Because of the ever-present danger of the wetland sea, traffic on it is limited to the giant beaver fur trappers. That trade forms the backbone of the commerce between the Eastern Marches and the rest of the realm. Other forms of commerce or even transit upon the wetland sea is forbidden.
Yet this does not deter some clever or wretched folk from covertly poling the waters in search of the things that the sea washes up onto the shores. There is treasure to be found but also death, either from the sea or from the Watch if they are found out. It is a desperate job but not without the rare, life-changing find of an unbroken cask of expensive wine or a suit of armor from another age-- the sale of which will alter their lives forever, if only they be the ones to find it.
Smuggling is usually a solitary work (who can you trust? how many bodies have been found knifed in the back? and everyone is quick with a knife in the Fens) or else the hidden trade of a family. There are no guilds in the Eastern Marches and none of the local lords have yet risked their lives and lands to sponsor such dangerous pursuits.
Talismans, really flattened discs of tin or copper with the rough image of a star stamped on them, are sometimes found either hung around necks on chains or stuffed into the pockets of captured smugglers. They symbolize belief in a legend that few will speak about without those outside the network of believers. It is the legend of Lothar, king of the pirates.
Lothar was not born to noble blood or wealth. He was a child of the Fens. Desperate and ambitious, he was also a smuggler. Like many smugglers, he too was swallowed up by the wetland sea but, unlike them, he emerged whole again, stronger, and with a grander idea than simply gaining wealth through scavenging the swamp’s detritus.
Legend has it that he found an ancient keep on an island just far enough off shore that it only appears as a distant shadow in the mist. On some nights, it is said, you can see the lights from the walls flickering in the night. From that outpost, he gathers his forces, biding his time, for when the time is right to claim a kingdom out of the fog and fend for his very own.
Not everyone who disappears into the mist is truly lost. If you are brave enough, daring enough, Lothar will find you. You will have a place in his halls and when he claims his realm, lands and lordship will be yours.
No signs of this island fortress have yet been found. Nor is there any memory of a child named Lothar being born in the Fens. Yet the talismans continue to be found and downtrodden eyes often send their gaze into the mists of the wetland sea, looking for the silhouette of a castle in the fog and the lights of hope glittering in the darkness.
A lone figure, shoulders stooped, a misshapen burlap sack slung over their shoulder (what do they carry?)
1d4 scavengers, mud-soaked, peaked caps pulled low, long daggers unsheathed (what act was disturbed?)
1d4 scavengers crouching around a dark hole in the ground, makeshift shovels, piles of overturned earth (what have they found?)
A freshly covered patch of ground, 1d4 scavengers, dank with muck, slick with sweat, makeshift shovels (what have they buried?)
Disturbed ground, corpse parts folded and planted among the heather and moss, blood mixed with mud and water, silence (what destroyed them?)
1d3 forlorn figures kneeling in the muck, gathered around a stone carved with whirlpools of swirls, low murmured hymns spoken in hushed tones (what do they worship?)
Week 2 Community Prompt: [Place] abomination, steel, mystical
Where the fenlands meet the tumbled stoney fingers of the Tower Downs, there is said to be a cursed pool.
Legend says a powerful Yonderthing was slain there and its body corrupted the pool in which it fell.
The fetid water of the pond thickened into something approaching quicksilver. Lethargic bubbles rise from beneath the steely surface and collapse to release a putrid gas. It is said anything forged of iron submerged in the sludge will melt away like wax in a flame.
The body of the Yonderthing lays still at the bottom of the tarn, preserved as it was the day it died and, some whisper darkly, waiting.
Skin-Shapes, also known as Werethings, generally, or specifically as werewolves, werebears, among others, are not, as commonly believed, folk who are gifted or cursed to take on or shift into a bestial form. Instead, skin-shapes are the abominable result of corrupted spirits manifested into animal forms.
These forms are rendered monstrous beyond the scope of the natural. They are gifted with a sapient intelligence turned always to evil and chaos. They are a bane upon the land.
On rare occasions, a skin-shape with a humanoid-animal hybrid form has been found. Such skin-shapes are capable of speech and have been noted to lead and command the more animalistic Werethings.
It is not known who or what is responsible for the creation of skin-shapes or if any forces govern where or when they appear. Some believe there a connection to necromancy but nothing has been proven.
An unbaked idea for gathering rumors and information
The idea is to mechanize information gathering a bit as a downtime (or some other long-ish time frame) action a player-character can take.
At a high level, they might have a sprawling network of informants and spies ala Varys from Game of Thrones.
At a low level, it would be much as it usually is: becoming friendly with a tavern worker or two.
There’d be two (I think) phases: increasing the network and then polling the network for reports.
Increasing the network would be about the recruiting of informants which could be played out or abstracting into a cost and a roll.
Informants could be ranked in what sort of things they can find out and how reliable they are (not all information gathered should be true!)
Polling the network should cost time, potentially other resources such as money (which itself could be outsourced to factors and accountants at some point), and more die rolls to see how much comes back and how true to the mark the returns are.
I think there are nice opportunities to encourage organizing, such as folks to handle paying and managing the network while the PC is off on adventures, as well as secondary investments into communications— whether it’s by horse, pigeon, raven, or some other less mundane means.
I also think it could serve as a way to leverage a class advantage— if we’re thinking about, for example, some alternate thief or rogue perks, or a spy type character class.
I have no particulars as yet but I like it conceptually.
I realized this morning that my entry yesterday might actually fall outside Lore24 so here’s a bit of lore to go with it.
Communications in the Fenlands
The roads across the moor country are too few and of too poor quality to allow for swift messages by horse and attempting to move at speed off road would be the foolish last act of a most desperate creature.
Birds, which have found use elsewhere in the realm are used rarely here. Something about the constant rolling and roiling fogs that surge in from the wetland sea disrupt their otherwise sure sense of direction. They become disoriented and lost.
Thus it is the job of ordinary folk, chosen for their speed, endurance, and land knowledge, to carry messages by foot across the fens from town to keep to lonely tower.
Because of the importance and danger associated with their occupation, messengers here have a much higher standing than elsewhere. Harming or obstructing a messenger is a high crime.
By and large, folk of all ranks in the fenlands dress in a tunic with leggings and a voluminous cloak.
Wealth is expressed in the length of the tunic. The longer the tunic the more removed its wearer is from the mud and muck so prevalent in the fens.
Materials, fringes, and intricate patterns in the clothing also signify wealth. The simplest clothing is made of plain, rough-spun wool or, in the case of the cloak, fur pelts.
The most common color is brown, followed by green. At the courts, other colors are to be found but are never common. The Fenwatch are marked by the brown and green stripes of their cloaks.
At the feet of the Tower Downs, where the ground firms up and begins to rise in folds above the fenlands, is the traditional burial grounds of the lords of the Fenwatch.
Atop natural hillocks, dome shaped mounds are raised, aligned towards the east to face the wetland sea.
In current times, the mounds are small and simple but, in times long past, more grandiose tombs were constructed. It is rumored these ancient lords were buried with some of their opulent wealth.
Community prompt: [spell or ritual ] armor or shield , emerald , brutal
Spell
The Coward’s Shield
This spell was only cast once and its formula subsequently lost. Knowledge of the spell has only been preserved in the legend of the Fenwatch Lord, Hamfist Cursed and Curse-Giver.
On the eve of a battle against a band of reavers, Hamfist asked his court wizard, Mukong, to cast an enchantment upon his family shield, a wide disc of wood-backed bronze covered in a heavy patina and decorated with a ram’s head . The wizard betrayed him and cast an evil spell on the shield instead.
The nature of the spell was not revealed until battle was joined. Hamfist was hard-pressed and he fended off several killing blows. For each of the strikes he turned aside with his shield, one of his house-knights fell dead.
At the last, Hamfist recognized the wizard’s betrayal. He cursed the wizard seven times before he was felled by many reaver spear blows.
Legend has it that, some short time later, the wizard was himself betrayed— laid low by seven wounds from seven stealthy blades, one for each of the curses laid upon him by his dead liege.
This shield once belonged to Hamfist Cursed and Curse-Giver.
If the bearer of this shield should suffer a physical attack that would kill them, every ally of theirs within 30 feet must save versus death. The first ally to fail their save is slain in place of the bearer.
It is said that should a brave warrior don the shied and defeat a worthy foe in single combat, the curse on the shield will be broken.
Should the curse be broken, the shield gains the following effect: the first time the shield-bearer suffers a fatal blow from a physical weapon, they are instead invigorated b the force of the blow rather than harmed.
Every bit of the world is infused with magic but few can coax it into doing their bidding.
Lawful Magic
Lawful magicians seek to enhance and bolster the nature and purpose of things through magic. They appeal to Law through its Aspects, whose potential exists in all things.
Chaotic Magic
Magicians of chaos seek to manipulate, twist, and warp things unnaturally through magic. They appeal to Chaos through its Aspects, whose potential exists in all things.