The Marcher Lord (roll twice)
- Extremely proud of his big bushy uncombed food-stained red beard
- Coddles his hounds, kicks servants around like they were mongrels
- Compulsively cracks his knuckles and hums ballads under his breath
- Likes to prove his toughness by breaking stuff over his bald head
- Laughs very loudly at inappropriate times. Loathes the humourless
- Launches arrows at birds and beasts from his bedchamber window
- Absolute stickler for the law. Punishes even the pettiest crimes
- Assumes everyone's trying to outwit him. Second-guesses everything
- Alcoholic. Cruel when sober. Melancholy and regretful when drunk
- Loves chess. Harbours secret hatred for anyone who beats him
- Searches chronicles for evidence of crimes against his ancestors
- Knows the name and face of every last one of his subjects
- Gaunt and sinister. Vomits up two-thirds of everything he eats
- Always remodeling the castle. Can't make his mind abut it
- Disgusted by his own sexual impulses. Self-flagellates a lot
- Gets splitting headaches that confine him to bed for weeks on end
- Eats more than should be possible for any one man. Missing teeth
- Absolutely devoted to his wife. Gives her anything she wants
- Loathes his children and beats them on the slightest pretext
- Completely sane. Pretends to be mad for political reasons
The Marcher Lord's madness
- He is a beast of the field. Shuns society, sleeps outside, eats grass, lets his hair and nails grow
- He is an actor who accidentally killed the lord and must now impersonate him. Nobody can find out
- He is dead and in hell. Being a marcher lord is his punishment and his subjects are demons in disguise
- His wife has many secret lovers. All of them must be killed. Her children are not his and can't be trusted
- His demesne is only real while he is awake. He owes it to his subjects to stay awake as much as possible
- He has been living in the castle for more than a thousand years. His current wife is his great-granddaughter
- All the stones of the castle can talk. They have feuds with each other and complicated political opinions
- All the animals of his demesne are intelligent and plot against him. They hold councils in the forest
- All the world's problems can be solved with pure reason. His universal theorem is almost complete
- If he disguises himself as a commoner, his subjects won't know who he is and he can spy on them
- Invisible giants persecute him. Only small spaces are safe, which is why he lives in the castle's walls
- If you know somebody's true name you can control them. His subjects know this. Every name they give is false
- There are secret witch numbers in between the regular numbers and secret witch hours between the normal ones
- The date of the apocalypse approaches. He must prove himself worthy before Christ returns to reign on earth
- The cold is alive and hates him. Huge fires must be built in every room of the castle to stop it getting in
- The ghost of the previous lord follows him everywhere. If he stays still for too long it'll catch him
- There is nothing beyond his demesne's boundaries. Anyone who leaves dies. Anyone who returns is a phantasm
- The prophecy has decreed that he can only die under highly specific conditions, and is otherwise immortal
- This statue is his first wife, turned to stone because he didn't love her enough. One day she may come back
- There is no such thing as magic. Anything that looks supernatural is some kind of clever trick
The Marcher Lord's current wife (roll twice)
- Has an idiot son by her first husband. Plots to make him heir
- Still mourning her first husband. Weeps and wears black veils
- Plagued by rumours that her first husband died at her hands
- Ambitious and cold-hearted. Encourages lord to kill people
- Loves her garden of poisonous plants more than her children
- Reads too much romantic poetry. Can't comprehend real suffering
- Always ill. Spends long hours abed. Doctors compete to treat her
- The finest archer, hunter and wrestler anywhere in the demesne
- Alcoholic. Cruel when drunk. Melancholy and regretful when sober
- Vain and jealous. Plots to disfigure anything prettier than her
- Despises lord's madness but can't bring herself to kill him
- Devoted to charity work. Personally washes the feet of beggars
- Shockingly young. Was kicked in the head by a horse as a child
- Loathes all children. Screams and screams at the sight of them
- Humourless ascetic. Expects subjects to pray and do penance
- Inhuman blood. Disappears at night to run naked through the forest
- Has seizures. Foams at the mouth, speaks riddles and prophecies
- Thinks anyone she can hear laughing must be laughing at her
- Wants to kill herself. Never left alone by her servants
- Completely mad. Roll on madness table
The Marcher Lord's children (roll 1d3 times. the entry number is their age. oldest is heir)
- Changeling. Clean and quiet. Speaks in adult voice when it thinks nobody's watching
- Frail and sickly. Coughs up bloody phlegm. Wasn't expected to survive this long
- Screams eight hours a day.Never lets go of the dagger they got for their birthday
- Still can't speak. Clings to their nurse's skirts, sucking their thumb and staring
- Thinks they're a dog. Sleeps in the kennels, treated by the hounds as a pack member
- Precocious. Likes reading. Looks conspicuously different from their alleged father
- Wets the bed. Starts fires. Tortures small animals. Frames servants for petty crimes
- Plans to be a saint when they grow up. Talks to God and tells people what He said
- Small and sulky. Keeps running away from home, getting dragged back and severely beaten
- To prepare them for power, has been assigned the job of managing the demesne's finances
- Eager to inherit power. Openly plotting the deaths of his parents, who think it's cute
- Still being breastfed. Goes into hysterics if you try to take away their dolls
- Insufferable know-it-all and pedant. Doesn't believe in God and loves to argue about it
- Hunts peasants through the woods for sport. Lavishly rewards the ones who manage to get away
- Madly in love with a village swineherd. Follows them around, writing them awful poetry
- Fat, bookish and cowardly. Flinches when anyone talks to them. Faints at the sight of blood
- Crippled in a hunting accident. Lies in their chambers all day feeling sorry for themselves
- Bumbling, sodden, red-faced oaf who spends all their time carousing with the peasants
- Identical twins. Beautiful, pale, incestuous. Matching scars carved into their bodies
- Married with kids of their own. Roll once on wife table and 1d6 on children table
The Marcher Lord's court (roll 1d3 times)
- Panicky charlatan astrologer who's in over their head and making it up as they go along
- Grizzled, weather-beaten sergeant who tells stories of wars that no-one else remembers
- Nursemaid who treats everyone like stupid children, has banal anecdotes for all occasions
- Elderly hedge wizard who everyone treats like Merlin, even though they're clearly senile
- Obese, pompous, corrupt bailiff. Sole arbiter of the lord's justice. Easily bribed with meat
- Obsequious, masochistic dogsbody. Will obey any order, the more demeaning the better
- Autistic falcon-keeper. Treats their birds like people and seems to understand what they say
- Court jester. Terrible stutter. Face blotched with purple birthmark. Visibly underfed
- Stable keeper. Unshaven, always drunk, has a far too intimate relationship with a stallion
- Naive, flustered young chaplain. Sincerely wants everyone to love Christ like he does
- Blacksmith. Hands unsteadied by the early stages of a terrible palsy. Staunchly denies it
- Dungeon-keeper, executioner and comic gravedigger. Entertains prisoners with awful puns
- Absent-minded bishop. Forgets half the sermon, fills gaps with accidental blasphemies
- Gardener and herbalist. Only cares for their plants. Secretly cultivating mandrake roots
- Insufferable minstrel. Hangs around under windows with lute trying to serenade people
- Barber-surgeon. Collects tumours and interesting teeth. Cure is always more leeches
- The Marcher Lord's mother. Roll once on wife table
- The Marcher Lord's sister. Roll once on wife table
- The Marcher Lord's mistress. Roll once on wife table
- The Marcher Lord's bastard. Roll once on child table
The Marcher Lord's castle
- Built into a dam that holds back a mountain lake. Leaks must be constantly patched
- Built on a storm-lashed promontory. Wind always howling. Slowly crumbling into the sea
- Built in a swamp. Slowly sinking. Flooded dungeons breed toads, biting flies and foul air
- Built on an island in a misty lake. Only accessible by creepy ferryman with very small boat
- Built around a huge, ancient, structurally integral oak tree. Squirrels everywhere
- Built on a flat-topped hill, over the earthworks of a prehistoric race. Commands a fine view
- Built into the stony side of a mountain. No-one knows how deep the caverns beneath it go
- Built on both sides of a rushing river. Castle's halves connected by rickety rope bridges
- Built on a rocky island off the coast. Storms isolate it. Thousands of gulls roost in towers
- Built in the heart of a deep forest. Buried under ivy. Questing roots disturb the flagstones
- Built on a island surrounded by perilous sandflats. Causeway can only be crossed at low tide
- Built into a deep, shadowed valley. Rarely exposed to full sunlight. Always freezing
- Built atop cliffs overlooking a steep-sided ravine. Skeletons hang from battlements in cages
- Built atop a huge, precariously balanced boulder. Accessible by stairs carved up the side
- Built on top of a spring that bubbles up from deep within the earth. Strange fish in it
- Built on the peak of the highest mountain around. Sometimes snows even in summer
- Built in a valley that floods with snowmelt every spring. Bedchambers atop very tall towers
- Built overlooking a fine natural harbour. Caves below formerly used by smugglers
- Built into a secluded pocket between mountains. Somehow always raining. Dozens of waterfalls
- Built atop riverside cliffs. Clay foundations are rapidly being eroded. Floors collapsing
The Marcher Lord's demesne (roll 1d3)
- A giant in a cave, bound with chains of adamant
- An earthen dyke. No iron can pass across it
- An order of nuns who can turn into birds at will
- A saint's grave. Blesses those who weep on it
- A flooded forest with porpoises hunting birds
- A stagnant lake, home to slimy sedge-nymphs
- An abandoned village, overrun by toads and owls
- A natural fountain of diseased, bubbling blood
- Hot, sulphurous springs that sweat away illness
- A foul-smelling cave called "The Devil's Arse"
- Wrecked ships. Barnacles that hatch into geese
- A druid bound in a tree by their elven lover
- A village that pays its taxes in live wolves
- An island that breeds harvest mice from the soil
- A stone circle where druids gather at midnight
- A forest that attracts imbeciles and lunatics
- A quarry where the bones of giants are mined
- Thousands of corpses mummified in a peat-bog
- A three-breasted saint whose milk grants wisdom
- A raving, naked hermit who sleeps on hillsides
The Marcher Lord's problems (roll 1d3)
- A giant is gathering noblemen's beards for a cape. Only cutting off its beard can slay it
- A knight challenges those who cross a bridge. Only those who know his name can beat him
- The water is home to a venomous addanc, which can only be seen through a hole in a stone
- A cannibal hag with iron teeth forces men to choose between being her dinner or her husband
- A huge, mad boar is digging into dungeons with its tusks and unleashing the inhabitants
- The peasant rebellion claims a scarecrow as their leader. the scarecrow must be destroyed
- A witch is making the harvest fail. she must be discovered by trial and burnt alive
- The plague is God's punishment, and will stop when the demesne's worst sinner is slain
- The lord's favourite child has been kidnapped by elves and dragged off under the hill
- The Questing Beast has been spotted nearby, and is attracting too many filthy huntsmen
- The orks of Neptune are raiding the shore and dragging people into the sea as slaves
- A travelling prophet told the peasants the end of days is nigh, so they've stopped work
- A black hound with burning eyes appears to travellers at night, frightening them to death
- Livestock mounted by an elven sire give birth days later to fast-growing, aggressive babies
- A border dispute with the marcher lord in the next castle over is flaring into violence
- The devil is granting peasants' wishes, making them harder for the lord to control
- The wind carries every spoken word to the ears of a dwarf, who sows mischief with them
- The hideous shrieks of two wrestling dragons drive men mad and make women fall barren
- A water-nymph has given a child a magic sword and named them the demesne's rightful ruler
- A tribe of merry bandits rob from the rich and give to the peasants, who help protect them
Sources: Shakespeare, Poly-Olbion, Welsh mythology Wikipedia, Game of Thrones
I think this is one of your best posts yet. But I've always had a weakness for this sort of thing.
ReplyDeleteCongratulations for reading Poly-Olbion. You should get a medal or something for that!