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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 ’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 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 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. Worship Arawn, to his displeasure. The patriarch, Sawney, is fiendishly cunning. His favourite wife is a Hairy Man.

0111. HAUNTED ABBEY. Heather moor. Ruined abbey, sacked by iconoclastic peasants ​ and haunted by a nun’s ghost. She wants her icon of Saint Elvis back. It was sold to a passing gypsy trader and can found in 0104.

0112. FLOODED MINE. Flooded mine, home to a huge red worm whose night-shrieks curdle ​ milk and cause miscarriages among the local peasants.

0113. LONGMARCH. Castle built into a dam that holds back a misty mountain lake. Leaks ​ must be constantly patched. The Lord of Longmarch lives in the castle’s walls. He believes that he is being persecuted by Rhitta Gawr, a giant who’s sewing a cape from the beards of lords, and that he’s only safe in small spaces. If presented with the head of any giant he will briefly emerge, and reward the giant’s killer, though inside a week he’ll forget it happened and revert to his paranoia. The children from his first marriage vanished long ago. His cruel second wife plots to establish her son as heir - he’s pale, autistic and still being breastfed. See 0313.

0114. STORM. Monastery on a lake island. The celibate monks are trapped inside by an ​ intelligent talking thunderstorm, who’s in love with their most handsome novice.

0202. CRABS. Low, rocky island covered with thousands of voracious black crabs. Green ​ glass statue of a woman lying in a tidepool in the centre - heavy, fragile, beautiful, valuable. At high tide the whole island is covered and the statue is several feet down below the surface, with crabs swarming over it.

0203. WINDMILLS. Windmills pumping the water out of a wide, shallow lake with ​ Archimedean screws, turning it into arable land. Irrigation ditches lead to the river. One of the windmills is broken - it’s been sabotaged by (tiny angry men), who still infest the machinery. A confused squire looking for his knight, who was last seen jousting the windmills. See 0304.

0204. GREENMARCH. Castle built in a swamp, slowly sinking, supported by a huge ​ structurally integral willow tree that’s gradually dying. The Lord of Greenmarch believes himself to be a jester, hired for his amusing similarity to the real Lord, who accidentally killed the Lord and was forced to take his place. He is terrified his subjects will discover that the real Lord is buried behind a tavern called the Jester’s Grave, getting pissed on all day by drunk peasants. He thinks this is why the tree is dying - in fact it’s being poisoned by his fat, bookish son, who’s madly in love with a swineherd and wants the castle to crumble so he can run away with her. His wife is utterly humourless and dedicated to charity work, personally washing the feet of lepers.

0205. STICKLEBACK NEST. A stickleback pike, five metres long, guarding its nest of weeds ​ and mud from a tribe of hooting Hairy Men who want to steal its eggs.

0206. MOUSE ISLAND. Island of field mice who’ve established a tiny kingdom. Want you to ​ slay a fearsome monster - just a black cat, but it’s a witch’s familiar. Only they know about the ancient trove of gold buried beneath the island. See 0105.

0207. SWORD NYMPH. A serene, quiet lake. If anyone approaches the lake a nymph will ​ emerge, offer them a +1 sword and tell them they’re destined to become the rightful king of all Faerie. If a party approaches, the nymph will only offer the sword to the most charismatic person.

0208. EAR . Dwarf sitting in a natural chair of stone. His ears are so sharp that he ​ hears every sound carried by the wind. Cruel and capricious - knows everyone’s name and blurts out people’s secrets just to see what will happen. Will gleefully list for you all the people who want him dead and how much they’ll pay for his head.

0209. FOSSIL MINE. An active silver mine. Miners go missing and are found several days ​ later, as fossils in the walls of fresh-dug shafts. This is the fault of an , a stone nymph, who thinks the men so beautiful that they ought to be preserved for eternity.

0210. BLIND KNIGHT. An eyeless knight - he slept in a sacred grove, in full iron armour, but ​ he left his visor open and the plucked his eyes out as punishment. Looking for a cliff so he can jump off it. Squire pretends to be a natural fool, is actually his daughter and is keeping him out of danger while pretending to lead him towards it.

0211. KNOCKER MINE. An active silver mine. The miners are having trouble with ​ knockermen, grizzled little men who steal tools, cause cave-ins and lead miners to veins of ore that seems valuable but are actually poisonous. The knockers are led by King Goldemar, who covets all the silver for himself.

0212. SWORD PRIEST. Naive young priest with a magic sword from the nymph in 0207, ​ agonising over whether or not to fulfil his destiny and become the rightful king of all Faerie. He runs a small church dedicated to Saint Columbanus, who harnessed bears to plows and turned the beer of pagans to water with his breath. The villagers of his parish don’t take him seriously and hold pagan festivals right in front of his face.

0213. . Fortified town. Harassed nightly by the dullahan - a headless rider with ​ flesh the colour and consistency of moldy cheese, carrying its grinning head in one hand and a whip made of a man’s spine in the other. It claims only one victim a night, calling their name to mark them and throwing blood over any witnesses so it can smell them out on later assaults. All locks and gates open before it. It is terrified of gold.

0214. SALAMANDERS. Pale, carnivorous salamanders who live in a cave behind a waterfall ​ and guard their pearly eggs with their lives. The eggs let you fly if they’re brewed into a potion with quicksilver - most wizards know this.

0302. SAFE HARBOUR. Fishing village on stilts. Pub called the Safe Harbour serves pale, ​ salty marsh ale brewed from mushrooms. Effects sneak up on the drinker - five pints have almost no effect, six knock you out. The villagers have cut a secret deal with the orks of Neptune - they set false lights to wreck ships, and deliver them kidnapped travellers, in exchange for being left alone. If the PCs get drunk and pass out they’ll wake up in the slave corral in 0102. A hedge wizard has been living for the last six months in a hut just outside town - he doesn’t drink alcohol and has no idea all this is going on. He’s studying the anaesthetic properties of the local fungus.

0304. BEACH. An elderly knight, on foot, chasing a wild horse along a beach. The ​ knight is short-sighted and thinks the horse is his. Actually the horse is a kelpie - if a woman tries to ride it, it will drag her under the waves and devour her. It has no interest in the flesh of men and wants the knight to go away. See 0203.

0305. SAD PRINCE. Clan of rapparees (bandits), led by black-clad self-proclaimed prince ​ with magic sword from the nymph in 0207. Actually a butcher’s son. Firm believer in his own destiny but paralysed into inaction by melancholy. Wants a wife even sadder than he is. Lives in a flat-topped hill that’s a fort of the nameless race - the tunnels underneath are mostly dry, but the prince is generally standing out in the rain.

0306. HAIRY DIVERS. Mud huts of Hairy Men who dive to catch eels and clams with their ​ bare hands. They’ve imprisoned a mercenary who came to claim the bounty on their pelts - her crossbow string rotted through in the damp.

0307. DEVIL’S ARSE. Sulphurous springs that sweat away illness. Beneath them, a ​ foul-smelling cave known as the Devil’s Arse filled with all the illness that has been sweated away, in the form of dripping black diseased blood. The cave is now so full of blood that it’s starting to boil over and erupt through cracks in the nearby hillsides.

0308. SWORD BOY. Shepherd boy with a magic sword from the nymph in 0207, on his way ​ to prove his destiny by climbing a high mountain and slaying the dragon that lives at its peak. No such dragon exists. He is not equipped for the weather and will die of exposure if he actually makes it up there.

0309. PUCA CIRCLE. A puca - creature that can take any shape but can’t tell any lie - ​ trapped in a stone circle. Wants you to tumble one of the stones so it can get out and continue wreaking mischief. Might pretend to be a knight who has been trapped in the circle by a tricksy puca.

0310. GATEMARCH. Castle built on a hill overlooking a wide natural harbour. The largest ​ town in Faerie and first port of call for any travellers from Christendom. The Lord of Gatemarch refuses to believe in magic and thinks all the world’s problems can be solved with pure reason. His court plays host to an elven ambassador from Annwn, whose magic he dismisses as mere trickery (see 0011, 0710). He is compiling a Domesday Book and wants someone to visit each of the other five Marcher Lords, collecting the record they’re supposed to keep of all the peasants in their demesne. He thinks this ought to be a fairly easy task. His wife is shockingly young, screams at the sight of children and was kicked in the head by a horse as a child. His infant son is a , and speaks in an adult voice when it thinks nobody is watching.

0313. CAVE HEIRS. Brother and sister living in a mountain cave, along with the old man ​ who raised them. Expert hunters and wrestlers - will stalk and assault passers-by just for the sport of it. Actually heirs to the Lordship of Longmarch (0113), though only the old man knows this - he kidnapped them when they were children and they have long been presumed dead.

0314. LOST . A barghest, a black, fire-eyed hound of the Wild Hunt, lost and ​ very far from home. Finding a way to return it to Annwn will earn you a favour from Arawn. Any mortal person who looks into its eyes will collapse with paralysing fear. See 0011.

0405. FLOODED GROVE. Mereswine (tusked porpoises) snapping at birds in the branches ​ of a flooded grove of oak trees. They belong to a couple of orks sitting on a fallen, half-submerged menhir, who are taking bets on whether they’ll succeed. The orks are not in a mood to fight but they won’t back down in front of each other. See 0102.

0406. SEDGE . Village overrun with hungry, carnivorous toads. Most adults fled or ​ dead, some children surviving in branches of tall tree. Close by, a stagnant lake - the nymphs who live in the slimy water have sent the plague of toads to punish a child who dared to steal their polliwogs.

0407. SLEEPING GIANT. Giant ensorcelled by elves into an endless dream. Fungus and ​ moss grow over her. There’s a Hairy Man living in her ear.

0408. OOZE DOLMEN. Burial mound of the nameless race. The bones of a warrior, still ​ adorned with rings of gold, floating in a huge translucent ooze that absorbed her instincts along with her nutrients and will fight to defend her treasure.

0409. CHILD KING. An granted a wish to a child and now the child is king of the village. ​ Anyone who disobeys an order from the child gets turned into a rabbit. Lots of rabbits running around. The elf is hanging out in a nearby grove, watching.

0410. GYPSY CARAVAN. Gypsy caravan camped by spring. Fortune teller. Hairy Man ​ juggler. Weeping fool with a donkey’s head. An elf princess is madly in love with him and has cursed him so his village sweetheart will turn away from him

0411. WIZARD DOLMEN. Burial mound of the nameless race. Long ago looted clean of all ​ treasure. Roof broken open, letting sunlight in. Home to a hedge wizard who is trying to decipher the wall graffiti. Pit in the back with a couple of skeleton warriors trapped in it - the wizard is also studying the magic that animates them.

0414. SHACKLED GIANT. Coastal causeway of hexagonal basalt pillars leading to a ​ sea-cave in which a giant is shackled with iron chains. The causeway and the cave are flooded at low tide - the giant’s nose is barely above water. He will plead to be let go. His crimes were too great to be named and if he is released he will immediately resume them. His heart can be found inside an egg in a bottle in a chest beneath a tree in 0607 - without it he cannot be killed.

0504. . 2d4 short hobbitlike people squatting on a beach, roasting clams over a ​ firepit. One is playing a flute. Empty sealskins lie on the sand nearby. These are selkies, and they’ve shed their skins to come ashore - if you steal their skins they’ll have to be your slaves, but the rest of their clan will try to rescue them. They are cunning and efficient rogues and they do not forget a grudge.

0505. GIANT SPIDER. Lair of a giant spider, served by the dessicated zombie-husks of its ​ victims.

0506. MUSHROOM RING. Ring of mushrooms. Traps any mortal man who enters it. ​ Currently holds a glum knight and squire who are being pelted with filth by Hairy Men.

0507. MERRY MEN. Camp of jolly pagan bandits who give to the poor and sacrifice the rich ​ to Arawn, king of the underworld. The Lords are offering a huge reward for the head of their leader, Rhodri the Green. Impersonating the opposite sex is one of her many crimes. Her band includes a half-giant named Little Louis, a scarlet-clad dandy named Shacklock and and the permanently drunk Friar Gest (see 1004).

0508. HAIRY PIPER. Hairy Man with a set of magic pipes, leading a bunch of enthralled ​ ​ ​ children and young adults away to a secluded den where he intends to eat them. If you hear the song up close, roll d20. If it’s higher than your character’s age, you’re also enthralled.

0509. BOULDER MONKS. Monastery on top of a giant boulder. Stairs carved up the sides. ​ Blowing through perforations in the stone produces a booming sound that makes the whole monastery shake - the monks use this to call peasants to prayer.

0510. WHITE HORSE. White horse carved into a chalk hillside. Tether a horse there ​ overnight with some money and it’ll be newly shod in the morning. Leave it with lots of money and the shoes will be magic. No money and it’ll be gone. Priest tasked with organising the reluctant villagers to dig up and eradicate the carving.

0603. RAIDED TOWN. Town on a flat tidal island, flooded, burning and ruined. The stone ​ walls that were supposed to keep out the water at high tide have been broken by the orks. A couple of terrified peasants have been left stranded on rooftops and attics. A handful of orks patrol the submerged streets, looking for the last remaining scraps of loot or flesh. Their leader rides a mereswine (tusked porpoise) and has a necklace of human ears. See 0102.

0604. HUNGRY WOMAN. An emaciated, pot-bellied woman, a refugee from the town in ​ 0603, who in her desperation ate a patch of starvegrass. She is now cursed to be hungry forever, although she can never die of starvation. Eating enough food for a hundred men in a single sitting will dispel the curse.

0605. WOLF TAX. A village that is bound to pay their taxes in live wolves, one a week. The ​ head wolfcatcher broke her leg and they’re now seven wolves behind.

0606. HIGHMARCH. Castle built on both sides of a ravine, above the tidal strait that ​ separates the island of Develsey from the mainland. Skeletons hang in gibbets from the rickety rope bridges that connect the two halves. The Lord of Highmarch is perfectly sane but must feign lunacy, since everyone expects a Marcher Lords to be mad and would get suspicious if he wasn’t. He pretends to believe that all the animals of his demesne are intelligent and plotting his overthrow. This is in fact true (see 0804). His wife is always ill and reads far too much romantic poetry. His youngest daughter sleeps in the kennels, thinks they’re a pack member and spies on him for the animals.

0607. FOOL FOREST. A patch of forest that attracts lunatics and natural fools, who wander ​ here in huge numbers. At full moons they all become wise and sane. The heart of the giant in 0414 can be found here, though every fool has a different idea about where it is.

0608. NEMETON. Priests burning a nemeton (sacred grove), along with a peasant druid. ​ The trees are alive, though so old they’re immobile, and groan in sad agony.

0609. BOAR. Gigantic boar tearing up fields with its tusks. Has already dug open a dolmen, ​ letting loose a bunch of confused skeleton warriors. A golden torc is caught on one of its tusks.

0610. DAFFYD’S CROSSING. No iron can pass across Daffyd’s Dyke (the green line on the ​ map). The village of Daffyd’s Crossing is built on both sides of the dyke. Traders in the town market will exchange a sword on one side with a sword on the other side, for a small fee.

0611. TALKING SHEEP. All the sheep of this village can talk and love to make fun of ​ travellers. They still get eaten. Pub called the Spring Lamb that serves excellent lamb and mutton. A cowering Hairy Man washes the floors in exchange for scraps. He is a true believer in God and wants to become a priest.

0702. DOBHARS. A pack of 6d6 dobhars - half-dog, half-otter, all sinuosity and teeth. The ​ adults are teaching the adorable babies how to swim and dive for clams. Their pelts are valuable and if they’re caught young they can be raised as pets, though never fully tamed. The den is nearby - tunnels in a bank of mud.

0703. DRUID SACRIFICE. Druids sacrificing a kidnapped nun on a stone altar. She ran ​ away from the nunnery in 0901 and is now very keen to go back.

0704. HAIRY VILLAGE. Knights scourging a village of Hairy Men, rounding them up and ​ taking them into slavery. See 0805.

0705. ANGHARAD. Swineherd dying of a thousand tiny stab wounds. Couple of truffles in ​ his pocket. Gasps “Angharad!” then passes away. Angharad is a prize trufflehunting pig - she is tethered out the front of a big structure like a termite mound or a paperwasp nest, attached to a hollow tree, full of tiny angry redcaps with grass swords. You can follow her tracks and hear her oinking.

0706. GINGERBREAD HOUSE. Dead old woman in gingerbread house. So many ants. She ​ was beaten to death with a frying pan. A child-sized cage hangs open. Her staff has the power to animate candy, but the ants bite and her gingerbread homunculus will protect it.

0709. BEES. Village terrorised by swarm of bees, looking for a honeythief. They will not ​ leave until they find out who it is and sting them to death. They are smart, understand argument, speak in a single buzzing voice.

0710. PINE WIZARD. Wizard bound in a cloven pine by elven lover. Burning or chopping the ​ tree kills him. Gives advice. Can teach spells. Resigned to his fate, mostly. Desperate for company, shunned by most villagers. His lover is now the elven ambassador in Gatemarch (0310), though he doesn’t know this.

0711. ELF BANQUET. Hill with a hole in the side. Inside, an everlasting elf banquet. The ​ human guests smile but their eyes are terrified. Eat or drink and you’re trapped forever, or until someone rescues you. A grandson of the Lord of Whitemarch (1010) is imprisoned here.

0803. . Long-nosed, long-armed marsh troll hiding under the still black water to ​ ambush travellers. Only the tip of its nose is visible. Will slowly regenerate unless set on fire. Squire tethered to a tree as bait - the marsh troll has promised to let him go if he lures enough travellers in. The knight he serves is rotting at the bottom of the swamp, still in full plate armour (which is valuable).

0804. BEAST PARLIAMENT. Clearing in the woods where representatives of each kind of ​ animal gather to discuss beast business and plot the overthrow of the Lord of Highmarch (0606). The King of the Cats is lecturing the assembly on the merits of guile, poison and tripping people up as they walk downstairs at night. A delegation of owls heckles him - their faction prefers a direct approach. Human intruders will either be killed or sworn to secrecy and recruited as agents. Those betraying the Parliament will incur the permanent enmity of all animals ever.

0805. LOGGING CAMP. Hairy Men slaves working in a logging camp alongside quasi-free ​ peasants. Livewood from treants is the most valuable - it can be made into animated chairs and tables that are bound to obedience by priests.

0806. OAK DOLMEN. Burial mound of the nameless race. Home to a family of Hairy Men. ​ The youngest child keeps watch from the branches of the huge oak tree that grows over it, wearing an ancient child-sized golden torc around his neck.

0810. FLOWER DOLMEN. Burial mound of the nameless race. Full of giant carnivorous ​ sundews that sunk their roots into the corpses of the warriors buried here and are sustained by their savage energy. Capable of imitating human voices. Inner chamber holds a miniature chariot made of gold.

0811. WHITE WORM. Giant white worm that lives in a flooded chalk quarry and depredates ​ the countryside. Local village placates it with milk. If you kill it you must also kill the next living thing you see or get cursed.

0901. BIRD NUNS. Huge colony of nesting seabirds - terns, shearwaters, guillemots, ​ razorbills and puffins. Saint Milburga spent thirteen years living among the birds, tending and preaching to them. Today, nuns in guano-spattered habits carry on her good works. The nunnery has high stone walls to prevent dissatisfied novices from running away, and anyone who gets caught is sentenced by the abbess to shovel guano until she has learnt humility. This has not stopped a headstrong merchant’s daughter from concocting an elaborate plan to escape into the woods and become a witch. The gardener is a petty thief, on the run from the law, pretending to be a mute and harmless fool. All the nuns secretly have sex with him.

0902. FETCHES. Exact duplicates of the PCs. Have all the PCs’ gear and memories. ​ Suspect the PCs of being fetches - doppelgangers created by some enchanter or faerie. At sunrise a fetch will crumble to dust unless it has killed the person it imitates - everyone knows this.

0903. QUESTING CAMP. Camp of knights in pursuit of the Questing Beast. One is ​ permanently drunk. See 1004.

0904. DRUNK PIPER. Permanently drunk piper whose discordant piping scares all the birds ​ away. Stalked by Hairy Men with stone axes who’ll attack as soon as he stops piping. See 1004.

0910. EMPTY CIRCLE. Stone circle. Grass inside it faintly discoloured. Hedge wizard ​ arguing with a priest - the wizard wants to study the circle’s elf-containment properties, the priest wants to tear it down as a heathen artefact. Both sides will try to recruit the PCs to their cause. Peasant work gang waits patiently for the outcome.

0911. DOLMEN. Burial mound of the nameless race. Home to thousands of ​ redcaps - tiny angry men with very sharp grass swords. Their leader rides a weasel and is in love with Vordicca, the empress whose face adorns the ancient gold coins in his treasure stash (see 0011).

1002. CROWN AND PEARL. Fishing village on stilts. A favoured trawling spot is the sunken ​ city of Ys, in 1201, whose glass towers still protrude above the waves at low tide. Sometimes at sunset you can see them glinting from the shore. The local priest has forbidden anyone to fish near the towers after Huw brought a fishwife (a beautiful, translucent monster woman) home in his nets - he announced he was going to marry her, but a couple of days later she carved out his guts with her claws and slipped away. The lads down at the pub, the Crown and Pearl, have been daring each other to go back and catch themselves another wife - they say she’ll fall in love with you if you treat her better than Huw did. See 1203.

1003. SWAMP GRYPHONS. Nest of 2d4 swamp gryphons - oily black feathers, bald vulture ​ head, mangy lynx body, voiced by Jeremy Irons. They love games, and one is playing chess with a captured priest.

1004. SPECKLED HEN. Small pub called the Speckled Hen, run by a wee little man with ​ pointy ears. One sip of his best dark ale will make you drunk forever. Won’t accept payment for a pint in gold - insists on arm-wrestling you for it. Elves and Hairy Men drink there alongside normal people.

1010. WHITEMARCH. Castle built into chalk seacliffs. The Lord of Whitemarch believes that ​ he is thousands of years old, that he can only die under a highly specific set of prophesised conditions and that the whole world is a figment of his imagination. His family is huge. His grandchildren plot his overthrow, but their assassination attempts keep failing and they’re half-convinced that if he dies all creation will vanish with him. His wife is young, beautiful and homicidally jealous of anything prettier than she is.

1011. MOTHER’S HUT. The clifftop hut of a fat woman with three breasts and hundreds of ​ children, who adore her. When they turn thirteen she sets the girls free to wander and commands the boys to hurl themselves from the cliff. Her milk heals infection and disease.

1103. BARNACLE GEESE. Wrecked ships covered with barnacles that hatch into geese. ​ Children with small, sharp knives collecting the embryonic geese. They are valuable as delicacies, but you have to be small and nimble to crawl around the wrecks without cutting yourself on the shells.

1104. BRENDAN’S ISLAND. Monastery of St. Brendan the Navigator, discoverer of the ​ continent of Faerie. The cheerful monks brew excellent beer and love to wrestle. St. Brendan’s grave is sited on a phantom island, just offshore, which only exists for people who are blind drunk. He was buried with a compass that always points to the heart’s desire of its bearer. It is guarded by an ancient dwarf with a quarterstaff, immensely strong and sullen, who will bash in the head of anyone who tries to take it. Also if you sober up while you’re on the island it vanishes and you fall into the sea.

1203. EASTMARCH. Castle built on a tidal island, only accessible at low tide. The Lord of ​ Eastmarch despises women. He keeps marrying new brides, accusing them of unchastity and confining them to the cells beneath the castle, which flood at high tide. They drown when they get tired of paddling to keep their heads above water. The fish carry their bodies away to the sunken glass city of Ys, in 1201, where the enchantress Dahut places their bodies in a green glass cauldron full of bubbling black smoke and reanimates them as fishwives. The fishwives are gilled, translucent, beautiful, equipped with needle-sharp teeth and claws. Dahut is the same, only morbidly obese. She feasts on the flesh of sailors and is trying to figure out how to raise Ys back to the surface.

1204. BEACHED SERPENT. Beached, dying sea serpent. Fishermen and circling swamp ​ gryphons (vulturous, oily, love games) sharing an uneasy truce - there’s enough meat here for everyone, though until it actually dies nobody dares get too close to it. Pearlescent scales are mildly valuable and scuffles are already breaking out over who should get to claim them. Random encounters

General 1. 2d4 rapparees with swords and bows 2. 2d4 Hairy Men with stone axes 3. 2d4 playful, thieving 4. Wandering knight 5. Natural fool 6. Monster - see monster table

Fens 1. 1d4 fishwives 2. 1d4 stickleback pike 3. 2d4 orks 4. 3d4 dobhars 5. Will o’ wisp 6. Swamp gryphon

Mountains 1. Lost, angry ram 2. 2d4 wolves 3. 2d4 dwarves with pickaxes 4. 2d4 bog thralls building earthworks 5. 2d4 maenads 6. 4d4 wild mountain ponies - valuable if tamed

Downs 1. Lost, angry ram 2. Swarm of bees 3. 2d4 wolves 4. 2d4 armed tax collectors 5. 2d4 skeleton warriors 6. d100 redcaps with grass swords

Forest 1. 2d4 wolves 2. 2d4 druids with sickles 3. 2d4 manhating treants 4. 2d4 desiccated zombie-husks 5. 4d4 natural fools 6. d100 redcaps with grass swords.

Monster 1. Witch 2. Giant 3. The Wild Hunt 4. The Questing Beast 5. The Market 6. The Devil

Crossing 1. Bridge troll - asks riddles 2. Bridge knight - challenges to duel 3. Ferry - expensive 4. Ford - treacherous footing 5. Stepping stones - easy 6. Rapids - uncrossable

Relevant blog entries

MARCHER LORD GENERATOR - http://rememberdismove.blogspot.com.au/2017/09/castles-of-marcher-lords.html

GIANT GENERATOR - http://rememberdismove.blogspot.com.au/2016/07/giant-generator.html

WITCH GENERATOR - http://rememberdismove.blogspot.com.au/search?q=witch+generator

BANDIT GENERATOR - http://rememberdismove.blogspot.com.au/2015/07/original-bandits-do-not-steal.html