Saturday, November 1, 2025

The Marish - Middle-earth Hexmap

An installment of my hexmap for Middle-earth project. Follow the "Middle-earth Hexmap" tag for all entries in this series.

The Marish is a reclaimed farmland, boggy and fertile, in the Eastfarthing. It hugs the inner curve of the River Brandywine, the easternmost border of the Shire proper. The Stoorish inhabitants seem somewhat strange to other Shire-folk: they're taller,  sometimes wear boots, and grow occasional beards. But all hobbits think "The folk over there are queer,"--it's a constant.

In this entry, I spend rather too long on Bamfurlong, the farm of a young Farmer Maggot. But as a canonically adventuresome hobbit, I think there's potentially lots of opportunities with Maggot. So frequent visitors might see many strange sights each time they visit the farm.

Today's post also includes the Mystery of the Deephallow House: a site-based ghost story the company will need to unravel both here and in the neighboring town of Haysend. 

By the Brothers Hildebrandt

47.61

BRANDYWINE BRIDGE. An ancient bridge of stone arches crosses over the River Brandywine. The bridge is the easternmost border of the Shire.

STOCK. The main township of the Marish region. The local inn is called the Golden Perch. The guild hall of the Fraternity of the Lion is here.

✦ - OFTEN HERE: 1. Ossie Pie (hobbit - bucktoothed, braver-than-most, baker's apprentice) swears he once saw a ghostly knight riding a pale horse under the full moon northwest of Dwaling (43.60), 2. Gaffer Greenthumb (hobbit - well-preserved, bashful, gardener) keeps a garden of prized roses and is too shy to speak to the Widow Peabody, 3. 3d6 members of The Lads Who Don't Do Nothing (a drinking anti-social club) led by Gaffer Quaffer at the Golden Perch looking for a good time, 4. Widow Peabody (hobbit - pinched, nosy, rents rooms) has been dropping hints at Gaffer Greenthumb for months and is annoyed that he's not picking up on them.

The Exalted Fraternity of the Lion: A social club of business-minded halflings who attempt to cross trade-guild lines and foster a business environment that's mutually beneficial. At least, beneficial for those within the Fraternity of the Lion. The club's actions are usually notably terrible for those not within the society.

FISHMARKET. On Saturdays, a fishmarket is held. All the fruits of the Brandywine can be bought here: fried fish and chips, eel pies, oysters. A prize is given for the largest fish. Players wishing to compete should use this fishing minigame.

! - "FAIR" FERRY MARKETS: The Fraternity of the Lion has been unable to persuade (or extort) the Brandywine Tea Company to join their consortium. Mr. Tomald Brandybuck (hobbit - red-haired, spitfire, tea trader) points out that the company is predominantly based out of Buckland, not the Shire, and does most of their business via river trade, not from a fixed location. The Fraternity of the Lion looks to hire a burglar to purloin Brandywine Tea Company's ledger from their barge (and it wouldn't be a shame if any of their rare teas went missing either).

As recompense, instead of the usual fee, will give a lion ring that gives a 10% discount on shops in the Shire that are members of the Fraternity of the Lion (25% chance, 50% in Stock).

48.60

THE YALE. This lowland region of the Eastfarthing is called "The Yale." It has no village, but consists of a collection of many prosperous farms. Boffin is the predominant name in the region. It is the breadbasket of the Shire, with wheat being the predominant crop. On the east edge of this region, the Brandywine is impassable.

(1) - WUFFLES: Wuffles the dog comes yapping down the lane. He's shaped like a sausage with googly eyes and a single protruding lower fang. His favorite food is a hobbit's hams. Test Strength Δ4 or lose 1 Endurance to the little blighter.
(6) - MILKMAID: Miss Jessamine Boffin (hobbit - doe-eyed, innocent, milkmaid) walks down the lane, yolked with pitchers of milk. Huge cats follow at her feet, expectantly. If helped to carry her milk back to her hole, she'll reward the gallant burglar with a pressed flower (+1 boon to one camp from morale).

! - THE BLACK BOAR OF THE YALE: Children of this region are taught that if they're naughty, they'll be fed to the Black Boar of the Yale. Until recent days, no one (except Granny Yale, 48.59) has ever taken this story seriously, but recently hunters have reported seeing a terrifying boar roaming east of Woody End: bristling black hairs like quills, curving black tusks, eyes like coals. The shirriff has laughed it off. The locals have pooled money to ask burglars to investigate.

In truth, the Black Boar of the Yale is a hill man named Ufred. After stumbling into the machinations of Ar-Gûlar (43.87), he was transformed into this shape and, in fear and pain, wandered into the Shire. Ulfred-as-the-Boar doesn't really wish to hurt anyone and flees when approached. Stats as bear.
[Inspiration: TOR2E - Starter Set - Shire]

49.60

BUCKLEBERRY FERRY (WEST BANK). A raft-ferry across the River Brandywine from the Shire to Buckland (48.61). The ferry operates about twelve miles south of the Brandywine Bridge (46.62). Lamps are lit on either side during the night. Ned Chubb (hobbit - bug-eyed, droll, ferryman) charges 2 pennies per rider.

✦ - WAITING TO CROSS (Roll d6; result and all lower are present): 1. Hobbit dad and his two sons, all eating cookies, 2. Sad lad holding a bunch of flowers dejectedly, 3. Three gammers engaged in gossip and crocheting, 3. Two gaffers eyeing the gammers, 4. Young Hobbit hunter with a thin mustache and camping pack, 5. Two spinster sisters with an empty bird cage, 6. Pretty Hobbit lass with a mysterious bundle.

50.60

THE MARISH. A boggy, fertile farmland of reclaimed marsh. The farmlands consist of fields and meadows with hedges, gates, and dikes for drainage. Leaving the Causeway costs 1 Endurance as the region is difficult to traverse, full of bogs, ditches, briars, and fences. On the east edge of this region, the Brandywine is impassable.

(1) - SQUIRREL: A squirrel approaches the company, chattering in a way that's plainly a request for food. If the request goes unmet, random burglar must test Skill Δ6 or have a random item snatched from their pack by the squirrel.
(3-4) - MUSHROOMS: 2d6 servings of delicious, edible mushrooms are found growing in a farm meadow.
(6) - SLUMBERING PEDDLER: Bil Trimfoot (hobbit - monobrow, miserly, peddler) is napping under a hedge. He has so many children, he often finds it easier to rest while walking his route. Swears he once had the most uncanny dream when he slept in the Dimple (45.58).

BAMFURLONG and FARMER MAGGOT. Farmer Maggot (hobbit - red-faced, canny, farmer) is just starting his clan in his ancestral farm of Bamfurlong after a series of small, quiet adventures.

(1) - BIG FOLK: Big Folk from over the Brandywine have been fishing the river and occasionally trespassing on his fields. He's seen them off several times, but they often come back. Will you help Farmer Maggot give them a thorough seeing off?
(2) - WHELPING DOG: Farmer Maggot's beloved bitch, Bella, is whelping and he can't leave her side. Won't you gather yarrow from the fields to help ease her birthing pains? Those who assist with the birth (one skilled in Beast Lore is especially welcome) receive the gift of a puppy.
(3) - OTTER FOLK: A group of otters led by Shiny-Stone (who can speak the common tongue) trying to sell an exasperated Maggot a stolen hobbit boat in exchange for clams.
(6) - TOM BOMBADIL: On rare occasions when visiting Bamfurlong, Farmer Maggot is entertaining a strange visitor who names himself (incessantly, through song) Tom Bombadil.

! - ANTIQUE FIND. In the mud of a far field, Maggot recently partially excavated a strange stone. The writing is in both an antique form of Kudduk and Sindarin. Maggot can make out enough of the Kudduk to read the names "Bucca" (the first Thain of the Shire) and "King Arvedui." He would pay a silver piece to have it fully excavated and taken to the Mathom-house in Michel Delving (48.54). He will loan the equipment for the trip.

The excavation takes a day of labor. In this time, other curious hobbits will come to see the work, give "helpful" tips, and ask invasive questions. By the time the fellowship heads off to Michel Delving, the find has contributed to plenty of neighborhood gossip.

Because of this, on the road to Michel Delving, the fellowship will encounter (roll 1d3):

  1. Beretar Redlands (elf-friend - young-but-wise, proud, ranger) quietly approaches the company and offers to buy the stone with gems, explaining that the descendents of the folk of King Arvedui have as much of a claim on the heirloom as the Shire-folk.
  2. Messrs. Grubb, Grubb and Burrowes, acting on behalf of Farmer Clayhanger (51.59), who puts forth the spurious claim the stone was actually found on his property and should be returned to him immediately. However flimsy his claim, the ensuing legal battle will be a mess.
  3. Brigands (1d6+1) led by Denis Catchpole (man - sour smell, petty, scoundrel) attempt to steal the stone.

If the company is especially successful, Farmer Maggot will gift them some magic beans he got from his adventures.

51.60

OVERBOURNE MARSHES. The confluence of the Shirebourn and Brandywine rivers. To the south of the Shirebourn are the Overbourne Marshes. On the east edge of this region, the Brandywine is impassable.

(1) - MARSH LIGHTS: An eerie glow, moving through the trees. Following it reveals: 1. Nothing but swamp gas. 2. Wil Niggle, a lost hobbit, holding his lantern aloft. 3. A toad with a bioluminescent (edible) mushroom growing from its back. 4. An uncanny light, leading towards a buried treasure chest carrying untarnished silvery mail.
(2-3) - GIGGLING FROGS: In the rushes of the marsh, a peculiar breed of frog laughs at untold jokes. Unnerving. But some uncouth hobbits consider their legs a delicacy.
(4-6) - PEATCUTTERS: A crew of 2d6 hobbit peatcutters come down from the Marish, Rushy, or Stock. Happy to share a portion of smoky whisky for a good rumour or a portion of pay for a day's labor.

49.59

RUSHEY. A hobbit fishing village, set on a "hard" (colloquial word for an island) among the fens of the Marish. Travel to the village requires a boat, or lose 1d2 Endurance braving the silty, shifting paths. Local hobbits also have a trick of using long poles to vault over pools to travel in the region.

✦ - OFTEN HERE: 1. Hildegrim Fiddler (hobbit - bug-eyed, gormless, fisher) swears he's seen a beautiful woman swimming like a fish in the Brandywine, 2. Poppy Stock (hobbit - curly-haired, foul-mouthed, eelmonger) will teach the art of pole vaulting to anyone who can beat her in leg wrestling, 3. Wiseman Banks (hobbit - downy beard, strange, boatwright) sells coracles woven of reeds.

! - NEEDLE-TOOTH TOM. An evil gar the locals call Needle-tooth Tom is stalking the waters of the Brandywine between Stock and Rushey: it drives away schools of fish, ruins fishing lines, and even pulls in fishermen. Someone's going to drown if this continues! The folk have started a collection to hire someone to catch and kill Needle-tooth Tom.

50.59

DEEPHALLOW. A rural hobbit village built on a hill overlooking the banks of the River Brandywine, just north to the point where Shirebourn flowed into the river. The local tavern is named the Swan's Neck Inn. They have a rivalry with the village of Haysend (50.61) across the Brandywine.

✦ - OFTEN HERE: 1. Nina Hornblower (hobbit - moon-faced, tippled, net-mender) loves to share bawdy tunes at the Swan's Neck Inn, 2. Imlad Grubb (hobbit - big ears, furtive, fisher) always lands the biggest fish; knows a secret spot, 3. Halfred Briarbuck (hobbit - uses an earhorn, circuitous in thought and speech, goodman) has extensive books and knowledge of genealogy in the region.

! - DEEPHALLOW HOUSE: On the edge of the village is a structure called Deephallow House, long ago fallen into disuse. Most avoid the place on account of a local legend that says the house is haunted. They tell of a forbidden love between a rich gentlehobbit's daughter and the poor gardener. The couple drowned on a boat escaping from the daughter's parental disapproval (or, in darker versions of the tale, were killed by their families to keep them from their union). Recently, Miss Aster Budger has recently felt "vibrations" coming from the house, and is willing to hire to have it explored.
[Inspiration taken from both TOR2E - Starter Set - Shire and MERP: Realms - Shire]

Deephallow House is a long but squat brick house with a gable and a single round window in a second story glaring down like a baleful eye. There is a weedy expanse encircled by a brick wall that was once a garden. Its round front door leads to the foyer.

  1. Foyer: The first steps into the house reveal that the place is ruinous: warped floorboards, leaky ceilings, wallpaper hanging in shreds. Leads to the parlor.
    1. Tapping: When first entering, an irregular tapping can be heard from deeper within the house.
    2. Aster: Aster will stay here during the expedition, calling out to "spirits," straining to feel the vibrations.
  2. Parlor: Remnants of a small room, once cozy: a table, moldy armchairs, broken tea set. A bookshelf is toppled over on its side. A portrait of a family tree hangs on the wall. Leads to the kitchen, the master bedroom, and a small bedroom.
    1. Bookshelf: The books are moldy and useless.
      1. Obscured by the bookshelf is a hatch in the ceiling leading to the garret.
    2. Family tree: A painting detailing the main branches of a family tree: Bilbo Holeborer (father) and Alfrida Smallburrow (mother) and Pervinca (daughter). There's a section of the painting torn off near Pervinca.
  3. Garret: A shattered upper story window with a dead branch clawing its way in.
    1. Branch: The wind causes it to thump against the floor (the source of the tapping). It almost looks like a finger pointing down at something.
    2. Floorboard: Where the branch scratches, there is a loose floorboard. Inside is a tarnished key.

    (Hobbits don't often like second stories, but the muddy ground of the region makes cellars impossible. Hence, the attic.)

  4. Master bedroom: A broken mirror hangs above a moldering bed, mice munching the straw it was once stuffed with. A writing desk stands against the wall. Leads to the parlor.
    1. Broken mirror: The first person to enter the bedroom catches a glimpse of themselves in a broken mirror. Test Understanding Δ5 or suffer a small fright, losing 1 Endurance.
    2. Writing desk: An opened letter on crumbling paper: "Daughter, Even though we sent the boy away from this house, you persist. We have caught you whispering through the garden wall. Know this: If you marry him against our will, we will go into mourning. You will be dead to us. You will forfeit your inheritance, for we will have no daughter to give it to. Do not do this thing to your poor parents."
  5. Small bedroom: A portrait of a fair hobbit maid also hangs on the wall. Leads to the parlor.
    1. Portrait: A fair face, but a sad one. It is named: "Pervinca."
      1. Behind the picture is a letter wrapped in a red string written in a simple hand: "My love, Your father is letting his flower wither. I am so sorry. I only await your signal and I am ready to go. I love the Shire, but you are my home. If anything happens, leave a letter in our hidden place. Yours, always, Uffo."
  6. Kitchen: 1d6+1 marsh rats (unusually large) hiss and attack. Leads to the parlor and a back door leads out into the garden.
  7. Garden: The garden is completely overgrown, choked with weeds and wilting brown plants. A giant mulberry tree overshadows the back part of the house. A crumbling brick wall, eight feet high, encircles most of the property.
    1. Tree: One of the tree's branches has broken through an attic window. On the trunk of the tree is carved a heart surrounding two names: Pervinca and Uffo.
    2. Wall: Searching the wall reveals a letter folded inside the crack. "My dear gardening boy, Nothing in the world would make me not love you. My father thinks withholding my inheritance would do it, as if I loved money more than you. He has taken the key to the box he gave me with our family heirloom. But you are my inheritance, even if we live like paupers. I will go with you to Haysend. Yours forever, Pervinca."

51.59

FARMER CLAYHANGER. The farms of Sherdo Clayhanger (hobbit - warty, cantankerous, farmer), a local terror. Almost a hermit, he keeps his miserable family in isolation, swearing off the rest of hobbit-kind. He is merciless to intruders (especially non-hobbits), and quick to call the shirriff for any perceived infraction. His farm is unkempt. On the southern edge of this region, the Brandywine is impassable.



Map credit: Idraluna Archive. Click for the full map.


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