rock standing over the bloodied corpse of a woman with a piece of parchment clutched in her dead hand. The parchment holds three lines of amazing poetry. 0009. BOGMAN MINES. Bog thralls pretending to be ordinary miners, sinking shafts deep into the earth. Their plan is to dig into Annwn, mount an invasion and rescue Vordicca, last empress of the nameless race, who made a pact with Arawn, prince of the underworld, and was taken below to serve as his deathless bride. She planned this all in advance and is playing a very long game. See 0011, 0108. 0010. GORSE FIRE. Heather moor. Shepherd trapped atop a tor, surrounded by acres of burning heather and gorse. Burning thorns, choking poisonous smoke. If left alone he will suffocate to death before the fire burns itself out. Moor is in a valley and approaching PCs can see the whole scene at a glance. 0011. VORDICCA’S TOMB. Tomb of Vordicca, last empress of the nameless race. Inner chambers sealed away by huge stone doors that require gigantic strength to shift. Anyone getting past them will find her stone coffin empty and a narrow crack in the wall that belches up foul-smelling air. In her last days Vordicca made a pact with Arawn, king of the underworld - she would enter her tomb alive and he would take her below the earth to serve as his deathless bride. The crack leads to Annwn, kingdom of subterranean abundance, where stunted dwarves roast bats on spits and grow black pomegranates in sunless fields. The souls of pagans and sinners pass through here on their way to Hell, even further below. Arawn keeps the most talented ones to serve at his banquet table. He maintains an ambassador in Gatemarch (0310) and leads the Wild Hunt, sometimes riding out to capture more souls. See 0009, 0314. 0012. SHEPHERD PIPER. Heather moor. Shepherd sitting in the shade of a tor, playing his pipe, trying to compose a tune for his boyfriend. The crickets sing in harmony with him. He’s poor but he knows a lot about the area and would make a helpful guide. 0013. CANNIBAL HAG. Lair of a cannibal hag with iron teeth. Kidnaps men, forcibly marries them, slowly eats them over time. Also eats kids. Has a captive priest to make the weddings legitimate. 0014. SALMON OF KNOWLEDGE. Hunchback by the side of a lake. He is fishing for the Salmon of Knowledge, which ate the nine sacred hazelnuts of wisdom and will confer all the knowledge of the world onto anyone who eats its flesh. He’s been here for seven years and thinks he needs more attractive bait. 0102. ORK BEACHHEAD. 6d6 orks of Neptune - like normal orcs but with gills and barnacles - have set up a permanent camp here. Longhouse made from a wrecked ship, tents made from rotting sailcloth, livestock corral made from driftwood with 2d6 sheep and 2d6 peasants inside. Whole thing surrounded by hastily-dug moat with sharpened stakes just below water’s surface. Big fat ork chieftain sleeps in the longhouse’s hull, cuddling up to giant lobster pet. Loot from raids and shipwrecks is brought here. See 0302, 0405, 0603. 0103. STUCK GIANT. Giant sunk waist-deep in mud. Has been stuck there for the last hundred years or so. Ravenously hungry - can’t stop himself from trying to grab and eat anyone who gets within arm’s reach. Happy to talk to anyone else, but will try to lure them closer. Promises treasure to anyone who can get him out. 0104. BARGE GYPSIES. Camp of gypsies in house barges. Tell fortunes, sell potions, pay decent prices for stolen goods. One of the barges is a prison containing a knight that the gypsies are holding for ransom. Fortune teller holds an icon of Saint Elvis, who was suckled by wolves - see 0111. 0105. MARSH WITCH. Witch sitting on front porch of webfooted hut, fishing and smoking a pipe. Loves smoked fish, blue cheese and fruitcake. The moon is in love with her and will control the tides at her command. Her beloved familiar is a black cat with a white spot on its chest, the second son of the King of Cats, which preys on the field mice in 0206. Sister of the witch in 0005. 0106. MAENADS. Peasant women holding a wild bacchanalia, drunk and frenzied, tearing a captured knight limb from limb and painting themselves with his blood. 0107. ADDANC. Lake haunted by an addanc - a venomous fish monster that’s only visible through holes in objects. Steals the villager’s sheep and children. 0108. BATTLE BOG. Peat bog, site of an ancient battle. Thousands of warriors are mummified beneath the peat. The local villagers dig the mummies up, powder them, dissolve them in alcohol and sell them as medicinal tinctures. They have powerful narcotic and restorative properties, but they’re addictive and anyone who takes too much will be possessed by the spirit of a bog person, becoming bog thralls. The chief of the village knows this but he’s making enough money not to care, and he gets on with his possessed wife much better than he ever did before. The bog thralls have a plan to restore their ancient empire. See 0009. 0109. BOG GIANT. Villagers slowly excavating a mummified giant from a peat bog. They want him whole as a gift for the Lord of Longmarch (0113). 0110. CANNIBAL CLAN. Incestuous clan of cannibal rapparees (bandits) who live in filthy, low-ceilinged caves and kidnap travellers for their larder.