Showing posts with label worldbuilding. Show all posts
Showing posts with label worldbuilding. Show all posts

Saturday, July 4, 2020

My recipe for starting adventures

I've got a little process that I use whenever I start a game of Dungeon World or Homebrew World. It's similar to the first session procedure that's described in the book, but different in some key ways. I've found that this approach reliably kicks off a new game quickly and with a lot of energy, in a way that makes it pretty darn easy to run and improvise.  

Here's the recipe:
  1. Establish the adventure's premise with the group
      > Premise = a fantastic location + a grabby activity
      > Do this before anyone picks playbooks or makes characters

  2. Players create characters, GM writes/updates hook questions, which should establish:
      > Motive: why are they here, doing this?
      > Stakes: what's on the line, why is this important?
      > Urgency: why shouldn't they dawdle?
      > Dangers: what do they expect to face? what do they know about them?
      > Detail: what specifically are they hunting/seeking/fleeing/fighting/etc.?
      >
    Complications: what's getting in the way? making it harder? constraining them?

  3. Do introductions (by name, pronouns, class, and look).
      > Do not do bonds (or in Homebrew World, background questions) just yet. 
      > You're just establishing who the characters are.
      > Yes, you can ask questions, but keep it light for now.

  4. Ask a few of your hook questions
      > Usually 1-3
      > Pick questions that elaborate on or clarify the premise
      > Address specific PCs, not the group at large
      > Ask follow-up questions; encourage the players to do so, too!

  5. Do bonds (or in Homebrew World, background questions)
      > Ask follow-up questions; encourage the players to do so, too!
      > Use this to establish how they know each other, why they're working together

  6. Finish asking your hook questions
      > Doing bonds/background questions often rolls naturally into this
      > Ask follow-up questions; encourage the players to do so, too!
      > Ask additional questions as they occur to you

  7. Frame the initial scene, tightly
      > Start in media res or at least right on the verge of action
      > Who, where, when, doing what?
      > Give up to 3 strong impressions, ideally from different senses
      > Make a soft GM move
      > "What do you do?"

That's the recipe!  More about the background, details, and suggested prep after the jump break.

I keep hearing good things about Delicious in Dungeon,
but haven't read it; just seemed appropriate, y'know? Cuz recipes.


Friday, October 18, 2019

Step-by-step: how to write up a front


This post was originally a conversation on the Dungeon World Tavern back in Google+. Bryan Alexander said "Let's talk about Fronts and Dangers and Grim Portents... you start!"    
Later in the conversation, Bryan said "Honestly, I'm struggling a bit with understanding it myself. I've reread the chapter three times now and it isn't really clicking. We are three sessions in and while I have several ideas and things that tie into each other--I’m not quite sure how it is supposed to come together in terms of how the book says to do it."
And, yeah... Fronts are one of the chapters that folks in the DW community regularly point to and say "this could be easier to understand."  So here's my answer to Bryan, regarding how to proceduralize it.  Maybe you'll find it useful, too? 

From 20 Dungeon Starters (Marhsall Miller, Mark Tygart)

After your first session (or maybe two):

Dangers

1) Look at the fiction already established, and identify the dynamic actors, the people or things that will move forward and adapt and pursue an agenda: the rival adventurers pillaging the dungeon; the abusive lord looking to increase his power; the goblins trying to defend their home. Each is a Danger.

2) Look for fragile, untenable, unstable circumstances. Like a crumbling dungeon holding a slumbering terror, a village simmering with resentment at its abusive lord, a disease or curse poised to sweep through the land. Each is a Danger, though maybe not yet active. Consider putting a “face” to each of these dangers, like the rabble-rousing matron who’s had enough or the spirit of the restless priest-king buried in the tomb.

Tuesday, February 12, 2019

42 magic swords

the truth

We did some brainstorming on the DW Discord a little while back. 30 magic swords, no more than two sentences each. We came up with 30 in just under an hour. Then folks kept going. Enjoy.

  1. A singing sword, floating in the darkness for ages, guarding this now-empty ruin from intruders yet so, so lonely. Jeremy Strandberg
  2. A sword carved from the thigh bone of a Nephilim. Bane to both demons and angels, bleeds in the presence of either. Jeremy Strandberg
  3. Shifter's Demon, this scimitar is engraved with the phases of the moon along the blade.  Any shapechanger who views the weapon finds themselves stuck constantly shifting between all their forms in agony. Torin Blood
  4. A blade of ice that never melts. Extinguishes nearby fires when drawn. You’re never too warm or too hot in while you wield it, but neither do you feel any urgency or sense of passion (Your Drive for any session in which you wield it becomes “let a problem escalate while you do nothing.") Jeremy Strandberg
  5. Marcu's miracle shortsword. A plain merchant guard's sword, passed from hand to hand for generations.  The wielder of the blade will never lose at a dicing game so long as it has been used in defence of a merchant in the last month. Torin Blood
  6. Sidhe’s Lament, a scimitar of black starmetal  that hums with the music of the spheres when rapped on metal. The longer you fight with it, the greater its volume and vibration, until glass shatters and stones crack around you. Jeremy Strandberg
  7. A sword carved of white wood, handle worn smooth and tiny notches chipped up and down the blade. Not much use against steel, but perfectly capable of beating the crap out of ghosts, wraiths, specters, and the like... won’t destroy them, but sure gives ‘em a lickin’. Jeremy Strandberg
  8. The Slithering Steel of Abraxcus. This twisted and serrated sword breaker seems to always be in motion when held.  The blade shifts to always wrap around and trap weapons that attack the wielder. Torin Blood
  9. Gefyn, a gladius of exceptional quality. It has endured millennia of constant wars and fighting. When sharpened, it never seems to lose material. Halsver
  10. A sword made of leaves woven together with spider silk and magically hardened with the blood of an ancient elf. The memories of the elf come to the wielder as horrific dreams. Torin Blood
  11. A leaf-shaped blade of orichalcum, dull red and no cross guard. When you cut or stab a creature infected by the Things Below, it burns like the heat of three forges and sears flesh and bone. Jeremy Strandberg
  12. A longsword, stained crimson after being quenched in dragon's blood.  Light reflected from the blade reveals wounds that will be suffered within the next week. Torin Blood
  13. The Historian's Lament. A rapier that, when thrust into any book, makes it so the book was never written. The wielder of the blade instantly learns everything that was in the book. Torin Blood
  14. A serrated greatsword made of a single crystal. It is said when the sword sings a new age has dawned. Torin Blood
  15. No blade, just a hilt with a grip wound in copper wire.  When you brandish it with confidence, a white blade of lightning forms—cuts clean through any metal but also discharges dangerous bolts at random. Jeremy Strandberg
  16. Macco, the pacifist's katana. This blade appears to be ethereal and will pass through inanimate objects with no resistance. Deemed useless by hasty warriors, the thoughtful practitioner will recognize a slow pull against a moving object will realize a perfect clean slice. Halsve
  17. A grim, notched iron sword, spotted with reddish flakes (rust? blood? both or neither?). When you wound someone with the sword but do not kill them, the wound will never fully heal, nor will it fester or get worse. Jeremy Strandberg
  18. Goran's Eternity Severance,  an extremely ornate and gem-encrusted claymore. It passes harmlessly through all living material  but utterly consigns to oblivion the soul of any corpse it touches. Torin Blood
  19. Bronze sword that once belonged to a petty warlord who trucked with the Things Below. When you wield the sword, those who follow you know no fear and their morale and commitment never falters (but if you wield the sword during a session, your Drive becomes “prove your superiority over another”) Jeremy Strandberg
  20. A pair of earrings like tiny, graceful scimitars. Until you take them off your ears, at which point they become a pair of full-sized, graceful scimitars. Jeremy Strandberg
  21. Juliana, blade of vengeance. Forged by a simple farmer with a singular purpose, this crude blade is dull in the hands of the dispassionate. When wielded by those mourning a lost love, it burns with a brilliant blue flame and a haunting child's voice whispers to its foes. Halsver
  22. A simple, perfectly crafted blade of dull gray steel. Anyone who sees you draw it sees a perfectly clear, perfectly convincing vision of you cutting them down with it. Jeremy Strandberg
  23. Ghostblade, sword of the old god. This blade doesn't cut through metal, flesh and bone, but instead bypasses the mortal shell, and strikes at soul and spirit. Slothman
  24. Thornblight, a greatsword of what looks like an impossibly big and perfectly napped shard of obsidian. Cuts through wood, vines, briars, and any other vegetation like it was soft clay. Jeremy Strandberg
  25. Purity. This longsword was forged in the blood of a dying angel. When wielded by one of pure heart and purpose, it enhances their power. When welded selfishly or in vengeance, it becomes a mundane blade. Slothman
  26. A bronze blade with a hilt of shell and coral, always wet and glistening. Fog and mist billow around it, thicker and deeper the long it’s unsheathed, until eventually... things slither out of the fog. Jeremy Strandberg
  27. Kuzzleyuff, a strange parrying dagger which is incredibly heavy and features an intricate mechanism that spins and rotates rapidly on the hilt. The dagger is clumsy to use intentionally, but will perfectly parry any strike that you fail to notice. Halsver
  28. A blade of black iron quenched in the blood of a dozen innocent men. Cuts through any magical charms, wards, abjurations, or protections. Jeremy Strandberg
  29. Plowshare. A historic gift from one king to another to sue for peace. This completely dull blade is useless in combat, but gives advantage on Parley. If ever used to kill, the magic leaves it and the killer is forever branded a tyrant and murderer to all who see him ChibiYossy
  30. The first sword ever crafted, a crude and ugly thing. Every blow struck with it kills, but anyone who kills with it will be struck a killing blow by the next sword they face. Jeremy Strandberg
  31. Chissors, a pair of blades that seem immutably attracted to one another. Once separated, they will remain apart until they both strike in tandem, shearing through their target and fixing to one another again. Halsver
  32. Rotsman’s sidearm. This obsidian and ceramic blade is immune to all forms of corrosion and acid produced by slimes, jellies, pudding, and fungi. Also has many clever notches and serrations and can function as a pry bar, hatchet, saw, or entrenching tool in a pinch. Breaks easily on any kind of hard target like armor. ChibiYossy
  33. Siddew's Way, a short sword with a core of rough hewn stone and ore encased in polished red bronze blade. This blade is invaluable to the adventurer in a hurry, when struck against an obstacle the sword points in a novel direction that is indeed a short-cut. Halsver
  34. A bronze shortsword that once stabbed a black dragon through its skull and deep into it brain. Now has a greenish tinge, and constantly seeps a vicious acid when exposed to air (kept in a fitted glass sheath... don’t break it). Jeremy Strandberg
  35. Blackbriar. A black blade made of polished living black ironwood. Has green shoots and vines growing out of it. Poisoned, but you have to water it regularly and expose it to sunlight every day, or it withers and dies, useful only as firewood. Not for dungeon delving! ChibiYossy
  36. Some things are better in pairs. This set of two daggers glow a dull red when anyone who identifies as law enforcement is near.  The pair only works when together. Torin Blood
  37. Captain Cutthroat's Cutlass, this rather large and ornate sword once belonged to a famous pirate. It bears a peculiar enchantment, when held against a person's neck, if that person lies about the whereabouts of their most valuable possession it sizzles like a hot pan. Halsver
  38. The North Star is a long, thin, flat blade that has an ornate star map engraved in to its blade. This sword only ever points north, and is constantly parallel to the ground, even when sheathed or fighting. Burch
  39. The Deceiver is a slender silver rapier that is actually considerably longer than it looks, having reach despite appearing to onlookers as a regular (if expensive looking) weapon. It fits in a normal sized scabbard without issue. Helicity
  40. Heward’s Handy Dirk. This appears to be an ordinary leather belt buckle, but it's enchanted with a magic similar to a bag of holding. Grab the buckle in a certain way and pull, and you'll draw a steel short sword as if from a scabbard. Great for smuggling a weapon somewhere it’s not supposed to be... ChibiYossy
  41. Jackal’s Tooth. This scrappy, curved blade does +2 damage to any opponent bigger than the wielder, and -2 damage to any opponent smaller. Pick on someone your own size! ChibiYossy
  42. Blade of the Wailing Dead. When unsheathed, this blade causes all corpses in the area to animate. They follow the commands of the the wielder until the weapon is sheathed again.  Should the blade ever come into contact with a living creature, the wielder will immediately die and turn into a skeleton that cannot be destroyed until the creature the blade wounded dies. Torin Blood

Sunday, January 13, 2019

30 Minor Magical Items, Ranger Edition

Over on the DW Discord, Yochai Gal asked for a brainstorm of minor magical items that might be relevant to a ranger.  I had just had a few cups of coffee so I spammed him with answers.  Here you go.  (Most of these are mine; attribution given to those by others.)


  1. When you state a natural substance, this wristband grows warmer as you near it. (by Tam)
  2. Jerky that lasts forever as long as you only eat a single bite of it. (by Tam)
  3. A magic map that paints itself as you go. (by Tam)
  4. Terracotta birds.  Get one wet and it turns into a real bird, goes where you send it.
  5. Folding campfire, put it in your pocket and take it with you
  6. Paint/chalk that can only be seen by people also marked by that paint/chalk
  7. The classic elven camo cloak, helps you hide in outdoor areas (by Helicity)
  8. Adventure-proof satchel.  Stuff inside never gets wet. Burn, cut, puncture, shatter proof.  Only holds 2 weight (or similar). 
  9. Tracking arrow... you always know where it is.
  10. Carved mask, like stylized animal.  When you wear it, natural creatures and spirits of the wild treat you as if you were that animal.
  11. Self-stringing bow. Will regenerate it's own string if cut. Made of cartilage, kinda gross.
  12. An everburning torch that can't be seen from more than 20 feet away.
  13. A signal whistle/horn that can only be heard by people you want to hear it.
  14. Myrlund's Spoon (put it in a bowl, it generates gross-but-nutritious food)
  15. An iron pot that, when covered, brings any water inside to a boil.
  16. Everfull canteen
  17. Pocket tent (comfortable pop-tent for one person, two if they're intimate; folds up to a 1 weight item)
  18. Boots of trackless step (you leave no trail to follow)
  19. A handful of seeds that sprout into a large patch of nasty plants (brambles, poison ivy etc, your choice) (by Helicity)
  20. A bit of Elbis root (3 uses): when you eat some, expend 1 use and clear a debility.
  21. Vineseed (3 uses): plant a vineseed in rich soil and it will quickly grow a supple vine, about 50 ft long.
  22. Gili cloak:  wrap the cloak around you stay still, and you'll look and smell like a local shrub or plant to all observers.
  23. Bag of leaflings:  reach into the bag and pull out a leaf, it animates as a little forest spirit.  Can deliver messages, spy, scout ahead, that sort of thing.
  24. Gloves & boots that let you climb and leap like a squirrel or monkey
  25. Magical pigments that let you move through underbrush, briars, etc. unimpeded
  26. Pouch full of dirt (1 wt); throw a handful of dirt on a fire (up to a bonfire in size) and it's instantly doused
  27. Handful of bright blue feathers. Put them in your hand and blow them in a particular direction. The prevailing winds will soon shift to blow in that direction, too.  
  28. 2d8 pearls. Drop a pearl in water and it produces a blanket of fog maybe 30 paces across. More pearls equal wider/thicker fog.
  29. A vial filled with eagle tears (5 uses). Drip a use into your eyes, you can see with an eagle's vision for the next 10 minutes or so. Good luck looking at anything close up in the meantime.
  30. A paste of pale leaf. Smear it under your nose and your sense of smell becomes as keen as a wolf's.


Sunday, September 9, 2018

Marshedge

Marshedge is about 10 days' travel from Stonetop, via the Highway through the Steplands. It's a relatively safe trip, as long as you stick to the safety of the roads.  

The town overlooks Ferrier's Fen, a vast, mist-shrouded wetland between the Great Wood, the Steplands, and the Manmarch. Maker-ruins can be seen poking out of the fens, as well as huge, ancient willow trees. The drums of ganagoeg (savage, scaly beast-men) beat through the night, and horrors ripple beneath the murky waters.

Many would call the Marshedgers insane to live so close to such a dangerous place, and maybe they are. But long ago, some of them learned the ways of the fen, and of bendis root, which (dried and aged and burned) keeps unclean things at bay.

map by Jason Lutes


Stats

Size +1 (Town, ~700-750 people), Population +1 (Growing), Prosperity +0 (Moderate), Defenses +1 (Guard)

Trade:  Lygos (fine goods, spices, etc.); Gordin's Delve (metal, tools); Northern Manmarchers (timber, fur, amber); Stonetop (whisky, fur); Hillfolk (horses, fur, meat)

Resources:  Farming (wheat, hemp, wild rice, herbs); foraging (herbs, peat, clay); trades (textiles, pottery, rope); marketplace, windmill

Parts of Town

Not quite like this, but, y'know

Marshedge is built on two hills overlooking Ferrier's Fen. A river (slow, shallow, wide) flows past the town's west edge. The Highway (one of the Maker's ancient roads) runs through the town. A second hill, to the east, boasts a windmill. 

Older, more established buildings are half-timber constructions in-filled with wattle and daub, sometimes brick. Newer, poorer buildings are stacked timber or wooden planks, possibly on a brick foundation. 

A wooden palisade runs around the Mire. Another runs around Low Town and Dropoff. A third runs around High Town. 

The Bridge: Where the Highway crosses the river, one would expect there to be a bridge made by the Makers. One would be wrong. There's a bridge, but it was built early in the town's history, only a few hundred years ago. Before that, the tales say, the Highway just dropped away into the reeds. The current bridge is mostly wood, just wide enough for a single wagon, built up on feet of crudely-stacked pavestones and mud. It often requires repairs. A guard station sits on the town-side of the bridge and collects tolls from any who would cross. 

High Town: Top of the main hill, "center" of town. Old Maker-ruins dot the hill; homes, the council hall, and garrison are all built on or into them. Surrounded by a well-made, fortified palisade.  Where the oldest, wealthiest, most established families live. There's a nice (but small) inn up there.

Dropoff:  West side of the hill, dropping down to the wide, slow river that flows into the fen. A number of old, established trades are based here, plus some aspiring merchants. The "middle class" section of town.

The Mire:  Lowest part of town, extending into the marshlands on the river's edge, and stretching around to the north of the hill. Wooden walkways (slick and wet) between shallow bogs of wild rice. A palisade against the marsh, dotted with constantly burning braziers of bendis root. Smell of mud and rot and human refuse. Constant buzz and bite of insects. Squalid homes on the slope down.

Low Town: On the far side of the hill from the fen, east and south along the Highway. The marketplace is here. Cramped, wooden homes for working stiffs. Trades, shops, storehouses.

Marketplace: built on and around a wayside on the Highway (one of the big circular sections of paving stones that dot the Maker's roads). The center of the market is build on (and protected by) the road's magic, but aside from a statue to Old Shane Ferrier that's been erected in the middle, no one builds permanent structures on the pavestones. A couple inns and stables are built right around the edge, as well a handful of pubs and permanent stores. Market day is every 10 days, and always a big to-do.

Millers Hill:  A way's east of the main hill, overlooking the fields. Boasts an old, low Maker "tower" that was long ago converted into a windmill. The whole thing makes people very uneasy, irrationally so. The miller's children meet farmers or merchants and base of the hill and haul grain and flour back and forth. Everyone thinks the miller's family is strange and unsettling.

The Fields:  sprawling out to the west of town, fields of wheat dotted with homes nestled up against the Highway and the occasional wooden shed holding tools out amidst the crop. Mostly tenant farmers; the lands are owned by the old families.

People

Brennan: until just a few years ago, Brennan and his Claws were bandits preying on caravans coming up from the South without the protection of the roads.  Eventually, the Marshedge council decided it'd be cheaper to pay the bandits to guard the town than to pay the blood and treasure to fight them off. Brennan's cagey enough to see the angles, and is now probably the single most powerful man in Marshedge. (Instinct: to maintain or improve his hold on the town)

The Guard: about 20 strong. A dozen used to be Brennan's old gang, the Claws. They're a mixed lot of Marshedge misfits, northern Manmarchers, and southern scum (instinct: to lord over others). The rest of the Guard is split between new recruits (instinct: to avoid trouble & danger) and loyalists (instinct: to protect the town from all threats). There are... tensions.
  • One of the Claws, originally from the Manmarch. Quiet, tough, and dangerous. Not a bad guy by nature, but utterly loyal to Brennan and perfectly willing to do his dirty work
  • Another one of the Claws. Grew up an orphaned waif in Marshedge. Weaselly and mean; clever, but lazy. Uses big words incorrectly. 
  • A young new recruit. Couldn't get an apprenticeship and lacks the patience for farming. Just wanted to earn some coin and start a family (which he did; a wife and two young daughters). 
  • A member of the old guard, quiet and unassuming. Fought against Brennan and the Claws back before they took charge. Has a two sons, two daughters, and two grand kids. (Lost his wife a few years back.) Bristles at the "scum" in the guard these days. 
The Old Families: Four old families (around 30 people total) who trace their roots back to of the earliest days of the town. All claim some relationship to Old Shane Ferrier. They own most of the fields (and rent them out to tenant farmers), have investment stakes in many of the bigger trades. Basically, they own this town. (Instinct: to enrich themselves.)  Another 30 or so servants and aids dote on them (instinct: to please their masters.)

  • Matriarch of the Ferrier family; genuinely concerned with the well-being of her children and grandchildren; genuinely callous and uncaring about what that means for anyone else. 
  • A minor scion of one of the old families, bored but brilliant. Has been dabbling in arcana. Pays a fen-walker handsomely to guide them out in the mists and explore old Maker ruins. 
  • The young heir-apparent of one of the Old Families. Ambitious yet kind. Dislikes Brennan greatly. Wants to greatly improve the lot of the farmers, despite the costs to her family.
  • A house servant, much abused by their master, plotting murder. 
The Council: Marshedge's governing body (instinct; to bicker, infight, and accomplish nothing). Formed of the heads of the Four Families, the miller (if they bother to show), and a representative from each guild (including the fenwalkers but excluding the farmers, obviously). Brennan doesn't have a vote but attends meetings and mostly bullies them around. 

The Guilds: Each of the major trades (weavers, potters, glassblowers, and herbalists) has a guild that serves to arrange for apprenticeships, resolve disputes, protect each other, and represent the trade on the council. They also try to keep new competition out of town. Around 150 individuals work in the guild trades, including family, apprentices, and assistants. (Instinct: to continue business as usual.) 
  • An herbalist who grows and sells narcotics, secretly, against the guild's rules
  • A young glassblower, talented and innovative, chaffing against tradition
  • A weaver, deeply in debt and plagued with misfortune, blaming their woes on an unnamed sorcerer
  • A spurned apprentice, dabbling in dark arts and sending spirits against their old master

The Fen-walkers: Around 20 individuals who ply the fen: gathering herbs, hunting game, cutting peat, harvesting clay. Most have developed strange behaviors, obsessions, or tics. Some bear strange mutations, which they try to hide. Fen-walkers rarely marry; they pick apprentices from unwanted or orphaned children. Attrition rate is high. (Instinct: to do what needs doing.)

The Fen-walkers have a guild, and thus a seat on the council, and technically they are a privileged class, following in the footsteps of Old Shane Ferrier. They can demand the assistance of any resident of the town, though they rarely do. Fen-walkers rarely come up from the Mire, and their Guild-head almost never attends council meetings. 

There's a little-known clause in the town charter that gives fen-walkers the right and responsibility to execute anyone found to be "corrupted by vyle spirits, or congressing with such." In truth, they most often exercise this duty upon their own numbers, quietly and without fanfare. A corrupted fen-walker simply doesn't return from an outing. 
  • A veteran fen-walker, hiding the corruption of his flesh and soul
  • A young orphan, family dead of flux, recently apprenticed to a fen-walker and utterly terrified. 
  • A young fen-walker who's stumbled on a Maker-ruin, filled with danger and treasure
  • The rare spouse of a fen-walker, constantly fretting, and their young child

Lesser trades: Maybe 50 or so individuals (artisans, family, assistants, or apprentices) are involved in the "lesser" trades: milling, carpentry, smithing, cobbling, baking, midwifery, hostlery, tanning, etc. These are the trades that keep Marshedge running, but not the ones that generate its wealth. Almost all of these trades have some financial backing from the old families, and thus are somewhat in their pockets. Except for the miller, none of them have seats on the council. (Instinct: to look out for themselves.)  
  • The miller and his family, who everyone says must be mad, and who in fact keep a troubling secret locked beneath the mill
  • A midwife, at least as herb-wise as any herbalist in the guild, but denied membership; knows secrets that they don't
  • A smith, who apprenticed in Gordin's Delve and then came back scarred and bitter
  • A publican and brewer, once a scholar from Lygos, on a peg leg, eager for news of the wider world

Merchants: Around 25 individuals (including their families and hired help) are involved in mercantile pursuits—buying, selling, storing, and transporting goods. Some of them are quite wealthy and have homes in High Town, but all of them are beholden to the old families who finance much of their trade. Most of these merchants are natives of Marshedge, but a significant minority (maybe 10 or so?) hail from the Manmarch or Lygos or even Stonetop to set up shop.

The merchants maintain shops, organize trips to and from other steadings, and buy, store, and sell trade goods throughout town. (Instinct: to seize opportunity.) 
  • A shopkeep and grocer, his store abutting the market, bitterly hateful of anyone from Stonetop.
  • A big, scarred Manmarcher, settled in town some 20 years back. The only merchant other Manmarchers will trade with, but someone from their past is still looking for blood.
  • A wealthy merchant, who has something the PCs desperately want, willing to trade it for exclusive rights to the buy Stonetop's whisky
Farmers & Laborers: The rest of the townsfolk (400 or so) are tenant farmers, laborers, and their families. They work the fields and the Mire, keep livestock, help with buildings, etc. Some are hired as muscle for merchants, the guilds, and the old families. (Instinct: to get by.)

A handful of tenant farmers recently formed a "Farmer's Guild" (instinct: to improve their lot) but no one takes them seriously, not even the other farmers. If there was any real risk of them unifying the farmers, the old families would first try to bribe the leaders, and then would have any holdouts violently eliminated. 
  • An idealistic organizer of the Farmer's Guild
  • An old, respected farmer who isn't having any of that "organizing" nonsense
  • One of the Hillfolk, accursed by an encounter at Three-Coven lake, trying to get by as a laborer
  • A farmer's child, bright and wise beyond their years, who sees and can speak to spirits
  • An older farmer, who's children all died fighting Brennan and his Claws back when they were bandits, now bitter and dreaming of bloody vengeance, no matter who gets hurt

Dangers

Some problems that the town might need to deal with.

Fire, flood, and earthquake: Much of the town is prone to fire (wood, thatch), and the Low Town in particular has suffered serious fires as recently as 20 years ago. The Mire and the Bridge are vulnerable to flooding, which can happen in spring after a winter of heavy snowfalls or just an exceptionally wet summer.  Earthquakes plague the entire region, and while they rarely cause major  problems by themselves, they've been known to cause mudslides that ruin parts of the Mire and damage buildings in Dropoff.  (The worst part of about earthquakes is the shifting that happens in Ferrier's Fen, making the fen-walkers relearn routes; and sometimes, new ruins emerge from the mud and draw the ganagoeg to them.)
Ganagoeg: the scaly beast-men of Ferrier's Fen are the bane of the fen-walkers and the terror that the town tries to forget. According to the fen-walkers, they congregate around certain Maker-ruins, and will try to take captives alive. What they do with the captives is unclear—some say they are eaten alive, others that they are fed to some monstrous thing deep in the fen, and others say that they are kept alive and drugged and constantly bled to feed their darksome gods. But everyone agrees that they have no interest in a dead human, only a living one they can drag off.  

There have been times in the town's history when the ganagoeg grew so bold as to raid the Mire, despite the bendis root braziers. No one living remembers such a raid, but everyone knows that it's happened, and that it could happen again.  

The Willow Witches:  Ferrier's Fen is dotted with willow trees, some of which are truly ancient and massive. The fen-walkers know many uses for the bark, leaves, and seeds of these trees, but they always approach them cautiously because of the Willow Witches.  

Willow Witches appear near these trees, especially the most ancient ones. They might appear as beautiful maidens, hideous crones, or anything in between. They can see through the eyes of any bird in the fen. They desire human infants, though it's unclear why (some say to eat, others say to plant as new willow trees.) They revel in crudity, crassness, and disgust, and love to inflict cruel, body-warping curses on mortals. But, as any fen-walker will insist, they cannot harm one who treats them with unfailing courtesy, manners, and respect. 

One always encounters either one Willow Witch or three. Its not clear how many Willow Witches there actually are. Some say there are dozens, as many as one per willow tree in the fen. Others say there are only three, and they might appear at any willow tree they wish. Still others say that there is one such witch, and she sometimes appears as three, and don't think about it overmuch.

In truth, the Willow Witches (however many they are) are fae beings closely associated with the fen. They despise the ganagoeg but do little about them. They are amused by humanity, and enjoy their discomfort and even their suffering, but respect the rules of hospitality and etiquette and thus can be bargained with. They know much about what happens in and around the fen, and many of its sunken secrets, too. 

Manmarchers: The people of the northern Manmarch are warlike and prone to blood feud among themselves, but if they wanted to, they could unite and overrun Marshedge with little difficulty.  Fortunately, the Manmarchers have the healthy fear of water that all sane folk should, and have little interest in occupying a town so close to the water's edge. But if someone united them, they might think little of pillaging the town and razing it...

Curses: Ferrier's Fen is dotted with Maker-ruins, and a sprawling ruined city lies on the shore of the Dread River only 3 days to the east by the Highway. It s not uncommon for scholars and "adventurers" explore these ruins and come back to Marshedge with cursed artifacts (or just curses). These items might just get passed on some to some unwitting merchant, or they be carried away by whatever fool dug them up. But, often, they cause misery, terror, and horror until a fen-walker takes notice and quietly deals with the problem.