· 6 years ago · Jul 24, 2019, 02:04 PM
1# This table is based on the tables written by Alex Schroeder, Peter Seckler, and Matt Strom. This prompts a few discrepencies in the stats of monsters, but I have tried to document where each monsters’ stats derive. For monsters from Alex’s table I use *HH* to denote that they are using Labyrinth Lord/Halberds & Helmets. For other monsters, I denote their origin with *FF*, *MM*, or *MM2* where appropriate. OSRIC may also be used as a source for some monsters. Monsters marked *CCD* are from the *Classic Dungeon Designers’ Netbook #1*, available [here](https://kellri.blogspot.com/) Finally, I occasionally invent some stats for something which I mark as *CGL*.
2*Names* **monster types**
3Outline
4 * Terrain & Locations
5 * Color
6 * Terrain
7 * Terrain landmark
8 * Terrain encounter
9 * Terrain NPC
10 * Terrain item?
11 * Settlements
12 * Personalities
13 * Quest Options
14 * Monsters
15 * Animals
16 * Humanoids
17 * The Strange & Terrible
18 * Treasure
19* Miscellany
20 * Names
21 * Terrain Names
22 * ## Short Monster Names
23 * ## Short Monster Tribe/Group Names
24 * ## Gigantic fucking name lists
25;TOP
261,[procedures]</p><p>[spells]</p>[gems]<p>[treasure]
27
28;procedures
291,<strong>Procedures</strong>: <em>random encounters</em> are 1 in 6 per day and 1 in 6 per night if you're not behind walls. If you're <em>looking for something</em> that isn't as obvious as a town or village built in plain sight, your chance of finding it is also just 1 in 6 per day.
30
31;spells
321,<strong>Scrolls, prayers and spells</strong>: a <em>scroll</em> can only be read by magic users and elves that know the spell or have access to <em>read magic</em>; a <em>prayer</em> can be read by anyone. The spells used are from the <a href="https://alexschroeder.ch/pdfs/spellcasters/">Spellcasters</a> project.
33
34;treasure
351,<strong>Treasure</strong>: the value of a <em>gem</em> is determined by rolling a d20 and looking it up on the <a href="#gems">table</a>; the value of <em>jewelry</em> is determined by rolling 3d6×100gp.
36
37;gems
381,<table class="sidebar" id="gems"><tr><th>1d20</th><th>Gem Value<th></tr><tr><td>1–3</td><td>10<td></tr><tr><td>4–6</td><td>20<td></tr><tr><td>7–9</td><td>50<td></tr><tr><td>10–12</td><td>75<td></tr><tr><td>13–15</td><td>100<td></tr><tr><td>16–17</td><td>250<td></tr><tr><td>18–19</td><td>750<td></tr><tr><td>20</td><td>1000<td></tr></table>
39# Terrain
40## Deserts
41;sand desert
423,There is sand in every direction.
431,The dunes make progress slow.
441,There is endless sand.
451,The sand here has formed strange whorls and eddies.
461,Strange desert flora dot the landscape here.
471,Dead calm in the desert, and tall angular cacti can be seen in every direction.
481,The sand here has shifted into tall hills.
491,The sand here has shifted, revealing the opening of an ancient tomb. The tomb is [1d3+1] levels deep, and inhabited by [desert tomb]
501,On the [moongatetime], a shimmering moongate appears in this part of the desert. It can be seen for miles around. It teleports any who enter to hex [randhex]. Otherwise there is only empty desert here.
511, *Giant Sandworms* roam this part of the desert. They ambush travelers.
521, [2d8] *vulchlings* wheel overhead. They follow any party that has wounded members, and may attempt an ambush.
531,[2d4] *miniature pyramids* containing the tombs of thumb-sized kings. The treasure buried with these leaders of a very small civilization is worth *[4d6] gold pieces*. The characters who desecrate these pyramids will be haunted by the mummies. They are too weak to be enemies in physical combat but they are great at stealth and can us minor telekinetic powers to make things go wrong.
541,The remains of a crumbling colossus lie half-buried in the sands here.
554,[general desert]
56
57;dust desert
583,The land here is a flat and featureless desert.
591,These white salt flats are as dead as dead can be.
601,Bare stones wherever you look and no shade.
611,These white salt flats are the home of *dust devils*.
621,Strange winds kick up choking and blinding dust in this desert.
631,These dusty dunes feature are an unusual [color] color.
641,A secret natural oasis is located in this part of the desert but it is usually only found by those who can see through illusions or dispel magic. Otherwise it is only found 1 chance in 6.
651,A nomadic tribe of [2d6] *thri-kreen* ([thri-kreen stats]) have set up camp in this desert. They are hostile to outsiders.
661,This desert is the home of [10d10] *thunderherders*. They travel just under the sand in vast herds and the rumbling and tremors caused by the herd can be felt throughout the region.
674,[general desert]
68
69;desert tomb
701,undead creatures, including a powerful **mummy** ([mummy stats]).
711,undead guardians of a fabulous treasure
721,hundreds of dessicated skeletons, and a group of cursed magical guardians
731,a mythical *sphinx* who guards a planar gateway on the deepest level.
741,undead lizardfolk
751,a powerful lich known as [old name]
76
77;moongatetime
783,first night of the full moon
791,1st day of the week, at midnight
801,last day of the week, at midnight
811,7th day of the month, at midnight
821,1st night of the new moon
831,1st full moon of the year
841,night of spring equinox
851,night of the winter equinox
86
87;general desert
881,Desert.<br/>*Landmark: *[desert landmark]<br/>*Encounter:* [desert encounter]<br/>*NPC:* [desert NPC]<br/>*Item:* [desert item]<br/>
89
90;desert landmark
9150,[thor hex]
9250,[tolkien hex]
931,A verdant *oasis* teeming with [desert encounter]
941,A big polished *mirror*, 16×10 feet, planted in the sand. It reflects a vast, sunny field of tall green grass. Give off light and warmth at night too. Anyone studying the mirror must make a *save* or start believing there is a way to cross it like a door (there isn't any actually). Anyone else sleeping near the mirror will dream of ghosts saying how they tried to cross the mirror only for being trapped inside (this isn't true either; the mirror only wants to see people fight). Fragments of the mirror will still reflect the strange landscape and cast a weak light.
951,Ancient blocks of sandstone forming a simple labyrinth. Used by [predators] as den.
961,Natural stone pillars emerge from the sands as far as the eye can see.
971,At the approximate center of this Hex is a giant desiccated cactus with several bodies lying around it. If the bodies are disturbed in any way a swarm of Camel Spiders emerge from the cactus.
981,Ancient ruins arranged in a circle, moving to the center will teleport would be archeologists to the hex [direction] of this one. Cultists obsessed with repetition and double-ups lurk about the dunes and constantly pilgrimage here and back again through the portal.
991,A dozen Jackalmen carrying the Eye of Nagrah Saar to the Salt Hills of Zuhn . Three are wizards, all carry khopesh swords.
1001,Half submerged in a sand dune are the large obsidian doors that open into the ruined subterranean city of Chicomecoatl, at one time the [direction]ern capital of the long dead Snake-Men.
1011,Caravan of serpent-men traders. They sell potions made from their venom.
1021,A band of Suji Loo nomads have anchored their wind canoes here and made camp, while they observe a week of holy obligation.
1031,Fresh water. Wild dogs.
1041,A slave filled pleasure house sits nestled between the dunes here waiting to fulfill weary travelers every desire. The slavers only take the rare spice Alu'eku as payment.
1051,Shining Trapezohedron of Nephren-Ka lies buried in the cruel sands. Through it can be see new worlds, stars, wonders, vast lands beyond the sea.
1061,A group of bandits led by Aslal Horse-Eater live in these hills. They have a prisoner, a Jakalman, rail thin, covered in mange and raving about visions from the Carrion God.
1071,A Githzerayian skybarge wrecked in a rocky sand dune is now the lair of Dire sand moles. The Skybarge came from a great city found nearby.
1081,A 20-foot tall statue of quartz projects from a sand dune at a strange angle. The headless figure is a humanoid dressed in royal robes.
1091,The covered wagon of Goh Goh Helleborus the nefarious genital collector is half sunk into the shifting sands here. Goh Goh is no where to be found but the wagons contents are intact.
1101,A corpse clings to the top of an obelisk engraved with hieroglyphics of tentacled worms. He climbed it weeks ago to escape the 1d6 graboids that will arrive 2 turns after the PCs find the obelisk.
1111,A small oasis provides fresh water and a respite from the unbearable heat of the desert.
1121,This stretch of desert is dotted with tall brown and green cacti. A very clever strain of Giant Mantis has adapted it's natural camouflage to resemble such a cactus.
1131,Scarab swarm covering freshly-cleaned skeletons.
1141,Prince Abdel of Ruined Nizadd is imprisoned in an underground complex here, his lower body turned made one with the gleaming onyx of his frozen throne.
1151,Bihza the Hunter roams the plain in a tusked dune mask, killing the great mantis for its meat.
1161,A perpetual sandstorm rages here. Wilderness Survival/Wisdom checks should be made to prevent getting lost and travel times are halved within the Hex. In the center of the storm is a small tomb whose deepest catacombs lead to a tunnel to the [hex trait] dungeon.
1171,A little bit of stone sticking out of the sand, just enough to trip over, or break the wheel of a cart. If dug up, it looks to be a big statue of a woman with several heads and several arms. Scouting the surrounding area will reveal some weapons buried with her.
1181,Mughali warriors in a pitched battle with jackalmen on a bridge over a perilous gorge.
1191,Sand goblins stalk this area looking for unsuspecting travelers, they hide in crudely made camouflaged traps/holes and ambush travelers from underneath them
1201,Floating City-Temple of the Illustrious Djinni.
1211,A caravan of fire-worshippers proceeds inexorably toward a land they call 'Nazaraleth'.
1221,The ruins of a Mughali outpost. The entire settlement is covered in vibrantly colored toxic fungal growths.
1231,A 5'x5' stone floor rests in the middle of the sand here. It is a very lost trapper monster.
1241,A raiding party is riding down upon a [direction]-bound trade caravan laden with silks, spices and treasure due for a royal wedding in the Hexenbracken. Rescuers will be well rewarded.
1251,A 20' circle of mysterious ancient stones. During moonless nights, a gynosphinx may be summoned here with a proper offering.
1261,The Panopticon of Isis. It is said that should the Shining Trapezohedron of Nephren-Ka be placed in the center of this strange structure, the secret of controlling the Five Signals of the Celestial Sea will be revealed.
1271,The sand in this Hex is only 3' deep, below which is a thick sheet of glass, miles across. In certain places, caverns can be seen below.
1281,The size of a small village, the giant turtle Ixilithi lays sleeping in the sand.
1291,A shallow depression in the sand, that grows deeper when disturbed, Underneath is a tiny entrance to the underground Glass Caverns, about as big as a dinner platter.
1301,A village of Pangolin Men live here and cultivate cacti for the desert termites they farm to inhabit. Although peaceful by nature and welcoming of those willing to trade, the Pangolin Men are capable warriors who's scales provide a natural armor bonus.
1311,A Giant Flesh-Eating Cactus creates mirages to lure the unwary in to its pit traps of digestive acid. Diminutive Antmen from the [direction] regularly visit the cactus to retrieve useful items from the pits as they are immune to both the Cactus' magic and its digestive acid.
1321,A small sandstone ruin contains the skeleton of a small child holding a large tarnished brass plate that may have once been a reflecting device. A ruined book nearby contains the remains of crude sketchwork and bears the initials “L.P.”
1331,The desert drops away suddenly to reveal a lush oasis in a box canyon of red sandstone. Scintillating Nightingales prized by the Caliph Naxthrool of Tellach Avail can be found here but are guarded by the Jackalwoman shaman Rezivia and her twelve sons.
1341,Seething pools, puddles and small lakes are scattered across this Hex that look like deep red and beige tar pits. Golems made of this goop will occasionally form and dance in the moonlight before devolving back into goop.
1351,A talking pheasant with offer the PCs one of three gems and one of ninety-nine knives if they can tell it the four names of sun.
1361,Five pits of cobras ring a broken obelisk too cracked and weathered to read. It is said that the obelisk can be restored each full moon by cracking a cobra egg from each pit on its surface.
1371,Tower of the Dragon Sorcerer,the abode of a normally friendly sorcerer. He is currently angry and upset because his lover left him to serve the temples of Syrinx.
1381,Sand falls from the sky here, but it can only be gathered once. Blowing it in a creature's face causes them to answer the next question truthfully. Desert creatures pass through to drink and feed from the [direction].
1391,The one-horned blind minotaur oracle Suug Magog shelters here within the skeletal rib cage of some long-dead giant cetacean. He practices scapulomancy: if brought the shoulder blade of one of the basilisks inhabiting the area, he will tell the bringer's fortunes by feeling the cracks produced when it is heated over fire.
1401,The river's slow-flowing waters provide a lush greenery along the banks. At night the area is patrolled by jackalwere bandits.
1411,A fallen iron star crashed here, leaving a crater that dominates the blasted desert landscape. The star still calls down the sky to the earth, and anyone crossing risks being struck by lightning.
1421,On the banks of this cool clear river, a small shrine has been built in homage to a minor snake deity. Hidden inside is a small clay pot filled with 732 gp.
1431,Mirages seen in this area actually show images from all around the world.
1441,Yurvillia Trull, a gnomish enchanter/illusionist of some renown, lives in a comfortable and totally self sufficient farmstead disguised to look like a broken cart half-buried in the sand. He collects glass formed by the lightning strikes at the [hex trait] crater and shapes it into small automatons that aid him in his daily tasks, but never look as they actually are.
1451,The Mosque of Annihilation.
1461,Anyone entering this Hex will find himself back here, with exactly the same gear and physical condition as when they initially entered, upon awaking from sleep regardless of where they may have traveled since. The Hex is filled with every sentient creature that has ever entered and failed to discover its secret, many of which have gone insane over the centuries. The lone adventurer [human name] knows that the only way to leave is to kill yourself, whereupon you'll appear in a neighbouring hex.
1471,The Mad idiot asks anyone who sees him “Why did the Farmer wait 2 streets up to cross the road?”. This Hex is crossed by dried up streams and the stench of chicken feed, in the center is a 4 level factory farm. The farm is dedicated to the living chicken god Squawk who is the size of a T-Rex and sits on a massive straw bed and her humanoid cult ensures she has a life of leisure.
1481,A tribe of An-An, naked half-men who paint themselves wild colors and hunt with hollow spears. They will trade knowledge of surrounding Hexes for goods to anyone surviving their initial attacks. They consider the Pangolin Men good eating, and point people looking for water to the [direction].
1491,Non-aquatic crocodiles with the legs, tails and pincers of black scorpion nest among rust colored dunes.
1501,A ghostly souk called T’lal el Fna appears in the wastes beneath each new moon. It is said that all manner of enchantment may be had for a promise, but the eyeless merchants drive a difficult bargain.
1511,A caravan, led by Jave Murak, who wears the scorpion crown, carrying silks and fine goods. An armored wagon, pulled by giant six-legged lizards and guarded, at all times, by desert-demon masked warriors, travels with the caravan.
1521,Pools of boiling mud bubble up from the loam here. This is a holy place for all tribes of the An-An, a place where tribal rivalries are forgotten and all may bathe in peace. They use the mud for bathing, hut-building, and as a base for their colourful daub.
1531,Blasphemous offspring of human and Djin meditate in a neglected palace of sparkling stone. They perform arduous rituals to maintain the [hex trait] obelisk, ingesting hallucinogenic fungus, and will try to prevent anyone from freeing the [personality trait] efreeti.
1541,An efreeti bound within an obsidian pillar will negotiate with passers by for its freedom, which requires a blood sacrifice.
1551,A frequent thoroughfare for beast migration. A pride of lions prey on the weak and vultures circle, awaiting the dead.
1561,A field of humanoid bones, some of it underneath a layer of sand, marks this Hex as the location of a long forgotten battle. Giant maggots, overfed on centuries old leather may attack if disturbed.
1571,The wanderers hide this area has a secret hidden oasis, you must be incredibly lucky or have been shown where it is to find it (a guide or a map will do). This area is a closely guarded secret and not many people know about it. Within this area you can find a safe place to rest (no encounter roll), fresh water, left food/gear/supplys from other people who know about the place. Anyone who uses any of the food/gear/supplys is expected to put some of their own stuff in its place so that everyone can use it
1581,A gathering of desert ascetics has met here to exchange news and information. Spending an entire day with them will allow a person to reduce their consumption of food and water while traveling in the desert by 1/2 for a number of weeks equal to their Wisdom score.
1591,A pleasant farming community is based on the banks of the river here, crops being unusually bountiful for the region. Unbeknownst to travelers the farmers bring humanoid sacrifices to a giant horned snail living in a subterranean temple below the farmland.
1601,The massive ziggurats of the the city-state of Itzamna can be seen for miles around. Ruled by the Socerer-God Ixmucane, self-proclaimed creator of all humanity.
1611,A lone spirit lurks in the sands at night, so old it remembers nothing. By day normal seeming sand dunes littered by bones
1621,A failed demonic ritual has taken place here in the wind swept dunes. As lighting seemingly bursts out of the dark cloudless sky, slaves in rags run screaming from a black swirling vortex on top of a large stone alter.
1631,A field of shallow depressions between dunes; digging into one will cause either fresh water to spring up, or plunge your hand into a Rot Grub nest. The An-An direct travelers looking for water here. The [personality trait] creatures feed on the Rot Grubs.
1641,Encampment of Teimlad Dwar, reclusive magic user (Sand to Glass, Glass to Water, Blindness) and stargazer, Teimlad Dwar knows most of the common names of astronomical objects, but not all obscure ones. He has a magical telescope with which structures on the second closest planet are visible, if one looks through the opposite side the area within 30 metres is shown as a day ago.
1651,Sand lice. Sand lice everywhere.
1661,Rocky plateau is a maze of narrow canyons (chance of getting lost is doubled), prone to flash floods in the rainy season. The entrance to the temple of Sul Amon, Master of the Marid, is hidden somewhere in these canyons.
1671,Buried in the sand are seven basalt caskets, each about a metre in height and each full of daemonic absinthe. Daemonic absinthe is a neon purple in colour, is twice as potent as the mundane sort, and if drunk by a good-aligned character, will set them on fire.
1681,Small herds of wild camels roam here, defending territory from each other. They are hunted by Sand Cats and burrowing serpents.
1691,In the center of this stretch of desert sits a large ornate mirror, approximately 15', tall placed on top of a stepped platform of black stone. The mirror reflects those who stand before it, but the reflected surroundings are not of the region and are instead of anther hex.
1701,When entered from the [direction], the metropolitan sprawl of Al Batur Mal Er Ze is a bustling, crowded center of trade of nearly 100,000 - the natives are ram-horned, golden skinned humanoids. When entered from the [direction], a few hundred malnourished survivors eke out a living in the ruins.
1711,This stretch of eroded red sandy hills has been exposing ancient fossilized bones of primordial monsters for aeons. Scholars, holy men and alchemists visit for souvenirs
1721,High grass savannah where great cats hunt all. Wildfires are common during the dry season.
1731,A sorcerer, two brigands, and a woman pirate travel this trackless expanse to find their father, the [personality trait] Wizard. They want to extort power from him, and will lie, steal, and kill to get maps and magic from anyone they encounter. They are selling the deed to their ship, stating it's anchored nearby.
1741,A bone-pale dervish, wandering the desert to prove their love to the Pale Lady. They expect it will take a long time, but are resolute. They will offer dreams, nightmares, or made-to-order nightmares in trade for artefacts of baubles to win her favour.
1751,Hzzzthzzzthzzz the insect philospher meditates upon a tall spire of crimson stone. Each of his pronouncements are (d6) 1-2 true and useful, 3-4 true but inscrutable, or 5-6 complete falsehoods designed to embarrass his interlocutor in some comical fashion, for Hzzzthzzzthzzz does love a good jape.
1761,Bones, dazed travelers, and frightened animals are picked over by jewellike insects of odd anatomy.
1771,Flower petals fly about on butterfly wings, allergic to their own pollen. Anyone getting sneezed on suffers a random potion effect, and miscability comes into play when a swarm is encountered.
1781,The Army of the Crawling Dead, several hundred Scorpion Men, make their way through the desert wastes. It's unclear who they are marching against.
1791,The Witch Queen Brevia recently moved her Palace of a Thousand Colors here to avoid the Antmen learning too many of her secrets. Many of her Scarab servants died during the operation, and some floors of her Palace are unstable now. She suspects the Pale Lady of stealing her keys, and one of the two froze insect merchants for some reason.
1801,Overturned carts are on fire and maddened people rush into the river, heedless of the reptiles peeking above the water and moving in. A tree with the face of a man laughs near the rope bridge, unaware the flames lick his branches. Bloody smears lead [direction].
1811,A group of adventurers are searching for rumoured ruins of Acampichtli, the capital city of the long dead Snake-Men. They are reading a worn and incomplete map of the region upside down, and should be searching [direction].
1821,The sprawl of the city extends here, and has a skilled metalsmith and tattooist. The ram-horned natives hide from raids of surrounding factions. Walking different paths through the streets here will lead to different eras of the main city.
1831,Molten flows ooze from openings through which creatures of fire sometimes emerge. The river trickles above, but below flows through tunnels where albino Sahuagin defend themselves from Turtle and fire creatures.
1841,Six mutant halflings are waiting for nightfall. In the meantime, they ride giant scorpions against each other for money and invite passers by to have a go.
1851,An abbey of women devoted to the god of fertility, Yasur Im, protect and care for the large farming community situated along the [direction]ern bank of the river. The head abbess is dying of a wasting disease and several sisters are already jockeying for position to replace her.
1861,This area is unbearable hot, and even the night does nothing to abate the heat. Small carcasses of birds and lizards dot the landscape and the air shimmers above you. At night a great light shines from the [direction].
1871,Here you feel like you are baking, and even the night does nothing to alleviate the feeling. The ground is parched and cracked; the sand packed as hard as stone. At night a great light shines from the [direction].
1881,A pack of wild beasts (hounds, pigs, ponies, what-have-you) recently escaped from captivity. A few might be hungry enough to attack if the Party has especially delicious things on them. On the other hand, if caught and tamed patiently, the younger beasts may easily be trained, and will make excellent working animals.
1891,A winding maze of wooden tunnels provides relief from the sand and heat of the day, but...<br />Far within the oaken tower / Exists the one with evil power / Magic channeler of earth's frustration / The Druid sleeps in meditation (Sleep, The Druid)
1901,Dune traders head [direction], their Giant Ants laden with the delicious giant fungi that grow nearby.
1911,There is a large pool of quick sand here, its rumored that at the bottom of the pool is a large underground city ran by dragons and sand mages
1921,Palm trees blow gently in the breeze along the [direction]ern riverbank, behind is sweeping views of the mysterious desert. Undead crocodiles with the ability to climb and hunt from trees lounge atop the palms.
1931,Sprawling camps of disparate soldiers and hangers-on line the riverbank and beyond, under the Eagle and Lightning Bolt flag of Jupiter. Sir Gregor La Scala has gathered his ragtag army of converted locals and odd foreigners to "Bring Peace, Order, and True Faith to the land." In hused tones is speculation of his true age and how he liberated much power for Jupiter's Glory from the mighty Djinni.
1941,Chances of getting lost in this trackless waste are increased as blowing sand blots out the sky nearly every day, causing PCs to travel in an unintended direction.
1951,A group of sand goblins has set up camp here along the river next to a crudely constructed bridge. They will demand a toll of 100 Dh'nak to anyone who attempts to cross it. On this stretch of river the water is only 2' deep and can be crossed easily by foot.
1961,A group of Ram-Horned spies are making their way [direction] to get information on Sir Gregor La Scala's forces. If the [hex trait] clay pot is sunk where the river turns and retrieved after nightfall, etched on it will be the reason the Snake-Men died out and an unreliable map of their capitol [city name].
1971,Two women in ragged clothes are hiding beneath a rocky outcrop. They are on the run from the guards from [city name] and are bound together with 2' of super-strong chain that negates spellcasting in a 10' radius.
1981,In the Shadow of Old Phosphor, the tribe of Soft Shale make their last stand against the encroaching hoardes. They've sworn to fight back any pregressors with a cunning band of savagery and explicit knowledge of the terrain. Beneath the sands, they've found a temple pledged to the Skin Eaters, an insect swarm that emerges once every other decade to replenish its life-cycle.
1991,A group of [1d7+1] Hobgoblin Raiders have taken a group of Pangolin Men prisoner. They are shackled together and being forced to march [direction]ward.
2001,Ancient lava flows have turned these mountains into black basalt monoliths. An antediluvian Blue Dragon Mosach the Preeminent lives in the highest peaks.
2011,Streaks of black, powdered basalt cut across this area causing it to be called the Tiger Sands. A githyanki airship on its way to [settlement name] crashed here some months back and its cargo of radioactive music crystals glitter throughout the dunes.
2021,A perfectly round obsidian disk 2 foot thick, with a circumference covering most of the Hex lays beneath the sands here. There isn't a cloud in the sky above the Hex and there is a bizarre assortment of weird,rusting machinery, lunar rocks, and an abundance of bird corpses littering it.
2031,A stable portal to the elemental plane of fire with fire mephits roaming the area around the portal.
2041,People talk of the literal amber waves of grain here. The grass is often disturbed from beneath by a ground dragon, who will pop up if it smells a diseased person.
2051,The great pyramids of the Scorpion Man city of Xochipepe can be seen at a great distance. It is ruled by Yolotle the Kind Hearted: there is no crueler a despot.
2061,Abandoned farmsteads abound in this lava plain.
2071,This vast a featureless stone plain is deceptively empty; below the surface there is a vast maze of lava tubes inhabited by twisted outcasts.
2081,Here in a lifeless patch of cracked desert sits a shrine built of bones and the tattered dry husks of man and animal alike. This is the shrine to Aru Kep Bohet, lord of dryness and desiccation.
2091,The bones long dead giant turtle are worshiped by a nomadic tribe of Jackal Men. The tribe can be found wandering in Hexes throughout the [direction]ern desert, but always return here to pray.
2101,Flecks of diamonds are mixed in with the sand near the river, with a small industry of workers sifting through the sands to collect diamond dust.
2111,A host of [20d50] Githzerai march [direction] from a recently awakened portal, heading to bind the [personality trait] Efreeti to an engine they have and recover their lost ship. Their leader has a nearly accurate map of the area with topography and fauna, and they are avoiding the burrowing spider sand traps here. Those who have recently lost a companion may call adventurers from other lands once before the portal closes.
2121,16 provisioned outriders from [settlement name] race to investigate the forces gathering in the area. They are led by the Iron Golem Magestor, the eyes and ears of the Sorcerer-Queen Leila Lalia.
2131,Guards from [settlement name] searching for the [personality trait] women . They do not know why but have been told to bring them in at any cost.
2141,Black rails perch on the vast numbers of saguaro that grow here. They mock passersby mercilessly in the common tongue.
2151,The richly appointed mansion of Sir Bibble the Euphonic; Advisor to Princes, "Father of Nations", "Peacemaker", "The Enlightened", The Coveted, The Lusted, He Who's Fingers Pluck Most Vigorously, Foremost Bard in the World resides here with 999 hand-picked goblin guards and innumerable hangers on of various races (among them at least 2 kings) all potential lovers. It is a rare day that a very well-guarded entourage does not arrive at or depart the manse.
2161,Food and addictive herbs are farmed here, upriver by Sand Goblins, downriver by the Ram-horned people, or Marhaban. They are not friendly to each other and have distinct border protocols.<br />The Sand Goblins burn the addictive herb on the basalt cliffs to keep the Blue Dragon Mosach the Preeminent pacified, but he is getting a tolerance.
2171,Sand Goblin hunters stalk [2d50] Ram-horned Marhaban riding great insects across the dune hills on their way to join the forces with their allies [direction]. The Sand Goblins have trapped many areas and left light valuables resting on patches of quicksand. They are violating a treaty.
2181,The Seven-Horned Annihilix Of Judgement sits on its seven-foot obsidian throne (an upside-down skull), seven candles burning on each of its horns. Rivulets of wax sweat whisper to travelers, and those who please it are twisted painfully into new shapes for unfathomable purposes. Once a Marhaban, he will try to prevent Snake-people from getting the [hex trait] obelisk.
2191,A working well in the middle of the desert is a welcoming site. It's 200' deep, and under its water is the entrance to the Tomb of the Shalak-Nur.
2201,Quicksand reduces travel speed to 1/3rd (or roll vs Petrification and be swallowed by the desert to be trapped in the ruins of [settlement name], which is inhabited by skeletons and desert halflings that are very hungry. The smell like beef jerky).
2211,A lost band of 8 treasure hunters are looking for the ruins of [settlement name], seeking its fabled amber dome. They're 4th level rogues but were recently robbed by a wizard whose tower is visible from here.
2221,Glass desert. Reflective sand may cause blindness. Plus 2 on attempts to summon efreeti, minus 4 on attempts to bind them.
2231,Thousands of carbonized corpses are found in huge mounds with eroded walkways through the mounds revealing tragic faces of ancients caught in some disaster. Clouds of ash seem to watch intruders or seek communication but cannot speak
2241,A desolate charred waste with a series of trenches and a strange concrete bunker with observation ports looking towards desolation. A complex of labs, barracks and store rooms under the bunker may hold secret of what really happened
2251,Djinni, Efreeti, Demons and spirits gather here every seven months in 7times7times7 (343) lavish floating pavilions to divide the domain and it's magic. Those who agree to serve one of them (errands, spying on other factions in the gathering, skullduggery, etc) can gain the favor of Fate for one month.
2261,An enormous beetle carcass, as big as an elephant, has been hollowed to create a small shack. Inside the walls are covered from floor to ceiling with jars containing rare spices and ingredients at very reasonable prices. Some say Bzul'lek, the owner of the shop, deals in much more rare or perhaps illicit goods if paid the right price.
2271,The shadow of an invisible staircase reveals it's location but doesn't make it any easier to climb once you're on it. Above is the Temple of Qumarkaj, concentric circles of mud brick halls attended by priestesses who become more serpent-like towards the center and know the ancient history of the Snake-men.
2281,A large priamid surrounded by some smaller priamids are here
2291,Gigantic ornate jars containing strange horse size monsters preserved in magical coloured fluid are found exposed here. Wizards come here to research this ancient mystery
2301,Corpses, caravans, and half-constructed buildings are buried in the sand. Huge finned worms hunt anything heavy or noisy.
2311,Tel Amur, a semi exposed ziggurat. No entry can be found but hundreds of raspy voices within can be heard chanting by night
2321,Giant ants collect nuggets of metal like meteoric star stones, peaceful unless you rob them or tease with metal. Pets of a minor craft godling. Giant ant-lions with illusion powers worse.
2331,A tribe of Lava Children live in stone huts across the barren lava field. They are under constant threat by Mephits and a renegade Fire Giant.
2341,Grubshank, a hidden settlement. Beneath the sandy loam here, Sand-Goblins live in a Cu Chi Tunnel-like system of crawlspaces and tunnel traps. They feed upon the sand-grubs which are drawn to their underground water resevoirs. Some of their number are fighting a guerilla war [direction] of here, in defiance of a treaty.
2351,The sand here is hard-packed and easy to travel over. The dunes are also not so high here and provide great visibility [direction]ward. The dunes are reduced in size by Wasp-men that make their homes in the hard pack. They are mortal enemies with the Scorpion-men.
2361,Four obelisks surround a low mound. The images tell of the great evil buried there, the perils of joining the hemispheres, and the Wasp-men who have protected it since ancient times. Under the mound, encased within the successive wards of gold, silver, lead, oak, rowan, ash, and bone, is sealed one hemisphere of the Devourer of Worlds. The Scorpion-men have found the other hemisphere and seek to join them to attain ultimate power.
2371,The gruesome remains of an exploration party. Four men, all missing their tongues and eyeballs and their skin is a strange orange color. Among their belongings is a map of a pyramid complex.
2381,A ship lies in the sand, crewed by friendly skeletons. If payed with three buckets of water, they will magically transport one to the waters of Hexenbracken
2391,Canals of lava in concentric circles have been constructed on this part of the lavafields. The canals ring around an abandoned Snake-men altar that is guarded by a Wyrm that lives in the canals.
2401,Giant insects herd here, captured and trained for mounts by the various peoples of desert and mountain. The Ram-Horned Marhaban are the best trainers, other tribes less so.
2411,111 statues are an automaton army that can be activated from a device in [city name], capitol of the long-dead Snake-men. Sand-colored flying manta attack those trying to steal the sparkling gems in their chests.
2421,An ex-assassin is in a fight with zombies and skeletons who rise from the sand. He will only survive with help. He is on his way to [settlement name] to help the two [personality trait] women and take them to [settlement name].
2431,A sprawling, disused temple to Netira, Goddess of the Cleansing Sand, has become occupied by hundreds of refugees. When the group arrives, a robed man claiming to be the last priest of Netira is pleading with them to leave the temple. He claims their sacrilege will bring calamitous retribution by Netira's hand.
2441,A old mummy that has regained its human form is in this area with some of its undead protectors. The mummy is trying to find living people to switch with its protectors. <br />Any random encounter rolled in this area is the mummy and its cohorts.
2451,Silent Insect-people tend colored flames and chimes on stone altars. Their services depend on how one solves their puzzles - the right combination of light and tone can summon or repel specific species and send messages to any place in the desert, among other things.
2461,Saqfa Zojaj, a charming and strikingly beautiful woman with burned but healthy hands, runs a glass foundry here. Craftsmen fashion boringly mundane glass goods as a front for their secret business of producing exquisite, illegal, glass war devices, including arrows & spears with flechette heads and piercing weapons with hollow ends intended to deliver live creatures such as scorpions and flesh-eating scarabs onto or into a victim.
2471,The sand here is glassy and sheer in places. This area is profoundly dangerous for the shifting, cracking glass-sands and the jets of super-heated magma that erupt randomly. Vents and tubes of magma have passed under this portion of the desert, causing super-hard glass to form: glass which *Saqfa Zojaj* uses to forge her war devices.
2481,Grand Prelate Glyphilius Inkswell, mortal representative of Libria, goddess of knowledge, has taken residence in a tent here at the banks of the river. His 15 acolytes make scrolls from paper harvested nearby, which they offer to buy from passers-by.
2491,Well, 3 lions.
2501,A sand giant member of the Tribe of El Bardin leads a dozen sand goblins in chains [direction]ward as prisoners of war.
2511,The groundwork here resembles the outline of the *[hex trait] volcano of [location theme]*. Further investigation shows gigantic tread tracks to the [direction], and bits and pieces of strange metal sticking out of the floor. If seen from space, looks like a failed terraforming installation.
2521,Rock platforms provide just enough footing over the lava to a crystal tube a mile out that leads under. A cache of powerful weapons is in there, but Fire Mephits and Lava Oozes protect it.
2531,42 Mughali live in and protect an ancient outpost of the Marhaban in which a ship's wheel is set into a column and there are grates in the walls. In a room they avoid, 25 mummified White Elves lie as if they were running from the corpses of 3 women of indeterminate species.
2541,The bard Ta'Rehk can be found here playing his masterfully crafted Oad. When approached he recites a poem about the fallen adventurers who sought out the Trapezohedron of Nephren-Ka.
2551,A hidden well near the [direction]ern caravan trail leading to [settlement name]. It's location is guarded closely by a tribe of white elves which sell water to the traders passing by.
2561,ALIPAHL, walled trading post of the Marhaban, is becoming a small city both in and outside the walls. It is run in a more hierarchical and military fashion than usual, but one can earn their trust.
2571,Rising from an oasis is a white tower with a copper onion dome. Here, the mad, bad and skeezy wizard, Othamagos, makes his home, along with the greatest creations to come from his parthenogenesis vats, his seven deadly houris.
2581,Locusts swarm here and a lone prophet lives off them and wild honey. His only valuable property is 40 years of poetic moral fables recorded on hide in a long lost script
2591,Four Desert Gnomes ride on battle goats on a secret mission.
2601,A succubi in disguise is seeking a prophet to kill, will ask if anyone seen him or ask to join any she meets. The prophet and his books are her prey to earn a promotion.
2611,NALUT This town is little more than an oasis with a handful of shacks and a fortified inn. The inn is cozy and welcoming with good, if overpriced food and drink, at night, there is a [1d50]% chance that the bard Ta'Tehk will be playing here.
2621,The ruins of an aqueduct and guard house. Two girls from [settlement name] are hiding out here after robbing the home of a wealthy merchant.
2631,A lush garden of fig and olive trees. Two nomads sit under a tree smoking hashish from a long wooden pipe.
2641,A tribe of nomads are camped upon a mesa here. Their chieftain, Yosab-Am, lies dying, poisoned by a Scorpion-man.
2651,For some reason, Ant-men have created a bizarre but successful farming community here seeking to live as humans. This community appears as a well-meaning, but unintentional, parody of human civilization.
2661,Past volcanic activity have covered this expanse in tear-shaped beads of black glass. These can be gathered and sold to the sisters of the *abbey of [location theme]*.
2671,Riders carry sealed and coded messages bound for the Rusted Lich, Sir Gregor La Scala, and Sir Bibble the Euphonic. The messages for Sir Gregor and Sir Bibble are accepting marriage proposals those two made to the Summer Pharaoh, although they state different names for her. The message for the Rusted Lich is offering to unite her power with his in a military partnership.
2681,A raiding party of Qullans are tracking the riders. They are armed with broadswords and nets.
2691,The Greenshoe clan of white elves lives in an expansive home beneath the dunes that can only be accessed by cleverly hidden, and cleverly trapped, trap doors.
2701,An outpost of the Army of the Summer Pharaoh - travelers may be searched, escorted [direction], fined for illicit goods, or helped. Underground is a dead portal that once led to The Kraal; it trapped the wicked White Elves here.
2711,A stone slab can be discerned beneath the sand. The slab leads down into a subterranean tomb where Sons of Kyuss await.
2721,The 32nd Monolith of the Toad Gods. Graffiti pleads for readers to return the Monolith to it's home (in The Kraal) by sacrificing an An-An from the small illiterate tribe that live around the monument itself, an Insect Monk, a Son of Kyuss, the Prophet, the Mummy, and then return here and have one request fulfilled by the Toad Gods.
2731,A desert goblin riding trained giant scorpion sells trinkets and water and maps to passers by
2741,Crow-men are disguised as Priests of Aru Kep Bohet, lord of dryness and desiccation on a trek to the temple. They are actually a bandit collective dividing recent hauls from[NALUT and a heist gone wrong from further [direction] that left them with a Flying Carpet.
2751,A caravan of supplies bound for Saqfa Zojaj's Glass Foundry. Desert creatures hide from the sun in a series of old abandoned shacks.
2761,Four Hobgoblins ride on war elephants. They carry long bows and are hunting Pangolin Men.
2771,Vultures feed off the corpses of a looted caravan while lizards and scorpions wait their turn. One of the corpses clutches an iron rod, a control devices for the time travel chamber in some hex to the [direction].
2781,Owls with the faces of men and women perch in the scraggly trees near the river. Velociraptors have a feeding area in the [direction]ern 2 miles, and Sahaguapede tribes occupy the [direction]ern 2 miles.
2791,A ferry crosses the river here, the ferryman pulling the boat across by a thick rope anchored to either shore. But the real ferryman was killed yesterday, this is a Snake-man in disguise and his lizardman cohorts hide under the water.
2801,A group nomadic sand giants calling themselves the Tribe of El Bardin has set up camp here. They are engaged in skirmishes with the sand goblins of this desert.
2811,A haunted place known as the Valley of the Undying Crypts. Several small pyramids serve as entrances to deep underground crypts swarming with undead monsters.
2821,Prison palace for the Summer Pharaoh's family members.
2831,Guard checkpoint of the Army of the Summer Pharaoh; violent windstorms are frequent here and the outpost is adapted for it. Travelers will be checked, although hospitality and friendliness are attempted. When Sand Giants gather to the [direction], they can be seen from here.
2841,Toward the [direction] of this sandstorm-prone area the Sand Giant Ceremony of Gnashing and Wailing has been interrupted by a murder of Wyvern Horrors. Fight in progress.
2851,A caravan taking an ill-advised route is caught in a sandstorm. Sand Goblins are moving in to loot.
2861,In a shallow depression in the sand sits a cube of blue ice, a metre per side, that never shows any sign of melting, even in the most intense desert heat.
2871,UNI STILL, a thriving Goblins village and citadel, is built upon and within the ruins of a large ancient Snake-men trading outpost. Underground catacombs stretch out for miles and miles in all directions,
2881,An ancient Snake-men building with many rooms and twisting hallways is haunted, and seems to change over time. The Goblins of UNI STILL would like to use it but none seem to ever return.
2891,A woman in black enameled scale mail and an elfin sword, she's lovely but completely hairless and has a black tongue. This is Narotha, one of Othamagos' near successes. The willful Narotha left her creator's service long ago and is currently here on a bounty from the Hundred-Eye Shah in the [direction], for the Crow-men, whom have eluded her with their disguise.
2901,Ancient roads of the Empire of the Snake-men still rise above the sand, and anyone straying from them will be attacked by predators from underneath. Dotting the landscape are old doors and foundations of buildings long worn away.
2911,A boy shepherds a flock of burrowing owls that scamper off, burrow, and return with something. They've been trained to hunt insects and smaller animals and to collect anything shiny or metal; there is a chance the boy may have collected something of great value.
2921,Magical wards conceal and lock the solid gold doors that lead into ACAMAPICHTLI, the majestic subterranean capital city of the long dead Snake-men. These are the only doors into the city, keeping that which destroyed the Snake-men trapped within.
2931,A freestanding door at the end of an ancient road is inscribed with runes that are the instructions for a ritual. If completed and the [personality trait] clay pot is used to open the door, an army of 333 Snake-men will emerge and begin marching [direction]. They will not enter their former capital city of [city name], but will tell of many riches locked therein.
2941,A large river of lava runs through this hex. Goblins are here in crude gas masks trying to gather some of the lava in containers, it doesn't seem to be going well for them
2951,A man in an outrigger canoe is using a cormorant to fish, a young girl holds the end of the bird's leash; she's "helping". Several manned fortifications are arrayed along each coast of this delta, each flies a different flag.
2961,On a crumbling cliff of ash over a volcanic crater is a ancient skycar shell. While it looks like a burned out wreckage, crystal pods half buried contain intact wonder workers of the distant past<br />
2971,The Monastery of Abul Dhaihan, A peaceful enclave of Goat Monks who worship the nameless desert goddess. The monastery has been occupied by Qullan raiders.
2981,An immortal celestial being of radiant beauty descends here each night and walks slowly through the desert, finally disappearing into the rising sun. Any intelligent living creature who witnesses its passage will be filled with peace and incapable of taking any malicious or violent action until the celestial is out of sight.
2991,Within this hex there is a single 100 foot tall evergreen tree standing among the dunes. Standing at the base of the tree at mid-day every day for seven days and staring into the sun through the branches for one hour will permanently blind the observer, but also allow them to cast, once per day, a fireball spell, as a caster of one level less than the character (arcane casters can even scribe the spell into a spell book/scroll as if they had successfully researched it). They will also know one of the names of the sun.
3001,In the Painted Dunes of Amaranaset-Sa the people of that name, who were once Mughali, wear the faces of the men they kill and hunt with trained birds and throwing swords. They will try to lead tough prey toward the nest of Wyvern Horrors in the [direction] of this area.
3011,A *merchant's cart* with many hangers-on. They are mostly actors and mercenaries hired by one who has a *magical great-axe* hidden, with which he plans to chop down the *[personality trait] tree* and sell it to the *Witch Queen Brevia*.
3021,At the bottom of a large dune the corpse of a Snake-man baby will tell of the future or past in the cracked voice of 1,000 years of doom to any casting shade upon it. At the top of the dune sits an old man in a loincloth, spinning a bullroar that will teleport those he is pleased with to their true goal; all who are teleported are changed in some way.
3031,A strange flock of white pygmy deer forage in the weeds along a dry riverbed. A two-headed boy sits on a rock and watches over them.
3041,A pit covered with a withered carcass is filled with glassy grains of sand. These grains are actually eggs of a parasitic, flesh-boring crab-species, they will hatch if warm flesh comes in contact with them (After 5d6 days, an infested creature will feel compelled to dig a pit and lay over it).
3051,A man wearing a fine thawb and carrying a rune-inscribed, iron shod staff, marches along with his bodyguards, two dangerous looking An-An warriors, outcasts from their clan. He is returning from *[tower name]* where his future was foretold and his true goal denied. He is in no mood for conversation.
3061,Inexplicably a fountain is bubbling clean, fresh water in this hex, zombies shamble aimlessly around it. Water elementals below the fountain poison travelers with the fountain and use them as zombie slaves.
3071,An upthrust of red sandstone rises 600 feet in the air. Harpies nest on and circle about it.
3081,A crashed airship. Its cargo is silver ingots. **Stirges** ([stirge stats]) nest near the thin trickle of water which condenses against the ship's shiny skin. The flammable gas which once kept the ship afloat has seeped into the cargo hold, making voices high pitched, breath short and open flames dangerous.
3091,Some survivors from the crew of the crashed airship Their fire has attracted a group of Jackal-men.
3101,Nothing but sand, cacti, and strange looping tracks made by sidewinders.
3111,The pirate crew of a great wooden ship that can sail sand as if sea are stocking up on drinkable water and herbs at a tiny oasis just outside the domain of the Mantis-people.
3121,Corpses recently fallen from one of the many airships crashed elsewhere in the desert. Goat-men who want to search them are in a fight with natural scavengers.
3131,Sand, sun, the occasional cactus. Heat shimmer makes it very easy to get lost and go in circles here.
3141,Mantis-men driving cactus juggernaut in huge circles
3151,In a small, sheltered oasis, can be found a small, withered, blind and completely mad level 2 Goat-man warrior begging for alms. The flora in front of him is charred and blasted. He has spent a year under a blazing tree and will cast fireball at any who refuse to donate.
3161,Half buried in the sands here is the Pyramid of The Serpent Headed Prophet. Though looted of its original treasures millennium ago, the pyramid, when it hasn't been forgotten under sands, has periodically served as base of operations for one group of undesirables or another, most recently, to a particularly bloodthirsty and brutally effective gang of bandits led by the nomad turned assassin, Kamal the Killer, who wields the deadly blade "Spiller of the Silver Blood."
3171,The Great Wyrm of Gloom, Techatnazl, burrows endlessly here, causing shifting sands, uncertain footing, and no end of sadness in the slave quarters of the far reaches of the [direction]ern Outpost of the Great Empire of KARAKT-ZUL directly to the [direction]. The Wyrm's gloom affects all in the neighboring areas except around the [personality trait] old man.
3181,The abandoned kivas of a once thriving community, driven off along with all wildlife by the influence of Techatnazl, are now used by smugglers, slavers, and other nefarious types. People rarely speak while here.
3191,Despite dire, but vague, warnings of doom, An-An are using the stones of an ancient ziggurat to build their village in its ever decreasing shadow. They are days from removing the stones imprisoning the forgotten demi-god Jaek Entep Ro "The Phylactor" from his treasure filled cell.
3201,Slaves and great beasts pull a caravan from the Capitol of the Great Empire of KARAKT-ZUL in some hex to the [direction] meeting a resupply caravan from the [direction]ern Outpost in Some Hex to the [direction]. They are on an exploratory trek to the Snake-man ruins to the [direction].
3211,A verdant oasis, lush with ripe fruits and fresh waters is nestled among the jagged black Cliffs of Bhat. Deep in the center of the pool a large metallic canister lies broken and leaking. Anyone eating or drinking here gains a random mutation in 1d4 days.
3221,An outer settlement beyond the furthest ring of slave hovels, this small village of KARAKT-ZUL loyalists take in the shivering wrecks who speak of a nonexistent mountain to the [direction] and put them to work before the shock of the desert wears off.
3231,A trail of fresh blood leads over the rocks and down into the ruins of an ancient well.
3241,A recent earthquake has created a long, narrow crevasse that has completely drained the oasis that once defined this area. At the center of the drained oasis is an unlocked hatch made of petrified bone.
3251,Local farmers drive long taps in to the cacti of this semi-arid scrubland to extract a naturally occurring liquor. The harpies conduct raids on the farms, flying off with bottles and kegs of the booze.
3261,Qullan raiders swarm around a great hive structure made from sand and spit. At the top, 30 ft up and growing, some of them emerge with wasps' wings and stingers. The Qullans came from this camp, but would find it much changed recently.
3271,An underground lava flow has reached an oasis here. The waters have become fouled and undrinkable. However, it has become a very comfortable natural hot spring. It is often frequented by a group of samurai warriors (from a distant land) that originally disembarked from their ship.
3281,SAROMATAE Over two score years ago an army of Amazons attacked the Great Empire of KARAKT-ZUL and lost. Rather than return home in ignominious defeat, the surviving Amazons chose to wander the sands, eventually subsuming a tribe of An-An that had impressed them and settlling this village.
3291,Abandoned Watchtower. A 300 meter high tower rises from the dunes. 143 Desert Goblins have taken control of the tower and are armed with longbows. Their leader - a cruel Hobgoblin called Kargull has taken an Amazon princess from SAROMATAE captive.
3301,One of the many, miles long Catacombs underneath UNI STILL, opens up to the surface here. Supplies are transported from UNI STILL to the goblins. Undead Snake-men have to be periodically fought back to keep control of the passage.
3311,Soldiers from KARAKT-ZUL's [direction]ern outpost to the [direction] meet a group of elites from the capital to the [direction]. They are massing to slaughter the bandits but are losing morale from the Great Wyrm of Gloom .
3321,A raised, ancient but servicable road runs through the desert. Travel speed is greatly increased on the road but it is often used by armies on the march, many of which employ forcible conscription.
3331,The crumbling remains of very ancient palace. At night, undead shadows roam this place, despondently trying to reenact their lives, but passing of time and the influence of Techanazl have caused them to forget much of what living was, though not their hatred for those that still live.
3341,Thousands of sandstone statues of human warriors poised for battle. All seem to show the same amount of aging as if they were placed there together.
3351,A tribe of the An-An has been walking in circles in this hex for 40 days and 40 nights, cursed by their god.
3361,An unoccupied waystation along the path from the Capital of the Great Empire of KARAKT-ZUL to the [direction]ern Outpost provides shade and shelter for weary travellers.
3371,A group of Dwarven bandits are leaving KARAKT-ZUL with a cart full of stolen contraband.
3381,The derelict hangar where the airship that crashed on it's maiden journey was built by Aven Harbon, a mad technomancer. He has chosen this hex as a building site due to the special qualities of the quartz sand in the area. His aides are technolomancically uplifted sand goblins (roll on mutation tables, treat as mechanical improvements).
3391,A small hidden oasis is here, it has small trees and a nice river.<br />The entire area is actually a false image cast by a powerful wizard, he is trying to steal from weary travelers to make himself more powerful
3401,A small group (d6+2) of travellers has just gotten free and is heading toward a grove they've heard about. They tell the group about it, and how much they are looking forward to eating of the 'magical' fruit. They are led by a small, smug (talking) tabby kitten with a strange accent.
3411,A beautiful forest once stood here only, but was eaten by the sands. The dead trees are filled with stirges.
3421,Lava tubes carry lava from the volcano. The ruined glass forges of the Techno-Mage Zedek Riftfire can be found here but are still guarded by his army of glass golems.
3431,Ziggurat of the Cybergorgon Queen. 25% chance of encountering one of her robo-beastman patrols.
3441,The City of TEKHAT MAL. A great city within the Great Empire of KARAKT-ZUL, famed for it's slave auctions and silvercraft. The half-ogre slave master, Gorun Tyr, will pay a kings ransom for the return of his property, the slaves hiding.
3451,An army of sand goblins (50d6) disguised as cacti approach the city of TEKHAT MAL, one steathly step at a time. Their plan is to sack the city and flee to their stronghold. The goblins must remove their disguises before they can attack (2 rounds to do this).
3461,A herd of wild camels, including a rare blue one, roam this area. Camels that have eaten their favorite treat, the desert radish, spit for d4 damage up to 30 feet.
3471,Hundreds of Sandstone Elementals are hauling buckets of desert sand to the highest peak. They will not attack unless they are prevented from completing their seemingly never-ending task.
3481,The tunneling of an Ant-men colony deep beneath the sands has freed d8 Pyrite Elementals that now patrol the Ant-men's abandoned tunnels. Dwarves in the party should be able to instantly recognize that the elementals are made of worthless "fools gold"; pity the group without a Dwarf in this instance.
3491,Samurai camp. These warriors have only recently arrived at the desert's edge and realize that they are poorly equipped for dealing with the desert. They can also be seen [direction] of here where they regularly bathe or anywhere between, making the trek.<br />The samurai are interested in trade or commerce that would get them some desert clothes and armour. They have plenty of high quality weaponry crafted in their far off homeland.
3501,These lush hills are home to a tribe of molemen.
3511,A battallion from TEKHAT MAL has seized the port of this undefended fishing community. The fisherman have turned to smuggling to bypass the new restrictions and tarriffs the military has instated.
3521,The “stumps” of hundreds of cacti give evidence to some recent harvest. Hundreds of goblin tracks lead to the [direction].
3531,In a featureless salt marsh, [500d4] mute, ~5 year old children, simultaneously possessed by the spirit of a wizard, attempt to carry/drag off any party members they can or otherwise corral them to the wizard's tower at the heart of this area. The first PC that enters the sundered tower must make a save vs spell or become the new host body for the wizard that started this mess with an epically failed magic jar/clairvoyance/clairaudience combo spell. Every 10 rounds another possession attempt will be made on party members inside the tower. If the magic jar is found and destroyed the children will return and explain that they've been abducted by the wizard from communities all over the desert. Each child carries a clearly visible gold coin strapped to their arm.
3541,A town of wooden huts connected by bridges stands well above the high water line of this tidal flood plain. Fishing lines can be seen leading in to most of the dwellings.
3551, [2d20+10] buffalo herders and their animals, preparing for the trademeet in [village name]. They are led by the witch [human name], who has been teaching them hidden languages of the Old World.
356
357;desert encounter
3581, traveling merchants who are wary of strangers
3591,"sand devils", vortices of wind and sand. might suck up something or someone.
3601, thirsty [predators]
3611,old hermit. Knows much about the desert, don’t want to talk to anyone.
3621,[3d10] cruel raiders (HD 1 AC 14 saber or bow d6) with loot from last raid.
363
364;predators
3651, lions (HD 2 AC 12 Claw d6)
3661, cheetahs (HD 1 AC 15 Claw d4)
3671, hyenas (HD 1 AC 12 Bite d6)
3681,sand worms (HD 5 AC 12 giant bite -2 to hit 1d6+swallow)
369
370;desert NPC
3711,[fighter].
3721,[cleric].
3731,[thief].
3741,[magic user].
3751,*[human name]* the sand witch
376
377;desert item
3781,A sarcophagus lined in gold and jewels worth [3d6x100] GP. If disturbed, a mummy emerges from it.
3791,[1d3] pieces of fulgurite still containing energy, can be discharged as a lighting that inflicts [1d4]d4 damage and ignore bonuses to defence from metal armour getting instead an equal bonus to hit
3801,an hourglass filled with [colour] sand
3811,a heat-activated mirage projector
3821,a pair of [precious material] dentures that enables their wearer to eat sand
383## Mountains
384;hill
3851,A savage band of [1d3+1] *minotaur* lives in these hills. They are in the process of constructing a labyrinth from hedges and stone walls. The labyrinth is [labcondition].
3861,A group of [1d12+1] bandits are looking for easy victims in these hills. They are deserters from the [mercenary company]
3871,These hills are peaceful and quiet.
3881,A friendly band of [1d12+4] *satyrs* lives in these hills. They are eager to suggest drinking and debauchery.
3891,An isolated group of [2d12+3] *elves* have a hidden treehouse in these hills.
3901,Unusual [natcolor] flowers grow on these hills.
3911,Boulders and large rock outcroppings dot these hills.
3921,A patrol of [2d8] **human warriors** ([human stats]) from the local settlements occupy this area. They are mounted on light horses, and armed with spears.
3931,A patrol of [2d8] **human warriors** ([human stats]) are moving through this area looking for bandits and other evildoers. They are armed with swords and bows.
3941,A patrol of [1d6+2] *high elves* mounted on elk are searching this area for bandits. They are likely to stop and question any travelers.
3951,A pair of wandering **hill giants** ([hill giant stats]) and their [giantpet] have stopped on this hill.
3961,The [name for hills] are dry and forbidding. The only animals you can see are some **goats**.
3971,These hills are well-grazed, and you find plentiful flocks of *wild sheep*
3981,A small party of [1d6+1] wandering hill trolls is foraging on these hills.
3991,These hills are well grazed. You can see a herd of [herd animals] in the distance.
4001,These hills are steep and unrelenting.
4013,Gentle rolling hills here.
4021,A herd of [herd animals] is grazing peacefully on these hills.
4031,A group of [2d8] **bandits** ([bandit stats]) roam these hills, looking for victims to rob.
4041,Several of these hills are riddled with natural caves.
4051,A small pack of undead including [1d7+1] skeletons and [2d4] zombies roams these hills randomly. They wear the rags of an old mercenary company that has fallen under a curse.
4061,Isolated burrows in these hills have been converted into a cluster of gnome-homes. There are [4d6] *gnomes* living here.
4071,These hills are home to a clan of [1d6+1] **ogres** ([ogre stats]).
4081,The largest hill here has a small palisade fort inhabited by [4d6] hill dwarves ([dwarf stats]).
4091,These hills are the home of a group of [2d6] vicious **bandits** ([bandit stats]).
4101,Certain of these hills are covered in mounds and burrows- it isn’t clear what sort of creature occupies them.
4111,Tall insect mounds (each taller than a mans height) dot these hills, and you find the opening to a **giant ant** lair. There are [4d10] **giant ants** ([giant ant stats]) here.
4121,The hills here are lush and green.
4131,The [name for hills] are covered in scrub terrain.
4141,The hills here are lightly forested.
4151,These hills hide a freshwater spring, known as [old name]’s Spring.
4161,One hill here in particular is fitted with a curious-looking door. It seems you have found the home of the [hermetic] [hilldweller] known as [old names for men].
4171,These hills are rocky and difficult to navigate.
4181,These hills are covered in an occasional crumbling grave marker.
4191,These hills are covered in large boulders and stones.
4201,These hills are sacred to the Fey. An ancient stone marker on one of the hills marks an invisible border to the Fey Kingdom. It isn’t clear how you can cross over to the Fey Kingdom, however.
4211,These hills are covered in scattered bones and the remains of rusted armor. Apparently a great battle took place here.
4221,The [name for hills] are bare and the narrow creeks between them have dug deep channels. One of these channels is home to [some canyon wights] ([wight stats]). During they day they lie in the flooded cellar of a ruined toll tower guarding a ford. [dead treasure]
4231,Deep ravines cut through the [name for hills]. A cave in one of those dry riverbeds is home to [giant scorpions] ([giant scorpion stats]).
4241,On one of the [name for hills] stands [a warlock fortress]
4251,On one of the [name for hills] stands an old tower overlooking the lands below. This is the home of a **manticore** called *[manticore]* ([manticore stats]). [robber treasure]
42610,[althill]
427
428;a warlock fortress
4291,a ruined fortress currently occupied by [warlocks]. [average treasure]</p><p>The fortress and its surrounding land is ruled by the **medusa** *[medusa]* ([medusa stats]). The courtyard and rooms are full of her petrified victims and the bones of the dead. [luxurious context] [terror treasure]
430
431;hermetic
4321,hermetic
4331,solitary
4341,legendary
4351,eccentric
4361,lonely
4371,insane
4381,mysterious
4391,hateful
4401,misanthropic
4411,philosopher
4421,mountebank
443
444;labcondition
4451,currently incomplete.
4461,poorly made.
4471,easy to navigate, but cursed.
4481,hexed with a variety of strange spells. Those who enter will be teleported into an extensive other-dimensional maze.
4491,unfinished.
4501,not much more than a circular pattern on the ground at this point.
4511,almost done.
4521,deceptively clever
4531,strangely beautiful.
4541,foreboding and intimidating.
4551,ensorcelled so that it isolates each party member in a strange dream-maze upon entry.
4561,a simple circular hedge-maze.
4571,mostly illusionary, but can lead any who enter it into real danger.
4581,filled with deathtraps
4591,haunted by **phantoms**
4601,filled with the decayed skeletons of previous visitors.
4611,extensive and dangerous, but contains a significant treasure trove at its center
462
463;giantpet
4641,*cave bear*
4651,*dire wolf*
4661,*axebeak*
4671,*giant ram*
4681,*dire tiger*
4691,*dire boar*
470
471;mercenary company
4721,Hellfire Blades mercenary company
4731,Local Militia
4741,Brothers of Baal mercenary company
4751,Reavers of [old name] mercenary company
4761,forces of [old name], a local warlord.
4771,forces of [medusa], a medusa who lives in these parts.
4781,Guardians of [old name], a foreign mercenary company
4791,Slayers of [old name], an independent mercenary company.
480
481;hilldweller
4821,gnome
4831,halfling
4841,hermit
4851,pixie
4861,hag
4871,monk
4881,spriggan
4891,**troll** ([troll stats])
4901,swanmay
4911,hedge-wizard
4921,mad-hermit
4931,**barrow-wight** ([wight stats])
4941,penitent
4951,alchemist
4961,sage
497
498;warlocks
4991,a *warlock* (level [1d3+1]) and a small group of [1d19+1] human cultists
5001,a *warlock* (level [1d3+1]) and his [evilmounts] mount.
5011,[1d5+1] *warlocks* (level [1d6+1])-each mounted on a [evilmounts]
5021,a *warlock* (level 5) and his *giant scorpion* mount
5031,[1d5+1] *warlocks* (level 5) and their *giant scorpion* mounts
5041,a cult of [1d7+1] (level [1d4+1])*warlocks* and their leader, [old name].
5051,a **mind-flayer** ([mind-flayer stats]) and a small group of [1d4+1] **warlocks** ([warlock stats]).
5061,a [level 1d4+1] *half-dragon sorcerer* known as [dwarf name for men] and his pet *[evilmount]*
5071,a **warlock** ([warlock stats]) and his **giant scorpion** mount ([giant scorpion stats])
5085,[1d5+1] **warlocks** ([warlock stats]) and their **giant scorpion** mounts ([giant scorpion stats])
509
510;evilmounts
5111,giant beetle
5121,dire wolf
5131,skeletal horse
5141,hellspawn drake
5151,pterasaur
5161,giant lizard
5171,huge spider
5181,giant snail
5191,giant bat
5201,horned lizard
5211,tusked sauroid
5221,deathly elk
5231,wyvern
5241,gargantuan centipede
5251,giant wasp
5261,giant dragonfly
527
528;giant vermin
5291,a **giant stag beetle** ([giant stag beetle stats])
5301,[1d7+1] **giant cave crickets** ([giant cave cricket stats])
5311,[1d11+1] *giant termites*
5324,[giant scorpions]
533
534;some canyon wights
5351,the **wight** *[old name]* [the necromaner] who surfaces from his watery grave every night and searches the canyon for fools to drown
5361,[1d7+1] **wights** led by *[old name]* [the necromaner]. They roam the canyons, looking for victims to drown and add to their undead posse
5371,the *wight* [old name] [the necromaner] who leads a pack of [1d19+1] *zombies* in a never-ending patrol of the area
5381,the solitary *wight* known as [old name] who avoids visitors.
5391,the insane *wight* known as [old name] who will usually follow any party who enters his territory and attempt to pick off stragglers.
5401,the tragic *wight* known as [old name] who will attempt to befriend the party-- but is ashamed of its undead condition.
5411,the ghoul [old name] who lurks in the canyon, searching for victims to murder.
5421,[1d5+1] ghouls led by [old name] [the necromaner]. They haunt the area, searching for easy victims to seize in the night.
5431,[1d19+1] ghouls who serve the *night hag* known as [old names for women][the necromaner] who lives in a hut in the region.
5441,a group of [1d6+2] *manes demons* and their summoner, the wizard [old name]
545
546;althill
5471,Hills.<br />*Landmark: *[hill landmark]<br />*Encounter:* [hill encounter]<br />*NPC:* [hill NPC]<br />*Item:* [hill item]<br />
548
549;hill landmark
550100,[lyonesse hex]
55150,[thor hex]
55250,[tolkien hex]
5531,The Salt Hills of Zuhn are frequented by the slave gangs of the Mughali Salt Merchants and home to wandering bands of dust ghouls. Caves here often hold fresh water pools and bizarre crystal formations.
5541,The brave and desperate mine for rare pieces of high quality obsidian in this igneous rock field infamous for swallowing men whole. Rumor has it there is a stable yet circuitous path through to [settlement name]. Beware of the fire-o-manders.
5551,Kobolds (84 warriors, 51 noncombatants) live in the badlands here. Their leader is a huge burly mutant (stats as gnoll) in plate with a thirsty magic battleaxe - it does an extra 2 points of damage whenever it hits anything with blood.
5561,A lone adventurer, raving mad, attempts to flee the desert wastes to the [direction]. He knows the secret of *[tower name]*, but is not lucid enough to share it.
5571,*[mountain name]* An extremely tall, treacherous mountain riddled with tunnels and caves. It is said to be home to *[god name]* [animal type]-Headed God of Carrion.
5581,Mountains with twisting footpaths and sheer cliffs. The inhabitants of *[village name]* patrol for outsiders here, and have elaborate protocols for when they encounter each other. Some find their way from here to [settlement name] without ever entering the *[hex trait] mines of [location theme]*.
5591,The great strip mines that litter this region provide the rock needed to construct the numerous temples of [city name] to the [direction].
5601,High in the mountains, nearly touching the sky, are the domes and spires of [city name], home to the great Caliph Naxthrool, his craven vizier En Sabath Null and the stunning Labyrinth of Nightingales.
5611,In Nizahd, Ruined City of The Accursed the once great spires lie shattered and slanted while colossal beasts heave themselves through the rubble. It is said a great palace of Djinn fell from the sky due to the greed of a knight from the [direction].
5621,A winding trail climbs to a windswept ledge overlooking a sheer precipice. The Pangolin men come here with offerings to propitiate the spirits they believe control the weather. It is considered sacrilege to disturb the site.
5631,Along the shaded [direction]ern banks of the river grow shriekers and other fungi, an obvious extension of the fungal forests to the [direction]. A mated pair of Rocs use the shriekers for easy meals with which to feed the hatchlings in their nest.
5641,Glatherblack was a village of giants that was destroyed when a volcano erupted and coated the community in hot ash. All are preserved in ash, doing their daily activities, or fleeing in terror. Pain and torment etched forever on their faces.
5651,Unwise culinary choices allowed some of the [hex trait] mushrooms to get carried [direction] and it started growing in a few people before the cataclysmic eruption. Their Ashen husks, faces still frozen in terror, wander the mountains here - animated by the surviving fungi feasting on thier carrion interior.
5661,In a cave here dwells the Pale Lady. Some claim she is the lich of the exiled queen Agrat Bat Mahlat, others that she is a spirit of wisdom. She trains witches, procures succubae and incubi, and barters her potions and poisons in return for favors.
5671,Partially submerged in the stinking mud is a vast stone lion's head. Inside, accessed by a secret door, are the ancient burial chambers of a forgotten psychic warlord. Almost identical stone heads can be found in the sands and far below the waves.
5681,Here where the tainted river Ra'ht Tan flows through the badlands a red crystalline bridge spans across a more narrow section of the reddish brown water. At night it glows eerily and can be seen in the horizon with ease from the edge of the the neighboring Hexes.
5691,The area is unnaturally devoid of flora. Fire worshippers ride great lizards down the river from the [direction], looking for those whom have been declared heretics while travelling. They show signs of passage through the [hex trait] swamp and are currently turned around, seeking the [hex trait] oasis.
5701,A small battalion of soldiers from [settlement name] hunt prisoners for training and sport. There are prisoners hiding throughout the badlands.
5711,At the top of the rugged cliffs overlooking the sea to the [direction] stretches out a natural stone ledge. Standing at its edge are 6 followers of the god Al'az Zulg preparing a woman as sacrifice to the material form of the god, the sea creature who dwells deep below.
5721,This mountainous area is covered by a thick, black smog, being a mixture of the fumes from Tepetl Quiat and the mushroom spores. It is a choking smog that causes travelers to cough, splutter and hallucinate. Daring merchants from Viscid Istan attempt to bottle the smog for consumption in the refugee city.
5731,Throughout the badlands, giant boulders have been carved with intricate images of the ancient Snake-Men. There is a cumulative 20% chance per week of discovering the location of *[settlement name]*.
5741,At the base of the tallest mountain in this region is a tunnel that leads deep underground to a large round subterranean chamber, The Key of Akremek. Lining the chambers walls for it's full circumference are carved doorways opening to natural lava tube tunnels that extend for unknown lengths, one such on the [direction]ern wall lead beneath [settlement name].
5751,Black impenetrable mountains have tunnels of lava tubes riddling them, home to Degenerate albino mutants, refugees from a disaster. A few relics of their civilization can be found in their holy places but they remember nothing of their past and live to eat and breed and kill.
5761,*Jackal-men* desperately mine a purple mineral and seek brave souls to help apply it to the *[personality trait] mutants*. They are raising an army for *Abn Rex An, an intelligent Tyrannosaurus Rex*. They also need help dealing with fire creatures encountered in the mines.
5771,*[castle name]* is cooled by the shadow of the mountain; it is a neutral place for all peoples of the desert to gather for arena competitions, bathe in the acres of pools, and negotiate treaties. The *Pharaoh of Summer* title carries much land, power, and a standing army of 60,000 - it is currently held by a woman named [human name]. *Aquatic Vampires* maintain the pools at night.
5781,Giant lava crabs creep around burning magma pools
5791,The *Harpies* and *Aquatic Vampires* that haunt the shore to the [direction] allow violently colored plant creatures to compulsively style their hair and paint their faces, bringing any visitors to meet their “Pretty Friends”.
5801,Traders heading for [settlement name] in their heavily guarded camel train. The camels are bastards.
5811,The [direction]ern Outpost of [country name] is here being laid siege to by a vast army of over 15,000 Ram-horned Marhaban warriors.
5821,In these broken lands lies aging, outcast prince covered only in a lion-skin cloak. He was once heir to [country name], but was cast out when his father was cast out by a rioting mob on accusation of a sour bride.
5831,A mixed group of runaway slaves from [country name] are hiding in the scrublands, gathering strength for a desperate push across the desert to freedom. They will do anything to avoid recapture.
5841,Slaves and indentured servants live in straw huts, trekking miles to [settlement name] every day to work. Gravity is unstable in this area, and people will suddenly fly into the air, although most come down again and locals can usually predict where it will happen.
5851,*Military barracks* and *training grounds* for the [direction]ern Outpost of *[settlement name]* and the city of *[city name]*. Rows and rows of tents.
5861,a 50 foot high ancient *[precious material] stele*.
5871,a circle of [3d6] standing stones engraved with deep druidic runes and unknown constellations.
5881,a *barrow* of an ancient king. Digging into it reveals a hoard of [2d8x10] GP in coins, jewels, and treasure.
5891,a *barrow* of an ancient king. Digging into it reveals a hoard of [2d8x10] GP in coins, jewels, and treasure, but also a *wight* and [1d6] *skeletons*.
5901,An abandoned quarry. Villagers in this region will tell travellers that the quarry is haunted. It is not, but it is used as a hideout by [2d6] bandits (HD1, handaxes, shortswords and leather). The bandits scare off anyone entering the quarry by making ghostly sounds or dressing up as zombies.
5911,Abandoned windmill, creaking in the wind.
5921,Small pile of rocks near highest hilltop in the hex. hasty grave - underneath is the naked corpse of a halfling with tremendous sideburns.
5931,Old squat Dwarven fortress. Wererats disguised as lost pilgrims inside. They have d20xd12 gp worth of stuff.
5941,*Abandoned mining camp*, spoil heaps, equipment. Road leading to abandoned mine past the feet of a giant seated statue.
5951,*Astrologer's tower* was destroyed some weeks ago by a golem searching for something it could not find.
5961,Large rubbish dump . Several belligerent lizardchildren hang around breaking bottles and smoking cigarettes.
5971,A wizard growing crying mushrooms will pay handsomely for the hand of an hanged elf. Pays double for the hand of a White Elf, triple in the case of a White Elf magic user, knows the location of [tower name].
5981,Rocky cliffs prevent landing.
5991,Low sandy hills infested with smart mouth harpies.
6001,These hills have eyes: a beholder spawning site just beneath the surface
6011,A squat lonely tower, *[tower name]*, is home to Dagan Zur the Transmuter, wizard and avid entomologist. Dagan Zur spends hours each day scrying with his crystal ball for new insects to study and catalog. He has secretly fallen in love with the Mosquito Queen and will seek to punish any who bring harm to her.
6021,Pastel colored lime pit
6031,NYNGLOOM CASTLE Surrounded by hundreds of ships beached after a tide-lowering spell cast during a catastrophic war. Infested with carrion crawlers.
6041,FELLMOUNT ABBEY An abbey of monks sits in these hills, brewing beer. 20 years ago, the monks were replaced by dopplegangers, who continue to brew quite good beer.
6051,A feast set for a king lies exposed to the elements but unperturbed. The tablecloth and chair cushions are a spongy moss--anyone eating it is cursed to guard the plum orchard.
6061,Pile of recently deceased adventurers and wolves that slew each other after the adventurers visited Nyngloom Castle and Fellmount Abbey and the dwarven camp. They have extensive gear, notes and maps.
6071,Princess Adria and her retinue are going to visit her sister--sent here months ago to marry (and enslave) one of the ogre mages. Unbeknownst to Adria or the angry ogres, her sister never made it to the wedding because she is trapped to the [direction] .
6081,the hills have many small rockpools. One pool, limpid blue, acts as a one-way teleporter to [tower name].
6091,Village of Morons. The [colour] plinth to the [direction] awakens monkeys by trading parts of their consciousness with that of nearby humans, many of these unfortunate idiots have gathered here for some reason.
6101,Scattered crappy campsites of the Half-morons. They have no idea why they are here, but enjoy sticking it to the Morons to the [direction] at every opportunity.
6111,Twisted treants dwell here, moaning in the [direction] wind. They mutilate visitors and drop the pieces down a well full of white insects.
6121,*Burial mounds of the eleven kings*, secured by powerful magic. The *[personality trait] shaman* knows how to open them, but demands a big sacrifice for the information. The precious grave goods are protected by sophisticated traps.
6131,A wolf, apparently ordinary. When damaged an entire other wolf jumps out of its mouth, and so on.
6141,a large cave opening is here, it extends about 50m back and is about 10-15m tall. Its really nothing, just good protection against the elements
6151,goblin cavelry are here, they are riding on some form of mountain goat. The goblins count as 3rd level fighters, the mountain goats count as a war horse, 1D3 per party member will attack
6161,ancient tower on the hillside called *[tower name]*, overlooks the grasslands to the [direction]. Table inside is a carved stone map of the mountains [direction].
6171,A princess heads [direction] with her retinue to marry one of the ogre mages. She is a weretiger and preys on the peaceful villagers of [village name].
6181,a gigantic, though fairly innocuous, armored worm. The worm passes through everything like a ghost and feeds on auras.
6191,A giant, silver-black owl, 7HD, stalks these mountains at night, feeding on anything smaller than a horse. It attempts to drag larger prey off cliffs and there is decent treasure in its lair.
6201,A small coterie of fisherdwarfs live here, 4 males and their families. They trade their surfacefish with the denizens of the endless tunnels below their homes and therefore having interesting tunnel-goods to trade to travellers.
6211,Abandoned silver mine. Rails, minecarts, mining tools, but nothing both valuable and portable.
6221,ZAK MADRAS (Settlement) Dwarves! They don't like you, but will let you stay just inside their gate, under guard, overnight for 20gp each.
6231,There is a doorway here. It is only visible from the front and cannot be touched from behind. If the PCs open it, they will find themselves entering into a dungeon that the DM may make up or just pull from his bookshelf.
6241,An old crone is driving what appears to be a gypsy caravan along a rutted road however the caravan is actually sentient (having escaped from a Golem Factory) and the crone is its slave. If attacked the wagon transforms into a powerful wood golem. The golem's power source is a portal to the Outer Realms, deep within its belly.
6251,A halfling sells "100% Authentic Maps of the City of Black Marble" for 100gp from a small hut by the side of the road. Not only are the maps wholly inaccurate, they are enchanted to betray the location of the bearer to the halfling's three assassin partners.
6261,A humanoid rabbit (known as 'Paddy Cottontail') lives in a quaint burrow here and has a small farming plot on the side of the hill. He is cautious but friendly, and happens to be a skilled musician with the lyre. If threatened he knows some basic magic- enough to cast a sleep and a charm spell. He doesn't like to fight.
6271,This hilly area next to calm waters is home to the small fishing and farming village of Corwin. At the center of the village stands a green and gold obelisk that causes those who spend time near it to want to settle in the village and lead a peaceful life.
6281,The volcanic rock hills here are much warmer than surrounding landscape. A network of lava tube caves lead to SURTUR THE FIRE GIANT CITY
6291,the [personality trait] old man’s wife is here, seeking passage [direction]. She has been returned as a partially astral Paladin of the Burocratic Demonities of Ashen Luck to claim the lives of witches; she will reward others who give her passage and promise to destroy witches a sword that, while pursuing that goal, has a +2 and Aura of Protection VS Magic (2/day, there's only one sword).
6301,[1d4] Goat horned, Leech-Headed emaciates, [1d4] Leech-Headed Men and a Leech-Headed Halfling travelling [direction] to [settlement name]. They intend to drop a Leech Idol into the well to spread the Corruption of The Leeches.
6311,Voxilla the Green, the two-headed war witch of the Lesser Bastard schemes in the sodden murk of a hidden temple dedicated to the great Carrion God. She is attended by leechfaces, vicious goblins of twenty tribes and borne aloft in a palanquin by her rhinocerous-horned half brothers.
632
633;hill encounter
6341,Drunken hill giant who loves to gamble.
635
636;hill NPC
6371,[fighter].
6381,[cleric].
6391,[thief].
6401,[magic user].
6411,*[human name]*, a crow-headed wizard aiming at hybridizing all humans with birds.
642
643;hill item
6441,a star chart engraved on a disc of [precious material]
6451,a small carved [mammal type] statuette
646
647;mountain
6481,The green valley up here has some sheep and a *kid* called [human kid] guarding them.
6491,The cold pond up in this valley [cold lake].
6501,This mountain has strange runic stone carvings posted at intervals.
6511,The upper valley is rocky and bare. [hill giants]
6521,Steep cliffs make progress practically impossible without climbing gear.
6531,[1d19+1] human **bandits** ([bandit stats]) have set up an ambush here in these mountains.
6541,The mountains here are prone to rockfalls and avalanches. Be Careful!
6551,These mountains are the home of a vicious *wyvern*. It’s hunting ground extends deep into Hex [adjacent hex].
6561,The mountains here are the home of a tribe of [4d6] *orcs*.
6571,The mountains here are inhabited by a tribe of [1d10+20] *taer*
6581,A pair of *yeti* wander the highest trails of this mountain.
6591,There is an old shrine dedicated to the ancient [totem] in these mountains. You can find it along one of the main trails.
6601,The mountains here are known to be filled with caves that wind their way deep underground.
6611, These mountains have strange crystalline formations forming along the cliff faces.
6621,The mountains here are majestic and particularly beautiful.
6631,The mountains are nearly impassable without specialized gear.
6641,This is where the (level [1d9+1]) [magic user] [old name] keeps his manse. It is known to disappear from time to time. Whether this means it has become invisible, or actually left the plane is a mystery.
6651,This is where the (level [1d9+1]) [magic user] [old name] keeps his manse. It is overseen by a tribe of loyal [warlockservants]
6661,A mysterious floating tower can be seen floating above the mountains here.
6671,The mountain cliffs here are an unusual [natcolor] stone.
6681,The mountains here have a treacherous winding mountain path, suitable only for single file travel.
6691,A group of elven riders mounted on hippogriffs can be spotted flying through these mountains from time to time. They are patrolling for evildoers, and may stop to question or observe the party.
6701,These mountains are home to small groups of [3d8] goblin raiders.
6711,These mountains are home to a xenophobic clan of [4d6] dwarves who are likely to ambush and attack unwary visitors. They especially hate elves and orcs.
6721,Nothing but gray rocks up here in the mountains.
6731,These mountains are riddled with natural limestone caves. The caves are inhabited by [cavedwellers].
6741,Rising up against the sky is an old elven tower made of [natcolor] glass, [green tower].
6751,On one of the rock faces you can still see the markings of the old dwarf forge [dwarf forge]. [forge ruin]
6761,A group of [3d12] fanatical **dervishes** ([dervish stats]) dedicated to [evil power] zealously guard their temple here in the mountains.
6771,A group of [4d6] insane **dervishes** ([dervish stats]) dedicated to [chaos power] inhabit an ancient stone temple in these mountains. They are likely to [chaosreact] any visitors who enter the area.
6781,A group of [5d4] pious *dervishes** ([dervish stats]) dedicated to [good power] inhabit their temple here in the mountains. They are likely to welcome visitors and provide healing if they are treated honorably and a donation is made.
6791,The green valley up here has some [mountain animals] and a **kid** called *[human name]* guarding them.
6801,Up here in the mountains lies lake *[lake name]*. [lake inhabitants]
6811,[mountain valley] [mountain monolith]
6821,[mountain valley] [hill giants]
6831,Steep cliffs make progress practically impossible without climbing gear. [mountain secret]
6841,Somewhere up here between the cliffs there is a secret door. [secret door to the realm of the netherworld elves]
6851,[green tower in the mountains]
6861,On one of the rock faces you can still see the markings of the old dwarf forge *[here dwarf forge]*. [forge ruin]
6871,The *Pass of [old name]* on the way to [name for white big mountains] is guarded by [a warlock fortress]
6881,[mountain orcs]
68910,[altmountain]
690
691;green tower in the mountains
6921,High up on a ridge is an old elven tower made of green glass, [green tower]
693
694;mountain monolith
6951,A [here monolith] stands here. In the weeks when the sky is clear and a full moon casts its silvery light onto the monolith's surface, silvery spirals can be seen. If you trace them with your finger, you are transported to a similar [other monolith].
6961,A [here monolith] stands here. In the weeks when the sky is clear and a full moon casts its silvery light onto the monolith's surface, silvery spirals can be seen. If you trace them with your finger, you are transported to a similar [other monolith].
697
698;monolith
6991,strange monolith
7001,grey monolith
7011,tall monolith
702;mountain secret
7031,[way up], [a secret mountain thing]
704
705;way up
7061,[up here], [where it is high up]
707
708;up here
7091,Way up
7101,Up here
7111,Above these cliffs
7121,In the middle of a sheer cliff
7131,Amidst the stars
7141,Where the mountains touch the sky
7151,Where the clouds don’t reach
716
717;where it is high up
7181,where the air is thin and cold
7191,where the ice king rules
7201,only reachable by flight
7211,where no bird dares to fly
7221,where the barrier between the worlds is fickle
723
724;a secret mountain thing
7251,there is an inscription on the rocks, each letter higher than three men standing on top of each other, proclaiming the power and glory of [an old wight leader], as well as the riches and treasures of *[a wight capital]*.
7261,a pair of **griffons** is nesting ([griffon stats]). Agents of the [one of the secret societies] would pay 5000gp for their egg, they say.
7271,a cave leads into the lair of [ice devil], a [ice devil adjectives] **ice devil**, and his [ice devil companions] living in [ice devil lair]
728
729;ice devil companions
7301,2d6 **winter wolves** ([winter wolf stats])
7311,4d6 **white gorillas**
7321,2d6 **four armed, white gorillas**
7331,pet **white dragon** [white dragon name] ([white dragon stats])
734
735;ice devil lair
7361,a large ice cave with a mount of bones as big as a house upon which the devil has built his throne of ice and steel.
7371,[1d4+2] torture chambres full of racks, vats, ice baths, blades, needles, and worse. There are dead bodies everywhere.
7381,a pool of magical darkness where [3d4] insane **ice trolls** toil endlessly, expanding the halls of their master. From here, stairs lead up and up to the very top of the mountain.</p><p>[ice devil castle]
739
740;ice devil castle
7411,A castle stands here, a construction of blue ice, cooled by the desolation of Jötunheim, for at the very top of its tower is a gateway into that realm of frost giants and eternal snow.
7421,Up here is an old ruin built by frost giants, haunted by the [1d4+1] **spectres** of their last inhabitants ([spectre stats]). [ancient treasure]
7431,Protected by an eternal snow storm, the lone Tower of [frost giant] was built here ages ago. The flowing inscriptions of moon silver runes set into the stone are spells of protection, of hiding, and of cold.
7441,A black pole of pain points towards the sky like a nail driven through the mountain. It is surrounded by the frozen carcasses of a thousand warriors, frozen as they lay dying, forever trying to reach that pole, hoping against all odds for release from their endless prison of cold, hard flesh.
745
746;forge ruin
7471,The ruin is abandoned and dead. If you explore the ruins, you will soon find the **balor** *[demon name]* who caused its downfall ([balor stats]). It guards a portal to the realm of eternal fire, to Muspelheim.</p><p>[balor servants]
7481,[forge orcs]
7491,The ruin is full of broken machinery. In its depths, however, a **bronze golem** still wanders the halls ([bronze golem stats]).
7501,The ruin is now home to the **white dragon** [white dragon name] ([white dragon stats]). [dragon treasure]
751
752;balor servants
7531,The chambers around the fire gate are occupied by creates from the other side. [salamanders]
7541,The orcs of the *[evil tribe]* tribe serve *[same demon name]*. [orcs] [forge orc leader specialty]</p><p>[forge orc settlement]
755
756;salamanders
7571,2d4 **salamanders** ([salamander stats]) live here, led by *[salamander]*. [terror treasure]
758
759;chaosreact
7601,kill
7611,attack
7621,welcome
7631,honor
7641,ignore
7651,insult
7661,attempt to murder
7671,attempt to seduce
7681,sacrifice
769
770;cavedwellers
7711,[2d4+4] **troglodytes** ([troglodyte stats])
7721,[1d20+20] **orcs** ([orc stats])
7731,[6d6] **goblins** ([goblin stats])
7741,[1d8+1] *primitive humans*
7751,[1d8+1] **lizardfolk** ([lizardfolk stats])
7761,[2d4+4] *dark-elves*
7771,[1d10+6] *dwarves*
7781,[1d6+2] *dwarven undead* (assorted zombies and skeletons)
7791,[abberant creatures]
7801,[1d10+4] *gnomes*
7811,[1d5+1] **dracotaurs**
7821, an **ogre** ([ogre stats]) called [old name]
7831, a **hill giant** ([hill giant stats]) known as [dwarf name for men]
7841,[1d5+1] **ogres** ([ogre stats])
7851,a vicious **giant spider** ([giant spider stats])
7861,[1d4+1] **giant spiders** ([giant spider stats])
7871,[1d6+2] **giant lizards** ([giant lizard stats])
7881, a pair of *bullettes*
7891,a [dragontype] dragon known as [dragon name]
7901,a [demon] and it's followers.
7911,a *medusa* known as [medusa 1][medusa 2]
7921,a *lamia* know as [old names for women]
7931,a *sphinx* known as [old names for women]
7941,a *shedu* known as [old names for men]
795
796;forest-hill
7971,One of the hills has an old lookout from which you can see most of the [forest name]. It is also [treant]'s favourite spot. The old **treant** loves to watch the sun set from here ([treant stats]).
7981,Small creeks have dug deep channels into [forest name]. The going is tough. Some of the hidden valleys are very hard to reach. [giant apes] [small temple near giant apes]
7991,[forest name] covers a few hills, here. [ogre hill]
8001,One of these forested hills is inhabited by [1d6+1] ogres.
8011,These [tree] hills in [forest name] belong to the *[evil tribe]* tribe. [orcs] Their fort is [orc fort] [orc plans]
8021,These hills belong to the [evil tribe], [1d6x10] *orcs* led by one they call [orc leader]. Their fort is [orc fort].
8031,The hill overlooking [forest name] is the home of [1d8 treants] ([treant stats]). They mostly stand around near the [forest feature].
8041,On one of the hills here stands an old tower overlooking the forest below. This is the home of a *manticore* called [manticore].
8051,The hill overlooking [name for forest/forest-hill/trees/fir-forest/firs] is the home of [1d8 treants].
8061,There is a hill rising high above [forest name] with a nice cave which offers shelter from the rain. [den]
8071,[5d8] **dwarves** ([dwarf stats]) have set up a small logging community, here in [forest name]. The [tree] trees in the area have brought them here. They are led by [dwarf] (level [1d6+2 as level]). The camp is defended by [dwarven companions]. [dwarven treasure]
8081,The hills of [forest name] are full of ancient ruins. On one of these hills right here you can find the foundations of an old keep. The walls are long gone but the cistern and the storage rooms below are still usable. [1d4x10] **bandits** led by [human] have made this their permament base. The camp is [human fort]. [average treasure]
8091,[faerie witch]
8101,There is a hill with a nice cave which offers shelter from the rain. [inthecave].
8111,[5d8] dwarves have set up a small logging community, here. They are led by one they call [dwarf]. The camp is defended by [dwarven companions].
8121,There are [fruit] trees located here.
8131,The hills here are lightly forested and dotted with crumbling walls.
8141,A steep hill rises from the forest and at its top stands an old statue of *[power]*, about 20ft tall. Who ever built this statue is long gone but the trail leading up to the statue looks well worn.
81510,[altforest-hill]
816
817;dwarven companions
8181,a palisade and wooden spikes
8191,a **war bear** ([war bear stats])
8204,[1d5+1] **war bears** ([war bear stats])
821
822;den
8233,[cave entrance] The cave is home to [[den type]], [den mood] ([[same den type] stats]). [cave content] [den name]
824
825;den type
8263,bear
8271,owlbear
8281,giant lizard
829
830;bear
8311,[1d4 bears]
832
833;1d4 bears
8341,a male **bear**
8353,a small family of [1d3+1] **bears**
836
837;bear stats
8381,HD 4 AC 6 1d4/1d4/1d6 + *hug* F2 MV 12 ML 5 XP 400; when both claws hit, their *bear hug* deals an extra 2d8
839
840;owlbear
8411,[1d4 owlbears]
842
843;1d4 owlbears
8441,a male **owlbear**
8453,a small family of [1d3+1] **owlbears**
846
847
848
849
850;giant lizard
8511,[1d4 giant lizards]
852
853;1d4 giant lizards
8541,a **giant lizard**
8553,a nest of [1d3+1] **giant lizards**
856
857;cave entrance
8581,A small cave has been dug into the ground, the entrance itself is [entrance description].
8591,A tunnel leads into the hillside. Timber supporting the ceiling is a sign that this used to be a small mine. People used to dig here for [mine content], in the old days.
860
861;mine content
862# https://en.wikipedia.org/wiki/Roman_metallurgy#Sources_of_ore
8632,gold
8644,silver
8653,copper
8661,tin
8671,lead
8681,iron
8691,mercury
8703,coal
871
872;entrance description
8731,covered in moss
8741,flecked with strange inclusions
8751,caked in dried blood
8761,draped with cobwebs
877
878;cave content
8791,The cave is [cave description]. [cave annex]
880
881;cave description
8821,littered with the bones of previous victims, mainly [victims]
8831,covered in leaves blown in by the wind
8841,riddled with small pools and puddles of stangant water
8851,punctuated with a few blunt and bumpy stalagmites
886
887;victims
8884,deer
8893,rodents
8902,humans
8911,halflings
8921,birds
893
894;cave annex
89530,At the back, there is a narrow gap, too large for the [same den type] to squeeze through.
89670,
897
898;small prisoner
8991,The **dwarf** *[dwarf name]* is hiding here, [den prisoner state].
9001,The **halfling** *[halfing name]* is hiding here, [den prisoner state].
901
902;den prisoner state
9031,having barely escaped
9041,dying of dehydration
9051,nearly starved to death
9061,shivering with a fever
9071,humming madly
9081,cowering in fear
909
910;den name
9111,The people from *[nearby village name]* call this the [den cave] of *[[same den type] name]*.
912
913;den cave
9141,cave
9151,hollow
9161,hole
9171,burrow
9181,maw
919
920;bear name
9211,Old Honeypaws
9221,Berry Stealer
9231,Tent Wrecker
9241,The Fisher
9251,Scar Snout
9261,Blood Paw
9271,Big Teeth
9281,Red Claw
9291,Iron Claw
9301,Honey Sweet
9311,Bee Friend
9321,Tree Grappler
9331,Jaws
9341,Mighty Jaw
935
936;owlbear name
9371,Night Stalker
9381,The Owl King
9391,Mad Mom Lizzy
9401,Mad Papa John
9411,Sheep Killer
942
943;giant lizard name
9441,Sharp Scales
9451,The Sheep Taker
9461,Bone Sucker
9471,Baby Dragon
9481,Night Stealer
9491,Goatbane
9501,Sun Worshipper
951
952;den mood
9531,hungry
9541,tired from dragging home [den kill] to feed her young
9551,sated, after gorging herself on [den kill]
9561,wounded after recently defending its territory from an interloper.
9571,on edge due to the mating season
958
959;den kill
9601,a doe carcass
9611,a three-point buck
9621,a wild boar
9631,a wild sheep
9641,a mountain goat
9651,someone's hapless horse
9661,a halfling
9671,a man
9681,a woman
969
970;altforest-hill
9711,Forest hill.<br/>*Landmark: *[forest-hill landmark]<br/>*Encounter:* [forest-hill encounter]<br/>*NPC:* [forest-hill NPC]<br/>*Item:* [forest-hill item]<br/>
972
973;forest-hill landmark
974100,[lyonesse hex]
97550,[thor hex]
97650,[tolkien hex]
9771,Gully between two hills contains a hastily dug and poorly covered mass goblin grave.
9781,Forest floor is blanketed with a thick, springly layer of moss, concealing dangerous pits.
9791,Abandoned stone watchtower. Someone burned down the roof and there is a pack of [3d10] feral dogs with a taste for human meat.
9801,One of the hills has an iron door cut into its side. A corpse with stab wounds in its back lies face down towards the door.
9811,*Bottomless cave*. Three servants of Ith-Narmant, Master of Shadows, are building a shrine in its black depths.
9821,The *Canyon-Lands of the Screaming Arches*. Wind(?) blowing through natural rock arch ways sounds like the screams of the dying.
9831,FROSTSTONE - Dwarven trading outpost, mostly low buildings made of stone. Inhabitants are unusually welcoming to outsiders.
9841,A stranded children's choir enroute to [settlement name]. Time does not appear to pass within the confines of the tower where they have sought refuge.
9851,Palisaded village of 83 Dogmen (2 HD) and human Roofdrak 0-level worshipers grandiloquently called the REPUBLIC OF FANG. Party may become citizens of the micro-state (and use the hex as a base), but are only counted as a 1/5 vote.
9861,1d6 artic owlbears scavenging the ruins of an ancient Ice dwarf settlement. An entry to an underground complex can be found in the ruins. It leads to an exit.
9871,Gently rolling steppes give way to a limestone bluff pocked with 1d6 caves and 3d10 harpy nests.
9881, The fortified human city of GLACE ruled by the Cold Witch. She often send her white knight in search of the Cask of Ancient Winters. She hopes it will allow her to become immortal.
9891,Mixed party of half-elves and [direction]ern amazons. They are accompanied by a white tiger.
9901,12 spies from the mountain city of MYTHILLI make their way towards GLACE, disguised as the gruff mountain men known to inhabits these parts. They are dressed in simple garb and wield clubs and hammers, but each carries 500 GP in gems concealed on their person.
9911,Village of NIXELSTRATH, the foundation of which is a dwarven bunker, ruled with an iron fist by the [direction]ern amazon queen Nuriel, who is 213 years old. Her consort is an elf. Likely some of the half-elves are her offspring. They have begun suspecting someone is innhabiting the WINTER PALACE that appears [direction] of here .
9921,VOREIGJN This settlement is built on terraced decks around a cluster of very large (50 ft diameter) ever-burning bonfire pits in the remains of an old fortress. It is ruled by dwarves who wear spiked shoes and make wine from the blood of smilodons.
9931,The Godhammer, a 30' long stone hammer, rests atop the tallest crags. It is sought by the [personality trait] dwarfs.
9941,An albino bear.
9951,Many of the rocky overhangs here are inhabited by icicle-mimicking piercers of extra large size.
9961,Kladun Oziriphan the sorcerer shelters here in an illusion-shrouded ice cave, summoning and binding foul outer entities to aid him in assassinating the white knight of [city]
9971,A statue of an attractive begging man kneels on the highest hill of this hex. Placing an offering of coins into his proffered hands grants a +d4 bonus to reaction rolls for d4 days. If equal offerings are given to its brother-statues before the next moonrise, the supplicant is granted a permanent +1 to charisma. The [personality trait] elf knows the location of the other statues.
9981,White elf naturalist wearing a scarf and insect-shaped windmask examining a frozen gelatinous cube.
9991,The curious natural deformation and of the hills and caves steals all echoes, and sends them to a neighbouring hex.
10001,Group of 2d4 gruff mountain teenagers from [village name] undergoing their Coming of Age ritual - they must each take the head or pelt of a dangerous white beast to complete their initiation into adulthood. They will pay for information on the location of such beasts with necklaces of carved white fangs, but will not accept help.
10011,An icy lake covers and conceals a marble statue holding a raised trident. Every new moon 31 cultists migrate to perform a series of sex-rites before the single spike poking out of the ice.
10021,Roaming in this hex can be found 42 white elk (3 HD) with cobalt horns (worth 15 GP each)
10031,3 mummies encased in sarcophagi of ice lie in this cave. The mummies themselves are adorned in gold, though melting the ice will cause them to break through and attack.
10041,An ice giant merchant has made a camp here. He sells various supplies, and has the hide of a white dragon for trade for other magical goods.
10051,The wiry hermit, Mordiki, meditates naked within the cave. He is a 9th level cleric with 3 constitution but can cast only reincarnate (as a Druid) rather than raise dead.
10061,Garmthos, a 5th lvl MU awaits the coming of The Lord of Bitter Winds. The omens may indicate a Fighter PC (1% Chance, each.)
10071,Carved into the rock in the [direction] face of a hill is a sigil of 2 interlocking circles with 3 parallel spears above and below each alternating direction. This is the sign that the territory belongs to ZSITHAMK ICECALLER located.
10081,The cultists live here, in a great STONE ABBEY. They conceal themselves as worshippers of Sol Invictus, but are unable to perform appropriate miracles.
10091,A banked fire and 2 dozen smoke curing ice weasels can be found around a campsite built for 3 large creatures.
10101,A pack of Winter Gnolls dwells in the frozen hills, led by a highly intelligent, albino Chimera. The Chimera possesses a Hyena head in place of it's goat head.
10111,Automatons that speak in chirps and lights raise then destroy a crop of flowers on these hills year-round with their drugged, barely-alive human work force. The shredded flowers and pollen are psychotropic, and responsible for the surrounding paranoia, the unsettling presence, and the visions caused by the [hex trait] water. A trick of the wind keeps the pollen and petals well above. (The WINTER PALACE appears to be in this hex but it's an illusion.)
10121,A ruined cemetery, covered in drifts of snow. There is a small house on the outskirts where the caretaker lives. He is a cannibal and servant of a death cult. A tunnel beneath his house is filled with bones, remains, and bone-chewing ghouls.
10131,Hot springs inhabited by a friendly water spirit, drinking from it cures 1d6 damage. Drinking from it a second time drains 1 point of Intelligence.
10141,Signs of bloody battle but no bodies. A holy symbol of the toad god concealed in the snow is the only thing other than blood.
10151,The village and domain of ZSITHAMK ICECALLER. All the villagers wear woad to look like their leader and god, the permanently frozen corpse of a Frost Giant once called Zisthamk Icecaller. His priests still hear him speak..
10161,A hidden terrace farm, growing various root vegetables. Tended by members from ILLY'S HAVEN.
10171,A large party of ice goblins from the HALL OF THE MOUNTAIN KING have managed to corner and capture a young frost giant here and are now amusing themselves by torturing it to death over the last several days.
10181,A party of adventurers is frozen in a block of ice - 2 dwarf clerics, 1 human fighter, 1 human magic user, 1 elf thief and a halfling bard. They were frozen mid-battle with an ice wizard.
10191,The city of RAVENSGATE - a city ruled by the mad King Elgor. The city is surrounded by high walls that are manned with hundreds of soldiers. King Elgor believes that any day, his city will be raided and sacked by barbarians and werewolves. The entire population of the city keep a constant vigil, waiting for an invasion that may or may not ever come.
10201,Snow falls skywards here and any who sleep in this hex are compelled for the following 24 hours to divulge any long-held, close-kept secret. They spend this time preoccupied with nightmares of a world unchanging.
10211,Yellow snow.
10221,PTRANG City of demon monkeys. Winged, red assed, white-furred, arctic, fiendish monkeys with a taste for human flesh and a fear of wood.
10231,Yellow Snow and disturbingly large footprints.
10241,A massive slanting asymmetrical structure of rusted metal and thick colored glass, mostly hidden beneath the snow. Inside is a diseased unicorn mired in a pit full of intestines.
10251,Dead magic zone: arcane casters cannot cast any spells, divine casters cannot channel divine power (turn undead, etc.). Divine healing may be cast, but at half potency.
10261,The Land of Frozen Screams. If thawed each one dissolves dealing 2d6 sonic damage to all within 5 feet.
10271,Statue of a cowering beast. It sits atop a hidden shrine to the wrongly accused.
10281,Ice goblin raiding party, there are 1D10+12 of them. They will attempt to overwhelm the party and knock them out to take them back to the ice goblin king
10291,Lonely scholar breeds snails in an old grey tower, *[tower name]*. He has information on 5 random hexes, roll d20d20 to determine which.
10301, Blackbirds and grey oozes feasting on the corpse of a frost giant.
10311,A camp of 11 pygmy yeti. They have 45 days worth of iron rations individually wrapped jn metal foil and copper jewelry that never tarnishes.
10321,Glowing stones are buried in the ice on the high tussocks of the marsh. They only emit a very dim glow, so they can only be seen at night.
10331,Black Ice Golem. It digs trenches across paths for it to lie in, and waits, very patiently, for supper.
10341,One lonely hut in the middle of the marsh contains an old man, his wife, daughter and granddaughter, a dog and a large snake. They are friendly with the white elves and ice goblins but tell terrifying tales of Miner Bugs (mi-go) and yetis.
10351,A rope bridge spans the gap between cliffs. It sags to within 20 feet of the ground in the middle of this hex. It is inhabited by squirrels and sloths, who pelt passers by with small sharp stones.
10361,Partytime—in a narrow gully sheltered from the wind and cold, several tribes of nearby denizens have gathered to get shitfaced. Normally they'd be all sword-in-your-face, but not tonight. They have a massive bonfire and enough booze and shrooms for everyone five times over.
10371,A deep natural pit in the hillside has been filled with crushed ice and assorted bodies (goblins, humans, giant parts and many others); a small tribe of quite insane and hungry ogres are making a corpse slushie! They are found here (50%) hooting and stirring or are away (50%) gathering more ingredients (the ice giant bodies might be next).
10381,A vault of ice-dwarfs lies hidden behind a monolith of ice that entombs a wizened crone wearing a purple dress. The dwarfs are enemies of the ice giants and will ally themselves with anyone who seeks to destroy them.
10391,A circular pool completely iced over. Looking down I to the ice one can see a forest with green leaves.
10401,A frost troll coming down after eating some revelers is wander around here. He parleys with the party about where he can find more people like that or the fairy markers they ate. If the party refers him to the fey commune he thanks them, otherwise he attacks.
10411,A hot mud spring, concealed in a caldera, is popular with local wildlife, 7 white elf bathers and a peaceable bulette.
10421,Major disruption of the snow drifts here will reveal a huge block of ice, in which a galleon from a far off sea-farring culture is frozen. The crew are still inside, preserved for eternity as undead.
10431,A pack of 15 flying snow squirrels who have developed rudimentary tool use hunt amongst the hills here. If possible, they will steal weapons and food from travellers rather than attack outright.
10441,An ornately carved well filled with a golden liquid that when drunk cures diseases and heals frostbite. A wood nymph guards the well.
10451,The trading outpost MISTRA traffics in the crystals mined from the neighbouring mountains.
10461,BUGBEAR BROTHEL!
10471,The riding goat ranchers that dwell in this hex are having trouble with the Goat Men of the mountains taking their livestock as mates. A night defending the herd will earn the adventurers mounts.
10481,Thorny bushes in these hills grow black berries that are often found frozen. Roll 1d6: on 1 the berry is poisonous, on 6 the berry heals 1d3 hit points.
10491,These hills contain ZAOTHANOSH, a village of degenerate humans. They worship Kyth-Turan and offer it human sacrifices.
10501,A starving group of dwarfs are setting up a surface colony. They are willing to trade a map of caverns between vaults for under earth travel for food. They refuse to discuss why they are refugees but might be coaxed into revealing where their vault used to be.
10511,High in these mountains there is a cracked open and abandoned Dwarf vault. Many areas are burned and charred while others have walls are rent and torn; as if by great a clawed beast. The dwarfs are refugees from this disaster.
10521,At the top of a low hill is an empty Keep with chapel bathed in long dried blood at its center. Inscribed in the middle of the chapel on the floor is a broken warding circle a thumb sized stone of cat's eye is in the middle of the circle, no blood is on it.
10531,A group of 10 mi-go are hiding in a collapsible alloy shelter underground. They have mysterious blinking equipment, 4 braincases and a small periscope they use to look out for intruders. They were recently chased by an irate pyromancer and his anthracite elemental, who is now stalking around the hills setting fire to stuff randomly in thwarted irritation.
10541,Blue flowers with star shaped blooms grow on a lone hillside here; 1D12 per season. Arcane casters who smoke or drink tea made from the blooms can memorize an extra 1st level spell per day.
10551,Strange scrubs of twisting vines exude a strange warmth and the smell of copper and sulphur. When making contact with the vines, one can communicate with the demon who the plant's roots have grown into and whose blood courses through the vines.
10561,A 20' tall Obelisk, stands in the center of the hex. 3/day it summons an Air Elemental, which will run amok for 8 hours.
10571,An abandoned encampment, tents still standing. In the center, the embers of a nearly-dead campfire slowly burn out. If the players sift through the remains of the fire, they will find a still-hot metal coin with strange markings. If the adventurers search the tents, they find a different body part in each (hand, foot, ear, etc.).
10581,A great horned owl sits on a tree stump. It answers the first three questions that it hears, then flies away to the [direction].
10591,These hills have recently been cleared of all trees, only cleanly cut stumps remain. The wood was used by the dwarves. An insane shepherd treeman is flailing around trying to exact revenge on the killers of his tree, which he assumes anyone with an axe may be.
10601,The overgrown, ancient and ossified remains of a gargantuan giant lie in a valley here, almost indistinguishable from the surrounding hills. A group of 18 Boggarts lives in the valley, tunneling into the stone bones for unknown reasons.
10611,The shortest way through this area is over the hills, but *psychic white giant lizards* ambush any descending the hill and accuse them of real and imaginary crimes. Depending on their judgement, one might be killed, or has a chance of ending up in a neighbouring hex. They usually prefer *Trial By Theater*.
10621,A pack [2d6] of snow panthers prowl these hills.
10631,*Camp Boon*, the winter grazing grounds of a local tribe of centaurs.
10641,Half of a mystic formula that wizards can memorize (as a spell) to cast a spell one level higher once per week is carved into standing stones here along with a damaged map showing graves near [settlement name]. Each contains a similar set of standing stones nearby with half of a formula: The correct second half is at Nixelstrath, the one at Ravensgate will cause the wizard to imitate the nearest evil potentate for one day, and the one in the Hall of the Mountain King will summon the largest creatures in ten hexes to destroy the wizard, while, secretly, stitching the one at Ravensgate and the Hall together will cause the wizard to gain 25% of the xp necessary to level up (it will take a day of work to get the formula to fit).
10651,A rowboat lying upturned on the windswept hillside, a hole in its weathered planking. Underneath lies a complete human skeleton and some scattered bones with toothmarks.
10661,At the edge of the forest is a gate formed from two oaks intertwined hung with wooden bells that clump and clatter. The clappers are tiny pixie skeletons.
10671,Empty
10681,A woolly mammoth wanders across the hills, with bloodshot eyes and bad attitude. It has a huge saddle on its back.
10691,AGALLOCH This mostly human settlement contains a completely shattered Monument to the Toad Gods, a handful of fascinating dancers, and a hunter who keeps notes on where frost giants have been seen.
10701,A travelling band of flagellants, led by a cardinal of light, in search of a demonic plant. They are seriously outgunned by the demon plant should they ever make it there. The cardinal knows and will offer a band of able travellers a chest full of gold and jewels should they assist him to fight this abomination.
10711,An assassin sits idly staring in field of flowers - he has been tricked into eating the hallucinogenic blooms by Strikorx, a gleeful gremlin who will try to do the same to you. If cured, The assassin has a 50% chance to think he is supposed to assassinate someone in the party.
10721,A stray dog. On her collars are the initials S.S.
10731,Cairn cut into a hill has several runes carved into the walls; on the lintel is are sigils of the Toad Gods. Buried with the lord of this cairn is a glass eye, anyone who looks through it or replaces an eye with it can read these writings and more. (Like the runes on the buried statue) They are also cursed to insanity and will not be able to convey any meaningful information.
10741,A tribe of ice goblins have domesticated glyptodonts and are secretly planning to overthrow the Ice Goblin King. At the moment they are looking for co-conspirators and have a pair of unruly and wild glyptodont warmounts (2/6 chance to go berserk in battle) as a gift to the King.
10751,The tall palace of VILSTRAJK inhabited by Thogs (hand-centaurs) and walking anemones is hidden among the strange hills by illusions—vaguely visible in waxing moonlinght. Beneath it sleeps Nidhoggr, Malice Striker, Eater of the Dead, a great polar wyrm.
10761,The hills are spotted with large patches of bare earth, as if a great battle had taken place and upturned the soil. These spots are littered with broken weapons, scales and the occasional piece of armor. At the far [direction]ern edge of this area, countless large burial mounds fill the landscape. At night, hundreds of skeletal warriors and wights endlessly replay their last great battle, mistaking camping players for their enemies. The mounds appear normal in the daylight, but are obviously disturbed by nightfall.
10771,A gate leads to the realm of the frost pixies. Here, fur makes you freeze, ice makes you feel warm, shoes cause frostbite, and water makes you thirsty. A small tribe of neanderthals, aptly named Snow Eaters, hunts the pixies and binds their carcasses to the oaken gate. (12 families of naked neanderthals, each accompanied by 1d3 burly snow apes).
10781,The Hill fort of Eorfic Swordsmile. Eorfic and his clan are fierce, fur-clad, barbarous, and heavily armed, but friendly and welcoming to those who treat fair with them.
10791,Low hills of a sinister countenance.
10801,FJARÐABYGGÐ, Fortified village of the gruff mountain men. Some of their progeny, undergoing the Coming of Age trial of the Mountain Men.
10811,On the top of these dark hills are the remains of 200 crucified goblins. A reminder to the hill goblin clans that the Dwarfs of Sul-Durabad do not think their pranks are amusing.
10821,A troop of 32 Dwarfs of Sul-Durabad head toward the [direction] with a wagon cage containing 5 ice goblin prisoners, and other wagons filled with trade goods for FJARÐABYGGÐ.
10831,Bleak moorland. The tors are geometric but alone, weather beaten and craggy. Flowers placed atop these formations turn to silk-weave at dawn.
10841,This area is a crucible of bad weather as the storm giants use the low hills to train their children in blowing lassoing tornados and juggling lightning balls.
10851,A statue of a begging man with bulging veins on his neck kneels on the highest hill of this hex. Placing an offering of coins into his proffered hands grants a +d4 bonus to HP for d4 days. If equal offerings are given to its brother-statues before the next moonrise, the supplicant is granted a permanent +1 to constitution. The assassin knows the location of the other statues.
10861,Falgar the mighty barbarian lord, under geas to a sorcerer from far off [direction], camps here with his contingent of warriors and specialists, making ready to infiltrate the palace of VILSTRAJK and destroy Nidhoggr in its lair. Falgar awaits the return of a spy before making his assault.
10871, The Foundation and rubble of a knocked down stone watch tower. nothing above 6 feet stands still and clearing the rubble will reveal a trapdoor to a underground passage and a small hot spring fed lake with warm clean water
10881,A small dwarven mining team has broken into the surface here, they are very lost and will trade many gems for accurate directions and for the party to never tell the story of the lost dwarves. There underground tunnel leads [direction] many miles.
10891,A dryad making her way [direction] to meet her sister in the frostfey realm she is having trouble because she can only move by melding from live tree to tree and they are beginning to thin. She must possess a living being in order to continue [direction] and get to another tree.
10901,Cliffs over look scenic path by a small lake. Beware falling lemmings.
10911,Large hill gives a good view of the things in nearby non-mountain hexes. Nearby mountain hexes have a good view of people standing on this hill.
10921,Large ancient temple in ruins. 2d6 ghouls tear their way out of the frosty graveyard dirt when travelers approach.
10931,Odd machinery is built around a frozen river; if the river is thawed and moves the mechanism, everyone within 30ft is transported in time. The machine is protected by 6ft tall stone mantises who are alive but pretend to be statues.
10941,Vorgenfrost the white elf necromancer's red and black ebony warmask gives him mastery of all the dishonored fallen. He is researching the history of the area in a crooked tower in order to divine the location of all the tombs and mass graves in the area.
10951,VELKOR KEEP A small stone keep of gruff mountain men surrounded by a stout wooden pallisade sits atop this hill overlooking the wintry forests. Three cursed, deaf/mute, storm giants with glassy eyes collect weapons and armor from frozen battlefields and leave it piled outside the gates. Legend says the giants were doing this long before Velkor Keep or the town of VOGAR were ever built, and none alive know why.
10961,CASTLE KRALLICE Home of Good King Oskrid Orn and his 97 knights. Their horses are hearty, their swords are heavy. They plan to destroy Gibberlick Hackbile and search for Vorgenfrost but the king's advisor seeks to undermine the company's unity via cunning use of Ghost sound and Ventriloquism .
10971,White tigers stalk a sprawling labyrinth of crude stone, hunting those driven to despair by the Embodiment. Troops from various factions secretly meet here to discuss how they can betray their masters and establish new order.
10981,The hills are pockmarked with mostly small copper mines. One houses a den of wargs, while another opens into an underground lake.
10991,A pack of 19 fishheaded Frostboar dominate these wintry hills, hunting for entrails. Their tusks are fouled and terrible.
11001,High in the mountains is the citadel TERSIFLUX, home of the wizard Larafdok and his subjects. Many apprentices come to him to learn destructive dweomers, and his magic is the cause of the surrounding destruction. He will sell incendiaries, but also has the ability to detonate any of his own creations with a thought and a wink.
11011,A weary host of ice barbarians trek [direction] for their mountain home GALEGLASHIEM. They have been beaten badly by beast, battle & monster - the weather is now taking its toll.
11021,A hunter's lodge sits on a hillside by a frozen lake, housing D10 Hunters, of level 1D10, at any time. Huntmaster Karl Baerssonn knows the lands extremely well and, for pay, may guide a party to any described location. Will reward fame, goodwill, a Trophy (1D20x100GP), and a favour to anyone who brings proof of having slain any of the following game animals: The Devil Swine, The Woolly Mammoth, The Dryad, The Arctic Tyrannosaur.
11031,On a prominant hill, an illusion of a giant laughing while flying a giant sized kite , directly underneath is a massive and hungry steeljawed horror buried in concealment waiting to eat.
11041,Moull Gagolth's ancient Observatory this towering blue-metal domed structure has various telescopes, periscope, lens of all shapes and sizes scattered in the snow filled interior. If the large main periscope can be clean of ice & snow it can see for many mile to the [direction]. The periscope will give a clear view of Destiny's Anvil and can just see the entrance way to the Hall of the Mountain King in the mountain to the [direction]. On a clear day can just see the rooftop of WINTER PALACE in the hills to the [direction].
11051,A statue of a begging man with a star on his forehead kneels on the highest hill of this hex. Placing an offering of coins into his proffered hands grants a +d4 bonus to knowledge or wisdom-based checks for d4 days. If equal offerings are given to its two brother-statues before the next moonrise, the supplicant is granted a permanent +1 to wisdom. The dwarfs know the location of the other statues.
11061,A pride of rare Diamond Displacer Beasts (11) stalks these frozen hills.
11071,Dwarf Stronghold of KVERLERAK - The Dwarf Queen Hilde Frostheart rules from the granite throne in the keep of this walled settlement. She commands a mercenary army of dwarves and gnomes.
11081,6 well provisioned hunters, led by a Frost Sorceress, trek [direction] in search of the Diamond Displacer Beasts. Their pelts are worth a small fortune.
11091,Abandon Ski & Hunting Lodge ( four room log cabin ). The firewood is chopped, food is fresh and will last 8 people one month. There is a revolver & a box of 50 bullets under some loose floor boards.
11101,At specific days and times, the sunlight filters through the surrounding mountains into clear beams that meet in the middle of this unusually warm valley. If the [hex trait] crystals are held in the beam, a map of *[tower name]* or a false treasure map of ruins will be projected onto the ground. Dinosaurs roam here, gathering in the warmth.
11111,Dinosaurs foolish enough to venture [direction] lay dead through out the hex, victims of the cold. The village DRAXIS lays at the centre of the hex, and subsits of the meat of these dead beasts. The villagers prevent all travellers from heading [direction] via their valley.
11121,The Lady Of Justice dwells here and will ask the PCs about deaths they've caused since the Solstice and then curse or reward them. If they lie, magpies will crawl into their mouths while they sleep and choke them to death.
11131,The rolling hills here are all of regular shape and height. Many rabbits.
11141,The frozen corpse of an explorer, beside him is a diary. Folded in the front of the diary is a map of the area with the locations of the Three Despairs marked upon it. The diary details his lifelong quest to find the Three Despairs and his final death of ennui. His intention was to resurrect his wife who commited suicide after being wrongfully informed of his death on the battlefield. A person in possession of the map will be eternally driven to find the Despairs but will never be able to find them.
11151, Skeletons of lost travelers amidst the snow. Treasure of coinage and trade goods present.
11161,On even-numbered days this hex contains VORVEJL — a quiet village full of stone bridges. On odd numbered days it contains the First Monument of the Toad Gods and is surrounded by an unseelie court of cannibal fey.
11171,Settlement (ish) MOSSPOT.
11181,The Temple of the White Tiger. The tiger priests offer mineral baths and fresh meat to those with something to trade and currently employ Anzett the Cold.
11191,To the [direction] end, a rod of brackish metal juts from the ground and pulls light toward it, making a sound like poison sucked from a wound. Half-formed winged mechanical things flutter about with great purpose and no objective; anyone sleeping in this place will remember the grey blue sky, and wake with some patch of skin harder, and shiny.
11201,Malpha Elfbain 5th lv Ranger & her 4 men-at-arm ride blink dog pulled sleds with a cargo of rare beasts for the Ice Zoo of Bunsarth the Burning. On Malpha's sled she has carefully tied a live gem encrusted Flailsnail worth a princesses ransom.
11211,Dozens of crudely built gibbets are filled with the bodies of dozens of dead goblin children. They hang from nooses fashioned from their entrails and their eyes have been removed.
11221,Lair of an adult female white dragon with 3 Young dragons and 2 eggs, her offspring. She has mated with an ancient dragon in the past during his migration.
11231,A trio of concerned Magus Astrologers riding armoured War-Stags traverse these woods with their 7 Wolf-headed Warrior-Tinker mercenaries. They have travelled far to search the mountains and fens of The Kraal for meteors and other astrological/extraplanetary curiosities. The area has recently been extremely active, astrologically and/or meteorologically, and they are travelling to GJAST to begin their investigations.
11241,EVERFLOWERING TEMPLE A temple dedicated to the god/goddess of plants and agriculture built on a hilltop. Second priest was murdered and replaced by a doppelganger recently.
11251,A large and sturdy wooden cart rests here. The cart is empty, and the woolly rhinoceros that pulls it eyes passers by with lazy suspicion.
11261,A band of explorers is ready to set off across the frozen wastes. They would love to find a guide with some knowledge of the area.
1127
1128;forest-hill encounter
11295,none
11301,[1d3] [bird type]s looking down from the canopy.
1131
1132;forest-hill NPC
11335,none
11341,[fighter].
11351,[cleric].
11361,[thief].
11371,[magic user].
1138
1139;forest-hill item
11401,a stag’s antler
1141
1142;mountain orcs
11431,The valley up here is hard to find. This is where the orcs of the *[evil tribe]* tribe raise [mountain animals] and make their [mountain orc product]. [orcs] [mountain orc leader specialty]</p><p>[mountain orc settlement]
1144
1145;forge orcs
11461,The ruin has been settled by the *[evil tribe]* tribe. This is where they study dwarven technology and build strange and wonderful machines from the wreckage, and this is where they cultivate their mushrooms to make [forge orc mushroom dish].</p><p>[orcs] [forge orc leader specialty]</p><p>[forge orc settlement]
1147
1148;mountain animals
11491,mountain goats
11501,bighorn sheep
11511,yaks
11521,llamas
11531,mountain moose
1154
1155;abberant creatures
11561,a *beholder*
11571,a *mind flayer*
11581,an *otyugh*
11591,[1d4+2] **mind flayers**
11601,[1d3+1] *otyughs*
11611, a pair of *grell*
11621,[1d6+2] *grell*
1163
1164;forge ruin
11651,The ruin is abandoned and dead. If you explore the ruins, you will soon find the [demon] who caused its downfall. It guards a [realm]
11661,The ruin has been settled by the [evil tribe], [1d6x10] *orcs* led by one they call [orc leader].
11671,The ruin is full of broken machinery. In its depths, however, a *bronze golem* still wanders the halls.
11681,The ruin extends deep into the underground. There is a dungeon here. It is [dungeon deep].
11691,The ruin is now home to the *[dragontype] dragon* [dragon name].
11701,The ruin is in the process of being reclaimed by an industrious clan of [4d10] dwarves.
1171
1172;demon
11731,*ancient whisperer demon*
11741,*skull demon*
11751,*bone devil*
11761,*elemental marauder*
11771,*type I demon*
11781,*type II demon*
11791,*type III demon*
11801,*succubus*
11811,*cacodemon*
11821,*mind-flayer*
1183
1184;realm
11851,portal to the Realm of Fire
11861,tunnel to some deeper dungeons
11871,gateway to the Abyss.
11881,a moongate to a dimensional crossroads.
11891,a broken gateway that once led to the Chaos Realm.
11901,shattered teleportation monolith.
11911,active teleportation circle.
11921,stargate to an unknown realm.
11931,doorway to the Fey realm.
11941,a silvery summoning circle.
1195
1196;green tower
11971,long abandoned
11981,infested by strange elemental spirits
11991,encased in shimmering green ice
12001,inhabited by [1d20+9] elves.
12011,now inhabited by a **white dragon** called [white dragon name] ([white dragon stats]). [dragon treasure]
12021,and at the very top there is a lair of [2d8] very protective **griffons** ([griffon stats]).
12031,currently the home of [gargoyles] ([gargoyle stats]). [poor treasure]
12041,inhabited by an eccentric wizard called [old name].
12051,infested by [1d5+1] **gargoyles** ([gargoyle stats])
1206
1207;gargoyles
12081,inhabited by a *gargoyle* named [gargoyle]
12095,inhabited by [1d5+1] *gargoyles* led by one they call [gargoyle]
1210
1211;gargoyle
12125,[old names for men]
12131,Stillheart
12141,Rockgnawer
12151,Boulderclaw
12161,Hargot
12171,Bent-tail
12181,Mountainwing
12191,Strongclaw
12201,Migtok
12211,Mightywing
12221,Nightsong
12231,Nightwatcher
12241,Blackwing
12251,Darkmane
12261,Forok
12271,[dragon 1][dragon 2]
1228
1229;cold lake
12301,is rumored to be the last location of the Magical [regular noun] of [human]
12311,is completely iced-over.
12321,is freezing cold and covered with a heavy mist.
12331,is well-stocked with coldwater fish.
12341,is the home of a **water spirit** called [undine]
12351,is the home of [2d4] **lizardfolk** ([lizardfolk stats]) led by one they call [lizardfolk]
1236
1237;hill giants
12381,Some boulders have been assembled into a crude stone tower inhabited by [2d4] **hill giants** led by *[hill giant]* ([hill giant stats]). [rich treasure]
12391,The bellowing **hill giants** ([hill giant stats]) can be heard every day up here. [2d4] of them have built a barricade across the passes, here. They are led by [hill giant] but he insists visitors call him [hill giant title]. [rich treasure]
12401,A giant fortress has been built here in ages past. It extends all along the mountain flank. The ruins are inhabited by their degenerate descendants, [2d4] **hill giants** led by *[hill giant]* ([hill giant stats]). [rich treasure]
12411,There is a huge wooden fort up here, built by **hill giants**. They must have cut down an entire forest to build it. It is huge. [2d4] of them live here, led by [hill giant title] *[hill giant]* ([hill giant stats]). [richtreasure]
12421,Here stands an old watchtower built by giants during the reign of [wight leader]. You can still find the runes of [same wight realm] on the old stones, but the [2d4] **giants** and their leader [hill giant title] *[hill giant]* can't read and they don't care ([hill giant stats]). [rich treasure]
12431,Here lie the ruins of one of the old mountain fortresses built during the reign of [wight leader]. The big stone slab above the main entrance still says “[same wight realm]” in flaming letters! The [2d4] **giants** and their leader [hill giant title] *[hill giant]* live amongst the ruins ([hill giant stats]). [rich treasure]
12441,a massive wooden hall has been built here by [1d4+1] **hill giants** ([hill giant stats]).
12451,a massive tent complex made of heavy hides and tree trunks serves as the camp of [1d8+1] **ogres** ([ogre stats]) and their **hill giant** leader, [hill giant title] *[hill giant]* ([hill giant stats]).
12461, a huge stone circle here marks the Moot of a clan of [1d6+2] fierce **hill giants** ([hill giant stats]).
1247
1248;altmountain
12491,*[mountain name]*.<br />*Landmark*: [mountain landmark]<br />*Encounter*: [mountain encounter]<br />*NPC*: [mountain NPC]<br />*Item*: [mountain item]<br />
1250
1251;mountain landmark
1252100,[lyonesse hex]
125350,[thor hex]
125450,[tolkien hex]
12551,SHACKLED GIANT. Coastal causeway of hexagonal basalt pillars leading to a sea-cave in which a giant is shackled with iron chains. The causeway and the cave are flooded at low tide - the giant’s nose is barely above water. He will plead to be let go. His crimes were too great to be named and if he is released he will immediately resume them. His heart can be found inside an egg in a bottle in a chest beneath a tree - without it he cannot be killed.
12561,*Brother and sister* living in a *mountain cave*, along with the *old man* who raised them. Expert hunters and wrestlers - will stalk and assault passers-by just for the sport of it. Actually heirs to the *Lordship of Longmarch*, though only the old man knows this - he kidnapped them when they were children and they have long been presumed dead.
12571,LOST BARGHEST. A barghest, a black, fire-eyed hound of the Wild Hunt, lost and very far from home. Finding a way to return it to Annwn will earn you a favour from Arawn. Any mortal person who looks into its eyes will collapse with paralysing fear.
12581,*Sulphurous springs* that sweat away illness. Beneath them, a foul-smelling cave known as the *Devil’s Arse* filled with all the illness that has been sweated away, in the form of dripping black diseased blood. The cave is now so full of blood that it’s starting to boil over and erupt through cracks in the nearby hillsides.
12591,Shepherd boy with a magic sword from a nymph, on his way to prove his destiny by climbing a high mountain and slaying the dragon that lives at its peak. No such dragon exists. He is not equipped for the weather and will die of exposure if he actually makes it up there.
12601,EAR DWARF. Dwarf sitting in a natural chair of stone. His ears are so sharp that he hears every sound carried by the wind. Cruel and capricious - knows everyone’s name and blurts out people’s secrets just to see what will happen. Will gleefully list for you all the people who want him dead and how much they’ll pay for his head.
12611,An active *silver mine*. Miners go missing and are found several days later, as fossils in the walls of fresh-dug shafts. This is the fault of an *oread*, a stone nymph, who thinks the men are so beautiful that they ought to be preserved for eternity.
12621,BLIND KNIGHT. An eyeless knight - he slept in a sacred grove, in full iron armour, but he left his visor open and the elves plucked his eyes out as punishment. Looking for a cliff so he can jump off it. Squire pretends to be a natural fool, is actually his daughter and is keeping him out of danger while pretending to lead him towards it.
12631,An active *silver mine*. The miners are having trouble with *knockermen*, grizzled little men who steal tools, cause cave-ins and lead miners to veins of ore that seems valuable but are actually poisonous. The knockers are led by *King Goldemar*, who covets all the silver for himself.
12641,SWORD PRIEST. Naive young priest with a magic sword from *[forest fay name]* the nymph, agonising over whether or not to fulfil his destiny and become the rightful king of all Faerie. He runs a small church dedicated to Saint Columbanus, who harnessed bears to plows and turned the beer of pagans to water with his breath. The villagers of his parish don’t take him seriously and hold pagan festivals right in front of his face.
12651,DULLAHAN. Fortified town. Harassed nightly by the dullahan - a headless rider with flesh the colour and consistency of moldy cheese, carrying its grinning head in one hand and a whip made of a man’s spine in the other. It claims only one victim a night, calling their name to mark them and throwing blood over any witnesses so it can smell them out on later assaults. All locks and gates open before it. It is terrified of gold.
12661,SALAMANDERS. Pale, carnivorous salamanders who live in a cave behind a waterfall and guard their pearly eggs with their lives. The eggs let you fly if they’re brewed into a potion with quicksilver - most wizards know this.
12671,CAVE WITCH. Witch who lives in upside-down cottage on the roof of a cave. Keeps upside-down beehives. Candle made of her own fat, with upside-down flame, stuck in a hole in her skull. Can speak to smoke. Wants a virtuous soul so she can get into Heaven. Sister of [human name] the [personality trait] witch.
12681,HERMIT. Hut of a naked raving hermit who talks to falcons. Claims, falsely, to once have been a great knight. Has a magic sword from a nymph.
12691,RED KNIGHT. Fat redbearded knight, Sir Ruddigut, on a very small pony, chased by a panicked squire on foot. Cursed by a witch to commit one evil deed a day or perish in horrible agonies, as punishment for kicking her cat. Looking for the witch so he can beg her to free him. Hasn’t committed his evil deed yet and is hoping for an innocent traveller to turn up so he can murder them - just hurting them would also work, but better safe than sorry.
12701,LONE MENHIR. Menhir on hillside. If two people spend the night sleeping beneath it, one will become a great poet while the other will go insane. Lunatic with a sharp rock standing over the bloodied corpse of a woman with a piece of parchment clutched in her dead hand. The parchment holds three lines of amazing poetry.
12711,BOGMAN MINES. Bog thralls pretending to be ordinary miners, sinking shafts deep into the earth. Their plan is to dig into Annwn, mount an invasion and rescue Vordicca, last empress of the nameless race, who made a pact with Arawn, prince of the underworld, and was taken below to serve as his deathless bride. She planned this all in advance and is playing a very long game.
12721,GORSE FIRE. Heather moor. Shepherd trapped atop a tor, surrounded by acres of burning heather and gorse. Burning thorns, choking poisonous smoke. If left alone he will
12731,suffocate to death before the fire burns itself out. Moor is in a valley and approaching PCs can see the whole scene at a glance.
12741,VORDICCA’S TOMB. Tomb of Vordicca, last empress of the nameless race. Inner chambers sealed away by huge stone doors that require gigantic strength to shift. Anyone getting past them will find her stone coffin empty and a narrow crack in the wall that belches up foul-smelling air. In her last days Vordicca made a pact with Arawn, king of the underworld - she would enter her tomb alive and he would take her below the earth to serve as his deathless bride. The crack leads to Annwn, kingdom of subterranean abundance, where stunted dwarves roast bats on spits and grow black pomegranates in sunless fields. The souls of pagans and sinners pass through here on their way to Hell, even further below. Arawn keeps the most talented ones to serve at his banquet table. He maintains an ambassador in Gatemarch and leads the Wild Hunt, sometimes riding out to capture more souls.
12751,SHEPHERD PIPER. Heather moor. Shepherd sitting in the shade of a tor, playing his pipe, trying to compose a tune for his boyfriend. The crickets sing in harmony with him. He’s poor but he knows a lot about the area and would make a helpful guide.
12761,CANNIBAL HAG. Lair of a cannibal hag with iron teeth. Kidnaps men, forcibly marries them, slowly eats them over time. Also eats kids. Has a captive priest to make the weddings legitimate.
12771,SALMON OF KNOWLEDGE. Hunchback by the side of a lake. He is fishing for the Salmon of Knowledge, which ate the nine sacred hazelnuts of wisdom and will confer all the knowledge of the world onto anyone who eats its flesh. He’s been here for seven years and thinks he needs more attractive bait.
12781,Large old dormant volcano, there is a cave (dungeon) that leads deep into it and at the bottom of it their is a wizard who is trying to tap into the volcano for power, and his lava abomination minions
12791,Nestled among the mountain tops here is the Black Monastery. Training grounds for the Hallowed Slayers of the Assassin God.
12801,The molten glass volcano of Kazel Kamak where the Seven Colossi of Kazel sleep. Seven golems of basalt under the command of an unknown force. It is said that Caliph Naxthrool is seeking to gain control of the giant constructs.
12811,The volcano that destroyed Glatherblack is here, dead as the village. The colossal ash statue at the top still contains the spirit of the bitter giant sorcerer who had vowed to destroy his hometown.
12821,The Singing Mountain is the holy site of the ram-horned men. Long abandoned natural and sentiently-crafted tunnels and chambers honeycomb the mountain. During the change of seasons the [direction] winds blow forcefully through these caverns. An eerily enchanting melody can be heard for 2 Hexes in every direction.
12831,Each and every day the *volcano Tepetl Quiautl* belches forth the blackest of black molten obsidian. Cuetzpalin, Sword of the Evening Star, Leader of the Free-Men, is said to wield a magical sword forged from the obsidian of this volcano.
12841,The river snakes its way through a hallowed-out extinct volcano housing the sand-goblin city of Btuob on it's inner walls. The hive like city is built around a sky-ship, that crashed into the volcano long ago, made of a material that was not destroyed by the lava.
12851,*Scorpion Men* battle to the death at the base of the *active volcano Toltecat*. The winner of the tournament will fling himself into the volcano, a willing sacrifice to the *Crawling God*.
12861,Scorpion-man settlements are on the rocky sand, distrustful of outsiders but known for great parties. Yak-men living on the mountain mine metal scraps and gems from caves to fire them from a great cannon that fell from the sky in ancient times. They trek to laugh at the creatures gathering them [direction] of here.
12871,Eating the flowers on the Cursed Cowl causes an hour of vomiting, and a night of visions. One may see 333 Snake-men waiting for revenge for centuries; 111 faithful warriors with no souls; 20,000 servitors of the rusted dead; a jug that is a key; and an Efreeti that plugs the dam of fate, struggling against time.
12881,Massive stratovolcano Ka Rukh Ka spews clouds of poisonous gas. A thick magma flows down a vent in the [direction]ern face of the mountain. Mephits and Fire Elementals frolic wickedly here.
12891,Anybody travelling through the [hex trait] mountain pass must pass between two carved statues of Snake-men warriors.
12901,Every now and then, this volcano gets fitful and fretful, and buries the surrounding communities. It really only wants a friend, though. Someone to sing to it. If only someone would give a bit of love, it would totally stop asploding every so often. <br /><br />(The Needy Volcano may be influenced by the powerful spirit of the First Child, a powerful ghost of the very first sacrifice ever made to the volcano. It loves music.)
12911,A long forgotten abbey in the upper mountainside allows two hexes of visibility (plus the ever-active [hex trait] volcano). Guarded by two wights.
12921,Slaggy mountains. Geology indicates this hex had several active volcanoes not 100 years ago.
12931,The cruel Entomancer Abniz Dzir controls the insect peoples of the desert with wicked, hidden magic and will make them turn on anyone he does not like. He is in love with the [personality trait] hag and the Pale Lady but they revile him.
12941,Volcano holds the abandoned lair of Zyrax the Destroyer, the dragonic king who strafed the lands and turned most of them into desert 1,111 years ago. Inquisitive adventurers will find an unhatched dragon egg here (but the volcano kept it warm and it will hatch in 1d10 years if left to it's own devices).
12951,Fire based magic cast within the crumbled ruins of a tower are greatly amplified here. Some say a powerful efreet is trapped below the ruins.
12961,A gathering of minor dieties (or kami) takes place at a pine temple in the middle of a flat valley. Humans are considered to be unclean here during this time, and will be driven out.
12971,The air is thick with sulfurous fumes as a relatively new volcano pulses lava steadily to the [direction]. Lava Oozes break away from the stream to hunt, and twisted coal men capture slaves with tridents. Pieces of the a military outpost and armory of [settlement name] are buried amongst the rocks.
12981,Hidden in a valley is a 50 meter high monolith of smooth polished basalt. A coven of Crow-men perform strange rituals during the night of the new moon. During these rituals, a secret door opens into a mysterious realm and closes at dawn.
12991,Hairless cave-bears with Gust of Wind breath and blind Goat-men fight anyone who attempts to cross these mountains. Fungus that helps resist heat and those that cause violent fevers grow together in the cracks.
13001,An aerie of malevolent harpies inhabits the peaks of this mountain range, harrying any travelers in the surrounding low areas.
13011,Centuries of laborers toiling to bring ice down from the "Old Men" have packed and smoothed the snow covered earth in to a natural luge track. Daredevils risk yeti and ice troll attacks on the way up for the thrill of the miles long ride to the bottom.
13021,The peak of the highest mountain in this range has a flattened top with two 20 foot high ornate stone thrones. Disease filled clouds waft through the air.
13031,Didjeet, leader of a rogue faction of the Mantises, has taken refuge here in the mountains after a failed coup d'état over the elders. He believes the scrubland should be used for profit, while the elders merely police the land allowing outsiders to just take their water.
13041,Scattered on the slopes of this volcano are hundreds of lava golems, frozen while it is inactive. When the volcano will be active again, the lava golems will return to an animated state and each day 1d10 will start roaming the lands randomly for a month. After that time they'll return to their home to 'freeze' again
13051,A group of anarchistic druids gather here to plot the release of the captive great dragon in [keep name]. They want to see it's destructive power unleashed on all the desert.
13061,Giant psychedelic mushrooms constantly shed hallucinogenic spores. Many creatures come here and trip out. Chance of having a bad trip, based on mental wellbeing of the individual. Those affected by the spores have a 1/100 of having a flashback on any given day for the rest of their lives.
13071,The Mountain of Sorrows The slopes of this mountain are where Death Monks perform sky burials for their holy chosen.
13081,This Mesa is roughly 1,200 feet high. From the skies it looks like a giant coffin. If you were to blow the lid off, you'd find a meticulously prepared resting place for a 300' high being, of which nothing is to be seen other than a 50'x50' bloodstain.
13091,Very rocky ground causes movement of half speed, horses and mules must make save or be injured. 4 mountain lions on the prowl.
13101,At the top of the mountain is an old fortress full of mummies, zombies, wraiths, and revenants. Every night at sunset they re-enact the last moments of a terrible battle that claimed their mortal lives.
13111,The Port City of Seresan Built centuries ago, this enormous city is built into the mountains at the edge of the sea. Seven lighthouses rise from the mountain peaks to guide boats on the sometimes treacherous water. It is a bustling place of trade.
13121,At the top of the mountain lays a long abandoned observatory, hidden by magic. One magical telescope allows one to view the surface of the moon, while the other allows one to view any Hex in the region.
13131,Hundreds of Sandstone Elementals are using sand and their lifeforce magic (which will ultimately destroy them at the conclusion of their project) to construct a 10000x10000x10000 foot cube of solid sandstone at the summit of the highest peak in this mountain range. This is the pinnacle of Sandstone Elemental art.
13141,The Daughter of the Mountain Monastery the nuns in this monastery follow the Path of the Mountain Daughter, who healed Itzamna back in the god times. They are pacifist healers, practicing some sort of mystic T'ai chi ch'uan. A slaver from Tekhat Mal fell in love with one of the nuns, but she killed herself rather than be taken by his men, he then sent some of his best killers to punish the nuns but the assassin have seemly disappeared off the face of the earth.
13151,Movement through this hex is halfed because of a rockslide that happened a few days ago
13161,Saline fields at the [direction] border of this hex. Sea elves harvest the salt and sell it all across the desert.
13171,A large number of caves are found within this area, they all lead to a center tunnel that goes through the heart of the mountains
13181,Here, along the ruins of a mountain fort, where great herds of swine feed on grounds fertilized by a terrible battle is where Yonian, giant razor-back of legend, has made its home.
13191,The mouth of a cave conceals an enormous hanger for airships. This is Karesh Kazel's Ship Works. His creations are among the finest in the land and he creates beautiful luxury ships for the nobles of [city].
13201,Mount Nazarad, “The Forbidden Mountain”; Atop this lone peak is a temple carved from yellow and green jade. Within the depths of the mysterious temple is a room of portals that lead to [city].
13211,Thirteen Pterodactowls (head & feathers of an owl, body & wings of a dinosaur) roost upon high rocky mountain shelves. They are large enough when full grown to carry off a woolly mammoth. The Ranger [human name] is willing to fund a mission to capture their young or eggs!
13221,Here bound in enchantments and frozen in ice is Begreli a powerful Djinni. Written in an ancient giant dialect is are the words. Those who would use this Djinni, my gift, must first cut him with opposite blades or risk releasing his tyranny upon the world. Example opposite blades include the Ivory Dagger of [location theme] and the Obsidian Dagger of [location theme].
13231,The titanic and translucent fetus of a new frost giant king incubates in a mineral lake hidden by the mountains.
13241,The Ringwolf—a rolling, circular demon with radiating heads like fire off a flaming wheel.
13251,Jagged rust colored peaks march like an army [direction]ward, this is tough ground, avoided by all. Random encounters are 1/2 as common, but more likely to be aggressive.
13261,Three Fomorian Giants are plotting with Ursus the Cloud Giant Lord of the [direction]ern Sky to steal a Frost Giant fetus.
13271,The Hall of the Mountain King, this was once a very nice dwarf kingdom and is now taken over by a bunch of ice goblins. The Ice Goblin King lives here and is trying to slowly take over the general area around him. He has a fierce hatred for giants.
13281,Blades made from the obsidian from the wintry slopes of Destiny's Anvil are said to lead their owner to his or her true love. It's superstition, of course: it always ends with blood.
13291,The Eighth Monument of the Toad Gods is carved in blue veined obsidian. A silver key opens the hatch in the great toad's right eye. The passage within leads to the Catacombs of the Toad Gods, and stretches in the direction of the the [hex trait] dwarven tower.
13301,A *frozen waterfall* conceals the entrance to the *Mountain Kingdom of Migorfrost*, son of Cryonax and Lord of the Yeti
13311,A *qanat* (underground artificial water channel) leads from here to the *Hall of the Mountain King*. *[1d6] ice goblins* are slowly but methodically vandalising it. A microclimate allows *palm trees and fruit orchards* to flourish in a tiny hollow in the rocks. *Fresh water* and *hallucinogenic blue peppers* are plentiful.
13321,Mountain village of Kadlak, home to crazy barbarians who are famed for their ability to tame and ride mammoths into battle. Warriors are sent to peer into the [hex trait] pool for a vision quest.
13331,Mountain village of Kadlak, home to crazy wizards who are feared for their wild magic, they are in a constant conflict with the [personality trait] barbarians. Anytime magic is cast in this hex roll on the wild magic table.
13341,Small home a mountain town of ice goblins, there proximity to the wild mages has caused them to learn some magic spells (some do nothing others do everything). Anytime magic is cast in this hex roll on the wild magic table
13351,A pack of mountain lions. They are led by the immortal familiar of a long dead sorcerer.
13361,The majestic city of Mythilli crests the highests crags of Mount Dashanthra, its ruler the villainous Ice Queen Setra. The massive crystal castle at the centre of the city reaches up into the sky, and can be seen at a great distance.
13371,Within the bowels of Mt. Mudo; a dormant volcano, there is an Ethereal Elevator. It is protected by three fallen Paladins of Mitra and their followers.
13381,One the mountain peak here is really a stone gargantuan sitting down. His innards are infested by rock goblins. He tries to petition any one who can communicate with him to get rid of the goblins for him, offering his heartgem (worth 1200GP) as a reward.
13391,The copper mines in these mountains sustains the economy of Mythilli. There have been rumors of unknown creatures in the deepest shafts of the mines.
13401,There is also a pod of 3 mi-go camped right at the peak of Mt. Uru, the tallest and [direction]ernmost peak in this hex. They are in regular communication with 10 more mi-go who would normally camp nearby but have recently been chased to the [direction].
13411,A dwarven charnel it is never a pretty thing, even less so when it is a full mile across. The reek is visible in the air and smells of carrion and marmalade. Take 1 pt of damage every hour that you are within 80 feet of ti.
13421,High in his mountain tower the mad Arch Magus Xzu Seton is building a titanic heat beam to melt Setra's (Ice Queen) heart.
13431,Grizt Nas, city of Dwarves in the mountain who often steal from Xzu Seton have buildups of metal under their skin and sleepwalk to a cave at night none of them remember.
13441,At the base of the mountain is the settlement of Aartzt, miners who are plagued by Slaadi reavers.
13451,Magmamaus an incredible underground citystate inside an active Volcano. Ruled by Largous the Titan. The cyclopidian amber-stone walls & tunnel protect the lesser inhabitants. The population is 70% fire dwellers; Fire Giants, Elementals & Salamanders, etc... Largous has a long brewing hatred of Mythilli & its Icy Queen and is planing an invasion to sack it!
13461,The mountain throne of the Winter Knight is hidden within this hex. This knight has been placed into the world to act as the Winter Queens vessel and this is where she resides (yes the Winter Knight is a woman, deal with it)
13471,At the base of these cliffs lie the unburied corpses of the storm giant infants who were not strong enough to live. The lonely trek here is not a well-worn path, but is easy enough to follow.
13481,The [hex trait] mountain, ancestral home of the gruff mountain men, now held by the White Elves.
13491,A snowless plateau in the mountains of polished obsidian reflects the constellations, even during the day. 1000 years ago the surface began to crack, and it is said that when the cracks reach the constellation of Nyrthak the Hunter, the nearest metropolis will fall to darkness.
13501,This abandoned ruin on the mountainside was once a giant's city but it was abandoned years ago. Only carrion crawlers and undead vultures live there now.
13511,There's a story that says a salmon has been swimming upstream, up the river's impassable rapids, for a hundred years. It's said he is a prince of a distant kingdom, transformed by a curse, who is trying to regain his true love, an arctic naiad who lives alone at the river's glacial source.
13521,The best fly agaric mushrooms in all the lands can be found in glens near the base of the mountains. Shamans of all races seek out their potency.
13531, Underground fungal stout brewery, abandoned since the elves took over the [hex trait] mountain and now overrun my fungal horrors of various flavors. several vintage barrels rumored to still be in a deep cellar
13541,Between two peaks, an ancient glacier cracks and groans. Its recent decay and movement has revealed numerous fissures and caverns, leading to tunnels (Dungeons?) untouched by air for millennia.
13551,5 Arctic foxes caught in traps with strange runes cast into the metal. One is actually the sorceress that the trapper was looking to catch.
13561,Galeglashiem Mountain Cave-City of the Ice Barbarians; 204 barbarians are lead by ShatterAxe the Shamaness - a lost amazonian warrior-priest of Athena. Another 100+ ice barabarians are struggling to survive returning to their cave-city. They live in harmony with the hunters and in the fall and spring trade with them.
13571,Polluted Falls. A large waterfall in this hex pours poisonous water into a lake and all plant life is dead and surrounded by skeletons of dead animals. the source is a large one ton canister leaking the poison that contains a bound and angry plague demon
13581,A group of lost adventurers wonder though this area. They are looking for the entrance into the mountain, they will ask the PCs for help.
13591,A legion of poisonous white toads defends the Scherzemont—any joke told at the top of this peak will echo through the surrounding hexes. If it is good, the joke will cause every living creature at least 20 feet beneath the mountain peak to be afflicted as by an Uncontrollable Laughter spell for one hour, if it is bad, they will clutch their heads for an hour, unwilling to move, listen or open their eyes for fear of hearing another. One joke per person, creatures over 15th level/HD get a save to simply be terribly distracted by the humor or horror thus inflicted.
13601,*The Needle*. A thin mountain with an oval hole in the peak. When the moon rises behind it, the light shining through illuminates a *secret temple* of the Moon Goddess.
13611,A crag on this peak bears the mark of *dark rites*. A ranger can identify the bones as those of elven children (a rare thing).
13621,*Mountain peaks* that appear snow-covered from the distance but are actually made of milky crystal. Trapped and suspended in time within them are *prehistoric monstrosities*.
13631,In a *crag between two peaks* is an *eternal snowstorm* with razor sharp (1d6 damage/round) fragments of ice blasting blasting across the stone. Beneath the storm is a pile of the dead who died from it and their possessions.
13641,A *perfectly square cave entrance* leads into the depths of the mountain. [4d6] *frozen gelatinous cubes and frozen oozes* of more obscure geometrical shapes are scattered around this entrance.
13651,An abandoned *flying castle*, barely hidden by the thin clouds that surround it, has crashed into the mountainside and is firmly lodged in place.
13661,A *waterfall* roars over a great chasm here. The cliffs around it are treacherous and slippery, but a cave is located behind the falls, containing [1d100] GP and [mountain item].
13671,Great rock naturally shaped like a dinosaur.
13681,The Cyclops´ armory. Believed to hold items of excellent craftmanship (true, but they're all giant sized)
13691,These mountains contain a sealed Dwarf Vault. The seal has not been broken largely because of the legends that claim "The Dwarfs that founded this vault never left before the seal was put in place."
13701,One of the mountains is illusory, but chances are you won't realise til you're halfway up it.
13711,A desolate mountain peak strewn with bones of a decimated adventuring crew. One rather intact skeleton still clutches a red dragon scale the size of a great-shield.
13721,At the top of this mountain carved into the living stone is a very small throne, too small even for a halfling. (anyone small enough to sit in it can see all surface activity for 30 miles around, while seated in the chair. but no special power to actively process that information is imparted upon the user.)
13731,A massive statue of an ancient king points directly at the nearest settlement with an accusing expression.
13741,Abandoned mines with a collapsed entrance.
13751,Mountain pass guarded by the Skull Baron, a insane giant, naked except for mammoth skull head stolen from rat men.
13761,Bone yards of the Skull Baron, loaded with heaped detritus from his rampages, discarded remnants of his victims, plenty of scavenger monsters.
13771,Natural hot springs.
13781,A quaint, rustic inn with a wood sign proclaiming "The Green Dragon Inn" sits on a path winding through the mountains. A strange book titled "FLAILSNAILS" in the reading room hint at magic portals in the extensive wine cellar linking the inn to other wine cellars throughout the multiverse.
13791,At dawn, those who view the cliff side will see inscribed the names of everyone who worked on this hexmap. PCs who gaze upon it will be refreshed, but will forget about it entirely once they look away.
13801,Mountain fortress housing 28 pterodactyl riding bandits. They have imprisoned the former owner (a wind druid) and are forcing him to keep the 2d12 'dactyls docile. Fortress contains [3d100x100]gp worth of goods, supplies and valuables stolen from nearby settlements.
13811,Titanic arm made of black, very hard metal makes a lewd gesture toward what used to be a contended border. Chance of rock slides.
13821,Ruined mountain pass fortress of Doram. Clay Golem soldiers continue to collect toll-fee in the now overflowing, trap-ridden vault.
13831,Come see the famous Dungeon of Dread!
13841,This snow capped mountain is the home to a cult that worships the 3' tall purple cacti. The petals are used to brew a ritual tea said to give the faithful greater understanding of the world around them.
13851,This mountain is an active volcano with an eruption impending; roll 1d12 each time PC pass by or view the mountain from a distance: 1-3 nothing, 4-8 minor tremors, 9-11 distressing smoldering, 12 eruption. The lava flow will head [direction] to the sea. After the eruption, the lopsided face of the volcano looks strangely like the profile of a lost dwarven king.
13861,Termite mounds hundreds, even thousands of feet high
13871,Moonlight shining through the Needle Peak illuminates the Moon Goddess's temple on this mountainside.
13881,Weeping statue looks towards her sister on another peak. If their gazes are aligned, a chasm will open, leading to a lost city.
13891,Large demon stands before a bridgeless chasm. Compelled to aid those who wish to cross, but acts aggressively in the hopes of triggering combat and slaying or being slain (reappears in 24 hours) so he doesn't have to help.
13901,Treacherous path, 60% chance of blizzard. 8 wolves.
13911,Battle Arena of Ras Rachtan - A colossal, oval-shaped arena filled with giant stone statues called The Rachtan. By using a series of spells and controls, one can animate the Rachtan to battle one another. Rachtan betting is serious business.
13921,Dwarven Skeletons patrol here at night. Any severed skeleton pieces will attempt to crawl back to the entrance to the subterranean dwarf skeleton dungeon with treasure and curses and tragedy.
13931,Inside a sturdy watchtower is what appears to be a statue of an elf looking in the sky to the [direction]. It was the first intelligent creature to discover that the reclusive dragon roosting in the [hex trait] peaks is actually a dracolisk.
13941,Ancient elven burial city now occupied by a necromancer. She is served by a disturbing variety of undead birds (ghoul crows, skeletal vultures, bloodfalcons etc).
13951,Remains of an ancient battle between Elven and Goblins kind. Followers of the Many Headed God morn this sight.
13961,here is the caves of the goblin heroes, it has many a valuable item in here, and the goblins who live here fight as a 3-4 level rogue and 2-3 level fighter (multi-class)
13971,Paranoid man living in a gazebo. He has a bone scalpel that protects him from anyone whose name he carves in his skin.
13981,DAMNATION a sprawling ramshackle boom-town of tents and rickety lean-tos has sprung up in a windy valley here after the discovery of mega-dungeon. It is wretched hive of scum and villainy nearly as dangerous as the dungeon itself. Recently, unknown arsonists have taken to setting fires in order to loot in the wake of the chaos.
13991,gigantic smoking cone looks more like a factory chimney than a volcano. The smoke slows thinking and causes confusion, but is strangely addictive.
14001,A confused, distracted, (immediately) forgetful old hermit lives atop the mountain here who thinks any visitors are his kids and grandkids and serves them his mountain goat stew. He owns a map of the region that makes it twice as likely to become lost (disregard roads and rivers when determining this, using the surrounding terrain) and if the PCs become lost, the map rewrites the surrounding land so that whatever direction the PCs go, where they thought they were going is there instead of where it should be.
14011,The mountaintop ruin of a black marble city that once sprawled here is now the home an ancient dracolisk.
14021,amid broken chunks if black marble lies a ninety pound pellet from the [personality trait] owl. It contains a hair, bones, and skull that still bears a magical crystal crown.
14031,A small collection of Corvid (Cunning little Crowmen) Alchemists and Tinkers live in treetop laboratories on the mountainside, crafting firearms, chemicals and potions with their dexterous talons. Will trade for unusual substances or rare monster parts. Their telescopic observatories command a view 8 hexes to the [direction], and to the Dracolisk's Mountain Lair.
14041,An unholy pit is filled with the desecrated holy symbols of a forgotten pantheon of gods and also 1d4+2 manticores.
14051,Sharp, rocky hills rise up to the base of the Dracolisk's mountain. Chasms occasionally split the earth, dropping into the underground ruins of the Black Marble city where foul things creep.
14061,The mountaintop ruin of a black marble city that once sprawled here is now the home an ancient dracolisk.
14071,An ancient Maintenance Construct endlessly roams the black marble city, seeking "Masters" to "Repair". If invited to help an injured person, it will try to paralyze any healthy people present with a shock attack and extract their "useful parts" to "repair" the injured person.
14081,The dump of the ancient marble city appears stable, but could collapse when weight is put upon it. Gasses from rotting matter have caused eternal underground fires here.
14091,A small rabbit-sized blindheim lurks in the glossy black ruins here. It has collected 6500 gp worth of gems for reasons unknown.
14101,There is a path through these mountains marked by *cairns*. One of these is made of unfinished black marble blocks. Beneath it is buried a large clay pot containing a golden scroll that points to the locations of "great treasures" once translated.
14111,Three linked, rooklike and geometric towers here are completely infested with crawling claws. Whether this is due to the capricious magic of the former ancient inhabitants or the dracolisk is unknown.
14121,This regions is very prone to *earthquakes* and *mudslides*, which have been known to reveal several buried tombs of a *lost, winged, eagle-headed humanoid tribe*. These people were in fact lycanthropes, and their descendants guard their treasures jealously.
14131,The [direction]ernmost marble watchtower is now the haunt of goblin treasure-hunters seeking their fortune in the ruins of the black city. They are served by a pack of 6 berserk, drugged baboons dyed lurid colors.
14141,The [direction]ernmost towers of the ruined black marble city stand in a pentagon around a triangular pool filled with unnaturally blue water. Two wizards, Orlast and Kraal, bitter rivals, wander amidst the tower libraries, seeking ancient secrets while avoiding both each other and the dracolisk.
14151,The *Weird Black Plinths* are said to provide *confusing but prophetic dreams* to those who dare to sleep amongst them. The Mount is rumored to be the lair of a *vampire*, but the more immediate danger comes from *Witch-Hunters* who watch the area, convinced that consulting the dream stones here is tantamount to trafficking with demons.
14161,*Camp Of Idiots*, these unfortunates have been made stupid by a *cursed spring*. Forever asking to trade for weevils while fondling spotted chicken eggs, they sorely test the composure of the kind people of the nearby village of *[village name]*.
14171,the mountains and hills in this area are warped by the magic of the witches, they don’t really seem to follow any logic pattern. Walking across this hex will take both a short amount of time and a really really long time. Any random encounter on this hex magical in nature and twisted by these magics
14181,A loose confederation of *mountain fools*, even more degenerate than their cousins, install shabby rope bridges and ladders from peak to peak in this particularly craggy zone in a mad web. The broken bodies of countless unfortunate goofs litter the crevisses.
14191,The *great barbarian chieftain Marluk*'s long house is here with his tribe of *15 wereboar warriors*.
14201,mountain of the gods, a single lonely mountain raises up and reaches high into the clouds, there are various paths along this mountain and they are all perilous to travel (they are designed to keep people out and gods in). A person in (random hex number) says they know a shortcut and will be your sherpa up the mountain (they are really a god, only clerics and paladins have a chance at noticing this, its like 1%)
14211,a *large sinkhole* in the ground that you cant see the bottom of, getting down it leads you to a random hex. The entire travel along the bottom of this sinkhole the pc's are chased by a bunch of different monsters from around the hex crawl that have fallen in there
14221,*Asbjorn*, a *Bear Spirit* and protector of bears, lives in a massive cave here. He can smell if you’ve ever killed a bear, and will not be pleased if you have.
14231,A convent of the secretive *Sisters of the Good Burden* is located here. They are powerful allies and dangerous foes for it is said that they can seduce a man with their voice alone, resist any poison and slay with a touch. They have long term goals that involve controlling the bloodlines of the world but to what end is unknown.
14241,A brackish *spring of foul smelling water* is here. A drinker who fails their save vs. Poison will be transported to a *landscape of flame and ash* for 3d6 hours, taking one HP of fire damage for each hour there.
14251,*Orchids* erupt gloriously from crevices in the mountainside. At night, *[2d6] enigmatic wormpeople* creep out of secret tunnels to tend their crop with fine silver tools (Worth 30gp/Worm). The orchids hold back a lurking rot, which would otherwise seep out of the deep mountains and corrupt surrounding hexes.
14261,the mountains have been carved into the shapes of various gods and heroes. Each carving is over the top of a cave entrance, but they are backwards, the good gods lead to bad places and the bad gods to good
14271,A *legendary king* sleeps beneath the mountain in a hidden chamber, waiting for the day his people need him. With him is his hoard of gold, jewels, and artifacts worth [2d10x100] GP in all.
1428
1429;mountain encounter
14301,*[2d4] [personality trait] [mountain humanoids]* (HD 5 AC 13 strangle 1d6) performing a complex ritual involving *[mountain item]* to [mountain spell].
14311,*[1d6] mutated [mountain animal]* (HD 4 AC 12 bite 1d6) feasting on the corpse of [mountain animal].
14321,Volcanic earth tremors, foreshadowing eventual catastrophic eruption.
14331,Scree and loose rock. [2d4] large pterosaurs (HD 5 AC 15 claw 2d6)
14341,Dwarves here with trained rabid bats will steal your armor in the night and melt it down.
14351,a *marmot* wrapping ground cocoa in a thin sheet of metal to please a *purple cow*. They dislike interlopers.
14361,*[2d4] [personality trait] [mountain humanoids]* in courtship display. They feel offended that someone dared barge in during this intimate moment.
14371,A *hunched man* here will sell you an *ancient contract in an unknown language*. It is a spiritually binding contract between the elves and the mountain shark king and requires merely the signature of any single elf in order to go into effect: if signed, all land sharks and bulettes will obey the signing elf for one day each century.
14381,A pack of *[2d6+2] flying monkey zouves* armed with scimitars, armored fez, scale mail and throwing axes. The troop is forlornly staring across the peaks, looking for a sign of *[human name] the alpine wizard* to give their simian lives meaning. Mostly they are simply a pack of scampering vandals who drop rocks on passing travelers.
14391,A single corvid, with a bodyguard of 2 humans, 2 froglings and an elf, camp in a valley.The corvid searches the mountains for a way into the black marble city.
14401,A thief is trapped here, webbed months ago by the capricious wizard on the road to Orthrist . He knows the dracolisk's true name (Vorax) and that it is immune to magic unless the caster uses the name.
1441
1442;mountain spell
14431,[mountain spell action] [mountain spell target]
1444
1445;mountain spell action
14462,summon
14471,find
14481,transform
14491,become
14501,improve
14511,freeze
14521,celebrate
14531,consume
14541,redefine the meaning of
14551,bless
1456
1457;mountain spell target
14582,winter
14592,cold
14602,snow
14612,ice
14622,wind
14632,hail
14641,traps
14651,the mountain
14661,rocks
14671,yetis
14681,preys
14691,an avalanche
14701,fear itself
14711,the dahu
14721,friendship
14731,the colour white
1474
1475;mountain NPC
14761,[fighter].
14771,[cleric].
14781,[thief].
14791,[magic user].
14801,A *hermit* named [human name] lives in a cave here, meditating on the mysteries of life.
1481
1482;mountain humanoids
14831,yetis
14841,goatmen
14851,eaglemen
14861,harpies
14871,basajauns
14881,barmanous
14891,almas
14901,werebears
14911,marmotmen
14921,yodelers
14931,yackmen
14941,rock golems
14951,snowmen
1496
1497;mountain item
14981,a pair of skis decorated with [precious material]
14991,a key to a nearby alpine hut
15001,a four-fingered glove
15011,[mountain animal] statuette made of [precious material]
15021,a scroll detailing a ritual to [mountain spell]
15031,a [2d10] meters long [colour] scarf
15041,an edelweiss
15051,a half-empty pot of arnica balm
15061,a goat horn
15071,a small pouch of [colour] powder that radiates a comfortable warmth when rubbed on one’s skin
15081,a cursed pair of clogs that allow the wearer to walk on ice without slipping but forces them to yodel everytime they talk
15091,a sturdy snowshoe
15101,a wheel of cheese
15111,a [2d6] meters long frayed rope
15121,a whistle so shrill it can cause an avalanche
15131,a snowball mold
15141,a snowman’s carrot nose
15151,a woolen muffler that allows its wearer to breathe fine despite the altitude
15161,a structurally unsound sled
15171,a bloodied climbing harness
15181,a cracked snowglobe
1519
1520;mountain animal
15211,a marmot
15221,a wolf
15231,a bear
15241,a mountain goat
15251,a condor
15261,a rabbit
15271,a bear
15281,a lynx
1529
1530;white mountain
15316,The air up here is freezing cold. You can see the [name for white big mountains] from here.
15321,Snow fields make it impossible to cross without skis or snowshoes.
15331,There is a hidden meadow up here, protected by the [name for white big mountains].
15341,The glaciers need a local guide and ropes to cross.
15351,The glacier ends at a small lake [maybe an ice cave].
15361,A [dragontype] *dragon* called [dragon name] lives in a ruined mountain fortress on the highest peak around here.
15371,From a high peak in the mountains you can look down and see the hazy but certain outline of a frozen *tarrasque* embedded in a glacier in the valley below.
15381,A **white dragon** called [white dragon name] lives in a ruined mountain fortress guarding the approaches to the [name for white big mountains] ([white dragon stats]). [dragon treasure]
15398,[altmountain]
15401,The air up here is cold. You can see the [name for white big mountains] looming up ahead. Small canyons and giant boulders provide shelter from the icy wind. [giant apes] [small temple near giant apes]
15411,The [mountain obstacle] beneath the [name for white big mountains] are difficult to traverse. You need a guide and skis. The stone walls rising from the snow are home to a [cat style] [mountain cat].
15421,There is a hidden meadow up here, protected by the [name for white big mountains]. [giant apes] [small temple near giant apes]
15431,The glacier of [name for white big mountains] ends at a small lake. [ice monster lair]
1544
1545;maybe an ice cave
15461,bright blue and ice cold
15471,and there is an ice cave leading beneath the glacier
15481,and there is an ice cave inhabited by a *cryohydra*
15491,and there is an extensive series of icy caves here.
15501,that is completely iced over
15511,inhabited by a group of [1d11+1] *ice mephits*
15521,and there is an abandoned campsite here as well.
15531,where you find a bizarre crystalline structure hovering in the center of the lake.
15541,that is the hunting grounds of a group of [1d19+1] **ice trolls**
1555
1556;mountains
15571,These mountains are called the [name for white big mountains]. [more mountains]
1558
1559;more mountains
15601,They are impossible to climb.
15611,Fissures lead into the depth of the mountain and in the warm chambers below there sleeps the **red dragon** [red dragon name] ([red dragon stats]). [dragon treasure]
15621,The passes need a local guide to cross. [mountain people]
15631,A glacier fills the gap between these mountains.
1564
1565;mountain people
15661,[1d4 frost giants]. [rich treasure]
15671,[2d4] **winter wolves** live up here ([winter wolf stats])
15681,There is a dwarven forge called *[here dwarf forge]* up here. [dwarves]
1569
1570;1d4 frost giants
15711,The **frost giant** *[frost giant]* ([frost giant stats]) lives here in a [frost giant lair] with [frost giant companions]
15723,[1d3+1] **frost giants** led by *[frost giant]* live here ([frost giant stats]) with [frost giant companions] in a [frost giant lair]
1573
1574;frost giant lair
15751,a glorious ice blue cave
15761,an old castle built of gray stones
15771,a castle built of ice and snow
15781,a gargantuan palace of ice and darkness
15791,a fortress guarding one of the passages to the realm of eternal ice, to Jötunheim
1580
1581;frost giant companions
15823,[1d4] **white bears** ([bear stats])
15832,[2d4] **winter wolves** ([winter wolf stats])
15841,a **cryohydra** ([cryohydra stats])
15851,a **white dragon** named [white dragon name] ([white dragon stats])
15861,a **spectre** of their ancient ice king ([spectre stats])
1587
1588;dwarf forge
15891,[dwarf forge 0] [dwarf forge 1]
15901,[dwarf forge 1]
15911,[dwarf forge 1][dwarf forge 2]
1592
1593;dwarf forge 0
15941,Deep
15951,Dweomer
15961,Dhim
15971,Great
15981,Grim
15991,Old
16001,Splintered
16011,Krang
16021,Harken
16031,Bruise
16041,High
1605
1606;dwarf forge 1
16071,Anvil
16081,Fist
16091,Hammer
16101,Grimm
16111,Grind
16121,Helm
16131,Sky
16141,Thunder
16151,Star
16161,Moon
1617
1618;dwarf forge 2
16191,light
16201,eater
16211,father
1622
1623;dwarves
16243,This is a small forge. [5d8] **dwarves** live and work here ([dwarf stats]) led by [dwarf leader] (level [1d6+2 as level]). [luxurious context] [dwarven treasure]
16251,This is a legendary forge stronghold. [5d8x10] **dwarves** live and work here ([dwarf stats]) led by [dwarf leader] (level [1d4+8 as level]). They are divided into [3d6] families, each led by a clan elder (level [1d6+2]). [dwarven stronghold treasure]
1626
1627;canyon
16281,</p><p>[name for river] has dug itself a deep gorge.
16291,</p><p>The gorge is wonderful and deep.
16301,</p><p>Crossing the canyon requires climbing gear.
16311,</p><p>A group of [2d6] bandits have staked out this canyon as their hideout.
16321,</p><p>A majestic canyon makes it’s way through here.
16331,</p><p>The stone walls in this canyon are an unusual [color] color.
16341,</p><p>Strange primitive carvings adorn the walls of this canyon.
16351,</p><p>A lonesome wind howls through this canyon.
16361,</p><p>A group of [4d6] *dwarves* have set up an extensive sluice gate system to pan for gold in this canyon.
1637
1638
1639;forest-mountains
16401,The mountains here are heavily forested.
16411,This lone mountain is known as [dreadful] Peak. It is heavily forested.
16421,This mountain is known for its rejuvenating mineral water springs. Those who drink the water here gain +1 on saves vs disease for the following week.
16431,This lone mountain is the home of a tribe of reclusive mountain *orcs*. Unlike most of their kind, this group avoids raiding other settlements.
16441,This mountain is home to a mixed community of humans, half-orcs, and orcs. Their own language is a mix of human and orcish, and they have their own traditions and ways.
16451,This lone forested mountain is the home of a large group of *griffins* that nest in the highest peaks.
16461,This lone forested mountain is the ‘kingdom’ of an isolated fey community that is somewhat hostile to outsiders. At the very top of the mountain is a fey castle ruled by [royal] [old name], of the [fey type].
16471,[forest-mountain]
1648
1649;forest-mountain
16501,Forest mountain.<br />*Landmark: *[forest-mountain landmark]<br />*Encounter:* [forest-mountain encounter]<br />*NPC:* [forest-mountain NPC]<br />*Item:* [forest-mountain item]<br />
1651
1652;forest-mountain landmark
1653100,[lyonesse hex]
165450,[thor hex]
165550,[tolkien hex]
16561,A grove of bioluminescent fungi that attract brightly-colored poison arrow frogs. Tend to get into sleepers’ mouths at night.
16571,Sheltered cliff face covered with ancient rock paintings, somewhat abstract but seemingly depicting war between men and lions.
16581,Large meadow where wildflowers sing simple songs in harmony.
16591,A big telescope built by lizardmen, pointing at the stars. They buy lenses from the lens grinders in a nearby settlement.
16601,The *alchemist Lady Rebecca Flaskhaver*, lives under a stone outcrop in a forested valley between the peaks. Likes to test substances on nearby corn farmers. Will trade powerful magic/potions/powders for humanoid babies.
16611,MAENADS. Peasant women holding a wild bacchanalia, drunk and frenzied, tearing a captured knight limb from limb and painting themselves with his blood.
16621,ADDANC. Lake haunted by an addanc - a venomous fish monster that’s only visible through holes in objects. Steals the villager’s sheep and children.
16631,BATTLE BOG. Peat bog, site of an ancient battle. Thousands of warriors are mummified beneath the peat. The local villagers dig the mummies up, powder them, dissolve them in alcohol and sell them as medicinal tinctures. They have powerful narcotic and restorative properties, but they’re addictive and anyone who takes too much will be possessed by the spirit of a bog person, becoming bog thralls. The chief of the village knows this but he’s making enough money not to care, and he gets on with his possessed wife much better than he ever did before. The bog thralls have a plan to restore their ancient empire.
16641,BOG GIANT. Villagers slowly excavating a mummified giant from a peat bog. They want him whole as a gift for the Lord of Longmarch.
16651,CANNIBAL CLAN. Incestuous clan of cannibal rapparees (bandits) who live in filthy, low-ceilinged caves and kidnap travellers for their larder. Worship Arawn, to his displeasure. The patriarch, Sawney, is fiendishly cunning. His favourite wife is a Hairy Man.
16661,HAUNTED ABBEY. Heather moor. Ruined abbey, sacked by iconoclastic peasants and haunted by a nun’s ghost. She wants her icon of Saint Elvis back. It was sold to a passing gypsy trader.
16671,FLOODED MINE. Flooded mine, home to a huge red worm whose night-shrieks curdle milk and cause miscarriages among the local peasants.
16681,LONGMARCH. Castle built into a dam that holds back a misty mountain lake. Leaks must be constantly patched. The Lord of Longmarch lives in the castle’s walls. He believes that he is being persecuted by Rhitta Gawr, a giant who’s sewing a cape from the beards of lords, and that he’s only safe in small spaces. If presented with the head of any giant he will briefly emerge, and reward the giant’s killer, though inside a week he’ll forget it happened and revert to his paranoia. The children from his first marriage vanished long ago. His cruel second wife plots to establish her son as heir - he’s pale, autistic and still being breastfed.
16691,STORM. Monastery on a lake island. The celibate monks are trapped inside by an intelligent talking thunderstorm, who’s in love with their most handsome novice.
16701,MOONSHINERS. A family of swaggering outlaws who brew a potent liquor. They live in a maze of ramshackle sheds in a deep mountain holler. They have an irrational hatred of halflings, and will refuse to trade with any group including “the damned burrfeets”. They will kill, on sight, anyone bearing the symbol of Longmarch.
1671
1672;forest-mountain encounter
16731,A tribe of [6d6] wild fey creatures. If the PCs are traveling on a road, they first encounter only one member, called [elf name], in the process of picking up interesting-looking rocks. The fey are friendly, but have strange customs: they are violently hostile towards [personality trait] people, and consider [personal item] to be a prized treasure.
16741,[1d3]
1675
1676;forest-mountain NPC
16771,[fighter].
16781,[cleric].
16791,[thief].
16801,[magic user].
16811,Wererat assassin who killed whatever recent corpse the party has seen and took its ring of spiderform.
1682
1683;forest-mountain item
16843,*Corpse of traveler* carrying [adventuring item], [adventuring item], [adventuring item], and [personal item].
1685
1686## Greenery
1687;bush
16881,[bushes]
1689
1690;bushes
16911,[badlands] [loner]
16921,Hidden between some hills is a valley apparently full of thorn bushes. It hides a hamlet of [halflings]
16931,Hidden between some hills is a valley apparently full of thorn bushes. There is a well hidden hamlet of [5d8] *halflings* led by one they call [halfling].
16941,An old fort overlooking the woods has been taken over by a war party of [4d6] **hobgoblins** ([hobgoblin stats]) led by *[hobgoblin]* (HD 3+1). The fort is defended by [hobgoblin companions]. [old fort] [luxurious context] [robber treasure]
16951,An abandoned watchtower on a promontory overlooking the drylands is home to [4d6] **hobgoblins** ([hobgoblin stats]) led by *[hobgoblin]* (HD 3+1). The approach is guarded by [hobgoblin companions]. [luxurious context] [robber treasure]
16961,Up in these drylands, a massive fortress built by giants long ago is home to the *[evil tribe]* tribe. [orcs] The fortress is [orc fort] [orc plans]
16971,There are caves beneath these badlands. [caves]
16981,Up here on these hills and overlooking the shrublands is a massive fortress built by giants long ago. It has been taken over by **humans** and now it is home to [1d4x10] bandits ([human stats]) led by [human]. The fortress is [human fort]. [average treasure]
16991,The dry lands up here are the hunting grounds of a **manticore** called *[manticore]* living in the ruins of an old tower ([manticore stats]). [robber treasure] [manticore companions]
17001,A **green dragon** named [green dragon name] lives at [hill name], one of the hills overlooking these shrublands ([green dragon stats]). [dragon treasure]
170110,[altbush]
1702;badlands
17031,Badlands full of shrubs and wild hedges.
17041,Dry lands full of tumbleweed and thorn bushes.
1705;loner
17061,At the foot of a hill you find a burned down cabin. This must have happened [some time ago].
17073,On one of the hills you find an old watchtower. [tower inhabitant]
1708;tower inhabitant
17091,[necromancer]
17101,[golem-mancer]
17111,[vivimancer]
17121,[some ruins] Here lives the **hermit** [human] (level 1).
17131,[some ruins] Here lives the **hermit** [human] (level 1) and a **puma** ([puma stats]).
17141,[some ruins] Here lives the **hermit** [human] (level 1) and a **jaguar** ([jaguar stats]).
17151,Here lives the *hermit* [human] (level 1) and a pet *dire wolf*.
17161,Here lives the *hermit* [human] (level 1) and a pet *rust monster*.
17171,Here lives the *hermit* halfling [halfling] (level 1) with some sheep.
1718;halflings
17191,[5d8] **halflings** led by [halfling leader]. [leader treasure] [average treasure] [halfling troubles]
1720;halfling leader
17211,[halfling] (level [1d6+1])
1722;halfling troubles
17231,These halflings are wicked raiders, disappearing into the wilderness without leaving a trail.
17241,These halflings are cruel flesh eaters, like ravenous wolves they hunt and eat humans and elves alike.
17251,A curse has been killing their sheep and they fear starvation, soon enough.</p><p>Little do they know of the [witch]
17261,They hate and fear all outsiders. And what they fear most of all is that somebody would betray the location of their home.
1727;old fort
17281,On a pedestal outside the fort there is a withered statue of *[power]* overlooking the lands below.
17291,There is [old fort passage] leading to a ditch filled with thorn bushes far below.
17301,There is [old fort passage] leading to a forgotten temple of *[evil power]*.
17311,There is [old fort passage] leading to an old necropolis. There must be at least a thousand mummified corpses in all these niches and chambers.
1732;old fort passage
17331,a secret escape passage via a trapdoor inside the main building
17341,a secret passage via the well inside the fort
17351,a secret passage from the cellar below the watch tower
1736;necromancer
17371,Here lives the **necromancer** [human] (level [1d3+4 as level]), protected by [necromancer companions], in a tower. [necromancer tower] [luxurious context] [leader treasure for magic user]
1738;necromancer companions
17391,[4d6] watchful **zombies** ([zombie stats])
17401,[2d8] noble **ghouls**, decadent, immortal, foppish, and always hungry ([ghoul stats])
17411,[2d6] **werewolves** in human disguise, welcoming, but rough ([werewolf stats])
17421,[2d4] **hell hounds** ([hell hound stats])
17431,[warlockservants]
1744;necromancer tower
17451,It is surrounded by a moat and inside the moat lives a **pyrohydra** chained to the foundations of the tower ([pyrohydra stats]).
17461,The stinking dungeons below the tower are filled with cells where a hundred people or more must have died over the years. A pit of rotten flesh and bones awaits all who die here.
17471,Below the tower is a conjuration room with a circle of protection. There's a book, here: [necronomicon].
17481,The tower is surrounded by permanent darkness spells, and in the darkness lie spiked pits and poison trees, and [3d6] **shadow wolves**.
1749;vivimancer
17501,Here lives the **vivimancer** [human] (level [1d3+4 as level]), protected by [3d6] **myconids**, in a tower. [alchemist job] [luxurious context] [poor treasure] [leader treasure for magic user]
17511,Here is the tower of the **vivimancer** [human] (level [1d3+4 as level]) with [3d6] [slimes]. [safe zone] [poor treasure] [leader treasure for magic user]
1752;alchemist job
17531,*[same human name]* is looking for *[nearby magic plant]*.
17541,*[same human name]* is looking for a [nearby ice monster] ice tooth.
1755;slimes
17561,**black puddings** in pools and pits
17571,**grey slimes** which have integrated themselves into the walls
17581,**green slimes** which lurk under every ceiling
1759;safe zone
17601,A rickety bridge leads into the tower and to a small platform with a bed and the laboratory. The tower is not safe.
17611,Outside the tower, on some wooden stilts, is a small house with bedding and laboratory. The tower itself is not safe.
17621,The entire tower is surrounded by a ditch and a fence. Bedroom and laboratory are on the outside. The tower is not safe.
1763;golem-mancer
17641, In this tower lives the *warlock* [human] (level [1d3+3]), protected by [3d6] [warlockservants].
1765;warlockservants
17661,**goblins** ([goblin stats])
17671,**hobgoblins** ([hobgoblin stats])
17681,**mutant orcs**
17691,**harpies** ([harpy stats])
17701,**winged monkeys**
17711,**gremlins**
17721,**gnolls** ([gnoll stats])
17731,**ogrons**
17741,**phantom warriors**
17751,**ghouls** ([ghoul stats])
17761,*bound demons*
17771,*ice trolls*
17781,*volts*
17791,*serpentoids*
17801,*animated statues*
1781;altbush
17821,Bush.<br />*Landmark: *[bush landmark]<br />*Encounter:* [bush encounter]<br />*NPC:* [bush NPC]<br />*Item:* [bush item]<br />
1783
1784;bush landmark
1785100,[lyonesse hex]
178650,[thor hex]
178750,[tolkien hex]
17881,The peaceful Halfling village of Lobreco lays at the [direction] most tip of the scrubland. The Halflings of the village make excellent guides, being quite familiar with the [direction]ern portion of the region.
17891,Shadowed by mountains part of the day and receiving rain from a weather fluke, these few miles of scrubland are tended as the holy site of ~6ft intelligent mantises. They allow creatures to feed from it in controlled areas, but strictly regulate its use and passage through it.
17901,A lone Iron Golem lays inert in the brush, part of a long forgotten expedition to the [direction]. It can be reanimated if sufficient magical energy is expended in its presence, forever serving the first person it sees. Once awoken there is a 1 in 20 chance per week that the Sorcerer-Queen Leila Lalia will become aware of the creature and will send a battalion led by an Iron Golem to bring it back.
17911,Hunters from Greifenhort search for the manticore Martyaxwar, rumoured to make its home in this scrubland. They are unaware that Martyaxwar stalks them, ever hungry for the flesh of humans.
17921,A well camouflaged swamp bulette stalks this midge infested mire. In its belly_treasure_sack is a magical Brass Shovel 1d6+2 (no other effects), a magical Shield emblazoned with the image of Itztli (gives 1 point of damage reduction to melee/ranged attacks, Cleric or Fighter only), and a Wand of Metal Attraction (once a day the wielder can activate the wand to pull a single metal object to him from up to 30 feet away, effect lasts as long as the wielder concentrates. If the object is held by an uncooperative party an opposed strength check at +4 is made, failure ends the effect)
17931,Several *ant mounds* at least 20 feet tall dot the horizon. Food, even in large quantities, tends to go missing here.
17941,*Black Tar Pits*. Pitch Elementals have been known to spawn here.
17951,*Wheretewhakawi Plateau*, arid and pungent with the stench of gorgonzola. Several *Naga zealots* have taken residence in the flab of Pukurangi, a *giant clairevoyant mooncalf*.
17961,A skull-faced Amazon with a large hellhound wanders here, seeking the location of the [hex trait] dungeon. The Amazon wears a tattered cloak made from thirteen demon faces sewn together. The faces whisper dark secrets and make prophecies of doom about random people, 10% chance one of the faces mentions someone the PC’s know.
17971,Sixteen greedy dwarves hopelessly pan the many rivers and streams in this hex for gold.
17981,A sinkhole 3 miles long, over 200' feet across at its widest and incredibly deep scars the land here. The air around it smells of methane.
17991,Gnomish Junkyard. Pretty much anything made out of metal, glass, wood or stone can be found here, only catch is that whenever you find something you want, the gnomes suddenly remember they need that exact part for something very important.
18001,An enormous constrictor is noisily giving birth... to small-sized, fully-grown people. They're mentally infantile, and lack belly buttons.
18011,Akerbeltz, the dancing hill demon, a twelve foot tall goat-spirit with adamantine horns, has made this rugged terrain his home. He either attacks or offers to answer a question, 50/50 chance. He can summon [3d6] [personality trait] goats.
18021,Sage religiously writes down anything ever said to him directly. Travels in a wagon filled to the brim with tomes he has written.
18031,Contains a hidden gargantuan trapdoor spider lair. Lair is inhabited by a tribe of primitive desert elves who slew the spider generations ago.
18041,An abandoned iron mine and settlement. A mile in, the mine breaks into a vast mile deep cavern.
18051,Self flagellating deathwish pilgrims are wandering lost here. They will offer what meager coin they have for directions to the nearest town but will attempt to kidnap the weak and unwary as offering for their death god.
18061,A corner of a large black-marble building juts forth from an old landslide. If excavated 6 yards down, the entrance reveals old, weakened shelves of decomposed fabric stores and a small pile (4x4 yards) of enchanted black/silver fabric (Keeps wearer warm/cool, resistant to cutting).
18071,In a hole in the ground... ...I don't know what lives in there but it goes all the way down to the *[hex trait] mine*.
18081,Recent Battlefield between two local tribes. Scattered bodies looted of weapons and valuables represent the losers (The Forest People) while a nearby cairne contains the honored dead of the victorious hill people. Generally a reeking and depressing mess. Carrion birds can be seen from miles off.
18091,The Citadel of Bone, so named because its blocks are carved from the petrified bones of titans. The Warlord Rastazar lives here with 50 brigand henchman. Rastazar wears a cursed pig-faced warmask which allows him to see in the dark but may be only removed in death, forcing him to take all nourishment through a straw.
18101,A group of clowns from the Vollen Veen merchant kingdoms sent to perform at the wedding of an ogre magi. They are lost.
18111,Salt flats where the Corvids race alchemical funny carts for bragging rights. They will take on outsiders too, but the stakes have to be much higher (usually a magic item wagered) for them to even bother.
1812
1813;bush encounter
18141,Scrub brush hides an opening to a *deep pit*. At the bottom lie the *skeletal remains* of an unlucky traveler holding [personal item].
18151,*Giant* sits on a throne of living humans stitched together.
18161,Village of [1d50+75] Rat Men who worship the corpse of a prehistoric mammoth. [1d10x400] GP worth of valuables piled between its ribs. The skull was stolen two months ago by a nearby giant.
18171,Two large clans of primitive cannibals. They are feuding over an ancient recipe for barbecue sauce.
18181,A ten meters wide hole in the ground, too deep to see the bottom. Numerous tunnels seems to branch off, starting 5 meters under the surface.
1819
1820;bush NPC
18211,[fighter].
18221,[cleric].
18231,[thief].
18241,[magic user].
18251,A guide named *[human name]* has lost the noble (*[human name]*) s/he was escorting. S/he doesn’t have much, but might be willing to part with [personal item] or [fighter weapon] for any leads.
18261,*Nizadd* Gors was transformed into a wererat by a cursed scroll sold to him by a white elf merchant. He seeks information and revenge.
1827
1828;bush item
18291,A *thorny shrub* oozes sap that can be used as a *powerful adhesive*. Can only be removed with goblin urine.
18301,a wild boar’s tusk
1831
1832### Grass
1833;grass
18341,The rolling grass stretches in all directions. In the distance, you can see some [herd animals].
18351,These grasslands are home to [nomads]
18361,These grasslands are home to a group of marauding *bandits*. There are [1d18+10] bandits total ([bandit stats]), and they are on foot, armed with simple spears and wearing leather armor.
18371,The grasslands here are home to a particularly vicious pack of *wild boar*.
18381,A group of [herd animals] are grazing peacefully on the grasslands here.
18391,There is a shallow creek here running through these grasslands. It may be possible to replenish your water supply here.
18401,These grasslands are home to a small community of gnomes. Their underground burrows are well hidden but they will greet visitors to this area to assess any evil motives. Any group that appears suspicious will probably be followed secretly until they leave the area. If the gnomes feel they are stronger than a suspicious party that moves through their area, they are likely to ambush or play cruel tricks on any visitors. They have a captive *bullette* they can use against a particularly tough seeming group.
18411,A wild growth of [reagents2] can be harvested here.
18421,A strange complex of burial mounds can be found amongst these grasslands.
18431,A series of underground tunnels under these grasslands is the rumored location of the [regular noun] of [power]
18441,These grasslands are home to a hermit alchemist known as [human] who is currently buying [reagents]. He can vaguely describe the nearest growth of these ingredients in Hex [randhex].
18451,The grasslands here are peaceful and lush. A solitary priest called [old name] is trying to build a little shrine to [good power] here.
18461,The ruined foundation of an old keep can be found here. In the floor there is a trap door leading down a shaft to a dungeon known as the [dungeon]. It is [dungeon deep]. One particular area of note is [sublevel]
18471,An independent farmer known as [human] has set up a small farm on these grasslands and is [farmresults]. The farmer is [farmattitude].
18481,These grasslands were once the site of a vicious battle, and a pack of [1d8+4] assorted zombies and skeletons still roams the area aimlessly.
18491,A small halfling settlement is located on this grassy plain. There are [2d20+6] halflings here, and they have built low mound-shaped houses out of sod. They are [halflingreactions].
18501,These grasslands are home to small herds of *wild horses*.
18511,These grasslands are overgrown with very tall grass. The grass is as tall as a mans height.
18521,A crumbling foundation and rubble can be found in these grasslands.
18531,These grasslands are home to [centaurs].
18541, An enterprising merchant known as [human] has set up an impromptu trading post here in the middle of nowhere. [merchantprobs]
18551,These grasslands are infested with [3d12] **stirges** ([stirge stats]) here.
18561,[4d6] *giant ants* have their lair underneath these grasslands. They attack any trespassers.
18571,[1d3+1] *giant bees* roam this area looking for pollen and defending their hive-mound, located in hex [adjacent hex]. There are [10d3] more bees back at the hive.
18581,The grasslands here are an unusual [color] shade.
18591,Sparse trees provide shade on these rolling plains.
18601,A natural spring feeds a shallow creek along on these grasslands.
18611,The ruins of an ancient settlement can be found here in the tall grass.
18621,The grasslands here are home to small herds of flightless birds.
18631,An abandoned cottage can be found on these overgrown grasslands. There is nothing of value inside.
18641,On the [moongatetime], a shimmering moongate appears in this part of the plains. It can be seen for miles around. It teleports any who enter to hex 1[1d9]0[1d9].
18651,A growth of dangerous *Twilight Blooms* can be found in this area.
18661,The crumbling remains of an old [megalith] statue can be found in an overgrown area of these grasslands. It seems to date from ancient times.
186710,[altgrass]
1868
1869;dungeon deep
18703, just a single level deep, around [1d10+10] rooms. The most significant feature of this dungeon is [lairlow].
18711,[1d2+1] levels deep. Each level has between [1d10+9] and [1d20+15] rooms. The most significant feature of this dungeon is [lairlow]. You should find this on the lowest level.
18723,[1d3+1] levels deep. Each level has between [1d10] and [1d19+1] rooms. The most significant feature of this dungeon is [lairlow]. This is found on the lowest level.
18731,[1d3+1] levels deep. Each level has between [1d10+9] and [1d20+20] rooms. The most significant features of this dungeon include [sublevel]. There is also a level where [lairlow] is located.
18741,[1d6+1] levels deep. Each level has between [1d10+9] and [1d20+30] rooms. The first [1d3] levels are caverns, and the [cavesorno]
18751,[1d10+4] levels deep. Each level has between [1d10+9] and [1d20+45] rooms. The levels are evenly split between caves and purposefully dug tunnels and rooms
18761,[1d10+5] levels deep- this is at an estimate- the complex connects to a larger series of caverns and is mostly unexplored. Each level contains somewhere between [1d20+5] and [1d76+25] detailed areas. One significant feature is [lairlow].
18771,[1d12+8] levels deep- this is at an estimate- nobody truly knows how deep it reaches. Each level contains somewhere between 15 and 100 rooms. This dungeon is effectively a massive structure that extends deep into hex [adjacent hex] (where an alternate exit can be found). It has been inhabited by multiple generations and factions of monsters, men, and (if the rumors are true) even gods. One particular area of note is [sublevel]
1878
1879;nomads
18801,[1d4x10] **humans** ([human stats]) led by [human]. They are hunters and gatherers, following the herds of [herd animals], and they are also excellent *horse archers*. Their tents are protected by [human companions]. [average treasure]
18811,[1d4x10] **humans** ([human stats]) led by [human]. They keep [2d8x5] [livestock]. They are also excellent *horse archers*. Their tents are protected by [human companions]. [average treasure]
18821,[1d4x10] nomadic *humans* led by one they call [human]. They are all lightly armored and excellent horse archers. Their tents are protected by [human companions].
18833,The plains here are a vast rolling sea of tall grass.
1884
1885;herd animals
18861,*tiny antelope*
18871,*tri-horned antelope*
18881,*wild deer*
18891,*wild cattle*
18901,*bison*
18911,*boar*
18921,*flightless birds*
18931,*giant herbivorous sauroids*
18941,*wild horses*
18951,**goats** ([goat stats])
18961,**wild sheep** ([goat stats])
18971,*elephants*
18981,*rhino*
18991,*wisent*
1900
1901;livestock
19021,*pigs*
19032,*goats*
19042,sheep
19051,large *deer*
19061,*cows*
1907
1908;centaurs
19091,the **centaur** *[centaur]* ([centaur stats])
191010,[1d19+1] **centaurs** led by *[centaur]* ([centaur stats])
19111,[1d8+1] *centaurs* on patrol
19129,[1d19+1] drunken **centaurs** led by *[centaur]* ([centaur stats])
19131,the *satyr* [centaur]
19141,[1d8+4] wild *satyrs*
19151,[2d6] invisible *pixies*
19161,[2d6] grigs
19171,a *brownie* known as [dwarf name for men]
1918
1919
1920### firs, trees, forests, and fir-forests
1921#### Firs
1922
1923;fir highlands
19241,A few stunted [conifers] grow in these highlands. This is the edge of the [forest name].
19251,It’s colder up here and the [forest name] is dominated by [conifers].
19261,The [conifers] of [forest name] cast long shadows. The ground is full of their brown needles.
19271,The [forest name] is cold and dark up here. The ground is soft and covered in the needle-like leaves of [conifers].
19281,The [forest name] reaches these highlands and slowly thins out. A few [conifers] are the last ones to brave the snow at these altitudes.
19291,The forest is cold and dark, full of [conifers].
19301,This is a fir forest.
1931;conifers
19321,coniferous trees
19331,conifers
19341,firs
19351,pines
19361,larches
19371,spruces
19381,yews
19391,junipers
19401,hemlock
1941
1942#### Trees
1943### swamps & marshes
1944;marsh
19451,This marsh is filled with hungry, noisy birds
19461,This marsh is blighted with a **will-o-wisp** ([will-o-wisp stats]) at night.
19472,[altmarsh]
1948
1949;altmarsh
19501,Marsh.<br />*Landmark: *[marsh landmark]<br />*Encounter:* [marsh encounter]<br />*NPC:* [marsh NPC]<br />*Item:* [marsh item]<br />
1951
1952;marsh landmark
1953100,[lyonesse hex]
195450,[thor hex]
195550,[tolkien hex]
19561,BARNACLE GEESE. Wrecked ships covered with barnacles that hatch into geese. Children with small, sharp knives collecting the embryonic geese. They are valuable as delicacies, but you have to be small and nimble to crawl around the wrecks without cutting yourself on the shells.
19571,BRENDAN’S ISLAND. Monastery of St. Brendan the Navigator, discoverer of the continent of Faerie. The cheerful monks brew excellent beer and love to wrestle. St. Brendan’s grave is sited on a phantom island, just offshore, which only exists for people who are blind drunk. He was buried with a compass that always points to the heart’s desire of its bearer. It is guarded by an ancient dwarf with a quarterstaff, immensely strong and sullen, who will bash in the head of anyone who tries to take it. Also if you sober up while you’re on the island it vanishes and you fall into the sea.
19581,EASTMARCH. Castle built on a tidal island, only accessible at low tide. The Lord of [direction]march despises women. He keeps marrying new brides, accusing them of unchastity and confining them to the cells beneath the castle, which flood at high tide. They drown when they get tired of paddling to keep their heads above water. The fish carry their bodies away to the sunken glass city of Ys, where the enchantress Dahut places their bodies in a green glass cauldron full of bubbling black smoke and reanimates them as fishwives. The fishwives are gilled, translucent, beautiful, equipped with needle-sharp teeth and claws. Dahut is the same, only morbidly obese. She feasts on the flesh of sailors and is trying to figure out how to raise Ys back to the surface.
19591,BEACHED SERPENT. Beached, dying sea serpent. Fishermen and circling swamp gryphons (vulturous, oily, love games) sharing an uneasy truce - there’s enough meat here for everyone, though until it actually dies nobody dares get too close to it. Pearlescent scales are mildly valuable and scuffles are already breaking out over who should get to claim them.
19601,CROWN AND PEARL. Fishing village on stilts. A favoured trawling spot is the sunken city of Ys, whose glass towers still protrude above the waves at low tide. Sometimes at sunset you can see them glinting from the shore. The local priest has forbidden anyone to fish near the towers after Huw brought a fishwife (a beautiful, translucent monster woman) home in his nets - he announced he was going to marry her, but a couple of days later she carved out his guts with her claws and slipped away. The lads down at the pub, the Crown and Pearl, have been daring each other to go back and catch themselves another wife - they say she’ll fall in love with you if you treat her better than Huw did.
19611,SWAMP GRYPHONS. Nest of 2d4 swamp gryphons - oily black feathers, bald vulture head, mangy lynx body, voiced by Jeremy Irons. They love games, and one is playing chess with a captured priest.
19621,BIRD NUNS. Huge colony of nesting seabirds - terns, shearwaters, guillemots, razorbills and puffins. Saint Milburga spent thirteen years living among the birds, tending and preaching to them. Today, nuns in guano-spattered habits carry on her good works. The nunnery has high stone walls to prevent dissatisfied novices from running away, and anyone who gets caught is sentenced by the abbess to shovel guano until she has learnt humility. This has not stopped a headstrong merchant’s daughter from concocting an elaborate plan to escape into the woods and become a witch. The gardener is a petty thief, on the run from the law, pretending to be a mute and harmless fool. All the nuns secretly have sex with him.
19631,FETCHES. Exact duplicates of the PCs. Have all the PCs’ gear and memories. Suspect the PCs of being fetches - doppelgangers created by some enchanter or faerie. At sunrise a fetch will crumble to dust unless it has killed the person it imitates - everyone knows this.
19641,DOBHARS. A pack of 6d6 dobhars - half-dog, half-otter, all sinuosity and teeth. The adults are teaching the adorable babies how to swim and dive for clams. Their pelts are valuable and if they’re caught young they can be raised as pets, though never fully tamed. The den is nearby - tunnels in a bank of mud.
19651,RAIDED TOWN. Town on a flat tidal island, flooded, burning and ruined. The stone walls that were supposed to keep out the water at high tide have been broken by the orks. A couple of terrified peasants have been left stranded on rooftops and attics. A handful of orks patrol the submerged streets, looking for the last remaining scraps of loot or flesh. Their leader rides a mereswine (tusked porpoise) and has a necklace of human ears.
19661,HUNGRY WOMAN. An emaciated, pot-bellied woman, a refugee from the town, who in her desperation ate a patch of starvegrass. She is now cursed to be hungry forever, although she can never die of starvation. Eating enough food for a hundred men in a single sitting will dispel the curse.
19671,SELKIES. 2d4 short hobbitlike people squatting on a beach, roasting clams over a firepit. One is playing a flute. Empty sealskins lie on the sand nearby. These are selkies, and they’ve shed their skins to come ashore - if you steal their skins they’ll have to be your slaves, but the rest of their clan will try to rescue them. They are cunning and efficient rogues and they do not forget a grudge.
19681,FLOODED GROVE. Mereswine (tusked porpoises) snapping at birds in the branches of a flooded grove of oak trees. They belong to a couple of orks sitting on a fallen, half-submerged menhir, who are taking bets on whether they’ll succeed. The orks are not in a mood to fight but they won’t back down in front of each other.
19691,SEDGE NYMPHS. Village overrun with hungry, carnivorous toads. Most adults fled or dead, some children surviving in branches of tall tree. Close by, a stagnant lake - the nymphs who live in the slimy water have sent the plague of toads to punish a child who dared to steal their polliwogs.
19701,SAFE HARBOUR. Fishing village on stilts. Pub called the Safe Harbour serves pale, salty marsh ale brewed from mushrooms. Effects sneak up on the drinker - five pints have almost no effect, six knock you out. The villagers have cut a secret deal with the orks of Neptune - they set false lights to wreck ships, and deliver them kidnapped travellers, in exchange for being left alone. If the PCs get drunk and pass out they’ll wake up in the slave corral. A hedge wizard has been living for the last six months in a hut just outside town - he doesn’t drink alcohol and has no idea all this is going on. He’s studying the anaesthetic properties of the local fungus.
19711,KELPIE BEACH. An elderly knight, on foot, chasing a wild horse along a beach. The knight is short-sighted and thinks the horse is his. Actually the horse is a kelpie - if a woman tries to ride it, it will drag her under the waves and devour her. It has no interest in the flesh of men and wants the knight to go away.
19721,Clan of rapparees (bandits), led by black-clad self-proclaimed prince with magic sword from a nymph. Actually a butcher’s son. Firm believer in his own destiny but paralysed into inaction by melancholy. Wants a wife even sadder than he is. Lives in a flat-topped hill that’s a fort of the nameless race - the tunnels underneath are mostly dry, but the prince is generally standing out in the rain.
19731,HAIRY DIVERS. Mud huts of Hairy Men who dive to catch eels and clams with their bare hands. They’ve imprisoned a mercenary who came to claim the bounty on their pelts - her crossbow string rotted through in the damp.
19741,CRABS. Low, rocky island covered with thousands of voracious black crabs. Green glass statue of a woman lying in a tidepool in the centre - heavy, fragile, beautiful, valuable. At high tide the whole island is covered and the statue is several feet down below the surface, with crabs swarming over it.
19751,WINDMILLS. Windmills pumping the water out of a wide, shallow lake with Archimedean screws, turning it into arable land. Irrigation ditches lead to the river. One of the windmills is broken - it’s been sabotaged by redcaps (tiny angry men), who still infest the machinery. A confused squire looking for his knight, who was last seen jousting the windmills.
19761,GREENMARCH. Castle built in a swamp, slowly sinking, supported by a huge structurally integral willow tree that’s gradually dying. The Lord of Greenmarch believes himself to be a jester, hired for his amusing similarity to the real Lord, who accidentally killed the Lord and was forced to take his place. He is terrified his subjects will discover that the real Lord is buried behind a tavern called the Jester’s Grave, getting pissed on all day by drunk peasants. He thinks this is why the tree is dying - in fact it’s being poisoned by his fat, bookish son, who’s madly in love with a swineherd and wants the castle to crumble so he can run away with her. His wife is utterly humourless and dedicated to charity work, personally washing the feet of lepers.
19771,STICKLEBACK NEST. A stickleback pike, five metres long, guarding its nest of weeds and mud from a tribe of hooting Hairy Men who want to steal its eggs.
19781,MOUSE ISLAND. Island of field mice who’ve established a tiny kingdom. Want you to slay a fearsome monster - just a black cat, but it’s a witch’s familiar. Only they know about the ancient trove of gold buried beneath the island.
19791,SWORD NYMPH. A serene, quiet lake. If anyone approaches the lake a nymph will emerge, offer them a +1 sword and tell them they’re destined to become the rightful king of all Faerie. If a party approaches, the nymph will only offer the sword to the most charismatic person.
19801,ORK BEACHHEAD. [6d6] orks of Neptune - like normal orcs but with gills and barnacles - have set up a permanent camp here. Longhouse made from a wrecked ship, tents made from rotting sailcloth, livestock corral made from driftwood with [2d6] sheep and [2d6] peasants inside. Whole thing surrounded by hastily-dug moat with sharpened stakes just below water’s surface. Big fat ork chieftain sleeps in the longhouse’s hull, cuddling up to giant lobster pet. Loot from raids and shipwrecks is brought here.
19811,STUCK GIANT. Giant sunk waist-deep in mud. Has been stuck there for the last hundred years or so. Ravenously hungry - can’t stop himself from trying to grab and eat anyone who gets within arm’s reach. Happy to talk to anyone else, but will try to lure them closer. Promises treasure to anyone who can get him out.
19821,BARGE GYPSIES. Camp of gypsies in house barges. Tell fortunes, sell potions, pay decent prices for stolen goods. One of the barges is a prison containing a knight that the gypsies are holding for ransom. Fortune teller holds an icon of Saint Elvis, who was suckled by wolves.
19831,MARSH WITCH. Witch sitting on front porch of webfooted hut, fishing and smoking a pipe. Loves smoked fish, blue cheese and fruitcake. The moon is in love with her and will control the tides at her command. Her beloved familiar is a black cat with a white spot on its chest, the second son of the King of Cats, which preys on the field mice.
19841,A *circle of [3d6] stones* stands here.
19851,Hidden harbor. Base of a luckless pirate captain.
19861,The remains of an old fishing settlement. A strange statue, clearly dredged from the ocean floor, is located in the center of town - surrounded by corpses.
19871,Marsh lands. *Very difficult terrain* to cross. No potable water.
19881,Salt water marsh as far as the eye can see. Long legged birds prey on fish in the shallows.
19891,Former fortified city, abandoned and crumbling, full of snake eggs. The pythons here feed on sadness and will attack the loneliest party members first.
19901,A dusty road twists through this bleak rock scape. It passes along sheer cliffs and over a rusted iron bridge of bizarre craftsmanship. The road leads to the Fortress of Doram.
19911,Irregular mounds of earth, the remains of several fires, and trees that twist unnaturally on themselves to precariously grip intricately carved wooden boxes mark this secluded place an ancient graveyard. The solitary gravetender – a scrawny, naked man caked all over with red clay (Cleric 5) – will bury a corpse (thus preventing it from rising as undead) for a donation of good food, Speak with Dead for a donation of good drugs, or allow PCs to remove a corpse for the donation of a fresher, more powerful (higher HD or level) humanoid specimen.
19921,A band of 2d4 Mountain Gorillas. They have some rudimentary knowledge of weapon and armor usage.
19931,Lonely shepherd guards 2d10 yaks.
19941,The ground here is littered with stone turtles. An evil skeleton loiters in the area waiting to trick passers-by with its bogus prophecies.
19951,Thunderous surf crashes on beaches of black volcanic sand. Indigenous monkey people sift diamonds from the sands with loose weave wicker baskets.
19961,Pile of slain deodands, apparently slain by the [personality trait] amazon.
19971,Beautiful alpine lake, crystal clear, cold, excellent for drinking, washing and fishing.
19981,20 Nomadic hill people.
19991,Mastodon graveyard, reverently avoided by nomadic tribes. Disturbing remains has a 60% chance of angering a random God with Animal/Nature/Mastodon portfolio.
20001,Travelling Minstrels! Currently composing a ballad about the contents of hex (D20) (D20+6)
20011,The Pool of Heal and Harm: In the daylight the pool is red. Anyone getting in the pool takes 2d12 points of damage. At night the pool is clear blue. Anyone getting into the pool heals 2d12 hits. (stolen from Majestic Wilderlands)
20021,Atop a flat-topped hill is the decapitated head of a statue, some fourteen feet tall on its side. It depicts the face of a gaping fish-man.
20031,The 36 tribesman who live in these hills are actually wereboars. They are forced to give tribute to Hyrax Vooreal and are bound from attacking him directly. They seek proxies to relieve them of this burden.
20041,Blasted craggy hills that have been sculpted by the NE wind into the shapes of the totems of the Argui Tribe.
20051,Cliff-side monastery of 23 blind elves that nontheless fight a 6th level fighters dedicated to the appeasement of the Lurker of Endless Night. 1d20 x 1d20 GP worth of valuables within.
20061,The burial mounds here hold the most honored dead of local nomadic tribes. One of the mounds has recently been broken into or out of, whatever was inside is gone.
20071,These plains contain several cairns spread in a circular formation over a 4 mile radius. At the center is a very large barrow with a low entry. Deep bellow the barrow lies a helmet sized to fit in the [hex trait] throne and is capable of making sense of the visual panoply present there.
20081,A pair of manticores are cursed to guard an orchard of plum trees. Any vegetation they try to eat shrivels in their paws.
20091,Pugnacious clan of hill giants walk around with black eyes and bruises from their incessant squabbling, subsist on diet almost entirely of giant eels. They dress in skin-tight eel skin leggings, sport eel tooth jewelry, smell like eels and are actually quite slippery.
20101,The secret t' cookin' giant eels, y'see, is y'gotta put 'm in a tub and feed 'm loaves of bread for a couple weeks t' clean 'm out. Then they's delicious!
20111,Was once an office of the local taxation department of the NegaTsar, now in ruins. Contains a hidden vault containing 4500gp, reams of documents with the suspected locations of various ancient potentates' hidden treasure, and the descendants of a pack of wolfdogs the tax collector bred to protect him on his travels.
20121,Corpse of a hill giant ripped apart by wild dogs. Has [20d50]gp, 2-handed sword (a sword to him), and clear footprints leading from the [direction].
20131,Cathedral of an ancient insect cult related to the Mosquito Queen. It and the tunnels beneath are in the process of being sacked by goblins who are fighting huge walking wasps in the tunnels. Some of the goblins have begun to develop strangely faceted eyes and wasplike legs.
20141,Procession of bat-like methane-breathers, fleeing some terror worse than death from deep below, all collapsed in a heap. They need concentrated methane fast!
20151,in the ruins of a castle are a dozen bronze-soldiers, automatons that march and fight when military-styled music is played.
20161,the petrified remains of a colossal whale. The bones and ossified digestive tract of the creature has created a vast labyrinthine system of passages.
20171,A city amidst swamps, that blocks the safest route through the treacherous ground. It takes a tax of 5% on any valuables one wants to bring through it, not just trade goods.
20181,Ghouls live under the ancient battlefield here. The ghoul king wields the sword of an ancient prince who died on the battlefield.
20191,This expanse gets rockier to the [direction], and the shore is one large flat stone expanse. Huge Lizards come here to bask in the sun and drink the water. Zox feeds people he kills to them, and random items litter the ground and shallows.
20201,Small town, recently razed because its inhabitants worshiped the FF Elemental Princes. Patrol of 30 soldiers from [settlement name] is hunting for survivors and putting them to the sword.
20211,The fossilized jaws of a Tyrannosaurus jut from the bare rock here. A warrior praying within the jaws is granted a +1 to attack and damage while within the surrounding hexes.
20221,A party of 8 White Elves in warmasks and their half-ogre slave pulling cart as they return from the [hex trait] dungeon, they are in route to their ship. Inside the cart is 8000 gp in tapestries, candlesticks, offertory containers, oils, and idols, all of them of them of fine make and bearing snake motifs. There is also a beautiful green skinned female in a glass coffin; she wears snake themed jewelry and little else.
20231,Old meteor impact crater. Lucky prospectors might find meteor splinters.
20241,THISTLETHRALL (settlement) the Elves here dissolve the those who bore them in acidic pits.
20251,An earth elemental is looking for victims to sacrifice to the God of Dirt. Neutral clerics may have a chance to reason with it.
20261,HELVIZ'S FOLLY - Town of 36 souls, but with neat brick buildings for several hundred more residents.
20271,GREASEGRAFT friendly, usually quiet settlement. Nearby: a fortress inhabited by goblins wearing iron warmasks.
20281,In a secluded valley, a stone golem refugee tends a small cockatrice farm. He is intelligent and friendly, but the cockatrices are not and the stone golem is very protective of them.
20291,There 7 Penlaggans here with their gut strings accidentally tied together, floating out of weapons' reach. If one unties them and lets them leave, they will tell you: Leave a blood sacrifice in each of the six neighbouring hexes, then return here. A demon will be summoned and have to do your bidding for a day. (Obviously they're describing topographical features and not giving hex numbers, but you get the idea.)
20301,This area was largely deforested in order to aid extraction of the enchanted clay below. The boowtown that grew up around this industry was abandoned when the clay-golem-bubble burst after the War, and the buildings are slowly sinking into the mud. Any rainfall makes this entire hex difficult terrain for a week afterwards.
20311,Hippogriff's nest. Mother and [1d4] foals.
20321,A dwarf and three halfling merchants are picking through shipwreck remains washed ashore. Their orcish servants wait chained and ready to pull two surviving carts. If questioned they reveal they are from a shipping town in the mountains of [location theme] and were returning from trading with alchemists.
20331,Isle of Pale Worms. Lots of pale worms here.
20341,Idiot barber with a shop here has a lonely line in hair cutting (he's crap), dentistry (not recommended) and surgery (decent). Insists its called the Isle of Whale Perms.
20351,poison worms (carrion crawlers) are found in this area. Just replace their paralysis ability with poison (1D6, save vs nausea, if failed you can only do half an action next turn, attempt save until one is passed) and they only get 1-2 attacks per turn
2036
2037;marsh encounter
20385,none
20391,A *coven of three hags* are seated around a cauldron, chanting.
20401,*[2d4]Kelpies*.
20411,TROLL. Long-nosed, long-armed *marsh troll* hiding under the still black water to ambush travellers. Only the tip of its nose is visible. Will slowly regenerate unless set on fire. Squire tethered to a tree as bait - the marsh troll has promised to let him go if he lures enough travellers in. The knight he serves is rotting at the bottom of the swamp, still in full plate armour (which is valuable).
2042
2043;marsh NPC
20445,none
20451,[fighter].
20461,[cleric].
20471,[thief].
20481,[magic user].
20491,
2050
2051;marsh item
20521,a piece of [animal type]-shaped driftwood
2053
2054;swamp2
20551,[swamp]
2056
2057;swamp
20581,The river widens here and forms a large swamp. You need a guide and boats in order to pass through the water-logged [forest name]. [giant fish] can be seen below the surface ([giant fish stats]).
20591,This swamp is a labyrinth of crisscrossing water ways cutting through the [forest name]. You need a guide to find your way through it. If you don’t, you will soon end up in the lands of the [witch]
20601,The [forest name] swamp is home to a lot of [swamp animals]. Those who know how to find it can gather *[here magic plant]*.
20611,The [forest name] here is flooded and has been settled by a tribe of [6d6] **lizard people** ([lizardfolk stats]) led by *[lizard leader]* (HD [1d4+2 as level]). [leader treasure] The little village of mud huts is guarded by [lizard companions]. [average treasure]
20621,The inundated [forest name] here is home to [froglings]
20631,This swamp is home to [5d8] *froglings* in a mud village guarded by [aquaticpets].
20641,A ruined tower standing on a small island in this part of the [forest name] swamp is home to the **ettin** called *[ettin]*. [robber treasure] [ettin tower protection]
20651,In the old days, the stagnant pools of the [forest name] swamp was used to drown evil necromancers. [bog wights]
20661,On one of the islands of this [forest name] swamp there is a huge mud mound. [goblins]
20671,The [forest name] has turned into a black swamp and the smell of sulphur hangs in the air. A **black dragon** named [black dragon name] [black dragon activity] ([black dragon stats]). [dragon treasure] If you enter the water, you'll soon attract the attention of [1d6 crocodiles].
20681,The [forest name] has turned into a water logged swamp. You need a boat and a guide to navigate these waterways. If you travel on foot, you'll soon attract the attention of [1d6 crocodiles].
20691,The swamp of [forest name] opens up somewhat and you can see the sky again. If you drink the water here, save vs. poison or spend the rest of the day vomiting. These lakes are home to [3d12] **swamp cranes** ([swamp crane stats]). Their dung is poisonous to most creatures on land.
20701,The stagnant waters of [forest name] are foul and smell of vomit. An abandoned temple of *[power]* stands here, half sunk. The acrid stench is overwhelming. On the small piece of solid ground rising above the water you can see [what you can see of the sunken temple] A **gorgon** has cursed this temple with its presence ([gorgon stats]). [terror treasure]
20711,The swamp of [forest name] seems to stretch forever. There's a wooden hut, here. Its inhabitant appears to be a hermit called [human]. In actual fact, however, this is a **doppelgänger** ([doppelgänger stats]). [poor treasure] It will try and see whether it can replace one of the party members and leave the area with you.
20721,A sulphur smell hangs over the swamp of [forest name]. The waterways eventually lead to a wooden fort rising out of the water, inhabited by [4d6] **hobgoblins** ([hobgoblin stats]) and led by *[hobgoblin]* (HD 3+1). The fort is defended by [hobgoblin companions]. [robber treasure]
20731,This section of the [forest name] swamp is a well known death trap. The trees are older, here. They remember every axe wielder, every ship builder, every carpenter, every fire maker, and they hate them with the hate of the primal forest. These trees are protected by [1d8 treants] ([treant stats]) who would like nothing better than to squash anybody capable of wielding tools.
20741,[swamp ettercaps]
20751,This reed is home to a lot of birds.
207610,[altswamp]
2077
2078;what you can see of the sunken temple
20791,two columns commemorating the founding of this temple by *[old name]*.
20801,an arch welcoming pilgrims to the temple.
20811,a broken cupola. Inside it, you can still see a relief showing [same power] blessing the pilgrims.
20821,the old altar itself, and the old blood stone.
2083
2084;black dragon activity
20851,has built its lair on huge pile of rotting plant material forming a steaming island in the warm water
20861,is hunting these waters, hiding in the water like a crocodile but vicious and greedy like only dragons are
20871,hunts the region, surveying the waterways from above and attacking boats from the air
2088
2089;ettin tower protection
20901,The ettin has rammed long spikes into the water in order to deter any approach.
20911,Many trees bear the old signs of ettin rule: two skulls tied to a rope, slowly turning in the wind.
20921,The branches of many trees bear hanging corpses, warning signs for all the fools that would come and disturb the ettin peace.
20931,A straight path leads straight to the ettin tower. Further ahead, it passes under a big, dark tree. Anybody looking up will immediately see the hanging log trap set to swing down and smash everybody into the waters. On a 1–2 in 6, you are hit for 2d6 and pushed into a hole. With metal armour and no friends to pull you up, save vs. death or drown.
2094
2095;giant fish
20961,A **giant fish**
20977,[1d7+1] **giant fish**
2098
2099;swamp animals
21001,birds
21011,mosquitoes
21021,eels
21031,lampreys
21041,leeches
2105
2106;lizard leader
21071,Son of Set
21081,Egg Mother
21091,Forked Tongue
21101,Nest Builder
21111,Poet Heart
21121,Silent Hunter
21131,Quiet Night
21141,Golden Eyes
21151,Daughter of Drake
21161,Dragon Spirit
2117
2118These are the monsters for larger villages
2119;lizard companions
21202,spiked barriers
21211,a **giant wasp** ([giant wasp stats])
21221,a **giant lizard** ([giant lizard stats])
21235,[1d4+1] **giant wasps** ([giant wasp stats])
21245,[1d4+1] **giant lizards** ([giant lizard stats])
2125
2126;altswamp
21271,Swamp.<br/>*Landmark: *[swamp landmark]<br/>*Encounter:* [swamp encounter]<br/>*NPC:* [swamp NPC]<br/>*Item:* [swamp item]<br/>
2128
2129;swamp landmark
2130100,[lyonesse hex]
213150,[thor hex]
213250,[tolkien hex]
21331,Blasted moonscape hidden in the marsh (division between healthy swamp and dead area is clear as a line) and anything that dies within the dead zone will reanimate as undead during the next night (all vegetation is also undead). Ancient underground necromantic laboratory buried somewhere, corrupting the whole area.
21341,A ruined village sinks in the stagnant murk. A half orc offers you a ride in his boat through the ruins for 10 gp. Sitting on the roof of one of the buildings is a strange child with no eyes who warns adventurers to beware the "man who smells like blood"
21351,Haunted salt marsh/tide flats- basically a group of small islands at high tide. On arrival and every 30 minutes, roll a d8: if 1, a ghost; 2-3. a of 3d4 sea-ghouls in ancient rotted soldier's uniforms
21361,Half sunk into the black waters of this fetid swamp is the Iron Tower of the Space Vampire. Giant frogs, apparently not bothered by the cold, are common here.
21371,[2d4] Intelligent foxes hunt the marsh. All know Suggestion . They trapped the [personality trait] princess.
21381,A group of twenty two statues of ugly haggard women that face away from one another, circled around carving of full moon. Babbling and nonsensical mutterings are heard passing between them. When the moon is full the statues face each other and sing warnings.
21391,Stankbog, muddy human village of 150 wretches that worship the Great Swamp Gas, a nearby Will-o-Wisp.
21401,Swamp, but with Travelling Minstrels! Except actually Wererats. Currently composing a ballad about how thieving and villainous the [personality trait] minstrels are. Presently tracking those to murder and supplant them.
21411,A settlement unstuck in time that presents a different aspect and size depending on which direction the party approaches it from. -300 years hamlet in the [direction] and +100 more years from there going clockwise (SE is +400 years advanced metropolis).
21421,Goblins looking for the entrance to their home in the [hex trait] dungeon after having been blinded by the [personality trait] dwarves.
21431,The corvid alchemists have a salt refining operation here. Vast evaporation ponds are tended/guarded by massive clockwork automatons. If asked nicely, the corvids will sell you some of the paste they use to protect the automatons from corrosion.
21441,swamp goblins live here, they are a amalgamation of spiders and goblins (think centaur), they attack from webs that they have spun in an ambush like attack. Their web sack (where the web comes from) it is rumored to be worth a bit of money
21451,This house-of-cards-like henge is actually an ancient sun calendar built in the earliest years of the earth by the Callow Men. The command words for various ancient locks and wards all over the map--from the black marble city to the dungeons to the ruins beneath the sea, can be discovered if one "reads" the moonlight filtering through the structure on the night corresponding numerically to the geomantic code of the ancients.
21461,A Giant Leech can be found here. Although it can be encountered anywhere within the swamp, along with its offspring, it spends most of it's time (80%) within this hex.
21471,Cave. Contains giant rats and 2000 cp.
21481,An earth mote with a keep floats tantalizingly just 30 feet above sea level here. The keep is only the abode of monsters these days.
21491,Hanging from one of the many hemlock trees growing in this swamp is an iridescent multicolored holy symbol of the Sun Peacock. Any cleric can use the holy symbol, turning undead at +2 levels, however, they become increasingly obsessed with fashion, eventually spending 75% of all wealth on increasingly elaborate and expensive clothes to complement the holy symbol.
21501,Swamp gas and 2d12 zombies do not mix.
21511,Those too poor to live within Orthrist proper make their homes here, building stilted houses over the brackish water. There is a thriving trade in medicinal leeches.
21521,Twelve White Elves from Screeyal riding dinosaurs. Lost and trying to find the Golem Factory. They are out of supplies and have been foraging and killing other travelers for food.
21531,A blood trail leads down a ferret hole to a long, ancient vertical shaft library. Many books but even more snakes (some now eating the ferret). Properly read, the snakes can reveal the geomantic code to reading the ruins.
21541,The waters here are often foggy.
21551,Stationary formations of sky-fungi send down continuous hail of relatively harmless spores in this otherwise desolate hex. Plants and animals within go about their business as normal even though covered in hideous fungal growths.
21561,this mash/swamp area has a glamor cast over it to make it still look like ocean, it has been put into place by a group of goblins who attack the ships that crash or get bogged here, they found a powerful wizards spellbook and this is the only spell they could work out (roll on wild magic table whenever a spell is cast in this area)
21571,swamp donkeys live in this area, they are like normal donkeys but they have more moss and bracken growing off of my and stuck to them. they can be ridden and dont loose any speed though a swamp. you need to tame them first and they dont like elves
21581,a group of spider-goblins attack the party and attempt to herd them towards a pool of quicksand in the center of the hex. there are a number of magical items at the bottom of the pool of quicksand
21591,4 blue elves commune over a puddle of blood. This is a sacred matter, and they won't discuss the source of the blood with anyone willingly.
21601,The fighter and the blind thief wander this swamp. The fighter stands guard as the blind thief steals the eyes of sleeping adventurers.
21611,The ghoulish revenant of a drowned woman haunts this area. Hooked chains hang in her long black hair and she can control all the animals in the fen.
21621,A camp of lizard men are making a massive wooden sculpture of a king on a throne. It's base will have a magic door.
21631,A swamp with pigs and mosquitoes. Vines harass every step.
21641,A *portal to the para-elemental plane of ooze* embedded in the interweaved roots of [1d6] [swamp tree], spewing forth an endless stream of mud.
21651,A number of *stone ruins* carved with strange glyphs are buried in the mud here.
21661,A pit of *quicksand* is here.
21671,Abandoned *witch's hut*.
21681,The *palatial abandoned manse* overlooking the water here is an illusion. It's really a rickety deathtrap covered by an illusion the *cannibal witch-naga* beneath cast so adventurers will fall to their doom.
21691,A *flotilla of rafts* inhabited by *peaceful lizardmen* plies a circular route throughout this hex.
21701,Den of *[1d6+1] werecrocodiles* who prey on lizardmen.
21711,Dank swamp land made passable by *bridges of human bones*. The air is thick with the stench of rotting flesh.
21721,A massive *hollow earthen mound* sits above the murky water and is home to a clutch of flesh eaters.
21731,Swamp village if mutated half fish half human creatures. Led by blind mad prophet.
21741,Sunken rowboat. Here, a party of adventurers learned that armor doesn't float.
21751,*Marble prison* of a nymph. The key to her prison is a marble figurine of her likeness, in an adjacent hex. If you free her, she grants you a wish.
21761,Lizardman encampment; this tribe of primitive lizardmen were subjected to arcane experiments by outsiders and the successes taken away. They remain embittered.
21771,Snakehill path. A merchant with a wagon full of strange wares is missing his son, who was kidnapped by the Mosquito Queen's soldiers.
21781,A shallow lake completely fills this grim valley. The water is murky, almost black with silt and infested with giant eels.
21791,A dark, misty swamp surrounds a murky spring and its accompanying treasure-having Temple Of Leeches. Disease bearing leech hybrid swamp creatures hound every step and a cult of 9 leech-headed men, elves and dwarves attempt to magically spread the leeches corrupting influence beyond the swamp temple.
21801,A band of marauders who raid nearby areas mounted on armored hippopotami make their camp on a small island in the middle of this lake. Magical amphorae keep their animals hydrated when they range beyond its shores.
21811,A lake! 3 crocodiles. Not claw claw bite.
21821,More Lake! The swampy ill-defined [direction]ern border of the [hex trait] lake. A sunken castle whose three exposed towers are home to a tribe of [5d10] Gatormen.
21831,The lake waters here are algae filled. A giant bass lurks beneath the waters.
21841,A boggy mire, exploited and hunted by the men/froglings of Wormwallow. Inhabited by dangerous bogworms, which lay submerged and attack things with their paralyzing tentacles for food and nutrients. 2-in-6 Chance of incidental corpse-treasure near bogworm infestations.
21851,SPOREGORGON (Settlement) Fen containing the beginnings of a mossy, fragrant Fungusman hamlet, leading [direction] to an algae filled lake. The Fungusmen will trade algal salves/potions for unusual organic materials. If murdered upon, their bobbly fungus head explodes into spores that turn nearby humanoids into fungusmen in D6 days (con/breath save).
21861,Old Kappas on an expedition to catch a giant fish. Will give kappa hooch to those that help them hunt and advise against consorting with minstrels.
21871,Swamp and mire, with small, uncommon patches of wildflowers emerging. The wildflowers seed into gemlike pods, worth 10 GP each. Undead Froglings, Humans and Apes stalk the murk for the flesh and brains of conscious beings.
21881,From time to time a great tumult of air bubbles erupts from the depths here endangering boats present. An air elemental is bound at the lake's bottom.
21891,At the bottom of the lake lies a cargo container that fell off the space capsule which crashed in 01 21. It is filled with fleshy sacs of viscous goo that the squishy aliens use as nourishment. 1 sac contains enough goo to sustain a human for a week.
21901,This large lake is perfectly flat, ripples only appear when an object forcefully agitates its surface.
21911,The rocky island that juts up from the lake here has a decapitated marble statue of a Cacodemon, anyone who replaces the head is immediately teleported to castle ruins. If all three heads are ever restored, then any whom placed the heads are immediately teleported before Azi the Harmer, Cacodemon Prince. Azi gives each of them a magic item and binds them into his service for a year and a day.
21921,the waters of this lake are cursed and evil, drinking from it make you thirsty-er, the fish and other various animals that live it in are poisonous to eat. There is a small island in the very center of the lake where everything is good. Traveling to this small island is one of the most perilous things that you could do
21931,the wreck of an illegal gambling barge, overrun by a gang of feral children who have fashioned crude weapons out of the decaying treasures in the hold; arrowheads made from silver coins hammered flat, etc.
21941,A relatively dry spot, covered in a pleasantly soft moss. The moss is planted and tended by motile vines of a vampiric plant to tempt creatures to rest there.
2195
2196;swamp encounter
21971,[2d8] *flesh golems* (HD 5 AC 13 armed with [fighter weapon]) have been sent by the Pale Queen to find a child and feed it to witches.
21981,*[2d6] undead crocodiles* (HD 6 AC 16 bite 2d8, immune to non-magical weapons) looking for prey. They'll eat each other if they stay without food for too long.
21991,An orc in a rowboat guarding a locked chest. Full of killer bees.
22001,A giant [insect type].
22011,Ol’ Charley, an enormous catfish (HD 12 AC as chain bite 3d4 chance to swallow man-sized or smaller opponents whole). The residents of this swamp know and fear him greatly.
2202
2203;swamp NPC
22041,[fighter].
22051,[cleric].
22061,[thief].
22071,[magic user].
22081,The Mosquito Queen.
22091,Quasit--ex-familiar of the Mosquito Queen.
2210
2211;swamp item
22121,a blood-soaked oar
22131,a finely-crafted blowgun
22141,a wooden bucket full of snake eggs
22151,a rusty machete
22161,a wax figurine of a [swamp tree]
2217
2218;swamp tree
22191,red mangrove
22201,bald cypress
22211,buttonwood
22221,white mangrove
2223
22241,Swamp with will o wisps, site of ancient battle
2225## Waters
2226### Lakes
2227### Water
2228## Settlements
2229
2230
2231;large-town
22321,This large town is known as [human][townie]. It has a population of approximately [1d4000+5000].
2233
2234;city
22351,There is a large city here
2236
2237;tower
22381,There is a tower here.
22391,There is an ugly token here.
2240
2241;chaos
22421,There is a Shrine dedicated to [chaos power] here.
22431,A single [animal type]. All buildings nearby have been destroyed.
2244
2245;law
22461,There is a shrine dedicated to [good power] here.
22471,A group of [5d4] pious *dervishes* dedicated to [good power] inhabit their temple here in the mountains. They are likely to welcome visitors and provide healing if they are treated honorably and a donation is made.
2248## Personalities
2249;dwarf
22501,*[dwarf name]*<img src="[[redirect https://campaignwiki.org/face/redirect/alex/dwarf]]" alt="[same dwarf name]" title="[same dwarf name]"/>
2251;elf leader
22521,*[elf]*<img src="[[redirect https://campaignwiki.org/face/redirect/alex/elf]]" alt="[same elf]" title="[same elf]"/>
2253;halfling
22541,*[halfling name]*<img src="[[redirect https://campaignwiki.org/face/redirect/alex/woman]]" alt="[same halfling name]" title="[same halfling name]"/>
2255
2256;human
22571,[man with portrait]
22581,[woman with portrait]
2259
2260;man with portrait
22611,*[man as human name]*<img src="[[redirect https://campaignwiki.org/face/redirect/alex/man]]" alt="[same human name]" title="[same human name]"/>
2262
2263;woman with portrait
22641,*[woman as human name]*<img src="[[redirect https://campaignwiki.org/face/redirect/alex/woman]]" alt="[same human name]" title="[same human name]"/>
2265
2266;human name
22671,[man]
22681,[woman]
2269
2270;human prefix
22711,old
22721,little
22731,big
22741,lazy
22751,weird
22761,crazy
2277
2278;orc leader
22791,*[orc]*<img src="[[redirect https://campaignwiki.org/face/redirect/alex/orc]]" alt="[same orc]" title="[same orc]" /> (HD [1d6+1 as level])
2280
2281## Dangerous Sites
2282;cavesorno
22831,rest are ancient tiled passages and strange lightless rooms
22841,rest are crumbling gothic architecture and tiled halls
22851,rest are twisted corridors and endless hallways
22861,caves wind their way through all of the rest of the levels. Certain rooms and areas have been fashioned into rooms and hallways.
22871,lowest level opens directly into the [planes]
22881,lowest few levels sprawl out in a massive series of chambers and tunnels that surface [1d3+1] hexes away to the [compass]
22891,lower levels constitute a sort of fortress
22901,lower levels reach deep into the underworld of this region.
22911,lower few levels are a sort of tomb
22921,lower levels represent a kind of supernatural opening to the underworld.
22931,lower levels wind their way all the way into [adjacent hex] where an alternate exit can be found
22941,lower levels empty directly into a massive lake of molten lava
2295;cave use
22961,The caves used to be an old mine.
22971,The caves were dug by underground waters ages ago. Old wall paintings can be found.
22981,Cold lava tunnels lead into a big cavern, the heart of an old vulcano.
22991,The caves are deep pits that lead into the Veins of the Earth.
23001,The ominous caves radiate the mutating magic of Earth Blood.
23011,The strange caves look like an underground city built by the ancients.
23021,In these caves you can still find the ancient vats of an abandoned vivimancer lab.
23031,In these caves you can still find the ancient vats of an abandoned golem-mancer lab.
23041,The caves are an ancient burial complex. There are thousands of dessicated corpses down here.
23051,the caves are an ancient burial complex- the mouldering bones tucked into individual niches dug into the walls. There are [2d6] *ghouls* here.
23061,the caves were once an ancient burial place but the tombs have all been looted. A *wight* known as [old name] wanders the passages.
2307;caves
23081,[cave use] The caves are full of broken constructions, tiny ladders and walkways. [goblins]
23091,[cave use] The caves have paintings of the *[evil tribe]* tribe on the cave walls. [orcs] [orc plans]
23101,[cavee use] The caves are filled with mushrooms and guarded by [myconids]
23111,[cave use] [den]
23121,[cave use] The caves are inhabited by [1d8 trolls] ([troll stats]). [robber treasure]
23131,[cave use] The caves have been abandoned a long time ago.
23141,[cave use] In winter, this cave is home to [1d4] *bears*.
23151,[cave use] They have been abandoned a long time ago.
2316
2317;lairlow
23181,a lair of a pair of **ogres** ([ogre stats]) who are known to kidnap children
23191,an **ogre** warlord ([ogre stats]) and his forces of assorted evil humanoids
23201,a small tribe of ogre raiders
23211,an ogre magi and his army of phantoms have set up a fortress underground
23221,an evil human slaver and his fellow slavers
23231,a *mind flayer* slave camp
23241,the [power attribute] [regular noun] of [power]
23251, a pair of *beholders* and an enslaved tribe of orcs
23261, a *neogi* slave base with an aerial portal that leads to their sky-ship
23271,the ruins of an ancient dwarven mine
23281,the ruins of an ancient temple dedicated to [chaos power]
23291,the wreckage of an artifact ship created by rogue demigods embedded deep in the stone
23301,a massive growth of *green slime* that has cut off most exploration.
23311,an underwater grotto where a small gang of kuo-tua conduct their twisted rituals
23321,a fiery chamber at the center where a group of Azers have been building an elemental forge
23331,an old wizards lab that still has a number of arcane experiments wandering the halls
23341,a well-guarded vault containing a magical [regular noun]
23351,a temple to [evil power]
23361,a temple to [chaos power]
23371,a temple to [good power]
23381,an idol dedicated to [evil power]
23391,an altar where sacrifices are made to [evil power]
23401,a prison complex where captives are held in lightless cells
23411,a strange complex of myriad gateways that open into locations miles away
23421,a tomb complex that contains the final resting place of [old name], an ancient ruler in these lands.
23431,an underground elven tomb-tree, where the bodies of ancient elves were wrapped in spidersilk and preserved with their finery and grave goods intact. It is currently inhabited by [elventhreats]
23441,a library of forbidden lore that was assembled here by a heretical cult. It is guarded by [libraryguards]
23451,a strange [energy] forge that was once sacred to the [forgers] who inhabited this region long ago
23461,a tribe of goblins who use this dungeon as a raiding base
23471,a family of outcast drow that have set up a spider-silkweaving tradepost
23481, a group of *bugbears* that will ambush anyone foolish enough to enter their territory
23491,a weird planar gateway powered by [energy]-energy.
23501,a bizarre labyrinth constructed by ancient minotaurs
23511,an anachronistic elevator system (now of questionable reliability)
23521,a vast lake of primordial ooze that spawns aberrant monstrosities of every type and description
23531,a mysterious [energy] force-field that blocks off access to additional levels below
23541,a lair of [humanoidtype]
23551,a lair where a group of devils have set up a strange circus
23561,a level where fiends are operating a hellish casino. Visitors may gamble with their own souls against the souls of loved ones that the devils have stolen. Winner take all.
23571,an elaborate water-gate system that controls access between parts of the dungeon. Tunnels that begin here extend all the way to [adjacent hex] and there is an alternate exit there as well.
23581,a place where several mysterious elemental pylons covered with runes can be found
2359
2360;altgrass
23611,Grassland.<br />*Landmark: *[grass landmark]<br />*Encounter:* [grass encounter]<br />*NPC:* [grass NPC]<br />*Item:* [grass item]<br />
2362
2363;grass landmark
2364100,[lyonesse hex]
236550,[thor hex]
236650,[tolkien hex]
23671,WHITEMARCH. Castle built into chalk seacliffs. The Lord of Whitemarch believes that he is thousands of years old, that he can only die under a highly specific set of prophesised conditions and that the whole world is a figment of his imagination. His family is huge. His grandchildren plot his overthrow, but their assassination attempts keep failing and they’re half-convinced that if he dies all creation will vanish with him. His wife is young, beautiful and homicidally jealous of anything prettier than she is.
23681,MOTHER’S HUT. The clifftop hut of a fat woman with three breasts and hundreds of children, who adore her. When they turn thirteen she sets the girls free to wander and commands the boys to hurl themselves from the cliff. Her milk heals infection and disease.
23691,EMPTY CIRCLE. Stone circle. Grass inside it faintly discoloured. Hedge wizard arguing with a priest - the wizard wants to study the circle’s elf-containment properties, the priest wants to tear it down as a heathen artefact. Both sides will try to recruit the PCs to their cause. Peasant work gang waits patiently for the outcome.
23701,REDCAP DOLMEN. Burial mound of the nameless race. Home to thousands of redcaps - tiny angry men with very sharp grass swords. Their leader rides a weasel and is in love with Vordicca, the empress whose face adorns the ancient gold coins in his treasure stash.
23711,FLOWER DOLMEN. Burial mound of the nameless race. Full of giant carnivorous sundews that sunk their roots into the corpses of the warriors buried here and are sustained by their savage energy. Capable of imitating human voices. Inner chamber holds a miniature chariot made of gold.
23721,WHITE WORM. Giant white worm that lives in a flooded chalk quarry and depredates the countryside. Local village placates it with milk. If you kill it you must also kill the next living thing you see or get cursed.
23731,BEES. Village terrorised by swarm of bees, looking for a honeythief. They will not leave until they find out who it is and sting them to death. They are smart, understand argument, speak in a single buzzing voice.
23741,PINE WIZARD. Wizard bound in a cloven pine by elven lover. Burning or chopping the tree kills him. Gives advice. Can teach spells. Resigned to his fate, mostly. Desperate for company, shunned by most villagers. His lover is now the elven ambassador in Gatemarch, though he doesn’t know this.
23751,ELF BANQUET. Hill with a hole in the side. Inside, an everlasting elf banquet. The human guests smile but their eyes are terrified. Eat or drink and you’re trapped forever, or until someone rescues you. A grandson of the Lord of Whitemarch is imprisoned here.
23761,BOAR. Gigantic boar tearing up fields with its tusks. Has already dug open a dolmen, letting loose a bunch of confused skeleton warriors. A golden torc is caught on one of its tusks.
23771,DAFFYD’S CROSSING. No iron can pass across Daffyd’s Dyke (the green line on the map). The village of Daffyd’s Crossing is built on both sides of the dyke. Traders in the town market will exchange a sword on one side with a sword on the other side, for a small fee.
23781,TALKING SHEEP. All the sheep of this village can talk and love to make fun of travellers. They still get eaten. Pub called the Spring Lamb that serves excellent lamb and mutton. A cowering Hairy Man washes the floors in exchange for scraps. He is a true believer in God and wants to become a priest.
23791,HAIRY PIPER. Hairy Man with a set of magic pipes, leading a bunch of enthralled children and young adults away to a secluded den where he intends to eat them. If you hear the song up close, roll d20. If it’s higher than your character’s age, you’re also enthralled.
23801,BOULDER MONKS. Monastery on top of a giant boulder. Stairs carved up the sides. Blowing through perforations in the stone produces a booming sound that makes the whole monastery shake - the monks use this to call peasants to prayer.
23811,WHITE HORSE. White horse carved into a chalk hillside. Tether a horse there overnight with some money and it’ll be newly shod in the morning. Leave it with lots of money and the shoes will be magic. No money and it’ll be gone. Priest tasked with organising the reluctant villagers to dig up and eradicate the carving.
23821,CHILD KING. An elf granted a wish to a child and now the child is king of the village. Anyone who disobeys an order from the child gets turned into a rabbit. Lots of rabbits running around. The elf is hanging out in a nearby grove, watching.
23831,GYPSY CARAVAN. Gypsy caravan camped by spring. Fortune teller. Hairy Man juggler. Weeping fool with a donkey’s head. An elf princess is madly in love with him and has cursed him so his village sweetheart will turn away from him
23841,WIZARD DOLMEN. Burial mound of the nameless race. Long ago looted clean of all treasure. Roof broken open, letting sunlight in. Home to a hedge wizard who is trying to decipher the wall graffiti. Pit in the back with a couple of skeleton warriors trapped in it - the wizard is also studying the magic that animates them.
23851,PUCA CIRCLE. A puca - creature that can take any shape but can’t tell any lie - trapped in a stone circle. Wants you to tumble one of the stones so it can get out and continue wreaking mischief. Might pretend to be a knight who has been trapped in the circle by a tricksy puca.
23861,GATEMARCH. Castle built on a hill overlooking a wide natural harbour. The largest town in Faerie and first port of call for any travellers from Christendom. The Lord of Gatemarch refuses to believe in magic and thinks all the world’s problems can be solved with pure reason. His court plays host to an elven ambassador from Annwn, whose magic he dismisses as mere trickery. He is compiling a Domesday Book and wants someone to visit each of the other five Marcher Lords, collecting the record they’re supposed to keep of all the peasants in their demesne. He thinks this ought to be a fairly easy task. His wife is shockingly young, screams at the sight of children and was kicked in the head by a horse as a child. His infant son is a changeling, and speaks in an adult voice when it thinks nobody is watching.
23871,Steppe, abandoned village of partially melted igloos.
23881,The villagers of PEAT put their dead warriors in the nearby bogs. Under a waxing gibbous moon, the peat-wights rise and seek the enemies that slew them.
23891,A circle of 12 dead mountain goats, their throats slit open. Each is missing a different organ and has a gold coin in its mouth.
23901,This area is mostly desolate save for a single gravestone, entirely unadorned save for a keyhole in the center of it. This is actually the prison of an extremely powerful Death Knight who will slay one thing of his liberator's choosing.
23911,Frozen marshes. A warband of intelligent zombies are trapped in the permafrost; they will perform one service for any who free them given a somewhat decent reaction roll.
23921,Three basalt statues of wailing women stand here, marking the historic [direction]ern boundary of the territory of the Smoke-Swallower tribe of cannibals, whose warriors split their tongues and bind their forms into bizarre, contorted shapes. These statues represent the three pathetic Goddesses of the Defeated, They Whose Husbands Are Eternally Eaten, and mark a holy place where Smoke-Swallowers come to deposit their victims’ bones in view of their enemies to the [direction].
23931,Firgax the fire giant witch doctor and a gaggle of unnaturals follow his semi-reliable divining skull in a meandering path towards the [direction]. He intends to find and destroy the Cask of Ancient Winters.
23941,The footsteps of ice giants are in the snow here, following them leads you to a group of ice giants
23951,The echoes emerge amplified one-hundred fold through sinkholes here.
23961,THE VILLAGE OF RESTLESS SOULS, this village is completely abandoned. There is evidence of a fight, though the belongings of everyone who once lived here are untouched. If anyone touches any of the belongings they are attacked by a restless spirit.
23971,6 Smoke-Swallowers tribesman feast on an adventuring party they captured earlier in the day. 1-4 of the captives are alive, but bound and gagged, waiting to be cooked and eaten. A straggler from their group is lost [direction] of here.
23981,Frozen marshes. Ice alligators leap through the surface to capture prey that they track through sound.
23991,52 overly cautious nomads stalk this frozen tundra. They will pay 50 GP mastodon bones for wolf pelts.
24001,8 dwarves travelers seeking the Godhammer.
24011,Frozen warriors stand trapped within blocks of ice. Many of them are still alive, and freeing them will give you infomation about nearby hexes or a follower for 1D4 days.
24021,Colossal mated pairs of axebeaks hunt mastodons on the icy tundra here.
24031,A straggler from an adventuring party, making his way back to the group after missing a session.
24041,Peeking just above the tundra is the top of *[tower name]*. Delving down into the tower via the battlements reveals several frost zombies and key in a chest. The key unlocks *[tower name]*.
24051,RUINS OF PAZULVAN The dark ruined citadel moulders in the swamp. Only Bromgrush's Map will reveal safe passage to untold treasure inside.
24061,There is a bunch of ice goblin corpses here, the have been stripped of anything useful. if the PC's stay around too long they will be attacked by a search party sent after these ice goblins (so 1D10 ice goblins attack)
24071,A Rival Adventuring Party. Hamuz - FT 3, Boze - FT 1, Umar - MU 2, Thaize - C 3. Lawful, but not affable. Travelling [direction].
24081,A cabal of twisted grey Deep Gnomes live in an ancient WINTER PALACE that is glamoured to appear from afar as if in the hex to the [direction]. They sneak through Smoke Eater camps to maintain automatons, and set traps to leave victims for the Smoke-Eaters with results such as the [hex trait] village, [personality trait] warriors, and [personality trait] undead. They may have built the [hex trait] skull, [tower name] , or [hex trait] stairway hundreds of years ago.
24091,A hunting party of 5 humans covered in woad. They will attack any dwarves or parties that seem weak, not wearing the woad of ZSITHAMK, but otherwise are looking for Ice Weasels. They hail from the territory of ZSITHAMK ICECALLER,
24101,White apes wander here, worshiping a frozen rotting mastodon head, which their chief must wear over his own head at all times. Their oracle can speak with the dead if she has their face and tongue, and can tell your future by floating one of your teeth in a pool of blood.
24111,A great metal triangle with channels in it has been overgrown by lichens and poverty grasses. Sighting along the main channel allows you to see and hear everything on Mt. CURALL. A combined strength of 50 can turn the stone a few degrees to spy instead on the town of [town name].
24121, A snow-covered treasure chest sits in the middle of a field. It's a very lost mimic.
24131,A lone Amazon is sneaking among a group of slumbering frost giants. A 30 ft sack is writhing near them.
24141,GLANIS TOP A watchtower of 18 stranded soldiers.
24151,A vast, frozen plain. The only notable thing is the remains of half-eaten horse.
24161,FUSEN'S HOLDFAST the now ruined keep is home to a small clan of ravening halfling werewolves. They are keenly aware of the fortifications at [settlement name] and avoid the place, if possible.
24171,A half buried undead warband (140 strong) is frozen amongst the lichen and fir trees here. Their semi living, necromantic mistress, Caroline Hexfeather, possesses books and maps to the Three Despairs in the area, but she lies shattered and buried amongst her creations. Any of the warband, including Caroline, exposed to moonlight will reanimate in D6 hours, and set about releasing their mistress/fellows to resume Caroline's Despair quest.
24181,Arctic Umber Hulks burrow under the surface, weakening the ice; the passage of Firga didn't help any. There are also Ice Toads that collect humanoid arms by tearing them off with their long, strong tongues.
24191,A series of squat dwarven towers linked by an old aqueduct the used to bring meltwater from *[mountain name]* . One is solidly locked, requiring the key or storm giant strength to open—it contains 8400gp worth of ancient gold and a passage that breaks into the Catacombs of the Toad Gods.
24201,A group of white furred yeti performing a primal dance of frenzy before continuing to hunt clerics. They sport primitive looking holy symbols that make the eyes water and emit a flickering bluish radiance.
24211,THE CITY OF THE 800 TEETH White elf city amed for the concentric tiers of crenellated walls surrounding it. The moat surrounding the colossal palace is filled with worms.
24221,A bubbling tar pit has erupted from the earth and a herd of 2d6 mastodons are stuck.
24231,A half-orc steering a raft through the fens. Paying for passage is a daughter of the Amazons.
24241,an Arctic Tyrranosaur (heavily feathered in garish colours) ranges here. It's nest is tucked away in a frost-covered fen. it is responsible for killing most of the game animals in the area.
24251,Frozen bubbles scattered across the plain, some as much as ten inches across.
24261,A huge skull shaped structure of stone. A silver key opens the jaws if inserted in its ear. Behind the open jaw rough stone stairs descend while vaguely discordant flute music comes from below.
24271,Gibbets at a crossroads containing 2d6 living criminals.
24281,A narrow rope bridge over a 200' gorge. A pack of snow leopards have learned to attack prey from both sides when they're halfway across.
24291,A 40' post rising from the swamps, with wind chimes audible for a mile of more. The chimes are made of frozen children.
24301,A guttering sputtering camp fire in each forested valley; all abandoned as if moments before.
24311,A lonely barn of rotting thatch and frozen dogs. Beneath the floor boards lies a hidden barrel; in the barrel lies a strange collection of crystal shards.
24321,More frozen dogs. Stacked in towers of prime numbers. The collar of one of the large dogs has a tuckerbox tied to it, with a soundless whistle inside.
24331,Dogsledder, alone, looking for his missing animals. He has a large sled with urgent supplies bound for the nearest settlement, but is bogged in the marshes. He promises a handsome reward for those who help him drag the sled to town.
24341,Statue of legendary warrior pointing [direction]. Drag marks indicate the direction of the statue was changed recently.
24351,Two dog sleds stand unguarded in the open, each pulled by 12 huskies. The drivers have been shot; their bodies are still warm. A pair of small, dirty children cower in a dry creek bed 50 yards behind the sleds. The sleds are loaded with obsidian fragments and letters for *[village name]*.
24361,Snow-Catoblepas, its body is buried in the snow while its oversized head rests on the surface. Barbarians have buried it here to ward off intruders from their caves while they are hunting.
24371, A group of 4 humans fish through holes in the ice on small lakes. They only go out at night for fear of giant mining bugs, which they claim are watching from the mountains. Apart from smoked fish and obsidian spears they have 200 meters of remarkably light, flexible, strong, bright blue rope.
24381,FROSTPELT VILLAGE - Polarbear-men village, impossible to get proper rations as they prefer to eat their food frozen in blocks of ice.
24391,A longship half-buried in a mound, claimed by the men of [village name] to mark the edge of the sea in aeons past.
24401,A tight crawlspace under an ice overhang leads into one of the 3 crocodiles of The Hexenbracken - it's pretty cramped in there, but you can drive that croc around Hexenbracken like it was your character. Any number of PCs can cohabit in the croc. A witch might be able to help you exit the croc over there.
24411,A large black gate spans two stone henges. Unlocking the gates (Difficult for a 5th level thief) fills a 20 ft area with a yellow mist that takes those within it to the [direction].
24421,Stunted remains of trees litter the frozen marsh. Some have clearly been blasted by cannon or similar.
24431,Thin, lacerating sleet causes 1 hp damage per hour to any exposed skin.
24441,A stairway, bereft of whatever building it once belonged to, spirals 70' into the air. Candlewax and blood stain the highest step.
24451,A cave contains 11 ice goblins, 2 butchered mastodons, and a motorized drilling machine. The machine weighs 1 ton and can bore a straight 4' tunnel through exactly 21 feet of rock before it runs out of juice.
24461,A 3 mile wide frozen lake. The surface is very slightly dished, so that a ball dropped anywhere on the lake will roll to the centre. The ice is thick enough to support a human, but not 3 humans tightly clustered. Under the ice lurk 12 giant anglerfish with crystal teeth worth 40gp per fish.
24471,A frozen pond here is home to a Sage-wraith. It will share with the PCs a glimpse of their future. These visions are always true, but painful and maddening.
24481,Traces of an ancient road lead away ENE. Beside the road are the ruins of an inn, now used by 9 bandits to store their prisoners before transport to the slave markets at MIGORFROST. 2 young women and a goatman are chained up in the basement.
24491,Rising out of the thick mists is a solitary dome, with a pair of gnarled trees like ruined horns. The hillock radiates an unsettling presence, as though it is a slumbering malevolence, but any attempt by fools to rouse it is met with failure.
24501,A *frozen pond* showing visions that are always exciting and false.
24511,An outpost on the edge of the land, where depressed soldiers from a warmer climate watch for monsters intruding on their land. Will pay bounties for carcasses of said monsters.
24521,The mires are frequented by patrols; their depression, fear, and boredom has culminated in numerous acts of petty cruelty to the local flora and fauna, and has attracted the unfortunate attention of the *[personality trait] druid*.
24531,A tribe of frost giants tend their flock of wooly mammoths whom they feed as offerings to the ancient white dragon that migrates over on the winter solstice
24541,Pig Eater, the hill giant chieftain, has taken refuge here. He is hiding from his ex wife who has usurped his leadership of the tribe.
24551,The beast of aproximate knowlage can be found here
24561,This is the lair of Kyth-Turan, the Dweller Beneath the Ice, a tentacular horror. Any characters near the cracks in the ice have a chance of being dragged into its maw in the icy marsh below.
24571,2d12 guards surround a group of workers trying to dig up a partially-buried glowing meteorite and load it onto a wagon.
24581,The terrain here becomes a thick brackish morass. While the ground water is liquid the air is freezing giving the plants a coat of hoary frost.
24591,Large blocks of ice like giant ice cubes litter the plain. Each hour there is a 1 in 6 chance of encountering one that's actually a crystal ooze.
24601,A vast plain of muddy slush and ice has a cluster of six 4ft long pink stalks every 50 ft or so. These are the tongues of Frost Toads that will leap to the surface and try to eat anything touching them. Goat-Men and Ice Goblins lure enemies here.
24611,One tall featureless tree trunk rises out of the blasted tundra. It ends in a burning, splintered mess. The smouldering remains of a wizard's tower are scattered across the plain - unlabeled lozenges, shattered lab equipment and at least 2 unmarked scrolls await diligent searchers, along with a homunculus-sized fire elemental.
24621,A caravan bound for [settlement name] loaded with trade goods from [direction]ern civilizations is stopped here to repair a broken wheel on one of the wagons.
24631,Site of an ancient battle, glints of ancient metal are visible under the murk of the tundra. Disturbing remains summons 1d4 hostile will-o'-wisps.
24641,8 Batrachian Beasts (toad monsters) guard this area, mostly surrounding the sunken remains of a stone statue. On the base of the statue are weird runes that even magic cannot translate.
24651,Two very young girls huddle together in a broken down cart. The cart is very old and bears the marks and ravages of many winters. They mutter and cry about the cold, reaching out for aid. It's so cold. I can't get warm. They are wights. They will attempt to steal the warmth (or levels) from any living thing that approaches.
24661,CAMP HEINOUS, the summer grazing grounds of the centaurs spending their winters to the [direction]. Turns to swamp in autumn due to flooding from the heavy rainfalls and swollen rivers flowing here.
24671,What appear to be blades of grass frozen in the tundra turn out to be razor-sharp ice needles of various heights. As players walk through the region, a strange noise (likened to both a scream and broken glass) can be heard in the distance, but never from the same location.
24681,Stable-house of Raloph the centaur mask-maker, some of his masks are made of the faces of exotic creatures and have strange properties. Players can buy masks by paying with heads of the strange and powerful.
24691,Thorek Gudwine and his idiot brother Jedek have a hut here, where they distill a potent gin from the psychoactive lichen that abounds here. It is of great use for navigating the Astral Plane, if one can actually keep the vile stuff down.
24701,Shaxtric, a half-elven F/MU in cobalt plate mail maintains a base camp of human workers and spearmen here around a giant draconic footprint. He is using it as a mould to make a silver model to present as a gift to the *Ice Queen*.
24711,The Steaming Hives: 3,432 hexagonal stone columns, 20ft across and 20ft tall, are clustered together like a city. Their entrances are 5ft high. The interiors are magically warmed to 20 degrees centigrade, and steam in the cold air. 50% chance of meeting travellers, bandits and/or adventurers among the hives.
24721,The warband of Gibberlick Hackbile ( a deformed plague wizard so corpulent he is carried about by crow-headed men), dwells beneath a bridge. Their number includes diseased flagellants, hypnotic-eyed goblins and 3-eyed children that are invisible at noon and midnight.
24731,Flagellants are attracted to a fane at the bottom of an open pit deep in the marsh: 3 stone pillars bearing manacles and rusty hooks. The pit and surroundings are infested with 1d1000 flagellates - miserable, hopping strips of skin and sprays of blood somehow animated in this place. If more that 100 flagellates are present they coagulate into a flagelemental with HP equal to the d1000 roll and 2 bludgeon attacks, worth 2d10 each.
24741,TOWER OF THE MOON PRINCESS - a ruinous tower, it's windows barred, the star gazing cupola filled with quartz sand. In it's shadow is a small village of three-eyed mutants. The families worry about their children, which have been abducted by Gibberlick Hackbil in pied-piper style, but they absolutely refuse to move beyond eyeshot of the tower.
24751,Stone monoliths spaced a mile apart contain the sprawl of ANNIX VER within the stone monoliths time cycles through a century every phase of the moon. At the start of the month, some women are alive and well here; mid-month a young, handsome, innocent Gibberlick Hackbile can be found holding court in the pub.
24761,A frozen lake. Visible beneath the surface: the entire female population of a previously unknown, and long extinct, humanoid species.
24771,A stone arch stands alone in the otherwise empty tundra. When blood touches the arch, a portal appears in the archway for 2d6 turns and leads to one random location on this map. (Anyone entering the portal during a single activation will go to the same place.)
24781,A hermit (level 20 monk) lives in a cabin who dislikes visitors; will point them to the stone arch to the [direction], telling them how to activate it and that it might lead to fabulous treasure. Will take pity on anyone who needs warmth for the night, but will kick them out promptly at sunrise.
24791,What looks to be chunks of ice in this frozen swamp on first glance seem to contain frozen frost goblin body parts and crude weapons encased in broken ice. Ice trolls hunts this area at night and might lead you [direction] to their trading fortress.
24801,KRAGDUM-IUGHERIA Trading fortress, trade goods, supplies, fresh mounts, wildmen henchmen, trap finding goblins, all for sale or rent
24811,Gjast (settlement) One priest, 8 rangers, one druid, 40 barbarians, one scholar, lots of miscellaneous humans, excellent goat cheese and a warm inn. A nearby bridge had a troll under it but the priest tricked it and froze it.
24821,These *snow covered plains* are home to a large band of blue dessicated *cannibal ghouls* with tangled reddish hair and beards. They dig up corpses to feast upon, and are generally peaceful as they have no lack of food.
24831,Site of a recent battle between a *troll band* from *[settlement name]*, a *mixed force of amazons*, and [human name]'s men . There are items, weapons and tracks, and a parliament of 80 snow owls picks at the dead.
24841,This snow covered plain is traditionally used as a battlefield. Placid on the surface, digging 5' - 10' will reveal innumerable corpses of every age frozen stiff along with their equipment.
24851,A vast blue frost ooze undulates senselessly in the center of a frozen bog, occasionally spewing forth fully motile offspring who roll off towards the nearest protein source. A small cult of insane worshippers inhabit a camouflaged temple on stilts in a nearby stand of pine.
24861,Eerily black stag. It is a wizard in disguise—he tricked the heads of the various armies into fighting where they did at the Battleground of the Apathetic Gods rather than on the traditional battleground (The battleground to whose petty gods all concerned had made sacrifices the previous dawn) because one of the generals had something he wanted. He goes there now to look for it.
24871,*Meadhall of Jarlfrost*. Barbarian lord and exiled knight of *[castle name]*, Jarlfrost is hunting the *Ice Trolls* who have been spotted in the nearby woods.
24881,A ancient clan of albino lizardmen lives beneath the rotted husk of an old castle. They worship and seek Kyth-Turan, The Dweller Beneath the Ice.
24891,An archeological team headed by the mad sorcerer Hulukan, whose razor-clawed left hand of ice petrifies at the touch, leads a caravan of ape-drawn sledges [direction]bound for civilization, loaded with artifacts extracted from the [direction].
24901,This hex was recently woodland, but a few years ago the trees were all leveled, blasted down and pointing generally to the [direction].
24911,Frost Goblin pulled Caravan on swamp marsh sleds going to [settlement name] led by three Ice trolls and carrying mining supplies and mage hides.
24921,A frost goblin has begun a grisly ritual to bring forth The Poisoned One, a massive, bipedal undead mammoth that will lay waste to all in its path. The thing on the plinth beside the lake has two legs, two arms, a torso, and a head, each from a different neighbouring hexes, along with a map of where they came from. The body parts must be buried with the rest of their proper remains to prevent the summoning.
24931,6 miles of knee deep snowdrifts. Occasionally the wind sound like a mocking laugh, but this is a natural illusion brought about by the exhaustion of trudging through knee deep snow for hours.
24941,Cavern of ice leads deep into the mountains. Herein lies the Hand. The titanic petrified remains of the wielder of Godhammer.
24951,A crude watchtower and settlement next to a hot spring fed lake in a frozen marsh with a dozen shacks. Twenty seven fisher-women work the lake and trade smoked fish. They call the place Tewmraw. Also ten men in the settlement who have had their tongues cut out for bait.
24961,Frozen dawn—in a square mile of this area, the sun is always in mid rise.
24971,Three Huge Woolly Snow Worms with hundreds of razor sharp icicle teeth in their maw like mouths. The worms sense heat & sound up to one half mile, but are completely snow blind.
24981,A crashed low budget spacecraft - more cast iron can than aluminum saucer, it's occupants, 12 Nazi space werewolves, are trying to repair it with tundra grass and rock. They are not amenable to reason being bloodthirsty werewolves, whose small minds are further clouded with the lies of Space National Socialism - they are armed with MP-40 machine pistols however.
24991, Ice Zoo of Bunsarth the Burning, retired Ranger turned animal collector. She is willing to pay a generous fee to anyone willing to bring her new and interesting monsters to join her menagerie.
25001,A variety of different animals are kept in a stasis like state in large frozen blocks of ice, these are being moved by a large group of ice goblins to the ice zoo. the ice goblins are moving these creatures so that they can get some money from the ranger, and so that they also can get the lay out of the zoo to rob it in a couple of weeks time.
25011,As the group enters the hex, a meteorite falls from the sky and lands in the tundra, vaporizing snow and ice in the area. The meteorite is made of a rare metal suitable for making highly magical items.
25021,Jollyoak An unremarkable igloo village of doppelgangers. They look like dark elves, but act like halflings, which is slightly disconcerting.
25031,In the [direction] of this snowy plain, a Hu Hsien, or fox spirit, flees its pursuers from the far [direction]. In the [direction], a Dark Elf flees, having just killed his only love.
25041,In the [direction] are an entrenched force of Orcs, in the [direction] a motley force of elfs, and humans in between a mile section of no demihumans's land piled w/ corpses. In this no demihuman's land is a web of tunnels, a Thief's group holds sway, filled with the loot of the generations who have died in this war.
25051,The *cruel Dreamwitch*, Celia Mistworm, stalks these tundra swamps in the form of a black/blue/green Crane. If she spies travellers she will follow them for 2 days and steal their dreams (Save vs spell for each night's sleep: If failed, regain no HP that night, and also permanently gain a 3% chance of waking each night with a random temporary insanity from the nightmare left by a stolen dream). She is trying to prevent the machinations of the *Toad God*, and so scours dreams for information about the *Monuments of [location theme]*.
25061,Fjorgvinn, axe-wielding paladin of the God of Rust and Rain seeks to slay the witch who stole her dreams but does not know where she is. A curse of evil weather follows her.
25071,*Field of arms*. 2d100+100 undead soldier skeletons from a bygone wizard war are buried here, each with one of their arms sticking out of the ground. Pulling one out is not recommended.
25081,The Devilwide--a popular *dueling ground* for local nobles. 70% chance of seeing at least one duel if traveling on foot through this hex, 40% on horseback.
25091,A 20 foot tall *tower seemingly built from petrified humans* stands in the middle of a large field of grass. It is old and overgrown by moss. *[1d2]* If the preceding number is a *1* then close inspection reveals that it was very carefully constructed by a skilled artisan. If it is a *2* then a Medusa lairs in its inside.
25101,An *unusually large apple tree* here grows *[2d6] perfect red apples* that heal d4+1 points of damage if one is consumed completely, *[2d4] thick yellow apples* that neutralize all poisons if one is consumed completely, *[2d4] wrinkly green apples* that cure all diseases if one is consumed completely, *[1d4] softly vibrating blue apples* that increase one’s jump height and distance by 10 foot each if one is consumed completely and *1 golden apple* that is worth [4d6000] gold pieces.
25111,A large patch of grass (250 ft radius) in which *all sounds are muffled*. As soon as a character enters the area, they can’t hear the birds sing anymore, and can barely audibly talk (yelling is as loud as whispering). This is due to an *ancient device* buried [10d6] feet deep at the center of the area. The device is worth a fortune, but it is the size of a cart and weighs as much as a small house.
25121,*Inn of the Night Goat*, [1d6-1] travelers at any time. Barkeep has an accurate treasure map in a map case in his room to an underground complex in inhabited by trolls.
25131,Fertile steppe land populated by wild herds of huge black goats with the faces of men, also known as *night goats*.
25141,A caravan of dancers, performers and musicians have made camp in this small grassy valley. Amongst their belongings in their wagon is a large wooden box containing a vampire.
25151,Man sits on a stump. Will smile and give a knowing nod and encouraging thumbs-up to passers-by.
25161,The plants in this forest wander about on shuffling roots. The animals either cling like vines or are rooted by their legs to the ground.
25171,A decaying mausoleum half hidden by brambleberries is home to a small band of evil rapist Deodands. The Tombs inside contain D10x20gps worth of golden jewellery and a cursed tiara of resist pleasure.
25181,Secret beach hosts massive Ghost Dance on the full moon.
25191,A smoldering campfire that appears to have exhausted it's fuel within the last day. A small opened belt pouch sits in the middle of three charred bodies lying fifteen feet to the [direction] of the fire pit.
25201,Abandoned silver mine. D10 Kobolds.
25211,2d10 Chaotic pilgrims cruising for sick thrills. Led by The Devil Himself, a third-level cleric.
25221,An angry mother bear rages because her cub has been caught in a trap.
25231,Three escaped refugees from the Oakheart Academy are hiding in the trees on this rocky plateau. They are being menaced by a pack of 8 grizzly bears.
25241,A cenotaph covered in choking vines of ivy. Hidden within the vines is an entrance to a dungeon beneath.
25251,ROPETOWN, most who live in this town either grow hemp, or make rope. The town headman, Mangai, will pay 500 gp, for the return of his feckless son, Lein the Ropesmoker, who ran off to be one of the sea hippies.
25261,A grove of tall trees has 2-24 giant bees.
25271,The tribesmen here fish from dugout canoes. They tend to a dying sailor from [settlement name]. Hidden in his dagger’s scabbard is a map to the *dungeon of [location theme]*.
25281,Pack of undead birds.
25291,Wild Boar, an abandoned homestead and an overgrown orchard, claimed by the wild.
25301,Group of statues in various hostile poses that are actually adventurers that were turned to stone by long dead basilisk.
25311,Giant Flail Snail--20' tall. Shell is worth 10x normal price.
25321,GAGORUM the Nomad City is made up of scores of ancient stone houses and other buildings, each made from a solid piece of an unknown green stone. It is a ghost-town most of the year, but during the winter months the nomadic tribes of the region gather for a great moot.
25331,Fishing Hamlet - Fish the shores of the *[hex trait] lake*. A certain type of Lake Squid has fine fibres, which are used to make luxurious, soft and strong clothing here.
25341,Castle Abatte: Abatte is a petty warlord he employs the best chefs in the realm. Obliging when he wants something--will pay 10x the price for exotic ingredients or spices.
25351,dark deep forests, nothing special in here, just scary darkness
25361,more dark deep forests, but here there be spiders, trap door spiders and goldern orb spiders (but medium-large sized)
25371,Within a massive termite mound like structure lives a Bee Demon. It trades its demon-honey, valued for its endurance enhancing properties, for betrayed confidences and broken promises.
25381,A single large snow leopard lives here, it is sacred to the moon elves who live here ( 06 02 ) and is the only animal in the area with teeth.
25391,WROTHWHEEL (settlement) Baron Cytorrak, who rules here, is cruel but respects the Gods of the Chrysanthemum Sea. The prayers in his devotion vessels contain clues to his intrigues with Abatte and the [personality trait] wizard] .
25401,Vyrvalis (settlement) this was once an enormous elven city made entirely of geometrically carved white marble with circular openings for doors. Now it is mostly overgrown and supports a small population of traders and hunters.
25411,Seven giant hogs branded in the left buttocks.
25421,*Camp of the Dwarven expedition* searching for clues to the *secrets of Vervalis* in the nearby *Dwarf Skeleton Dungeon*. Most are hunting boars in the *nearby forest to the [direction]*.
25431,At the junction of two major trade routes, a low, rambling inn does a brisk business selling barbecued pork to travelers. They will grill anything for the right price.
25441,Mountain man lives in rickety cabin. Practices taxidermy and talks to his stuffed animals, hoping one day they'll talk back.
25451,A statue of a okapi stands alone. It is disturbingly realistic.
25461,A herd of mastodons are escorting their dying matriarch to the graveyard at 05 26. D6+2 nomadic tribesmen are observing and will attempt to thwart anyone interfering with the procession.
25471,A hamster in a magic sphere slowly rolls his way across the landscape. The hamster needs no water, food, or air and is completely immune to all harm while the globe is intact.
25481,A party of 2-8 Ice Trolls hunt here, amongst their possessions is a tattered map written in a forgotten language. It details how to use “The Needle”.
25491,Golem Factory: Crafter hos gone mad and created a sentient flesh golem that has taken over his factory. It is turning everything suitable into golems (including but not limited to: the entire contents of the crafters treasury, obsidian decor, the pantry, the bedroom linens etc.) The flesh golem has an extremely long, six-jointed arm and 3 heads. It desires to have its creator's face sown onto it.
25501,At the edge of the forest and guarding the plains is the fort and trading town of Axerist.
25511,Shaggy wild horses run through these plains, if captured and broken, they will make fine mounts.
25521,An apatosaurus corpse is being scavenged by a pack of deinonychus.
25531,Ancient monolith. The shadow of the monolith will teleport anyone standing fully within it 1d6 hexes in the direction its currently pointing, as long as that's not off the edge of the map (due to the lay of the land it casts no shadow in directions that would be off the map).
25541,Armored chaos champions on metallic steeds roam this area, obeying ancient orders to defend the overgrown and partially buried skull-shaped temple. The [personality trait] necromancer seeks this hidden temple as it is holds the key to the energies responsible for all the undead on this hexmap.
25551,A family of Halfling moonshiners ride an enormous tortoise. Their assortment of cheap liquors has made for strained relations with the vintners in hex 09 15.
25561,A lake in grassland with several abandoned huts on its shores. The horses and shepherds sometimes pasture near it.
25571,A field of knee high grass that is razor sharp that works its way into the wounds of those who are cut, infecting the host. When rolled up and smoked can see through time.
25581,A ring of great standing stones carved from bright orange quartz sits on a hill. Beneath the altar is the entrance to a labyrinth which lies below the hill. Infested with crypt ghasts the maze is also home to seven magic sacrificial daggers made from the same orange quartz.
25591,A child that can't speak but merely croak like a frog. A crawling hand the size of a house.
25601,Large pond contains a giant teakettle wherein dwells Chleresta the Lazy Witch--responsible for freaks to the [direction]. She forgot some important shoes when she moved from [settlement name] and will attempt to convince/force visitors to retrieve them.
25611,a war party of hill tribesmen, chasing a small armed band. They expect their quarry to seek out the Ogre Magi, and are armed for them - Periapts of True Seeing, herbal unguent that works like napalm, and a shaman with Dispel Magic.
25621,The cairns in these plains hold the most honored dead of nomadic tribes. One of the mounds has recently been broken into or out of, whatever was inside is gone.
25631,DIES ARKATT (settlement) Two colossal statues (? or victims of the Dracolisk) of ancient gods crashed together long ago here but remain essentially vertical. A largely vertical settlement has grown up on and around them.
25641,A geomancer sits by the side of the road, depressed over fighting with his wife. His wife is a naga paladin. There is a hobgoblin witch nearby that creates twig demons to disrupt their relationship.
25651,Vriminynthe Gholthaniel: Elvish lancer, banished vassal of Baron Cytorrak, rides a feathered tyrannosaur, seeks adventure.
25661,3d20 goats. If disturbed they stampede, screaming, into adjacent grassland hexes.
25671,Strawberry fields. In the village of Forehome, any valuable goods can be traded for delicious strawberries. The local priest controls a powerful stone golem who is sent to deal with strawberry thieves.
25681,SHALLOWGROVE. Squalid settlement of 49 human outcasts. Send criminals and ill people to the howling glen.
25691,Goblin and/or Monkey desperately clinging on to giant silken balloon floating 100 ft in the air. Will shout offers of a magic ring as reward for getting it down safely.
25701,Gorgon-Minotaurs chariot racing in marble arena.
25711,On the shore near the remains of the bridge, someones long abandoned equipment lays against a tree, wrapped in a waterproof cloak. 55 gp, adventure gear, sword, writing material and a footnoted book on dwarven construction methods.
25721,A tribe of aloof humans, involved in a tribal warfare. They are clad in newly made leech masks and dark, segmented cloaks. They appear to be preparing for an expedition.
25731,The Keep Bael Beauty, is a strong well supplied castle. All who attend Bael are beautiful and it is said the lord himself is so gorgeous that his stare can turn others into his servants.
25741,Halflings from [settlement name] struggle with an exceptionally beautiful shaggy horse, from of the herd to the [direction]. They plan to take the horse back their village to be sacrificed. The horse is an exceptional animal, worthy of being a Paladin's mount if rescued; if no suitable paladin is present it will return to its herd.
25751,a open grassy planes, nothing special to see here, in fact to spot something you roll at +2. Roll on a wondering monster table
25761,A lost caravan of halflings are attempting to return to the village of [village name]. If searched they have several barrels with mushrooms hidden inside, but deny all knowledge of truffle hunting and most certainly not in forests to the [direction].
25771,This grassy area is a favorite of the Claw Claw Bite Society, a group of battle reenactors. If the PCs have heroic ancestors, someone will be taking said ancestors' role, probably to the dissatisfaction of the PCs.
25781,d4 Hornless outcasts of the Mino-Gorgs. Roll 1d4 1- Disenfranchised and spoiling for a fight 2- Lonely and spoiling for adventure 3- Starving and will buddy up to get some food 4- Revolutionaries looking to take back their homes
25791,A small shrine in pseudo-Greek style (round platform, pillars, shallow domed roof). The oculus is an inobvious portal. Disturbed earth nearby from filled-in pits.
25801,Sheep graze here. The shepherd carries a silvered short sword an heirloom from his grandfather's time in the war.
25811,WORMWALLOW (Settlement) Humans and Froglings, renowned for their fine weapons and steelcraft. Froglings gather Bog-ore, and humans extract Iron and craft shears and blades from fine alloys. Master Smith Eerovir is father to a cursed child and offers a reward of an enchanted masterwork broadsword for his safe return.
25821,A lazy creek flows through this area; the corpses of dead cattle float behind some weeds. Drinking the water without purifying it in some way will likely cause dysentery.
25831,Green rolling hills and black marble ruins, with a fractured, overgrown marble path leading [direction].
25841,A morbidly fat lady from [settlement name], collapsed, sweaty and exhausted, by a rock in the forest. She has left her husband and decided to move to Wormwallow. She is too ill and fatigued to make it alone and has stolen [10d50]GP of her ex husband’ money.
25851,A powerful wizard sits here before three paths into the woods, warning the adventurers that an ogre lurks down one of the paths, and a great treasure resides down another. No matter which path the adventurers take, they will encounter the Ogre because the wizard uses teleport to put the Ogre on their path since the Ogre and wizard work together to rob adventurers of their treasure.
25861,The invisible Tower of the Ashen Hand - an assassin training cult. The song and dance to make the tower visible can be pieced together from info from the Dwarves and Corvids. The Ashen Hand are happy to give a tour of their training facility to anyone knowing the song and dance, believing them to be wealthy clients.
25871,The party sees a steady plume of smoke in the distance. If they investigate, they find the collapsing remains of burning wicker man. There is no sign of who did this, but by examining the tracks a ranger can determine they did it to themselves.
25881,Inside a fairy ring, an anthropomorphic squirrel (wearing a very nice hat in a very old style) dances an endless jig. Destroying the circle will free him, but his memories of life as a cruel wizard are unreliable at best as he has gone quite mad over the centuries. He has a 1% chance of remembering something useful about the Black Marble City.
25891,Petrified druid hugging a tree
25901,On these grasslands there is a large stone disk covering a hole in the ground, below there's a cave with white plants and a trident lodged in a black stone shaped like a heart. The trident is holy and can only be wielded by those pure of heart, but it can only pulled loose by black hearted creatures.
25911,A single stone monument to an ancient battle fought in the fields here.
25921,Murderous pixie couple killing time by drowning frogs in a small pond. One wears a magic ring as a waistband.
25931,Entering a gazebo here (dwarf scaled) brings you out dwarf sized into an identical wood with a small house (halfling scale) and entering the halfling house brings you out halfling sized into an identical wood with a dog house, entering the dog house brings you out 2' tall into an identical wood containing a bird cage, entering the bird cage leads you (now bird sized) to a court of Unseelie faerie folk (home of the pixies in 18 17 ), currently negotiating an alliance with a lizard representing a hobgoblin from the warband at Griglazz ( 17 19 ).
25941,Horthrik Veil cannot be slain, and has grown wise in the ways of the Hexenbracken. However, he smells like an open wound and draws fierce creatures wherever he goes (roll wandering monsters x 3 ). He's spent eons in the bellies of the vilest beasts.
25951,On a grassy hill, a group of 12 sylphs gather beneath a full moon. If they discover that they are being watched, they will summon 10 wood elves riding upon stags to attack the intruders.
25961,a large heard of bison/buffalo roam though this area, their skin can be hardened into a +1 suit of leather, their meat is delicious and works like a half cure light wounds (cures 1D4 HP), their horns are worth a lot of gold to the right people, and they are going extinct
25971,a troll war party is riding through here on large war pigs, they are hunting down some renagade warriors of chaos
25981,An airship has crashed here. One strange survivor.
25991,Hooded Kenku (man sized Corvid) carrying a scythe, seeking sacrifices to the Demon of the Crossing. If he finds a suitable victim he will call in rest of his murder.
26001,A sizable church dedicated to the philosophy of Order is maintained by elderly paladins and priests. They are physically frail but spiritually and magically powerful. Will trade healing services and divine spellwork for information about chaos champions in the area.
26011,spined wurms are found in the various borrows around this area. They are a medium/large creature with 4-6HD (D8s), an AC of 15/7, 2 attacks each turn it attacks by rushing past a creature and cutting it with its many sharp spines Bite: 1D8 damage Rush past: 2D6 damage, fort(17)/con(-4)/save vs death or take 1D6 damage next turn Crush: 4D6 (same as above for a save, but damage is 2D6)
26021,Acres of deserted farmland.
26031,Vindisvein Monastery of the Borrowed Light. They make cheese and wine, illuminate holy books and charge travelers 3 cp to stay for the night.
26041,A battle is raging here between two rival kingdoms. Anyone passing through will have to either go through one of the camps (where the soldiers will presume them an enemy spy) or attempt to cross the lines of fighting in the middle of a charge.
2605
2606;grass encounter
26071,A herd of *[1d10] aurochs* grazes here.
26081,A herd of *[2d6] wild horses* grazes here.
26091,*Twelve Lords A-Leaping*. Twelve armored knights suffering from a permanent 'Otto’s Irresistible Dance'.
26101,A surly herd of *aurochs* led by a very short-tempered bull who HATES halflings.
26111,*Caravan* from Mulk laden with *high-end glassware*, lost, bewildered, guards depleted from monster attacks, near starvation, still they soldier on, devoted to fulfilling their orders to the [direction].
26121,A tribe of *raptor-riding goblin*s aids travelers in distress. their leader wears a ratty red cloak and mask.
2613
2614;grass NPC
26151,[fighter].
26161,[cleric].
26171,[thief].
26181,[magic user].
26191,A *traveling minstrel* named [human name] passes through this area. They inquire any travelers for the news. For a fee of 5 GP, they will spread tales of their deeds to the nearest settlement.
26201,The retired bard [human name] resides here. He now makes his living by selling sandals, togas and headbands to fashion challenged visitors at the local inn.
2621
2622;grass item
26233,[grass item common]
26242,[grass item uncommon]
26251,[grass item rare]
2626
2627;grass item common
26281,dried leaves in a small pouch
26291,a sickle
26301,an engraved stone egg
26311,a heap of mixed seeds
26321,a small fossile
26331,a partially burnt straw hat
26341,a rusty horseshoe
26351,a broken sign that used to point toward the nearest town
26361,a wooden cane
26371,a smooth white rock
26381,a single gold coin
26391,a dirty but sturdy stick
26401,a bag full of dried vegetables
26411,a sheep skull
26421,a middly poisonous mushroom
26431,a snake skin
26441,a knot of dead worms
26451,a snare
26461,a defunct bear trap
26471,a piece of yarn
26481,a four-leaf clover
26491,a horn
26501,an unusually big oxeye daisy
26511,a 30 centimeters long feather
26521,a broken arrow
26531,a yellowed tooth
26541,a dead beetle
26551,a length of string
2656
2657;grass item uncommon
26581,a whistle that can only be heard by snakes
26591,a scimitar with a blade made of hard grass
26601,a map to a nearby tumulus
26611,a jar full of dead bees
26621,a red and white sphere with a small button in the middle
26631,a severed human arm
26641,a light and sturdy woven basket
26651,a boomerang
26661,a green bead that glows slightly under the stars
26671,a finely crafted longsword
26681,an axe that shrieks when swung
26691,a vial of chemical defoliant
26701,a saddled horse
2671
2672;grass item rare
26731,a cornucopia producing endless seeds and nuts
26741,a magic bean
26751,a cloak that can make one invisible while in tall grass
26761,a sundial that’s never wrong
26771,a scythe so sharp it can cut off speech
26781,a crown of bovine control
26791,an oak wand of sparrow summoning
26801,a sun-powered magic lockpick
26811,a magic bell that can bring spring early
26821,a choker that translates everything the wearer says to goat language
2683## Quest
2684# Monsters
2685## Animals
2686;1d6-1 badgers
26871,
26881,and their **badger** ([badger stats])
26894,and their [1d4+1] **badgers** ([badger stats])
2690;Badger stats
26911,AC 4; MV 60’/30’; HD 1+2; hp 3-10; THAC0 18; #AT 3; D 1-2/1-2/1-3; SZ S; Int Semi; AL N; XP 20+2/hp (*MM*)
2692
2693;war bear stats
26941,HD 4 AC 4 1d4/1d4/1d6 + *hug* F2 MV 12 ML 5 XP 400; when both claws hit, their *bear hug* deals an extra 2d8 (*HH*)
2695;boar stats
26961,HD 3+1 AC 6 1d8 F1 MV 15 ML 9 XP 300 (*HH*)
2697
2698;giant fish stats
26991,HD 2 AC 7 1d6 F1 MV 12 ML 8 XP 200 (*HH*)
2700
2701;goat stats
27021,AC 7; MV 150’; HD 1+2; hp 3-10; THAC0 18; #AT 1; D 1-3; SA Charge; SZ M; Int Anim; AL N; XP 24+2/hp (*CDD*)
2703
2704;griffon stats
27051,HD 4+1 AC 6 1d6/1d6/1d8 F4 MV 24 ML 10 XP 400 (*HH*)
2706
2707;giant scorpions
27081,a **giant scorpion**
27095,[1d5+1] **giant scorpions**
27101,[1d3+1] [color] *giant scorpions*
27111,[1d11+1] **large whip scorpions** ([large whip scorpion stats])
2712
2713;giant scorpion stats
27141,HD 4 AC 2 1d10/1d10/1d4 + *poison* F2 MV 15 ML 11 XP 400 (*HH*)
2715
2716;large whip scorpion stats
27171,AC 7; MV 120’; HD 1+1; hp 2-9; THAC0 18; #AT 1; D 1-8; SZ S; Int Non; AL N; XP 20+2/hp (*MM2*)
2718
2719;stirge stats
27201,AC 8; MV 30’/180’; HD 1+1; hp 2-9; THAC0 18; #AT 1; D 1-3; SA Drain blood (1-4hp/rd); Int Animal; AL N; XP 36+2/hp (*MM*)
2721
2722;swamp crane stats
27231,HD 1 AC 7 1d4 F2 MV 18 ML 9 XP 100; shoots feathers like darts for 60ft until they roll a 1 for damage; from then on they attack with their beaks; afraid of loud rattling, drumming or bells ringing (*HH*)
2724
2725;giant toad stats
27261,HD 4+1 AC 7 1d6 + *swallow* F2 MV 3 ML 6 XP 400; human children, elves, halflings and dwarves are swallowed when hit: save vs. death once per round or suffocate (*HH*)
2727
2728## Humanoids
2729;bandit stats
27301,AC 8; MV 120’; F1; hp 1-10; THAC0 20; #AT 1; D by wpn; AL N/CE; XP 10+1/hp (*MM*)
2731
2732;centaur stats
27331,HD 4 AC 5 1d6/1d6/1d8 F4 MV 18 ML 8 XP 400 *HH*
2734;druid acolyte stats
27351,HD 3 AC 7 1d6 + 1d6 *crushing staff* F3 MV 12 ML 9 XP 300; *heat metal*; *crushing staff* (*HH*)
2736;druid stats
27371,HD 9 AC 7 1d6 F9 MV 12 ML 9 XP 900; *heat metal*; *tree travel*; *animate tree* (3×/day): [animated tree stats]; *limited shape change* into a bear: [bear stats] (*HH*)
2738;dwarf stats
27391,HD 1 AC 4 1d6 D1 MV 6 ML 8 XP 100 (*HH*)
2740
2741;duergar stats
27421,[dwarf stats]; immune to fire (*HH*)
2743
2744;froglings
27451,[5d8] **froglings** ([frogling stats]) led by *[frogling]*, a priest of Tsathoggua: *lightning bolt* 2×/day (5d6, save vs. spells for half). [poor treasure] The mud village built around the temple is guarded by [frogling companions].
2746
2747;frogling companions
27481,spear traps
27491,a **giant toad** ([giant toad stats])
27504,[1d4+1] **giant toads** ([giant toad stats])
2751
2752;frogling stats
27531,HD 1 AC 7 1d6 F1 MV 4 ML 6 XP 100; *surprise* on 1–5 in 6; *jump* into combat for double damage; *swim* (*HH*)
2754
2755
2756;frost giant stats
27571,HD 10+1 AC 4 4d6 or 3d6 *ranged* F10 MV 12 ML 9 XP 1000; *stone shape* and *control weather* at will (*HH*)
2758
2759;hill giant stats
27601,HD 8 AC 4 2d6 F8 MV 12 ML 8 XP 800 (*HH*)
2761;gnome stats
27621,HD 1 AC 5 1d6 F1 MV 6 ML 8 XP 100; *speak with animals*, *stone talk* and *earth swim* at will (*HH*)
2763;hobgoblin stats
27641,HD 1+1 AC 6 1d8 F1 MV 9 ML 8 XP 100 (*HH*)
2765
2766;human stats
27671,HD 1 AC 8 1d6 F1 MV 12 ML 7 XP 100 *HH*
2768
2769;giant lizard stats
27701,HD 4 AC 5 1d10 F3 MV 12 ML 7 XP 400 (*HH*)
2771
2772;lizardfolk stats
27731,HD 2+1 AC 5 1d8 F2 MV 12 ML 7 XP 200 (*HH*)
2774
2775;ogre stats
27761,HD 4+1 AC 5 1d10 F4 MV 9 ML 10 XP 400 (*HH*)
2777
2778;orcs
27791,[1d6x10] **orcs** led by [orc leader] live here ([orc stats]). [robber treasure] [leader treasure]
2780;orc stats
27811,HD 1 AC 6 1d6 F1 MV 12 ML 8 XP 100 (*HH*)
2782
2783;thri-kreen stats
27841,AKA Mantis Warrior; AC 5; MV 180’; HD 6+3; hp 9-51; THAC0 13; #AT 5 or 3; D 1-4(x4)/2-5/2-5 or by wpn +2; SD Dodge missiles 9+; SZ M; Int High; AL CN; XP 800+8/hp (*MM2*)
2785;1d8 trolls
27861,a **troll** called *[troll]*
27877,[1d7+1] **trolls** led by *[troll]*
2788;troll stats
27891,HD 6+1 AC 4 1d6/1d6/1d10 F6 MV 12 ML 10 XP 600; *regenerate* unless burned or dissolved in acid (*HH*)
2790;turtle people stats
27911,HD 3 AC 2 1d8 F3 MV 6 ML 8 XP 300; *two attacks* when damaged (*HH*)
2792
2793;warlock stats
27941,HD 5 → 5d4 AC 4/2 1d6 M5 MV 12 ML 9 XP 500; *magic missile* (3×1d6+1); *shield* (reduces AC 9 to AC 4 in melee and AC 2 in ranged combat); *phantasmal force* (use illusions to split the party); *mirror image* (1d4 images to protect the caster); *lightning bolt* (5d6 damage, save vs. spells for half) (*HH*)
2795
2796;giant wasp stats
27971,HD 4+1 AC 5 1d6 + *poison* F2 MV 15 ML 9 XP 400; when stung, save vs. poison or die (*HH*)
2798
2799##Dragons
2800;dragontype
28011,white
28021,red
28031,green
28041,copper
28051,brass
28061,black
28071,blue
2808
2809;black dragon stats
28101,HD 7 AC 2 1d6/1d6/2d10 F7 MV 24 ML 8 XP 700; *acid* (as much as the dragon has hp left, save vs. dragon breath for half) (*HH*)
2811;green dragon stats
28121,HD 8 AC 1 1d6/1d6/3d8 F8 MV 24 ML 9 XP 1000; *poison* (if HD 4 or lower, save vs. poison or die; otherwise suffer 1/rd) (*HH*)
2813
2814;red dragon stats
28151,HD 10 AC -1 1d8/1d8/4d8 F10 MV 24 ML 10 XP 1000; *fire* (as much as the dragon has hp left, save vs. dragon breath for half) (*HH*)
2816;white dragon stats
28171,HD 6 AC 3 1d4/1d4/2d8 F6 MV 24 ML 8 XP 600; *ice* (as much as the dragon has hp left, save vs. dragon breath for half) (*HH*)
2818
2819## The Strange & Terrible
2820;balor stats
28211,HD 9+1 AC 4 1d6/2d6 F9 MV 12 ML 11; flying; *aura of fire* (anybody in melee takes automatic 1d6 fire damage); if the first attack with the flaming whip hits, the second attack with the flaming sword is at +4; only harmed by magic or magic weapons; immune to fire (*HH*)
2822
2823;doppelgänger stats
28241,HD 4 AC 5 1d12 F10 MV 9 ML 10 XP 400; *shape change* at will (*HH*)
2825;gargoyle stats
28261,HD 4 AC 5 1d4/1d4/1d6 F8 MV 15 ML 11 XP 400; only harmed by magic or magic weapons (*HH*)
2827
2828;bronze golem stats
28291,HD 10 AC 0 3d10 MV 12 ML 12 XP 1000; immune to *arrows*, immune to *poison*; immune to *spells*; when dealing damage to a bronze golem with a melee weapon, save vs. death or suffer 2d6 damage from molten metal splashes (*HH*)
2830;stone golem stats
28311,HD 9 AC 1 3d6 MV 12 ML 12 XP 900; immune to *arrows*, immune to *poison*; immune to *spells* (*HH*)
2832;wood golem stats
28331,HD 2 AC 7 1d8 MV 12 ML 12 XP 200; immune to *arrows*, immune to *poison*; immune to *spells* (*HH*)
2834
2835
2836;manticore companions
28371,</p><p>At the foot of the tower there's a camp of [4d6] **hobgoblins** ([hobgoblin stats]) led by *[hobgoblin]* (HD 3+1). They are trying to recruit the manticore for their war. [robber treasure]
28381,</p><p>Beneath the tower is a warren of [6d10] **goblins**, led by [goblin] ([goblin stats]). [poor treasure] They will happily lead fools to the manticore's tower (and betray them).
28391,</p><p>Two of the buildings at the foot of the tower have been fixed up. [1d4x10] **bandits** led by [human] live here in an uneasy truce with the manticore.
28401,</p><p>Beneath the tower is a warren of [6d10] **goblins**, led by [hobgoblin] ([hobgoblin stats]). [poor treasure] They will happily lead fools to the manticore's tower (and betray them).
28414,
2842
2843;manticore stats
28441,HD 6+1 AC 4 1d6/1d6/1d10 or *spikes* F6 MV 18 ML 9 XP 600; 24 *spikes* (60ft, 1d6), up to 6/rd (*HH*)
2845
2846;medusa stats
28471,HD 4 AC 8 1d6 or *poison* F6 MV 9 ML 8 XP 400; *petrification* (*HH*)
2848;nixie stats
28491,HD 1 AC 7 1d4 F1 MV 12 ML 6 XP 100; *charm*, *water breathing* (*HH*)
2850;owlbear stats
28511,HD 5 AC 6 1d6/1d6/1d8 + *hug* F2 MV 12 ML 9 XP 500; when both claws hit, their *bear hug* deals an extra 2d8
2852;salamander stats
28531,HD 8 AC 2 1d4/1d4/1d8 F8 MV 12 ML 8 XP 800; *aura of fire* (anybody in melee takes automatic 1d6 fire damage); immune to fire; only harmed by magic or magic weapons; immune to *sleep* and *charm*(*HH*)
2854
2855;sea serpent stats
28561,HD 6 AC 5 2d6 and 1d10 vs. ships F3 MV 15 ML 8 XP 600 (*HH*)
2857
2858
2859;werewolf stats
28601,HD 4 AC 5 1d10 F4 MV 18 ML 8 XP 400; only harmed by magic, magic weapons or silver weapons; call 2d6 wolves which arrive within 10min: [wolf stats] (*HH*)
2861
2862;WILL-O-WISP stats
28631,AC -8; MV 180’; HD 9; hp 9-72; THAC0 12; #AT 1; D 2-16; SA Drain life; SD Immune to most magic; SZ S; Int Exc; AL CE; XP 1,200+12/hp (*MM*)
2864##The Undead
2865;ghoul stats
28661,HD 2 AC 6 1d4/1d4/1d4 + *paralysis* F2 MV 9 ML 9 XP 200; *aura of fear* (save vs. spells or flee for two rounds); when bitten, save vs. paralysis or be *paralysed* for 1h; *limited shape shift* into a hyena(*HH*)
2867
2868;mummy stats
28691,HD 5+1 AC 6 1d12 F6 MV 6 ML 12 XP 500; anybody who sees them must save vs. paralysis or be *held*; only harmed by magic or magic weapons; immune to *sleep* and *charm*; always fail their saves vs. fire spells
2870
2871;wight stats
28721,HD 3 AC 5 *drain* F3 MV 9 ML 12 XP 300; only harmed by magic or magic weapons; immune to *sleep* and *charm* (*HH*)
2873;zombie stats
28741,HD 2 AC 8 1d8 F1 MV 12 ML 12 XP 200; immune to *sleep* and *charm* (*HH*)
2875# Treasure
2876# Miscellany
2877;some time ago
28781,[1d6] days ago
28791,[1d4] weeks ago
28801,months ago
28811,years ago
2882
2883;precious material
28841,adamantine
28851,alabaster
28861,amber
28871,ambergris
28881,aquamarine
28891,aventurine
28901,azurite
28911,beryl
28921,black alabaster
28931,black opal
28941,black pearl
28951,bloodstone
28961,bloodwood
28971,blue amber
28981,blue jade
28991,blue opal
29001,bone china
29011,cairngorm
29021,carbuncle
29031,carnelian
29041,cat’s eye
29051,chalcedony
29061,cherry amber
29071,cinnabar
29081,citrine
29091,crystal
29101,cyclops agate
29111,dendritic agate
29121,diamond
29131,dragon bone
29141,ebony
29151,emerald
29161,fire agate
29171,fire coral
29181,fire jasper
29191,fire opal
29201,garnet
29211,gold
29221,heliodor
29231,hematite
29241,horn
29251,ironwood
29261,jet
29271,kingfisher jade
29281,koa wood
29291,lapis lazuli
29301,lavender jade
29311,lingum vitae
29321,mahogany
29331,malachite
29341,mammoth tusk
29351,moonstone
29361,morganite
29371,moss agate
29381,mother of pearl
29391,narwhal horn
29401,nephrite
29411,obsidian
29421,onyx
29431,orichalcum
29441,palladium
29451,pearl
29461,peridot
29471,petrified wood
29481,pink sapphire
29491,platinum
29501,polyhedroid agate
29511,porcelain
29521,porcelain jasper
29531,porphyry
29541,purpleheart wood
29551,quartz
29561,quetzal jade
29571,rainbow agate
29581,rainbow jasper
29591,rainbow obsidian
29601,redheart wood
29611,rose opal
29621,rose quartz
29631,rosewood
29641,ruby
29651,sandalwood
29661,sapphire
29671,sard
29681,serpentine
29691,silver
29701,snakewood
29711,spinel
29721,star iron
29731,star rose quartz
29741,star sapphire
29751,sunstone
29761,tiger’s eye
29771,tigerwood
29781,topaz
29791,tourmaline
29801,turquoise
29811,turtle shell
29821,unicorn horn
29831,whale ivory
2984
2985# (http://elfmaidsandoctopi.blogspot.com.au/2013/12/d100-books-of-shadel-port.html and http://elfmaidsandoctopi.blogspot.com.au/2016/12/d100-books-found-in-dungeon.html)
2986
2987;book
29881,A Popular Life of the Barron by Mervin Prinn, 366 pages, B&W Art, 100gp
29891,Lives of the Empererors by Timitas Volorias, 540 pages, B&W Art, 300gp
29901,Goblinoids, a comprehensive study by Gnarlus Bodican, 212 pages, some B&W Art, 80gp
29911,Horrors in the Sewers by Ignatius Glump, 120 pages, 45gp details sewer monsters and hazards
29921,Complete guide to Vice and cruelty in the City of Skulls, Carninas Vulg 360 pages, 120p
29931,Gentleman's Guide to Outre Pleasures by Morian Zorg, 240 pages, gold leaf cover, 360gp
29941,Nanny Ogdens Herbal remedies, 420 pages, B&W Art, 200gp, mostly acurate
29951,Vampires and Undead of the old City by Clovian Hartogg, 220pages, 60gp
29961,Jungles & Treasures of Monster Island by Kertzian Bastog. B&W Art, 180 pages, 65gp
29971,Dungeons of Cymbal Mountains by Imperious Maximus, 260pages, 88gp
29981,The Nobles Book by Calaxian Godruuna, 464 pages, 140gp describes cities nobility, bit dated
29991,Sacrifice and Suffering: Keeping Your God Happy by Solidas Margam, 384 pages, 180gp
30001,A guide to pleasures and terrors of the outer planes by Holdar Garum, 432 pages, 200gp
30011,Cannibals among us: 100 accounts in the old city by Vulpurgis Stang, 220 pages, 65gp
30021,Unicorn Hunting and Butchery by Volastus Cakagrum, 340 pages, B&W Art, 300gp
30031,Observations from torturing a troll by Calidas Voxrum, 140 pages, 45gp rather nasty
30041,Haunted Ruins of the old city by Cellaro Fortuno, B&W Art, 260 pages, 110gp
30051,Biographies of Great Adventurers by Chizaro Monulak, 240 pages, 85gp
30061,Strange Crimes and Punishments of Shadel Port Donald Beadleman, B&W Art, 260 pages, 90gp
30071,My Darling, My Vampire by Viram Tsochaj, B&W front plate, 230 pages, 75gp
30081,Famous Heads of great criminals by Tojar Famcord, B&W Art, 110 pages, 35gp
30091,Dangers of the city Graveyards by Dominus Grell, B&W Art, 360 pages, 145gp
30101,Beast Men of the undercity by Calordin the Mystic, B&W Art, 246 pages, 130gp
30111,Great Caves of the countryside by Eldan Molekar, B&W Art, 320 pages, 210gp
30121,Cooking for kings: over 500 recipes by Chef Epican, B&W Art, 420 pages, 325gp
30131,Brief lives of the Barron's Enemies by Barbicus Celledon, 180 pages, 35gp
30141,Diseases and remedies of the old city by Semplar Stigman, B&W Art, 240 pages, 165gp
30151,Elder races of the dawn age by Colidan Styrm, B&W Art, 120 pages, 45gp
30161,Elves friend or foe? A common Guide by Rudolpho Castiglion, 210 pages, 75gp
30171,Alchemy for wealth and immortality by Maser Clavelhorn B&W Art, 460 pages, 500gp
30181,Sea Monsters a mariners guide by Captain Orlaff, B&W Art, 210 pages, 100gp
30191,Cults of the old city by Clementine Tolderghast, B&W Art, 180 pages, 65gp
30201,Etiquette and Manners by Madame Palisford, B&W Art, 120 pages, 35gp
30211,Teeching Reeding, Spellin & learnification by Master Tallitus, 80 pages, illustrated, 40gp
30221,My life as a filthy Pauper by Morton Callay 264 pages, 65gp, lived as a pauper for a month
30231,Wretched lives of the Slums by Morton Callay, B&W Art, 240 pages, 165gp
30241,History of the Dragons by Dorian Gilderman, Colour plates, B&W Art, 320 pages, 800gp
30251,Devils, Demons and Debauchery by Gehard Merlot, B&W Art, 370 pages, 335gp
30261,Mysteries of the Old ones by Norrin Spiegalcraftman, B&W Art, 440 pages, 465gp
30271,Age of the Necromancer Kings by Norrin Spiegalcraftman, B&W Art, 360 pages, 325gp
30281,The Great Forests & their secrets by Septimus Calizor, B&W Art, 380 pages, 365gp
30291,Dwarf secrets or metallurgy by Marnmann Saldigor, B&W Art, 230 pages, 300gp
30301,Gunnery a basic guide by Mattius Grunwald B&W Art, 220 pages, 125gp
30311,Lives of the great pirates & their plunder by Captain Doom Squid, B&W Art, 240 pages, 185gp
30321,My life as a Nymphs Slave with fold out colour painted pages B&W Art, 240 pages, 185gp
30331,Monasteries and their great orders by Horace Staplefort 380 pages, 200gp
30341,Swordsman of olden times and their ways by Cordan Marden B&W Art, 140 pages, 150gp
30351,My life in a dungeon by Godvinia Winters B&W Art, 240 pages, 300gp
30361,Tormented by Invisible Imps by Lady Tramier B&W Art, 160 pages, 65gp
30371,Toborius's guide to mining and caverns by Mariuz Kanklefort B&W Art, 340 pages, 315gp
30381,Erotic delights of the Redlight District by Charles Santimort B&W Art, 180 pages, 90gp
30391,One hundred salty seamen stories by Captain Cruehardt B&W Art, 310 pages, 165gp
30401,Farmers Almanac and Animal care guide by Marsden Drecklemart B&W Art, 460 pages, 200gp
30411,Prophecies of the Dread Lord by Kumstav Maimtz B&W Art, 140 pages, 90gp
30421,Histories of the Empire by Nobilis Augustus B&W Art, 510 pages, 300gp
30431,Lost Treasures of Exile Island by Captain Switherspoon B&W Art, 190 pages, 115gp
30441,Tortures of the Afterlife and the fate of sinners by Brother Klegg B&W Art, 240 pages, 185gp
30451,Expedition to the north lands by Master Ailthwaite B&W Art, 260 pages, 240gp
30461,Explorations of deep caverns into the earth by Amelia Krung B&W Art, 32 pages, 260gp
30471,Why do the gods hate us by Sister Palantium B&W Art, 110 pages, 65gp
30481,Tiamat hungers, dreams of the dread dragon goddess by Draconis Valum 488 pages, 500gp
30491,Mysteries of the far East by Mingus Monorius B&W Art, 320 pages, 400gp
30501,Squatters Guide to the City by Childas Blodd B&W Art, 110 pages, 60gp
30511,Astrology and stargazers guide by Madam Zorazar B&W Art, 340 pages, 350gp
30521,My life inside a Whale by Dr Festius Worm B&W Art, 130 pages, 120gp
30531,Romance of the moon men by Pemblezarg Mong B&W Art, 110 pages, 160gp fanciful romance
30541,Fishmen among us by Philip Fliechman B&W Art, 160 pages, 85gp
30551,Are you a sorcerer? by Amazo the Magnificent B&W title plate, 90 pages, 40gp
30561,Wizard Students Primer by Master Oriphan B&W Art, 360 pages, 500gp
30571,Arms and Armour of the ancients by Derek Clantheng B&W Art, 370 pages, 400gp
30581,Lycanthrope Hunters Guide by Wolfram Hearte B&W Art, 240 pages, 160gp
30591,Witch Hunting for Common Lawman by George Wimphole B&W Art, 120 pages, 65gp
30601,Bawdy stories of the depraved nobility by Victoria Tammelzran B&W Art, 310 pages, 300gp
30611,Temptations of Monk by Brother Bedlam B&W Art, 410 pages, 350gp
30621,10 years trapped on the Kings Bridge by Calin Tarkhiem B&W Art, 240 pages, 160gp
30631,Your abacus and you, a simpletons guide by the Merchants guild B&W Art, 110 pages, 50gp
30641,Mutants, freaks and misfits a medical guide by Dr Amanda Cogrock B&W Art, 320 pages, 200gp
30651,The hidden third sex, what you need to know by Leslie Twoford B&W Art, 140 pages, 80gp
30661,Guide for married life by Mother Wieshiem B&W Art, 440 pages, 200gp
30671,A Womens almanac by Sister Ophelia Morgenstern B&W Art, 340 pages, 300gp
30681,Common Law of Shadelport by City Bailiffs Office, 340 pages, 110gp
30691,Street atlas to shadelport by Orlando Bellend B&W Art, 240 pages, 185gp
30701,My life among the lizard people by Karl Scaleman B&W Art, 310 pages, 350gp
30711,Lives of the shipwrecked mariners by Captain Kennedy B&W Art, 420 pages, 250gp
30721,Wonders of the future explained by Madam Colozine B&W Art, 166 pages, 110gp
30731,Black Book of Diabolic Lore by Maligor Hellfrost B&W Art, 480 pages, 380gp
30741,Common Book of Beasts by Brother Masticore B&W Art, 310 pages, 240gp
30751,Shipwrecks of the island coasts by Captain Viragas B&W Art, 240 pages, 160gp
30761,Marvels of the hidden world by Lady Carolingas B&W Art, 140 pages, 135gp
30771,Gourmets Guide to monsters by Barnabus Shankington B&W Art, 540 pages, 480gp
30781,Ravaged by dungeon beasts by Lady Emily Pilkington B&W Art, 360pages, 400gp
30791,My life as a Frog by Gustav Pringle B&W Art, 120 pages, 80gp
30801,Interviews with devils and demons by Master Dominus B&W Art, 380 pages, 270gp
30811,Fatal mistakes with fireballs by Wizard Drimas B&W Art, 120 pages, 115gp
30821,Love Making Techniques of the Elder Races by Septimus Thrustman B&W Art, 360 pages, 450gp
30831,The Seven Blessed Gods by Brother Toomas B&W Art, 260 pages, 120gp
30841,Sacred marks of the chosen ones by Brother Toomas B&W Art, 180 pages, 260gp
30851,Depravity, Debauchery and evil of the old gods by Horatio Pickleman, 410 pages, 350gp
30861,Famous Good Women of Shadel Port by Christine Montefort B&W Art, 340 pages, 160gp
30871,The Demonomicon by Alister Nachtcraft B&W Art, 640 pages, 500gp
30881,How to Recharge a Wizards Wand - secrets of stamina for the lonely enchanter
30891,Experiments With Troll Flesh - hundreds of gross things to do with a troll corpses
30901,Why I Hate Bards - a collection of rants collected from hundreds of adventurers
30911,How I Ate My Mother - confessions of a lycanthrope
30921,Management Secrets of The Orcs - dungeon boss guide to managing minions
30931,Dungeon Design of the 38th Kobold Empire - with blueprints and trap designs
30941,Carnivorous Plant Arranging - guide to decorating your tower with monster plants
30951,Raising Baby Owlbears - a complete guide to feeding and fattening owlbears
30961,To Serve Man - a cookbook for monsters with 363 recipes to cook humans
30971,Vampire In My Catacomb - guide to hunting vampires in your family mausoleum
30981,Goblin Mating Habits a Illustrated Guide - exotica porn for strange wizards
30991,Guide to toad and Newt Licking for Beginners - documents 450 species
31001,What Is Inside A Elf - vivisectionist manual for elven studies
31011,Bugbear Head Pickling and Shrinking Methodology vol 12
31021,Mutant Venereal Diseases In Slum Populations - with over 300 detailed illustrations
31031,Diary of a Rot Grub - experimental literature from a hundred and fifty years ago
31041,Ecology of the Flumph - detailed but mostly copied from previous essays
31051,Devil Swine Spawn of Hell - possibly paranoid delusions of wizard sure he was spied on
31061,Erotic Spectres of Exile Island vol4 - sexy supernatural manifestations
31071,Dwarvern Secret Glory Holes - description of abandoned mines
31081,Delightful Hobbit Holes - decor and design of over 40 hobbit houses
31091,Flesh pits of Xor, A complete guide - hopeless flawed book based on hearsay
31101,A Treasury of barbarian Catch Phrases - collected from taverns and bars across the world
31111,Pleasure Palaces of The East - written by ex concubine
31121,Orc Humour of the Eastern Hills Dungeon Complex Level Three - not very funny at all
31131,Sex Secrets of a Doppelganger - fictional account based on lurid fantasies of author
31141,Dungeon Invertebrates and their Lives F-J - detailed boring book on dungeon bugs
31151,Seedy Pamphlets of Shadelport - compilation of forbidden street publications
31161,Pixie Lexicon G-H - dictionary of pixie language, mostly beyond human audio wavelength
31171,Reptile Men Temples of the Upper River District vol 4 - descriptions of long lost buildings
31181,Tumors and Growths a complete Guide - medical manual and surgical guide
31191,My Life With A Nymph - unintentional sexy treatise by famous scholar
31201,Brick Laying Techniques of the Kobolds Vol 9 - guide to brick styles and laying patterns
31211,Halfling Pipes and Curing Methods - complete guide to halfling drug abuse
31221,Intermediate Torture Manual - from the secret police training fortress library, long overdue
31231,Alchemical Supply Catalogue - from Shadelport glassworks and alchemical supply co
31241,Witch Burning Made Simple - by famous witch hunter who was burned at the stake
31251,My Life As A Newt - autobiography from wizard cursed bard
31261,Paladins, Saintly Slaughterers or Crackpot Cult - critique of famous paladin's flaws
31271,Prison Log - detailing prisoners and sentences and incidents of over a hundred years
31281,Invisible Horrors of the Microscopic World - descriptions of microscope observations
31291,Goats Plot Among Us - wizard theorises that goats are up to something and are intelligent
31301,Dungeon Security and Design - by royal dungeon engineer of the old empire
31311,Realms of the Underworld - explorers journal of the underlands connecting hundreds of dungeons
31321,Sex Secrets of the Troglodytes - a touching intimate portrait of sub human romance
31331,Beatinetics a Guide to Educating Children - explains how beating improves learning
31341,Ogre Economics - theories as to how ogres make their money in compilation of essays
31351,Goblin Morphology - theories explaining goblinoid races relations
31361,Mineralogy of Electrum - theories about electrum being natural or divine or ancient
31371,Hobgoblin Aphorisms - a dictionary of hobgoblin phrazes and real meanings
31381,Goblin Poetry - mostly ancestral lineages and terrible heroic purple prose
31391,Constellations and You - a once popular astrology text but skies have changes since then
31401,Phrenology of the Humanoids - scholar treatise on humanoid skull measurements and personality
31411,Chaos Goat Secrets - tales of goat battling and magical properties reputed to come from milk
31421,Kobold Pottery - drawings of kobold pots and ornaments and stratiographic diagrams
31431,Beast Men Mating Secrets - lurid love rites of monster men as observed by priest
31441,Monasteries of the Mad Monks - stories of depraved monks based on gossip and rumour
31451,Lost Relics of the Monster Gods - describes terrible artifacts of destruction but often flawed
31461,Folk Tales of the Farming Folk - gruesome tales for educating children
31471,Hairdressing For the Emperors Court - hair styles long forgotten with diagrams
31481,Blood Rites of Forbidden Cults - lurid possibly untrue tales of human sacrifice
31491,Lubrication of Dungeon Fittings - guide to making mechanisms work quietly
31501,Seed Catalogue - list and description of farm seed from Shadelport seed bank
31511,Conduct in the Hells - manners explained to help souls migrate through the nine hells
31521,Great Court Feats of the Empire Vol 57 - highly prized by cooks for decadent food porn
31531,Pickle Merchants of the Lowlands - definitive work on pickle types village by village
31541,Ruins of the Bone Forest - discussion on the the long lost kingdom smothered by the woods
31551,Brutal Torments of the Black Dungeon - details of torture of famous victims
31561,Fleshcaft - magic and artistic uses of flesh and flayed skin bound in human leather
31571,Tattoos of Criminal Gangs of Shadelport - document hundreds of tattoos of mostly defunct gangs
31581,Halfling Handycrafts - documents knitting, weaving, pottery and other domestic arts
31591,Halfling Recopies - actually a book on eating and butchering halflings by evil elves
31601,Metalwork Ornaments of the North - drawings of metal designs of decorated functional items
31611,Hoards of the Deep - lists of found and lost treasure describing most valuable and magical
31621,1001 Filthy Limericks - potty humour with detailed footnotes for the witless
31631,Harlots of the Redlight District - actually a non erotic book of medical examinations and welfare
31641,Of Bondage and Beatings - guide to beating and knot tying for sadists and slaves
31651,Light Operettas of the Masters - guide to stage craft, costume and music of popular entertainment
31661,Corset Making - elaborate guide to making corsets and selecting bones and animal parts
31671,Whimsy of the Dancing Owlbears - describing the cruel spectacles of the empires court
31681,The Art of Shanking - how to make shanks, slit throats and stab people by master thief
31691,Hating Orcs - guide to hating orcs and why orcs are all bastards, includes how to torture them
31701,Goats I Have Known - a nobleman's ode to goats he loved in beautiful verse
31711,Racing Flail Snails - disastrous accounts of this empire court folly in fashion 300 years ago
31721,Erotic Lycanthropy - curious wizards love making with various monster shape shifters
31731,Rat Populations of the City Sewers - documents many rodent types and detailed population studies
31741,A History of Artificial Limbs - with useful diagrams for surgeons
31751,Underland Fishing Stories - fish catching in underground wells and lakes and dangers
31761,Eunuch Making for Pleasure and Prophet - guide written in the western desert kingdoms
31771,Succubi and other Attractive Denizens of the Deep - erotic misadventures with monsters
31781,Harlot's Tales - stories collected from elderly prostitutes and mistresses of the the rich
31791,Dungeon Engravings & Writings - thousands of graffiti texts from dungeons
31801,Goat Herder Songs of the Southern Hill Country - exactly what the title says
31811,Witches I Have Burned - collections of legal documents and case files of a witch hunter
31821,Misanthropy and Nihlism for Beginners - written as revenge on world by prison inmate
31831,Endurance for Lovemaking - folk remedies to improve sex life and cure male impotency
31841,Dog Breeds of the Humanoids - detailed lore on breeds, training and recipes of dungeon dogs
31851,Folk Instruments of the Goblins - detailed drawings and descriptions
31861,Demons I have Summoned - descriptions and summoning tips of dozens of demons
31871,Secrets of the Black Baron - a forbidden book of mostly lies by a bard of the empire
31881,Beautiful Boys of the Docklands - guide to pederasty for city noblemen
31891,Married Woman's Almanac - medical advice, child keeping tips and recipes
31901,Codpiece Collecting - descriptions of the codpieces of all the major races and regions
31911,an untitled folio - several dozen bawdy limericks accompanied by crude etchings
3192
3193;necronomicon
31941,[the secrets of] [necromancy], author unknown
31951,[the secrets of] [necromancy], by [old name]
31961,[the secrets of] [necromancy], by [old name] the [special adjective]
31971,[the secrets of] [necromancy], by *[an old hero]*
3198;the secrets of
31991,The Secret Life of
32001,The Deadly Secrets of
32011,Morbid
32021,The Afterlife and
32031,Hell and the
32041,Realm of the
32051,Power over
32061,Jealousy and the
32071,Loving
32081,Interactions with
32091,The End of
3210;necromancy
32111,Ghouls
32121,Zombies
32131,Undead
32141,Necromancers
32151,Demons
32161,Devils
32171,Spirits
32181,Humans
32191,[old name]
32201,[an old wight leader]
3221
3222;bridge name
32231,the [bridge 1] [bridge 2] bridge
32241,the bridge of [special power]
32251,[power]’s bridge
32261,the bridge of St. [old name]
32271,the bridge of St. [an old hero]
3228
3229;bridge 1
32301,Old
32311,Stone
32321,Fallen
32331,Bloody
32341,Broken
32351,Blissful
32361,Dark
3237
3238;bridge 2
32391,Arch
32401,Smugglers
32411,Trade
32421,War
32431,King’s
32441,Queen’s
32451,Lovers
32461,Hangmans
32471,Giants
32481,Shoulder
32491,Stump
32501,Murderers
32511,Priests
3252
3253;magic plant
32541,[magic plant 1] [magic plant 2]
3255
3256;magic plant 1
32571,Fey
32581,Dream
32591,Lunar
32601,Astral
32611,Blood
32621,Azure
3263# more names for plants and herbs from http://blog.d4caltrops.com/2018/11/more-migration-herb-plant-generator.html
32641,Amber
32651,Arrow
32661,Autumn
32671,Bear
32681,Bee
32691,Birth
32701,Black
32711,Bladder
32721,Blue
32731,Bog
32741,Bone
32751,Buck
32761,Bungle
32771,Burr
32781,Butter
32791,Butterfly
32801,Cat's
32811,Chaste
32821,Cone
32831,Cough
32841,Cow
32851,Curly
32861,Demon
32871,Desert
32881,Devil
32891,Dwarf
32901,Elder
32911,Elf
32921,Eye
32931,Fairy
32941,Fever
32951,Finger
32961,Flea
32971,Garden
32981,Giant
32991,Giant
33001,Goat
33011,Golden
33021,Green
33031,Heart
33041,Hen
33051,Holy
33061,Honey
33071,Horn
33081,Horse
33091,Hound
33101,Iron
33111,Jewel
33121,Kine
33131,Knot
33141,Lavender
33151,Lemon
33161,Lion's
33171,Lung
33181,Maiden
33191,Marsh
33201,Merry
33211,Milk
33221,Monk's
33231,Moon
33241,Mother
33251,Mountain
33261,Old
33271,Passion
33281,Penny
33291,Pig
33301,Prickly
33311,Priest's
33321,Purple
33331,Queen('s)
33341,Royal
33351,Rupture
33361,St. [old name]'s
33371,St. [an old hero]'s
33381,Sand
33391,Scarlet
33401,Sea
33411,Sheep
33421,Skull
33431,Slip
33441,Spear
33451,Spring
33461,Star
33471,Stink
33481,Stone
33491,Sun
33501,Sweat
33511,Sweet
33521,Torch
33531,Trailing
33541,Twilight
33551,Walking
33561,Wet
33571,White
33581,Wild
33591,Winter
33601,Witch
33611,Wolf
33621,Wooly
33631,Worm
33641,Yellow
3365
3366;magic plant 2
33671,Lotus
33681,Fern
33691,Lilly
33701,Orchid
3371# names for plants and herbs from http://blog.d4caltrops.com/2018/11/more-migration-herb-plant-generator.html
33721,Apple
33731,Ball
33741,Balm
33751,Balsam
33761,Bane
33771,Bark
33781,Beans
33791,Beard
33801,Berry
33811,Bloom
33821,Blossom
33831,Bonnet
33841,Bower
33851,Bramble
33861,Bread
33871,Breath
33881,Bright
33891,Broom
33901,Buds
33911,Burr
33921,Bush
33931,Buttons
33941,Cap
33951,Carpet
33961,Castle
33971,Cauldron
33981,Celery
33991,Cherry
34001,Claw
34011,Clock
34021,Clove
34031,Clover
34041,Cress
34051,Crown
34061,Delight
34071,Ears
34081,Fig
34091,Finger
34101,Fodder
34111,Grain
34121,Grape
34131,Grass
34141,Green
34151,Gum
34161,Hair
34171,Haw
34181,Hazel
34191,Head
34201,Heather
34211,Helmet
34221,Herb
34231,Hood
34241,Ivy
34251,Kettle
34261,Leaf
34271,Lily
34281,Love
34291,Maids
34301,Mallow
34311,Mantle
34321,Mint
34331,Moss
34341,Mustard
34351,Myrtle
34361,Necklace
34371,Nettle
34381,Onions
34391,Orchid
34401,Parlsey
34411,Parsnip
34421,Pear
34431,Pepper
34441,Pine
34451,Plum
34461,Poppy
34471,Potato
34481,Purge
34491,Purse
34501,Radish
34511,Rods
34521,Root
34531,Rose
34541,Seal
34551,Seed
34561,Shoe
34571,Slip
34581,Sorrel
34591,Suckle
34601,Sumac
34611,Tail
34621,Tea
34631,Thistle
34641,Thorn
34651,Tomato
34661,Vine
34671,Wattle
34681,Weed
34691,Wood
34701,Wort
34711,Wrack
3472
3473;green tower in this lake
34741,A green glass tower has been built in this lake. [green tower name] [green tower connection]
3475
3476;green tower name
34771,The locals call it *[green tower simple name]*.
34781,In *[old elf ballad name]*, they call it *[green tower simple name]*.
3479
3480;green tower simple name
34811,The Green Tower
34821,The Glass Tower
34831,The Elf Ruin
34841,The Cursed Ruin
34851,[elf]'s Ruin
34861,[elf]'s Redoubt
34871,[elf]'s Last Stand
34881,The Needle
34891,The Nameless Tower
3490
3491;old elf ballad name
34921,The [old elf song] of [old elf ballad topic]
3493
3494;old elf song
34951,Song
34961,Ballad
34971,Lay
34981,Romance
34991,Story
35001,Tale
35011,Birth
35021,Death
3503
3504;old elf ballad topic
35051,Spring
35061,Summer
35071,Autumn
35081,Winter
35091,the Moon
35101,the Sun
35113,[elf animal] [elf place]
35123,[elf]
35132,[elf] & [elf]
35141,[elf] the [elf animal]
35151,[male elf] the [elf title]
35161,[female elf] the [elf title]
35171,[male noble elf]
35181,[female noble elf]
3519
3520;elf place
35211,Rock
35221,Mountain
35231,Hill
35241,Lake
35251,Fall
35261,River
35271,Wood
35281,Home
35291,Haven
35301,Vale
35311,Dale
3532
3533;elf animal
35341,Bear
35351,Eagle
35361,Falcon
35371,Fox
35381,Hawk
35391,Horse
35401,Magpie
35411,Nightingale
35421,Owl
35431,Wolf
3544
3545;elf animals
35461,Bears
35471,Eagles
35481,Falcons
35491,Foxes
35501,Hawks
35511,Horses
35521,Magpie
35531,Nightingales
35541,Owls
35551,Wolves
3556
3557;elf title
35581,Beautiful
35591,Sad
35601,Cruel
3561
3562;male noble elf
35631,[male elf], Lord of the [elf realm]
35641,[male elf], Lord of the [elf animal]
35651,Lord [male elf]
35661,King [male elf]
35671,King [male elf] of [elf animals]
3568
3569;female noble elf
35701,[female elf], Lady of the [elf realm]
35711,[female elf], Lady of the [elf animal]
35721,Lady [female elf]
35731,Queen [female elf]
35741,Queen [female elf] of [elf animals]
3575
3576;elf realm
35771,Sky
35781,Waters
35791,Lake
35801,River
35811,Wood
35821,Mountain
35831,Highlands
35841,Barrow
3585
3586;green tower connection
35871,There is no bridge but the tower's entrance is at the water level. [maybe there is a boat] [green tower underwater room]
35881,There's no visible entrance. Anybody taking a dive would find an underwater entrance. [maybe there is a boat] [green tower underwater room]
3589
3590;maybe there is a boat
35911,There is no boat to be found at the water's edge.
35921,Hidden between the reeds there is a small rowing boat.
35931,Hidden under some thorn bushes is a small canoe.
35941,Beneath the surface, you see a half-rotten rowing boat beyond repair.
3595
3596;green tower underwater room
35971,</p><p>In the murky darkness below lies the lair of [a water monster]
3598
3599;a water monster
36001,[2d20] **nixies** led by *[nixie]* ([nixie stats]). [poor treasure]
36011,[2d6] **sea serpents** ([sea serpent stats]).
3602
3603;mountain orc leader specialty
36041,*[same orc]* is a famous sword smith in the [orc sword tradition].
36051,*[same orc]* is a famous dual-wielding sword dancer.
36061,*[same orc]* is a famous singer of epics, his favourite being [orc epic].
3607
3608;forge orc leader specialty
36091,*[same orc]* is a famous armour smith in the [orc armour tradition].
36101,*[same orc]* is a famous engineer in the [orc engineering school].
36111,*[same orc]* is a famous rune lord having just finished his most celebrated epic, [orc epic].
3612
3613;mountain orc settlement
36141,A rough palisade surrounds a few round wooden huts and a common roofed area, an orc settlement style unchanged ever since the *War of the Landgrab*. [mountain orc space] The settlement is [orc fort]
36151,A majestic palisade surrounds a big, saddle-shaped hut built in the *Two Families* style with a central hall and two domed rooms on opposite sides. [mountain orc space] The hut is [orc fort]
36161,The orcs live in a big circular building with a large central courtyard in the *One Clan* style, the lower story made of stone and the upper story made of wood. [mountain orc space] The building is [orc fort]
36171,The orcs live in an old stone tower from the old days, patched up with planks and shingled. [mountain orc space] It is [orc fort]
36181,The orcs live in a ruined mountain fortress built during the reign of [wight leader]. The stone carvings still tell the story of the subjugation of these lands. Amidst the rubble, the orcs have built a handful of wooden huts. [mountain orc space] The fortress itself is [orc fort]
3619
3620;mountain orc space
36211,Beneath some covers are tents and tent poles for the entire clan.
36221,The rooms look like a mix between a forge and an alchemy lab: stuffed lizards, skulls, garlic, but also an anvil, a hammer, sacks of coal.
36231,The rooms are full of chests covered with beautiful carpets. They are filled with polished ancestral bones.
36241,In one corner is an altar and a statue of *[evil power]* with [orcish runes].
36251,The floor is covered with rugs except for a large hole filled with polished skulls.
3626
3627;forge orc settlement
36281,The orcs have built their settlement [forge location]. The round huts are protected by [orc companions]. [forge orc space]
3629
3630;forge location
36311,near the gatehouse guarding the entrance to the forge, with murder holes and arrow slits to defend against intruders
36321,in the old cistern, on a wooden platform built above the water, with access via rickety bridges, ropes and ladders
36331,in the main hall, along the walls and overlooking the stone garden and its dwarf statues and the artificial pools
36341,in the market hall, on the main floor and in the gallery above, with ladders and rickety stairs connecting the two
3635
3636;orc companions
36371,spear traps
36381,a **boar** ([boar stats])
36394,[1d4+1] **boars** ([boar stats])
3640
3641;forge orc space
36421,The open spaces between the huts are small and filled with dwarf junk: pipes, cogs, jagged metal plates.
36431,In the middle of the settlement stands a statue made of bits and pieces of dwarven metal painted in garish colours: a statue of *[evil power]* with [orcish runes] painted in [orcish rune colour] on [orcish rune location].
36441,Every little hut looks the lab of a crazy inventor with bits of dwarf junk being disassembled or catalogued.
36451,The rooms are full of chests to sit on, covered with beautiful carpets. They are filled with polished ancestral bones.
36461,Every room has multiple little painted wooden statues depicting animals and plants from the surface world: goats, yaks, trees, mushrooms.
3647
3648;orcish rune location
36491,its forehead
36501,its torso
36511,the flag wrapped around it
36521,the tapestry hanging behind it
36531,their tongue
3654
3655;orcish rune colour
36561,gold
36571,silver
36581,black
36591,white
36601,red
3661
3662;orc epic
36631,*[orc] and [[orc antagonist]]*
36641,*[orc] and the [orc blessing] of [star name]*
36651,*The [orc fate] of [[orc antagonist]]*
36661,*The [orc victory] of [[orc place]]*
3667
3668;orc blessing
36691,Light
36701,Wisdom
36711,Healing
36721,Birth
36731,Blessing
36741,Rescue
3675
3676;orc victory
36771,Razing
36781,Conquest
36791,Destruction
36801,Curse
36811,Taking
3682
3683;orc place
36841,green tower simple name
36851,crag name
36861,village name
3687
3688;orc fate
36891,Binding
36901,Death
36911,End
36921,Song
36931,Bones
36941,Trials
3695
3696;orc antagonist
36971,orc
36981,ice devil
36991,red dragon name
37001,white dragon name
37011,green dragon name
37021,black dragon name
37031,wight name
37041,ettercap name
37051,manticore
37061,tengu name
37071,demon name
37081,evil tribe
37091,human name
37101,dwarf name
37111,halfling name
37121,strange name
37131,old name
37141,secret society
37151,mercenary house name
37161,organisation name
37171,netherworld elves
37181,fire giant name
3719
3720;mountain valley
37211,The upper valley is rocky and bare.
37221,Up here, winters are cold not much grows here.
37231,The rocks up here are covered in grey and orange lichens.
37241,A few thorny bushes between the rocks are the only green patches up here.
37251,The sunny side of the valley is covered in pink splashes of *roseroot*.
37261,Up there are white patches of *edelweiss* growing between the rocks.
3727
3728note please excuse my fanciful and ahistorical heraldry attempt -peter
3729;heraldry
37301,a [hercol] [herdevice] emblazoned on a field of [hercol2]
37311,a quartered field of [hercol] and [hercol2]
37321,a counterchanged [herdevice] on a field of [hercol] and [hercol2]
37331,a [hercol2] bend over a [hercol] field
37341,a [hercol2] field partioned with a [hercol] line
37351,a [hercol2] field partioned with a nebuly [hercol] line
37361,a [hercol2] field partioned with an engrailed [hercol] band
37371,a [hercol2] field partioned with an embattled [hercol] band
37381,a [hercol2] field partioned with a [hercol] line and a [herdevice]
37391,a [hercol2] field partioned with a nebuly [hercol] line and a [herdevice]
37401,a [hercol2] field partioned with an engrailed [hercol] band and a [herdevice]
37411,a [hercol2] field partioned with an embattled [hercol] band and a [herdevice]
3742
3743;hercol
37441,gold
37451,silver
37461,yellow
37471,white
37481,ermine
37491,orange
37501,red
37511,crimson
37521,scarlet
37531,light green
37541,light blue
3755
3756;hercol2
37571,black
37581,dark purple
37591,dark blue
37601,dark green
37611,dark brown
37621,deep red
37631,dark fur
3764
3765;herdevice
37661,diamond
37671,ring
37681,arm
37691,fist
37701,head
37711,club
37721,foot
37731,fountain
37741,hand
37751,heart
37761,lion
37771,tiger
37781,leopard
37791,fox
37801,wolf
37811,rabbit
37821,bear
37831,badger
37841,otter
37851,antelope
37861,bull
37871,camel
37881,stag
37891,skull
37901,unicorn
37911,pegasus
37921,hippogriff
37931,griffin
37941,pig
37951,ram
37961,dragon
37971,wyvern
37981,salamander
37991,bee
38001,ant
38011,dragonfly
38021,grasshopper
38031,cricket
38041,bird
38051,harpy
38061,sphinx
38071,cock
38081,crow
38091,crane
38101,swan
38111,dove
38121,duck
38131,eagle
38141,two-headed eagle
38151,chaos-symbol
38161,law-symbol
38171,owl
38181,ostrich
38191,pelican
38201,egg
38211,raven
38221,dolphin
38231,eel
38241,fish
38251,tusk
38261,horn
38271,antlers
38281,paw
38291,flower
38301,rose
38311,thistle
38321,lotus
38331,tree
38341,sun
38351,moon
38361,devil
38371,angel
38381,wings
38391,wheat
38401,star
38411,crescent
38421,wheel
38431,wall
3844
3845;megalith
38461,winged boar
38471,sphinx
38481,reclining deity
38491,serpent
38501,bird
38511,turtle
38521,standing warrior-figure
38531,idol
38541,demon
38551,goddess
38561,bull
38571,horse
38581,elephant
38591,dinosauroid
3860
3861;humanoidtype
38623,orcs
38633,goblins
38641,hobgoblins
38651,humans
38661,drow elves
38672,kobolds
38681,gnolls
38691,lizardmen
38701,troglodytes
38711,kuo-tua
3872
3873;energy
38741,magical
38751,geothermic
38761,alchemical
38771,divine
38781,artifact
38791,relic
38801,demonic
38811,elemental
38821,necromantic
38831,mythic
3884
3885;direction
38865,north
38875,northeast
38885,northwest
38891,west
38901,east
38915,south
38925,southeast
38935,southwest
3894
3895;color
38961,amaranth
38971,amber
38981,amethyst
38991,apricot
39001,aquamarine
39011,argent
39021,auburn
39031,azure
39041,baby blue
39051,beige
39061,bistre
390710,black
39081,blackish-brown
390910,blue
39101,blue-gray
39111,blue-green
39121,blue peafowl
39131,bordeaux
39141,bronze
391510,brown
39161,burgundy
39171,burnt orange
39181,cadet grey
39191,cadmium red
39201,cardinal
39211,carmine
39221,carnation
39231,celadon
39241,cerise
39251,cerulean
39261,chamois
39271,chartreuse
39281,chestnut
39291,cobalt blue
39301,coffee
39311,coppertone
39321,coquelicot
39331,coral
39341,cornflower blue
39351,counter-potent
39361,cream
39371,crimson
39385,cyan
39391,dark blue
39401,dark brown
39411,dark green
39421,dark red
39431,dirty white
39441,drab
39451,eggshell
39461,eigengrau
39471,electric blue
39481,emerald
39491,ermines
39501,feldgrau
39515,fuchsia
39521,garnet
39531,golden
39541,goldenrod
395510,gray
39561,mauve
395710,green
39581,grey-green
39591,green-yellow
39601,opalescent green
39611,greyish magenta
39621,gules
39631,heliotrope
39645,indigo
39651,jade
39661,khaki
39671,laurel green
39685,lavender
39691,lemon
39701,light blue
39711,light green
39721,lilac
39731,linen
39745,magenta
39751,marigold
39761,maroon
39771,midnight blue
39781,mulberry
39791,murrey
39801,mustard
39811,navy blue
39822,octarine
39835,olive
39841,olive-brown
398510,orange
39861,orange-red
39871,parsley green
39881,pean
39891,periwinkle
399010,pink
39911,pinkish-brown
39921,bright pink
39931,pinto horse
39941,plum
39951,potent
39961,proper
39971,puce
39981,pumpkin
399910,purple
40001,purple-black
40011,purple-brown
40021,purpure
400310,red
40041,reddish-brown
40051,red-violet
40061,bright red
40071,roan
40081,royal blue
40091,ruby
40101,rufous
40111,rust
40121,rutile
40131,sable
40141,saffron
40151,sanguine
40161,sapphire
40171,scarlet
40181,seal brown
40191,sepia
40201,sky blue
40211,smoke
40221,steel blue
40231,steel gray
40241,strawberry
40251,tan
40261,taupe
40275,teal
40281,tenné
40291,terra cotta
40305,turquoise
40311,vair
40321,vairy
40331,venetian red
40341,violet
40351,violet-blue
40361,viridian
40371,wheat
403810,white
40391,white smoke
404010,yellow
40411,yellow-brown
40421,yellow-green
40431,yellow-orange
40441,yellow-white
4045
4046;totem
40471,Bear Spirit
40481,Wolf Spirit
40491,Vulture Spirit
40501,Panther Spirit
40511,Dragon Spirit
40521,Raven Spirit
40531,Rabbit Spirit
40541,Hawk Spirit
40551,Turtle Spirit
40561,Serpent Spirit
40571,Life Spirit
40581,Death Spirit
4059;druids
40601,[druid warning sign] Here stands [druid circle] [the locals call it] *[druid circle name]*. [druid allies] [druid trails]
40611,[druid warning sign] At last you reach [druid circle] [the locals call it] *[druid circle name]*. [druid allies] [druid trails]
4062;the locals call it
40631,Local legends have named this place
40641,In the old days, they called it
40651,In *[old elf ballad name]*, this place was called
40661,In *The Travels of [old name]*, this place was called
4067;druid trails
40681,</p><p>A [druid path] north to [druid larder]. [maybe druid acolytes]</p><p>Another [druid path] south to [druid camp]. [druid] [druid acolytes] [druid goal] [druid terror]
40691,</p><p>A [druid path] south to [druid camp]. [druid] [druid acolytes] [druid goal] [druid terror]</p><p>Another [druid path] east to [druid larder]. [maybe druid acolytes]
40701,</p><p>A [druid path] west to [druid larder]. [maybe druid acolytes]</p><p>Another [druid path] north to [druid camp]. [druid] [druid acolytes] [druid goal] [druid terror]
40711,</p><p>A [druid path] uphill to [druid camp]. [druid] [druid acolytes] [druid goal] [druid terror]</p><p>Another [druid path] into a ravine where there one may find [druid larder]. [maybe druid acolytes]
4072;maybe druid acolytes
40732,[druid acolytes]
40741,
4075;druid acolytes
40761,The **druid acolyte** *[old names for men]* is nearly ready for the test ([druid acolyte stats]).
40771,[1d4+1] **druid acolytes** are painting each other with blue patterns; the highest initiate is *[old names for men]* ([druid acolyte stats]).
40781,[1d4+1] **druid acolytes** are wrestling with each other, trying to learn the ways of the bear; the highest initiate is *[old names for men]* ([druid acolyte stats]).
40791,[1d4+1] **druid acolytes** are mixing berries and bark into a blue pulp; the highest initiate is *[old names for men]* ([druid acolyte stats]).
40801,[1d4+1] **druid acolytes** are practising staff fighting; the highest initiate is *[old names for men]* ([druid acolyte stats]).
40811,[1d4+1] **druid acolytes** are disemboweling a pure white deer to scrutinize the entrails for prophetic signs.
40821,[1d4+1] **druid acolytes** are roughly shaping a large boulder with primitive hammer stones.
40831,[1d4+1] **druid acolytes** are scattering offerings of fermented meat for their unkindness of **ravens**.
40841,[1d4+1] **druid acolytes** are gouging a sigil into the turf using shallow ditches dug with flint hand tools.
40851,[1d4+1] **druid acolytes** are savaging their weakest member with thorned switches to teach them the pecking order of the pack.
40861,[1d4+1] **druid acolytes** are lugging dead-fall branches to construct a massive bonfire.
40871,[1d4+1] **druid acolytes** are intently weaving [wicker desc] baskets and mats.
40881,[1d4+1] **druid acolytes** are frenetically dancing while passing venomous **serpents** back and forth.
40891,[1d4+1] **druid acolytes** are distributing sacred, hallucinogenic toadstools amongst themselves.
40901,[1d4+1] **druid acolytes** are sketching a battle plan in the dirt with fire-sharpened sticks. They intend to destroy *[nearby village name]*.
40911,[1d4+1] **druid acolytes** are sketching a battle plan in the dirt with fire-sharpened sticks. They intend to destroy the witch *[nearby witch]*.
40921,[1d4+1] **druid acolytes** are mending the torn wing of a majestic **eagle** who was shot with an arrow.
4093;druid larder
40941,a small overhang, from which carcasses of deer hang by braided vines
40951,a disused bear den, stacked high with marrow-rich bones
40961,several woven baskets, hanging from trees and filled to the brim with ripe and ready to eat [berries]
40971,a crude wooden rack, constructed of thorny branches, with [fish] impaled on the thorns and drying in the sun
4098;druid camp
40991,a clearing dominated by a series of rough bearskin tents
41001,several crude lean-tos
41011,a clearing dominated by a large fire pit and tons of dead branches and boughs stacked haphazardly
41021,a natural overhang, gouged into a low cliff side
41031,an unnatural seeming hill, surrounded by sharpened stakes
4104;druid
41051,The **druid** *[old names for men]* has freed himself from the shackles of civilisation and lives here like a wild beast in a hovel ([druid stats]).
41061,The **druid** *[old names for women]* has freed herself from the shackles of civilisation and lives here like a wild beast in a hovel ([druid stats]).
4107;druid warning sign
41081,The trees carry warnings: human skulls dangling from ropes, finger bones on threads, rattling in the wind.
41091,Scattered throughout the forest are macabre structures built of bones and twigs.
41101,Deep furrows, glistening red with blood are gouged within the trunks of trees here.
41111,It seems that no birds sing in this part of the woods, every twig and branch seems to snap beneath your feet, betraying you.
41121,Thorny vines cling to your clothing and the low branches of saplings seem to whip toward faces at every available opportunity.
41131,A patch of cleared ground, devoid of grasses and plants, is surrounded by small boulders and bones.
41141,An eerie keening and rattling sound echoes through the wood. Looking up, you see human bones high up in the branches, acting like wind-chimes.
4115;druid goal
41161,</p><p>All they want is to drive away all the humans for they bring their walls, their squalid houses, and their diseases into this glorious wilderness.
41171,</p><p>All they want is to kill all the humans that have been cutting down trees with their iron weapons, their iron armour, their bonfires and their torches.
41181,</p><p>All they desire is to rouse the ancient wood and to expanded its borders. Let it re-take the cultivated lands that it once dominated.
41191,</p><p>All they want is to unite the sylvan creatures and take back what is theirs: let the villages burn!
41201,</p><p>All they desire is for the old order to return: hunter and hunted, predator and prey. They see the humans growing soft and fat with their domestication and agriculture, and this makes them prey.
41211,</p><p>All they desire is the perfect, sublime, and chaotic beauty of nature, where nothing is ever uniform for long and entropy reins supreme. Let there be upheaval and change.
4122;druid terror
41231,High up in the trees a small number of wooden cages hold dead bodies and [druid prisoners], [ettercap prisoner feeling].
41241,Lashed to several spiny barked trees are a few corpses and [druid prisoners], [ettercap prisoner feeling].
41251,Paralyzed by herbal concoctions and arranged on stone slabs for sacrifice [are druid prisoners].
41261,Sedated with powerful venom and bound inside a giant dry wicker effigy [are druid prisoners].
4127;druid prisoners
41281,a **prisoner** called *[human name]*
41295,[1d5+1] **prisoners** led by *[human name]*
4130;are druid prisoners
41311,is a **prisoner** called *[human name]*
41325,are [1d5+1] **prisoners** led by *[human name]*
4133;druid allies
41341,</p><p>[druid cause] The druids have found powerful allies in the forest: [1d8 treants] ([treant stats]).
41351,</p><p>[druid cause] The woods around here are patrolled by the druids' pack: [3d6] **wolves** ([wolf stats]).
41361,</p><p>[druid cause] The druids are protected by [1d4 bears] ([bear stats]).
41371,</p><p>[druid cause] The druids have found unruly allies in the forest: [centaurs].
41381,</p><p>[druid cause] The druids know everything that moves in this part of the forest for the **crows** act as their eyes and ears. They're everywhere!
4139;druid cause
41401,This place is sacred to the druids.
41411,This is one of the truly wild places.
41421,This place is holy to Odin's *Wild Hunt*.
41431,These trees are holy to the druids.
41441,This is hallowed ground to the druids.
4145;druid circle
41461,a rough circle of upright builders as tall as an ogre, hewn centuries ago by hands long since forgotten.
41471,concentric rings of squat, white stone that isn’t normally found in this area.
41481,a large, granite slab, draped across and resting precariously on top of three tapered upright boulders.
41491,a series of moss and lichen covered pillars of living rock, a bit worn and weathered but still impressive in size.
41501,a row of roughly torso shaped stones, tall as a horse, spaced evenly along a low ridge.
41511,five flat topped, squarish boulders covered in scratches and gouges. They would seem natural if it weren’t for the careful and almost reverent landscaping trimming the grasses around them.
4152;druid circle name
41531,The Merry Maidens
41541,The Old Men
41551,The Goathenge
41561,The Giant’s Teeth
41571,The Dancers
41581,The Petrified Giants
4159;druid path
41601,[druid path decoration] [druid path description]
4161;druid path decoration
41621,barely visible and overgrown
41631,leaf-strewn
41641,bone-littered
41651,heavily-thorned
41661,deeply furrowed
41671,[berry]-bush lined
4168;berry
41691,ripe [berry1] [berry2]
41701,unripe [berry1] [berry2]
41711,mostly-eaten [berry1] [berry2]
4172;berries
41731,[berry1] [berry3]
4174;berry1
41751,Blue
41761,Tar
41771,Goose
41781,Cloud
41791,Thimble
41801,Choke
4181;berry2
41821,Cherry
41831,Berry
41841,Grape
41851,Currant
41861,Plum
4187;berry3
41881,Cherries
41891,Berries
41901,Grapes
41911,Currants
41921,Plums
4193;fish
41941, [fish1] [fish2] [fish type]
4195;fish1
41961,Long
41971,Brown
41981,Brook
41991,Small
42001,Thread
42011,Red
42021,Short
42031,Yellow
42041,Striped
42051,White
4206;fish2
42071,Nose
42081,Fin
42091,Gill
42101,Mouth
42111,Ear
42121,Face
42131,Eye
42141,Throat
4215;fish type
42161,Trout
42171,Salmon
42181,Eels
42191,Catfish
42201,Shad
42211,Carp
42221,Gar
42231,Bass
42241,Perch
42251,Bloater
42261,Pike
4227;druid path description
42281,[path 1] [path 2]
4229;path 1
42301,path
42311,game-trail
42321,track
42331,passage
42341,path
4235;path 2
42361,winds
42371,leads
42381,meanders
42391,slithers
42401,twists
42411,weaves
42421,heads
4243
4244## Foodstuffs
4245#starting point for food and drink tables for menus/food items
4246#basic construction: tables for domestic/garden and wild food products
4247#sub-tables for specific types of veg/seasoning herbs/descriptions and preparation methods
4248#meat: I try to use the "food names" for animals here if they exist, hence the "meat quantifier" in the table names
4249#also doing cheese with some cheese producing animals and a few descriptors focusing on texture/type/flavor
4250#breads exists now, probably needs more options
4251#plurals are pretty common for things that are consumed in groups, there are a few singulars, but I don't think they will create too much trouble.
4252#also imported berries (I prefer the prefix method for this), updated fruits
4253#still to do potentially: climate/terrain variations and adherence. These may require revising the tables, for now I'm just going to assume a handy trade network for produce/meat :)
4254#some recipes may not seem too appetizing thanks to the random generation, but there's no accounting for local tastes :)
4255
4256;fruit
42571,apple
42581,pear
42591,starfruit
42601,citrus
42611,fig
42621,date
42631,walnut
42641,pecan
42651,breadfruit
4266
4267#making a dish
4268;dish
42691,[rural meat prep] [food meat] [seasoning method] [with food seasonings] and [and food seasonings], served with [with veg prep] [with food veg] and [and veg prep] [and food veg]
4270
4271;snack
42721,[food bread] and a [food cheese]
4273
4274;orc dish
42751, [rural meat prep] [unusual meats] [seasoning method] [with food seasonings] and [with veg prep] [with food veg]
42761, [rural meat prep] [wild meats] [seasoning method] [with food seasonings] and [with veg prep] [with food veg]
4277
4278
4279#meat tables
4280
4281
4282;food meat
42835,[domesticated meats]
42845,[domesticated poultry]
42855,[freshwater fish]
42862,[freshwater shellfish]
42874,[wild meats]
42884,[wild poultry]
42892,[varmint meats]
42901,[unusual meats]
4291
4292
4293;domesticated meats
42941,lamb [lamb parts]
42951,ham
42961,mutton [mutton parts]
42971,pork [pork parts]
42981,beef [beef parts]
42991,veal [veal parts]
43001,goat [goat parts]
43011,ox [ox parts]
4302
4303;domesticated poultry
43041,whole chicken
43051,whole duck
43061,whole goose
43071,chicken [poultry parts]
43081,duck [poultry parts]
43091,goose [poultry parts]
43101,turkey [poultry parts]
4311
4312;freshwater fish
43131,bluegill
43141,bass
43151,carp
43161,crappie
43171,trout
43181,salmon
43191,perch
43201,pike
43211,grayling
43221,tench
43231,walleye
43241,catfish
43251,smelt
43261,whitefish
43271,gar
43281,eels
43291,sturgeon
43301,roe
43311,caviar
4332
4333;freshwater shellfish
43341,crayfish
43351,snails
43361,mussels
4337
4338;wild meats
43391,venison [beef parts]
43401,wild boar [pork parts]
43411,bison [beef parts]
43421,antelope [beef parts]
43431,elk [beef parts]
43441,moose [beef parts]
43451,rabbit
43461,hare
43471,reindeer [beef parts]
4348
4349;varmint meats
43501,beaver
43511,squirrel
43521,opossom
43531,racoon
4354
4355;wild poultry
43561,pheasant [poultry parts]
43571,partridge [poultry parts]
43581,quail [poultry parts]
43591,squab [poultry parts]
43601,wild duck [poultry parts]
43611,wild turkey [poultry parts]
43621,guineafowl [poultry parts]
43631,grouse [poultry parts]
43641,dove [poultry parts]
43651,ptarmigan [poultry parts]
43661,wild goose [poultry parts]
43671,woodcock [poultry parts]
43681,snipe [poultry parts]
43691,plover [poultry parts]
4370#some of these might also work for a separate "monster meats" table because they contravene western cultural norms
4371;unusual meats
43721,rat
43731,giant rat
43741,dog
43751,cat
43761,horseflesh
43771,donkey-meat
43781,camel
43791,alpaca
43801,llama
43811,water buffalo
43821,yak
43831,kangaroo
43841,guinea pig
43851,alligator
43861,turtle
43871,snake-meat
43881,bear
4389
4390#this is a suffix descriptor, going after
4391;exotic prep
43921,in aspic
43931,deviled
43941,foie gras
43951,kebabs
43961,kishke/haggis
4397
4398#this is a prefix descriptor, going before
4399;rural meat prep
44001,baked
44011,blackened
44021,breaded
44031,fermented
44041,glazed
44051,poached
44061,roasted
44071,seared
44081,smoked
44091,dried
44101,boiled
44111,stewed
44121,grilled
44131,barbecued
44141,pan-broiled
44151,stir-fried
44161,deep-fat fried
44171,pan-fried
44181,braised
44191,fork-tender
4420
4421;poultry parts
44221,giblets
44231,breast
44241,drumsticks
44251,thighs
44261,backs
44271,legs
44281,wings
44291,necks
44301,oysters
4431
4432;beef parts
44331,sausage
44341,liver
44351,marrow
44361,medallions
44371,loins
44381,sirloin
44391,flank
44401,brisket
44411,chuck steak
44421,shoulder
44431,mince
44441,offal
44451,steak
44461,shank
44471,tongue
44481,haunch
44491,ribs
4450
4451;pork parts
44521,sausage
44531,shoulder
44541,hock
44551,loin
44561,chops
44571,ribs
44581,spareribs
44591,belly
44601,baby-back ribs
44611,chitterlings
44621,feet
4463
4464;mutton parts
44651,chops
44661,joints
44671,legs
44681,shank
44691,shoulder
44701,loin chop
44711,rump
44721,neck fillet
44731,rack
4474
4475;lamb parts
44761,chops
44771,shanks
44781,rack
4479
4480;veal parts
44811,chops
44821,cutlet
44831,fillet
44841,rack
44851,ribeye
44861,shin
44871,shanks
44881,ribs
44891,liver
44901,topside
44911,silverside
44921,kidneys
44931,brisket
44941,tenderloin
4495
4496;goat parts
44971,liver
44981,marrow
44991,medallions
45001,loins
45011,sirloin
45021,flank
45031,brisket
45041,chuck steak
45051,shoulder
45061,mince
45071,offal
45081,steak
45091,shank
45101,tongue
45111,haunch
45121,ribs
4513
4514;ox parts
45151,liver
45161,marrow
45171,medalions
45181,loins
45191,sirloin
45201,flank
45211,brisket
45221,chuck steak
45231,shoulder
45241,mince
45251,offal
45261,steak
45271,shank
45281,tongue
45291,haunch
45301,ribs
45311,tail
4532
4533
4534;food veg
45351,[root veg]
45361,[leafy veg]
45371,[legumes veg]
45381,[vine veg]
45391,asparagus
45401,brussel sprouts
45411,broccoli
45421,celery
45431,corn
45441,artichokes
45451,arugula
45461,cauliflower
45471,okra
45481,rhubarb
4549
4550#this is a prefix descriptor, going before
4551;veg prep
45521,fermented
45531,marinated
45541,whipped
45551,mashed
45561,breaded
45571,pickled
45581,smoked
45591,dried
45601,boiled
45611,stewed
45621,charred
45631,finely-diced
45641,raw
45651,steamed
45661,sautéd
45671,fried
45681,braised
45691,baked
45701,sun-dried
45711,minced
45721,chopped
45731,au gratin
45741,au poivre
45751,blanched
45761,brined
45771,browned
45781,caramelized
45791,char-broiled
45801,creamed
45811,deep fried
45821,dry roasted
45831,glazed
45841,grilled
45851,julienned
45861,par-baked
45871,parboiled
45881,poached
45891,spit-roasted
45901,seared
45911,stir fried
45921,sweated
4593
4594
4595
4596;wild veg
45971,wild [domesticated veg]
45981,foraged [domesticated veg]
4599
4600;root veg
46011,carrots
46021,potatoes
46031,beets
46041,turnips
46051,parsnips
46061,onions
46071,leeks
46081,scallions/green onions
46091,rutabagas
46101,radishes
46111,sweet potatoes
46121,yams
4613
4614;leafy veg
46151,spinach
46161,lettuce
46171,cabbage
46181,mustard greens
46191,turnip greens
46201,kale
46211,collard greens
46221,escarole
46231,sorrel
46241,radicchio
4625
4626;legumes veg
46271,green beans
46281,peas
46291,navy beans
46301,kidney beans
46311,lentils
46321,chickpeas
46331,snap peas
46341,soybeans
46351,black-eyed peas
46361,lima beans
46371,mung beans
46381,broad beans
46391,horse beans
46401,cow peas
46411,vetch
4642
4643;vine veg
46441,cucumber
46451,zucchini
46461,acorn squash
46471,crookneck squash
46481,butternut squash
46491,summer squash
46501,spaghetti squash
46511,pumpkin
46521,tomatoes
46531,eggplant
46541,bell peppers
46551,hot peppers
4656
4657
4658;food seasonings
46591,parsley
46601,basil
46611,rosemary
46621,chives
46631,sage
46641,horseradish
46651,dill
46661,garlic
46671,shallots
46681,thyme
46691,oregano
46701,coriander
46711,mint
46721,tarragon
46731,ginger
46741,cumin
46751,paprika
46761,cardamom
46771,fennel
46781,cayenne
46791,allspice
46801,marjoram
46811,saffron
46821,nutmeg
46831,clove
46841,turmeric
46851,lemon balm
46861,fenugreek
46871,lovage
46881,bay leaves
46891,celery salt
46901,sumac
46911,borage
46921,caraway
46931,salt
46941,coriander seeds
46951,vanilla
46961,cinnamon
46971,poppy seeds
46981,chili peppers
46991,chicory
47001,lemongrass
47011,sesame
47021,curry
47031,black pepper
47041,lemon basil
47051,juniper berries
47061,peppermint
47071,garden cress
47081,hyssop
47091,tamarind
47101,mustard
47111,anise
47121,honey
47131,vinegar
4714
4715
4716;seasoning method
47175,seasoned with
471830,flavored with
471945,covered in [sauces] with
47205,marinated in
47215,basted with
47225,enhanced with
47235,cured with
4724
4725;sauces
47261,[with food seasonings] and [fruit] sauce
47271,[with food seasonings] and [fruit] dressing
47281,[with food seasonings] and [fruit] gravy
47291,[with food seasonings] and [fruit] relish
47301,[with food seasonings] and [fruit] chutney
47311,[with food seasonings] and [fruit] coulis
47321,[with food seasonings] and [fruit] topping
47331,[with food seasonings] and [cheese producer] cheese sauce
4734
4735;food melon
47361,cantaloupe
47371,watermelon
47381,winter melon
47391,horn melon
47401,muskmelon
47411,honeydew
4742
4743;food citrus fruit
47441,orange
47451,lime
47461,citron
47471,clementine
47481,finger lime
47491,grapefruit
47501,key lime
47511,lemon
47521,limequat
47531,pomelo
47541,tangerine
4755
4756;food tropical fruit
47571,coconut
47581,banana
47591,guava
47601,mango
47611,mangosteen
47621,persimmon
47631,pineapple
4764
4765
4766
4767;food cheese
47681,[cheese portion] of [with cheese desc2] and [and cheese desc2] [cheese texture] [cheese producer] cheese
4769
4770#the blank/default is cow, since we don't refer to it as "cow cheese" :)
4771;cheese producer
47729,
47733,goat
47743,sheep
47751,[exotic cheese producer]
4776
4777;exotic cheese producer
47781,buffalo
47791,yak
47801,camel
47811,reindeer
47821,moose
4783
4784;cheese portion
47851,hunk
47861,chunk
47871,slice
47881,wedge
47891,lump
47901,small wheel
47911,block
47921,square
4793
4794;cheese texture
47951,hard
47961,sharp
47971,soft
47981,crumbly
47991,thick-rinded
48001,soft-rinded
48011,wax-wrapped
48021,buttery
48031,creamy
48041,delicate
48051,fluffy
48061,silky
48071,smooth
48081,velvety
48091,gooey
4810
4811;cheese desc2
48121,blue-veined
48131,fresh
48141,ripe
48151,fermented
48161,herbal
48171,green
48181,rustic
48191,rich
48201,smoked
48211,fruity
48221,zesty
48231,briny
48241,citrusy ([food citrus fruit])
48251,full-bodied
48261,honeyed
48271,earthy
48281,floral
48291,nutty
48301,sweet
48311,grassy
48321,barnyardy
48331,garlicky
48341,oniony
48351,funky
48361,pungent
48371,stinky
48381,musty
48391,acrid
48401,bitter
48411,bold
48421,sour
48431,meaty
48441,tangy
48451,robust
48461,full-flavored
48471,mushroomy
48481,spicy
48491,peppery
48501,piquant
48511,wine-y
48521,hay-covered
4853
4854
4855;food bread
485660,[bread desc1] of [bread desc2] [breads]
485740,[bread desc2] [exotic breads]
4858
4859#default with best odds should be "bread"
4860;breads
486199,bread
48621,[exotic breads]
4863
4864;exotic breads
48651,baguette
48661,rolls
48671,buns
48681,pitas
48691,rotis
48701,bagels
48711,biscuits
48721,pretzels
48731,flat breads
48741,brioches
48751,chiabattas
48761,crumpets
48771,hardtack
48781,scones
4879
4880;bread desc2
48811,airy
48821,chewy
48831,crispy
48841,crumbly
48851,crunchy
48861,doughy
48871,flaky
48881,hearty
48891,toasted
48901,rye
48911,sweet
48921,pumpernickel
48931,coarse
48941,white
48951,whole-wheat
48961,multi-grain
48971,nutty
48981,sourdough
48991,brown
49001,sprouted
49011,spelt
49021,fresh-from-the-oven
49031,just baked
49041,slightly stale
49051,hard
49061,crusty
49071,seed-covered
49081,barley
49091,oat
49101,millet
49111,buttered
49121,mealy
4913
4914;bread desc1
49151,hunk
49161,heel
49171,slice
49181,chunk
49191,generous portion
49201,whole loaf
49211,small loaf
49221,fist-sized loaf
4923
4924##Quest Stuff
4925;reagents
49261,feywing spores for [1d10]gp/ounce
49271,trollblood moss for [1d100]gp/ounce
49281,obliviax moss for [1d10]gp/ounce
49291,snapdragon fangweed for [1d100]gp/ounce
49301,wild skelladonna weed for [1d100]gp/ounce
49311,undead bone blossom for [1d100]gp/ounce
49321,dragon-scale petals for [1d10]gp/ounce
49331,goblin hair weed for [1d10]gp/ounce
49341,boars blood flowers for [1d10]gp/ounce
49351,lizardskin leaves for [1d10]gp/ounce
49361,bat’s wing blossoms for [1d100]gp/ounce
49371,chtonic extract for [1d1000]gp/ounce
49381,foxtongue stamens for [1d10]gp/ounce
4939
4940;reagents2
49411,feywing spores
49421,trollblood moss
49431,obliviax moss
49441,snapdragon fangweed
49451,wild skelladonna weed
49461,undead bone blossom
49471,dragon-scale petals
49481,goblin hair weed
49491,boars blood flowers
49501,lizardskin leaves
49511,bat’s wing blossoms
49521,chtonic extract
49531,foxtongue stamens
49541,oaken-heart seeds
49551,wild argentleaf
49561,feyblossom
49571,leafhealers balm
49581,wild mistletoe
49591,dragonfang orchid
4960
4961;thor
49621,Asgard.<br />*Landmark*: [thor hex]<br />*Encounter*: [thor encounter]<br />*Item*: [thor item]<br />
4963
4964;thor hex
49651,A burning galaxy
49661,A plane of ice
49671,A broken bridge
49681,Magic lightning
49691,Succession wars following the death of a god
49701,Goats as transportation
49711,A land without gods, calling on those of a foreign land
49721,An abandoned sky palace, once a home to the mighty
49731,A pantheon, hanging from meathooks
49741,A library of the murdered
49751,A giant hourglass that is a prison
49761,The spires of Alfheim, home of the light elves
49771,Dead Body Shore
49781,A hall woven of serpent spines
49791,The single source of all cold rivers
49801,A pair of pillars rising from the sea
4981
4982;thor encounter
49831,A monster disguised as another monster
49841,Dark elves in blueblack armor
49851,A creature from a distant land who seeks to supplant a PC's role
49861,The last devotee of an ancient religion
49871,A son forsaken by his father, a king
49881,An enchantress, beloved by all who touch her lips
49891,A shield maiden who looks like Sigourney Weaver
49901,A queen half-living, half-dead
49911,A trickster capable of removing his own head
49921,A great horned worm
49931,A severed body part, removed and grown wise
49941,A toad that is a god
49951,Frost giants being manipulated by mischievous gods
49961,A great and miserable warrior, seeking death
49971,An assassin, seeking glory by slaying a hero
49981,Demons of drowning
49991,Three warriors: one fat, one grim, one dashing
50001,A loved one used as bait
50011,The demons of the Wild Hunt, disguised as ordinary humans
50021,Wolves as messengers
50031,A king and his rival--both seeking the aid of the king's stepson
50041,A great champion sworn to never take up the sword again
50051,A cruel witch queen enamored of a hero, who demands him as the price of her allegiance
50061,A demon seeking to set a weapon alight in a sacred brazier held by its foe
50071,A minor foe, his strength increased tenfold, back for revenge
50081,A man wearing a mask to hide scars earned in a duel with death
50091,A god that is a god to gods
50101,Modgud, the giantess who guards the gate to Hel
50111,The dead rising up to slay the gods who pitted them against each other
50121,A giant that eats livestock
50131,An honest butcher
50141,A king, alone in his hall, one-armed, his crown put away
50151,A man and a woman, nailed to a tree
50161,Two immortals meeting, both disguised, unknown to one another
50171,The War Faeries of Wendigorge
50181,A rain of maggots
50191,Lava colossus
50201,A polymorphed groom, unable to wed now that he's a farm animal
50211,A man whose eyelids are cut aways so he can serve as an unwilling witness
50221,A mutant troll with a grudge, and who was once a man
50231,An evil brother fond of trickery for the sake of trickery
50241,A physician with a secret
50251,Gender switch
50261,A wraith and prophet
50271,A man who can only be harmed by a single substance
50281,A blind archer
50291,A warrior of the east int he grip of a cyclops
50301,An armored lunatic obsessed with evolution, surrounded by hybrid men
50311,Nidhoggr, Malice Striker, sucker of corpses
50321,A warrior feigning sleep to entrap the unwary
50331,The stallion of doom, who signifies death
50341,A humorless man
50351,A triple winter
50361,A chained beast
50371,A flying race, falling from a poisoned sky
50381,A mutiny, in which Kroda the Duellist and Magrat the Schemer take part
50391,A trickster, vulnerable to water
50401,A lord who never wears the same helm twice nor sits in the same chair
50411,An attendant whose only function is to record events around him
50421,Three brothers: enchanters and owners of four living talismen--faces on their chests
50431,An army of regicidal trolls with exotic weapons
50441,Evil carnival performers
50451,An automaton used as a distraction
50461,The seductive sibling of a terrible foe, who springs a trap beneath the heroes' feet
5047
5048;thor item
50491,A box containing the power of all past winters
50501,A cloak that keeps a villain alive
50511,A babbling tongue
50521,A fearsome weapon being forged by a fire demon
50531,A serum that allows men to see the realms of faerie
50541,The cursed food of the faerie realm, which enslaves those who eat it
50551,A hammeraxe
50561,A weapon only the noblest can lift
50571,Stolen souls
50581,An item that doubles your strength but leaves you weak as a kitten once removed
50591,A ship made from the fingernails of dead men
50601,A sword that reflects death magic
50611,Summoning stones
50621,Venom dripping through the roof
50631,A white wedding bed, stained with blood
50641,The Crimson Hand--when grasping a hand in this glove, one must speak the truth
50651,Someone lends the shape of a falcon to someone else--but they want it back when it's over
50661,A giant's pepper-shaker
50671,A bull made of gold
50681,A swirling green and red skull-shaped flask containing The Spotted Plague
5069
5070;tolkien
50711,Middle Earth.<br />*Landmark*: [tolkien hex]<br />*Encounter*: [tolkien encounter]<br />*Item*: [tolkien item]<br />
5072
5073;tolkien hex
5074
50751,Volcanic land, redolent of evil
50761,A trail of orc blood
50771,A forest so old the trees are all in stages of evolution toward sentience
50781,A great mechanism operated by a troll
50791,A secret passage into an evil land
50801,A path that leads to stairs and then to a tunnel where there's a trap
50811,A great hall, full of pillars, carved like horses
50821,A funeral with maids singing deathsongs
50831,A stable full of excellent horses
50841,*[mountain name]*, a snow-topped mountain
50851,A wood haunted by goblins and spiders
50861,A comfortable home, full of cakes, tea, and wine, built on a plan of interlocking circles.
50871,An arte-nouveau pavillion that looks totally lame
50881,A sheer cliff over a river
50891,A tyrannical Eye
50901,A pair of great statues, flanking a river
50911,*[tower name]*, a tower surrounded by a circular plain, ringed by sheer mountains
50921,*[keep name]*, a great fortress behind a curtain wall
50931,A narrow causeway flanked by archers
50941,A forge beneath a mountain
50951,A lair beneath a waterfall
50961,*[city name]*, a grey and decaying city
50971,A melancholy and disturbing meal
50981,A forbidden pool, protected by archers
50991,An inn in the rain, a man has a carrot
51001,a pit in which possessed human tortures a dwarf for the purpose of forcing it to 'willingly' give up his magic item
51011,a recently abandoned windmill with a blind dragon hiding in the rafters, [1d4] kidnapped princesses
51021,a gate guarded by spirits living inside two bizarre statues. Only the most determined can pass - but an alarm will be raised anyway.
51031,a life-like giant statue of a hand that gets bloody if a Powerful Wizard nearby gets defeated.
5104
5105;tolkien encounter
51061,*[halfling name]*, a brave, grave, dutiful halfling
51071,*[halfling name]*, a dumb halfling
51081,*[halfling name]*, a halfling mutated by an ancient magic item
51091,Rubbery, keening leechworm
51101,*[human name]*, a white wizard
51111,*[human name]*, a ranger who may be a king
51121,*[human name]*, a wizard fighting a demon on a mountain
51131,*[human name]*, a wizard bleeding after a great battle
51141,A pair of adventurers attempting to sneak into a fortress
51151,A clueless guardsmen in vaguely middle-eastern armor
51161,A magic horse that's the boss of other horses
51171,*[human name]*, a depressed warrior princess
51181,*[human name]*, a possessed king
51191,*[human name]*, an advisor, secretly sworn to serve his king's greatest foe, casts Charm three times/day
51201,Guards who insist you hand over your weapons
51211,*[dwarf name]*, a xenophobic axe-wielding dwarf
51221,*[human name]*, a warrior king, recently awakened from a long sleep, in fear for the welfare of his land
51231,Three trolls, arguing
51241,A horde of climbing goblins
51251,Brigands pillaging a village
51261,*[elf name]*, a talented elven ranger
51271,A column of soldiers, women and children fleeing a great army
51281,*[halfling name]*, a funny halfling with hair like Noel Redding
51291,*[human name]*, a great and powerful sorcerer, once head of an order of wise wizards, now evil
51301,Enormous, intelligent birds of prey
51311,Three travelers captured by an advancing force
51321,Enormous tusked beasts
51331,A column of warriors from the south, harassed by an ambush
51341,*[human name]*, a grave prince, hunting for spies
51351,Hyenatype-worgs
51361,A love triangle involving a man a woman and an elven princess
51371,A necromancer in a ring of stones
51381,An irritable and basically insufferable elven king with a headband
51391,Liv Tyler
51401,Goblin ambush
51411,A warrior pinned beneath a dead orc
51421,*[human name]*, a lord giving a Nuremberg-like speech to a great host
51431,*[human name]*, a bat-eared messenger
51441,*[human name]*, a dead king on a plinth in a silent stone city
51451,*[elf name]*, a veiled elven woman, mourning the death of a mortal lover
51461,Singing goblins
51471,Singing dwarves
51481,*[human name]*, a warlord with a treasure map
51491,*[name]*, a dragon beneath an ocean of gold
51501,Representatives of three empires and two cities arguing over the fate of a weapon
51511,Two brothers, one greedier than the other
51521,*[human name]*, a lunatic who loves music
51531,An army besieging a fortress with ladders
51541,*[human name]*, a captain missing an eye
51551,A fraying alliance
51561,*[human name]*, a burglar in a barrel
51571,Animals engaged in espionage
51581,A gathering of talking trees
51591,*[human name]*, a child with a weapon
51601,*[name]*, an ancient shapeshifter leading a squad of werewolves or a squad of vampires (GM's choice)the shapeshifter is in the form of a greater vampire or greater werewolf to match its squad
51611,a half-breed of two random races that has all the strengths of both parents and none of the weaknesses
51621,*[name]*, a beautiful celestial angel who wishes to mate with the most attractive character in the party
51631,*[elf name]*, a grey elf who learned blacksmithing from the dwarves and magic from his father, who pursues him. he seeks a new home
51641,*[human name]*, a barbarian with unlimited endurance who refuses to stop running, likes to kill orcs but does so as he runs by
51651,*[human name]*, a wizard, pounding on a hobbit hole with his gnarled staff until he damages it
5166
5167;tolkien item
51681,Evil-aligned magic item whose power is proportional to its possessor’s level
51691,A powerful amnesiac
51701,A cloak that makes you look like a rock
51711,A plant that grows only on the graves of the dead
51721,A torn banner caught in the wind
51731,A forked tongue
51741,A spell of exorcism
51751,A pipe
51761,A flopping fish--soon to be caught and cooked
51771,A small boat owned by a cannibalistic murderer
51781,A rabbit stew
51791,Horse armor
51801,Magnificent fireworks
51811,A high explosive powder
51821,A mind of metal and wheels
51831,String and bread
51841,Eggs
51851,A catapult
5186
5187;fey type
51881,Pixies
51891,Sylphs
51901,Nixies
51911,Dryads
51921,Sprites
51931,Satyr
51941,Fauns
51951,Forlarren
51961,Firbolg
51971,Sidhe
51981,Nymphs
51991,Grigs
52001,Eladrin
52011,Spriggan
52021,Leprechaun
52031,Booka
52041,Brownie
5205
5206
5207;mountain orc product
52081,[orc food adjective] [orc cheese]
52091,[orc food adjective] [orc yogurt]
52101,[orc food adjective] [orc tofu]
52111,[orc food adjective] [iron rations]
52121,waterproof woollen coats
52131,decorated silver drinking horns
52141,gruesome puppets made of orc bones
52151,famous composite bows
5216
5217;orc food adjective
52181,famous
52191,tasty
52201,superior
52211,popular
52221,well-known
5223
5224;iron rations
52251,iron rations made of dried [fruit] and [nuts]
52261,iron rations made of bacon, honey and roasted [nuts]
5227
5228;orc yogurt
52291,[orc yogurt adjective] yogurt
5230
5231;orc yogurt adjective
52321,spicy
52331,strained
52341,honey
52351,[fruit]
5236
5237;orc tofu
52381,[orc tofu adjective] bean-curd
5239
5240;orc tofu adjective
52413,
52421,fermented
52431,frozen
52441,soft
52451,silky
52461,sweet
52471,smoked
5248
5249;orc cheese
52501,[orc cheese adjective] and [orc cheese texture] cheese[orc cheese taste]
5251
5252;orc cheese adjective
52531,blue-veined
52541,salty
52551,fermented
52561,herbal
52571,green
52581,rich
52591,smoked
52601,earthy
52611,floral
52621,nutty
52631,sweet
52641,grassy
52651,pungent
52661,stinky
52671,musty
52681,acrid
52691,bitter
52701,sour
52711,meaty
52721,tangy
52731,spicy
5274
5275leading space required
5276;orc cheese taste
52775,
52781, with a fruity aftertaste of [food citrus fruit]
52791, marinated in whine
52801, covered in crushed pepper
52811, containing bits of mushrooms
52821, with a strong garlic taste
52831, with a taste of onion
52841, covered in hay
52851, best served with honey
5286
5287;orc cheese texture
52884,hard
52892,crumbly
52901,soft
52911,wax-wrapped
52921,buttery
52931,creamy
52941,delicate
52951,fluffy
52961,silky
52971,smooth
52981,velvety
5299
5300;forge orc mushroom dish
53011,[rural meat prep] [edible mushroom] [seasoning method] [with food seasonings] and [with veg prep] [with food veg]
5302
5303;edible mushroom
53041,[fungus qualifier] [fungus]
53051,[fungus qualifier] [tree] [fungus]
53061,[fungus qualifier] [orc fate] [fungus]
53071,[fungus qualifier] [regular noun] [fungus]
53081,[fungus qualifier] [fungus location] [fungus]
53091,[colour]-tipped [regular noun] [fungus]
53101,[evil tribe animal] Ear
5311
5312;fungus qualifier
53138,[capitalize colour]
53141,Dotted
53151,Smooth
5316
5317;fungus
53181,Fungus
53191,Chanterelle
53201,Mushroom
53211,Cap
53221,Head
53231,Parasol
53241,Stalk
53251,Puffball
53261,Sponge
53271,Russula
53281,Trumpet
5329
5330;fungus location
53311,Forest
53321,Saddle
53331,Ear
53341,Eggs
53351,Trumpet
53361,[animal]
53371,[evil tribe thing]
5338
5339;weather
53401,[weather type]
53411,[weather verb]
53421,[weather adjective]
53431,[weather noun singular]
53441,[weather noun plural]
5345
5346;weather type
53471,fog
53481,mist
53491,hail
53501,rain
53511,snow
53521,sunshine
53531,wind
5354
5355;weather verb
53561,shining
53571,drizzling
53581,blowing
53591,raining
53601,hailing
53611,pouring
53621,snowing
53631,thundering
53641,gusting
53651,driving
5366
5367;weather adjective
53681,sweltering
53691,freezing
53701,warm
53711,hot
53721,scorching
53731,mild
53741,fine
53751,dry
53761,cool
53771,refreshing
53781,miserable
53791,damp
53801,dull
53811,gray
53821,chilly
53831,cold
53841,sunny
53851,cloudy
53861,clear
53871,stormy
53881,misty
53891,fogy
53901,breezy
53911,windy
53921,showery
53931,rainy
53941,frosty
53951,snowy
53961,icy
53971,drizzly
53981,dry
53991,wet
5400
5401;weather noun singular
54021,sunshine
54031,lightning flash
54041,puddle
54051,raindrop
54061,hail
54071,snowflake
54081,flood
54091,drought
54101,tornado
54111,twister
54121,cyclone
5413
5414;weather noun plural
54151,lightning flashes
54161,puddles
54171,raindrops
54181,hails
54191,snowflakes
54201,floods
54211,tornados
54221,twisters
54231,cyclones
5424
5425# Names
5426## Terrain Names
5427;dungeon
54281,Dungeon of [dungeon2]
54291,Vault of [dungeon2]
54301,Tomb of [dungeon2]
54311,Labyrinth of [dungeon2]
54321,Maze of [dungeon2]
54331,Caves of [dungeon2]
54341, Temple of [dungeon2]
54351,Pits of [dungeon2]
54361,Caverns of [dungeon2]
54371,Haunt of [dungeon2]
54381,Chambers of [dungeon2]
54391,Crypt of [dungeon2]
5440
5441;dungeon2
54421,[old name]
54431,[dwarf name for men]
54441,the [evil tribe other]
54451,the [evil tribe condition] [evil tribe animal]
54461,the [evil tribe condition] [evil tribe other]
54471,the [evil tribe color] [evil tribe other]
54481,the [evil tribe condition] [evil tribe weapon]
5449
5450;hill name
54511,[hill 1] [hill 2]
5452
5453;hill 1
54541,Big
54551,Cold
54561,Dead Man's
54571,Green
54581,Gold
54591,Iron
54601,Red
54611,Rocky
5462Wild
5463
5464;hill 2
54651,Cliff
54661,Crag
54671,Hill
54681,Hills
54691,Ridge
54701,Rock
5471
5472;lake name
54731,[lake 1] [lake 2]
5474
5475;lake 1
54761,Blue
54771,Green
54781,Black
54791,Deep
54801,Cold
54811,Icy
54821,Drowning
54831,Dead
5484
5485;lake 2
54861,Dream
54871,Water
54881,Mere
54891,Mirror
54901,Hole
54911,Grave
5492
5493;name for white big mountains
54941,<span class="white mountains">[dreadful] [peaks]</span>
5495
5496;dreadful
54971,Dire
54981,Weeping
54991,Song
55001,Demons
55011,Devils
55021,Laughing
55031,Desert
55041,Empty
55051,Longing
55061,Lonesome
55071,Bleak
55081,Angel
55091,Lords
55101,Still
55111,Hallowed
55121,Dead
55131,Mourning
55141,Giant
55151,Sharp
55161,Hungry
55171,Howling
5518
5519;peaks
55201,Domes
55211,Peaks
55221,Fangs
55231,Fingers
55241,Giants
55251,Graves
55261,Heights
55271,Mounts
55281,Soldiers
55291,Stones
55301,Teeth
55311,Tombs
55321,Vault
5533
5534;name for hills
55351,[hill 1a] [hill 2a] hills
55361,[hill 1b][hill 2b] hills
5537
5538;hill 1a
55391,Ancient
55401,Stone
55411,Cursed
55421,Blood
55431,Rolling
55441,Cold
55451,Wind
55461,Fay
5547
5548;hill 2a
55491,Barrow
55501,Mound
5551
5552;hill 1b
55531,Dry
55541,Old
55551,Blood
55561,Waste
5557
5558;hill 2b
55591,land
55601, Country
5561
5562## Monster Names
5563;centaur
55641,Karza
55651,Starhoof
55661,Redmane
55671,Goldenhair
55681,Fleetfoot
55691,Staggering Stag
55701,Prancer
55711,Old [strange male name]
55721,Arusus
55731,Zykleis
55741,Lizorn
55751,Gerorn
55761,Klytus
55771,Phenos
55781,Antinoos
55791,Chiro
55801,Plainspear
55811,Bromarus
55821,Clyvaios
55831,Groneus
55841,Dlosias
55851,Graver
55861,Tiwarn
55871,Wryhurn
55881,Mezark
55891,Vevowor
55901,Krusk
559110,[strange male name]
5592
5593;devil name
55941,Adorján
55951,Ákos
55961,Álmos
55971,Andor
55981,Andris
55991,Antal
56001,Árpád
56011,Balázs
56021,Bálint
56031,Bandi
56041,Barna
56051,Barnabás
56061,Bartal
56071,Bartó
56081,Bartos
56091,Bátor
56101,Béla
56111,Bence
56121,Benedek
56131,Bernát
56141,Bertalan
56151,Bertók
56161,Boldizsár
56171,Dénes
56181,Dezsö
56191,Domonkos
56201,Donát
56211,Egyed
56221,Elek
56231,Enre
56241,Ernö
56251,Fabó
56261,Ferenc
56271,Feri
56281,Ferka
56291,Ferkó
56301,Fredek
56311,Frygyes
56321,Fülöp
56331,Gábor
56341,Gazsi
56351,Gergely
56361,Gergõ
56371,Géza
56381,Gyõzõ
56391,Gyula
56401,Gyuri
56411,Ignác
56421,Illés
56431,Imre
56441,Imrus
56451,Jancsi
56461,Jani
56471,János
56481,Jenci
56491,Jenõ
56501,Jóska
56511,Józsi
56521,Kálmán
56531,Karcsi
56541,Kázmér
56551,Kelemen
56561,Kolos
56571,Laci
56581,Lajos
56591,László
56601,Lázár
56611,Lecso
56621,Levente
56631,Levi
56641,Lörinc
56651,Miksa
56661,Mózes
56671,Nándor
56681,Ödi
56691,Orbán
56701,Pista
56711,Sami
56721,Sándor
56731,Sanyi
56741,Tibor
56751,Tiborc
56761,Tivadar
56771,Tódor
56781,Vida
56791,Vili
56801,Vilmos
56811,Virág
56821,Zoltán
56831,Zsiga
56841,Zsolt
5685
5686;ice devil adjectives
56871,terrible
56881,cruel
56891,powerful
56901,cursed
56911,banished
56921,vengeful
56931,capricious
56941,wrathful
56951,jealous
5696
5697;ice devil
56981,*[devil name] the [ice devil epithet]*
5699
5700;ice devil epithet
57011,Cold
57021,Lord of Ice
57031,Mountain Devil
57041,Ice Devil
57051,Eater of Souls
57061,Giver of Gifts
57071,Taker of Lives
57081,Crusher of Hope
57091,Master of Lies
57101,White
57111,Frozen
5712
5713;demon name
57141,The [special noun] of [pazuzu place]
5715
5716;pazuzu place
57171,Hell
57181,the [pazuzu adjective] [pazuzu location]
57191,the [old gods]
57201,Giants
57211,[pazuzu demon title]
5722
5723;old gods
57241,Gods
57251,Vanir
5726
5727;pazuzu adjective
57281,Lead
57291,Dead
57301,Blood
57311,Torn
57321,Burnt
57331,Flaming
5734
5735;pazuzu location
57361,Sky
57371,Wind
57381,Air
57391,Wings
57401,Desert
57411,Netherworld
57421,Underworld
57431,Vanaheim
5744
5745;pazuzu demon title
57461,Gangrene
57471,Pestilence
57481,Black Bile
57493,the [vulture demon 1] [vulture demon 2]
5750
5751;vulture demon 1
57521,Corpse
57531,Baby
57541,Child
5755
5756;vulture demon 2
57571,Eater
57581,Killer
57591,Shredder
5760
5761;dragon name
57621,[dragon 1][dragon 2] [dragon 3]
5763
5764;dragon 1
57651,Shashk-
57661,Kulg
57671,Isa
57681,Shon
57691,Hail
57701,Farak
57711,Deep
57721,Skull
57731,Blaze
57741,Leth
57751,Lon
57761,Ger
57771,Kex
57781,Kreth
57791,Zaran
57801,Jek
57811,Sharaz
57821,Kruel
57831,Pol
57841,Met
57851,Gask
5786
5787;dragon 2
57881,Agony
57891,Bone
57901,Claws
57911,Death
57921,Despair
57931,End
57941,Tail
57951,Tooth
57961,Wing
57971,[old names for men]
57981,[old names for women]
57991,haila
58001,hak
58011,kax
58021,max
58031,kaz
58041,lissshh
58051,majis
58061,rex
58071,deth
58081,lok
5809
5810;dragon 3
58111,the Queen
58121,the Undying
58131,the Imperious
58141,the Slaughterer
58151,the Devourer
58161,the Destroyer
58171,the Mad
58181,the Destroyer
58191,the Great
58201,the Dark
58211,the Hungerer
58221,the Gifted
58231,the Lady
58241,the Princess
58251,the Ragged
58261,the Goldhearted
58271,the Lover
58281,of the Far
58291,of the Mountain
58301,of the Thin Air
58311,of the Top
58321,the Eternal
58331,the Sleeper
5834
5835;black dragon name
58361,*[black dragon 1] [black dragon 2] [black dragon 3]*
5837
5838;black dragon 1
58391,Acid
58401,Sulphuric
58411,Corroding
58421,Black
58431,Silent
58441,Great
5845
5846;black dragon 2
58471,Breath
58481,Hate
58491,Greed
58501,Snake
58511,Killer
58521,Dissolution
5853
5854;black dragon 3
58551,of the Swamp
58561,of Rot
58571,of Decay
58581,of the Backwaters
58591,of the Blackwaters
58601,of the Waters
5861;green dragon name
58621,[green dragon 1][dragon 2] [green dragon 3]
5863;green dragon 1
58641,Green
58651,Verdant
58661,Poison
58671,Jade
58681,Forest
58691,Piercing
5870;green dragon 3
58711,of the Forest
58721,of the Trees
58731,the Sly
58741,the Devious
58751,of the Fumes
58761,of the Valley
58771,the Reborn
5878
5879;red dragon name
58801,*[red dragon 1] [dragon 2] [red dragon 3]*
5881
5882;red dragon 1
58831,Red
58841,Hot
58851,Fire
58861,Ash
58871,Black
58881,Searing
58891,Burning
5890
5891;red dragon 3
58921,of the Mountain
58931,of the Holy Fire
58941,of the Deeps
58951,of the End Times
58961,the Eternal
58971,the Sleeper
5898
5899;white dragon name
59001,*[white dragon 1] [dragon 2] [white dragon 3]*
5901
5902;white dragon 1
59031,White
59041,Cold
59051,Ice
59061,Snow
59071,Hail
59081,Frost
59091,Deep
5910
5911;white dragon 3
59121,of the Glacier
59131,of the Mountain
59141,of the Thin Air
59151,of the Top
59161,the Eternal
59171,the Sleeper
5918
5919;frost giant
59201,Winter’s Bone
59211,Snow
59221,Ice
59231,Cold
59241,Glacier
59251,Storm
59261,Darkness
59271,Tooth
5928
5929;hill giant
59301,[hill giant 1][hill giant 2]
5931
5932;hill giant 1
59331,Aerd
59341,Broad
59351,Boulder
59361,Brute
59371,Dwarf
59381,Elf
59391,Gern
59401,Gore
59411,Man
59421,Mulg
59431,Neck
59441,Nose
59451,Pick
59461,Rock
59471,Sheep
59481,Stone
59491,Trog
59501,Ulf
59511,Wrok
5952
5953;hill giant 2
59541,-flattener
59551,-flinger
59561,-nose
59571,smash
59581,-smasher
59591,crusher
59601,killer
59611,finder
59621,squisher
59631,thrower
59641,nose
59651,neck
59661,grod
59671,bore
59681,tooth
59691,foot
59701,skin
59711,fist
59721,grom
59731,harg
59741,bolt
5975
5976used as "led by [hill giant title] *[hill giant]*."
5977;hill giant title
59781,Lord of the [hill giant thing]
59791,Lady of the [hill giant thing]
59801,Chieftain of the [hill giant thing]
59811,Ruler of the [hill giant thing]
59821,King of the [hill giant thing]
59831,King of the [hill giant thing]
59841,[hill giant thing] Master
59851,King of the [hill giant thing],
59861,Lord of the [hill giant thing],
59871,[hill giant thing] Master
59881,[foreign warlord]'s loyal servant,
59891,[foreign warlord]'s most trusted adviser,
59901,[foreign warlord]'s champion,
5991
5992;hill giant thing
59931,Hill
59941,Valley
59951,Stones
59961,Steading
59971,Rocks
59981,Free
59991,Ancient Folk
60001,Old Ways
60011,Heavyfoot Tribe
60021,Boulder Tribe
60031,Oldskull Tribe
60041,Smashtoe Tribe
60051,Bluntspear Tribe
60061,Firewalker People
60071,Ancient Ways
60081,Slab
6009
6010;hill giant goal
60112,[hill giant place]
60121,Tax
60131,Toll
60141,Gold
60151,Silver
60161,Tribute
6017
6018;frogling
60191,*[frogling name]*<img src="[[redirect https://campaignwiki.org/face/redirect/alex/frog]]" alt="[same frogling]" title="[same frogling]"/>
6020
6021;frogling name
60221,[frogling 1] [frogling 2]
6023
6024;frogling 1
60251,Far
60261,Long
60271,Great
60281,Big
60291,Wonder
6030
6031;frogling 2
60321,Jump
60331,Tongue
60341,Lick
60351,Eyes
6036;hobgoblin
60371,[hobgoblin 1][hobgoblin 2]
60381,[hobgoblin 1] of [hobgoblin 3]
6039;hobgoblin 1
60401,Arrow
60411,Axe
60421,Barro
60431,Bash
60441,Bent
60451,Bloody
60461,Brak
60471,Broken
60481,Chipped
60491,Karz
60501,Knife
60511,Kom
60521,Mok
60531,Mal
60541,Mulz
60551,Scar
60561,Sharp
60571,Spear
60581,Voice
60591,Zulg
6060;hobgoblin 2
60611,face
60621,blade
60631,fist
60641,fang
60651,eye
60661,helm
60671,tooth
60681,skull
60691,chin
60701,ears
60711,tongue
60721,blaze
60731,dak
60741,kak
60751,sak
60761,dax
60771,max
60781,bog
60791,bor
60801,gor
60811,karn
60821,zor
60831,kill
6084;hobgoblin 3
60851,Sorrow
60861,Anger
60871,Longing
60881,Power
60891,Truth
60901,Law
60911,Authority
6092
6093;lizardfolk
60941,Paticlaw
60951,Calmeyes
60961,Quieteyes
60971,Slowblood
60981,Peshka
60991,Subak
61001,Wati
61011,Zishk
61021,Grouz
61031,Thrut
61041,Thrirquuz
61051,Thati
61061,Ahuuz
61071,Ukurix
61081,Bhojar
61091,Umzigo
61101,Githixi
61111,Daz
61121,Dhox
61131,Drox
61141,Henqe
61151,Onros
61161,Irza
61171,Iecurzoh
61181,Usanru
61191,Irsusae
61201,Idue
61211,Choaz
61221,Ares
61231,Thrauz
61241,Chikkuss
61251,Thaknousk
61261,Yelzia
61271,Mokokno
61281,Choxa
61291,Ozdia
61301,Dizz
6131
6132Note that a manticore is always in a tower.
6133;manticore
61341,Old man [manticore name]
61351,Old [manticore name]
61361,Lord [manticore name]
61371,Grandfather [manticore name]
61383,[manticore name]
61391,Bastard of [manticore name]
61401,Ancient [manticore name]
61416, [dwarf name for men]
6142
6143;manticore name
61445,[dwarf name for men]
61451,[old name]
61461,Pain-Servant
61471,Greed-Serpent
61481,Spite-Host
61491,Envy-Rot
61501,Hateful-Blessing
61511,Avaricious-Lover
61521,Ankle-Biter
6153
6154;medusa
61551,[medusa 1][medusa 2]
6156;medusa 1
61571,Snake
61581,Hepta
61591,Stone
61601,Heska
61611,Desert
61621,Cold
61631,Sisk
61641,Liss
61651,Hiss
61661,Gorg
61671,Arach
61681,Heran
61691,Molta
61701,Xochi
61711,Xia
61721,Su
61731,Serpa
61741,Sera
61751,Ser
61761,Zer
61771,Zir
61781,Ishi
61791,Serpenta
61801,Shash
61811,[old names for women]
6182
6183;medusa 2
61841,lissk
61851,tail
61861,fang
61871,scale
61881,tiar
61891,harach
61901,hartha
61911,mo
61921,marta
61931,jeza
61941,cruel
61951,-mother
61961,-Sister
61971,skull
61981,-Mistress
61991,-Lady
6200;nixie
62016,[nixie 1] [nixie 2]
62021,Dahlia
62031,Lily
62041,Poppy
62051,Hawthorn
62061,Hyacinth
62071,Lotus
6208
6209;nixie 1
62101,Mountain
62111,Tears of
62121,Eyes of
62131,Sweet
62141,Eternal
6215
6216;nixie 2
62171,Joy
62181,Sorrow
62191,Ice
62201,Sleep
62211,Dew
62221,Rain
6223
6224;orc
62251,[orc 1][orc 2]
6226
6227;orc 1
62281,A
62291,Balc
62301,Bol
62311,Gol
62321,Gor
62331,Grish
62341,Lag
62351,Lug
62361,Mau
62371,Muz
62381,Orco
62391,Oth
62401,Rad
62411,Shag
62421,Sna
62431,Uf
62441,Ug
6245
6246;orc 2
62471,bag
62481,bal
62491,bug
62501,dog
62511,duf
62521,dush
62531,fimbul
62541,g
62551,ga
62561,gash
62571,gol
62581,húr
62591,lúk
62601,meg
62611,nákh
62621,rat
62631,rod
62641,thak
62651,zog
6266
6267;salamander
62681,Hot
62691,Melt
62701,Flow
62711,Lake
62721,Pit
62731,Pain
62741,Ash
6275;troll
62761,Stonegore
62771,Rocktooth
62781,Boulderfang
62791,Strongarm
62801,Mudfist
62811,Greyeye
62821,Pigflesh
62831,Mottlebrain
62841,Wrack
6285
6286;undine
62871,[undine 1] [undine 2]
6288;undine 1
62891,Mountain
62901,Icy
62911,Clearwater
62921,Springbrook
62931,Shallow
62941,Raindrop of
62951,Stormy
62961,Song of
62971,Lonely
62981,Tears of
62991,Eyes of
63001,Sweet
63011,Eternal
6302;turtle
63031,Patience
63041,Calm
63051,Quiet
63061,Slow
63071,Peace
63081,Submit
63091,Wait
6310;undine 2
63111,Joy
63121,Sorrow
63131,Ice
63141,Sleep
63151,Dew
63161,Rain
63171,Sleep
63181,Melody
63191,Dream
63201,Vision
63211,Rainbow
63221,Haunting
6323;an old wight leader
63241,[name of a wight leader 1]
63251,[name of a wight leader 2]
63261,[name of a wight leader 3]
6327
6328;name of a wight leader 1
63291,[wight leader]
6330
6331;name of a wight leader 2
63321,[wight leader]
6333
6334;name of a wight leader 3
63351,[wight leader]
6336
6337;wight leader
63381,*Old [wight name]* of *[wight realm]*
63391,*[wight name] the Terrible* of *[wight realm]*
63401,*[wight name] the Cruel* of *[wight realm]*
63411,*King [king wight]* of *[wight realm]*
63421,*Queen [queen wight]* of *[wight realm]*
6343
6344;wight name
63451,[king wight]
63461,[queen wight]
6347
6348;king wight
63491,Eilif
63501,Kyran
63511,Tariq
6352
6353;queen wight
63541,Kali
63551,Maura
63561,Thyia
6357
6358;wight realm
63591,Abilard
63601,Erlechai
63611,Farlazzan
63621,Merlen
63631,Ouria
63641,Pichuhiatl
63651,Quddu
63661,Rajana
63671,Silah
63681,Trazadan
63691,Yzarria
63701,Zerrin
6371
6372## Other Names
6373;castek
63741,[cast1][cast2] [cast3]
6375
6376;cast1
63771,Ara
63781,Ork
63791,Ala
63801,Ama
63811,Bel
63821,Bael
63831,Bek
63841,Cad
63851,Caer
63861,Cairna
63871,Dek
63881,Det
63891,Deth
63901,Ere
63911,Eke
63921,Eon
63931,Eo
63941,Fer
63951,Fend
63961,Geth
63971,Get
63981,Gemma
63991,Het
64001,Hek
64011,Hend
64021,Jez
64031,Jek
64041,Ket
64051,Kin
64061,Kith
64071,Kir
64081,Luc
64091,Land
64101,Lant
64111,Met
64121,Mena
64131,Mek
64141,Neth
64151,Nek
64161,Orm
64171,Pol
64181,Quad
64191,Rev
64201,Sark
64211,Set
64221,Septa
64231,Teth
64241,Tek
64251,Uru
64261,Val
64271,Wal
64281,Zir
6429
6430;cast2
64311,halla
64321,walla
64331,ket
64341,ith
64351,rith
64361,awraith
64371,aket
64381,alore
64391,rak
64401,bon
64411,ket
64421,vail
64431,h
64441,et
64451,rist
64461,ron
64471,ra
64481,gar
64491,geth
64501,ger
64511,meen
64521,geist
64531,hak
64541,het
64551,hol
64561,lok
64571,lore
64581,arnia
64591,arik
6460
6461;cast3
64623,Castle
64632,Fort
64641,Hold
64651,Keep
64661,Palace
64671,Fortress
64681,Chateau
6469
6470;a wight capital
64711,[name for a wight capital 1]
64721,[name for a wight capital 2]
6473
6474;name for a wight capital 1
64751,[ancient capital] [capital epithet]
6476
6477;name for a wight capital 2
64781,[ancient capital] [capital epithet]
6479
6480;ancient capital
64812,[ancient capital beginning][ancient capital end]
64821,[ancient capital beginning][ancient capital middle][ancient capital end]
6483
6484;ancient capital beginning
64851,A
64861,Bi
64871,Chei
64881,I
64891,Ja
64901,U
64911,Va
64921,Xa
64931,Y
64941,Zam
6495
6496;ancient capital middle
64971,bo
64981,fa
64991,fi
65001,la
65011,ma
65021,na
65031,ri
65041,ti
6505
6506;ancient capital end
65071,gua
65081,lach
65091,nn
65101,m
65111,diz
65121,la
65131,lan
65141,rran
65151,sa
6516
6517;capital epithet
65181,the [capital adjective]
65191,the twice [capital adjective]
65201,of the [capital verb] [capital object]
6521
6522;capital adjective
65231,Glorious
65241,Beautiful
65251,Righteous
65261,Powerful
65271,Strong
6528
6529;capital verb
65301,Hanging
65311,Shining
65321,Towering
6533
6534;capital object
65351,Gardens
65361,Fortress
65371,Walls
65381,Treasures
65391,Trees
6540
6541## Epithets
6542;royal
65431,King
65441,Queen
65451,Prince
65461,Princess
65471,Duke
65481,Duchess
65491,Baron
65501,Baroness
65511,Count
65521,Countess
65531,Marquis
65541,Marquesa
6555
6556;the necromaner
65571,the Necromancer
65581,the Master of the Dark Arts
65591,the Terrible
65601,the Black
65611,the Heartless
65621,the Cruel
65631,the Hateful
65641,the Iron-hearted
65651,the Cold
65661,the Black Rider
65671,the Reaper
65681,the Spider
65691,the Poisonous
65701,the Unclean
65711,the Singer
65721,the Jester
65731,the Foreteller
65741,the Gateway
65751,the Summoned
65761,the Unhallowed
65771,the Last
65781,the Deathly
65791,the Hungerer
65801,the Ancient.
6581
6582;warlord title
65831,the Great
65841,the Mighty
65851,Carnage
65861,Deathbringer
65871,the Killer
6588
6589;special adjective
659010,Most [special adjective]
65911,Able
65921,Absolute
65931,Accepted
65941,Accomplished
65951,Acting
65961,Admirable
65971,Almighty
65981,Ancient
65991,Anointed
66001,Apprentice
66011,Arcane
66021,Archaic
66031,Ardent
66041,Ascendant
66051,Axiomatic
66061,Beatific
66071,Blessed
66081,Brave
66091,Calm
66101,Candidate
66111,Chief
66121,Chivalrous
66131,Chosen
66141,Clever
66151,Concealed
66161,Consecrated
66171,Constant
66181,Consummate
66191,Courageous
66201,Craven
66211,Crowned
66221,Cryptic
66231,Cunning
66241,Dedicated
66251,Deputy
66261,Designated
66271,Devoted
66281,Devout
66291,Divine
66301,Elder
66311,Elite
66321,Elucidated
66331,Emeritus
66341,Enlightened
66351,Entered
66361,Epic
66371,Essential
66381,Esteemed
66391,Eternal
66401,Exalted
66411,Excellent
66421,Expert
66431,Extraordinary
66441,Faithful
66451,Favored
66461,Feral
66471,Fierce
66481,Fifth
66491,Final
66501,First
66511,Fortunate
66521,Fourth
66531,Free
66541,Gallant
66551,Generous
66561,Gifted
66571,Glorious
66581,Grand
66591,Gray
66601,Great
66611,Hallowed
66621,Heroic
66631,Hidden
66641,Hierophant
66651,High
66661,Highborn
66671,Holy
66681,Honored
66691,Honourable
66701,Humble
66711,Illuminated
66721,Illustrious
66731,Immaculate
66741,Imperial
66751,Incomparable
66761,Initiated
66771,Innocent
66781,Inscrutable
66791,Insidious
66801,Intimate
66811,Invisible
66821,Journeyman
66831,Junior
66841,Just
66851,Known
66861,Last
66871,Learned
66881,Legendary
66891,Legitimate
66901,Lofty
66911,Lone
66921,Lord High
66931,Loyal
66941,Mad
66951,Majestic
66961,Marked
66971,Master
66981,Matchless
66991,Mighty
67001,Most Excellent
67011,Most High
67021,Mystic
67031,Necrotic
67041,Noble
67051,Novice
67061,Numinous
67071,Obedient
67081,Omnipotent
67091,Only
67101,Ordained
67111,Patient
67121,Peculiar
67131,Penitent
67141,Penultimate
67151,Perfect
67161,Pious
67171,Practiced
67181,Preordained
67191,Presiding
67201,Primary
67211,Prime
67221,Principal
67231,Privileged
67241,Profound
67251,Prophetic
67261,Proud
67271,Proven
67281,Puissant
67291,Pure
67301,Radiant
67311,Recognized
67321,Relentless
67331,Reliable
67341,Renowned
67351,Resolute
67361,Resplendent
67371,Revered
67381,Reverent
67391,Rhadamanthine
67401,Right High
67411,Righteous
67421,Rightful
67431,Rising
67441,Royal
67451,Sacred
67461,Saintly
67471,Sanctified
67481,Second
67491,Secondary
67501,Secret
67511,Select
67521,Selected
67531,Senior
67541,Serene
67551,Seventh
67561,Shining
67571,Silent
67581,Singular
67591,Sixth
67601,Skilled
67611,Sober
67621,Solemn
67631,Sovereign
67641,Special
67651,Spiritual
67661,Sublime
67671,Submissive
67681,Subservient
67691,Superior
67701,Supreme
67711,Tertiary
67721,Third
67731,Transcendent
67741,Triumphant
67751,True
67761,Trusted
67771,Ultimate
67781,Unavoidable
67791,Undaunted
67801,Undeniable
67811,Unholy
67821,Unknown
67831,Unleashed
67841,Unseen
67851,Unspoiled
67861,Valiant
67871,Valorous
67881,Veiled
67891,Venerable
67901,Victorious
67911,Virtuous
67921,Wandering
67931,Wise
67941,Wonderful
67951,Worshipful
67961,Worthy
67971,Young
6798
6799;foreign warlord
68001,Ugra [warlord title]
68011,Ogon [warlord title]
68021,Agon [warlord title]
68031,Radan [warlord title]
68041,Elam [warlord title]
68051,Irah [warlord title]
6806## Gigantic fucking name lists
6807;human kid
68081,Alek
68091,Berta
68101,Custa
68111,Dirk
68121,Eda
68131,Falin
68141,Gill
68151,Hela
68161,Ila
68171,Jolo
68181,Iolo
68191,Keg
68201,Jeppi
68211,Miska
682210,[human name]
6823
6824
6825
6826
6827;dwarf name
68281,[dwarf 1] [dwarf 2a][dwarf 2b]
6829
6830;dwarf 1
68311,[dwarf name for men]
68321,[dwarf name for women]
6833
6834# https://dwarrowscholar.wordpress.com/general-documents/female-dwarf-outer-names/
6835;dwarf name for men
68361,Aín
68371,Áiskjald
68381,Áispori
68391,Áithrasir
68401,Áivari
68411,Ajar
68421,Áki
68431,Albin
68441,Alekin
68451,Alf
68461,Alfar
68471,Alfi
68481,Alfin
68491,Alfskjald
68501,Alfthrasir
68511,Alfvari
68521,Althar
68531,Althi
68541,Althin
68551,Althjof
68561,Althskjald
68571,Althspori
68581,Alththrasir
68591,Althvari
68601,Álvfinnur
68611,Álvhethin
68621,Alvi
68631,Álvur
68641,Ámundur
68651,Anar
68661,Andar
68671,Andi
68681,Andin
68691,Andri
68701,Andskjald
68711,Andspori
68721,Andthrasir
68731,Andvari
68741,Ani
68751,Anin
68761,Anskjald
68771,Anspori
68781,Anthrasir
68791,Anvari
68801,Ari
68811,Ári
68821,Aritur
68831,Arnaldur
68841,Arnfinnur
68851,Arnfríthur
68861,Arngrímur
68871,Arni
68881,Árni
68891,Arnlígur
68901,Arnljótur
68911,Arnoddur
68921,Arvinur
68931,Ásbergur
68941,Ásbrandur
68951,Ásfinnur
68961,Ásgrímur
68971,Ási
68981,Askur
68991,Áslakur
69001,Ásleivur
69011,Ásmóthur
69021,Ásmundur
69031,Ásvaldur
69041,Ásvarthur
69051,Atli
69061,Aurar
69071,Auri
69081,Aurin
69091,Aurskjald
69101,Aurspori
69111,Aurthrasir
69121,Aurvang
69131,Aurvari
69141,Austar
69151,Austi
69161,Austin
69171,Austri
69181,Austskjald
69191,Austspori
69201,Austvari
69211,Ávaldur
69221,Balar
69231,Baldur
69241,Baldvin
69251,Bali
69261,Balin
69271,Bálli
69281,Balskjald
69291,Balspori
69301,Balthrasir
69311,Balvari
69321,Baraldur
69331,Báraldur
69341,Barinur
69351,Bárivin
69361,Bárthur
69371,Bávurin
69381,Beini
69391,Benrin
69401,Bergfinnur
69411,Bergfríthur
69421,Bergleivur
69431,Bergur
69441,Bersi
69451,Bessi
69461,Bifar
69471,Bifi
69481,Bifin
69491,Bifskjald
69501,Bifspori
69511,Bifur
69521,Bifvari
69531,Bilar
69541,Bilbur
69551,Bildr
69561,Bili
69571,Bilin
69581,Billar
69591,Billi
69601,Billin
69611,Billing
69621,Billskjald
69631,Billspori
69641,Billthrasir
69651,Bilskjald
69661,Bilthrasir
69671,Bilvari
69681,Birni
69691,Bjarki
69701,Bjarngrímur
69711,Bjarnhethin
69721,Bjarni
69731,Bjarnvarthur
69741,Bjarti
69751,Bjartur
69761,Bjórgfinnur
69771,Bjórghethin
69781,Bjórgolvur
69791,Bjórgúlvur
69801,Bofar
69811,Bofi
69821,Bofin
69831,Bofskjald
69841,Bofspori
69851,Bofthrasir
69861,Bofur
69871,Bofvari
69881,Bogi
69891,Bombar
69901,Bombi
69911,Bombin
69921,Bombskjald
69931,Bombspori
69941,Bombthrasir
69951,Bombur
69961,Bombvari
69971,Bótolvur
69981,Bragi
69991,Bráli
70001,Brandur
70011,Brávur
70021,Bresti
70031,Brialdur
70041,Broddi
70051,Broddur
70061,Bróin
70071,Bróri
70081,Brosi
70091,Brunar
70101,Bruni
70111,Brunin
70121,Brunskjald
70131,Brunspori
70141,Brunthrasir
70151,Brúsi
70161,Brynjolvur
70171,Brynleivur
70181,Búgvi
70191,Búi
70201,Burar
70211,Buri
70221,Burin
70231,Burinur
70241,Bursi
70251,Burskjald
70261,Burspori
70271,Burthrasir
70281,Dagbjartur
70291,Dagfinnur
70301,Dagur
70311,Dáin
70321,Dár
70331,Daskjald
70341,Dávi
70351,Dávur
70361,Díthrikur
70371,Ditleivur
70381,Djóni
70391,Dolgar
70401,Dolgi
70411,Dolgin
70421,Dolgskjald
70431,Dolgspori
70441,Dolgthrasir
70451,Dolgvari
70461,Dorar
70471,Dori
70481,Dorin
70491,Dorskjald
70501,Dorspori
70511,Dorthrasir
70521,Dorvari
70531,Draupar
70541,Draupi
70551,Draupin
70561,Draupnir
70571,Draupskjald
70581,Draupspori
70591,Draupthrasir
70601,Draupvari
70611,Dróin
70621,Drúinur
70631,Duf
70641,Dufar
70651,Dufi
70661,Dufin
70671,Dufskjald
70681,Dufthrasir
70691,Dufvari
70701,Dunaldur
70711,Durar
70721,Duri
70731,Durinar
70741,Durskjald
70751,Durspori
70761,Durthrasir
70771,Durvari
70781,Dwali
70791,Dwalin
70801,Dwalskjald
70811,Dwalspori
70821,Dwalthrasir
70831,Dwalur
70841,Dwalvari
70851,Dwárli
70861,Ebbi
70871,Edmundur
70881,Edvin
70891,Egi
70901,Egin
70911,Eikar
70921,Eiki
70931,Eikin
70941,Eikinskjaldi
70951,Eikskjald
70961,Eikspori
70971,Eikthrasir
70981,Eikvari
70991,Eilívur
71001,Eindri
71011,Eiri
71021,Eirikur
71031,Eivindur
71041,Eli
71051,Ellindur
71061,Enokur
71071,Erlendur
71081,Erlingur
71091,Esmundur
71101,Filar
71111,Fili
71121,Filin
71131,Filskjald
71141,Filspori
71151,Filthrasir
71161,Filvari
71171,Finn
71181,Finnar
71191,Finnbogi
71201,Finnfríthi
71211,Finni
71221,Finnin
71231,Finnleivur
71241,Finnskjald
71251,Finnspori
71261,Finnur
71271,Finnvari
71281,Fjalar
71291,Fjali
71301,Fjalin
71311,Fjalskjald
71321,Fjalspori
71331,Fjalthrasir
71341,Fjalvari
71351,Fláim
71361,Fláimingur
71371,Flemmingur
71381,Flói
71391,Flóki
71401,Flosi
71411,Flóvin
71421,Fraeg
71431,Fráin
71441,Frar
71451,Frár
71461,Frarar
71471,Frari
71481,Frarin
71491,Frarskjald
71501,Frarspori
71511,Frarthrasir
71521,Fraspori
71531,Frathrasir
71541,Fravari
71551,Fridleivur
71561,Fríthálvur
71571,Fríthbjartur
71581,Fríthfinnur
71591,Fríthi
71601,Fríthmundur
71611,Frítholvur
71621,Fríthrikur
71631,Fríthur
71641,Frostar
71651,Frosti
71661,Frostin
71671,Frostskjald
71681,Frostspori
71691,Frostthrasir
71701,Frostvari
71711,Fróthi
71721,Fulla
71731,Fundar
71741,Fundi
71751,Fundin
71761,Fundskjald
71771,Fundspori
71781,Fundthrasir
71791,Fundvari
71801,Ganar
71811,Gani
71821,Ganin
71831,Ganskjald
71841,Ganthrasir
71851,Geirbrandur
71861,Geirfinnur
71871,Geiri
71881,Geirmundur
71891,Geirolvur
71901,Geirur
71911,Gestur
71921,Gilli
71931,Ginnar
71941,Ginni
71951,Ginnin
71961,Ginnskjald
71971,Ginnspori
71981,Ginnthrasir
71991,Ginnvari
72001,Gísli
72011,Gissur
72021,Gíti
72031,Gloar
72041,Glói
72051,Glóin
72061,Gloínur
72071,Glólin
72081,Gloskjald
72091,Glospori
72101,Glothrasir
72111,Glovari
72121,Glúmur
72131,Gormundur
72141,Gormur
72151,Gráim
72161,Greipur
72171,Grímolvur
72181,Grímur
72191,Gripur
72201,Gróim
72211,Grómi
72221,Gudfinnur
72231,Gudlígur
72241,Gudmundur
72251,Gulakur
72261,Gullbrandur
72271,Gundur
72281,Gunnálvur
72291,Gunni
72301,Gunnleikur
72311,Gunnleivur
72321,Gunnlígur
72331,Gunnolvur
72341,Gunnvaldur
72351,Gusti
72361,Guthbjartur
72371,Guthbrandur
72381,Guthlakur
72391,Gutti
72401,Guttormur
72411,Gylvi
72421,Hábarthur
72431,Hagbarthur
72441,Hallbergur
72451,Hallfríthur
72461,Hallgrímur
72471,Hallmundur
72481,Hallormur
72491,Hallur
72501,Hallvarthur
72511,Hámundur
72521,Hannar
72531,Hanni
72541,Hannin
72551,Hannskjald
72561,Hannspori
72571,Hannthrasir
72581,Hannvari
72591,Haraldur
72601,Hárikur
72611,Haugar
72621,Haugi
72631,Haugin
72641,Haugskjald
72651,Haugspori
72661,Haugthrasir
72671,Haugvari
72681,Hávarthur
72691,Havgrímur
72701,Havlithi
72711,Heimurin
72721,Heindrikur
72731,Heini
72741,Heinrikur
72751,Heithrikur
72761,Helgi
72771,Hemingur
72781,Hemmingur
72791,Hendrikur
72801,Henningur
72811,Heptar
72821,Hepti
72831,Heptin
72841,Heptskjald
72851,Heptspori
72861,Heptvari
72871,Herálvur
72881,Herbjartur
72891,Herbrandur
72901,Herfinnur
72911,Herfríthur
72921,Hergrímur
72931,Heri
72941,Herjolvur
72951,Herleivur
72961,Herlígur
72971,Hermóthur
72981,Hermundur
72991,Herningur
73001,Herolvur
73011,Hervarthur
73021,Hethin
73031,Hildibjartur
73041,Hildibrandur
73051,Hjalgrímur
73061,Hjalti
73071,Hjórgrímur
73081,Hjórleivur
73091,Hjórmundur
73101,Hjórtur
73111,Hlear
73121,Hlei
73131,Hlein
73141,Hleskjald
73151,Hlespori
73161,Hlevang
73171,Hlevari
73181,Hlóin
73191,Hógni
73201,Hor
73211,Hóraldur
73221,Horar
73231,Hori
73241,Hóri
73251,Horin
73261,Hornar
73271,Hornbori
73281,Horni
73291,Hornin
73301,Hornskjald
73311,Hornthrasir
73321,Horskjald
73331,Horspori
73341,Horthrasir
73351,Hórthur
73361,Horvari
73371,Hóskuldur
73381,Hugi
73391,Hugin
73401,Húnbogi
73411,Húni
73421,Ímundur
73431,Ingálvur
73441,Ingi
73451,Ingibjartur
73461,Ingileivur
73471,Ingimundur
73481,Ingivaldur
73491,Ingjaldur
73501,Ingolvur
73511,Ingvaldur
73521,Ísakur
73531,Ísleivur
73541,Íthálvur
73551,Íthbjartur
73561,Íthfinnur
73571,Íthgrímur
73581,Íthi
73591,Íthleivur
73601,Íthmundur
73611,Ítholvur
73621,Íthvarthur
73631,Jallgrímur
73641,Jarar
73651,Jari
73661,Jarin
73671,Jarleivur
73681,Jarmundur
73691,Jarskjald
73701,Jarspori
73711,Jarthrasir
73721,Jarvari
73731,Jaspur
73741,Jatmundur
73751,Játmundur
73761,Jatvarthur
73771,Jófríthur
73781,Jónfinnur
73791,Jónhethin
73801,Jóni
73811,Jónleivur
73821,Jórmundur
73831,Jórundur
73841,Justi
73851,Jústi
73861,Kai
73871,Kálvur
73881,Kári
73891,Karstin
73901,Kartni
73911,Kilar
73921,Kili
73931,Kilin
73941,Kilskjald
73951,Kilspori
73961,Kilthrasir
73971,Kilvari
73981,Knútur
73991,Kolfinnur
74001,Kolgrímur
74011,Kolmundur
74021,Koraldur
74031,Kristin
74041,Kristleivur
74051,Kristmundur
74061,Kristoffur
74071,Kyrri
74081,Lassi
74091,Leiki
74101,Leivur
74111,Levi
74121,Lit
74131,Litar
74141,Liti
74151,Litin
74161,Litskjald
74171,Litthrasir
74181,Lofar
74191,Lofi
74201,Lofin
74211,Lofskjald
74221,Lofspori
74231,Loftur
74241,Lofvari
74251,Lonar
74261,Loni
74271,Lonin
74281,Lonskjald
74291,Lonspori
74301,Lonthrasir
74311,Lonvari
74321,Lothin
74331,Lýthur
74341,Magni
74351,Manni
74361,Marni
74371,Martur
74381,Máur
74391,Mjothar
74401,Mjothi
74411,Mjothin
74421,Mjothskjald
74431,Mjothspori
74441,Mjoththrasir
74451,Mjothvari
74461,Mjothvitnir
74471,Módsognir
74481,Motar
74491,Moti
74501,Motin
74511,Motsognir
74521,Motspori
74531,Motvari
74541,Naddoddur
74551,Naglur
74561,Náin
74571,Nalar
74581,Nali
74591,Náli
74601,Nalin
74611,Nalskjald
74621,Nalspori
74631,Nalthrasir
74641,Nar
74651,Nár
74661,Narar
74671,Nari
74681,Narin
74691,Narspori
74701,Narthrasir
74711,Narvari
74721,Narvi
74731,Naskjald
74741,Naspori
74751,Niklái
74761,Nipar
74771,Nipi
74781,Nipin
74791,Niping
74801,Nipskjald
74811,Nipspori
74821,Nipthrasir
74831,Nipvari
74841,Nithar
74851,Nithi
74861,Nithin
74871,Nithspori
74881,Niththrasir
74891,Njálur
74901,Nói
74911,Norar
74921,Nori
74931,Norin
74941,Norskjald
74951,Norspori
74961,Northar
74971,Northi
74981,Northin
74991,Northleivur
75001,Northrasir
75011,Northri
75021,Northskjald
75031,Norththrasir
75041,Norvari
75051,Nyar
75061,Nyr
75071,Nyrar
75081,Nyrath
75091,Nyri
75101,Nyrin
75111,Nyrspori
75121,Nyrthrasir
75131,Nyrvari
75141,Nyskjald
75151,Nyspori
75161,Nythrasir
75171,Nyvari
75181,Oddfinnur
75191,Oddfríthur
75201,Oddleivur
75211,Oddmundur
75221,Oddur
75231,Oddvaldur
75241,Ógmundur
75251,Ógvaldur
75261,Óigrímur
75271,Óileivur
75281,Óilolvur
75291,Óimundur
75301,Oínur
75311,Óivindur
75321,Óksur
75331,Ólavur
75341,Óli
75351,Ólin
75361,Olivur
75371,Onar
75381,Oni
75391,Onin
75401,Onskjald
75411,Onthrasir
75421,Onundur
75431,Orar
75441,Ori
75451,Orin
75461,Órin
75471,Ormur
75481,Órnolvur
75491,Orri
75501,Orskjald
75511,Orspori
75521,Orthrasir
75531,Órvur
75541,Óssur
75551,Óthin
75561,Ovi
75571,Páitur
75581,Palli
75591,Pátrin
75601,Petrur
75611,Poli
75621,Ragnvaldur
75631,Rani
75641,Rathsar
75651,Rathsin
75661,Rathskjald
75671,Rathspori
75681,Rathsthrasir
75691,Rathsvari
75701,Rathsvith
75711,Ravnur
75721,Regar
75731,Regi
75741,Regin
75751,Regskjald
75761,Regspori
75771,Regthrasir
75781,Regvari
75791,Reinaldur
75801,Ríkaldur
75811,Ríkin
75821,Róaldur
75831,Rodleivur
75841,Rodmundur
75851,Rógnvaldur
75861,Rógvi
75871,Rói
75881,Róin
75891,Rókur
75901,Róli
75911,Rólvur
75921,Rómundur
75931,Ronni
75941,Rórin
75951,Rósingur
75961,Róthbjartur
75971,Rótholvur
75981,Rubekur
75991,Rúni
76001,Rúnolvur
76011,Sáifinnur
76021,Sáimundur
76031,Saksi
76041,Salmundur
76051,Sámur
76061,Sandur
76071,Servin
76081,Sevrin
76091,Sigbjartur
76101,Sigbrandur
76111,Sigfríthur
76121,Sighvatur
76131,Sigmundur
76141,Signhethin
76151,Sigvaldur
76161,Sindrinur
76171,Sjúrthi
76181,Sjúrthur
76191,Skafar
76201,Skafi
76211,Skafin
76221,Skafith
76231,Skafthrasir
76241,Skafvari
76251,Skeggi
76261,Skirfar
76271,Skirfi
76281,Skirfin
76291,Skirfir
76301,Skirfskjald
76311,Skirfthrasir
76321,Skirfvari
76331,Skofti
76341,Skúvur
76351,Snámiúlvur
76361,Sniolvur
76371,Snorri
76381,Sólbjartur
76391,Sólfinnur
76401,Sólmundur
76411,Sólvi
76421,Sonni
76431,Sórin
76441,Sórkvi
76451,Sórli
76461,Sproti
76471,Steinfinnur
76481,Steingrímur
76491,Steinmundur
76501,Steinoddur
76511,Steinolvur
76521,Steinur
76531,Stígur
76541,Sudri
76551,Summaldur
76561,Summarlithi
76571,Suni
76581,Súni
76591,Súnmundur
76601,Sunnleivur
76611,Suthar
76621,Suthi
76631,Suthin
76641,Suthri
76651,Suthskjald
76661,Suthspori
76671,Suththrasir
76681,Suthvari
76691,Sveinungur
76701,Sveinur
76711,Svenningur
76721,Sverri
76731,Svín
76741,Sviskjald
76751,Svispori
76761,Svithrasir
76771,Sviur
76781,Svivari
76791,Svjar
76801,Teitur
76811,Terji
76821,Thekk
76831,Thekkar
76841,Thekki
76851,Thekkin
76861,Thekkskjald
76871,Thekkspori
76881,Thekkvari
76891,Thorar
76901,Thori
76911,Thorin
76921,Thornur
76931,Thorskjald
76941,Thorspori
76951,Thorthrasir
76961,Thorvari
76971,Thráim
76981,Thráin
76991,Thrárin
77001,Thraskjald
77011,Thraspori
77021,Thravari
77031,Thrór
77041,Throrar
77051,Throri
77061,Throrin
77071,Throrskjald
77081,Throrspori
77091,Throrthrasir
77101,Throrvari
77111,Títhrikur
77121,Tjálvi
77131,Tjótholvur
77141,Tóki
77151,Tollakur
77161,Tonni
77171,Tóraldur
77181,Tórálvur
77191,Tórarin
77201,Torbergur
77211,Torbrandur
77221,Torfinnur
77231,Torfríthur
77241,Torgestur
77251,Torgrímur
77261,Tórhallur
77271,Tórhethin
77281,Tóri
77291,Torleivur
77301,Torlígur
77311,Tormóthur
77321,Tormundur
77331,Tóroddur
77341,Tórolvur
77351,Torri
77361,Tórthur
77371,Tórur
77381,Torvaldur
77391,Tóti
77401,Tráin
77411,Tráli
77421,Trísti
77431,Tróndur
77441,Tróstur
77451,Trygvi
77461,Tyrni
77471,Týrur
77481,Uggi
77491,Úlvhethin
77501,Úlvur
77511,Uni
77521,Vagnur
77531,Valbergur
77541,Valbrandur
77551,Valdi
77561,Vermundur
77571,Vestar
77581,Vesti
77591,Vestin
77601,Vestri
77611,Vestskjald
77621,Vestspori
77631,Vestthrasir
77641,Vestvari
77651,Veturlithi
77661,Vígbaldur
77671,Vígbrandur
77681,Vigg
77691,Viggar
77701,Viggi
77711,Viggin
77721,Víggrímur
77731,Viggskjald
77741,Viggspori
77751,Viggthrasir
77761,Viggvari
77771,Vígúlvur
77781,Vilar
77791,Vilbergur
77801,Vilhjálmur
77811,Vili
77821,Vilin
77831,Viljormur
77841,Villi
77851,Vilmundur
77861,Vilskjald
77871,Vilspori
77881,Vilthrasir
77891,Vilvari
77901,Vinar
77911,Vindalf
77921,Vini
77931,Vinin
77941,Vinsi
77951,Vinskjald
77961,Vinspori
77971,Vinthrasir
77981,Virfar
77991,Virfi
78001,Virfin
78011,Virfir
78021,Virfskjald
78031,Virfspori
78041,Virfthrasir
78051,Virfvari
78061,Vistri
78071,Vit
78081,Vóggur
78091,Vólundur
78101,Vónbjartur
78111,Wali
78121,Yngvi
7813
7814# https://dwarrowscholar.wordpress.com/general-documents/female-dwarf-outer-names/
7815;dwarf name for women
78161,Ábria
78171,Agda
78181,Aí
78191,Aís
78201,Alda
78211,Aldís
78221,Alma
78231,Alrún
78241,Álvdís
78251,Ánania
78261,Anís
78271,Anní
78281,Arís
78291,Arna
78301,Árna
78311,Arndís
78321,Arnina
78331,Arnóra
78341,Arnvór
78351,Ása
78361,Ásbera
78371,Ásdís
78381,Áshild
78391,Ásla
78401,Áslíg
78411,Asta
78421,Ásta
78431,Ásvór
78441,Ata
78451,Báldís
78461,Bára
78471,Barba
78481,Beinta
78491,Bera
78501,Bergní
78511,Betta
78521,Bettí
78531,Billa
78541,Bina
78551,Birna
78561,Birta
78571,Bís
78581,Bjalla
78591,Bjarma
78601,Bjarta
78611,Bjólla
78621,Borgní
78631,Bórka
78641,Brá
78651,Brynja
78661,Bylgja
78671,Dagní
78681,Dagrún
78691,Dagunn
78701,Dái
78711,Dania
78721,Danvór
78731,Dina
78741,Dinna
78751,Dís
78761,Dógg
78771,Drós
78781,Durís
78791,Durita
78801,Duruta
78811,Ebba
78821,Edda
78831,Eilin
78841,Eina
78851,Eir
78861,Elsba
78871,Elspa
78881,Elsuba
78891,Embla
78901,Enna
78911,Erla
78921,Erna
78931,Esta
78941,Ester
78951,Estur
78961,Fanní
78971,Fía
78981,Fípa
78991,Fís
79001,Fjóla
79011,Flykra
79021,Fólva
79031,Frái
79041,Fróia
79051,Frótha
79061,Geira
79071,Gís
79081,Glóa
79091,Gortra
79101,Gróa
79111,Gudní
79121,Gudvór
79131,Gunn
79141,Gunna
79151,Gunnvá
79161,Gurli
79171,Gylta
79181,Halda
79191,Havdís
79201,Henní
79211,Hera
79221,Herta
79231,Hervór
79241,Hildur
79251,Hjalma
79261,Hjordís
79271,Hulda
79281,Ida
79291,Ina
79301,Ingrún
79311,Ingunn
79321,Ingvá
79331,Ingvór
79341,Inna
79351,Irena
79361,Íth
79371,Ithunn
79381,Íthunn
79391,Íthur
79401,Janna
79411,Jansí
79421,Járndís
79431,Jensa
79441,Jensia
79451,Jódís
79461,Jóhild
79471,Jónvár
79481,Jórunn
79491,Jovina
79501,Jóvór
79511,Jústa
79521,Jútta
79531,Kaia
79541,Kamma
79551,Kára
79561,Kárunn
79571,Katla
79581,Lí
79591,Lilja
79601,Lín
79611,Lís
79621,Lívói
79631,Lóa
79641,Lona
79651,Lovisa
79661,Lula
79671,Lusia
79681,Magga
79691,Malja
79701,Malla
79711,Marí
79721,Marjun
79731,Marna
79741,Masa
79751,Merrí
79761,Metta
79771,Milja
79781,Mina
79791,Minna
79801,Mira
79811,Myrna
79821,Nái
79831,Naina
79841,Nanna
79851,Nanní
79861,Nís
79871,Nísi
79881,Nita
79891,Nomi
79901,Oda
79911,Oddní
79921,Oddrún
79931,Oddvá
79941,Oddvór
79951,Óidís
79961,Óigló
79971,Óilíg
79981,Óivór
79991,Oluffa
80001,Óluva
80011,Píl
80021,Ragna
80031,Rakul
80041,Randi
80051,Rannvá
80061,Revna
80071,Rikka
80081,Ritva
80091,Ró
80101,Róa
80111,Roda
80121,Róskva
80131,Rótha
80141,Rún
80151,Rúna
80161,Saldís
80171,Salní
80181,Salvór
80191,Sanna
80201,Sigga
80211,Signa
80221,Signí
80231,Sigrun
80241,Sigvór
80251,Sissal
80261,Siv
80271,Sól
80281,Sóldís
80291,Sólja
80301,Sólrun
80311,Sólva
80321,Sólvá
80331,Sólvór
80341,Stina
80351,Suffía
80361,Súna
80371,Sunnvá
80381,Svanna
80391,Sváva
80401,Svelldís
80411,Sví
80421,Talita
80431,Thrái
80441,Tíra
80451,Tordís
80461,Torní
80471,Tórunn
80481,Torvór
80491,Tóta
80501,Tova
80511,Tóva
80521,Turith
80531,Ulla
80541,Una
80551,Unn
80561,Unna
80571,Unnur
80581,Urth
80591,Urtha
80601,Vagna
80611,Valdís
80621,Vár
80631,Várdís
80641,Vígdís
80651,Vinní
80661,Vís
80671,Vísi
80681,Vón
80691,Yngva
80701,Yrsa
8071
8072;dwarf 2a
80731,Shield
80741,Hammer
80751,Plate
80761,Sword
80771,Axe
80781,Stone
80791,Iron
80801,Steel
80811,Earth
8082
8083;dwarf 2b
80841,bearer
80851,smasher
80861,master
80871,friend
80881,maker
80891,eater
8090;elf
80911,[male elf]
80921,[female elf]
8093# Not accounted for: Letter changes when combining words
8094# http://sindarinlessons.weebly.com/37---how-to-make-names-1.html
8095;male elf
80961,[normalize-elvish [elvish prefix] [elvish word]]
80971,[normalize-elvish [elvish prefix] [elvish male suffix]]
8098# prefer short names
8099# 1,[normalize-elvish [elvish word] [elvish word] [elvish male suffix]]
8100# 1,[normalize-elvish [elvish prefix] [elvish word] [elvish male suffix]]
81013,[normalize-elvish [elvish word] [elvish male suffix]]
8102
8103;female elf
81041,[normalize-elvish [elvish prefix] [elvish word]]
81051,[normalize-elvish [elvish prefix] [elvish female suffix]]
8106# prefer short names
8107# 1,[normalize-elvish [elvish word] [elvish word] [elvish female suffix]]
8108# 1,[normalize-elvish [elvish prefix] [elvish word] [elvish female suffix]]
81093,[normalize-elvish [elvish word] [elvish female suffix]]
8110
8111# https://realelvish.net/names/sindarin/woodelf/all/
8112;elvish prefix
81131,achar
81141,adertha
81151,adleg
81161,al
81171,amartha
81181,aníra
81191,aphada
81201,ar
81211,ava
81221,awartha
81231,badh
81241,batha
81251,beria
81261,blab
81271,brenia
81281,brona
81291,buia
81301,cab
81311,can
81321,car
81331,carpha
81341,cen
81351,critha
81361,dartha
81371,delia
81381,dew
81391,díhena
81401,doltha
81411,drava
81421,drega
81431,dringa
81441,echad
81451,edledhia
81461,egleria
81471,eitha
81481,elia
81491,ercha
81501,ertha
81511,fantha
81521,fara
81531,feira
81541,feria
81551,fuia
81561,gad
81571,gala
81581,gir
81591,gladh
81601,glavra
81611,glintha
81621,glir
81631,gohena
81641,gonod
81651,gor
81661,gosta
81671,groga
81681,gruitha
81691,gwatha
81701,gwathra
81711,gweria
81721,gwesta
81731,had
81741,hal
81751,haltha
81761,hamma
81771,harna
81781,hasta
81791,henia
81801,hwinia
81811,ialla
81821,ídha
81831,ídhra
81841,ista
81851,iuitha
81861,laba
81871,lala
81881,lamma
81891,lasta
81901,lathra
81911,linna
81921,luitha
81931,mel
81941,metha
81951,mista
81961,nag
81971,nalla
81981,nara
81991,narcha
82001,ndag
82011,ndagra
82021,ndamma
82031,nde
82041,nedia
82051,negra
82061,neitha
82071,nella
82081,nesta
82091,ngal
82101,nganna
82111,nod
82121,nor
82131,northa
82141,orthel
82151,orthor
82161,osgar
82171,pad
82181,padra
82191,ped
82201,pel
82211,per
82221,puia
82231,rada
82241,ran
82251,reda
82261,redh
82271,reitha
82281,reth
82291,rhib
82301,rista
82311,ritha
82321,rosta
82331,ruthra
82341,síla
82351,sog
82361,suila
82371,teilia
82381,teitha
82391,telia
82401,theria
82411,thilia
82421,thora
82431,thosta
82441,tintha
82451,tir
82461,toba
82471,toltha
82481,tortha
82491,trasta
82501,trevad
82511,tuia
8252
8253;elvish word
82541,abonthen
82551,achad
82561,adan
82571,agar
82581,agarwen
82591,aglar
82601,aglareb
82611,agor
82621,aith
82631,alag
82641,alagos
82651,alph
82661,alu
82671,alwed
82681,amar
82691,amarth
82701,amarthan
82711,amath
82721,amdir
82731,amlug
82741,amon
82751,amrûn
82761,anc
82771,and
82781,andreth
82791,ang
82801,angol
82811,angren
82821,annui
82831,annûn
82841,anor
82851,anu
82861,anwar
82871,apharch
82881,ar
82891,aran
82901,aras
82911,arn
82921,arod
82931,arth
82941,asgar
82951,ast
82961,astor
82971,athe
82981,aur
82991,avorn
83001,awarth
83011,bain
83021,balch
83031,bara
83041,baran
83051,beleg
83061,belt
83071,belthas
83081,beren
83091,bereth
83101,bor
83111,born
83121,bragol
83131,braig
83141,brand
83151,brassen
83161,bregol
83171,brog
83181,bronadui
83191,brui
83201,brûn
83211,bŷr
83221,cadu
83231,cadwar
83241,cal
83251,calar
83261,calen
83271,callon
83281,cam
83291,canad
83301,cand
83311,caran
83321,carch
83331,carweg
83341,caun
83351,celair
83361,celeb
83371,celebren
83381,celeg
83391,celevon
83401,cem
83411,cidinn
83421,cinnog
83431,cîw
83441,coll
83451,com
83461,conui
83471,corch
83481,cordof
83491,corn
83501,coru
83511,coth
83521,craban
83531,crann
83541,crist
83551,crumui
83561,cû
83571,cugu
83581,cuin
83591,cûn
83601,cund
83611,curu
83621,cŷr
83631,dail
83641,de
83651,del
83661,deleb
83671,delu
83681,dem
83691,der
83701,dern
83711,dîn
83721,dínen
83731,dîr
83741,dol
83751,dolen
83761,doll
83771,dom
83781,donn
83791,dorn
83801,dram
83811,draug
83821,dring
83831,dû
83841,dûr
83851,dŷr
83861,ech
83871,ecthel
83881,eden
83891,edhel
83901,edhellen
83911,edlenn
83921,eg
83931,egas
83941,eglan
83951,eglir
83961,eglos
83971,eiliant
83981,einior
83991,el
84001,elanor
84011,ell
84021,elloth
84031,elu
84041,en
84051,er
84061,ereb
84071,eredh
84081,ereg
84091,eru
84101,erui
84111,esgal
84121,estel
84131,estent
84141,ethir
84151,ew
84161,ewen
84171,fain
84181,fair
84191,falas
84201,falf
84211,fanui
84221,far
84231,faug
84241,faun
84251,fe
84261,feg
84271,fel
84281,fela
84291,fen
84301,fer
84311,fern
84321,ferui
84331,filig
84341,fim
84351,find
84361,fíreb
84371,firen
84381,forgam
84391,forn
84401,forod
84411,forodren
84421,fuin
84431,gail
84441,galadh
84451,galas
84461,galenas
84471,gamp
84481,gaud
84491,gear
84501,gearon
84511,gel
84521,gell
84531,gellam
84541,gellui
84551,gem
84561,ger
84571,gern
84581,geruil
84591,glad
84601,glam
84611,glamor
84621,glamren
84631,glan
84641,glass
84651,glaur
84661,glaw
84671,gler
84681,glîr
84691,glórin
84701,gloss
84711,goeol
84721,golass
84731,gondren
84741,gordh
84751,gorn
84761,gost
84771,graw
84781,gronn
84791,gruin
84801,gûr
84811,gwache
84821,gwain
84831,gwann
84841,gwarth
84851,gwath
84861,gwathren
84871,gwathui
84881,gwaun
84891,gwaur
84901,gwe
84911,gwen
84921,gweren
84931,gwest
84941,gwew
84951,gwilwileth
84961,gwîn
84971,hadhod
84981,hal
84991,hall
85001,hallas
85011,hand
85021,hannas
85031,harad
85041,haradren
85051,hargam
85061,harn
85071,harvo
85081,hast
85091,hathel
85101,he
85111,helch
85121,heledir
85131,hell
85141,hen
85151,heneb
85161,her
85171,hethu
85181,hîl
85191,him
85201,hîr
85211,hiril
85221,hith
85231,hithren
85241,hithui
85251,hîw
85261,horn
85271,hû
85281,hûr
85291,hwand
85301,hwîn
85311,iand
85321,iar
85331,iaun
85341,iaur
85351,îdh
85361,idhor
85371,idhren
85381,ind
85391,ingem
85401,inu
85411,iphant
85421,írui
85431,ist
85441,istui
85451,ithil
85461,ivren
85471,lagor
85481,laich
85491,lain
85501,lalaith
85511,lalf
85521,lam
85531,lanc
85541,land
85551,lang
85561,lass
85571,laug
85581,lavan
85591,leb
85601,leg
85611,lend
85621,ler
85631,lew
85641,leweg
85651,lhain
85661,lhew
85671,lhind
85681,lhûg
85691,lim
85701,limp
85711,lind
85721,lithui
85731,loen
85741,lom
85751,lorn
85761,lossen
85771,lost
85781,loth
85791,luin
85801,lum
85811,lung
85821,lŷg
85831,madweg
85841,maelui
85851,magor
85861,maidh
85871,malt
85881,malthen
85891,malthorn
85901,malu
85911,man
85921,mbar
85931,mbarad
85941,mecheneb
85951,med
85961,medli
85971,medlin
85981,medui
85991,meg
86001,megil
86011,melch
86021,meldir
86031,meldis
86041,meleth
86051,mell
86061,mellon
86071,melui
86081,men
86091,mer
86101,meren
86111,meron
86121,mesg
86131,methen
86141,mew
86151,milui
86161,min
86171,minai
86181,mîr
86191,mith
86201,mithren
86211,mîw
86221,morgul
86231,morn
86241,muil
86251,muin
86261,mûl
86271,mund
86281,mŷl
86291,naith
86301,nar
86311,narch
86321,naru
86331,nathal
86341,naud
86351,naug
86361,naugla
86371,naur
86381,nauth
86391,naw
86401,nawag
86411,ndam
86421,nder
86431,ndîr
86441,ndîs
86451,negen
86461,neledh
86471,nen
86481,nend
86491,nenui
86501,ner
86511,nestadren
86521,ngail
86531,ngalad
86541,ngannel
86551,ngaraf
86561,ngaur
86571,ngawad
86581,ngilith
86591,ngoll
86601,ngollor
86611,ngolodh
86621,ngolu
86631,ngolwen
86641,ngor
86651,ngorgor
86661,ngorn
86671,ngorth
86681,ngorthad
86691,ngûl
86701,ngurth
86711,nguru
86721,nguruthos
86731,niben
86741,nîd
86751,nîf
86761,nimp
86771,nîn
86781,nind
86791,nîr
86801,noen
86811,norn
86821,noroth
86831,nórui
86841,nûr
86851,oel
86861,oer
86871,ogol
86881,ol
86891,onod
86901,orch
86911,orchall
86921,orod
86931,oron
86941,othol
86951,ovor
86961,pant
86971,paran
86981,parch
86991,path
87001,paur
87011,pedweg
87021,pegui
87031,pelin
87041,pen
87051,peng
87061,periand
87071,peth
87081,pigen
87091,pîn
87101,puig
87111,rain
87121,raud
87131,raudh
87141,raug
87151,raun
87161,raw
87171,reg
87181,rem
87191,ren
87201,rend
87211,reth
87221,rhanc
87231,rhaw
87241,rhosg
87251,rhoss
87261,rhudol
87271,rhúnen
87281,rî
87291,rîn
87301,ring
87311,rîs
87321,riss
87331,roch
87341,rosc
87351,ross
87361,rost
87371,rûdh
87381,ruin
87391,rustui
87401,rûth
87411,rŷn
87421,sadar
87431,sador
87441,said
87451,sain
87461,sammar
87471,sarch
87481,sel
87491,ser
87501,sereg
87511,sîdh
87521,silef
87531,silivren
87541,sîr
87551,sûl
87561,tad
87571,taid
87581,tal
87591,talagand
87601,talt
87611,tan
87621,tanc
87631,tang
87641,tara
87651,tarch
87661,tarlanc
87671,tathren
87681,taug
87691,taur
87701,tavor
87711,taw
87721,tawar
87731,tawaren
87741,tawen
87751,tegil
87761,ten
87771,ter
87781,tes
87791,thala
87801,thanc
87811,thand
87821,tharan
87831,tharn
87841,thaur
87851,thavor
87861,thaw
87871,thend
87881,thent
87891,thîr
87901,thon
87911,thorn
87921,thoron
87931,thûl
87941,thurin
87951,tinnu
87961,tint
87971,tinu
87981,tîr
87991,tirn
88001,tithen
88011,tolog
88021,tond
88031,tong
88041,torn
88051,torog
88061,trîw
88071,tû
88081,tûg
88091,tuilind
88101,tulus
88111,tûr
88121,uanui
88131,uilos
88141,uireb
88151,ûl
88161,ulund
88171,ûn
88181,ungol
88191,ûr
88201,urug
88211,urui
8822
8823;elvish neutral suffix
88241,ben
88251,dil
88261,ndil
88271,or
88281,wi
8829
8830;elvish female suffix
88313,[elvish neutral suffix]
88321,iel
88331,iell
88341,ien
88351,il
88361,eth
88371,el
88381,wen
8839
8840;elvish male suffix
88412,[elvish neutral suffix]
88421,dir
88431,ion
88441,on
8845;gnome
88461,[gnome 1] [gnome 2]
8847;gnome 1
88481,Joy
88491,Happy
88501,Gift
88511,Ruby
88521,Diamond
88531,Sapphire
88541,Opal
88551,Beryl
88561,Pearl
8857;gnome 2
88581,Ring
88591,Love
88601,Giver
88611,Finder
8862;halfling name
88631,[gothic names for men]
88641,[gothic names for women]
8865
8866# http://themiddleages.net/people/names.html
8867;gothic names for men
88681,Adalbert
88691,Ageric
88701,Agiulf
88711,Ailwin
88721,Alan
88731,Alard
88741,Alaric
88751,Aldred
88761,Alexander
88771,Alured
88781,Amalaric
88791,Amalric
88801,Amaury
88811,Andica
88821,Anselm
88831,Ansovald
88841,Aregisel
88851,Arnald
88861,Arnegisel
88871,Asa
88881,Athanagild
88891,Athanaric
88901,Aubrey
88911,Audovald
88921,Austregisel
88931,Authari
88941,Badegisel
88951,Baldric
88961,Baldwin
88971,Bartholomew
88981,Bennet
88991,Bernard
89001,Bero
89011,Berthar
89021,Berthefried
89031,Bertram
89041,Bisinus
89051,Blacwin
89061,Burchard
89071,Carloman
89081,Chararic
89091,Charibert
89101,Childebert
89111,Childeric
89121,Chilperic
89131,Chlodomer
89141,Chramnesind
89151,Clovis
89161,Colin
89171,Constantine
89181,Dagaric
89191,Dagobert
89201,David
89211,Drogo
89221,Eberulf
89231,Ebregisel
89241,Edwin
89251,Elias
89261,Engeram
89271,Engilbert
89281,Ernald
89291,Euric
89301,Eustace
89311,Fabian
89321,Fordwin
89331,Forwin
89341,Fulk
89351,Gamel
89361,Gararic
89371,Garivald
89381,Geoffrey
89391,Gerard
89401,Gerold
89411,Gervase
89421,Gilbert
89431,Giles
89441,Gladwin
89451,Godomar
89461,Godwin
89471,Grimald
89481,Gunderic
89491,Gundobad
89501,Gunthar
89511,Guntram
89521,Guy
89531,Hamo
89541,Hamond
89551,Harding
89561,Hartmut
89571,Helyas
89581,Henry
89591,Herlewin
89601,Hermangild
89611,Herminafrid
89621,Hervey
89631,Hildebald
89641,Hugh
89651,Huneric
89661,Imnachar
89671,Ingomer
89681,James
89691,Jocelin
89701,John
89711,Jordan
89721,Lawrence
89731,Leofwin
89741,Leudast
89751,Leuvigild
89761,Lothar
89771,Luke
89781,Magnachar
89791,Magneric
89801,Marachar
89811,Martin
89821,Masci
89831,Matthew
89841,Maurice
89851,Meginhard
89861,Merovech
89871,Michael
89881,Munderic
89891,Nicholas
89901,Nigel
89911,Norman
89921,Odo
89931,Oliva
89941,Osbert
89951,Otker
89961,Pepin
89971,Peter
89981,Philip
89991,Ragnachar
90001,Ralf
90011,Ralph
90021,Ranulf
90031,Rathar
90041,Reccared
90051,Ricchar
90061,Richard
90071,Robert
90081,Roger
90091,Saer
90101,Samer
90111,Savaric
90121,Sichar
90131,Sigeric
90141,Sigibert
90151,Sigismund
90161,Silvester
90171,Simon
90181,Stephan
90191,Sunnegisil
90201,Tassilo
90211,Terric
90221,Terry
90231,Theobald
90241,Theoderic
90251,Theudebald
90261,Theuderic
90271,Thierry
90281,Thomas
90291,Thorismund
90301,Thurstan
90311,Umfrey
90321,Vulfoliac
90331,Waleran
90341,Walter
90351,Waltgaud
90361,Warin
90371,Werinbert
90381,William
90391,Willichar
90401,Wimarc
90411,Ymbert
9042
9043# http://themiddleages.net/people/names.html
9044;gothic names for women
90451,Ada
90461,Adallinda
90471,Adaltrude
90481,Adelina
90491,Adofleda
90501,Agnes
90511,Albofleda
90521,Albreda
90531,Aldith
90541,Aldusa
90551,Alice
90561,Alina
90571,Amabilia
90581,Amalasuntha
90591,Amanda
90601,Amice
90611,Amicia
90621,Amiria
90631,Anabel
90641,Annora
90651,Arnegunde
90661,Ascilia
90671,Audovera
90681,Austrechild
90691,Avelina
90701,Avice
90711,Avoca
90721,Basilea
90731,Beatrice
90741,Bela
90751,Beretrude
90761,Berta
90771,Berthefled
90781,Berthefried
90791,Berthegund
90801,Bertrada
90811,Brunhild
90821,Cecilia
90831,Celestria
90841,Chlodosind
90851,Chlothsinda
90861,Cicely
90871,Clarice
90881,Clotild
90891,Constance
90901,Denise
90911,Dionisia
90921,Edith
90931,Eleanor
90941,Elena
90951,Elizabeth
90961,Ellen
90971,Emma
90981,Estrilda
90991,Faileuba
91001,Fastrada
91011,Felicia
91021,Fina
91031,Fredegunde
91041,Galswinth
91051,Gersvinda
91061,Gisela
91071,Goda
91081,Goiswinth
91091,Golda
91101,Grecia
91111,Gundrada
91121,Gundrea
91131,Gundred
91141,Gunnora
91151,Haunild
91161,Hawisa
91171,Helen
91181,Helewise
91191,Hilda
91201,Hildegarde
91211,Hiltrude
91221,Ida
91231,Idonea
91241,Ingitrude
91251,Ingunde
91261,Isabel
91271,Isolda
91281,Joan
91291,Joanna
91301,Julian
91311,Juliana
91321,Katherine
91331,Lanthechilde
91341,Laura
91351,Leticia
91361,Lettice
91371,Leubast
91381,Leubovera
91391,Liecia
91401,Linota
91411,Liutgarde
91421,Lora
91431,Lucia Mabel
91441,Madelgarde
91451,Magnatrude
91461,Malota
91471,Marcatrude
91481,Marcovefa
91491,Margaret
91501,Margery
91511,Marsilia
91521,Mary
91531,Matilda
91541,Maud
91551,Mazelina
91561,Millicent
91571,Muriel
91581,Nesta
91591,Nicola
91601,Parnel
91611,Petronilla
91621,Philippa
91631,Primeveire
91641,Radegund
91651,Richenda
91661,Richolda
91671,Rigunth
91681,Roesia
91691,Rosamund
91701,Rothaide
91711,Rotrude
91721,Ruothilde
91731,Sabelina
91741,Sabina
91751,Sarah
91761,Susanna
91771,Sybil
91781,Sybilla
91791,Theodelinda
91801,Theoderada
91811,Ultrogotha
91821,Vuldretrada
91831,Wymarc
9184
9185;old name
91861,[old names for men]
91871,[old names for women]
9188# http://www.namenerds.com/welsh/trad2.html
9189
9190;old names for men
91911,Adda
91921,Addaon
91931,Adeon
91941,Aedd
91951,Aeddan
91961,Aelhearn
91971,Aelwyn
91981,Aeron
91991,Afagddu
92001,Afallon
92011,Afan
92021,Alan
92031,Alaw
92041,Alawn
92051,Alban
92061,Aldith
92071,Aldryd
92081,Alec
92091,Aled
92101,Alun
92111,Alwyn
92121,Amaethon
92131,Amlodd
92141,Anarawd
92151,Andreas
92161,Aneirin
92171,Angwyn
92181,Anhun
92191,Arawn
92201,Arial
92211,Arianwyn
92221,Arnallt
92231,Arofan
92241,Aron
92251,Arthen
92261,Arthfael
92271,Arthgen
92281,Arthur
92291,Arwel
92301,Arwyn
92311,Asaff
92321,Aurfryn
92331,Auryn
92341,Awen
92351,Awsten
92361,Baeddan
92371,Baglan
92381,Barri
92391,Barti
92401,Bedaws
92411,Bedwyn
92421,Bedivere
92431,Bedwyn
92441,Bedwyr
92451,Berddig
92461,Bergam
92471,Berwyn
92481,Bevan
92491,Beuno
92501,Beynon
92511,Bleddyn
92521,Bledig
92531,Bledri
92541,Blwchfardd
92551,Boreugwyn
92561,Brân
92571,Branwaladr
92581,Breichiawl
92591,Brice
92601,Brioc
92611,Brochfael
92621,Brychan
92631,Bryn
92641,Brynllyn
92651,Brynmor
92661,Bryngwyn
92671,Brython
92681,Cadell
92691,Cadfael
92701,Cadog
92711,Cadwaladr
92721,Cadwallon
92731,Cadwgan
92741,Caerwyn
92751,Caradog
92761,Carwyn
92771,Caswallon
92781,Cawrdaf
92791,Cecil
92801,Cedrych
92811,Cei
92821,Ceinfryn
92831,Ceiriog
92841,Celyn
92851,Celynen
92861,Cennydd
92871,Ceredig
92881,Ceri
92891,Cewydd
92901,Cian
92911,Cledwyn
92921,Clwyd
92931,Clydai
92941,Clydno
92951,Coel
92961,Collen
92971,Colwyn
92981,Conan
92991,Conwy
93001,Cospatrick
93011,Craigfryn
93021,Cranog
93031,Crwys
93041,Culhwch
93051,Cunedda
93061,Curig
93071,Cyfeiliog
93081,Cyffin
93091,Cymro
93101,Cynan
93111,Cynddelw
93121,Cyndeyrn
93131,Cynddylan
93141,Cynedda
93151,Cynfab
93161,Cynfarch
93171,Cynfael
93181,Cynfrig
93191,Cynog
93201,Cynon
93211,Dafydd
93221,Dai
93231,Dedwydd
93241,Deian
93251,Deiniol
93261,Delwyn
93271,Derfel
93281,Deri
93291,Dewi
93301,Dogmael
93311,Dwyryd
93321,Dyfri
93331,Dylan
93341,Ednyfed
93351,Einion
93361,Eirian
93371,Eirwyn
93381,Elffin
93391,Elidir
93401,Elis
93411,Elwyn
93421,Elystan
93431,Emlyn
93441,Emrys
93451,Emyr
93461,Evan
93471,Fflamddwyn
93481,Ffransis
93491,Fychan
93501,Gareth
93511,Gawain
93521,Geraint
93531,Gerallt
93541,Gethin
93551,Gildas
93561,Gilfaethwy
93571,Glanmor
93581,Glyn
93591,Goronwy
93601,Grigor
93611,Gruffydd
93621,Gwaednerth
93631,Gwalchgwyn
93641,Gwalchmai
93651,Gwatcyn
93661,Gwaun
93671,Gwenlyn
93681,Gwili
93691,Gwilym
93701,Gwion
93711,Gwydderig
93721,Gwyddno
93731,Gwydion
93741,Gwyn
93751,Gwynfor
93761,Gwythyr
93771,Hafgan
93781,Heddwyn
93791,Heilyn
93801,Heini
93811,Hergest
93821,Heulfryn
93831,Heulyn
93841,Huw
93851,Hywel
93861,Iago
93871,Ianto
93881,Idris
93891,Idwal
93901,Iestin
93911,Ieuan
93921,Ifan
93931,Ifor
93941,Illtyd
93951,Ioan
93961,Iolo
93971,Iorweth
93981,Lewys
93991,Llew
94001,Lloyd
94011,Llyr
94021,Llywarch
94031,Llywelyn
94041,Mabon
94051,Macsen
94061,Madog
94071,Mael
94081,Maelgwyn
94091,Maelgwn
94101,Maelmadog
94111,Math
94121,Mathonwy
94131,Medrawd
94141,Meical
94151,Meilyr
94161,Meirion
94171,Meredudd
94181,Merfyn
94191,Meurig
94201,Mihangel
94211,Moelwyn
94221,Morgan
94231,Morien
94241,Myrddin
94251,Nudd
94261,Owain
94271,Pawl
94281,Pedr
94291,Peredur
94301,Powel
94311,Pryderi
94321,Pwyll
94331,Rhein
94341,Rheinallt
94351,Rhisiart
94361,Rhodri
94371,Rhun
94381,Rhydderch
94391,Rhydian
94401,Rhydwyn
94411,Rhys
94421,Robat
94431,Seiriol
94441,Selwyn
94451,Siarl
94461,Siencyn
94471,Simwnt
94481,Sion
94491,Sionyn
94501,Sior
94511,Steffan
94521,Sulien
94531,Sulwyn
94541,Taliesin
94551,Tegwyn
94561,Teilo
94571,Tewdwr
94581,Tomos
94591,Trefor
94601,Trystan
94611,Wyn
94621,Ynyr
9463# http://www.namenerds.com/welsh/trad1.html
9464
9465;old names for women
94661,Addfwyn
94671,Aderyn
94681,Adlais
94691,Adwen
94701,Aelwen
94711,Aerfen
94721,Aeron
94731,Aeronwen
94741,Aeronwy
94751,Afryl
94761,Alaw
94771,Aldyth
94781,Alwen
94791,Alys
94801,Amranwen
94811,Aneira
94821,Anest
94831,Angharad
94841,Ann, Anna
94851,Anwen
94861,Annwr
94871,Annwyl
94881,Arddun
94891,Arianell
94901,Arianrhod
94911,Arianwen
94921,Arwen
94931,Aurddolen
94941,Auron
94951,Awela
94961,Awena
94971,Banwen
94981,Beca
94991,Berwen
95001,Bethan
95011,Beti
95021,Betrys
95031,Blodeuedd
95041,Blodwedd
95051,Blodwen
95061,Branwen
95071,Brengwain
95081,Briallen
95091,Brisen
95101,Bronmai
95111,Bronwen
95121,Brythonwen
95131,Buddug
95141,Cadi
95151,Cain
95161,Calan
95171,Canaid
95181,Caron
95191,Caronwen
95201,Carwen
95211,Caryl
95221,Carys
95231,Catrin
95241,Ceindeg
95251,Ceindrych
95261,Ceinfryn
95271,Ceinwen
95281,Ceirios
95291,Ceri
95301,Ceridwen
95311,Cerys
95321,Collwen
95331,Creuddylad
95341,Crisiant
95351,Crystyn
95361,Cyffin
95371,Daron
95381,Deilwen
95391,Del
95401,Delun
95411,Delwen
95421,Delyn
95431,Delyth
95441,Deris
95451,Derwena
95461,Deryn
95471,Deryth
95481,Dilwen
95491,Dilys
95501,Drudwen
95511,Drysi
95521,Dwyfor
95531,Dwynwen
95541,Dwyryd
95551,Dwysan
95561,Dyddanwy
95571,Dyddgu
95581,Dyfi
95591,Ebrill
95601,Edwy
95611,Efa
95621,Eigra
95631,Eilir
95641,Eilonwy
95651,Eilwen
95661,Eira
95671,Eirian
95681,Eirianwen
95691,Eirianedd
95701,Eiriol
95711,Eirlys
95721,Eirwen
95731,Eirys
95741,Elan
95751,Elain
95761,Elen
95771,Elenid
95781,Eleri
95791,Elinor
95801,Elisabeth
95811,Elli
95821,Elliw
95831,Eluned
95841,Enfys
95851,Enid
95861,Eos
95871,Erin
95881,Eryl
95891,Esyllt
95901,Ethni
95911,Eurfron
95921,Euron
95931,Eurddolyn
95941,Eurwen
95951,Ewig
95961,Faleiry
95971,Fanw
95981,Ffion
95991,Fflur
96001,Ffraid
96011,Ffreuer
96021,Fioled
96031,Gaenor
96041,Geinor
96051,Generys
96061,Glenda
96071,Glenys
96081,Glesni
96091,Glynis
96101,Goleubryd
96111,Goleudydd
96121,Grug
96131,Gwawr
96141,Gwawrddydd
96151,Gwawrwen
96161,Gwen
96171,Gwenda
96181,Gwenddydd
96191,Gwendolen
96201,Gwener
96211,Gwenfair
96221,Gwenfor
96231,Gwenfrewi
96241,Gwenfron
96251,Gwenhwyfar
96261,Gwenith
96271,Gwenllian
96281,Gwenlyn
96291,Gwennan
96301,Gwennant
96311,Gwennol
96321,Gwenol
96331,Gwenydd
96341,Gwenynan
96351,Gwerful
96361,Gwernen
96371,Gwernfyl
96381,Gwlithen
96391,Gwyddelan
96401,Gwyddfid
96411,Gwladys
96421,Gwylan
96431,Gwylfai
96441,Gwyneth
96451,Gwynonwen
96461,Haf
96471,Hafgan
96481,Hafren
96491,Hafwen
96501,Heddwen
96511,Hedydd
96521,Heini
96531,Heledd
96541,Heulwen
96551,Heulyn
96561,Hydref
96571,Hywela
96581,Iarlles
96591,Idanwen
96601,Ifanna
96611,Ifanwy
96621,Ilar
96631,Iona
96641,Ionor
96651,Iorwen
96661,Iseult
96671,Ithela
96681,Leri
96691,Lili
96701,Lilwen
96711,Liwsi
96721,Lleucu
96731,Llian
96741,Llinos
96751,Llio
96761,Lluan
96771,Lodes
96781,Lowri
96791,Luned
96801,Lyneth
96811,Lynfa
96821,Lynwen
96831,Mabli
96841,Madlen
96851,Maelona
96861,Maelorwen
96871,Mai
96881,Mair
96891,Mallt
96901,Manon
96911,Marged
96921,Medeni
96931,Medi
96941,Medwen
96951,Mefin
96961,Megan
96971,Meinwen
96981,Meirionwen
96991,Melangell
97001,Meleri
97011,Meudwen
97021,Modron
97031,Modwen
97041,Moelwen
97051,Mold
97061,Mona
97071,Morforwyn
97081,Morfudd
97091,Morwen
97101,Mwyndeg
97111,Mwynen
97121,Myfanwy
97131,Nan
97141,Nans
97151,Nant
97161,Nefyn
97171,Nerys
97181,Nest
97191,Nia
97201,Non
97211,Olwen
97221,Owena
97231,Perl
97241,Rebeca
97251,Rhagnell
97261,Rhedyn
97271,Rhiain
97281,Rhiangar
97291,Rhiannon
97301,Rhianwen
97311,Rhianydd
97321,Rhondda
97331,Rhonwen
97341,Rhosan
97351,Rhoslyn
97361,Rhunedd
97371,Rosentyl
97381,Rowena
97391,Sara
97401,Seirial
97411,Seirian
97421,Seren
97431,Siân
97441,Sidan
97451,Sioned
97461,Siriol
97471,Siwan
97481,Siwsan
97491,Sulian
97501,Sulwen
97511,Surwen
97521,Tafwys
97531,Tangwen
97541,Tangwystl
97551,Tanwen
97561,Taryn
97571,Tegan
97581,Tegeirian
97591,Tegfedd
97601,Tegwedd
97611,Tegwen
97621,Tegyd
97631,Teiddwen
97641,Teifi
97651,Telaid
97661,Teleri
97671,Telyn
97681,Tesni
97691,Tirion
97701,Tonwen
97711,Tudful
97721,Undeg
97731,Wena
97741,Wenhaf
97751,Ynyra
9776
9777# https://www.s-gabriel.org/names/guntram/franks.htm
9778;strange name
97791,[strange male name]
97801,[strange female name]
9781
9782;strange male name
97833,[strange male name 1][strange male name 2]
97841,[strange male name short]
9785
9786;strange female name
97873,[strange male name 1][strange female name 2]
97882,[strange male name 1][strange male name 2]a
9789
9790;strange male name 1
97911,Adal
97921,Am
97931,Amal
97941,Balde
97951,Bert
97961,Child
97971,Chlodo
97981,Charde
97991,Gunde
98001,Sigi
98011,Theude
9802
9803;strange male name 2
98041,ger
98051,man
98061,mund
98071,ric
98081,sind
98091,hard
98101,bert
98111,brand
98121,gysil
9813
9814;strange male name short
98151,Adda
98161,Adzo
98171,Ardoin
98181,Atto
98191,Berto
98201,Dedo
98211,Dido
98221,Dodo
98231,Siggo
98241,Theo
9825
9826;strange female name 2
98271,burg
98281,gard
98291,gund
98301,hild
98311,lind
98321,swind
98331,trud
9834
9835End of table…