Publisher: Eduardo Camps
Mirecrown Marsh - High Fantasy Location Dossier
Where Bureaucracy Drowns and Contracts Grow Like Reeds
The Mirecrown Marsh is where the old laws went to drown—but they didn't die. Instead, they became something worse: binding, sentient, and hungry for signatures written in blood and mud. This is a place where lantern-courts hold trials at midnight, where witches bargain with crow-judges, and where every contract signed ripples through reality itself.
Welcome to a marsh where legal documents are more dangerous than monsters, and where the most terrifying predator isn't the bog-beast—it's the notary with a knowing smile.
What You Get
Mirecrown Marsh is a complete, ready-to-run high fantasy locat...
Publisher: Eduardo Camps
Mirecrown Marsh - High Fantasy Location Dossier
Where Bureaucracy Drowns and Contracts Grow Like Reeds
The Mirecrown Marsh is where the old laws went to drown—but they didn't die. Instead, they became something worse: binding, sentient, and hungry for signatures written in blood and mud. This is a place where lantern-courts hold trials at midnight, where witches bargain with crow-judges, and where every contract signed ripples through reality itself.
Welcome to a marsh where legal documents are more dangerous than monsters, and where the most terrifying predator isn't the bog-beast—it's the notary with a knowing smile.
What You Get
Mirecrown Marsh is a complete, ready-to-run high fantasy location dossier containing everything you need to drop this haunted bureaucratic nightmare into your campaign:
1. Design & Overview
- Complete geographical layout with 12 major locations from the Reed Cathedral to the Sinking Archive
- Social dynamics between the Lantern Court (bureaucratic aristocracy), Reed Witches (primal magic users), and Marsh Folk (survivors)
- Political tensions, ongoing conflicts, and the corrupted Oath-Engines that bind reality
- Hooks for various campaign types: intrigue, horror, exploration, and moral complexity
2. Non-Player Characters (50+ Detailed NPCs)
Each NPC includes personality, motivations, secrets, connections, and story potential:
- Authority Figures: Magistrate Fenella Mureth (the judge who drowns defendants), Captain Oswin Brindle (militia commander losing his humanity), Archivist Tobias Vael (keeper of binding contracts)
- Reed Witches: Matriarch Isolde Crowmark (voice of the marsh itself), Greth Hollowroot (exiled for forbidden contracts), Sivelle the Lantern-Walker (trades in stolen shadows)
- Common Folk: Eamon Crosshill (ferryman carrying more than passengers), Delwyn Marsh-daughter (daughter becoming a reed-spirit), Willem Craybeck (innkeeper marking guests with invisible contracts)
- The Corrupt and Compromised: Professionals, merchants, and officials who've made terrible bargains—and know exactly what they're doing
Each character is designed to function as quest-giver, antagonist, victim, or moral dilemma. They're connected through family ties, old contracts, and shared secrets that bind them together in webs of complicity and compromise.
3. Rumors & Whispers (50 entries)
Organized by category for easy reference:
- Authority & Power: What the Lantern Court is really judging, who signs contracts in blood
- Dark Magic & Curses: Spells that cost more than gold, witches who bargain with concepts
- Hidden Dangers: Submerged ruins, predators that hunt by legal precedent, places where names stop working
- Local Lore: Superstitions that turn out to be survival advice, traditions that are actually contracts
- Personal Stories: Missing people, strange inheritances, families bound by impossible oaths
Each rumor includes truth/lie variations and natural conversation hooks for roleplay.
4. Encounter Tables (60 encounters)
Comprehensive tables for every environment and situation:
- 12 Major Location Tables: Detailed encounters for the Reed Cathedral, Toll-Stones, Sinking Archive, Drowned Crownstones, and more
- Environmental Tables: Fog Banks (6 encounters), Water Channels (6 encounters), Reed Forests (6 encounters)
- Thematic Encounters: Legal/Bureaucratic (8 entries), Witchcraft & Magic (8 entries), Moral Choices (8 entries)
- Time-of-Day Tables: Dawn, Noon, Dusk, Midnight, and Deep Night encounters that change the marsh's character
Each encounter includes atmospheric descriptions, NPC reactions, potential complications, and story seeds. These aren't just random battles—they're doorways into deeper mysteries and moral quandaries.
5. Adventure Seeds (25 Adventure Hooks)
Ready-to-run adventures with built-in pressure systems:
- The Lantern Barrister - A lawyer who wins impossible cases by trading clients' names to the marsh
- The Widow's Contract-Husband - A woman bound to a drowned corpse by bureaucratic paperwork
- The Living Testimony - Witness-spirits recording everything the party says for use in future trials
- The Reed Judge's Verdict - Declared guilty of crimes not yet committed
- The Coffin-Book - A waterlogged tome containing chapters about the party that haven't happened yet
6. Maps for using with VTT's or print them


