The Livid Fens are several thousand square miles of bogland
South of Denethix along the River Effulent, between the Southern Certopsian
Plains and the Sea. They are a strange place, shrouded in mists and lashed by
scorching sun, seemingly without season. Teaming with life, the vegetation of
the fens is unlike anywhere else, universally shades of red and purple, the Fen’s
flora tastes of burning iron and grows in shapes that look profoundly alien
even to the jaundiced eyes of the Fallen Age.
Fecundity brings wealth, and the fens have made many fortunes animal
products (especially the bones, blubber and meat of the enormous Froghemoth),
herbs, drugs, medicines and gems. The
Fens also contain thousands of tiny channels, innumerable islands and countless
wrecks and ruins which draw adventurers, fugitives and hermits. ... (Table Follows)
Denethix would have long ago expanded into the Fens,
claiming its products and land as it has those of the Certopsian, if it weren’t
for the Livid Fens’ inhabitants, specifically its undisputed ruler, the Bone
Queen, Fen Goddess, or simply The Witch, a necromancer of extraordinary power
who rules the headhunter tribes of the Fens through fear, sorcery and an undead
army of unknown size. The fen witch
predates most of the wizards in the Land of 1,000 Towers and her need for power
seems less then most as well. Her writ
is undisputed as far as the red weeds and purple lilies of the Livid Fens are
seen, but she takes less and less interest in the land beyond. The Fen Witch’s activities appear limited to
producing apprentices who rule her lands directly through terror, and sending out
the occasional expedition of tomb robbers to plunder the dead from places of
ancient power. Beyond these activities
the Witch seems almost placid, content to grip her swampy empire ever tighter
to her skeletal throne and slowly growing capital of Bone. In the past fifteen years the Witch has even
agreed to the creation of an industrial and trade city, the smoky boom-town of
Rendermarch at the Fens’ Northern edge, where a Small garrison of Denethix’s
Unyielding Fist share the duties of protecting the Froghemoth rendering plants
with a much larger contingent of the Witch’s ghost drummers, headhunters and
bog wights.
Despite the existence of Rendermarch, and the modern
industry it represents, the Fens are a hellish, alien place, wild and without
mercy. The very waters are rumored to be
necromantic in nature, and the silt conceals a colossal battlefield warred
endlessly over during times both before and shortly after the fall. Insane machine intelligences, miasmas of
toxins, giant carnivorous plants, morasses of undead, and huge amphibian beasts
all await the unwary traveler.
SPECIAL RANDOM
ENCOUNTERS IN THE FENS
1. TOXIC
POOL - The narrow winding channels leading to this place become
increasingly free of weeds as they approach this deep pool of clear water. Only scarlet algae seems to thrive here,
blanketing the bottom of the pool, but failing to conceal some sort of strange
bulbous wreck 40’ below. At night the
water glows an eerie blue, but demi-humans will not detect the telltale colors
of sick light. The ancient wreck still
leaks a deadly cocktail of chemicals into this pool. Diving into the water is invariably lethal
without proper protective gear (a rubber suit or magical protections). Save vs.
Poison or melt each round at a cumulative -1 spent in the water, save at -4 if drunk.
2. STEAMBOAT WRECK
- Draped in pinkish moss and almost concealed in a bed of red weeds, this
modern wreck of a steamboat out of Denethix was destroyed by a treacherous
snag, angry Froghemoth or boiler explosion.
While its design is provides little clue, the ship’s purpose can be
determined by more thorough investigation - (1D6) 1-3 Froghemoth Hunter 4-
River Casino 5- Military Craft 6- Scientific Expedition. It may still contain
treasure in the form of its passenger’s wealth, Froghemoth bones, weapons, or
trade goods, and is likely to be the lair of something, assuming that its
passengers haven’t returned as bog wights.
3. ABANDONED CHURCH
- The Church of the Orbital Gods, or the false Gods that proceeded them, do not
fare well in the Livid Fens. The Witch
allows her people to pray to her alone, and the age of burned churches subsiding
into the mire mark the history of her power’s expansion. This church was once of fine stone, now
roofless, its entry arch crumbled and altar cast down. Have it’s dead been set to life to guard it
against any who would repair it? Is
there still a golden service hidden under the altar, or does a local snake cult
now use the church as a lair for their patron spirits and place of sacrifice?
4. BONE BOG - The
water is shallow here, opening into a grasping expanse of grey mud pocked with the
bulbs of fleshy violet plants. Even
small canoes will need to be dragged across several hundred yards of dead
land. The mud itself will make a
grappling check each round against those passing through, with a Strength of 9,
and failure for three consecutive rounds will result in drowning. Worse the past victims of the mire rest
uneasily, and will begin tunneling up when they sense the mire has grabbed a
new victim. Leathery fleshed, mud
saturated wights, zombies and mummies will begin to appear in 1D6 rounds to
attack any crossing the mire.
5. FLOODED BUNKER
- Ceramicrete is almost indestructible, but spotting this ancient bunker was
still unlikely as it sits almost buried in red and purple undergrowth. The upper level of the bunker is awash up to
a person’s knees and likely home to some sort of swamp predator, but there may
still be sealed doors within, unopened for millennia and filed with technological
wonders if not home to violently insane automatons.
6. FROGHEMOTH
SKELETONS - Jutting white from a flat bog surrounded by succulent pink
grasses the skeletons of two colossal Froghemoths rest entangled. Each of this titanic beasts must have approached
60’ long when they died locked in struggle.
The bones are valuable, albeit heavy, worth roughly 2,000 Golden
Denethix wheels if they can be rested from the swamp. There is also the potential problem of
scavengers: ripper flowers, giant lizards, sail gators and hunting parties may
all have gotten to the bones first.
7. CURSED PLANTATION
HOUSE – With fallen gables and sagging rafters visible beneath a spray of
scarlet moss covered shingles this once wealthy plantation home still has a
stately grandeur. The building, and the
now overgrown rice paddies, pineapple fields and incense moss orchards around
it have not been reoccupied and lay in abject ruin. Sensitive souls know a tragedy occurred here
once in a single night of blood and sorcery, the only question is what remains:
a set of valuable china, the angry spirits of the unshriven dead or some
nightmare called into the world in a frenzy of hubris?
8. HANGMAN’S MANGROVE
- The vines tangle and twist above this Mangrove in an uncanny way, completely
blocking the sun, even over the center of the channel. It isn’t until a few hundred yards under the
canopy that the true nature of the place becomes apparent, and one begins to
notice the rotting bodies hanging from the vines. The entire mangrove is a forest of the dead,
and it’s only a matter of time before arboreal residents (Skunk apes, bog
wights, or feral headhunters) begin to throwing nooses from above to add to their
collection of victims.
9. ANCIENT WRECK –
Rusted red alloy that almost blends in with the trees and shrubs surrounding
it, only the square manufactured lines of this ancient war machine mark it out
from the bogs. If the wreck is still
sealed it may contain ancient artifacts and strange menaces, if it is open it’s
likely the lair of some strange beast, horribly mutated by the chemicals or
alien wavelengths given off by the decaying machine.
10. ABANDONED VILLAGE
– At first this looks like another peaceful village of swampers, huts of grey
mud and thatch, neat rice paddies a shocking green against the bruises of
native vegetation and a welcoming dock decked with bone rattles to drive the
robber birds from the fish drying racks.
The village is empty however. No
sign of its inhabitants remain; their pitiful possessions remain untouched as
if set aside for only a moment. Were they
carried off for the Fen Witch’s armies or did some ancient evil from the swamp
find them about their daily tasks.
Sounds like a good place to put a bunyip. Not the FF monster, but one more closely based on the Australian original.
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Very nice. The color of the vegetation really adds to the eerieness.
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