· 6 years ago · Jul 24, 2019, 12:06 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 * Golems
19 * Treasure
20* Miscellany
21 * Names
22 * Terrain Names
23 * ## Short Monster Names
24 * ## Short Monster Tribe/Group Names
25 * ## Gigantic fucking name lists
26;TOP
271,[procedures]</p><p>[spells]</p>[gems]<p>[treasure]
28
29;procedures
301,<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.
31
32;spells
331,<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.
34
35;treasure
361,<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.
37
38;gems
391,<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>
40# Terrain
41## Deserts
42;sand desert
433,There is sand in every direction.
441,The dunes make progress slow.
451,There is endless sand.
461,The sand here has formed strange whorls and eddies.
471,Strange desert flora dot the landscape here.
481,Dead calm in the desert, and tall angular cacti can be seen in every direction.
491,The sand here has shifted into tall hills.
501,The sand here has shifted, revealing the opening of an ancient tomb. The tomb is [1d3+1] levels deep, and inhabited by [desert tomb]
511,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.
521, *Giant Sandworms* roam this part of the desert. They ambush travelers.
531, [2d8] *vulchlings* wheel overhead. They follow any party that has wounded members, and may attempt an ambush.
541,[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.
551,The remains of a crumbling colossus lie half-buried in the sands here.
564,[general desert]
57
58;dust desert
593,The land here is a flat and featureless desert.
601,These white salt flats are as dead as dead can be.
611,Bare stones wherever you look and no shade.
621,These white salt flats are the home of *dust devils*.
631,Strange winds kick up choking and blinding dust in this desert.
641,These dusty dunes feature are an unusual [color] color.
651,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.
661,A nomadic tribe of [2d6] *thri-kreen* ([thri-kreen stats]) have set up camp in this desert. They are hostile to outsiders.
671,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.
684,[general desert]
69
70;desert tomb
711,undead creatures, including a powerful **mummy** ([mummy stats]).
721,undead guardians of a fabulous treasure
731,hundreds of dessicated skeletons, and a group of cursed magical guardians
741,a mythical *sphinx* who guards a planar gateway on the deepest level.
751,undead lizardfolk
761,a powerful lich known as [old name]
77
78;moongatetime
793,first night of the full moon
801,1st day of the week, at midnight
811,last day of the week, at midnight
821,7th day of the month, at midnight
831,1st night of the new moon
841,1st full moon of the year
851,night of spring equinox
861,night of the winter equinox
87
88;general desert
891,Desert.<br />*Landmark: *[desert landmark]<br />*Encounter:* [desert encounter]<br />*NPC:* [desert NPC]<br />*Item:* [desert item]<br />
90
91;desert landmark
9250,[thor hex]
9350,[tolkien hex]
941,A verdant *oasis* teeming with [desert encounter]
951,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.
961,Ancient blocks of sandstone forming a simple labyrinth. Used by [predators] as den.
971,Natural stone pillars emerge from the sands as far as the eye can see.
981,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.
991,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.
1001,A dozen Jackalmen carrying the Eye of Nagrah Saar to the Salt Hills of Zuhn . Three are wizards, all carry khopesh swords.
1011,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.
1021,Caravan of serpent-men traders. They sell potions made from their venom.
1031,A band of Suji Loo nomads have anchored their wind canoes here and made camp, while they observe a week of holy obligation.
1041,Fresh water. Wild dogs.
1051,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.
1061,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.
1071,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.
1081,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.
1091,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.
1101,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.
1111,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.
1121,A small oasis provides fresh water and a respite from the unbearable heat of the desert.
1131,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.
1141,Scarab swarm covering freshly-cleaned skeletons.
1151,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.
1161,Bihza the Hunter roams the plain in a tusked dune mask, killing the great mantis for its meat.
1171,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.
1181,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.
1191,Mughali warriors in a pitched battle with jackalmen on a bridge over a perilous gorge.
1201,Sand goblins stalk this area looking for unsuspecting travelers, they hide in crudely made camouflaged traps/holes and ambush travelers from underneath them
1211,Floating City-Temple of the Illustrious Djinni.
1221,A caravan of fire-worshippers proceeds inexorably toward a land they call 'Nazaraleth'.
1231,The ruins of a Mughali outpost. The entire settlement is covered in vibrantly colored toxic fungal growths.
1241,A 5'x5' stone floor rests in the middle of the sand here. It is a very lost trapper monster.
1251,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.
1261,A 20' circle of mysterious ancient stones. During moonless nights, a gynosphinx may be summoned here with a proper offering.
1271,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.
1281,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.
1291,The size of a small village, the giant turtle Ixilithi lays sleeping in the sand.
1301,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.
1311,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.
1321,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.
1331,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.”
1341,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.
1351,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.
1361,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.
1371,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.
1381,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.
1391,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].
1401,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.
1411,The river's slow-flowing waters provide a lush greenery along the banks. At night the area is patrolled by jackalwere bandits.
1421,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.
1431,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.
1441,Mirages seen in this area actually show images from all around the world.
1451,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.
1461,The Mosque of Annihilation.
1471,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.
1481,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.
1491,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].
1501,Non-aquatic crocodiles with the legs, tails and pincers of black scorpion nest among rust colored dunes.
1511,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.
1521,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.
1531,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.
1541,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.
1551,An efreeti bound within an obsidian pillar will negotiate with passers by for its freedom, which requires a blood sacrifice.
1561,A frequent thoroughfare for beast migration. A pride of lions prey on the weak and vultures circle, awaiting the dead.
1571,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.
1581,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
1591,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.
1601,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.
1611,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.
1621,A lone spirit lurks in the sands at night, so old it remembers nothing. By day normal seeming sand dunes littered by bones
1631,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.
1641,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.
1651,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.
1661,Sand lice. Sand lice everywhere.
1671,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.
1681,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.
1691,Small herds of wild camels roam here, defending territory from each other. They are hunted by Sand Cats and burrowing serpents.
1701,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.
1711,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.
1721,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
1731,High grass savannah where great cats hunt all. Wildfires are common during the dry season.
1741,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.
1751,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.
1761,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.
1771,Bones, dazed travelers, and frightened animals are picked over by jewellike insects of odd anatomy.
1781,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.
1791,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.
1801,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.
1811,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].
1821,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].
1831,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.
1841,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.
1851,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.
1861,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.
1871,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].
1881,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].
1891,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.
1901,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)
1911,Dune traders head [direction], their Giant Ants laden with the delicious giant fungi that grow nearby.
1921,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
1931,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.
1941,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.
1951,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.
1961,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.
1971,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].
1981,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.
1991,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.
2001,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.
2011,Ancient lava flows have turned these mountains into black basalt monoliths. An antediluvian Blue Dragon Mosach the Preeminent lives in the highest peaks.
2021,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.
2031,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.
2041,A stable portal to the elemental plane of fire with fire mephits roaming the area around the portal.
2051,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.
2061,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.
2071,Abandoned farmsteads abound in this lava plain.
2081,This vast a featureless stone plain is deceptively empty; below the surface there is a vast maze of lava tubes inhabited by twisted outcasts.
2091,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.
2101,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.
2111,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.
2121,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.
2131,16 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.
2141,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.
2151,Black rails perch on the vast numbers of saguaro that grow here. They mock passersby mercilessly in the common tongue.
2161,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.
2171,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.
2181,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.
2191,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.
2201,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.
2211,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).
2221,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.
2231,Glass desert. Reflective sand may cause blindness. Plus 2 on attempts to summon efreeti, minus 4 on attempts to bind them.
2241,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
2251,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
2261,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.
2271,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.
2281,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.
2291,A large priamid surrounded by some smaller priamids are here
2301,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
2311,Corpses, caravans, and half-constructed buildings are buried in the sand. Huge finned worms hunt anything heavy or noisy.
2321,Tel Amur, a semi exposed ziggurat. No entry can be found but hundreds of raspy voices within can be heard chanting by night
2331,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.
2341,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.
2351,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.
2361,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.
2371,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.
2381,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.
2391,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
2401,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.
2411,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.
2421,111 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.
2431,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].
2441,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.
2451,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.
2461,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.
2471,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.
2481,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.
2491,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.
2501,Well, 3 lions.
2511,A sand giant member of the Tribe of El Bardin leads a dozen sand goblins in chains [direction]ward as prisoners of war.
2521,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.
2531,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.
2541,42 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.
2551,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.
2561,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.
2571,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.
2581,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.
2591,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
2601,Four Desert Gnomes ride on battle goats on a secret mission.
2611,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.
2621,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.
2631,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.
2641,A lush garden of fig and olive trees. Two nomads sit under a tree smoking hashish from a long wooden pipe.
2651,A tribe of nomads are camped upon a mesa here. Their chieftain, Yosab-Am, lies dying, poisoned by a Scorpion-man.
2661,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.
2671,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]*.
2681,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.
2691,A raiding party of Qullans are tracking the riders. They are armed with broadswords and nets.
2701,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.
2711,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.
2721,A stone slab can be discerned beneath the sand. The slab leads down into a subterranean tomb where Sons of Kyuss await.
2731,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.
2741,A desert goblin riding trained giant scorpion sells trinkets and water and maps to passers by
2751,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.
2761,A caravan of supplies bound for Saqfa Zojaj's Glass Foundry. Desert creatures hide from the sun in a series of old abandoned shacks.
2771,Four Hobgoblins ride on war elephants. They carry long bows and are hunting Pangolin Men.
2781,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].
2791,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.
2801,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.
2811,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.
2821,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.
2831,Prison palace for the Summer Pharaoh's family members.
2841,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.
2851,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.
2861,A caravan taking an ill-advised route is caught in a sandstorm. Sand Goblins are moving in to loot.
2871,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.
2881,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,
2891,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.
2901,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.
2911,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.
2921,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.
2931,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.
2941,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.
2951,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
2961,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.
2971,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 />
2981,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.
2991,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.
3001,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.
3011,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.
3021,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*.
3031,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.
3041,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.
3051,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).
3061,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.
3071,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.
3081,An upthrust of red sandstone rises 600 feet in the air. Harpies nest on and circle about it.
3091,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.
3101,Some survivors from the crew of the crashed airship Their fire has attracted a group of Jackal-men.
3111,Nothing but sand, cacti, and strange looping tracks made by sidewinders.
3121,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.
3131,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.
3141,Sand, sun, the occasional cactus. Heat shimmer makes it very easy to get lost and go in circles here.
3151,Mantis-men driving cactus juggernaut in huge circles
3161,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.
3171,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."
3181,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.
3191,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.
3201,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.
3211,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].
3221,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.
3231,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.
3241,A trail of fresh blood leads over the rocks and down into the ruins of an ancient well.
3251,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.
3261,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.
3271,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.
3281,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.
3291,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.
3301,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.
3311,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.
3321,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 .
3331,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.
3341,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.
3351,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.
3361,A tribe of the An-An has been walking in circles in this hex for 40 days and 40 nights, cursed by their god.
3371,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.
3381,A group of Dwarven bandits are leaving KARAKT-ZUL with a cart full of stolen contraband.
3391,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).
3401,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
3411,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.
3421,A beautiful forest once stood here only, but was eaten by the sands. The dead trees are filled with stirges.
3431,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.
3441,Ziggurat of the Cybergorgon Queen. 25% chance of encountering one of her robo-beastman patrols.
3451,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.
3461,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).
3471,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.
3481,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.
3491,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.
3501,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.
3511,These lush hills are home to a tribe of molemen.
3521,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.
3531,The “stumps” of hundreds of cacti give evidence to some recent harvest. Hundreds of goblin tracks lead to the [direction].
3541,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.
3551,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.
3561, [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.
357
358;desert encounter
3591, traveling merchants who are wary of strangers
3601,"sand devils", vortices of wind and sand. might suck up something or someone.
3611, thirsty [predators]
3621,old hermit. Knows much about the desert, don’t want to talk to anyone.
3631,[3d10] cruel raiders (HD 1 AC 14 saber or bow d6) with loot from last raid.
364
365;predators
3661, lions (HD 2 AC 12 Claw d6)
3671, cheetahs (HD 1 AC 15 Claw d4)
3681, hyenas (HD 1 AC 12 Bite d6)
3691,sand worms (HD 5 AC 12 giant bite -2 to hit 1d6+swallow)
370
371;desert NPC
3721,[fighter].
3731,[cleric].
3741,[thief].
3751,[magic user].
3761,*[human name]* the sand witch
377
378;desert item
3791,A sarcophagus lined in gold and jewels worth [3d6x100] GP. If disturbed, a mummy emerges from it.
3801,[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
3811,an hourglass filled with [colour] sand
3821,a heat-activated mirage projector
3831,a pair of [precious material] dentures that enables their wearer to eat sand
384## Mountains
385;hill
3861,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].
3871,A group of [1d12+1] bandits are looking for easy victims in these hills. They are deserters from the [mercenary company]
3881,These hills are peaceful and quiet.
3891,A friendly band of [1d12+4] *satyrs* lives in these hills. They are eager to suggest drinking and debauchery.
3901,An isolated group of [2d12+3] *elves* have a hidden treehouse in these hills.
3911,Unusual [natcolor] flowers grow on these hills.
3921,Boulders and large rock outcroppings dot these hills.
3931,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.
3941,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.
3951,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.
3961,A pair of wandering **hill giants** ([hill giant stats]) and their [giantpet] have stopped on this hill.
3971,The [name for hills] are dry and forbidding. The only animals you can see are some **goats**.
3981,These hills are well-grazed, and you find plentiful flocks of *wild sheep*
3991,A small party of [1d6+1] wandering hill trolls is foraging on these hills.
4001,These hills are well grazed. You can see a herd of [herd animals] in the distance.
4011,These hills are steep and unrelenting.
4023,Gentle rolling hills here.
4031,A herd of [herd animals] is grazing peacefully on these hills.
4041,A group of [2d8] **bandits** ([bandit stats]) roam these hills, looking for victims to rob.
4051,Several of these hills are riddled with natural caves.
4061,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.
4071,Isolated burrows in these hills have been converted into a cluster of gnome-homes. There are [4d6] *gnomes* living here.
4081,These hills are home to a clan of [1d6+1] **ogres** ([ogre stats]).
4091,The largest hill here has a small palisade fort inhabited by [4d6] hill dwarves ([dwarf stats]).
4101,These hills are the home of a group of [2d6] vicious **bandits** ([bandit stats]).
4111,Certain of these hills are covered in mounds and burrows- it isn’t clear what sort of creature occupies them.
4121,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.
4131,The hills here are lush and green.
4141,The [name for hills] are covered in scrub terrain.
4151,The hills here are lightly forested.
4161,These hills hide a freshwater spring, known as [old name]’s Spring.
4171,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].
4181,These hills are rocky and difficult to navigate.
4191,These hills are covered in an occasional crumbling grave marker.
4201,These hills are covered in large boulders and stones.
4211,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.
4221,These hills are covered in scattered bones and the remains of rusted armor. Apparently a great battle took place here.
4231,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]
4241,Deep ravines cut through the [name for hills]. A cave in one of those dry riverbeds is home to [giant scorpions] ([giant scorpion stats]).
4251,On one of the [name for hills] stands [a warlock fortress]
4261,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]
42710,[althill]
428
429;a warlock fortress
4301,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]
431
432;hermetic
4331,hermetic
4341,solitary
4351,legendary
4361,eccentric
4371,lonely
4381,insane
4391,mysterious
4401,hateful
4411,misanthropic
4421,philosopher
4431,mountebank
444
445;labcondition
4461,currently incomplete.
4471,poorly made.
4481,easy to navigate, but cursed.
4491,hexed with a variety of strange spells. Those who enter will be teleported into an extensive other-dimensional maze.
4501,unfinished.
4511,not much more than a circular pattern on the ground at this point.
4521,almost done.
4531,deceptively clever
4541,strangely beautiful.
4551,foreboding and intimidating.
4561,ensorcelled so that it isolates each party member in a strange dream-maze upon entry.
4571,a simple circular hedge-maze.
4581,mostly illusionary, but can lead any who enter it into real danger.
4591,filled with deathtraps
4601,haunted by **phantoms**
4611,filled with the decayed skeletons of previous visitors.
4621,extensive and dangerous, but contains a significant treasure trove at its center
463
464;giantpet
4651,*cave bear*
4661,*dire wolf*
4671,*axebeak*
4681,*giant ram*
4691,*dire tiger*
4701,*dire boar*
471
472;mercenary company
4731,Hellfire Blades mercenary company
4741,Local Militia
4751,Brothers of Baal mercenary company
4761,Reavers of [old name] mercenary company
4771,forces of [old name], a local warlord.
4781,forces of [medusa], a medusa who lives in these parts.
4791,Guardians of [old name], a foreign mercenary company
4801,Slayers of [old name], an independent mercenary company.
481
482;hilldweller
4831,gnome
4841,halfling
4851,hermit
4861,pixie
4871,hag
4881,monk
4891,spriggan
4901,**troll** ([troll stats])
4911,swanmay
4921,hedge-wizard
4931,mad-hermit
4941,**barrow-wight** ([wight stats])
4951,penitent
4961,alchemist
4971,sage
498
499;warlocks
5001,a *warlock* (level [1d3+1]) and a small group of [1d19+1] human cultists
5011,a *warlock* (level [1d3+1]) and his [evilmounts] mount.
5021,[1d5+1] *warlocks* (level [1d6+1])-each mounted on a [evilmounts]
5031,a *warlock* (level 5) and his *giant scorpion* mount
5041,[1d5+1] *warlocks* (level 5) and their *giant scorpion* mounts
5051,a cult of [1d7+1] (level [1d4+1])*warlocks* and their leader, [old name].
5061,a **mind-flayer** ([mind-flayer stats]) and a small group of [1d4+1] **warlocks** ([warlock stats]).
5071,a [level 1d4+1] *half-dragon sorcerer* known as [dwarf name for men] and his pet *[evilmount]*
5081,a **warlock** ([warlock stats]) and his **giant scorpion** mount ([giant scorpion stats])
5095,[1d5+1] **warlocks** ([warlock stats]) and their **giant scorpion** mounts ([giant scorpion stats])
510
511;evilmounts
5121,giant beetle
5131,dire wolf
5141,skeletal horse
5151,hellspawn drake
5161,pterasaur
5171,giant lizard
5181,huge spider
5191,giant snail
5201,giant bat
5211,horned lizard
5221,tusked sauroid
5231,deathly elk
5241,wyvern
5251,gargantuan centipede
5261,giant wasp
5271,giant dragonfly
528
529;giant vermin
5301,a **giant stag beetle** ([giant stag beetle stats])
5311,[1d7+1] **giant cave crickets** ([giant cave cricket stats])
5321,[1d11+1] *giant termites*
5334,[giant scorpions]
534
535;some canyon wights
5361,the **wight** *[old name]* [the necromaner] who surfaces from his watery grave every night and searches the canyon for fools to drown
5371,[1d7+1] **wights** led by *[old name]* [the necromaner]. They roam the canyons, looking for victims to drown and add to their undead posse
5381,the *wight* [old name] [the necromaner] who leads a pack of [1d19+1] *zombies* in a never-ending patrol of the area
5391,the solitary *wight* known as [old name] who avoids visitors.
5401,the insane *wight* known as [old name] who will usually follow any party who enters his territory and attempt to pick off stragglers.
5411,the tragic *wight* known as [old name] who will attempt to befriend the party-- but is ashamed of its undead condition.
5421,the ghoul [old name] who lurks in the canyon, searching for victims to murder.
5431,[1d5+1] ghouls led by [old name] [the necromaner]. They haunt the area, searching for easy victims to seize in the night.
5441,[1d19+1] ghouls who serve the *night hag* known as [old names for women][the necromaner] who lives in a hut in the region.
5451,a group of [1d6+2] *manes demons* and their summoner, the wizard [old name]
546
547;althill
5481,Hills.<br />*Landmark: *[hill landmark]<br />*Encounter:* [hill encounter]<br />*NPC:* [hill NPC]<br />*Item:* [hill item]<br />
549
550;hill landmark
551100,[lyonesse hex]
55250,[thor hex]
55350,[tolkien hex]
5541,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.
5551,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.
5561,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.
5571,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.
5581,*[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.
5591,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]*.
5601,The great strip mines that litter this region provide the rock needed to construct the numerous temples of [city name] to the [direction].
5611,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.
5621,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].
5631,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.
5641,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.
5651,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.
5661,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.
5671,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.
5681,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.
5691,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.
5701,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.
5711,A small battalion of soldiers from [settlement name] hunt prisoners for training and sport. There are prisoners hiding throughout the badlands.
5721,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.
5731,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.
5741,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]*.
5751,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].
5761,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.
5771,*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.
5781,*[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.
5791,Giant lava crabs creep around burning magma pools
5801,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”.
5811,Traders heading for [settlement name] in their heavily guarded camel train. The camels are bastards.
5821,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.
5831,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.
5841,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.
5851,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.
5861,*Military barracks* and *training grounds* for the [direction]ern Outpost of *[settlement name]* and the city of *[city name]*. Rows and rows of tents.
5871,a 50 foot high ancient *[precious material] stele*.
5881,a circle of [3d6] standing stones engraved with deep druidic runes and unknown constellations.
5891,a *barrow* of an ancient king. Digging into it reveals a hoard of [2d8x10] GP in coins, jewels, and treasure.
5901,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*.
5911,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.
5921,Abandoned windmill, creaking in the wind.
5931,Small pile of rocks near highest hilltop in the hex. hasty grave - underneath is the naked corpse of a halfling with tremendous sideburns.
5941,Old squat Dwarven fortress. Wererats disguised as lost pilgrims inside. They have d20xd12 gp worth of stuff.
5951,*Abandoned mining camp*, spoil heaps, equipment. Road leading to abandoned mine past the feet of a giant seated statue.
5961,*Astrologer's tower* was destroyed some weeks ago by a golem searching for something it could not find.
5971,Large rubbish dump . Several belligerent lizardchildren hang around breaking bottles and smoking cigarettes.
5981,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].
5991,Rocky cliffs prevent landing.
6001,Low sandy hills infested with smart mouth harpies.
6011,These hills have eyes: a beholder spawning site just beneath the surface
6021,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.
6031,Pastel colored lime pit
6041,NYNGLOOM CASTLE Surrounded by hundreds of ships beached after a tide-lowering spell cast during a catastrophic war. Infested with carrion crawlers.
6051,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.
6061,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.
6071,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.
6081,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] .
6091,the hills have many small rockpools. One pool, limpid blue, acts as a one-way teleporter to [tower name].
6101,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.
6111,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.
6121,Twisted treants dwell here, moaning in the [direction] wind. They mutilate visitors and drop the pieces down a well full of white insects.
6131,*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.
6141,A wolf, apparently ordinary. When damaged an entire other wolf jumps out of its mouth, and so on.
6151,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
6161,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
6171,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].
6181,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].
6191,a gigantic, though fairly innocuous, armored worm. The worm passes through everything like a ghost and feeds on auras.
6201,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.
6211,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.
6221,Abandoned silver mine. Rails, minecarts, mining tools, but nothing both valuable and portable.
6231,ZAK MADRAS (Settlement) Dwarves! They don't like you, but will let you stay just inside their gate, under guard, overnight for 20gp each.
6241,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.
6251,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.
6261,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.
6271,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.
6281,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.
6291,The volcanic rock hills here are much warmer than surrounding landscape. A network of lava tube caves lead to SURTUR THE FIRE GIANT CITY
6301,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).
6311,[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.
6321,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.
633
634;hill encounter
6351,Drunken hill giant who loves to gamble.
636
637;hill NPC
6381,[fighter].
6391,[cleric].
6401,[thief].
6411,[magic user].
6421,*[human name]*, a crow-headed wizard aiming at hybridizing all humans with birds.
643
644;hill item
6451,a star chart engraved on a disc of [precious material]
6461,a small carved [mammal type] statuette
647
648;mountain
6491,The green valley up here has some sheep and a *kid* called [human kid] guarding them.
6501,The cold pond up in this valley [cold lake].
6511,This mountain has strange runic stone carvings posted at intervals.
6521,The upper valley is rocky and bare. [hill giants]
6531,Steep cliffs make progress practically impossible without climbing gear.
6541,[1d19+1] human **bandits** ([bandit stats]) have set up an ambush here in these mountains.
6551,The mountains here are prone to rockfalls and avalanches. Be Careful!
6561,These mountains are the home of a vicious *wyvern*. It’s hunting ground extends deep into Hex [adjacent hex].
6571,The mountains here are the home of a tribe of [4d6] *orcs*.
6581,The mountains here are inhabited by a tribe of [1d10+20] *taer*
6591,A pair of *yeti* wander the highest trails of this mountain.
6601,There is an old shrine dedicated to the ancient [totem] in these mountains. You can find it along one of the main trails.
6611,The mountains here are known to be filled with caves that wind their way deep underground.
6621, These mountains have strange crystalline formations forming along the cliff faces.
6631,The mountains here are majestic and particularly beautiful.
6641,The mountains are nearly impassable without specialized gear.
6651,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.
6661,This is where the (level [1d9+1]) [magic user] [old name] keeps his manse. It is overseen by a tribe of loyal [warlockservants]
6671,A mysterious floating tower can be seen floating above the mountains here.
6681,The mountain cliffs here are an unusual [natcolor] stone.
6691,The mountains here have a treacherous winding mountain path, suitable only for single file travel.
6701,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.
6711,These mountains are home to small groups of [3d8] goblin raiders.
6721,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.
6731,Nothing but gray rocks up here in the mountains.
6741,These mountains are riddled with natural limestone caves. The caves are inhabited by [cavedwellers].
6751,Rising up against the sky is an old elven tower made of [natcolor] glass, [green tower].
6761,On one of the rock faces you can still see the markings of the old dwarf forge [dwarf forge]. [forge ruin]
6771,A group of [3d12] fanatical **dervishes** ([dervish stats]) dedicated to [evil power] zealously guard their temple here in the mountains.
6781,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.
6791,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.
6801,The green valley up here has some [mountain animals] and a **kid** called *[human name]* guarding them.
6811,Up here in the mountains lies lake *[lake name]*. [lake inhabitants]
6821,[mountain valley] [mountain monolith]
6831,[mountain valley] [hill giants]
6841,Steep cliffs make progress practically impossible without climbing gear. [mountain secret]
6851,Somewhere up here between the cliffs there is a secret door. [secret door to the realm of the netherworld elves]
6861,[green tower in the mountains]
6871,On one of the rock faces you can still see the markings of the old dwarf forge *[here dwarf forge]*. [forge ruin]
6881,The *Pass of [old name]* on the way to [name for white big mountains] is guarded by [a warlock fortress]
6891,[mountain orcs]
69010,[altmountain]
691
692;green tower in the mountains
6931,High up on a ridge is an old elven tower made of green glass, [green tower]
694
695;mountain 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].
6971,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].
698
699;monolith
7001,strange monolith
7011,grey monolith
7021,tall monolith
703;mountain secret
7041,[way up], [a secret mountain thing]
705
706;way up
7071,[up here], [where it is high up]
708
709;up here
7101,Way up
7111,Up here
7121,Above these cliffs
7131,In the middle of a sheer cliff
7141,Amidst the stars
7151,Where the mountains touch the sky
7161,Where the clouds don’t reach
717
718;where it is high up
7191,where the air is thin and cold
7201,where the ice king rules
7211,only reachable by flight
7221,where no bird dares to fly
7231,where the barrier between the worlds is fickle
724
725;a secret mountain thing
7261,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]*.
7271,a pair of **griffons** is nesting ([griffon stats]). Agents of the [one of the secret societies] would pay 5000gp for their egg, they say.
7281,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]
729
730;ice devil companions
7311,2d6 **winter wolves** ([winter wolf stats])
7321,4d6 **white gorillas**
7331,2d6 **four armed, white gorillas**
7341,pet **white dragon** [white dragon name] ([white dragon stats])
735
736;ice devil lair
7371,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.
7381,[1d4+2] torture chambres full of racks, vats, ice baths, blades, needles, and worse. There are dead bodies everywhere.
7391,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]
740
741;ice devil castle
7421,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.
7431,Up here is an old ruin built by frost giants, haunted by the [1d4+1] **spectres** of their last inhabitants ([spectre stats]). [ancient treasure]
7441,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.
7451,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.
746
747;forge ruin
7481,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]
7491,[forge orcs]
7501,The ruin is full of broken machinery. In its depths, however, a **bronze golem** still wanders the halls ([bronze golem stats]).
7511,The ruin is now home to the **white dragon** [white dragon name] ([white dragon stats]). [dragon treasure]
752
753;balor servants
7541,The chambers around the fire gate are occupied by creates from the other side. [salamanders]
7551,The orcs of the *[evil tribe]* tribe serve *[same demon name]*. [orcs] [forge orc leader specialty]</p><p>[forge orc settlement]
756
757;salamanders
7581,2d4 **salamanders** ([salamander stats]) live here, led by *[salamander]*. [terror treasure]
759
760;chaosreact
7611,kill
7621,attack
7631,welcome
7641,honor
7651,ignore
7661,insult
7671,attempt to murder
7681,attempt to seduce
7691,sacrifice
770
771;cavedwellers
7721,[2d4+4] **troglodytes** ([troglodyte stats])
7731,[1d20+20] **orcs** ([orc stats])
7741,[6d6] **goblins** ([goblin stats])
7751,[1d8+1] *primitive humans*
7761,[1d8+1] **lizardfolk** ([lizardfolk stats])
7771,[2d4+4] *dark-elves*
7781,[1d10+6] *dwarves*
7791,[1d6+2] *dwarven undead* (assorted zombies and skeletons)
7801,[abberant creatures]
7811,[1d10+4] *gnomes*
7821,[1d5+1] **dracotaurs**
7831, an **ogre** ([ogre stats]) called [old name]
7841, a **hill giant** ([hill giant stats]) known as [dwarf name for men]
7851,[1d5+1] **ogres** ([ogre stats])
7861,a vicious **giant spider** ([giant spider stats])
7871,[1d4+1] **giant spiders** ([giant spider stats])
7881,[1d6+2] **giant lizards** ([giant lizard stats])
7891, a pair of *bullettes*
7901,a [dragontype] dragon known as [dragon name]
7911,a [demon] and it's followers.
7921,a *medusa* known as [medusa 1][medusa 2]
7931,a *lamia* know as [old names for women]
7941,a *sphinx* known as [old names for women]
7951,a *shedu* known as [old names for men]
796
797;forest-hill
7981,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]).
7991,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]
8001,[forest name] covers a few hills, here. [ogre hill]
8011,One of these forested hills is inhabited by [1d6+1] ogres.
8021,These [tree] hills in [forest name] belong to the *[evil tribe]* tribe. [orcs] Their fort is [orc fort] [orc plans]
8031,These hills belong to the [evil tribe], [1d6x10] *orcs* led by one they call [orc leader]. Their fort is [orc fort].
8041,The hill overlooking [forest name] is the home of [1d8 treants] ([treant stats]). They mostly stand around near the [forest feature].
8051,On one of the hills here stands an old tower overlooking the forest below. This is the home of a *manticore* called [manticore].
8061,The hill overlooking [name for forest/forest-hill/trees/fir-forest/firs] is the home of [1d8 treants].
8071,There is a hill rising high above [forest name] with a nice cave which offers shelter from the rain. [den]
8081,[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]
8091,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]
8101,[faerie witch]
8111,There is a hill with a nice cave which offers shelter from the rain. [inthecave].
8121,[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].
8131,There are [fruit] trees located here.
8141,The hills here are lightly forested and dotted with crumbling walls.
8151,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.
81610,[altforest-hill]
817
818;dwarven companions
8191,a palisade and wooden spikes
8201,a **war bear** ([war bear stats])
8214,[1d5+1] **war bears** ([war bear stats])
822
823;den
8243,[cave entrance] The cave is home to [[den type]], [den mood] ([[same den type] stats]). [cave content] [den name]
825
826;den type
8273,bear
8281,owlbear
8291,giant lizard
830
831;bear
8321,[1d4 bears]
833
834;1d4 bears
8351,a male **bear**
8363,a small family of [1d3+1] **bears**
837
838;bear stats
8391,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
840
841;owlbear
8421,[1d4 owlbears]
843
844;1d4 owlbears
8451,a male **owlbear**
8463,a small family of [1d3+1] **owlbears**
847
848
849
850
851;giant lizard
8521,[1d4 giant lizards]
853
854;1d4 giant lizards
8551,a **giant lizard**
8563,a nest of [1d3+1] **giant lizards**
857
858;cave entrance
8591,A small cave has been dug into the ground, the entrance itself is [entrance description].
8601,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.
861
862;mine content
863# https://en.wikipedia.org/wiki/Roman_metallurgy#Sources_of_ore
8642,gold
8654,silver
8663,copper
8671,tin
8681,lead
8691,iron
8701,mercury
8713,coal
872
873;entrance description
8741,covered in moss
8751,flecked with strange inclusions
8761,caked in dried blood
8771,draped with cobwebs
878
879;cave content
8801,The cave is [cave description]. [cave annex]
881
882;cave description
8831,littered with the bones of previous victims, mainly [victims]
8841,covered in leaves blown in by the wind
8851,riddled with small pools and puddles of stangant water
8861,punctuated with a few blunt and bumpy stalagmites
887
888;victims
8894,deer
8903,rodents
8912,humans
8921,halflings
8931,birds
894
895;cave annex
89630,At the back, there is a narrow gap, too large for the [same den type] to squeeze through.
89770,
898
899;small prisoner
9001,The **dwarf** *[dwarf name]* is hiding here, [den prisoner state].
9011,The **halfling** *[halfing name]* is hiding here, [den prisoner state].
902
903;den prisoner state
9041,having barely escaped
9051,dying of dehydration
9061,nearly starved to death
9071,shivering with a fever
9081,humming madly
9091,cowering in fear
910
911;den name
9121,The people from *[nearby village name]* call this the [den cave] of *[[same den type] name]*.
913
914;den cave
9151,cave
9161,hollow
9171,hole
9181,burrow
9191,maw
920
921;bear name
9221,Old Honeypaws
9231,Berry Stealer
9241,Tent Wrecker
9251,The Fisher
9261,Scar Snout
9271,Blood Paw
9281,Big Teeth
9291,Red Claw
9301,Iron Claw
9311,Honey Sweet
9321,Bee Friend
9331,Tree Grappler
9341,Jaws
9351,Mighty Jaw
936
937;owlbear name
9381,Night Stalker
9391,The Owl King
9401,Mad Mom Lizzy
9411,Mad Papa John
9421,Sheep Killer
943
944;giant lizard name
9451,Sharp Scales
9461,The Sheep Taker
9471,Bone Sucker
9481,Baby Dragon
9491,Night Stealer
9501,Goatbane
9511,Sun Worshipper
952
953;den mood
9541,hungry
9551,tired from dragging home [den kill] to feed her young
9561,sated, after gorging herself on [den kill]
9571,wounded after recently defending its territory from an interloper.
9581,on edge due to the mating season
959
960;den kill
9611,a doe carcass
9621,a three-point buck
9631,a wild boar
9641,a wild sheep
9651,a mountain goat
9661,someone's hapless horse
9671,a halfling
9681,a man
9691,a woman
970
971;altforest-hill
9721,Forest hill.<br />*Landmark: *[forest-hill landmark]<br />*Encounter:* [forest-hill encounter]<br />*NPC:* [forest-hill NPC]<br />*Item:* [forest-hill item]<br />
973
974;forest-hill landmark
975100,[lyonesse hex]
97650,[thor hex]
97750,[tolkien hex]
9781,Gully between two hills contains a hastily dug and poorly covered mass goblin grave.
9791,Forest floor is blanketed with a thick, springly layer of moss, concealing dangerous pits.
9801,Abandoned stone watchtower. Someone burned down the roof and there is a pack of [3d10] feral dogs with a taste for human meat.
9811,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.
9821,*Bottomless cave*. Three servants of Ith-Narmant, Master of Shadows, are building a shrine in its black depths.
9831,The *Canyon-Lands of the Screaming Arches*. Wind(?) blowing through natural rock arch ways sounds like the screams of the dying.
9841,FROSTSTONE - Dwarven trading outpost, mostly low buildings made of stone. Inhabitants are unusually welcoming to outsiders.
9851,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.
9861,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.
9871,1d6 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.
9881,Gently rolling steppes give way to a limestone bluff pocked with 1d6 caves and 3d10 harpy nests.
9891, 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.
9901,Mixed party of half-elves and [direction]ern amazons. They are accompanied by a white tiger.
9911,12 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.
9921,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 .
9931,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.
9941,The Godhammer, a 30' long stone hammer, rests atop the tallest crags. It is sought by the [personality trait] dwarfs.
9951,An albino bear.
9961,Many of the rocky overhangs here are inhabited by icicle-mimicking piercers of extra large size.
9971,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]
9981,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.
9991,White elf naturalist wearing a scarf and insect-shaped windmask examining a frozen gelatinous cube.
10001,The curious natural deformation and of the hills and caves steals all echoes, and sends them to a neighbouring hex.
10011,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.
10021,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.
10031,Roaming in this hex can be found 42 white elk (3 HD) with cobalt horns (worth 15 GP each)
10041,3 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.
10051,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.
10061,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.
10071,Garmthos, a 5th lvl MU awaits the coming of The Lord of Bitter Winds. The omens may indicate a Fighter PC (1% Chance, each.)
10081,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.
10091,The cultists live here, in a great STONE ABBEY. They conceal themselves as worshippers of Sol Invictus, but are unable to perform appropriate miracles.
10101,A banked fire and 2 dozen smoke curing ice weasels can be found around a campsite built for 3 large creatures.
10111,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.
10121,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.)
10131,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.
10141,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.
10151,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.
10161,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..
10171,A hidden terrace farm, growing various root vegetables. Tended by members from ILLY'S HAVEN.
10181,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.
10191,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.
10201,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.
10211,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.
10221,Yellow snow.
10231,PTRANG City of demon monkeys. Winged, red assed, white-furred, arctic, fiendish monkeys with a taste for human flesh and a fear of wood.
10241,Yellow Snow and disturbingly large footprints.
10251,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.
10261,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.
10271,The Land of Frozen Screams. If thawed each one dissolves dealing 2d6 sonic damage to all within 5 feet.
10281,Statue of a cowering beast. It sits atop a hidden shrine to the wrongly accused.
10291,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
10301,Lonely scholar breeds snails in an old grey tower, *[tower name]*. He has information on 5 random hexes, roll d20d20 to determine which.
10311, Blackbirds and grey oozes feasting on the corpse of a frost giant.
10321,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.
10331,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.
10341,Black Ice Golem. It digs trenches across paths for it to lie in, and waits, very patiently, for supper.
10351,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.
10361,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.
10371,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.
10381,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).
10391,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.
10401,A circular pool completely iced over. Looking down I to the ice one can see a forest with green leaves.
10411,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.
10421,A hot mud spring, concealed in a caldera, is popular with local wildlife, 7 white elf bathers and a peaceable bulette.
10431,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.
10441,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.
10451,An ornately carved well filled with a golden liquid that when drunk cures diseases and heals frostbite. A wood nymph guards the well.
10461,The trading outpost MISTRA traffics in the crystals mined from the neighbouring mountains.
10471,BUGBEAR BROTHEL!
10481,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.
10491,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.
10501,These hills contain ZAOTHANOSH, a village of degenerate humans. They worship Kyth-Turan and offer it human sacrifices.
10511,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.
10521,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.
10531,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.
10541,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.
10551,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.
10561,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.
10571,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.
10581,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.).
10591,A great horned owl sits on a tree stump. It answers the first three questions that it hears, then flies away to the [direction].
10601,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.
10611,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.
10621,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*.
10631,A pack [2d6] of snow panthers prowl these hills.
10641,*Camp Boon*, the winter grazing grounds of a local tribe of centaurs.
10651,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).
10661,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.
10671,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.
10681,Empty
10691,A woolly mammoth wanders across the hills, with bloodshot eyes and bad attitude. It has a huge saddle on its back.
10701,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.
10711,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.
10721,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.
10731,A stray dog. On her collars are the initials S.S.
10741,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.
10751,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.
10761,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.
10771,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.
10781,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).
10791,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.
10801,Low hills of a sinister countenance.
10811,FJARÐABYGGÐ, Fortified village of the gruff mountain men. Some of their progeny, undergoing the Coming of Age trial of the Mountain Men.
10821,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.
10831,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.
10841,Bleak moorland. The tors are geometric but alone, weather beaten and craggy. Flowers placed atop these formations turn to silk-weave at dawn.
10851,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.
10861,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.
10871,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.
10881, 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
10891,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.
10901,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.
10911,Cliffs over look scenic path by a small lake. Beware falling lemmings.
10921,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.
10931,Large ancient temple in ruins. 2d6 ghouls tear their way out of the frosty graveyard dirt when travelers approach.
10941,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.
10951,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.
10961,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.
10971,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 .
10981,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.
10991,The hills are pockmarked with mostly small copper mines. One houses a den of wargs, while another opens into an underground lake.
11001,A pack of 19 fishheaded Frostboar dominate these wintry hills, hunting for entrails. Their tusks are fouled and terrible.
11011,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.
11021,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.
11031,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.
11041,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.
11051,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].
11061,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.
11071,A pride of rare Diamond Displacer Beasts (11) stalks these frozen hills.
11081,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.
11091,6 well provisioned hunters, led by a Frost Sorceress, trek [direction] in search of the Diamond Displacer Beasts. Their pelts are worth a small fortune.
11101,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.
11111,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.
11121,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.
11131,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.
11141,The rolling hills here are all of regular shape and height. Many rabbits.
11151,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.
11161, Skeletons of lost travelers amidst the snow. Treasure of coinage and trade goods present.
11171,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.
11181,Settlement (ish) MOSSPOT.
11191,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.
11201,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.
11211,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.
11221,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.
11231,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.
11241,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.
11251,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.
11261,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.
11271,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.
1128
1129;forest-hill encounter
11305,none
11311,[1d3] [bird type]s looking down from the canopy.
1132
1133;forest-hill NPC
11345,none
11351,[fighter].
11361,[cleric].
11371,[thief].
11381,[magic user].
1139
1140;forest-hill item
11411,a stag’s antler
1142
1143;mountain orcs
11441,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]
1145
1146;forge orcs
11471,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]
1148
1149;mountain animals
11501,mountain goats
11511,bighorn sheep
11521,yaks
11531,llamas
11541,mountain moose
1155
1156;abberant creatures
11571,a *beholder*
11581,a *mind flayer*
11591,an *otyugh*
11601,[1d4+2] **mind flayers**
11611,[1d3+1] *otyughs*
11621, a pair of *grell*
11631,[1d6+2] *grell*
1164
1165;forge ruin
11661,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]
11671,The ruin has been settled by the [evil tribe], [1d6x10] *orcs* led by one they call [orc leader].
11681,The ruin is full of broken machinery. In its depths, however, a *bronze golem* still wanders the halls.
11691,The ruin extends deep into the underground. There is a dungeon here. It is [dungeon deep].
11701,The ruin is now home to the *[dragontype] dragon* [dragon name].
11711,The ruin is in the process of being reclaimed by an industrious clan of [4d10] dwarves.
1172
1173;demon
11741,*ancient whisperer demon*
11751,*skull demon*
11761,*bone devil*
11771,*elemental marauder*
11781,*type I demon*
11791,*type II demon*
11801,*type III demon*
11811,*succubus*
11821,*cacodemon*
11831,*mind-flayer*
1184
1185;realm
11861,portal to the Realm of Fire
11871,tunnel to some deeper dungeons
11881,gateway to the Abyss.
11891,a moongate to a dimensional crossroads.
11901,a broken gateway that once led to the Chaos Realm.
11911,shattered teleportation monolith.
11921,active teleportation circle.
11931,stargate to an unknown realm.
11941,doorway to the Fey realm.
11951,a silvery summoning circle.
1196
1197;green tower
11981,long abandoned
11991,infested by strange elemental spirits
12001,encased in shimmering green ice
12011,inhabited by [1d20+9] elves.
12021,now inhabited by a **white dragon** called [white dragon name] ([white dragon stats]). [dragon treasure]
12031,and at the very top there is a lair of [2d8] very protective **griffons** ([griffon stats]).
12041,currently the home of [gargoyles] ([gargoyle stats]). [poor treasure]
12051,inhabited by an eccentric wizard called [old name].
12061,infested by [1d5+1] **gargoyles** ([gargoyle stats])
1207
1208;gargoyles
12091,inhabited by a *gargoyle* named [gargoyle]
12105,inhabited by [1d5+1] *gargoyles* led by one they call [gargoyle]
1211
1212;gargoyle
12135,[old names for men]
12141,Stillheart
12151,Rockgnawer
12161,Boulderclaw
12171,Hargot
12181,Bent-tail
12191,Mountainwing
12201,Strongclaw
12211,Migtok
12221,Mightywing
12231,Nightsong
12241,Nightwatcher
12251,Blackwing
12261,Darkmane
12271,Forok
12281,[dragon 1][dragon 2]
1229
1230;cold lake
12311,is rumored to be the last location of the Magical [regular noun] of [human]
12321,is completely iced-over.
12331,is freezing cold and covered with a heavy mist.
12341,is well-stocked with coldwater fish.
12351,is the home of a **water spirit** called [undine]
12361,is the home of [2d4] **lizardfolk** ([lizardfolk stats]) led by one they call [lizardfolk]
1237
1238;hill giants
12391,Some boulders have been assembled into a crude stone tower inhabited by [2d4] **hill giants** led by *[hill giant]* ([hill giant stats]). [rich treasure]
12401,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]
12411,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]
12421,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]
12431,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]
12441,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]
12451,a massive wooden hall has been built here by [1d4+1] **hill giants** ([hill giant stats]).
12461,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]).
12471, a huge stone circle here marks the Moot of a clan of [1d6+2] fierce **hill giants** ([hill giant stats]).
1248
1249;altmountain
12501,*[mountain name]*.<br />*Landmark*: [mountain landmark]<br />*Encounter*: [mountain encounter]<br />*NPC*: [mountain NPC]<br />*Item*: [mountain item]<br />
1251
1252;mountain landmark
1253100,[lyonesse hex]
125450,[thor hex]
125550,[tolkien hex]
12561,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.
12571,*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.
12581,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.
12591,*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.
12601,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.
12611,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.
12621,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.
12631,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.
12641,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.
12651,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.
12661,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.
12671,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.
12681,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.
12691,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.
12701,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.
12711,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.
12721,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.
12731,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
12741,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.
12751,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.
12761,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.
12771,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.
12781,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.
12791,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
12801,Nestled among the mountain tops here is the Black Monastery. Training grounds for the Hallowed Slayers of the Assassin God.
12811,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.
12821,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.
12831,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.
12841,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.
12851,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.
12861,*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*.
12871,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.
12881,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.
12891,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.
12901,Anybody travelling through the [hex trait] mountain pass must pass between two carved statues of Snake-men warriors.
12911,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.)
12921,A long forgotten abbey in the upper mountainside allows two hexes of visibility (plus the ever-active [hex trait] volcano). Guarded by two wights.
12931,Slaggy mountains. Geology indicates this hex had several active volcanoes not 100 years ago.
12941,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.
12951,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).
12961,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.
12971,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.
12981,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.
12991,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.
13001,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.
13011,An aerie of malevolent harpies inhabits the peaks of this mountain range, harrying any travelers in the surrounding low areas.
13021,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.
13031,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.
13041,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.
13051,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
13061,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.
13071,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.
13081,The Mountain of Sorrows The slopes of this mountain are where Death Monks perform sky burials for their holy chosen.
13091,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.
13101,Very rocky ground causes movement of half speed, horses and mules must make save or be injured. 4 mountain lions on the prowl.
13111,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.
13121,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.
13131,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.
13141,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.
13151,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.
13161,Movement through this hex is halfed because of a rockslide that happened a few days ago
13171,Saline fields at the [direction] border of this hex. Sea elves harvest the salt and sell it all across the desert.
13181,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
13191,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.
13201,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].
13211,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].
13221,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!
13231,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].
13241,The titanic and translucent fetus of a new frost giant king incubates in a mineral lake hidden by the mountains.
13251,The Ringwolf—a rolling, circular demon with radiating heads like fire off a flaming wheel.
13261,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.
13271,Three Fomorian Giants are plotting with Ursus the Cloud Giant Lord of the [direction]ern Sky to steal a Frost Giant fetus.
13281,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.
13291,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.
13301,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.
13311,A *frozen waterfall* conceals the entrance to the *Mountain Kingdom of Migorfrost*, son of Cryonax and Lord of the Yeti
13321,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.
13331,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.
13341,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.
13351,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
13361,A pack of mountain lions. They are led by the immortal familiar of a long dead sorcerer.
13371,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.
13381,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.
13391,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.
13401,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.
13411,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].
13421,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.
13431,High in his mountain tower the mad Arch Magus Xzu Seton is building a titanic heat beam to melt Setra's (Ice Queen) heart.
13441,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.
13451,At the base of the mountain is the settlement of Aartzt, miners who are plagued by Slaadi reavers.
13461,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!
13471,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)
13481,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.
13491,The [hex trait] mountain, ancestral home of the gruff mountain men, now held by the White Elves.
13501,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.
13511,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.
13521,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.
13531,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.
13541, 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
13551,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.
13561,5 Arctic foxes caught in traps with strange runes cast into the metal. One is actually the sorceress that the trapper was looking to catch.
13571,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.
13581,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
13591,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.
13601,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.
13611,*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.
13621,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).
13631,*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*.
13641,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.
13651,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.
13661,An abandoned *flying castle*, barely hidden by the thin clouds that surround it, has crashed into the mountainside and is firmly lodged in place.
13671,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].
13681,Great rock naturally shaped like a dinosaur.
13691,The Cyclops´ armory. Believed to hold items of excellent craftmanship (true, but they're all giant sized)
13701,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."
13711,One of the mountains is illusory, but chances are you won't realise til you're halfway up it.
13721,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.
13731,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.)
13741,A massive statue of an ancient king points directly at the nearest settlement with an accusing expression.
13751,Abandoned mines with a collapsed entrance.
13761,Mountain pass guarded by the Skull Baron, a insane giant, naked except for mammoth skull head stolen from rat men.
13771,Bone yards of the Skull Baron, loaded with heaped detritus from his rampages, discarded remnants of his victims, plenty of scavenger monsters.
13781,Natural hot springs.
13791,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.
13801,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.
13811,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.
13821,Titanic arm made of black, very hard metal makes a lewd gesture toward what used to be a contended border. Chance of rock slides.
13831,Ruined mountain pass fortress of Doram. Clay Golem soldiers continue to collect toll-fee in the now overflowing, trap-ridden vault.
13841,Come see the famous Dungeon of Dread!
13851,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.
13861,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.
13871,Termite mounds hundreds, even thousands of feet high
13881,Moonlight shining through the Needle Peak illuminates the Moon Goddess's temple on this mountainside.
13891,Weeping statue looks towards her sister on another peak. If their gazes are aligned, a chasm will open, leading to a lost city.
13901,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.
13911,Treacherous path, 60% chance of blizzard. 8 wolves.
13921,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.
13931,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.
13941,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.
13951,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).
13961,Remains of an ancient battle between Elven and Goblins kind. Followers of the Many Headed God morn this sight.
13971,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)
13981,Paranoid man living in a gazebo. He has a bone scalpel that protects him from anyone whose name he carves in his skin.
13991,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.
14001,gigantic smoking cone looks more like a factory chimney than a volcano. The smoke slows thinking and causes confusion, but is strangely addictive.
14011,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.
14021,The mountaintop ruin of a black marble city that once sprawled here is now the home an ancient dracolisk.
14031,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.
14041,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.
14051,An unholy pit is filled with the desecrated holy symbols of a forgotten pantheon of gods and also 1d4+2 manticores.
14061,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.
14071,The mountaintop ruin of a black marble city that once sprawled here is now the home an ancient dracolisk.
14081,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.
14091,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.
14101,A small rabbit-sized blindheim lurks in the glossy black ruins here. It has collected 6500 gp worth of gems for reasons unknown.
14111,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.
14121,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.
14131,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.
14141,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.
14151,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.
14161,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.
14171,*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]*.
14181,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
14191,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.
14201,The *great barbarian chieftain Marluk*'s long house is here with his tribe of *15 wereboar warriors*.
14211,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%)
14221,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
14231,*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.
14241,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.
14251,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.
14261,*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.
14271,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
14281,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.
1429
1430;mountain encounter
14311,*[2d4] [personality trait] [mountain humanoids]* (HD 5 AC 13 strangle 1d6) performing a complex ritual involving *[mountain item]* to [mountain spell].
14321,*[1d6] mutated [mountain animal]* (HD 4 AC 12 bite 1d6) feasting on the corpse of [mountain animal].
14331,Volcanic earth tremors, foreshadowing eventual catastrophic eruption.
14341,Scree and loose rock. [2d4] large pterosaurs (HD 5 AC 15 claw 2d6)
14351,Dwarves here with trained rabid bats will steal your armor in the night and melt it down.
14361,a *marmot* wrapping ground cocoa in a thin sheet of metal to please a *purple cow*. They dislike interlopers.
14371,*[2d4] [personality trait] [mountain humanoids]* in courtship display. They feel offended that someone dared barge in during this intimate moment.
14381,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.
14391,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.
14401,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.
14411,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.
1442
1443;mountain spell
14441,[mountain spell action] [mountain spell target]
1445
1446;mountain spell action
14472,summon
14481,find
14491,transform
14501,become
14511,improve
14521,freeze
14531,celebrate
14541,consume
14551,redefine the meaning of
14561,bless
1457
1458;mountain spell target
14592,winter
14602,cold
14612,snow
14622,ice
14632,wind
14642,hail
14651,traps
14661,the mountain
14671,rocks
14681,yetis
14691,preys
14701,an avalanche
14711,fear itself
14721,the dahu
14731,friendship
14741,the colour white
1475
1476;mountain NPC
14771,[fighter].
14781,[cleric].
14791,[thief].
14801,[magic user].
14811,A *hermit* named [human name] lives in a cave here, meditating on the mysteries of life.
1482
1483;mountain humanoids
14841,yetis
14851,goatmen
14861,eaglemen
14871,harpies
14881,basajauns
14891,barmanous
14901,almas
14911,werebears
14921,marmotmen
14931,yodelers
14941,yackmen
14951,rock golems
14961,snowmen
1497
1498;mountain item
14991,a pair of skis decorated with [precious material]
15001,a key to a nearby alpine hut
15011,a four-fingered glove
15021,[mountain animal] statuette made of [precious material]
15031,a scroll detailing a ritual to [mountain spell]
15041,a [2d10] meters long [colour] scarf
15051,an edelweiss
15061,a half-empty pot of arnica balm
15071,a goat horn
15081,a small pouch of [colour] powder that radiates a comfortable warmth when rubbed on one’s skin
15091,a cursed pair of clogs that allow the wearer to walk on ice without slipping but forces them to yodel everytime they talk
15101,a sturdy snowshoe
15111,a wheel of cheese
15121,a [2d6] meters long frayed rope
15131,a whistle so shrill it can cause an avalanche
15141,a snowball mold
15151,a snowman’s carrot nose
15161,a woolen muffler that allows its wearer to breathe fine despite the altitude
15171,a structurally unsound sled
15181,a bloodied climbing harness
15191,a cracked snowglobe
1520
1521;mountain animal
15221,a marmot
15231,a wolf
15241,a bear
15251,a mountain goat
15261,a condor
15271,a rabbit
15281,a bear
15291,a lynx
1530
1531;white mountain
15326,The air up here is freezing cold. You can see the [name for white big mountains] from here.
15331,Snow fields make it impossible to cross without skis or snowshoes.
15341,There is a hidden meadow up here, protected by the [name for white big mountains].
15351,The glaciers need a local guide and ropes to cross.
15361,The glacier ends at a small lake [maybe an ice cave].
15371,A [dragontype] *dragon* called [dragon name] lives in a ruined mountain fortress on the highest peak around here.
15381,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.
15391,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]
15408,[altmountain]
15411,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]
15421,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].
15431,There is a hidden meadow up here, protected by the [name for white big mountains]. [giant apes] [small temple near giant apes]
15441,The glacier of [name for white big mountains] ends at a small lake. [ice monster lair]
1545
1546;maybe an ice cave
15471,bright blue and ice cold
15481,and there is an ice cave leading beneath the glacier
15491,and there is an ice cave inhabited by a *cryohydra*
15501,and there is an extensive series of icy caves here.
15511,that is completely iced over
15521,inhabited by a group of [1d11+1] *ice mephits*
15531,and there is an abandoned campsite here as well.
15541,where you find a bizarre crystalline structure hovering in the center of the lake.
15551,that is the hunting grounds of a group of [1d19+1] **ice trolls**
1556
1557;mountains
15581,These mountains are called the [name for white big mountains]. [more mountains]
1559
1560;more mountains
15611,They are impossible to climb.
15621,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]
15631,The passes need a local guide to cross. [mountain people]
15641,A glacier fills the gap between these mountains.
1565
1566;mountain people
15671,[1d4 frost giants]. [rich treasure]
15681,[2d4] **winter wolves** live up here ([winter wolf stats])
15691,There is a dwarven forge called *[here dwarf forge]* up here. [dwarves]
1570
1571;1d4 frost giants
15721,The **frost giant** *[frost giant]* ([frost giant stats]) lives here in a [frost giant lair] with [frost giant companions]
15733,[1d3+1] **frost giants** led by *[frost giant]* live here ([frost giant stats]) with [frost giant companions] in a [frost giant lair]
1574
1575;frost giant lair
15761,a glorious ice blue cave
15771,an old castle built of gray stones
15781,a castle built of ice and snow
15791,a gargantuan palace of ice and darkness
15801,a fortress guarding one of the passages to the realm of eternal ice, to Jötunheim
1581
1582;frost giant companions
15833,[1d4] **white bears** ([bear stats])
15842,[2d4] **winter wolves** ([winter wolf stats])
15851,a **cryohydra** ([cryohydra stats])
15861,a **white dragon** named [white dragon name] ([white dragon stats])
15871,a **spectre** of their ancient ice king ([spectre stats])
1588
1589;dwarf forge
15901,[dwarf forge 0] [dwarf forge 1]
15911,[dwarf forge 1]
15921,[dwarf forge 1][dwarf forge 2]
1593
1594;dwarf forge 0
15951,Deep
15961,Dweomer
15971,Dhim
15981,Great
15991,Grim
16001,Old
16011,Splintered
16021,Krang
16031,Harken
16041,Bruise
16051,High
1606
1607;dwarf forge 1
16081,Anvil
16091,Fist
16101,Hammer
16111,Grimm
16121,Grind
16131,Helm
16141,Sky
16151,Thunder
16161,Star
16171,Moon
1618
1619;dwarf forge 2
16201,light
16211,eater
16221,father
1623
1624;dwarves
16253,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]
16261,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]
1627
1628;canyon
16291,</p><p>[name for river] has dug itself a deep gorge.
16301,</p><p>The gorge is wonderful and deep.
16311,</p><p>Crossing the canyon requires climbing gear.
16321,</p><p>A group of [2d6] bandits have staked out this canyon as their hideout.
16331,</p><p>A majestic canyon makes it’s way through here.
16341,</p><p>The stone walls in this canyon are an unusual [color] color.
16351,</p><p>Strange primitive carvings adorn the walls of this canyon.
16361,</p><p>A lonesome wind howls through this canyon.
16371,</p><p>A group of [4d6] *dwarves* have set up an extensive sluice gate system to pan for gold in this canyon.
1638
1639
1640;forest-mountains
16411,The mountains here are heavily forested.
16421,This lone mountain is known as [dreadful] Peak. It is heavily forested.
16431,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.
16441,This lone mountain is the home of a tribe of reclusive mountain *orcs*. Unlike most of their kind, this group avoids raiding other settlements.
16451,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.
16461,This lone forested mountain is the home of a large group of *griffins* that nest in the highest peaks.
16471,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].
16481,[forest-mountain]
1649
1650;forest-mountain
16511,Forest mountain.<br />*Landmark: *[forest-mountain landmark]<br />*Encounter:* [forest-mountain encounter]<br />*NPC:* [forest-mountain NPC]<br />*Item:* [forest-mountain item]<br />
1652
1653;forest-mountain landmark
1654100,[lyonesse hex]
165550,[thor hex]
165650,[tolkien hex]
16571,A grove of bioluminescent fungi that attract brightly-colored poison arrow frogs. Tend to get into sleepers’ mouths at night.
16581,Sheltered cliff face covered with ancient rock paintings, somewhat abstract but seemingly depicting war between men and lions.
16591,Large meadow where wildflowers sing simple songs in harmony.
16601,A big telescope built by lizardmen, pointing at the stars. They buy lenses from the lens grinders in a nearby settlement.
16611,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.
16621,MAENADS. Peasant women holding a wild bacchanalia, drunk and frenzied, tearing a captured knight limb from limb and painting themselves with his blood.
16631,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.
16641,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.
16651,BOG GIANT. Villagers slowly excavating a mummified giant from a peat bog. They want him whole as a gift for the Lord of Longmarch.
16661,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.
16671,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.
16681,FLOODED MINE. Flooded mine, home to a huge red worm whose night-shrieks curdle milk and cause miscarriages among the local peasants.
16691,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.
16701,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.
16711,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.
1672
1673;forest-mountain encounter
16741,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.
16751,[1d3]
1676
1677;forest-mountain NPC
16781,[fighter].
16791,[cleric].
16801,[thief].
16811,[magic user].
16821,Wererat assassin who killed whatever recent corpse the party has seen and took its ring of spiderform.
1683
1684;forest-mountain item
16853,*Corpse of traveler* carrying [adventuring item], [adventuring item], [adventuring item], and [personal item].
1686
1687## Greenery
1688### Grass
1689;grass
16901,The rolling grass stretches in all directions. In the distance, you can see some [herd animals].
16911,These grasslands are home to [nomads]
16921,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.
16931,The grasslands here are home to a particularly vicious pack of *wild boar*.
16941,A group of [herd animals] are grazing peacefully on the grasslands here.
16951,There is a shallow creek here running through these grasslands. It may be possible to replenish your water supply here.
16961,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.
16971,A wild growth of [reagents2] can be harvested here.
16981,A strange complex of burial mounds can be found amongst these grasslands.
16991,A series of underground tunnels under these grasslands is the rumored location of the [regular noun] of [power]
17001,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].
17011,The grasslands here are peaceful and lush. A solitary priest called [old name] is trying to build a little shrine to [good power] here.
17021,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]
17031,An independent farmer known as [human] has set up a small farm on these grasslands and is [farmresults]. The farmer is [farmattitude].
17041,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.
17051,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].
17061,These grasslands are home to small herds of *wild horses*.
17071,These grasslands are overgrown with very tall grass. The grass is as tall as a mans height.
17081,A crumbling foundation and rubble can be found in these grasslands.
17091,These grasslands are home to [centaurs].
17101, An enterprising merchant known as [human] has set up an impromptu trading post here in the middle of nowhere. [merchantprobs]
17111,These grasslands are infested with [3d12] **stirges** ([stirge stats]) here.
17121,[4d6] *giant ants* have their lair underneath these grasslands. They attack any trespassers.
17131,[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.
17141,The grasslands here are an unusual [color] shade.
17151,Sparse trees provide shade on these rolling plains.
17161,A natural spring feeds a shallow creek along on these grasslands.
17171,The ruins of an ancient settlement can be found here in the tall grass.
17181,The grasslands here are home to small herds of flightless birds.
17191,An abandoned cottage can be found on these overgrown grasslands. There is nothing of value inside.
17201,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].
17211,A growth of dangerous *Twilight Blooms* can be found in this area.
17221,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.
172310,[altgrass]
1724
1725;dungeon deep
17263, just a single level deep, around [1d10+10] rooms. The most significant feature of this dungeon is [lairlow].
17271,[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.
17283,[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.
17291,[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.
17301,[1d6+1] levels deep. Each level has between [1d10+9] and [1d20+30] rooms. The first [1d3] levels are caverns, and the [cavesorno]
17311,[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
17321,[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].
17331,[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]
1734
1735;nomads
17361,[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]
17371,[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]
17381,[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].
17393,The plains here are a vast rolling sea of tall grass.
1740
1741;herd animals
17421,*tiny antelope*
17431,*tri-horned antelope*
17441,*wild deer*
17451,*wild cattle*
17461,*bison*
17471,*boar*
17481,*flightless birds*
17491,*giant herbivorous sauroids*
17501,*wild horses*
17511,**goats** ([goat stats])
17521,**wild sheep** ([goat stats])
17531,*elephants*
17541,*rhino*
17551,*wisent*
1756
1757;livestock
17581,*pigs*
17592,*goats*
17602,sheep
17611,large *deer*
17621,*cows*
1763
1764;centaurs
17651,the **centaur** *[centaur]* ([centaur stats])
176610,[1d19+1] **centaurs** led by *[centaur]* ([centaur stats])
17671,[1d8+1] *centaurs* on patrol
17689,[1d19+1] drunken **centaurs** led by *[centaur]* ([centaur stats])
17691,the *satyr* [centaur]
17701,[1d8+4] wild *satyrs*
17711,[2d6] invisible *pixies*
17721,[2d6] grigs
17731,a *brownie* known as [dwarf name for men]
1774
1775
1776### firs, trees, forests, and fir-forests
1777#### Firs
1778#### Trees
1779### swamps & marshes
1780;marsh
17811,This marsh is filled with hungry, noisy birds
17821,This marsh is blighted with a **will-o-wisp** ([will-o-wisp stats]) at night.
17832,[altmarsh]
1784
1785;altmarsh
17861,Marsh.<br />*Landmark: *[marsh landmark]<br />*Encounter:* [marsh encounter]<br />*NPC:* [marsh NPC]<br />*Item:* [marsh item]<br />
1787
1788;marsh landmark
1789100,[lyonesse hex]
179050,[thor hex]
179150,[tolkien hex]
17921,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.
17931,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.
17941,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.
17951,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.
17961,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.
17971,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.
17981,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.
17991,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.
18001,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.
18011,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.
18021,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.
18031,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.
18041,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.
18051,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.
18061,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.
18071,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.
18081,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.
18091,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.
18101,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.
18111,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.
18121,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.
18131,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.
18141,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.
18151,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.
18161,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.
18171,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.
18181,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.
18191,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.
18201,A *circle of [3d6] stones* stands here.
18211,Hidden harbor. Base of a luckless pirate captain.
18221,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.
18231,Marsh lands. *Very difficult terrain* to cross. No potable water.
18241,Salt water marsh as far as the eye can see. Long legged birds prey on fish in the shallows.
18251,Former fortified city, abandoned and crumbling, full of snake eggs. The pythons here feed on sadness and will attack the loneliest party members first.
18261,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.
18271,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.
18281,A band of 2d4 Mountain Gorillas. They have some rudimentary knowledge of weapon and armor usage.
18291,Lonely shepherd guards 2d10 yaks.
18301,The ground here is littered with stone turtles. An evil skeleton loiters in the area waiting to trick passers-by with its bogus prophecies.
18311,Thunderous surf crashes on beaches of black volcanic sand. Indigenous monkey people sift diamonds from the sands with loose weave wicker baskets.
18321,Pile of slain deodands, apparently slain by the [personality trait] amazon.
18331,Beautiful alpine lake, crystal clear, cold, excellent for drinking, washing and fishing.
18341,20 Nomadic hill people.
18351,Mastodon graveyard, reverently avoided by nomadic tribes. Disturbing remains has a 60% chance of angering a random God with Animal/Nature/Mastodon portfolio.
18361,Travelling Minstrels! Currently composing a ballad about the contents of hex (D20) (D20+6)
18371,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)
18381,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.
18391,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.
18401,Blasted craggy hills that have been sculpted by the NE wind into the shapes of the totems of the Argui Tribe.
18411,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.
18421,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.
18431,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.
18441,A pair of manticores are cursed to guard an orchard of plum trees. Any vegetation they try to eat shrivels in their paws.
18451,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.
18461,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!
18471,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.
18481,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].
18491,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.
18501,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!
18511,in the ruins of a castle are a dozen bronze-soldiers, automatons that march and fight when military-styled music is played.
18521,the petrified remains of a colossal whale. The bones and ossified digestive tract of the creature has created a vast labyrinthine system of passages.
18531,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.
18541,Ghouls live under the ancient battlefield here. The ghoul king wields the sword of an ancient prince who died on the battlefield.
18551,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.
18561,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.
18571,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.
18581,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.
18591,Old meteor impact crater. Lucky prospectors might find meteor splinters.
18601,THISTLETHRALL (settlement) the Elves here dissolve the those who bore them in acidic pits.
18611,An earth elemental is looking for victims to sacrifice to the God of Dirt. Neutral clerics may have a chance to reason with it.
18621,HELVIZ'S FOLLY - Town of 36 souls, but with neat brick buildings for several hundred more residents.
18631,GREASEGRAFT friendly, usually quiet settlement. Nearby: a fortress inhabited by goblins wearing iron warmasks.
18641,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.
18651,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.)
18661,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.
18671,Hippogriff's nest. Mother and [1d4] foals.
18681,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.
18691,Isle of Pale Worms. Lots of pale worms here.
18701,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.
18711,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
1872
1873;marsh encounter
18745,none
18751,A *coven of three hags* are seated around a cauldron, chanting.
18761,*[2d4]Kelpies*.
18771,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).
1878
1879;marsh NPC
18805,none
18811,[fighter].
18821,[cleric].
18831,[thief].
18841,[magic user].
18851,
1886
1887;marsh item
18881,a piece of [animal type]-shaped driftwood
1889
1890;swamp2
18911,[swamp]
1892
1893;swamp
18941,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]).
18951,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]
18961,The [forest name] swamp is home to a lot of [swamp animals]. Those who know how to find it can gather *[here magic plant]*.
18971,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]
18981,The inundated [forest name] here is home to [froglings]
18991,This swamp is home to [5d8] *froglings* in a mud village guarded by [aquaticpets].
19001,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]
19011,In the old days, the stagnant pools of the [forest name] swamp was used to drown evil necromancers. [bog wights]
19021,On one of the islands of this [forest name] swamp there is a huge mud mound. [goblins]
19031,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].
19041,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].
19051,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.
19061,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]
19071,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.
19081,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]
19091,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.
19101,[swamp ettercaps]
19111,This reed is home to a lot of birds.
191210,[altswamp]
1913
1914;what you can see of the sunken temple
19151,two columns commemorating the founding of this temple by *[old name]*.
19161,an arch welcoming pilgrims to the temple.
19171,a broken cupola. Inside it, you can still see a relief showing [same power] blessing the pilgrims.
19181,the old altar itself, and the old blood stone.
1919
1920;black dragon activity
19211,has built its lair on huge pile of rotting plant material forming a steaming island in the warm water
19221,is hunting these waters, hiding in the water like a crocodile but vicious and greedy like only dragons are
19231,hunts the region, surveying the waterways from above and attacking boats from the air
1924
1925;ettin tower protection
19261,The ettin has rammed long spikes into the water in order to deter any approach.
19271,Many trees bear the old signs of ettin rule: two skulls tied to a rope, slowly turning in the wind.
19281,The branches of many trees bear hanging corpses, warning signs for all the fools that would come and disturb the ettin peace.
19291,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.
1930
1931;giant fish
19321,A **giant fish**
19337,[1d7+1] **giant fish**
1934
1935;swamp animals
19361,birds
19371,mosquitoes
19381,eels
19391,lampreys
19401,leeches
1941
1942;lizard leader
19431,Son of Set
19441,Egg Mother
19451,Forked Tongue
19461,Nest Builder
19471,Poet Heart
19481,Silent Hunter
19491,Quiet Night
19501,Golden Eyes
19511,Daughter of Drake
19521,Dragon Spirit
1953
1954These are the monsters for larger villages
1955;lizard companions
19562,spiked barriers
19571,a **giant wasp** ([giant wasp stats])
19581,a **giant lizard** ([giant lizard stats])
19595,[1d4+1] **giant wasps** ([giant wasp stats])
19605,[1d4+1] **giant lizards** ([giant lizard stats])
1961
1962;altswamp
19631,Swamp.<br />*Landmark: *[swamp landmark]<br />*Encounter:* [swamp encounter]<br />*NPC:* [swamp NPC]<br />*Item:* [swamp item]<br />
1964
1965;swamp landmark
1966100,[lyonesse hex]
196750,[thor hex]
196850,[tolkien hex]
19691,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.
19701,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"
19711,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
19721,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.
19731,[2d4] Intelligent foxes hunt the marsh. All know Suggestion . They trapped the [personality trait] princess.
19741,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.
19751,Stankbog, muddy human village of 150 wretches that worship the Great Swamp Gas, a nearby Will-o-Wisp.
19761,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.
19771,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).
19781,Goblins looking for the entrance to their home in the [hex trait] dungeon after having been blinded by the [personality trait] dwarves.
19791,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.
19801,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
19811,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.
19821,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.
19831,Cave. Contains giant rats and 2000 cp.
19841,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.
19851,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.
19861,Swamp gas and 2d12 zombies do not mix.
19871,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.
19881,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.
19891,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.
19901,The waters here are often foggy.
19911,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.
19921,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)
19931,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
19941,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
19951,4 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.
19961,The fighter and the blind thief wander this swamp. The fighter stands guard as the blind thief steals the eyes of sleeping adventurers.
19971,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.
19981,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.
19991,A swamp with pigs and mosquitoes. Vines harass every step.
20001,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.
20011,A number of *stone ruins* carved with strange glyphs are buried in the mud here.
20021,A pit of *quicksand* is here.
20031,Abandoned *witch's hut*.
20041,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.
20051,A *flotilla of rafts* inhabited by *peaceful lizardmen* plies a circular route throughout this hex.
20061,Den of *[1d6+1] werecrocodiles* who prey on lizardmen.
20071,Dank swamp land made passable by *bridges of human bones*. The air is thick with the stench of rotting flesh.
20081,A massive *hollow earthen mound* sits above the murky water and is home to a clutch of flesh eaters.
20091,Swamp village if mutated half fish half human creatures. Led by blind mad prophet.
20101,Sunken rowboat. Here, a party of adventurers learned that armor doesn't float.
20111,*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.
20121,Lizardman encampment; this tribe of primitive lizardmen were subjected to arcane experiments by outsiders and the successes taken away. They remain embittered.
20131,Snakehill path. A merchant with a wagon full of strange wares is missing his son, who was kidnapped by the Mosquito Queen's soldiers.
20141,A shallow lake completely fills this grim valley. The water is murky, almost black with silt and infested with giant eels.
20151,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.
20161,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.
20171,A lake! 3 crocodiles. Not claw claw bite.
20181,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.
20191,The lake waters here are algae filled. A giant bass lurks beneath the waters.
20201,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.
20211,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).
20221,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.
20231,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.
20241,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.
20251,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.
20261,This large lake is perfectly flat, ripples only appear when an object forcefully agitates its surface.
20271,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.
20281,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
20291,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.
20301,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.
2031
2032;swamp encounter
20331,[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.
20341,*[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.
20351,An orc in a rowboat guarding a locked chest. Full of killer bees.
20361,A giant [insect type].
20371,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.
2038
2039;swamp NPC
20401,[fighter].
20411,[cleric].
20421,[thief].
20431,[magic user].
20441,The Mosquito Queen.
20451,Quasit--ex-familiar of the Mosquito Queen.
2046
2047;swamp item
20481,a blood-soaked oar
20491,a finely-crafted blowgun
20501,a wooden bucket full of snake eggs
20511,a rusty machete
20521,a wax figurine of a [swamp tree]
2053
2054;swamp tree
20551,red mangrove
20561,bald cypress
20571,buttonwood
20581,white mangrove
2059
20601,Swamp with will o wisps, site of ancient battle
2061## Waters
2062### Lakes
2063### Water
2064## Settlements
2065
2066
2067;large-town
20681,This large town is known as [human][townie]. It has a population of approximately [1d4000+5000].
2069
2070;city
20711,There is a large city here
2072
2073;tower
20741,There is a tower here.
20751,There is an ugly token here.
2076
2077;chaos
20781,There is a Shrine dedicated to [chaos power] here.
20791,A single [animal type]. All buildings nearby have been destroyed.
2080
2081;law
20821,There is a shrine dedicated to [good power] here.
20831,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.
2084## Personalities
2085;elf leader
20861,*[elf]*<img src="[[redirect https://campaignwiki.org/face/redirect/alex/elf]]" alt="[same elf]" title="[same elf]"/>
2087;halfling
20881,*[halfling name]*<img src="[[redirect https://campaignwiki.org/face/redirect/alex/woman]]" alt="[same halfling name]" title="[same halfling name]"/>
2089
2090;human
20911,[man with portrait]
20921,[woman with portrait]
2093
2094;man with portrait
20951,*[man as human name]*<img src="[[redirect https://campaignwiki.org/face/redirect/alex/man]]" alt="[same human name]" title="[same human name]"/>
2096
2097;woman with portrait
20981,*[woman as human name]*<img src="[[redirect https://campaignwiki.org/face/redirect/alex/woman]]" alt="[same human name]" title="[same human name]"/>
2099
2100;human name
21011,[man]
21021,[woman]
2103
2104;human prefix
21051,old
21061,little
21071,big
21081,lazy
21091,weird
21101,crazy
2111
2112;orc leader
21131,*[orc]*<img src="[[redirect https://campaignwiki.org/face/redirect/alex/orc]]" alt="[same orc]" title="[same orc]" /> (HD [1d6+1 as level])
2114
2115## Dangerous Sites
2116;cavesorno
21171,rest are ancient tiled passages and strange lightless rooms
21181,rest are crumbling gothic architecture and tiled halls
21191,rest are twisted corridors and endless hallways
21201,caves wind their way through all of the rest of the levels. Certain rooms and areas have been fashioned into rooms and hallways.
21211,lowest level opens directly into the [planes]
21221,lowest few levels sprawl out in a massive series of chambers and tunnels that surface [1d3+1] hexes away to the [compass]
21231,lower levels constitute a sort of fortress
21241,lower levels reach deep into the underworld of this region.
21251,lower few levels are a sort of tomb
21261,lower levels represent a kind of supernatural opening to the underworld.
21271,lower levels wind their way all the way into [adjacent hex] where an alternate exit can be found
21281,lower levels empty directly into a massive lake of molten lava
2129;cave use
21301,The caves used to be an old mine.
21311,The caves were dug by underground waters ages ago. Old wall paintings can be found.
21321,Cold lava tunnels lead into a big cavern, the heart of an old vulcano.
21331,The caves are deep pits that lead into the Veins of the Earth.
21341,The ominous caves radiate the mutating magic of Earth Blood.
21351,The strange caves look like an underground city built by the ancients.
21361,In these caves you can still find the ancient vats of an abandoned vivimancer lab.
21371,In these caves you can still find the ancient vats of an abandoned golem-mancer lab.
21381,The caves are an ancient burial complex. There are thousands of dessicated corpses down here.
21391,the caves are an ancient burial complex- the mouldering bones tucked into individual niches dug into the walls. There are [2d6] *ghouls* here.
21401,the caves were once an ancient burial place but the tombs have all been looted. A *wight* known as [old name] wanders the passages.
2141;caves
21421,[cave use] The caves are full of broken constructions, tiny ladders and walkways. [goblins]
21431,[cave use] The caves have paintings of the *[evil tribe]* tribe on the cave walls. [orcs] [orc plans]
21441,[cavee use] The caves are filled with mushrooms and guarded by [myconids]
21451,[cave use] [den]
21461,[cave use] The caves are inhabited by [1d8 trolls] ([troll stats]). [robber treasure]
21471,[cave use] The caves have been abandoned a long time ago.
21481,[cave use] In winter, this cave is home to [1d4] *bears*.
21491,[cave use] They have been abandoned a long time ago.
2150
2151;lairlow
21521,a lair of a pair of **ogres** ([ogre stats]) who are known to kidnap children
21531,an **ogre** warlord ([ogre stats]) and his forces of assorted evil humanoids
21541,a small tribe of ogre raiders
21551,an ogre magi and his army of phantoms have set up a fortress underground
21561,an evil human slaver and his fellow slavers
21571,a *mind flayer* slave camp
21581,the [power attribute] [regular noun] of [power]
21591, a pair of *beholders* and an enslaved tribe of orcs
21601, a *neogi* slave base with an aerial portal that leads to their sky-ship
21611,the ruins of an ancient dwarven mine
21621,the ruins of an ancient temple dedicated to [chaos power]
21631,the wreckage of an artifact ship created by rogue demigods embedded deep in the stone
21641,a massive growth of *green slime* that has cut off most exploration.
21651,an underwater grotto where a small gang of kuo-tua conduct their twisted rituals
21661,a fiery chamber at the center where a group of Azers have been building an elemental forge
21671,an old wizards lab that still has a number of arcane experiments wandering the halls
21681,a well-guarded vault containing a magical [regular noun]
21691,a temple to [evil power]
21701,a temple to [chaos power]
21711,a temple to [good power]
21721,an idol dedicated to [evil power]
21731,an altar where sacrifices are made to [evil power]
21741,a prison complex where captives are held in lightless cells
21751,a strange complex of myriad gateways that open into locations miles away
21761,a tomb complex that contains the final resting place of [old name], an ancient ruler in these lands.
21771,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]
21781,a library of forbidden lore that was assembled here by a heretical cult. It is guarded by [libraryguards]
21791,a strange [energy] forge that was once sacred to the [forgers] who inhabited this region long ago
21801,a tribe of goblins who use this dungeon as a raiding base
21811,a family of outcast drow that have set up a spider-silkweaving tradepost
21821, a group of *bugbears* that will ambush anyone foolish enough to enter their territory
21831,a weird planar gateway powered by [energy]-energy.
21841,a bizarre labyrinth constructed by ancient minotaurs
21851,an anachronistic elevator system (now of questionable reliability)
21861,a vast lake of primordial ooze that spawns aberrant monstrosities of every type and description
21871,a mysterious [energy] force-field that blocks off access to additional levels below
21881,a lair of [humanoidtype]
21891,a lair where a group of devils have set up a strange circus
21901,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.
21911,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.
21921,a place where several mysterious elemental pylons covered with runes can be found
2193
2194;altgrass
21951,Grassland.<br />*Landmark: *[grass landmark]<br />*Encounter:* [grass encounter]<br />*NPC:* [grass NPC]<br />*Item:* [grass item]<br />
2196
2197;grass landmark
2198100,[lyonesse hex]
219950,[thor hex]
220050,[tolkien hex]
22011,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.
22021,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.
22031,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.
22041,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.
22051,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.
22061,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.
22071,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.
22081,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.
22091,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.
22101,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.
22111,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.
22121,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.
22131,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.
22141,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.
22151,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.
22161,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.
22171,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
22181,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.
22191,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.
22201,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.
22211,Steppe, abandoned village of partially melted igloos.
22221,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.
22231,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.
22241,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.
22251,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.
22261,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].
22271,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.
22281,The footsteps of ice giants are in the snow here, following them leads you to a group of ice giants
22291,The echoes emerge amplified one-hundred fold through sinkholes here.
22301,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.
22311,6 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.
22321,Frozen marshes. Ice alligators leap through the surface to capture prey that they track through sound.
22331,52 overly cautious nomads stalk this frozen tundra. They will pay 50 GP mastodon bones for wolf pelts.
22341,8 dwarves travelers seeking the Godhammer.
22351,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.
22361,Colossal mated pairs of axebeaks hunt mastodons on the icy tundra here.
22371,A straggler from an adventuring party, making his way back to the group after missing a session.
22381,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]*.
22391,RUINS OF PAZULVAN The dark ruined citadel moulders in the swamp. Only Bromgrush's Map will reveal safe passage to untold treasure inside.
22401,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)
22411,A Rival Adventuring Party. Hamuz - FT 3, Boze - FT 1, Umar - MU 2, Thaize - C 3. Lawful, but not affable. Travelling [direction].
22421,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.
22431,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,
22441,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.
22451,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].
22461, A snow-covered treasure chest sits in the middle of a field. It's a very lost mimic.
22471,A lone Amazon is sneaking among a group of slumbering frost giants. A 30 ft sack is writhing near them.
22481,GLANIS TOP A watchtower of 18 stranded soldiers.
22491,A vast, frozen plain. The only notable thing is the remains of half-eaten horse.
22501,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.
22511,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.
22521,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.
22531,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.
22541,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.
22551,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.
22561,A bubbling tar pit has erupted from the earth and a herd of 2d6 mastodons are stuck.
22571,A half-orc steering a raft through the fens. Paying for passage is a daughter of the Amazons.
22581,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.
22591,Frozen bubbles scattered across the plain, some as much as ten inches across.
22601,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.
22611,Gibbets at a crossroads containing 2d6 living criminals.
22621,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.
22631,A 40' post rising from the swamps, with wind chimes audible for a mile of more. The chimes are made of frozen children.
22641,A guttering sputtering camp fire in each forested valley; all abandoned as if moments before.
22651,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.
22661,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.
22671,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.
22681,Statue of legendary warrior pointing [direction]. Drag marks indicate the direction of the statue was changed recently.
22691,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]*.
22701,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.
22711, 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.
22721,FROSTPELT VILLAGE - Polarbear-men village, impossible to get proper rations as they prefer to eat their food frozen in blocks of ice.
22731,A longship half-buried in a mound, claimed by the men of [village name] to mark the edge of the sea in aeons past.
22741,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.
22751,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].
22761,Stunted remains of trees litter the frozen marsh. Some have clearly been blasted by cannon or similar.
22771,Thin, lacerating sleet causes 1 hp damage per hour to any exposed skin.
22781,A stairway, bereft of whatever building it once belonged to, spirals 70' into the air. Candlewax and blood stain the highest step.
22791,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.
22801,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.
22811,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.
22821,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.
22831,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.
22841,A *frozen pond* showing visions that are always exciting and false.
22851,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.
22861,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*.
22871,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
22881,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.
22891,The beast of aproximate knowlage can be found here
22901,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.
22911,2d12 guards surround a group of workers trying to dig up a partially-buried glowing meteorite and load it onto a wagon.
22921,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.
22931,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.
22941,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.
22951,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.
22961,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.
22971,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.
22981,8 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.
22991,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.
23001,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.
23011,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.
23021,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.
23031,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.
23041,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*.
23051,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.
23061,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.
23071,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.
23081,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.
23091,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.
23101,A frozen lake. Visible beneath the surface: the entire female population of a previously unknown, and long extinct, humanoid species.
23111,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.)
23121,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.
23131,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.
23141,KRAGDUM-IUGHERIA Trading fortress, trade goods, supplies, fresh mounts, wildmen henchmen, trap finding goblins, all for sale or rent
23151,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.
23161,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.
23171,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.
23181,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.
23191,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.
23201,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.
23211,*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.
23221,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.
23231,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].
23241,This hex was recently woodland, but a few years ago the trees were all leveled, blasted down and pointing generally to the [direction].
23251,Frost Goblin pulled Caravan on swamp marsh sleds going to [settlement name] led by three Ice trolls and carrying mining supplies and mage hides.
23261,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.
23271,6 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.
23281,Cavern of ice leads deep into the mountains. Herein lies the Hand. The titanic petrified remains of the wielder of Godhammer.
23291,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.
23301,Frozen dawn—in a square mile of this area, the sun is always in mid rise.
23311,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.
23321,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.
23331, 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.
23341,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.
23351,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.
23361,Jollyoak An unremarkable igloo village of doppelgangers. They look like dark elves, but act like halflings, which is slightly disconcerting.
23371,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.
23381,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.
23391,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]*.
23401,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.
23411,*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.
23421,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.
23431,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.
23441,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.
23451,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.
23461,*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.
23471,Fertile steppe land populated by wild herds of huge black goats with the faces of men, also known as *night goats*.
23481,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.
23491,Man sits on a stump. Will smile and give a knowing nod and encouraging thumbs-up to passers-by.
23501,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.
23511,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.
23521,Secret beach hosts massive Ghost Dance on the full moon.
23531,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.
23541,Abandoned silver mine. D10 Kobolds.
23551,2d10 Chaotic pilgrims cruising for sick thrills. Led by The Devil Himself, a third-level cleric.
23561,An angry mother bear rages because her cub has been caught in a trap.
23571,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.
23581,A cenotaph covered in choking vines of ivy. Hidden within the vines is an entrance to a dungeon beneath.
23591,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.
23601,A grove of tall trees has 2-24 giant bees.
23611,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]*.
23621,Pack of undead birds.
23631,Wild Boar, an abandoned homestead and an overgrown orchard, claimed by the wild.
23641,Group of statues in various hostile poses that are actually adventurers that were turned to stone by long dead basilisk.
23651,Giant Flail Snail--20' tall. Shell is worth 10x normal price.
23661,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.
23671,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.
23681,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.
23691,dark deep forests, nothing special in here, just scary darkness
23701,more dark deep forests, but here there be spiders, trap door spiders and goldern orb spiders (but medium-large sized)
23711,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.
23721,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.
23731,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] .
23741,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.
23751,Seven giant hogs branded in the left buttocks.
23761,*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]*.
23771,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.
23781,Mountain man lives in rickety cabin. Practices taxidermy and talks to his stuffed animals, hoping one day they'll talk back.
23791,A statue of a okapi stands alone. It is disturbingly realistic.
23801,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.
23811,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.
23821,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”.
23831,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.
23841,At the edge of the forest and guarding the plains is the fort and trading town of Axerist.
23851,Shaggy wild horses run through these plains, if captured and broken, they will make fine mounts.
23861,An apatosaurus corpse is being scavenged by a pack of deinonychus.
23871,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).
23881,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.
23891,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.
23901,A lake in grassland with several abandoned huts on its shores. The horses and shepherds sometimes pasture near it.
23911,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.
23921,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.
23931,A child that can't speak but merely croak like a frog. A crawling hand the size of a house.
23941,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.
23951,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.
23961,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.
23971,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.
23981,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.
23991,Vriminynthe Gholthaniel: Elvish lancer, banished vassal of Baron Cytorrak, rides a feathered tyrannosaur, seeks adventure.
24001,3d20 goats. If disturbed they stampede, screaming, into adjacent grassland hexes.
24011,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.
24021,SHALLOWGROVE. Squalid settlement of 49 human outcasts. Send criminals and ill people to the howling glen.
24031,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.
24041,Gorgon-Minotaurs chariot racing in marble arena.
24051,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.
24061,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.
24071,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.
24081,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.
24091,a open grassy planes, nothing special to see here, in fact to spot something you roll at +2. Roll on a wondering monster table
24101,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].
24111,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.
24121,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
24131,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.
24141,Sheep graze here. The shepherd carries a silvered short sword an heirloom from his grandfather's time in the war.
24151,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.
24161,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.
24171,Green rolling hills and black marble ruins, with a fractured, overgrown marble path leading [direction].
24181,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.
24191,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.
24201,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.
24211,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.
24221,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.
24231,Petrified druid hugging a tree
24241,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.
24251,A single stone monument to an ancient battle fought in the fields here.
24261,Murderous pixie couple killing time by drowning frogs in a small pond. One wears a magic ring as a waistband.
24271,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 ).
24281,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.
24291,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.
24301,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
24311,a troll war party is riding through here on large war pigs, they are hunting down some renagade warriors of chaos
24321,An airship has crashed here. One strange survivor.
24331,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.
24341,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.
24351,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)
24361,Acres of deserted farmland.
24371,Vindisvein Monastery of the Borrowed Light. They make cheese and wine, illuminate holy books and charge travelers 3 cp to stay for the night.
24381,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.
2439
2440;grass encounter
24411,A herd of *[1d10] aurochs* grazes here.
24421,A herd of *[2d6] wild horses* grazes here.
24431,*Twelve Lords A-Leaping*. Twelve armored knights suffering from a permanent 'Otto’s Irresistible Dance'.
24441,A surly herd of *aurochs* led by a very short-tempered bull who HATES halflings.
24451,*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].
24461,A tribe of *raptor-riding goblin*s aids travelers in distress. their leader wears a ratty red cloak and mask.
2447
2448;grass NPC
24491,[fighter].
24501,[cleric].
24511,[thief].
24521,[magic user].
24531,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.
24541,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.
2455
2456;grass item
24573,[grass item common]
24582,[grass item uncommon]
24591,[grass item rare]
2460
2461;grass item common
24621,dried leaves in a small pouch
24631,a sickle
24641,an engraved stone egg
24651,a heap of mixed seeds
24661,a small fossile
24671,a partially burnt straw hat
24681,a rusty horseshoe
24691,a broken sign that used to point toward the nearest town
24701,a wooden cane
24711,a smooth white rock
24721,a single gold coin
24731,a dirty but sturdy stick
24741,a bag full of dried vegetables
24751,a sheep skull
24761,a middly poisonous mushroom
24771,a snake skin
24781,a knot of dead worms
24791,a snare
24801,a defunct bear trap
24811,a piece of yarn
24821,a four-leaf clover
24831,a horn
24841,an unusually big oxeye daisy
24851,a 30 centimeters long feather
24861,a broken arrow
24871,a yellowed tooth
24881,a dead beetle
24891,a length of string
2490
2491;grass item uncommon
24921,a whistle that can only be heard by snakes
24931,a scimitar with a blade made of hard grass
24941,a map to a nearby tumulus
24951,a jar full of dead bees
24961,a red and white sphere with a small button in the middle
24971,a severed human arm
24981,a light and sturdy woven basket
24991,a boomerang
25001,a green bead that glows slightly under the stars
25011,a finely crafted longsword
25021,an axe that shrieks when swung
25031,a vial of chemical defoliant
25041,a saddled horse
2505
2506;grass item rare
25071,a cornucopia producing endless seeds and nuts
25081,a magic bean
25091,a cloak that can make one invisible while in tall grass
25101,a sundial that’s never wrong
25111,a scythe so sharp it can cut off speech
25121,a crown of bovine control
25131,an oak wand of sparrow summoning
25141,a sun-powered magic lockpick
25151,a magic bell that can bring spring early
25161,a choker that translates everything the wearer says to goat language
2517## Quest
2518# Monsters
2519## Animals
2520;Badger stats
25211,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*)
2522
2523;war bear stats
25241,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*)
2525;boar stats
25261,HD 3+1 AC 6 1d8 F1 MV 15 ML 9 XP 300 (*HH*)
2527
2528;giant fish stats
25291,HD 2 AC 7 1d6 F1 MV 12 ML 8 XP 200 (*HH*)
2530
2531;goat stats
25321,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*)
2533
2534;griffon stats
25351,HD 4+1 AC 6 1d6/1d6/1d8 F4 MV 24 ML 10 XP 400 (*HH*)
2536
2537;giant scorpions
25381,a **giant scorpion**
25395,[1d5+1] **giant scorpions**
25401,[1d3+1] [color] *giant scorpions*
25411,[1d11+1] **large whip scorpions** ([large whip scorpion stats])
2542
2543;giant scorpion stats
25441,HD 4 AC 2 1d10/1d10/1d4 + *poison* F2 MV 15 ML 11 XP 400 (*HH*)
2545
2546;large whip scorpion stats
25471,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*)
2548
2549;stirge stats
25501,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*)
2551
2552;swamp crane stats
25531,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*)
2554
2555;giant toad stats
25561,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*)
2557
2558## Humanoids
2559;bandit stats
25601,AC 8; MV 120’; F1; hp 1-10; THAC0 20; #AT 1; D by wpn; AL N/CE; XP 10+1/hp (*MM*)
2561
2562;centaur stats
25631,HD 4 AC 5 1d6/1d6/1d8 F4 MV 18 ML 8 XP 400 *HH*
2564
2565;dwarf stats
25661,HD 1 AC 4 1d6 D1 MV 6 ML 8 XP 100 (*HH*)
2567
2568;duergar stats
25691,[dwarf stats]; immune to fire (*HH*)
2570
2571;froglings
25721,[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].
2573
2574;frogling companions
25751,spear traps
25761,a **giant toad** ([giant toad stats])
25774,[1d4+1] **giant toads** ([giant toad stats])
2578
2579;frogling stats
25801,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*)
2581
2582
2583;frost giant stats
25841,HD 10+1 AC 4 4d6 or 3d6 *ranged* F10 MV 12 ML 9 XP 1000; *stone shape* and *control weather* at will (*HH*)
2585
2586;hill giant stats
25871,HD 8 AC 4 2d6 F8 MV 12 ML 8 XP 800 (*HH*)
2588;hobgoblin stats
25891,HD 1+1 AC 6 1d8 F1 MV 9 ML 8 XP 100 (*HH*)
2590
2591;human stats
25921,HD 1 AC 8 1d6 F1 MV 12 ML 7 XP 100 *HH*
2593
2594;giant lizard stats
25951,HD 4 AC 5 1d10 F3 MV 12 ML 7 XP 400 (*HH*)
2596
2597;lizardfolk stats
25981,HD 2+1 AC 5 1d8 F2 MV 12 ML 7 XP 200 (*HH*)
2599
2600;ogre stats
26011,HD 4+1 AC 5 1d10 F4 MV 9 ML 10 XP 400 (*HH*)
2602
2603;orcs
26041,[1d6x10] **orcs** led by [orc leader] live here ([orc stats]). [robber treasure] [leader treasure]
2605;orc stats
26061,HD 1 AC 6 1d6 F1 MV 12 ML 8 XP 100 (*HH*)
2607
2608;thri-kreen stats
26091,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*)
2610
2611;warlock stats
26121,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*)
2613
2614;giant wasp stats
26151,HD 4+1 AC 5 1d6 + *poison* F2 MV 15 ML 9 XP 400; when stung, save vs. poison or die (*HH*)
2616
2617##Dragons
2618;dragontype
26191,white
26201,red
26211,green
26221,copper
26231,brass
26241,black
26251,blue
2626
2627;black dragon stats
26281,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*)
2629;green dragon stats
26301,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*)
2631
2632;red dragon stats
26331,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*)
2634;white dragon stats
26351,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*)
2636
2637## The Strange & Terrible
2638;balor stats
26391,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*)
2640
2641;doppelgänger stats
26421,HD 4 AC 5 1d12 F10 MV 9 ML 10 XP 400; *shape change* at will (*HH*)
2643;gargoyle stats
26441,HD 4 AC 5 1d4/1d4/1d6 F8 MV 15 ML 11 XP 400; only harmed by magic or magic weapons (*HH*)
2645
2646;bronze golem stats
26471,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*)
2648
2649;owlbear stats
26501,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
2651
2652;manticore companions
26531,</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]
26541,</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).
26551,</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.
26561,</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).
26574,
2658
2659;manticore stats
26601,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*)
2661
2662;medusa stats
26631,HD 4 AC 8 1d6 or *poison* F6 MV 9 ML 8 XP 400; *petrification* (*HH*)
2664
2665;salamander stats
26661,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*)
2667
2668;sea serpent stats
26691,HD 6 AC 5 2d6 and 1d10 vs. ships F3 MV 15 ML 8 XP 600 (*HH*)
2670
2671
2672;werewolf stats
26731,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*)
2674
2675;WILL-O-WISP stats
26761,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*)
2677##The Undead
2678;ghoul stats
26791,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*)
2680
2681;mummy stats
26821,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
2683
2684;wight stats
26851,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*)
2686;zombie stats
26871,HD 2 AC 8 1d8 F1 MV 12 ML 12 XP 200; immune to *sleep* and *charm* (*HH*)
2688## Golems
2689# Treasure
2690# Miscellany
2691;some time ago
26921,[1d6] days ago
26931,[1d4] weeks ago
26941,months ago
26951,years ago
2696
2697;precious material
26981,adamantine
26991,alabaster
27001,amber
27011,ambergris
27021,aquamarine
27031,aventurine
27041,azurite
27051,beryl
27061,black alabaster
27071,black opal
27081,black pearl
27091,bloodstone
27101,bloodwood
27111,blue amber
27121,blue jade
27131,blue opal
27141,bone china
27151,cairngorm
27161,carbuncle
27171,carnelian
27181,cat’s eye
27191,chalcedony
27201,cherry amber
27211,cinnabar
27221,citrine
27231,crystal
27241,cyclops agate
27251,dendritic agate
27261,diamond
27271,dragon bone
27281,ebony
27291,emerald
27301,fire agate
27311,fire coral
27321,fire jasper
27331,fire opal
27341,garnet
27351,gold
27361,heliodor
27371,hematite
27381,horn
27391,ironwood
27401,jet
27411,kingfisher jade
27421,koa wood
27431,lapis lazuli
27441,lavender jade
27451,lingum vitae
27461,mahogany
27471,malachite
27481,mammoth tusk
27491,moonstone
27501,morganite
27511,moss agate
27521,mother of pearl
27531,narwhal horn
27541,nephrite
27551,obsidian
27561,onyx
27571,orichalcum
27581,palladium
27591,pearl
27601,peridot
27611,petrified wood
27621,pink sapphire
27631,platinum
27641,polyhedroid agate
27651,porcelain
27661,porcelain jasper
27671,porphyry
27681,purpleheart wood
27691,quartz
27701,quetzal jade
27711,rainbow agate
27721,rainbow jasper
27731,rainbow obsidian
27741,redheart wood
27751,rose opal
27761,rose quartz
27771,rosewood
27781,ruby
27791,sandalwood
27801,sapphire
27811,sard
27821,serpentine
27831,silver
27841,snakewood
27851,spinel
27861,star iron
27871,star rose quartz
27881,star sapphire
27891,sunstone
27901,tiger’s eye
27911,tigerwood
27921,topaz
27931,tourmaline
27941,turquoise
27951,turtle shell
27961,unicorn horn
27971,whale ivory
2798
2799# (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)
2800
2801;book
28021,A Popular Life of the Barron by Mervin Prinn, 366 pages, B&W Art, 100gp
28031,Lives of the Empererors by Timitas Volorias, 540 pages, B&W Art, 300gp
28041,Goblinoids, a comprehensive study by Gnarlus Bodican, 212 pages, some B&W Art, 80gp
28051,Horrors in the Sewers by Ignatius Glump, 120 pages, 45gp details sewer monsters and hazards
28061,Complete guide to Vice and cruelty in the City of Skulls, Carninas Vulg 360 pages, 120p
28071,Gentleman's Guide to Outre Pleasures by Morian Zorg, 240 pages, gold leaf cover, 360gp
28081,Nanny Ogdens Herbal remedies, 420 pages, B&W Art, 200gp, mostly acurate
28091,Vampires and Undead of the old City by Clovian Hartogg, 220pages, 60gp
28101,Jungles & Treasures of Monster Island by Kertzian Bastog. B&W Art, 180 pages, 65gp
28111,Dungeons of Cymbal Mountains by Imperious Maximus, 260pages, 88gp
28121,The Nobles Book by Calaxian Godruuna, 464 pages, 140gp describes cities nobility, bit dated
28131,Sacrifice and Suffering: Keeping Your God Happy by Solidas Margam, 384 pages, 180gp
28141,A guide to pleasures and terrors of the outer planes by Holdar Garum, 432 pages, 200gp
28151,Cannibals among us: 100 accounts in the old city by Vulpurgis Stang, 220 pages, 65gp
28161,Unicorn Hunting and Butchery by Volastus Cakagrum, 340 pages, B&W Art, 300gp
28171,Observations from torturing a troll by Calidas Voxrum, 140 pages, 45gp rather nasty
28181,Haunted Ruins of the old city by Cellaro Fortuno, B&W Art, 260 pages, 110gp
28191,Biographies of Great Adventurers by Chizaro Monulak, 240 pages, 85gp
28201,Strange Crimes and Punishments of Shadel Port Donald Beadleman, B&W Art, 260 pages, 90gp
28211,My Darling, My Vampire by Viram Tsochaj, B&W front plate, 230 pages, 75gp
28221,Famous Heads of great criminals by Tojar Famcord, B&W Art, 110 pages, 35gp
28231,Dangers of the city Graveyards by Dominus Grell, B&W Art, 360 pages, 145gp
28241,Beast Men of the undercity by Calordin the Mystic, B&W Art, 246 pages, 130gp
28251,Great Caves of the countryside by Eldan Molekar, B&W Art, 320 pages, 210gp
28261,Cooking for kings: over 500 recipes by Chef Epican, B&W Art, 420 pages, 325gp
28271,Brief lives of the Barron's Enemies by Barbicus Celledon, 180 pages, 35gp
28281,Diseases and remedies of the old city by Semplar Stigman, B&W Art, 240 pages, 165gp
28291,Elder races of the dawn age by Colidan Styrm, B&W Art, 120 pages, 45gp
28301,Elves friend or foe? A common Guide by Rudolpho Castiglion, 210 pages, 75gp
28311,Alchemy for wealth and immortality by Maser Clavelhorn B&W Art, 460 pages, 500gp
28321,Sea Monsters a mariners guide by Captain Orlaff, B&W Art, 210 pages, 100gp
28331,Cults of the old city by Clementine Tolderghast, B&W Art, 180 pages, 65gp
28341,Etiquette and Manners by Madame Palisford, B&W Art, 120 pages, 35gp
28351,Teeching Reeding, Spellin & learnification by Master Tallitus, 80 pages, illustrated, 40gp
28361,My life as a filthy Pauper by Morton Callay 264 pages, 65gp, lived as a pauper for a month
28371,Wretched lives of the Slums by Morton Callay, B&W Art, 240 pages, 165gp
28381,History of the Dragons by Dorian Gilderman, Colour plates, B&W Art, 320 pages, 800gp
28391,Devils, Demons and Debauchery by Gehard Merlot, B&W Art, 370 pages, 335gp
28401,Mysteries of the Old ones by Norrin Spiegalcraftman, B&W Art, 440 pages, 465gp
28411,Age of the Necromancer Kings by Norrin Spiegalcraftman, B&W Art, 360 pages, 325gp
28421,The Great Forests & their secrets by Septimus Calizor, B&W Art, 380 pages, 365gp
28431,Dwarf secrets or metallurgy by Marnmann Saldigor, B&W Art, 230 pages, 300gp
28441,Gunnery a basic guide by Mattius Grunwald B&W Art, 220 pages, 125gp
28451,Lives of the great pirates & their plunder by Captain Doom Squid, B&W Art, 240 pages, 185gp
28461,My life as a Nymphs Slave with fold out colour painted pages B&W Art, 240 pages, 185gp
28471,Monasteries and their great orders by Horace Staplefort 380 pages, 200gp
28481,Swordsman of olden times and their ways by Cordan Marden B&W Art, 140 pages, 150gp
28491,My life in a dungeon by Godvinia Winters B&W Art, 240 pages, 300gp
28501,Tormented by Invisible Imps by Lady Tramier B&W Art, 160 pages, 65gp
28511,Toborius's guide to mining and caverns by Mariuz Kanklefort B&W Art, 340 pages, 315gp
28521,Erotic delights of the Redlight District by Charles Santimort B&W Art, 180 pages, 90gp
28531,One hundred salty seamen stories by Captain Cruehardt B&W Art, 310 pages, 165gp
28541,Farmers Almanac and Animal care guide by Marsden Drecklemart B&W Art, 460 pages, 200gp
28551,Prophecies of the Dread Lord by Kumstav Maimtz B&W Art, 140 pages, 90gp
28561,Histories of the Empire by Nobilis Augustus B&W Art, 510 pages, 300gp
28571,Lost Treasures of Exile Island by Captain Switherspoon B&W Art, 190 pages, 115gp
28581,Tortures of the Afterlife and the fate of sinners by Brother Klegg B&W Art, 240 pages, 185gp
28591,Expedition to the north lands by Master Ailthwaite B&W Art, 260 pages, 240gp
28601,Explorations of deep caverns into the earth by Amelia Krung B&W Art, 32 pages, 260gp
28611,Why do the gods hate us by Sister Palantium B&W Art, 110 pages, 65gp
28621,Tiamat hungers, dreams of the dread dragon goddess by Draconis Valum 488 pages, 500gp
28631,Mysteries of the far East by Mingus Monorius B&W Art, 320 pages, 400gp
28641,Squatters Guide to the City by Childas Blodd B&W Art, 110 pages, 60gp
28651,Astrology and stargazers guide by Madam Zorazar B&W Art, 340 pages, 350gp
28661,My life inside a Whale by Dr Festius Worm B&W Art, 130 pages, 120gp
28671,Romance of the moon men by Pemblezarg Mong B&W Art, 110 pages, 160gp fanciful romance
28681,Fishmen among us by Philip Fliechman B&W Art, 160 pages, 85gp
28691,Are you a sorcerer? by Amazo the Magnificent B&W title plate, 90 pages, 40gp
28701,Wizard Students Primer by Master Oriphan B&W Art, 360 pages, 500gp
28711,Arms and Armour of the ancients by Derek Clantheng B&W Art, 370 pages, 400gp
28721,Lycanthrope Hunters Guide by Wolfram Hearte B&W Art, 240 pages, 160gp
28731,Witch Hunting for Common Lawman by George Wimphole B&W Art, 120 pages, 65gp
28741,Bawdy stories of the depraved nobility by Victoria Tammelzran B&W Art, 310 pages, 300gp
28751,Temptations of Monk by Brother Bedlam B&W Art, 410 pages, 350gp
28761,10 years trapped on the Kings Bridge by Calin Tarkhiem B&W Art, 240 pages, 160gp
28771,Your abacus and you, a simpletons guide by the Merchants guild B&W Art, 110 pages, 50gp
28781,Mutants, freaks and misfits a medical guide by Dr Amanda Cogrock B&W Art, 320 pages, 200gp
28791,The hidden third sex, what you need to know by Leslie Twoford B&W Art, 140 pages, 80gp
28801,Guide for married life by Mother Wieshiem B&W Art, 440 pages, 200gp
28811,A Womens almanac by Sister Ophelia Morgenstern B&W Art, 340 pages, 300gp
28821,Common Law of Shadelport by City Bailiffs Office, 340 pages, 110gp
28831,Street atlas to shadelport by Orlando Bellend B&W Art, 240 pages, 185gp
28841,My life among the lizard people by Karl Scaleman B&W Art, 310 pages, 350gp
28851,Lives of the shipwrecked mariners by Captain Kennedy B&W Art, 420 pages, 250gp
28861,Wonders of the future explained by Madam Colozine B&W Art, 166 pages, 110gp
28871,Black Book of Diabolic Lore by Maligor Hellfrost B&W Art, 480 pages, 380gp
28881,Common Book of Beasts by Brother Masticore B&W Art, 310 pages, 240gp
28891,Shipwrecks of the island coasts by Captain Viragas B&W Art, 240 pages, 160gp
28901,Marvels of the hidden world by Lady Carolingas B&W Art, 140 pages, 135gp
28911,Gourmets Guide to monsters by Barnabus Shankington B&W Art, 540 pages, 480gp
28921,Ravaged by dungeon beasts by Lady Emily Pilkington B&W Art, 360pages, 400gp
28931,My life as a Frog by Gustav Pringle B&W Art, 120 pages, 80gp
28941,Interviews with devils and demons by Master Dominus B&W Art, 380 pages, 270gp
28951,Fatal mistakes with fireballs by Wizard Drimas B&W Art, 120 pages, 115gp
28961,Love Making Techniques of the Elder Races by Septimus Thrustman B&W Art, 360 pages, 450gp
28971,The Seven Blessed Gods by Brother Toomas B&W Art, 260 pages, 120gp
28981,Sacred marks of the chosen ones by Brother Toomas B&W Art, 180 pages, 260gp
28991,Depravity, Debauchery and evil of the old gods by Horatio Pickleman, 410 pages, 350gp
29001,Famous Good Women of Shadel Port by Christine Montefort B&W Art, 340 pages, 160gp
29011,The Demonomicon by Alister Nachtcraft B&W Art, 640 pages, 500gp
29021,How to Recharge a Wizards Wand - secrets of stamina for the lonely enchanter
29031,Experiments With Troll Flesh - hundreds of gross things to do with a troll corpses
29041,Why I Hate Bards - a collection of rants collected from hundreds of adventurers
29051,How I Ate My Mother - confessions of a lycanthrope
29061,Management Secrets of The Orcs - dungeon boss guide to managing minions
29071,Dungeon Design of the 38th Kobold Empire - with blueprints and trap designs
29081,Carnivorous Plant Arranging - guide to decorating your tower with monster plants
29091,Raising Baby Owlbears - a complete guide to feeding and fattening owlbears
29101,To Serve Man - a cookbook for monsters with 363 recipes to cook humans
29111,Vampire In My Catacomb - guide to hunting vampires in your family mausoleum
29121,Goblin Mating Habits a Illustrated Guide - exotica porn for strange wizards
29131,Guide to toad and Newt Licking for Beginners - documents 450 species
29141,What Is Inside A Elf - vivisectionist manual for elven studies
29151,Bugbear Head Pickling and Shrinking Methodology vol 12
29161,Mutant Venereal Diseases In Slum Populations - with over 300 detailed illustrations
29171,Diary of a Rot Grub - experimental literature from a hundred and fifty years ago
29181,Ecology of the Flumph - detailed but mostly copied from previous essays
29191,Devil Swine Spawn of Hell - possibly paranoid delusions of wizard sure he was spied on
29201,Erotic Spectres of Exile Island vol4 - sexy supernatural manifestations
29211,Dwarvern Secret Glory Holes - description of abandoned mines
29221,Delightful Hobbit Holes - decor and design of over 40 hobbit houses
29231,Flesh pits of Xor, A complete guide - hopeless flawed book based on hearsay
29241,A Treasury of barbarian Catch Phrases - collected from taverns and bars across the world
29251,Pleasure Palaces of The East - written by ex concubine
29261,Orc Humour of the Eastern Hills Dungeon Complex Level Three - not very funny at all
29271,Sex Secrets of a Doppelganger - fictional account based on lurid fantasies of author
29281,Dungeon Invertebrates and their Lives F-J - detailed boring book on dungeon bugs
29291,Seedy Pamphlets of Shadelport - compilation of forbidden street publications
29301,Pixie Lexicon G-H - dictionary of pixie language, mostly beyond human audio wavelength
29311,Reptile Men Temples of the Upper River District vol 4 - descriptions of long lost buildings
29321,Tumors and Growths a complete Guide - medical manual and surgical guide
29331,My Life With A Nymph - unintentional sexy treatise by famous scholar
29341,Brick Laying Techniques of the Kobolds Vol 9 - guide to brick styles and laying patterns
29351,Halfling Pipes and Curing Methods - complete guide to halfling drug abuse
29361,Intermediate Torture Manual - from the secret police training fortress library, long overdue
29371,Alchemical Supply Catalogue - from Shadelport glassworks and alchemical supply co
29381,Witch Burning Made Simple - by famous witch hunter who was burned at the stake
29391,My Life As A Newt - autobiography from wizard cursed bard
29401,Paladins, Saintly Slaughterers or Crackpot Cult - critique of famous paladin's flaws
29411,Prison Log - detailing prisoners and sentences and incidents of over a hundred years
29421,Invisible Horrors of the Microscopic World - descriptions of microscope observations
29431,Goats Plot Among Us - wizard theorises that goats are up to something and are intelligent
29441,Dungeon Security and Design - by royal dungeon engineer of the old empire
29451,Realms of the Underworld - explorers journal of the underlands connecting hundreds of dungeons
29461,Sex Secrets of the Troglodytes - a touching intimate portrait of sub human romance
29471,Beatinetics a Guide to Educating Children - explains how beating improves learning
29481,Ogre Economics - theories as to how ogres make their money in compilation of essays
29491,Goblin Morphology - theories explaining goblinoid races relations
29501,Mineralogy of Electrum - theories about electrum being natural or divine or ancient
29511,Hobgoblin Aphorisms - a dictionary of hobgoblin phrazes and real meanings
29521,Goblin Poetry - mostly ancestral lineages and terrible heroic purple prose
29531,Constellations and You - a once popular astrology text but skies have changes since then
29541,Phrenology of the Humanoids - scholar treatise on humanoid skull measurements and personality
29551,Chaos Goat Secrets - tales of goat battling and magical properties reputed to come from milk
29561,Kobold Pottery - drawings of kobold pots and ornaments and stratiographic diagrams
29571,Beast Men Mating Secrets - lurid love rites of monster men as observed by priest
29581,Monasteries of the Mad Monks - stories of depraved monks based on gossip and rumour
29591,Lost Relics of the Monster Gods - describes terrible artifacts of destruction but often flawed
29601,Folk Tales of the Farming Folk - gruesome tales for educating children
29611,Hairdressing For the Emperors Court - hair styles long forgotten with diagrams
29621,Blood Rites of Forbidden Cults - lurid possibly untrue tales of human sacrifice
29631,Lubrication of Dungeon Fittings - guide to making mechanisms work quietly
29641,Seed Catalogue - list and description of farm seed from Shadelport seed bank
29651,Conduct in the Hells - manners explained to help souls migrate through the nine hells
29661,Great Court Feats of the Empire Vol 57 - highly prized by cooks for decadent food porn
29671,Pickle Merchants of the Lowlands - definitive work on pickle types village by village
29681,Ruins of the Bone Forest - discussion on the the long lost kingdom smothered by the woods
29691,Brutal Torments of the Black Dungeon - details of torture of famous victims
29701,Fleshcaft - magic and artistic uses of flesh and flayed skin bound in human leather
29711,Tattoos of Criminal Gangs of Shadelport - document hundreds of tattoos of mostly defunct gangs
29721,Halfling Handycrafts - documents knitting, weaving, pottery and other domestic arts
29731,Halfling Recopies - actually a book on eating and butchering halflings by evil elves
29741,Metalwork Ornaments of the North - drawings of metal designs of decorated functional items
29751,Hoards of the Deep - lists of found and lost treasure describing most valuable and magical
29761,1001 Filthy Limericks - potty humour with detailed footnotes for the witless
29771,Harlots of the Redlight District - actually a non erotic book of medical examinations and welfare
29781,Of Bondage and Beatings - guide to beating and knot tying for sadists and slaves
29791,Light Operettas of the Masters - guide to stage craft, costume and music of popular entertainment
29801,Corset Making - elaborate guide to making corsets and selecting bones and animal parts
29811,Whimsy of the Dancing Owlbears - describing the cruel spectacles of the empires court
29821,The Art of Shanking - how to make shanks, slit throats and stab people by master thief
29831,Hating Orcs - guide to hating orcs and why orcs are all bastards, includes how to torture them
29841,Goats I Have Known - a nobleman's ode to goats he loved in beautiful verse
29851,Racing Flail Snails - disastrous accounts of this empire court folly in fashion 300 years ago
29861,Erotic Lycanthropy - curious wizards love making with various monster shape shifters
29871,Rat Populations of the City Sewers - documents many rodent types and detailed population studies
29881,A History of Artificial Limbs - with useful diagrams for surgeons
29891,Underland Fishing Stories - fish catching in underground wells and lakes and dangers
29901,Eunuch Making for Pleasure and Prophet - guide written in the western desert kingdoms
29911,Succubi and other Attractive Denizens of the Deep - erotic misadventures with monsters
29921,Harlot's Tales - stories collected from elderly prostitutes and mistresses of the the rich
29931,Dungeon Engravings & Writings - thousands of graffiti texts from dungeons
29941,Goat Herder Songs of the Southern Hill Country - exactly what the title says
29951,Witches I Have Burned - collections of legal documents and case files of a witch hunter
29961,Misanthropy and Nihlism for Beginners - written as revenge on world by prison inmate
29971,Endurance for Lovemaking - folk remedies to improve sex life and cure male impotency
29981,Dog Breeds of the Humanoids - detailed lore on breeds, training and recipes of dungeon dogs
29991,Folk Instruments of the Goblins - detailed drawings and descriptions
30001,Demons I have Summoned - descriptions and summoning tips of dozens of demons
30011,Secrets of the Black Baron - a forbidden book of mostly lies by a bard of the empire
30021,Beautiful Boys of the Docklands - guide to pederasty for city noblemen
30031,Married Woman's Almanac - medical advice, child keeping tips and recipes
30041,Codpiece Collecting - descriptions of the codpieces of all the major races and regions
30051,an untitled folio - several dozen bawdy limericks accompanied by crude etchings
3006
3007;necronomicon
30081,[the secrets of] [necromancy], author unknown
30091,[the secrets of] [necromancy], by [old name]
30101,[the secrets of] [necromancy], by [old name] the [special adjective]
30111,[the secrets of] [necromancy], by *[an old hero]*
3012;the secrets of
30131,The Secret Life of
30141,The Deadly Secrets of
30151,Morbid
30161,The Afterlife and
30171,Hell and the
30181,Realm of the
30191,Power over
30201,Jealousy and the
30211,Loving
30221,Interactions with
30231,The End of
3024;necromancy
30251,Ghouls
30261,Zombies
30271,Undead
30281,Necromancers
30291,Demons
30301,Devils
30311,Spirits
30321,Humans
30331,[old name]
30341,[an old wight leader]
3035
3036;bridge name
30371,the [bridge 1] [bridge 2] bridge
30381,the bridge of [special power]
30391,[power]’s bridge
30401,the bridge of St. [old name]
30411,the bridge of St. [an old hero]
3042
3043;bridge 1
30441,Old
30451,Stone
30461,Fallen
30471,Bloody
30481,Broken
30491,Blissful
30501,Dark
3051
3052;bridge 2
30531,Arch
30541,Smugglers
30551,Trade
30561,War
30571,King’s
30581,Queen’s
30591,Lovers
30601,Hangmans
30611,Giants
30621,Shoulder
30631,Stump
30641,Murderers
30651,Priests
3066
3067;magic plant
30681,[magic plant 1] [magic plant 2]
3069
3070;magic plant 1
30711,Fey
30721,Dream
30731,Lunar
30741,Astral
30751,Blood
30761,Azure
3077# more names for plants and herbs from http://blog.d4caltrops.com/2018/11/more-migration-herb-plant-generator.html
30781,Amber
30791,Arrow
30801,Autumn
30811,Bear
30821,Bee
30831,Birth
30841,Black
30851,Bladder
30861,Blue
30871,Bog
30881,Bone
30891,Buck
30901,Bungle
30911,Burr
30921,Butter
30931,Butterfly
30941,Cat's
30951,Chaste
30961,Cone
30971,Cough
30981,Cow
30991,Curly
31001,Demon
31011,Desert
31021,Devil
31031,Dwarf
31041,Elder
31051,Elf
31061,Eye
31071,Fairy
31081,Fever
31091,Finger
31101,Flea
31111,Garden
31121,Giant
31131,Giant
31141,Goat
31151,Golden
31161,Green
31171,Heart
31181,Hen
31191,Holy
31201,Honey
31211,Horn
31221,Horse
31231,Hound
31241,Iron
31251,Jewel
31261,Kine
31271,Knot
31281,Lavender
31291,Lemon
31301,Lion's
31311,Lung
31321,Maiden
31331,Marsh
31341,Merry
31351,Milk
31361,Monk's
31371,Moon
31381,Mother
31391,Mountain
31401,Old
31411,Passion
31421,Penny
31431,Pig
31441,Prickly
31451,Priest's
31461,Purple
31471,Queen('s)
31481,Royal
31491,Rupture
31501,St. [old name]'s
31511,St. [an old hero]'s
31521,Sand
31531,Scarlet
31541,Sea
31551,Sheep
31561,Skull
31571,Slip
31581,Spear
31591,Spring
31601,Star
31611,Stink
31621,Stone
31631,Sun
31641,Sweat
31651,Sweet
31661,Torch
31671,Trailing
31681,Twilight
31691,Walking
31701,Wet
31711,White
31721,Wild
31731,Winter
31741,Witch
31751,Wolf
31761,Wooly
31771,Worm
31781,Yellow
3179
3180;magic plant 2
31811,Lotus
31821,Fern
31831,Lilly
31841,Orchid
3185# names for plants and herbs from http://blog.d4caltrops.com/2018/11/more-migration-herb-plant-generator.html
31861,Apple
31871,Ball
31881,Balm
31891,Balsam
31901,Bane
31911,Bark
31921,Beans
31931,Beard
31941,Berry
31951,Bloom
31961,Blossom
31971,Bonnet
31981,Bower
31991,Bramble
32001,Bread
32011,Breath
32021,Bright
32031,Broom
32041,Buds
32051,Burr
32061,Bush
32071,Buttons
32081,Cap
32091,Carpet
32101,Castle
32111,Cauldron
32121,Celery
32131,Cherry
32141,Claw
32151,Clock
32161,Clove
32171,Clover
32181,Cress
32191,Crown
32201,Delight
32211,Ears
32221,Fig
32231,Finger
32241,Fodder
32251,Grain
32261,Grape
32271,Grass
32281,Green
32291,Gum
32301,Hair
32311,Haw
32321,Hazel
32331,Head
32341,Heather
32351,Helmet
32361,Herb
32371,Hood
32381,Ivy
32391,Kettle
32401,Leaf
32411,Lily
32421,Love
32431,Maids
32441,Mallow
32451,Mantle
32461,Mint
32471,Moss
32481,Mustard
32491,Myrtle
32501,Necklace
32511,Nettle
32521,Onions
32531,Orchid
32541,Parlsey
32551,Parsnip
32561,Pear
32571,Pepper
32581,Pine
32591,Plum
32601,Poppy
32611,Potato
32621,Purge
32631,Purse
32641,Radish
32651,Rods
32661,Root
32671,Rose
32681,Seal
32691,Seed
32701,Shoe
32711,Slip
32721,Sorrel
32731,Suckle
32741,Sumac
32751,Tail
32761,Tea
32771,Thistle
32781,Thorn
32791,Tomato
32801,Vine
32811,Wattle
32821,Weed
32831,Wood
32841,Wort
32851,Wrack
3286
3287;green tower in this lake
32881,A green glass tower has been built in this lake. [green tower name] [green tower connection]
3289
3290;green tower name
32911,The locals call it *[green tower simple name]*.
32921,In *[old elf ballad name]*, they call it *[green tower simple name]*.
3293
3294;green tower simple name
32951,The Green Tower
32961,The Glass Tower
32971,The Elf Ruin
32981,The Cursed Ruin
32991,[elf]'s Ruin
33001,[elf]'s Redoubt
33011,[elf]'s Last Stand
33021,The Needle
33031,The Nameless Tower
3304
3305;old elf ballad name
33061,The [old elf song] of [old elf ballad topic]
3307
3308;old elf song
33091,Song
33101,Ballad
33111,Lay
33121,Romance
33131,Story
33141,Tale
33151,Birth
33161,Death
3317
3318;old elf ballad topic
33191,Spring
33201,Summer
33211,Autumn
33221,Winter
33231,the Moon
33241,the Sun
33253,[elf animal] [elf place]
33263,[elf]
33272,[elf] & [elf]
33281,[elf] the [elf animal]
33291,[male elf] the [elf title]
33301,[female elf] the [elf title]
33311,[male noble elf]
33321,[female noble elf]
3333
3334;elf place
33351,Rock
33361,Mountain
33371,Hill
33381,Lake
33391,Fall
33401,River
33411,Wood
33421,Home
33431,Haven
33441,Vale
33451,Dale
3346
3347;elf animal
33481,Bear
33491,Eagle
33501,Falcon
33511,Fox
33521,Hawk
33531,Horse
33541,Magpie
33551,Nightingale
33561,Owl
33571,Wolf
3358
3359;elf animals
33601,Bears
33611,Eagles
33621,Falcons
33631,Foxes
33641,Hawks
33651,Horses
33661,Magpie
33671,Nightingales
33681,Owls
33691,Wolves
3370
3371;elf title
33721,Beautiful
33731,Sad
33741,Cruel
3375
3376;male noble elf
33771,[male elf], Lord of the [elf realm]
33781,[male elf], Lord of the [elf animal]
33791,Lord [male elf]
33801,King [male elf]
33811,King [male elf] of [elf animals]
3382
3383;female noble elf
33841,[female elf], Lady of the [elf realm]
33851,[female elf], Lady of the [elf animal]
33861,Lady [female elf]
33871,Queen [female elf]
33881,Queen [female elf] of [elf animals]
3389
3390;elf realm
33911,Sky
33921,Waters
33931,Lake
33941,River
33951,Wood
33961,Mountain
33971,Highlands
33981,Barrow
3399
3400;green tower connection
34011,There is no bridge but the tower's entrance is at the water level. [maybe there is a boat] [green tower underwater room]
34021,There's no visible entrance. Anybody taking a dive would find an underwater entrance. [maybe there is a boat] [green tower underwater room]
3403
3404;maybe there is a boat
34051,There is no boat to be found at the water's edge.
34061,Hidden between the reeds there is a small rowing boat.
34071,Hidden under some thorn bushes is a small canoe.
34081,Beneath the surface, you see a half-rotten rowing boat beyond repair.
3409
3410;green tower underwater room
34111,</p><p>In the murky darkness below lies the lair of [a water monster]
3412
3413;a water monster
34141,[2d20] **nixies** led by *[nixie]* ([nixie stats]). [poor treasure]
34151,[2d6] **sea serpents** ([sea serpent stats]).
3416
3417;mountain orc leader specialty
34181,*[same orc]* is a famous sword smith in the [orc sword tradition].
34191,*[same orc]* is a famous dual-wielding sword dancer.
34201,*[same orc]* is a famous singer of epics, his favourite being [orc epic].
3421
3422;forge orc leader specialty
34231,*[same orc]* is a famous armour smith in the [orc armour tradition].
34241,*[same orc]* is a famous engineer in the [orc engineering school].
34251,*[same orc]* is a famous rune lord having just finished his most celebrated epic, [orc epic].
3426
3427;mountain orc settlement
34281,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]
34291,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]
34301,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]
34311,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]
34321,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]
3433
3434;mountain orc space
34351,Beneath some covers are tents and tent poles for the entire clan.
34361,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.
34371,The rooms are full of chests covered with beautiful carpets. They are filled with polished ancestral bones.
34381,In one corner is an altar and a statue of *[evil power]* with [orcish runes].
34391,The floor is covered with rugs except for a large hole filled with polished skulls.
3440
3441;forge orc settlement
34421,The orcs have built their settlement [forge location]. The round huts are protected by [orc companions]. [forge orc space]
3443
3444;forge location
34451,near the gatehouse guarding the entrance to the forge, with murder holes and arrow slits to defend against intruders
34461,in the old cistern, on a wooden platform built above the water, with access via rickety bridges, ropes and ladders
34471,in the main hall, along the walls and overlooking the stone garden and its dwarf statues and the artificial pools
34481,in the market hall, on the main floor and in the gallery above, with ladders and rickety stairs connecting the two
3449
3450;orc companions
34511,spear traps
34521,a **boar** ([boar stats])
34534,[1d4+1] **boars** ([boar stats])
3454
3455;forge orc space
34561,The open spaces between the huts are small and filled with dwarf junk: pipes, cogs, jagged metal plates.
34571,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].
34581,Every little hut looks the lab of a crazy inventor with bits of dwarf junk being disassembled or catalogued.
34591,The rooms are full of chests to sit on, covered with beautiful carpets. They are filled with polished ancestral bones.
34601,Every room has multiple little painted wooden statues depicting animals and plants from the surface world: goats, yaks, trees, mushrooms.
3461
3462;orcish rune location
34631,its forehead
34641,its torso
34651,the flag wrapped around it
34661,the tapestry hanging behind it
34671,their tongue
3468
3469;orcish rune colour
34701,gold
34711,silver
34721,black
34731,white
34741,red
3475
3476;orc epic
34771,*[orc] and [[orc antagonist]]*
34781,*[orc] and the [orc blessing] of [star name]*
34791,*The [orc fate] of [[orc antagonist]]*
34801,*The [orc victory] of [[orc place]]*
3481
3482;orc blessing
34831,Light
34841,Wisdom
34851,Healing
34861,Birth
34871,Blessing
34881,Rescue
3489
3490;orc victory
34911,Razing
34921,Conquest
34931,Destruction
34941,Curse
34951,Taking
3496
3497;orc place
34981,green tower simple name
34991,crag name
35001,village name
3501
3502;orc fate
35031,Binding
35041,Death
35051,End
35061,Song
35071,Bones
35081,Trials
3509
3510;orc antagonist
35111,orc
35121,ice devil
35131,red dragon name
35141,white dragon name
35151,green dragon name
35161,black dragon name
35171,wight name
35181,ettercap name
35191,manticore
35201,tengu name
35211,demon name
35221,evil tribe
35231,human name
35241,dwarf name
35251,halfling name
35261,strange name
35271,old name
35281,secret society
35291,mercenary house name
35301,organisation name
35311,netherworld elves
35321,fire giant name
3533
3534;mountain valley
35351,The upper valley is rocky and bare.
35361,Up here, winters are cold not much grows here.
35371,The rocks up here are covered in grey and orange lichens.
35381,A few thorny bushes between the rocks are the only green patches up here.
35391,The sunny side of the valley is covered in pink splashes of *roseroot*.
35401,Up there are white patches of *edelweiss* growing between the rocks.
3541
3542note please excuse my fanciful and ahistorical heraldry attempt -peter
3543;heraldry
35441,a [hercol] [herdevice] emblazoned on a field of [hercol2]
35451,a quartered field of [hercol] and [hercol2]
35461,a counterchanged [herdevice] on a field of [hercol] and [hercol2]
35471,a [hercol2] bend over a [hercol] field
35481,a [hercol2] field partioned with a [hercol] line
35491,a [hercol2] field partioned with a nebuly [hercol] line
35501,a [hercol2] field partioned with an engrailed [hercol] band
35511,a [hercol2] field partioned with an embattled [hercol] band
35521,a [hercol2] field partioned with a [hercol] line and a [herdevice]
35531,a [hercol2] field partioned with a nebuly [hercol] line and a [herdevice]
35541,a [hercol2] field partioned with an engrailed [hercol] band and a [herdevice]
35551,a [hercol2] field partioned with an embattled [hercol] band and a [herdevice]
3556
3557;hercol
35581,gold
35591,silver
35601,yellow
35611,white
35621,ermine
35631,orange
35641,red
35651,crimson
35661,scarlet
35671,light green
35681,light blue
3569
3570;hercol2
35711,black
35721,dark purple
35731,dark blue
35741,dark green
35751,dark brown
35761,deep red
35771,dark fur
3578
3579;herdevice
35801,diamond
35811,ring
35821,arm
35831,fist
35841,head
35851,club
35861,foot
35871,fountain
35881,hand
35891,heart
35901,lion
35911,tiger
35921,leopard
35931,fox
35941,wolf
35951,rabbit
35961,bear
35971,badger
35981,otter
35991,antelope
36001,bull
36011,camel
36021,stag
36031,skull
36041,unicorn
36051,pegasus
36061,hippogriff
36071,griffin
36081,pig
36091,ram
36101,dragon
36111,wyvern
36121,salamander
36131,bee
36141,ant
36151,dragonfly
36161,grasshopper
36171,cricket
36181,bird
36191,harpy
36201,sphinx
36211,cock
36221,crow
36231,crane
36241,swan
36251,dove
36261,duck
36271,eagle
36281,two-headed eagle
36291,chaos-symbol
36301,law-symbol
36311,owl
36321,ostrich
36331,pelican
36341,egg
36351,raven
36361,dolphin
36371,eel
36381,fish
36391,tusk
36401,horn
36411,antlers
36421,paw
36431,flower
36441,rose
36451,thistle
36461,lotus
36471,tree
36481,sun
36491,moon
36501,devil
36511,angel
36521,wings
36531,wheat
36541,star
36551,crescent
36561,wheel
36571,wall
3658
3659;megalith
36601,winged boar
36611,sphinx
36621,reclining deity
36631,serpent
36641,bird
36651,turtle
36661,standing warrior-figure
36671,idol
36681,demon
36691,goddess
36701,bull
36711,horse
36721,elephant
36731,dinosauroid
3674
3675;humanoidtype
36763,orcs
36773,goblins
36781,hobgoblins
36791,humans
36801,drow elves
36812,kobolds
36821,gnolls
36831,lizardmen
36841,troglodytes
36851,kuo-tua
3686
3687;energy
36881,magical
36891,geothermic
36901,alchemical
36911,divine
36921,artifact
36931,relic
36941,demonic
36951,elemental
36961,necromantic
36971,mythic
3698
3699;direction
37005,north
37015,northeast
37025,northwest
37031,west
37041,east
37055,south
37065,southeast
37075,southwest
3708
3709;color
37101,amaranth
37111,amber
37121,amethyst
37131,apricot
37141,aquamarine
37151,argent
37161,auburn
37171,azure
37181,baby blue
37191,beige
37201,bistre
372110,black
37221,blackish-brown
372310,blue
37241,blue-gray
37251,blue-green
37261,blue peafowl
37271,bordeaux
37281,bronze
372910,brown
37301,burgundy
37311,burnt orange
37321,cadet grey
37331,cadmium red
37341,cardinal
37351,carmine
37361,carnation
37371,celadon
37381,cerise
37391,cerulean
37401,chamois
37411,chartreuse
37421,chestnut
37431,cobalt blue
37441,coffee
37451,coppertone
37461,coquelicot
37471,coral
37481,cornflower blue
37491,counter-potent
37501,cream
37511,crimson
37525,cyan
37531,dark blue
37541,dark brown
37551,dark green
37561,dark red
37571,dirty white
37581,drab
37591,eggshell
37601,eigengrau
37611,electric blue
37621,emerald
37631,ermines
37641,feldgrau
37655,fuchsia
37661,garnet
37671,golden
37681,goldenrod
376910,gray
37701,mauve
377110,green
37721,grey-green
37731,green-yellow
37741,opalescent green
37751,greyish magenta
37761,gules
37771,heliotrope
37785,indigo
37791,jade
37801,khaki
37811,laurel green
37825,lavender
37831,lemon
37841,light blue
37851,light green
37861,lilac
37871,linen
37885,magenta
37891,marigold
37901,maroon
37911,midnight blue
37921,mulberry
37931,murrey
37941,mustard
37951,navy blue
37962,octarine
37975,olive
37981,olive-brown
379910,orange
38001,orange-red
38011,parsley green
38021,pean
38031,periwinkle
380410,pink
38051,pinkish-brown
38061,bright pink
38071,pinto horse
38081,plum
38091,potent
38101,proper
38111,puce
38121,pumpkin
381310,purple
38141,purple-black
38151,purple-brown
38161,purpure
381710,red
38181,reddish-brown
38191,red-violet
38201,bright red
38211,roan
38221,royal blue
38231,ruby
38241,rufous
38251,rust
38261,rutile
38271,sable
38281,saffron
38291,sanguine
38301,sapphire
38311,scarlet
38321,seal brown
38331,sepia
38341,sky blue
38351,smoke
38361,steel blue
38371,steel gray
38381,strawberry
38391,tan
38401,taupe
38415,teal
38421,tenné
38431,terra cotta
38445,turquoise
38451,vair
38461,vairy
38471,venetian red
38481,violet
38491,violet-blue
38501,viridian
38511,wheat
385210,white
38531,white smoke
385410,yellow
38551,yellow-brown
38561,yellow-green
38571,yellow-orange
38581,yellow-white
3859
3860;totem
38611,Bear Spirit
38621,Wolf Spirit
38631,Vulture Spirit
38641,Panther Spirit
38651,Dragon Spirit
38661,Raven Spirit
38671,Rabbit Spirit
38681,Hawk Spirit
38691,Turtle Spirit
38701,Serpent Spirit
38711,Life Spirit
38721,Death Spirit
3873
3874## Foodstuffs
3875#starting point for food and drink tables for menus/food items
3876#basic construction: tables for domestic/garden and wild food products
3877#sub-tables for specific types of veg/seasoning herbs/descriptions and preparation methods
3878#meat: I try to use the "food names" for animals here if they exist, hence the "meat quantifier" in the table names
3879#also doing cheese with some cheese producing animals and a few descriptors focusing on texture/type/flavor
3880#breads exists now, probably needs more options
3881#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.
3882#also imported berries (I prefer the prefix method for this), updated fruits
3883#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 :)
3884#some recipes may not seem too appetizing thanks to the random generation, but there's no accounting for local tastes :)
3885
3886;fruit
38871,apple
38881,pear
38891,starfruit
38901,citrus
38911,fig
38921,date
38931,walnut
38941,pecan
38951,breadfruit
3896
3897#making a dish
3898;dish
38991,[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]
3900
3901;snack
39021,[food bread] and a [food cheese]
3903
3904;orc dish
39051, [rural meat prep] [unusual meats] [seasoning method] [with food seasonings] and [with veg prep] [with food veg]
39061, [rural meat prep] [wild meats] [seasoning method] [with food seasonings] and [with veg prep] [with food veg]
3907
3908
3909#meat tables
3910
3911
3912;food meat
39135,[domesticated meats]
39145,[domesticated poultry]
39155,[freshwater fish]
39162,[freshwater shellfish]
39174,[wild meats]
39184,[wild poultry]
39192,[varmint meats]
39201,[unusual meats]
3921
3922
3923;domesticated meats
39241,lamb [lamb parts]
39251,ham
39261,mutton [mutton parts]
39271,pork [pork parts]
39281,beef [beef parts]
39291,veal [veal parts]
39301,goat [goat parts]
39311,ox [ox parts]
3932
3933;domesticated poultry
39341,whole chicken
39351,whole duck
39361,whole goose
39371,chicken [poultry parts]
39381,duck [poultry parts]
39391,goose [poultry parts]
39401,turkey [poultry parts]
3941
3942;freshwater fish
39431,bluegill
39441,bass
39451,carp
39461,crappie
39471,trout
39481,salmon
39491,perch
39501,pike
39511,grayling
39521,tench
39531,walleye
39541,catfish
39551,smelt
39561,whitefish
39571,gar
39581,eels
39591,sturgeon
39601,roe
39611,caviar
3962
3963;freshwater shellfish
39641,crayfish
39651,snails
39661,mussels
3967
3968;wild meats
39691,venison [beef parts]
39701,wild boar [pork parts]
39711,bison [beef parts]
39721,antelope [beef parts]
39731,elk [beef parts]
39741,moose [beef parts]
39751,rabbit
39761,hare
39771,reindeer [beef parts]
3978
3979;varmint meats
39801,beaver
39811,squirrel
39821,opossom
39831,racoon
3984
3985;wild poultry
39861,pheasant [poultry parts]
39871,partridge [poultry parts]
39881,quail [poultry parts]
39891,squab [poultry parts]
39901,wild duck [poultry parts]
39911,wild turkey [poultry parts]
39921,guineafowl [poultry parts]
39931,grouse [poultry parts]
39941,dove [poultry parts]
39951,ptarmigan [poultry parts]
39961,wild goose [poultry parts]
39971,woodcock [poultry parts]
39981,snipe [poultry parts]
39991,plover [poultry parts]
4000#some of these might also work for a separate "monster meats" table because they contravene western cultural norms
4001;unusual meats
40021,rat
40031,giant rat
40041,dog
40051,cat
40061,horseflesh
40071,donkey-meat
40081,camel
40091,alpaca
40101,llama
40111,water buffalo
40121,yak
40131,kangaroo
40141,guinea pig
40151,alligator
40161,turtle
40171,snake-meat
40181,bear
4019
4020#this is a suffix descriptor, going after
4021;exotic prep
40221,in aspic
40231,deviled
40241,foie gras
40251,kebabs
40261,kishke/haggis
4027
4028#this is a prefix descriptor, going before
4029;rural meat prep
40301,baked
40311,blackened
40321,breaded
40331,fermented
40341,glazed
40351,poached
40361,roasted
40371,seared
40381,smoked
40391,dried
40401,boiled
40411,stewed
40421,grilled
40431,barbecued
40441,pan-broiled
40451,stir-fried
40461,deep-fat fried
40471,pan-fried
40481,braised
40491,fork-tender
4050
4051;poultry parts
40521,giblets
40531,breast
40541,drumsticks
40551,thighs
40561,backs
40571,legs
40581,wings
40591,necks
40601,oysters
4061
4062;beef parts
40631,sausage
40641,liver
40651,marrow
40661,medallions
40671,loins
40681,sirloin
40691,flank
40701,brisket
40711,chuck steak
40721,shoulder
40731,mince
40741,offal
40751,steak
40761,shank
40771,tongue
40781,haunch
40791,ribs
4080
4081;pork parts
40821,sausage
40831,shoulder
40841,hock
40851,loin
40861,chops
40871,ribs
40881,spareribs
40891,belly
40901,baby-back ribs
40911,chitterlings
40921,feet
4093
4094;mutton parts
40951,chops
40961,joints
40971,legs
40981,shank
40991,shoulder
41001,loin chop
41011,rump
41021,neck fillet
41031,rack
4104
4105;lamb parts
41061,chops
41071,shanks
41081,rack
4109
4110;veal parts
41111,chops
41121,cutlet
41131,fillet
41141,rack
41151,ribeye
41161,shin
41171,shanks
41181,ribs
41191,liver
41201,topside
41211,silverside
41221,kidneys
41231,brisket
41241,tenderloin
4125
4126;goat parts
41271,liver
41281,marrow
41291,medallions
41301,loins
41311,sirloin
41321,flank
41331,brisket
41341,chuck steak
41351,shoulder
41361,mince
41371,offal
41381,steak
41391,shank
41401,tongue
41411,haunch
41421,ribs
4143
4144;ox parts
41451,liver
41461,marrow
41471,medalions
41481,loins
41491,sirloin
41501,flank
41511,brisket
41521,chuck steak
41531,shoulder
41541,mince
41551,offal
41561,steak
41571,shank
41581,tongue
41591,haunch
41601,ribs
41611,tail
4162
4163
4164;food veg
41651,[root veg]
41661,[leafy veg]
41671,[legumes veg]
41681,[vine veg]
41691,asparagus
41701,brussel sprouts
41711,broccoli
41721,celery
41731,corn
41741,artichokes
41751,arugula
41761,cauliflower
41771,okra
41781,rhubarb
4179
4180#this is a prefix descriptor, going before
4181;veg prep
41821,fermented
41831,marinated
41841,whipped
41851,mashed
41861,breaded
41871,pickled
41881,smoked
41891,dried
41901,boiled
41911,stewed
41921,charred
41931,finely-diced
41941,raw
41951,steamed
41961,sautéd
41971,fried
41981,braised
41991,baked
42001,sun-dried
42011,minced
42021,chopped
42031,au gratin
42041,au poivre
42051,blanched
42061,brined
42071,browned
42081,caramelized
42091,char-broiled
42101,creamed
42111,deep fried
42121,dry roasted
42131,glazed
42141,grilled
42151,julienned
42161,par-baked
42171,parboiled
42181,poached
42191,spit-roasted
42201,seared
42211,stir fried
42221,sweated
4223
4224
4225
4226;wild veg
42271,wild [domesticated veg]
42281,foraged [domesticated veg]
4229
4230;root veg
42311,carrots
42321,potatoes
42331,beets
42341,turnips
42351,parsnips
42361,onions
42371,leeks
42381,scallions/green onions
42391,rutabagas
42401,radishes
42411,sweet potatoes
42421,yams
4243
4244;leafy veg
42451,spinach
42461,lettuce
42471,cabbage
42481,mustard greens
42491,turnip greens
42501,kale
42511,collard greens
42521,escarole
42531,sorrel
42541,radicchio
4255
4256;legumes veg
42571,green beans
42581,peas
42591,navy beans
42601,kidney beans
42611,lentils
42621,chickpeas
42631,snap peas
42641,soybeans
42651,black-eyed peas
42661,lima beans
42671,mung beans
42681,broad beans
42691,horse beans
42701,cow peas
42711,vetch
4272
4273;vine veg
42741,cucumber
42751,zucchini
42761,acorn squash
42771,crookneck squash
42781,butternut squash
42791,summer squash
42801,spaghetti squash
42811,pumpkin
42821,tomatoes
42831,eggplant
42841,bell peppers
42851,hot peppers
4286
4287
4288;food seasonings
42891,parsley
42901,basil
42911,rosemary
42921,chives
42931,sage
42941,horseradish
42951,dill
42961,garlic
42971,shallots
42981,thyme
42991,oregano
43001,coriander
43011,mint
43021,tarragon
43031,ginger
43041,cumin
43051,paprika
43061,cardamom
43071,fennel
43081,cayenne
43091,allspice
43101,marjoram
43111,saffron
43121,nutmeg
43131,clove
43141,turmeric
43151,lemon balm
43161,fenugreek
43171,lovage
43181,bay leaves
43191,celery salt
43201,sumac
43211,borage
43221,caraway
43231,salt
43241,coriander seeds
43251,vanilla
43261,cinnamon
43271,poppy seeds
43281,chili peppers
43291,chicory
43301,lemongrass
43311,sesame
43321,curry
43331,black pepper
43341,lemon basil
43351,juniper berries
43361,peppermint
43371,garden cress
43381,hyssop
43391,tamarind
43401,mustard
43411,anise
43421,honey
43431,vinegar
4344
4345
4346;seasoning method
43475,seasoned with
434830,flavored with
434945,covered in [sauces] with
43505,marinated in
43515,basted with
43525,enhanced with
43535,cured with
4354
4355;sauces
43561,[with food seasonings] and [fruit] sauce
43571,[with food seasonings] and [fruit] dressing
43581,[with food seasonings] and [fruit] gravy
43591,[with food seasonings] and [fruit] relish
43601,[with food seasonings] and [fruit] chutney
43611,[with food seasonings] and [fruit] coulis
43621,[with food seasonings] and [fruit] topping
43631,[with food seasonings] and [cheese producer] cheese sauce
4364
4365;food melon
43661,cantaloupe
43671,watermelon
43681,winter melon
43691,horn melon
43701,muskmelon
43711,honeydew
4372
4373;food citrus fruit
43741,orange
43751,lime
43761,citron
43771,clementine
43781,finger lime
43791,grapefruit
43801,key lime
43811,lemon
43821,limequat
43831,pomelo
43841,tangerine
4385
4386;food tropical fruit
43871,coconut
43881,banana
43891,guava
43901,mango
43911,mangosteen
43921,persimmon
43931,pineapple
4394
4395
4396
4397;food cheese
43981,[cheese portion] of [with cheese desc2] and [and cheese desc2] [cheese texture] [cheese producer] cheese
4399
4400#the blank/default is cow, since we don't refer to it as "cow cheese" :)
4401;cheese producer
44029,
44033,goat
44043,sheep
44051,[exotic cheese producer]
4406
4407;exotic cheese producer
44081,buffalo
44091,yak
44101,camel
44111,reindeer
44121,moose
4413
4414;cheese portion
44151,hunk
44161,chunk
44171,slice
44181,wedge
44191,lump
44201,small wheel
44211,block
44221,square
4423
4424;cheese texture
44251,hard
44261,sharp
44271,soft
44281,crumbly
44291,thick-rinded
44301,soft-rinded
44311,wax-wrapped
44321,buttery
44331,creamy
44341,delicate
44351,fluffy
44361,silky
44371,smooth
44381,velvety
44391,gooey
4440
4441;cheese desc2
44421,blue-veined
44431,fresh
44441,ripe
44451,fermented
44461,herbal
44471,green
44481,rustic
44491,rich
44501,smoked
44511,fruity
44521,zesty
44531,briny
44541,citrusy ([food citrus fruit])
44551,full-bodied
44561,honeyed
44571,earthy
44581,floral
44591,nutty
44601,sweet
44611,grassy
44621,barnyardy
44631,garlicky
44641,oniony
44651,funky
44661,pungent
44671,stinky
44681,musty
44691,acrid
44701,bitter
44711,bold
44721,sour
44731,meaty
44741,tangy
44751,robust
44761,full-flavored
44771,mushroomy
44781,spicy
44791,peppery
44801,piquant
44811,wine-y
44821,hay-covered
4483
4484
4485;food bread
448660,[bread desc1] of [bread desc2] [breads]
448740,[bread desc2] [exotic breads]
4488
4489#default with best odds should be "bread"
4490;breads
449199,bread
44921,[exotic breads]
4493
4494;exotic breads
44951,baguette
44961,rolls
44971,buns
44981,pitas
44991,rotis
45001,bagels
45011,biscuits
45021,pretzels
45031,flat breads
45041,brioches
45051,chiabattas
45061,crumpets
45071,hardtack
45081,scones
4509
4510;bread desc2
45111,airy
45121,chewy
45131,crispy
45141,crumbly
45151,crunchy
45161,doughy
45171,flaky
45181,hearty
45191,toasted
45201,rye
45211,sweet
45221,pumpernickel
45231,coarse
45241,white
45251,whole-wheat
45261,multi-grain
45271,nutty
45281,sourdough
45291,brown
45301,sprouted
45311,spelt
45321,fresh-from-the-oven
45331,just baked
45341,slightly stale
45351,hard
45361,crusty
45371,seed-covered
45381,barley
45391,oat
45401,millet
45411,buttered
45421,mealy
4543
4544;bread desc1
45451,hunk
45461,heel
45471,slice
45481,chunk
45491,generous portion
45501,whole loaf
45511,small loaf
45521,fist-sized loaf
4553
4554##Quest Stuff
4555;reagents
45561,feywing spores for [1d10]gp/ounce
45571,trollblood moss for [1d100]gp/ounce
45581,obliviax moss for [1d10]gp/ounce
45591,snapdragon fangweed for [1d100]gp/ounce
45601,wild skelladonna weed for [1d100]gp/ounce
45611,undead bone blossom for [1d100]gp/ounce
45621,dragon-scale petals for [1d10]gp/ounce
45631,goblin hair weed for [1d10]gp/ounce
45641,boars blood flowers for [1d10]gp/ounce
45651,lizardskin leaves for [1d10]gp/ounce
45661,bat’s wing blossoms for [1d100]gp/ounce
45671,chtonic extract for [1d1000]gp/ounce
45681,foxtongue stamens for [1d10]gp/ounce
4569
4570;reagents2
45711,feywing spores
45721,trollblood moss
45731,obliviax moss
45741,snapdragon fangweed
45751,wild skelladonna weed
45761,undead bone blossom
45771,dragon-scale petals
45781,goblin hair weed
45791,boars blood flowers
45801,lizardskin leaves
45811,bat’s wing blossoms
45821,chtonic extract
45831,foxtongue stamens
45841,oaken-heart seeds
45851,wild argentleaf
45861,feyblossom
45871,leafhealers balm
45881,wild mistletoe
45891,dragonfang orchid
4590
4591;thor
45921,Asgard.<br />*Landmark*: [thor hex]<br />*Encounter*: [thor encounter]<br />*Item*: [thor item]<br />
4593
4594;thor hex
45951,A burning galaxy
45961,A plane of ice
45971,A broken bridge
45981,Magic lightning
45991,Succession wars following the death of a god
46001,Goats as transportation
46011,A land without gods, calling on those of a foreign land
46021,An abandoned sky palace, once a home to the mighty
46031,A pantheon, hanging from meathooks
46041,A library of the murdered
46051,A giant hourglass that is a prison
46061,The spires of Alfheim, home of the light elves
46071,Dead Body Shore
46081,A hall woven of serpent spines
46091,The single source of all cold rivers
46101,A pair of pillars rising from the sea
4611
4612;thor encounter
46131,A monster disguised as another monster
46141,Dark elves in blueblack armor
46151,A creature from a distant land who seeks to supplant a PC's role
46161,The last devotee of an ancient religion
46171,A son forsaken by his father, a king
46181,An enchantress, beloved by all who touch her lips
46191,A shield maiden who looks like Sigourney Weaver
46201,A queen half-living, half-dead
46211,A trickster capable of removing his own head
46221,A great horned worm
46231,A severed body part, removed and grown wise
46241,A toad that is a god
46251,Frost giants being manipulated by mischievous gods
46261,A great and miserable warrior, seeking death
46271,An assassin, seeking glory by slaying a hero
46281,Demons of drowning
46291,Three warriors: one fat, one grim, one dashing
46301,A loved one used as bait
46311,The demons of the Wild Hunt, disguised as ordinary humans
46321,Wolves as messengers
46331,A king and his rival--both seeking the aid of the king's stepson
46341,A great champion sworn to never take up the sword again
46351,A cruel witch queen enamored of a hero, who demands him as the price of her allegiance
46361,A demon seeking to set a weapon alight in a sacred brazier held by its foe
46371,A minor foe, his strength increased tenfold, back for revenge
46381,A man wearing a mask to hide scars earned in a duel with death
46391,A god that is a god to gods
46401,Modgud, the giantess who guards the gate to Hel
46411,The dead rising up to slay the gods who pitted them against each other
46421,A giant that eats livestock
46431,An honest butcher
46441,A king, alone in his hall, one-armed, his crown put away
46451,A man and a woman, nailed to a tree
46461,Two immortals meeting, both disguised, unknown to one another
46471,The War Faeries of Wendigorge
46481,A rain of maggots
46491,Lava colossus
46501,A polymorphed groom, unable to wed now that he's a farm animal
46511,A man whose eyelids are cut aways so he can serve as an unwilling witness
46521,A mutant troll with a grudge, and who was once a man
46531,An evil brother fond of trickery for the sake of trickery
46541,A physician with a secret
46551,Gender switch
46561,A wraith and prophet
46571,A man who can only be harmed by a single substance
46581,A blind archer
46591,A warrior of the east int he grip of a cyclops
46601,An armored lunatic obsessed with evolution, surrounded by hybrid men
46611,Nidhoggr, Malice Striker, sucker of corpses
46621,A warrior feigning sleep to entrap the unwary
46631,The stallion of doom, who signifies death
46641,A humorless man
46651,A triple winter
46661,A chained beast
46671,A flying race, falling from a poisoned sky
46681,A mutiny, in which Kroda the Duellist and Magrat the Schemer take part
46691,A trickster, vulnerable to water
46701,A lord who never wears the same helm twice nor sits in the same chair
46711,An attendant whose only function is to record events around him
46721,Three brothers: enchanters and owners of four living talismen--faces on their chests
46731,An army of regicidal trolls with exotic weapons
46741,Evil carnival performers
46751,An automaton used as a distraction
46761,The seductive sibling of a terrible foe, who springs a trap beneath the heroes' feet
4677
4678;thor item
46791,A box containing the power of all past winters
46801,A cloak that keeps a villain alive
46811,A babbling tongue
46821,A fearsome weapon being forged by a fire demon
46831,A serum that allows men to see the realms of faerie
46841,The cursed food of the faerie realm, which enslaves those who eat it
46851,A hammeraxe
46861,A weapon only the noblest can lift
46871,Stolen souls
46881,An item that doubles your strength but leaves you weak as a kitten once removed
46891,A ship made from the fingernails of dead men
46901,A sword that reflects death magic
46911,Summoning stones
46921,Venom dripping through the roof
46931,A white wedding bed, stained with blood
46941,The Crimson Hand--when grasping a hand in this glove, one must speak the truth
46951,Someone lends the shape of a falcon to someone else--but they want it back when it's over
46961,A giant's pepper-shaker
46971,A bull made of gold
46981,A swirling green and red skull-shaped flask containing The Spotted Plague
4699
4700;tolkien
47011,Middle Earth.<br />*Landmark*: [tolkien hex]<br />*Encounter*: [tolkien encounter]<br />*Item*: [tolkien item]<br />
4702
4703;tolkien hex
4704
47051,Volcanic land, redolent of evil
47061,A trail of orc blood
47071,A forest so old the trees are all in stages of evolution toward sentience
47081,A great mechanism operated by a troll
47091,A secret passage into an evil land
47101,A path that leads to stairs and then to a tunnel where there's a trap
47111,A great hall, full of pillars, carved like horses
47121,A funeral with maids singing deathsongs
47131,A stable full of excellent horses
47141,*[mountain name]*, a snow-topped mountain
47151,A wood haunted by goblins and spiders
47161,A comfortable home, full of cakes, tea, and wine, built on a plan of interlocking circles.
47171,An arte-nouveau pavillion that looks totally lame
47181,A sheer cliff over a river
47191,A tyrannical Eye
47201,A pair of great statues, flanking a river
47211,*[tower name]*, a tower surrounded by a circular plain, ringed by sheer mountains
47221,*[keep name]*, a great fortress behind a curtain wall
47231,A narrow causeway flanked by archers
47241,A forge beneath a mountain
47251,A lair beneath a waterfall
47261,*[city name]*, a grey and decaying city
47271,A melancholy and disturbing meal
47281,A forbidden pool, protected by archers
47291,An inn in the rain, a man has a carrot
47301,a pit in which possessed human tortures a dwarf for the purpose of forcing it to 'willingly' give up his magic item
47311,a recently abandoned windmill with a blind dragon hiding in the rafters, [1d4] kidnapped princesses
47321,a gate guarded by spirits living inside two bizarre statues. Only the most determined can pass - but an alarm will be raised anyway.
47331,a life-like giant statue of a hand that gets bloody if a Powerful Wizard nearby gets defeated.
4734
4735;tolkien encounter
47361,*[halfling name]*, a brave, grave, dutiful halfling
47371,*[halfling name]*, a dumb halfling
47381,*[halfling name]*, a halfling mutated by an ancient magic item
47391,Rubbery, keening leechworm
47401,*[human name]*, a white wizard
47411,*[human name]*, a ranger who may be a king
47421,*[human name]*, a wizard fighting a demon on a mountain
47431,*[human name]*, a wizard bleeding after a great battle
47441,A pair of adventurers attempting to sneak into a fortress
47451,A clueless guardsmen in vaguely middle-eastern armor
47461,A magic horse that's the boss of other horses
47471,*[human name]*, a depressed warrior princess
47481,*[human name]*, a possessed king
47491,*[human name]*, an advisor, secretly sworn to serve his king's greatest foe, casts Charm three times/day
47501,Guards who insist you hand over your weapons
47511,*[dwarf name]*, a xenophobic axe-wielding dwarf
47521,*[human name]*, a warrior king, recently awakened from a long sleep, in fear for the welfare of his land
47531,Three trolls, arguing
47541,A horde of climbing goblins
47551,Brigands pillaging a village
47561,*[elf name]*, a talented elven ranger
47571,A column of soldiers, women and children fleeing a great army
47581,*[halfling name]*, a funny halfling with hair like Noel Redding
47591,*[human name]*, a great and powerful sorcerer, once head of an order of wise wizards, now evil
47601,Enormous, intelligent birds of prey
47611,Three travelers captured by an advancing force
47621,Enormous tusked beasts
47631,A column of warriors from the south, harassed by an ambush
47641,*[human name]*, a grave prince, hunting for spies
47651,Hyenatype-worgs
47661,A love triangle involving a man a woman and an elven princess
47671,A necromancer in a ring of stones
47681,An irritable and basically insufferable elven king with a headband
47691,Liv Tyler
47701,Goblin ambush
47711,A warrior pinned beneath a dead orc
47721,*[human name]*, a lord giving a Nuremberg-like speech to a great host
47731,*[human name]*, a bat-eared messenger
47741,*[human name]*, a dead king on a plinth in a silent stone city
47751,*[elf name]*, a veiled elven woman, mourning the death of a mortal lover
47761,Singing goblins
47771,Singing dwarves
47781,*[human name]*, a warlord with a treasure map
47791,*[name]*, a dragon beneath an ocean of gold
47801,Representatives of three empires and two cities arguing over the fate of a weapon
47811,Two brothers, one greedier than the other
47821,*[human name]*, a lunatic who loves music
47831,An army besieging a fortress with ladders
47841,*[human name]*, a captain missing an eye
47851,A fraying alliance
47861,*[human name]*, a burglar in a barrel
47871,Animals engaged in espionage
47881,A gathering of talking trees
47891,*[human name]*, a child with a weapon
47901,*[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
47911,a half-breed of two random races that has all the strengths of both parents and none of the weaknesses
47921,*[name]*, a beautiful celestial angel who wishes to mate with the most attractive character in the party
47931,*[elf name]*, a grey elf who learned blacksmithing from the dwarves and magic from his father, who pursues him. he seeks a new home
47941,*[human name]*, a barbarian with unlimited endurance who refuses to stop running, likes to kill orcs but does so as he runs by
47951,*[human name]*, a wizard, pounding on a hobbit hole with his gnarled staff until he damages it
4796
4797;tolkien item
47981,Evil-aligned magic item whose power is proportional to its possessor’s level
47991,A powerful amnesiac
48001,A cloak that makes you look like a rock
48011,A plant that grows only on the graves of the dead
48021,A torn banner caught in the wind
48031,A forked tongue
48041,A spell of exorcism
48051,A pipe
48061,A flopping fish--soon to be caught and cooked
48071,A small boat owned by a cannibalistic murderer
48081,A rabbit stew
48091,Horse armor
48101,Magnificent fireworks
48111,A high explosive powder
48121,A mind of metal and wheels
48131,String and bread
48141,Eggs
48151,A catapult
4816
4817;fey type
48181,Pixies
48191,Sylphs
48201,Nixies
48211,Dryads
48221,Sprites
48231,Satyr
48241,Fauns
48251,Forlarren
48261,Firbolg
48271,Sidhe
48281,Nymphs
48291,Grigs
48301,Eladrin
48311,Spriggan
48321,Leprechaun
48331,Booka
48341,Brownie
4835
4836
4837;mountain orc product
48381,[orc food adjective] [orc cheese]
48391,[orc food adjective] [orc yogurt]
48401,[orc food adjective] [orc tofu]
48411,[orc food adjective] [iron rations]
48421,waterproof woollen coats
48431,decorated silver drinking horns
48441,gruesome puppets made of orc bones
48451,famous composite bows
4846
4847;orc food adjective
48481,famous
48491,tasty
48501,superior
48511,popular
48521,well-known
4853
4854;iron rations
48551,iron rations made of dried [fruit] and [nuts]
48561,iron rations made of bacon, honey and roasted [nuts]
4857
4858;orc yogurt
48591,[orc yogurt adjective] yogurt
4860
4861;orc yogurt adjective
48621,spicy
48631,strained
48641,honey
48651,[fruit]
4866
4867;orc tofu
48681,[orc tofu adjective] bean-curd
4869
4870;orc tofu adjective
48713,
48721,fermented
48731,frozen
48741,soft
48751,silky
48761,sweet
48771,smoked
4878
4879;orc cheese
48801,[orc cheese adjective] and [orc cheese texture] cheese[orc cheese taste]
4881
4882;orc cheese adjective
48831,blue-veined
48841,salty
48851,fermented
48861,herbal
48871,green
48881,rich
48891,smoked
48901,earthy
48911,floral
48921,nutty
48931,sweet
48941,grassy
48951,pungent
48961,stinky
48971,musty
48981,acrid
48991,bitter
49001,sour
49011,meaty
49021,tangy
49031,spicy
4904
4905leading space required
4906;orc cheese taste
49075,
49081, with a fruity aftertaste of [food citrus fruit]
49091, marinated in whine
49101, covered in crushed pepper
49111, containing bits of mushrooms
49121, with a strong garlic taste
49131, with a taste of onion
49141, covered in hay
49151, best served with honey
4916
4917;orc cheese texture
49184,hard
49192,crumbly
49201,soft
49211,wax-wrapped
49221,buttery
49231,creamy
49241,delicate
49251,fluffy
49261,silky
49271,smooth
49281,velvety
4929
4930;forge orc mushroom dish
49311,[rural meat prep] [edible mushroom] [seasoning method] [with food seasonings] and [with veg prep] [with food veg]
4932
4933;edible mushroom
49341,[fungus qualifier] [fungus]
49351,[fungus qualifier] [tree] [fungus]
49361,[fungus qualifier] [orc fate] [fungus]
49371,[fungus qualifier] [regular noun] [fungus]
49381,[fungus qualifier] [fungus location] [fungus]
49391,[colour]-tipped [regular noun] [fungus]
49401,[evil tribe animal] Ear
4941
4942;fungus qualifier
49438,[capitalize colour]
49441,Dotted
49451,Smooth
4946
4947;fungus
49481,Fungus
49491,Chanterelle
49501,Mushroom
49511,Cap
49521,Head
49531,Parasol
49541,Stalk
49551,Puffball
49561,Sponge
49571,Russula
49581,Trumpet
4959
4960;fungus location
49611,Forest
49621,Saddle
49631,Ear
49641,Eggs
49651,Trumpet
49661,[animal]
49671,[evil tribe thing]
4968
4969;weather
49701,[weather type]
49711,[weather verb]
49721,[weather adjective]
49731,[weather noun singular]
49741,[weather noun plural]
4975
4976;weather type
49771,fog
49781,mist
49791,hail
49801,rain
49811,snow
49821,sunshine
49831,wind
4984
4985;weather verb
49861,shining
49871,drizzling
49881,blowing
49891,raining
49901,hailing
49911,pouring
49921,snowing
49931,thundering
49941,gusting
49951,driving
4996
4997;weather adjective
49981,sweltering
49991,freezing
50001,warm
50011,hot
50021,scorching
50031,mild
50041,fine
50051,dry
50061,cool
50071,refreshing
50081,miserable
50091,damp
50101,dull
50111,gray
50121,chilly
50131,cold
50141,sunny
50151,cloudy
50161,clear
50171,stormy
50181,misty
50191,fogy
50201,breezy
50211,windy
50221,showery
50231,rainy
50241,frosty
50251,snowy
50261,icy
50271,drizzly
50281,dry
50291,wet
5030
5031;weather noun singular
50321,sunshine
50331,lightning flash
50341,puddle
50351,raindrop
50361,hail
50371,snowflake
50381,flood
50391,drought
50401,tornado
50411,twister
50421,cyclone
5043
5044;weather noun plural
50451,lightning flashes
50461,puddles
50471,raindrops
50481,hails
50491,snowflakes
50501,floods
50511,tornados
50521,twisters
50531,cyclones
5054
5055# Names
5056## Terrain Names
5057;dungeon
50581,Dungeon of [dungeon2]
50591,Vault of [dungeon2]
50601,Tomb of [dungeon2]
50611,Labyrinth of [dungeon2]
50621,Maze of [dungeon2]
50631,Caves of [dungeon2]
50641, Temple of [dungeon2]
50651,Pits of [dungeon2]
50661,Caverns of [dungeon2]
50671,Haunt of [dungeon2]
50681,Chambers of [dungeon2]
50691,Crypt of [dungeon2]
5070
5071;dungeon2
50721,[old name]
50731,[dwarf name for men]
50741,the [evil tribe other]
50751,the [evil tribe condition] [evil tribe animal]
50761,the [evil tribe condition] [evil tribe other]
50771,the [evil tribe color] [evil tribe other]
50781,the [evil tribe condition] [evil tribe weapon]
5079
5080;hill name
50811,[hill 1] [hill 2]
5082
5083;hill 1
50841,Big
50851,Cold
50861,Dead Man's
50871,Green
50881,Gold
50891,Iron
50901,Red
50911,Rocky
5092Wild
5093
5094;hill 2
50951,Cliff
50961,Crag
50971,Hill
50981,Hills
50991,Ridge
51001,Rock
5101
5102;lake name
51031,[lake 1] [lake 2]
5104
5105;lake 1
51061,Blue
51071,Green
51081,Black
51091,Deep
51101,Cold
51111,Icy
51121,Drowning
51131,Dead
5114
5115;lake 2
51161,Dream
51171,Water
51181,Mere
51191,Mirror
51201,Hole
51211,Grave
5122
5123;name for white big mountains
51241,<span class="white mountains">[dreadful] [peaks]</span>
5125
5126;dreadful
51271,Dire
51281,Weeping
51291,Song
51301,Demons
51311,Devils
51321,Laughing
51331,Desert
51341,Empty
51351,Longing
51361,Lonesome
51371,Bleak
51381,Angel
51391,Lords
51401,Still
51411,Hallowed
51421,Dead
51431,Mourning
51441,Giant
51451,Sharp
51461,Hungry
51471,Howling
5148
5149;peaks
51501,Domes
51511,Peaks
51521,Fangs
51531,Fingers
51541,Giants
51551,Graves
51561,Heights
51571,Mounts
51581,Soldiers
51591,Stones
51601,Teeth
51611,Tombs
51621,Vault
5163
5164;name for hills
51651,[hill 1a] [hill 2a] hills
51661,[hill 1b][hill 2b] hills
5167
5168;hill 1a
51691,Ancient
51701,Stone
51711,Cursed
51721,Blood
51731,Rolling
51741,Cold
51751,Wind
51761,Fay
5177
5178;hill 2a
51791,Barrow
51801,Mound
5181
5182;hill 1b
51831,Dry
51841,Old
51851,Blood
51861,Waste
5187
5188;hill 2b
51891,land
51901, Country
5191
5192## Monster Names
5193;centaur
51941,Karza
51951,Starhoof
51961,Redmane
51971,Goldenhair
51981,Fleetfoot
51991,Staggering Stag
52001,Prancer
52011,Old [strange male name]
52021,Arusus
52031,Zykleis
52041,Lizorn
52051,Gerorn
52061,Klytus
52071,Phenos
52081,Antinoos
52091,Chiro
52101,Plainspear
52111,Bromarus
52121,Clyvaios
52131,Groneus
52141,Dlosias
52151,Graver
52161,Tiwarn
52171,Wryhurn
52181,Mezark
52191,Vevowor
52201,Krusk
522110,[strange male name]
5222
5223;devil name
52241,Adorján
52251,Ákos
52261,Álmos
52271,Andor
52281,Andris
52291,Antal
52301,Árpád
52311,Balázs
52321,Bálint
52331,Bandi
52341,Barna
52351,Barnabás
52361,Bartal
52371,Bartó
52381,Bartos
52391,Bátor
52401,Béla
52411,Bence
52421,Benedek
52431,Bernát
52441,Bertalan
52451,Bertók
52461,Boldizsár
52471,Dénes
52481,Dezsö
52491,Domonkos
52501,Donát
52511,Egyed
52521,Elek
52531,Enre
52541,Ernö
52551,Fabó
52561,Ferenc
52571,Feri
52581,Ferka
52591,Ferkó
52601,Fredek
52611,Frygyes
52621,Fülöp
52631,Gábor
52641,Gazsi
52651,Gergely
52661,Gergõ
52671,Géza
52681,Gyõzõ
52691,Gyula
52701,Gyuri
52711,Ignác
52721,Illés
52731,Imre
52741,Imrus
52751,Jancsi
52761,Jani
52771,János
52781,Jenci
52791,Jenõ
52801,Jóska
52811,Józsi
52821,Kálmán
52831,Karcsi
52841,Kázmér
52851,Kelemen
52861,Kolos
52871,Laci
52881,Lajos
52891,László
52901,Lázár
52911,Lecso
52921,Levente
52931,Levi
52941,Lörinc
52951,Miksa
52961,Mózes
52971,Nándor
52981,Ödi
52991,Orbán
53001,Pista
53011,Sami
53021,Sándor
53031,Sanyi
53041,Tibor
53051,Tiborc
53061,Tivadar
53071,Tódor
53081,Vida
53091,Vili
53101,Vilmos
53111,Virág
53121,Zoltán
53131,Zsiga
53141,Zsolt
5315
5316;ice devil adjectives
53171,terrible
53181,cruel
53191,powerful
53201,cursed
53211,banished
53221,vengeful
53231,capricious
53241,wrathful
53251,jealous
5326
5327;ice devil
53281,*[devil name] the [ice devil epithet]*
5329
5330;ice devil epithet
53311,Cold
53321,Lord of Ice
53331,Mountain Devil
53341,Ice Devil
53351,Eater of Souls
53361,Giver of Gifts
53371,Taker of Lives
53381,Crusher of Hope
53391,Master of Lies
53401,White
53411,Frozen
5342
5343;demon name
53441,The [special noun] of [pazuzu place]
5345
5346;pazuzu place
53471,Hell
53481,the [pazuzu adjective] [pazuzu location]
53491,the [old gods]
53501,Giants
53511,[pazuzu demon title]
5352
5353;old gods
53541,Gods
53551,Vanir
5356
5357;pazuzu adjective
53581,Lead
53591,Dead
53601,Blood
53611,Torn
53621,Burnt
53631,Flaming
5364
5365;pazuzu location
53661,Sky
53671,Wind
53681,Air
53691,Wings
53701,Desert
53711,Netherworld
53721,Underworld
53731,Vanaheim
5374
5375;pazuzu demon title
53761,Gangrene
53771,Pestilence
53781,Black Bile
53793,the [vulture demon 1] [vulture demon 2]
5380
5381;vulture demon 1
53821,Corpse
53831,Baby
53841,Child
5385
5386;vulture demon 2
53871,Eater
53881,Killer
53891,Shredder
5390
5391;dragon name
53921,[dragon 1][dragon 2] [dragon 3]
5393
5394;dragon 1
53951,Shashk-
53961,Kulg
53971,Isa
53981,Shon
53991,Hail
54001,Farak
54011,Deep
54021,Skull
54031,Blaze
54041,Leth
54051,Lon
54061,Ger
54071,Kex
54081,Kreth
54091,Zaran
54101,Jek
54111,Sharaz
54121,Kruel
54131,Pol
54141,Met
54151,Gask
5416
5417;dragon 2
54181,Agony
54191,Bone
54201,Claws
54211,Death
54221,Despair
54231,End
54241,Tail
54251,Tooth
54261,Wing
54271,[old names for men]
54281,[old names for women]
54291,haila
54301,hak
54311,kax
54321,max
54331,kaz
54341,lissshh
54351,majis
54361,rex
54371,deth
54381,lok
5439
5440;dragon 3
54411,the Queen
54421,the Undying
54431,the Imperious
54441,the Slaughterer
54451,the Devourer
54461,the Destroyer
54471,the Mad
54481,the Destroyer
54491,the Great
54501,the Dark
54511,the Hungerer
54521,the Gifted
54531,the Lady
54541,the Princess
54551,the Ragged
54561,the Goldhearted
54571,the Lover
54581,of the Far
54591,of the Mountain
54601,of the Thin Air
54611,of the Top
54621,the Eternal
54631,the Sleeper
5464
5465;black dragon name
54661,*[black dragon 1] [black dragon 2] [black dragon 3]*
5467
5468;black dragon 1
54691,Acid
54701,Sulphuric
54711,Corroding
54721,Black
54731,Silent
54741,Great
5475
5476;black dragon 2
54771,Breath
54781,Hate
54791,Greed
54801,Snake
54811,Killer
54821,Dissolution
5483
5484;black dragon 3
54851,of the Swamp
54861,of Rot
54871,of Decay
54881,of the Backwaters
54891,of the Blackwaters
54901,of the Waters
5491;green dragon name
54921,[green dragon 1][dragon 2] [green dragon 3]
5493;green dragon 1
54941,Green
54951,Verdant
54961,Poison
54971,Jade
54981,Forest
54991,Piercing
5500;green dragon 3
55011,of the Forest
55021,of the Trees
55031,the Sly
55041,the Devious
55051,of the Fumes
55061,of the Valley
55071,the Reborn
5508
5509;red dragon name
55101,*[red dragon 1] [dragon 2] [red dragon 3]*
5511
5512;red dragon 1
55131,Red
55141,Hot
55151,Fire
55161,Ash
55171,Black
55181,Searing
55191,Burning
5520
5521;red dragon 3
55221,of the Mountain
55231,of the Holy Fire
55241,of the Deeps
55251,of the End Times
55261,the Eternal
55271,the Sleeper
5528
5529;white dragon name
55301,*[white dragon 1] [dragon 2] [white dragon 3]*
5531
5532;white dragon 1
55331,White
55341,Cold
55351,Ice
55361,Snow
55371,Hail
55381,Frost
55391,Deep
5540
5541;white dragon 3
55421,of the Glacier
55431,of the Mountain
55441,of the Thin Air
55451,of the Top
55461,the Eternal
55471,the Sleeper
5548
5549;frost giant
55501,Winter’s Bone
55511,Snow
55521,Ice
55531,Cold
55541,Glacier
55551,Storm
55561,Darkness
55571,Tooth
5558
5559;hill giant
55601,[hill giant 1][hill giant 2]
5561
5562;hill giant 1
55631,Aerd
55641,Broad
55651,Boulder
55661,Brute
55671,Dwarf
55681,Elf
55691,Gern
55701,Gore
55711,Man
55721,Mulg
55731,Neck
55741,Nose
55751,Pick
55761,Rock
55771,Sheep
55781,Stone
55791,Trog
55801,Ulf
55811,Wrok
5582
5583;hill giant 2
55841,-flattener
55851,-flinger
55861,-nose
55871,smash
55881,-smasher
55891,crusher
55901,killer
55911,finder
55921,squisher
55931,thrower
55941,nose
55951,neck
55961,grod
55971,bore
55981,tooth
55991,foot
56001,skin
56011,fist
56021,grom
56031,harg
56041,bolt
5605
5606used as "led by [hill giant title] *[hill giant]*."
5607;hill giant title
56081,Lord of the [hill giant thing]
56091,Lady of the [hill giant thing]
56101,Chieftain of the [hill giant thing]
56111,Ruler of the [hill giant thing]
56121,King of the [hill giant thing]
56131,King of the [hill giant thing]
56141,[hill giant thing] Master
56151,King of the [hill giant thing],
56161,Lord of the [hill giant thing],
56171,[hill giant thing] Master
56181,[foreign warlord]'s loyal servant,
56191,[foreign warlord]'s most trusted adviser,
56201,[foreign warlord]'s champion,
5621
5622;hill giant thing
56231,Hill
56241,Valley
56251,Stones
56261,Steading
56271,Rocks
56281,Free
56291,Ancient Folk
56301,Old Ways
56311,Heavyfoot Tribe
56321,Boulder Tribe
56331,Oldskull Tribe
56341,Smashtoe Tribe
56351,Bluntspear Tribe
56361,Firewalker People
56371,Ancient Ways
56381,Slab
5639
5640;hill giant goal
56412,[hill giant place]
56421,Tax
56431,Toll
56441,Gold
56451,Silver
56461,Tribute
5647
5648;frogling
56491,*[frogling name]*<img src="[[redirect https://campaignwiki.org/face/redirect/alex/frog]]" alt="[same frogling]" title="[same frogling]"/>
5650
5651;frogling name
56521,[frogling 1] [frogling 2]
5653
5654;frogling 1
56551,Far
56561,Long
56571,Great
56581,Big
56591,Wonder
5660
5661;frogling 2
56621,Jump
56631,Tongue
56641,Lick
56651,Eyes
5666;hobgoblin
56671,[hobgoblin 1][hobgoblin 2]
56681,[hobgoblin 1] of [hobgoblin 3]
5669;hobgoblin 1
56701,Arrow
56711,Axe
56721,Barro
56731,Bash
56741,Bent
56751,Bloody
56761,Brak
56771,Broken
56781,Chipped
56791,Karz
56801,Knife
56811,Kom
56821,Mok
56831,Mal
56841,Mulz
56851,Scar
56861,Sharp
56871,Spear
56881,Voice
56891,Zulg
5690;hobgoblin 2
56911,face
56921,blade
56931,fist
56941,fang
56951,eye
56961,helm
56971,tooth
56981,skull
56991,chin
57001,ears
57011,tongue
57021,blaze
57031,dak
57041,kak
57051,sak
57061,dax
57071,max
57081,bog
57091,bor
57101,gor
57111,karn
57121,zor
57131,kill
5714;hobgoblin 3
57151,Sorrow
57161,Anger
57171,Longing
57181,Power
57191,Truth
57201,Law
57211,Authority
5722
5723;lizardfolk
57241,Paticlaw
57251,Calmeyes
57261,Quieteyes
57271,Slowblood
57281,Peshka
57291,Subak
57301,Wati
57311,Zishk
57321,Grouz
57331,Thrut
57341,Thrirquuz
57351,Thati
57361,Ahuuz
57371,Ukurix
57381,Bhojar
57391,Umzigo
57401,Githixi
57411,Daz
57421,Dhox
57431,Drox
57441,Henqe
57451,Onros
57461,Irza
57471,Iecurzoh
57481,Usanru
57491,Irsusae
57501,Idue
57511,Choaz
57521,Ares
57531,Thrauz
57541,Chikkuss
57551,Thaknousk
57561,Yelzia
57571,Mokokno
57581,Choxa
57591,Ozdia
57601,Dizz
5761
5762Note that a manticore is always in a tower.
5763;manticore
57641,Old man [manticore name]
57651,Old [manticore name]
57661,Lord [manticore name]
57671,Grandfather [manticore name]
57683,[manticore name]
57691,Bastard of [manticore name]
57701,Ancient [manticore name]
57716, [dwarf name for men]
5772
5773;manticore name
57745,[dwarf name for men]
57751,[old name]
57761,Pain-Servant
57771,Greed-Serpent
57781,Spite-Host
57791,Envy-Rot
57801,Hateful-Blessing
57811,Avaricious-Lover
57821,Ankle-Biter
5783
5784;medusa
57851,[medusa 1][medusa 2]
5786;medusa 1
57871,Snake
57881,Hepta
57891,Stone
57901,Heska
57911,Desert
57921,Cold
57931,Sisk
57941,Liss
57951,Hiss
57961,Gorg
57971,Arach
57981,Heran
57991,Molta
58001,Xochi
58011,Xia
58021,Su
58031,Serpa
58041,Sera
58051,Ser
58061,Zer
58071,Zir
58081,Ishi
58091,Serpenta
58101,Shash
58111,[old names for women]
5812
5813;medusa 2
58141,lissk
58151,tail
58161,fang
58171,scale
58181,tiar
58191,harach
58201,hartha
58211,mo
58221,marta
58231,jeza
58241,cruel
58251,-mother
58261,-Sister
58271,skull
58281,-Mistress
58291,-Lady
5830;orc
58311,[orc 1][orc 2]
5832
5833;orc 1
58341,A
58351,Balc
58361,Bol
58371,Gol
58381,Gor
58391,Grish
58401,Lag
58411,Lug
58421,Mau
58431,Muz
58441,Orco
58451,Oth
58461,Rad
58471,Shag
58481,Sna
58491,Uf
58501,Ug
5851
5852;orc 2
58531,bag
58541,bal
58551,bug
58561,dog
58571,duf
58581,dush
58591,fimbul
58601,g
58611,ga
58621,gash
58631,gol
58641,húr
58651,lúk
58661,meg
58671,nákh
58681,rat
58691,rod
58701,thak
58711,zog
5872
5873;salamander
58741,Hot
58751,Melt
58761,Flow
58771,Lake
58781,Pit
58791,Pain
58801,Ash
5881
5882;undine
58831,[undine 1] [undine 2]
5884;undine 1
58851,Mountain
58861,Icy
58871,Clearwater
58881,Springbrook
58891,Shallow
58901,Raindrop of
58911,Stormy
58921,Song of
58931,Lonely
58941,Tears of
58951,Eyes of
58961,Sweet
58971,Eternal
5898
5899;undine 2
59001,Joy
59011,Sorrow
59021,Ice
59031,Sleep
59041,Dew
59051,Rain
59061,Sleep
59071,Melody
59081,Dream
59091,Vision
59101,Rainbow
59111,Haunting
5912;an old wight leader
59131,[name of a wight leader 1]
59141,[name of a wight leader 2]
59151,[name of a wight leader 3]
5916
5917;name of a wight leader 1
59181,[wight leader]
5919
5920;name of a wight leader 2
59211,[wight leader]
5922
5923;name of a wight leader 3
59241,[wight leader]
5925
5926;wight leader
59271,*Old [wight name]* of *[wight realm]*
59281,*[wight name] the Terrible* of *[wight realm]*
59291,*[wight name] the Cruel* of *[wight realm]*
59301,*King [king wight]* of *[wight realm]*
59311,*Queen [queen wight]* of *[wight realm]*
5932
5933;wight name
59341,[king wight]
59351,[queen wight]
5936
5937;king wight
59381,Eilif
59391,Kyran
59401,Tariq
5941
5942;queen wight
59431,Kali
59441,Maura
59451,Thyia
5946
5947;wight realm
59481,Abilard
59491,Erlechai
59501,Farlazzan
59511,Merlen
59521,Ouria
59531,Pichuhiatl
59541,Quddu
59551,Rajana
59561,Silah
59571,Trazadan
59581,Yzarria
59591,Zerrin
5960
5961## Other Names
5962;castek
59631,[cast1][cast2] [cast3]
5964
5965;cast1
59661,Ara
59671,Ork
59681,Ala
59691,Ama
59701,Bel
59711,Bael
59721,Bek
59731,Cad
59741,Caer
59751,Cairna
59761,Dek
59771,Det
59781,Deth
59791,Ere
59801,Eke
59811,Eon
59821,Eo
59831,Fer
59841,Fend
59851,Geth
59861,Get
59871,Gemma
59881,Het
59891,Hek
59901,Hend
59911,Jez
59921,Jek
59931,Ket
59941,Kin
59951,Kith
59961,Kir
59971,Luc
59981,Land
59991,Lant
60001,Met
60011,Mena
60021,Mek
60031,Neth
60041,Nek
60051,Orm
60061,Pol
60071,Quad
60081,Rev
60091,Sark
60101,Set
60111,Septa
60121,Teth
60131,Tek
60141,Uru
60151,Val
60161,Wal
60171,Zir
6018
6019;cast2
60201,halla
60211,walla
60221,ket
60231,ith
60241,rith
60251,awraith
60261,aket
60271,alore
60281,rak
60291,bon
60301,ket
60311,vail
60321,h
60331,et
60341,rist
60351,ron
60361,ra
60371,gar
60381,geth
60391,ger
60401,meen
60411,geist
60421,hak
60431,het
60441,hol
60451,lok
60461,lore
60471,arnia
60481,arik
6049
6050;cast3
60513,Castle
60522,Fort
60531,Hold
60541,Keep
60551,Palace
60561,Fortress
60571,Chateau
6058
6059;a wight capital
60601,[name for a wight capital 1]
60611,[name for a wight capital 2]
6062
6063;name for a wight capital 1
60641,[ancient capital] [capital epithet]
6065
6066;name for a wight capital 2
60671,[ancient capital] [capital epithet]
6068
6069;ancient capital
60702,[ancient capital beginning][ancient capital end]
60711,[ancient capital beginning][ancient capital middle][ancient capital end]
6072
6073;ancient capital beginning
60741,A
60751,Bi
60761,Chei
60771,I
60781,Ja
60791,U
60801,Va
60811,Xa
60821,Y
60831,Zam
6084
6085;ancient capital middle
60861,bo
60871,fa
60881,fi
60891,la
60901,ma
60911,na
60921,ri
60931,ti
6094
6095;ancient capital end
60961,gua
60971,lach
60981,nn
60991,m
61001,diz
61011,la
61021,lan
61031,rran
61041,sa
6105
6106;capital epithet
61071,the [capital adjective]
61081,the twice [capital adjective]
61091,of the [capital verb] [capital object]
6110
6111;capital adjective
61121,Glorious
61131,Beautiful
61141,Righteous
61151,Powerful
61161,Strong
6117
6118;capital verb
61191,Hanging
61201,Shining
61211,Towering
6122
6123;capital object
61241,Gardens
61251,Fortress
61261,Walls
61271,Treasures
61281,Trees
6129
6130## Epithets
6131;royal
61321,King
61331,Queen
61341,Prince
61351,Princess
61361,Duke
61371,Duchess
61381,Baron
61391,Baroness
61401,Count
61411,Countess
61421,Marquis
61431,Marquesa
6144
6145;the necromaner
61461,the Necromancer
61471,the Master of the Dark Arts
61481,the Terrible
61491,the Black
61501,the Heartless
61511,the Cruel
61521,the Hateful
61531,the Iron-hearted
61541,the Cold
61551,the Black Rider
61561,the Reaper
61571,the Spider
61581,the Poisonous
61591,the Unclean
61601,the Singer
61611,the Jester
61621,the Foreteller
61631,the Gateway
61641,the Summoned
61651,the Unhallowed
61661,the Last
61671,the Deathly
61681,the Hungerer
61691,the Ancient.
6170
6171;warlord title
61721,the Great
61731,the Mighty
61741,Carnage
61751,Deathbringer
61761,the Killer
6177
6178;special adjective
617910,Most [special adjective]
61801,Able
61811,Absolute
61821,Accepted
61831,Accomplished
61841,Acting
61851,Admirable
61861,Almighty
61871,Ancient
61881,Anointed
61891,Apprentice
61901,Arcane
61911,Archaic
61921,Ardent
61931,Ascendant
61941,Axiomatic
61951,Beatific
61961,Blessed
61971,Brave
61981,Calm
61991,Candidate
62001,Chief
62011,Chivalrous
62021,Chosen
62031,Clever
62041,Concealed
62051,Consecrated
62061,Constant
62071,Consummate
62081,Courageous
62091,Craven
62101,Crowned
62111,Cryptic
62121,Cunning
62131,Dedicated
62141,Deputy
62151,Designated
62161,Devoted
62171,Devout
62181,Divine
62191,Elder
62201,Elite
62211,Elucidated
62221,Emeritus
62231,Enlightened
62241,Entered
62251,Epic
62261,Essential
62271,Esteemed
62281,Eternal
62291,Exalted
62301,Excellent
62311,Expert
62321,Extraordinary
62331,Faithful
62341,Favored
62351,Feral
62361,Fierce
62371,Fifth
62381,Final
62391,First
62401,Fortunate
62411,Fourth
62421,Free
62431,Gallant
62441,Generous
62451,Gifted
62461,Glorious
62471,Grand
62481,Gray
62491,Great
62501,Hallowed
62511,Heroic
62521,Hidden
62531,Hierophant
62541,High
62551,Highborn
62561,Holy
62571,Honored
62581,Honourable
62591,Humble
62601,Illuminated
62611,Illustrious
62621,Immaculate
62631,Imperial
62641,Incomparable
62651,Initiated
62661,Innocent
62671,Inscrutable
62681,Insidious
62691,Intimate
62701,Invisible
62711,Journeyman
62721,Junior
62731,Just
62741,Known
62751,Last
62761,Learned
62771,Legendary
62781,Legitimate
62791,Lofty
62801,Lone
62811,Lord High
62821,Loyal
62831,Mad
62841,Majestic
62851,Marked
62861,Master
62871,Matchless
62881,Mighty
62891,Most Excellent
62901,Most High
62911,Mystic
62921,Necrotic
62931,Noble
62941,Novice
62951,Numinous
62961,Obedient
62971,Omnipotent
62981,Only
62991,Ordained
63001,Patient
63011,Peculiar
63021,Penitent
63031,Penultimate
63041,Perfect
63051,Pious
63061,Practiced
63071,Preordained
63081,Presiding
63091,Primary
63101,Prime
63111,Principal
63121,Privileged
63131,Profound
63141,Prophetic
63151,Proud
63161,Proven
63171,Puissant
63181,Pure
63191,Radiant
63201,Recognized
63211,Relentless
63221,Reliable
63231,Renowned
63241,Resolute
63251,Resplendent
63261,Revered
63271,Reverent
63281,Rhadamanthine
63291,Right High
63301,Righteous
63311,Rightful
63321,Rising
63331,Royal
63341,Sacred
63351,Saintly
63361,Sanctified
63371,Second
63381,Secondary
63391,Secret
63401,Select
63411,Selected
63421,Senior
63431,Serene
63441,Seventh
63451,Shining
63461,Silent
63471,Singular
63481,Sixth
63491,Skilled
63501,Sober
63511,Solemn
63521,Sovereign
63531,Special
63541,Spiritual
63551,Sublime
63561,Submissive
63571,Subservient
63581,Superior
63591,Supreme
63601,Tertiary
63611,Third
63621,Transcendent
63631,Triumphant
63641,True
63651,Trusted
63661,Ultimate
63671,Unavoidable
63681,Undaunted
63691,Undeniable
63701,Unholy
63711,Unknown
63721,Unleashed
63731,Unseen
63741,Unspoiled
63751,Valiant
63761,Valorous
63771,Veiled
63781,Venerable
63791,Victorious
63801,Virtuous
63811,Wandering
63821,Wise
63831,Wonderful
63841,Worshipful
63851,Worthy
63861,Young
6387
6388;foreign warlord
63891,Ugra [warlord title]
63901,Ogon [warlord title]
63911,Agon [warlord title]
63921,Radan [warlord title]
63931,Elam [warlord title]
63941,Irah [warlord title]
6395## Gigantic fucking name lists
6396;human kid
63971,Alek
63981,Berta
63991,Custa
64001,Dirk
64011,Eda
64021,Falin
64031,Gill
64041,Hela
64051,Ila
64061,Jolo
64071,Iolo
64081,Keg
64091,Jeppi
64101,Miska
641110,[human name]
6412
6413
6414;dwarf
64151,*[dwarf name]*<img src="[[redirect https://campaignwiki.org/face/redirect/alex/dwarf]]" alt="[same dwarf name]" title="[same dwarf name]"/>
6416
6417;dwarf name
64181,[dwarf 1] [dwarf 2a][dwarf 2b]
6419
6420;dwarf 1
64211,[dwarf name for men]
64221,[dwarf name for women]
6423
6424# https://dwarrowscholar.wordpress.com/general-documents/female-dwarf-outer-names/
6425;dwarf name for men
64261,Aín
64271,Áiskjald
64281,Áispori
64291,Áithrasir
64301,Áivari
64311,Ajar
64321,Áki
64331,Albin
64341,Alekin
64351,Alf
64361,Alfar
64371,Alfi
64381,Alfin
64391,Alfskjald
64401,Alfthrasir
64411,Alfvari
64421,Althar
64431,Althi
64441,Althin
64451,Althjof
64461,Althskjald
64471,Althspori
64481,Alththrasir
64491,Althvari
64501,Álvfinnur
64511,Álvhethin
64521,Alvi
64531,Álvur
64541,Ámundur
64551,Anar
64561,Andar
64571,Andi
64581,Andin
64591,Andri
64601,Andskjald
64611,Andspori
64621,Andthrasir
64631,Andvari
64641,Ani
64651,Anin
64661,Anskjald
64671,Anspori
64681,Anthrasir
64691,Anvari
64701,Ari
64711,Ári
64721,Aritur
64731,Arnaldur
64741,Arnfinnur
64751,Arnfríthur
64761,Arngrímur
64771,Arni
64781,Árni
64791,Arnlígur
64801,Arnljótur
64811,Arnoddur
64821,Arvinur
64831,Ásbergur
64841,Ásbrandur
64851,Ásfinnur
64861,Ásgrímur
64871,Ási
64881,Askur
64891,Áslakur
64901,Ásleivur
64911,Ásmóthur
64921,Ásmundur
64931,Ásvaldur
64941,Ásvarthur
64951,Atli
64961,Aurar
64971,Auri
64981,Aurin
64991,Aurskjald
65001,Aurspori
65011,Aurthrasir
65021,Aurvang
65031,Aurvari
65041,Austar
65051,Austi
65061,Austin
65071,Austri
65081,Austskjald
65091,Austspori
65101,Austvari
65111,Ávaldur
65121,Balar
65131,Baldur
65141,Baldvin
65151,Bali
65161,Balin
65171,Bálli
65181,Balskjald
65191,Balspori
65201,Balthrasir
65211,Balvari
65221,Baraldur
65231,Báraldur
65241,Barinur
65251,Bárivin
65261,Bárthur
65271,Bávurin
65281,Beini
65291,Benrin
65301,Bergfinnur
65311,Bergfríthur
65321,Bergleivur
65331,Bergur
65341,Bersi
65351,Bessi
65361,Bifar
65371,Bifi
65381,Bifin
65391,Bifskjald
65401,Bifspori
65411,Bifur
65421,Bifvari
65431,Bilar
65441,Bilbur
65451,Bildr
65461,Bili
65471,Bilin
65481,Billar
65491,Billi
65501,Billin
65511,Billing
65521,Billskjald
65531,Billspori
65541,Billthrasir
65551,Bilskjald
65561,Bilthrasir
65571,Bilvari
65581,Birni
65591,Bjarki
65601,Bjarngrímur
65611,Bjarnhethin
65621,Bjarni
65631,Bjarnvarthur
65641,Bjarti
65651,Bjartur
65661,Bjórgfinnur
65671,Bjórghethin
65681,Bjórgolvur
65691,Bjórgúlvur
65701,Bofar
65711,Bofi
65721,Bofin
65731,Bofskjald
65741,Bofspori
65751,Bofthrasir
65761,Bofur
65771,Bofvari
65781,Bogi
65791,Bombar
65801,Bombi
65811,Bombin
65821,Bombskjald
65831,Bombspori
65841,Bombthrasir
65851,Bombur
65861,Bombvari
65871,Bótolvur
65881,Bragi
65891,Bráli
65901,Brandur
65911,Brávur
65921,Bresti
65931,Brialdur
65941,Broddi
65951,Broddur
65961,Bróin
65971,Bróri
65981,Brosi
65991,Brunar
66001,Bruni
66011,Brunin
66021,Brunskjald
66031,Brunspori
66041,Brunthrasir
66051,Brúsi
66061,Brynjolvur
66071,Brynleivur
66081,Búgvi
66091,Búi
66101,Burar
66111,Buri
66121,Burin
66131,Burinur
66141,Bursi
66151,Burskjald
66161,Burspori
66171,Burthrasir
66181,Dagbjartur
66191,Dagfinnur
66201,Dagur
66211,Dáin
66221,Dár
66231,Daskjald
66241,Dávi
66251,Dávur
66261,Díthrikur
66271,Ditleivur
66281,Djóni
66291,Dolgar
66301,Dolgi
66311,Dolgin
66321,Dolgskjald
66331,Dolgspori
66341,Dolgthrasir
66351,Dolgvari
66361,Dorar
66371,Dori
66381,Dorin
66391,Dorskjald
66401,Dorspori
66411,Dorthrasir
66421,Dorvari
66431,Draupar
66441,Draupi
66451,Draupin
66461,Draupnir
66471,Draupskjald
66481,Draupspori
66491,Draupthrasir
66501,Draupvari
66511,Dróin
66521,Drúinur
66531,Duf
66541,Dufar
66551,Dufi
66561,Dufin
66571,Dufskjald
66581,Dufthrasir
66591,Dufvari
66601,Dunaldur
66611,Durar
66621,Duri
66631,Durinar
66641,Durskjald
66651,Durspori
66661,Durthrasir
66671,Durvari
66681,Dwali
66691,Dwalin
66701,Dwalskjald
66711,Dwalspori
66721,Dwalthrasir
66731,Dwalur
66741,Dwalvari
66751,Dwárli
66761,Ebbi
66771,Edmundur
66781,Edvin
66791,Egi
66801,Egin
66811,Eikar
66821,Eiki
66831,Eikin
66841,Eikinskjaldi
66851,Eikskjald
66861,Eikspori
66871,Eikthrasir
66881,Eikvari
66891,Eilívur
66901,Eindri
66911,Eiri
66921,Eirikur
66931,Eivindur
66941,Eli
66951,Ellindur
66961,Enokur
66971,Erlendur
66981,Erlingur
66991,Esmundur
67001,Filar
67011,Fili
67021,Filin
67031,Filskjald
67041,Filspori
67051,Filthrasir
67061,Filvari
67071,Finn
67081,Finnar
67091,Finnbogi
67101,Finnfríthi
67111,Finni
67121,Finnin
67131,Finnleivur
67141,Finnskjald
67151,Finnspori
67161,Finnur
67171,Finnvari
67181,Fjalar
67191,Fjali
67201,Fjalin
67211,Fjalskjald
67221,Fjalspori
67231,Fjalthrasir
67241,Fjalvari
67251,Fláim
67261,Fláimingur
67271,Flemmingur
67281,Flói
67291,Flóki
67301,Flosi
67311,Flóvin
67321,Fraeg
67331,Fráin
67341,Frar
67351,Frár
67361,Frarar
67371,Frari
67381,Frarin
67391,Frarskjald
67401,Frarspori
67411,Frarthrasir
67421,Fraspori
67431,Frathrasir
67441,Fravari
67451,Fridleivur
67461,Fríthálvur
67471,Fríthbjartur
67481,Fríthfinnur
67491,Fríthi
67501,Fríthmundur
67511,Frítholvur
67521,Fríthrikur
67531,Fríthur
67541,Frostar
67551,Frosti
67561,Frostin
67571,Frostskjald
67581,Frostspori
67591,Frostthrasir
67601,Frostvari
67611,Fróthi
67621,Fulla
67631,Fundar
67641,Fundi
67651,Fundin
67661,Fundskjald
67671,Fundspori
67681,Fundthrasir
67691,Fundvari
67701,Ganar
67711,Gani
67721,Ganin
67731,Ganskjald
67741,Ganthrasir
67751,Geirbrandur
67761,Geirfinnur
67771,Geiri
67781,Geirmundur
67791,Geirolvur
67801,Geirur
67811,Gestur
67821,Gilli
67831,Ginnar
67841,Ginni
67851,Ginnin
67861,Ginnskjald
67871,Ginnspori
67881,Ginnthrasir
67891,Ginnvari
67901,Gísli
67911,Gissur
67921,Gíti
67931,Gloar
67941,Glói
67951,Glóin
67961,Gloínur
67971,Glólin
67981,Gloskjald
67991,Glospori
68001,Glothrasir
68011,Glovari
68021,Glúmur
68031,Gormundur
68041,Gormur
68051,Gráim
68061,Greipur
68071,Grímolvur
68081,Grímur
68091,Gripur
68101,Gróim
68111,Grómi
68121,Gudfinnur
68131,Gudlígur
68141,Gudmundur
68151,Gulakur
68161,Gullbrandur
68171,Gundur
68181,Gunnálvur
68191,Gunni
68201,Gunnleikur
68211,Gunnleivur
68221,Gunnlígur
68231,Gunnolvur
68241,Gunnvaldur
68251,Gusti
68261,Guthbjartur
68271,Guthbrandur
68281,Guthlakur
68291,Gutti
68301,Guttormur
68311,Gylvi
68321,Hábarthur
68331,Hagbarthur
68341,Hallbergur
68351,Hallfríthur
68361,Hallgrímur
68371,Hallmundur
68381,Hallormur
68391,Hallur
68401,Hallvarthur
68411,Hámundur
68421,Hannar
68431,Hanni
68441,Hannin
68451,Hannskjald
68461,Hannspori
68471,Hannthrasir
68481,Hannvari
68491,Haraldur
68501,Hárikur
68511,Haugar
68521,Haugi
68531,Haugin
68541,Haugskjald
68551,Haugspori
68561,Haugthrasir
68571,Haugvari
68581,Hávarthur
68591,Havgrímur
68601,Havlithi
68611,Heimurin
68621,Heindrikur
68631,Heini
68641,Heinrikur
68651,Heithrikur
68661,Helgi
68671,Hemingur
68681,Hemmingur
68691,Hendrikur
68701,Henningur
68711,Heptar
68721,Hepti
68731,Heptin
68741,Heptskjald
68751,Heptspori
68761,Heptvari
68771,Herálvur
68781,Herbjartur
68791,Herbrandur
68801,Herfinnur
68811,Herfríthur
68821,Hergrímur
68831,Heri
68841,Herjolvur
68851,Herleivur
68861,Herlígur
68871,Hermóthur
68881,Hermundur
68891,Herningur
68901,Herolvur
68911,Hervarthur
68921,Hethin
68931,Hildibjartur
68941,Hildibrandur
68951,Hjalgrímur
68961,Hjalti
68971,Hjórgrímur
68981,Hjórleivur
68991,Hjórmundur
69001,Hjórtur
69011,Hlear
69021,Hlei
69031,Hlein
69041,Hleskjald
69051,Hlespori
69061,Hlevang
69071,Hlevari
69081,Hlóin
69091,Hógni
69101,Hor
69111,Hóraldur
69121,Horar
69131,Hori
69141,Hóri
69151,Horin
69161,Hornar
69171,Hornbori
69181,Horni
69191,Hornin
69201,Hornskjald
69211,Hornthrasir
69221,Horskjald
69231,Horspori
69241,Horthrasir
69251,Hórthur
69261,Horvari
69271,Hóskuldur
69281,Hugi
69291,Hugin
69301,Húnbogi
69311,Húni
69321,Ímundur
69331,Ingálvur
69341,Ingi
69351,Ingibjartur
69361,Ingileivur
69371,Ingimundur
69381,Ingivaldur
69391,Ingjaldur
69401,Ingolvur
69411,Ingvaldur
69421,Ísakur
69431,Ísleivur
69441,Íthálvur
69451,Íthbjartur
69461,Íthfinnur
69471,Íthgrímur
69481,Íthi
69491,Íthleivur
69501,Íthmundur
69511,Ítholvur
69521,Íthvarthur
69531,Jallgrímur
69541,Jarar
69551,Jari
69561,Jarin
69571,Jarleivur
69581,Jarmundur
69591,Jarskjald
69601,Jarspori
69611,Jarthrasir
69621,Jarvari
69631,Jaspur
69641,Jatmundur
69651,Játmundur
69661,Jatvarthur
69671,Jófríthur
69681,Jónfinnur
69691,Jónhethin
69701,Jóni
69711,Jónleivur
69721,Jórmundur
69731,Jórundur
69741,Justi
69751,Jústi
69761,Kai
69771,Kálvur
69781,Kári
69791,Karstin
69801,Kartni
69811,Kilar
69821,Kili
69831,Kilin
69841,Kilskjald
69851,Kilspori
69861,Kilthrasir
69871,Kilvari
69881,Knútur
69891,Kolfinnur
69901,Kolgrímur
69911,Kolmundur
69921,Koraldur
69931,Kristin
69941,Kristleivur
69951,Kristmundur
69961,Kristoffur
69971,Kyrri
69981,Lassi
69991,Leiki
70001,Leivur
70011,Levi
70021,Lit
70031,Litar
70041,Liti
70051,Litin
70061,Litskjald
70071,Litthrasir
70081,Lofar
70091,Lofi
70101,Lofin
70111,Lofskjald
70121,Lofspori
70131,Loftur
70141,Lofvari
70151,Lonar
70161,Loni
70171,Lonin
70181,Lonskjald
70191,Lonspori
70201,Lonthrasir
70211,Lonvari
70221,Lothin
70231,Lýthur
70241,Magni
70251,Manni
70261,Marni
70271,Martur
70281,Máur
70291,Mjothar
70301,Mjothi
70311,Mjothin
70321,Mjothskjald
70331,Mjothspori
70341,Mjoththrasir
70351,Mjothvari
70361,Mjothvitnir
70371,Módsognir
70381,Motar
70391,Moti
70401,Motin
70411,Motsognir
70421,Motspori
70431,Motvari
70441,Naddoddur
70451,Naglur
70461,Náin
70471,Nalar
70481,Nali
70491,Náli
70501,Nalin
70511,Nalskjald
70521,Nalspori
70531,Nalthrasir
70541,Nar
70551,Nár
70561,Narar
70571,Nari
70581,Narin
70591,Narspori
70601,Narthrasir
70611,Narvari
70621,Narvi
70631,Naskjald
70641,Naspori
70651,Niklái
70661,Nipar
70671,Nipi
70681,Nipin
70691,Niping
70701,Nipskjald
70711,Nipspori
70721,Nipthrasir
70731,Nipvari
70741,Nithar
70751,Nithi
70761,Nithin
70771,Nithspori
70781,Niththrasir
70791,Njálur
70801,Nói
70811,Norar
70821,Nori
70831,Norin
70841,Norskjald
70851,Norspori
70861,Northar
70871,Northi
70881,Northin
70891,Northleivur
70901,Northrasir
70911,Northri
70921,Northskjald
70931,Norththrasir
70941,Norvari
70951,Nyar
70961,Nyr
70971,Nyrar
70981,Nyrath
70991,Nyri
71001,Nyrin
71011,Nyrspori
71021,Nyrthrasir
71031,Nyrvari
71041,Nyskjald
71051,Nyspori
71061,Nythrasir
71071,Nyvari
71081,Oddfinnur
71091,Oddfríthur
71101,Oddleivur
71111,Oddmundur
71121,Oddur
71131,Oddvaldur
71141,Ógmundur
71151,Ógvaldur
71161,Óigrímur
71171,Óileivur
71181,Óilolvur
71191,Óimundur
71201,Oínur
71211,Óivindur
71221,Óksur
71231,Ólavur
71241,Óli
71251,Ólin
71261,Olivur
71271,Onar
71281,Oni
71291,Onin
71301,Onskjald
71311,Onthrasir
71321,Onundur
71331,Orar
71341,Ori
71351,Orin
71361,Órin
71371,Ormur
71381,Órnolvur
71391,Orri
71401,Orskjald
71411,Orspori
71421,Orthrasir
71431,Órvur
71441,Óssur
71451,Óthin
71461,Ovi
71471,Páitur
71481,Palli
71491,Pátrin
71501,Petrur
71511,Poli
71521,Ragnvaldur
71531,Rani
71541,Rathsar
71551,Rathsin
71561,Rathskjald
71571,Rathspori
71581,Rathsthrasir
71591,Rathsvari
71601,Rathsvith
71611,Ravnur
71621,Regar
71631,Regi
71641,Regin
71651,Regskjald
71661,Regspori
71671,Regthrasir
71681,Regvari
71691,Reinaldur
71701,Ríkaldur
71711,Ríkin
71721,Róaldur
71731,Rodleivur
71741,Rodmundur
71751,Rógnvaldur
71761,Rógvi
71771,Rói
71781,Róin
71791,Rókur
71801,Róli
71811,Rólvur
71821,Rómundur
71831,Ronni
71841,Rórin
71851,Rósingur
71861,Róthbjartur
71871,Rótholvur
71881,Rubekur
71891,Rúni
71901,Rúnolvur
71911,Sáifinnur
71921,Sáimundur
71931,Saksi
71941,Salmundur
71951,Sámur
71961,Sandur
71971,Servin
71981,Sevrin
71991,Sigbjartur
72001,Sigbrandur
72011,Sigfríthur
72021,Sighvatur
72031,Sigmundur
72041,Signhethin
72051,Sigvaldur
72061,Sindrinur
72071,Sjúrthi
72081,Sjúrthur
72091,Skafar
72101,Skafi
72111,Skafin
72121,Skafith
72131,Skafthrasir
72141,Skafvari
72151,Skeggi
72161,Skirfar
72171,Skirfi
72181,Skirfin
72191,Skirfir
72201,Skirfskjald
72211,Skirfthrasir
72221,Skirfvari
72231,Skofti
72241,Skúvur
72251,Snámiúlvur
72261,Sniolvur
72271,Snorri
72281,Sólbjartur
72291,Sólfinnur
72301,Sólmundur
72311,Sólvi
72321,Sonni
72331,Sórin
72341,Sórkvi
72351,Sórli
72361,Sproti
72371,Steinfinnur
72381,Steingrímur
72391,Steinmundur
72401,Steinoddur
72411,Steinolvur
72421,Steinur
72431,Stígur
72441,Sudri
72451,Summaldur
72461,Summarlithi
72471,Suni
72481,Súni
72491,Súnmundur
72501,Sunnleivur
72511,Suthar
72521,Suthi
72531,Suthin
72541,Suthri
72551,Suthskjald
72561,Suthspori
72571,Suththrasir
72581,Suthvari
72591,Sveinungur
72601,Sveinur
72611,Svenningur
72621,Sverri
72631,Svín
72641,Sviskjald
72651,Svispori
72661,Svithrasir
72671,Sviur
72681,Svivari
72691,Svjar
72701,Teitur
72711,Terji
72721,Thekk
72731,Thekkar
72741,Thekki
72751,Thekkin
72761,Thekkskjald
72771,Thekkspori
72781,Thekkvari
72791,Thorar
72801,Thori
72811,Thorin
72821,Thornur
72831,Thorskjald
72841,Thorspori
72851,Thorthrasir
72861,Thorvari
72871,Thráim
72881,Thráin
72891,Thrárin
72901,Thraskjald
72911,Thraspori
72921,Thravari
72931,Thrór
72941,Throrar
72951,Throri
72961,Throrin
72971,Throrskjald
72981,Throrspori
72991,Throrthrasir
73001,Throrvari
73011,Títhrikur
73021,Tjálvi
73031,Tjótholvur
73041,Tóki
73051,Tollakur
73061,Tonni
73071,Tóraldur
73081,Tórálvur
73091,Tórarin
73101,Torbergur
73111,Torbrandur
73121,Torfinnur
73131,Torfríthur
73141,Torgestur
73151,Torgrímur
73161,Tórhallur
73171,Tórhethin
73181,Tóri
73191,Torleivur
73201,Torlígur
73211,Tormóthur
73221,Tormundur
73231,Tóroddur
73241,Tórolvur
73251,Torri
73261,Tórthur
73271,Tórur
73281,Torvaldur
73291,Tóti
73301,Tráin
73311,Tráli
73321,Trísti
73331,Tróndur
73341,Tróstur
73351,Trygvi
73361,Tyrni
73371,Týrur
73381,Uggi
73391,Úlvhethin
73401,Úlvur
73411,Uni
73421,Vagnur
73431,Valbergur
73441,Valbrandur
73451,Valdi
73461,Vermundur
73471,Vestar
73481,Vesti
73491,Vestin
73501,Vestri
73511,Vestskjald
73521,Vestspori
73531,Vestthrasir
73541,Vestvari
73551,Veturlithi
73561,Vígbaldur
73571,Vígbrandur
73581,Vigg
73591,Viggar
73601,Viggi
73611,Viggin
73621,Víggrímur
73631,Viggskjald
73641,Viggspori
73651,Viggthrasir
73661,Viggvari
73671,Vígúlvur
73681,Vilar
73691,Vilbergur
73701,Vilhjálmur
73711,Vili
73721,Vilin
73731,Viljormur
73741,Villi
73751,Vilmundur
73761,Vilskjald
73771,Vilspori
73781,Vilthrasir
73791,Vilvari
73801,Vinar
73811,Vindalf
73821,Vini
73831,Vinin
73841,Vinsi
73851,Vinskjald
73861,Vinspori
73871,Vinthrasir
73881,Virfar
73891,Virfi
73901,Virfin
73911,Virfir
73921,Virfskjald
73931,Virfspori
73941,Virfthrasir
73951,Virfvari
73961,Vistri
73971,Vit
73981,Vóggur
73991,Vólundur
74001,Vónbjartur
74011,Wali
74021,Yngvi
7403
7404# https://dwarrowscholar.wordpress.com/general-documents/female-dwarf-outer-names/
7405;dwarf name for women
74061,Ábria
74071,Agda
74081,Aí
74091,Aís
74101,Alda
74111,Aldís
74121,Alma
74131,Alrún
74141,Álvdís
74151,Ánania
74161,Anís
74171,Anní
74181,Arís
74191,Arna
74201,Árna
74211,Arndís
74221,Arnina
74231,Arnóra
74241,Arnvór
74251,Ása
74261,Ásbera
74271,Ásdís
74281,Áshild
74291,Ásla
74301,Áslíg
74311,Asta
74321,Ásta
74331,Ásvór
74341,Ata
74351,Báldís
74361,Bára
74371,Barba
74381,Beinta
74391,Bera
74401,Bergní
74411,Betta
74421,Bettí
74431,Billa
74441,Bina
74451,Birna
74461,Birta
74471,Bís
74481,Bjalla
74491,Bjarma
74501,Bjarta
74511,Bjólla
74521,Borgní
74531,Bórka
74541,Brá
74551,Brynja
74561,Bylgja
74571,Dagní
74581,Dagrún
74591,Dagunn
74601,Dái
74611,Dania
74621,Danvór
74631,Dina
74641,Dinna
74651,Dís
74661,Dógg
74671,Drós
74681,Durís
74691,Durita
74701,Duruta
74711,Ebba
74721,Edda
74731,Eilin
74741,Eina
74751,Eir
74761,Elsba
74771,Elspa
74781,Elsuba
74791,Embla
74801,Enna
74811,Erla
74821,Erna
74831,Esta
74841,Ester
74851,Estur
74861,Fanní
74871,Fía
74881,Fípa
74891,Fís
74901,Fjóla
74911,Flykra
74921,Fólva
74931,Frái
74941,Fróia
74951,Frótha
74961,Geira
74971,Gís
74981,Glóa
74991,Gortra
75001,Gróa
75011,Gudní
75021,Gudvór
75031,Gunn
75041,Gunna
75051,Gunnvá
75061,Gurli
75071,Gylta
75081,Halda
75091,Havdís
75101,Henní
75111,Hera
75121,Herta
75131,Hervór
75141,Hildur
75151,Hjalma
75161,Hjordís
75171,Hulda
75181,Ida
75191,Ina
75201,Ingrún
75211,Ingunn
75221,Ingvá
75231,Ingvór
75241,Inna
75251,Irena
75261,Íth
75271,Ithunn
75281,Íthunn
75291,Íthur
75301,Janna
75311,Jansí
75321,Járndís
75331,Jensa
75341,Jensia
75351,Jódís
75361,Jóhild
75371,Jónvár
75381,Jórunn
75391,Jovina
75401,Jóvór
75411,Jústa
75421,Jútta
75431,Kaia
75441,Kamma
75451,Kára
75461,Kárunn
75471,Katla
75481,Lí
75491,Lilja
75501,Lín
75511,Lís
75521,Lívói
75531,Lóa
75541,Lona
75551,Lovisa
75561,Lula
75571,Lusia
75581,Magga
75591,Malja
75601,Malla
75611,Marí
75621,Marjun
75631,Marna
75641,Masa
75651,Merrí
75661,Metta
75671,Milja
75681,Mina
75691,Minna
75701,Mira
75711,Myrna
75721,Nái
75731,Naina
75741,Nanna
75751,Nanní
75761,Nís
75771,Nísi
75781,Nita
75791,Nomi
75801,Oda
75811,Oddní
75821,Oddrún
75831,Oddvá
75841,Oddvór
75851,Óidís
75861,Óigló
75871,Óilíg
75881,Óivór
75891,Oluffa
75901,Óluva
75911,Píl
75921,Ragna
75931,Rakul
75941,Randi
75951,Rannvá
75961,Revna
75971,Rikka
75981,Ritva
75991,Ró
76001,Róa
76011,Roda
76021,Róskva
76031,Rótha
76041,Rún
76051,Rúna
76061,Saldís
76071,Salní
76081,Salvór
76091,Sanna
76101,Sigga
76111,Signa
76121,Signí
76131,Sigrun
76141,Sigvór
76151,Sissal
76161,Siv
76171,Sól
76181,Sóldís
76191,Sólja
76201,Sólrun
76211,Sólva
76221,Sólvá
76231,Sólvór
76241,Stina
76251,Suffía
76261,Súna
76271,Sunnvá
76281,Svanna
76291,Sváva
76301,Svelldís
76311,Sví
76321,Talita
76331,Thrái
76341,Tíra
76351,Tordís
76361,Torní
76371,Tórunn
76381,Torvór
76391,Tóta
76401,Tova
76411,Tóva
76421,Turith
76431,Ulla
76441,Una
76451,Unn
76461,Unna
76471,Unnur
76481,Urth
76491,Urtha
76501,Vagna
76511,Valdís
76521,Vár
76531,Várdís
76541,Vígdís
76551,Vinní
76561,Vís
76571,Vísi
76581,Vón
76591,Yngva
76601,Yrsa
7661
7662;dwarf 2a
76631,Shield
76641,Hammer
76651,Plate
76661,Sword
76671,Axe
76681,Stone
76691,Iron
76701,Steel
76711,Earth
7672
7673;dwarf 2b
76741,bearer
76751,smasher
76761,master
76771,friend
76781,maker
76791,eater
7680;elf
76811,[male elf]
76821,[female elf]
7683# Not accounted for: Letter changes when combining words
7684# http://sindarinlessons.weebly.com/37---how-to-make-names-1.html
7685;male elf
76861,[normalize-elvish [elvish prefix] [elvish word]]
76871,[normalize-elvish [elvish prefix] [elvish male suffix]]
7688# prefer short names
7689# 1,[normalize-elvish [elvish word] [elvish word] [elvish male suffix]]
7690# 1,[normalize-elvish [elvish prefix] [elvish word] [elvish male suffix]]
76913,[normalize-elvish [elvish word] [elvish male suffix]]
7692
7693;female elf
76941,[normalize-elvish [elvish prefix] [elvish word]]
76951,[normalize-elvish [elvish prefix] [elvish female suffix]]
7696# prefer short names
7697# 1,[normalize-elvish [elvish word] [elvish word] [elvish female suffix]]
7698# 1,[normalize-elvish [elvish prefix] [elvish word] [elvish female suffix]]
76993,[normalize-elvish [elvish word] [elvish female suffix]]
7700
7701# https://realelvish.net/names/sindarin/woodelf/all/
7702;elvish prefix
77031,achar
77041,adertha
77051,adleg
77061,al
77071,amartha
77081,aníra
77091,aphada
77101,ar
77111,ava
77121,awartha
77131,badh
77141,batha
77151,beria
77161,blab
77171,brenia
77181,brona
77191,buia
77201,cab
77211,can
77221,car
77231,carpha
77241,cen
77251,critha
77261,dartha
77271,delia
77281,dew
77291,díhena
77301,doltha
77311,drava
77321,drega
77331,dringa
77341,echad
77351,edledhia
77361,egleria
77371,eitha
77381,elia
77391,ercha
77401,ertha
77411,fantha
77421,fara
77431,feira
77441,feria
77451,fuia
77461,gad
77471,gala
77481,gir
77491,gladh
77501,glavra
77511,glintha
77521,glir
77531,gohena
77541,gonod
77551,gor
77561,gosta
77571,groga
77581,gruitha
77591,gwatha
77601,gwathra
77611,gweria
77621,gwesta
77631,had
77641,hal
77651,haltha
77661,hamma
77671,harna
77681,hasta
77691,henia
77701,hwinia
77711,ialla
77721,ídha
77731,ídhra
77741,ista
77751,iuitha
77761,laba
77771,lala
77781,lamma
77791,lasta
77801,lathra
77811,linna
77821,luitha
77831,mel
77841,metha
77851,mista
77861,nag
77871,nalla
77881,nara
77891,narcha
77901,ndag
77911,ndagra
77921,ndamma
77931,nde
77941,nedia
77951,negra
77961,neitha
77971,nella
77981,nesta
77991,ngal
78001,nganna
78011,nod
78021,nor
78031,northa
78041,orthel
78051,orthor
78061,osgar
78071,pad
78081,padra
78091,ped
78101,pel
78111,per
78121,puia
78131,rada
78141,ran
78151,reda
78161,redh
78171,reitha
78181,reth
78191,rhib
78201,rista
78211,ritha
78221,rosta
78231,ruthra
78241,síla
78251,sog
78261,suila
78271,teilia
78281,teitha
78291,telia
78301,theria
78311,thilia
78321,thora
78331,thosta
78341,tintha
78351,tir
78361,toba
78371,toltha
78381,tortha
78391,trasta
78401,trevad
78411,tuia
7842
7843;elvish word
78441,abonthen
78451,achad
78461,adan
78471,agar
78481,agarwen
78491,aglar
78501,aglareb
78511,agor
78521,aith
78531,alag
78541,alagos
78551,alph
78561,alu
78571,alwed
78581,amar
78591,amarth
78601,amarthan
78611,amath
78621,amdir
78631,amlug
78641,amon
78651,amrûn
78661,anc
78671,and
78681,andreth
78691,ang
78701,angol
78711,angren
78721,annui
78731,annûn
78741,anor
78751,anu
78761,anwar
78771,apharch
78781,ar
78791,aran
78801,aras
78811,arn
78821,arod
78831,arth
78841,asgar
78851,ast
78861,astor
78871,athe
78881,aur
78891,avorn
78901,awarth
78911,bain
78921,balch
78931,bara
78941,baran
78951,beleg
78961,belt
78971,belthas
78981,beren
78991,bereth
79001,bor
79011,born
79021,bragol
79031,braig
79041,brand
79051,brassen
79061,bregol
79071,brog
79081,bronadui
79091,brui
79101,brûn
79111,bŷr
79121,cadu
79131,cadwar
79141,cal
79151,calar
79161,calen
79171,callon
79181,cam
79191,canad
79201,cand
79211,caran
79221,carch
79231,carweg
79241,caun
79251,celair
79261,celeb
79271,celebren
79281,celeg
79291,celevon
79301,cem
79311,cidinn
79321,cinnog
79331,cîw
79341,coll
79351,com
79361,conui
79371,corch
79381,cordof
79391,corn
79401,coru
79411,coth
79421,craban
79431,crann
79441,crist
79451,crumui
79461,cû
79471,cugu
79481,cuin
79491,cûn
79501,cund
79511,curu
79521,cŷr
79531,dail
79541,de
79551,del
79561,deleb
79571,delu
79581,dem
79591,der
79601,dern
79611,dîn
79621,dínen
79631,dîr
79641,dol
79651,dolen
79661,doll
79671,dom
79681,donn
79691,dorn
79701,dram
79711,draug
79721,dring
79731,dû
79741,dûr
79751,dŷr
79761,ech
79771,ecthel
79781,eden
79791,edhel
79801,edhellen
79811,edlenn
79821,eg
79831,egas
79841,eglan
79851,eglir
79861,eglos
79871,eiliant
79881,einior
79891,el
79901,elanor
79911,ell
79921,elloth
79931,elu
79941,en
79951,er
79961,ereb
79971,eredh
79981,ereg
79991,eru
80001,erui
80011,esgal
80021,estel
80031,estent
80041,ethir
80051,ew
80061,ewen
80071,fain
80081,fair
80091,falas
80101,falf
80111,fanui
80121,far
80131,faug
80141,faun
80151,fe
80161,feg
80171,fel
80181,fela
80191,fen
80201,fer
80211,fern
80221,ferui
80231,filig
80241,fim
80251,find
80261,fíreb
80271,firen
80281,forgam
80291,forn
80301,forod
80311,forodren
80321,fuin
80331,gail
80341,galadh
80351,galas
80361,galenas
80371,gamp
80381,gaud
80391,gear
80401,gearon
80411,gel
80421,gell
80431,gellam
80441,gellui
80451,gem
80461,ger
80471,gern
80481,geruil
80491,glad
80501,glam
80511,glamor
80521,glamren
80531,glan
80541,glass
80551,glaur
80561,glaw
80571,gler
80581,glîr
80591,glórin
80601,gloss
80611,goeol
80621,golass
80631,gondren
80641,gordh
80651,gorn
80661,gost
80671,graw
80681,gronn
80691,gruin
80701,gûr
80711,gwache
80721,gwain
80731,gwann
80741,gwarth
80751,gwath
80761,gwathren
80771,gwathui
80781,gwaun
80791,gwaur
80801,gwe
80811,gwen
80821,gweren
80831,gwest
80841,gwew
80851,gwilwileth
80861,gwîn
80871,hadhod
80881,hal
80891,hall
80901,hallas
80911,hand
80921,hannas
80931,harad
80941,haradren
80951,hargam
80961,harn
80971,harvo
80981,hast
80991,hathel
81001,he
81011,helch
81021,heledir
81031,hell
81041,hen
81051,heneb
81061,her
81071,hethu
81081,hîl
81091,him
81101,hîr
81111,hiril
81121,hith
81131,hithren
81141,hithui
81151,hîw
81161,horn
81171,hû
81181,hûr
81191,hwand
81201,hwîn
81211,iand
81221,iar
81231,iaun
81241,iaur
81251,îdh
81261,idhor
81271,idhren
81281,ind
81291,ingem
81301,inu
81311,iphant
81321,írui
81331,ist
81341,istui
81351,ithil
81361,ivren
81371,lagor
81381,laich
81391,lain
81401,lalaith
81411,lalf
81421,lam
81431,lanc
81441,land
81451,lang
81461,lass
81471,laug
81481,lavan
81491,leb
81501,leg
81511,lend
81521,ler
81531,lew
81541,leweg
81551,lhain
81561,lhew
81571,lhind
81581,lhûg
81591,lim
81601,limp
81611,lind
81621,lithui
81631,loen
81641,lom
81651,lorn
81661,lossen
81671,lost
81681,loth
81691,luin
81701,lum
81711,lung
81721,lŷg
81731,madweg
81741,maelui
81751,magor
81761,maidh
81771,malt
81781,malthen
81791,malthorn
81801,malu
81811,man
81821,mbar
81831,mbarad
81841,mecheneb
81851,med
81861,medli
81871,medlin
81881,medui
81891,meg
81901,megil
81911,melch
81921,meldir
81931,meldis
81941,meleth
81951,mell
81961,mellon
81971,melui
81981,men
81991,mer
82001,meren
82011,meron
82021,mesg
82031,methen
82041,mew
82051,milui
82061,min
82071,minai
82081,mîr
82091,mith
82101,mithren
82111,mîw
82121,morgul
82131,morn
82141,muil
82151,muin
82161,mûl
82171,mund
82181,mŷl
82191,naith
82201,nar
82211,narch
82221,naru
82231,nathal
82241,naud
82251,naug
82261,naugla
82271,naur
82281,nauth
82291,naw
82301,nawag
82311,ndam
82321,nder
82331,ndîr
82341,ndîs
82351,negen
82361,neledh
82371,nen
82381,nend
82391,nenui
82401,ner
82411,nestadren
82421,ngail
82431,ngalad
82441,ngannel
82451,ngaraf
82461,ngaur
82471,ngawad
82481,ngilith
82491,ngoll
82501,ngollor
82511,ngolodh
82521,ngolu
82531,ngolwen
82541,ngor
82551,ngorgor
82561,ngorn
82571,ngorth
82581,ngorthad
82591,ngûl
82601,ngurth
82611,nguru
82621,nguruthos
82631,niben
82641,nîd
82651,nîf
82661,nimp
82671,nîn
82681,nind
82691,nîr
82701,noen
82711,norn
82721,noroth
82731,nórui
82741,nûr
82751,oel
82761,oer
82771,ogol
82781,ol
82791,onod
82801,orch
82811,orchall
82821,orod
82831,oron
82841,othol
82851,ovor
82861,pant
82871,paran
82881,parch
82891,path
82901,paur
82911,pedweg
82921,pegui
82931,pelin
82941,pen
82951,peng
82961,periand
82971,peth
82981,pigen
82991,pîn
83001,puig
83011,rain
83021,raud
83031,raudh
83041,raug
83051,raun
83061,raw
83071,reg
83081,rem
83091,ren
83101,rend
83111,reth
83121,rhanc
83131,rhaw
83141,rhosg
83151,rhoss
83161,rhudol
83171,rhúnen
83181,rî
83191,rîn
83201,ring
83211,rîs
83221,riss
83231,roch
83241,rosc
83251,ross
83261,rost
83271,rûdh
83281,ruin
83291,rustui
83301,rûth
83311,rŷn
83321,sadar
83331,sador
83341,said
83351,sain
83361,sammar
83371,sarch
83381,sel
83391,ser
83401,sereg
83411,sîdh
83421,silef
83431,silivren
83441,sîr
83451,sûl
83461,tad
83471,taid
83481,tal
83491,talagand
83501,talt
83511,tan
83521,tanc
83531,tang
83541,tara
83551,tarch
83561,tarlanc
83571,tathren
83581,taug
83591,taur
83601,tavor
83611,taw
83621,tawar
83631,tawaren
83641,tawen
83651,tegil
83661,ten
83671,ter
83681,tes
83691,thala
83701,thanc
83711,thand
83721,tharan
83731,tharn
83741,thaur
83751,thavor
83761,thaw
83771,thend
83781,thent
83791,thîr
83801,thon
83811,thorn
83821,thoron
83831,thûl
83841,thurin
83851,tinnu
83861,tint
83871,tinu
83881,tîr
83891,tirn
83901,tithen
83911,tolog
83921,tond
83931,tong
83941,torn
83951,torog
83961,trîw
83971,tû
83981,tûg
83991,tuilind
84001,tulus
84011,tûr
84021,uanui
84031,uilos
84041,uireb
84051,ûl
84061,ulund
84071,ûn
84081,ungol
84091,ûr
84101,urug
84111,urui
8412
8413;elvish neutral suffix
84141,ben
84151,dil
84161,ndil
84171,or
84181,wi
8419
8420;elvish female suffix
84213,[elvish neutral suffix]
84221,iel
84231,iell
84241,ien
84251,il
84261,eth
84271,el
84281,wen
8429
8430;elvish male suffix
84312,[elvish neutral suffix]
84321,dir
84331,ion
84341,on
8435;halfling name
84361,[gothic names for men]
84371,[gothic names for women]
8438
8439# http://themiddleages.net/people/names.html
8440;gothic names for men
84411,Adalbert
84421,Ageric
84431,Agiulf
84441,Ailwin
84451,Alan
84461,Alard
84471,Alaric
84481,Aldred
84491,Alexander
84501,Alured
84511,Amalaric
84521,Amalric
84531,Amaury
84541,Andica
84551,Anselm
84561,Ansovald
84571,Aregisel
84581,Arnald
84591,Arnegisel
84601,Asa
84611,Athanagild
84621,Athanaric
84631,Aubrey
84641,Audovald
84651,Austregisel
84661,Authari
84671,Badegisel
84681,Baldric
84691,Baldwin
84701,Bartholomew
84711,Bennet
84721,Bernard
84731,Bero
84741,Berthar
84751,Berthefried
84761,Bertram
84771,Bisinus
84781,Blacwin
84791,Burchard
84801,Carloman
84811,Chararic
84821,Charibert
84831,Childebert
84841,Childeric
84851,Chilperic
84861,Chlodomer
84871,Chramnesind
84881,Clovis
84891,Colin
84901,Constantine
84911,Dagaric
84921,Dagobert
84931,David
84941,Drogo
84951,Eberulf
84961,Ebregisel
84971,Edwin
84981,Elias
84991,Engeram
85001,Engilbert
85011,Ernald
85021,Euric
85031,Eustace
85041,Fabian
85051,Fordwin
85061,Forwin
85071,Fulk
85081,Gamel
85091,Gararic
85101,Garivald
85111,Geoffrey
85121,Gerard
85131,Gerold
85141,Gervase
85151,Gilbert
85161,Giles
85171,Gladwin
85181,Godomar
85191,Godwin
85201,Grimald
85211,Gunderic
85221,Gundobad
85231,Gunthar
85241,Guntram
85251,Guy
85261,Hamo
85271,Hamond
85281,Harding
85291,Hartmut
85301,Helyas
85311,Henry
85321,Herlewin
85331,Hermangild
85341,Herminafrid
85351,Hervey
85361,Hildebald
85371,Hugh
85381,Huneric
85391,Imnachar
85401,Ingomer
85411,James
85421,Jocelin
85431,John
85441,Jordan
85451,Lawrence
85461,Leofwin
85471,Leudast
85481,Leuvigild
85491,Lothar
85501,Luke
85511,Magnachar
85521,Magneric
85531,Marachar
85541,Martin
85551,Masci
85561,Matthew
85571,Maurice
85581,Meginhard
85591,Merovech
85601,Michael
85611,Munderic
85621,Nicholas
85631,Nigel
85641,Norman
85651,Odo
85661,Oliva
85671,Osbert
85681,Otker
85691,Pepin
85701,Peter
85711,Philip
85721,Ragnachar
85731,Ralf
85741,Ralph
85751,Ranulf
85761,Rathar
85771,Reccared
85781,Ricchar
85791,Richard
85801,Robert
85811,Roger
85821,Saer
85831,Samer
85841,Savaric
85851,Sichar
85861,Sigeric
85871,Sigibert
85881,Sigismund
85891,Silvester
85901,Simon
85911,Stephan
85921,Sunnegisil
85931,Tassilo
85941,Terric
85951,Terry
85961,Theobald
85971,Theoderic
85981,Theudebald
85991,Theuderic
86001,Thierry
86011,Thomas
86021,Thorismund
86031,Thurstan
86041,Umfrey
86051,Vulfoliac
86061,Waleran
86071,Walter
86081,Waltgaud
86091,Warin
86101,Werinbert
86111,William
86121,Willichar
86131,Wimarc
86141,Ymbert
8615
8616# http://themiddleages.net/people/names.html
8617;gothic names for women
86181,Ada
86191,Adallinda
86201,Adaltrude
86211,Adelina
86221,Adofleda
86231,Agnes
86241,Albofleda
86251,Albreda
86261,Aldith
86271,Aldusa
86281,Alice
86291,Alina
86301,Amabilia
86311,Amalasuntha
86321,Amanda
86331,Amice
86341,Amicia
86351,Amiria
86361,Anabel
86371,Annora
86381,Arnegunde
86391,Ascilia
86401,Audovera
86411,Austrechild
86421,Avelina
86431,Avice
86441,Avoca
86451,Basilea
86461,Beatrice
86471,Bela
86481,Beretrude
86491,Berta
86501,Berthefled
86511,Berthefried
86521,Berthegund
86531,Bertrada
86541,Brunhild
86551,Cecilia
86561,Celestria
86571,Chlodosind
86581,Chlothsinda
86591,Cicely
86601,Clarice
86611,Clotild
86621,Constance
86631,Denise
86641,Dionisia
86651,Edith
86661,Eleanor
86671,Elena
86681,Elizabeth
86691,Ellen
86701,Emma
86711,Estrilda
86721,Faileuba
86731,Fastrada
86741,Felicia
86751,Fina
86761,Fredegunde
86771,Galswinth
86781,Gersvinda
86791,Gisela
86801,Goda
86811,Goiswinth
86821,Golda
86831,Grecia
86841,Gundrada
86851,Gundrea
86861,Gundred
86871,Gunnora
86881,Haunild
86891,Hawisa
86901,Helen
86911,Helewise
86921,Hilda
86931,Hildegarde
86941,Hiltrude
86951,Ida
86961,Idonea
86971,Ingitrude
86981,Ingunde
86991,Isabel
87001,Isolda
87011,Joan
87021,Joanna
87031,Julian
87041,Juliana
87051,Katherine
87061,Lanthechilde
87071,Laura
87081,Leticia
87091,Lettice
87101,Leubast
87111,Leubovera
87121,Liecia
87131,Linota
87141,Liutgarde
87151,Lora
87161,Lucia Mabel
87171,Madelgarde
87181,Magnatrude
87191,Malota
87201,Marcatrude
87211,Marcovefa
87221,Margaret
87231,Margery
87241,Marsilia
87251,Mary
87261,Matilda
87271,Maud
87281,Mazelina
87291,Millicent
87301,Muriel
87311,Nesta
87321,Nicola
87331,Parnel
87341,Petronilla
87351,Philippa
87361,Primeveire
87371,Radegund
87381,Richenda
87391,Richolda
87401,Rigunth
87411,Roesia
87421,Rosamund
87431,Rothaide
87441,Rotrude
87451,Ruothilde
87461,Sabelina
87471,Sabina
87481,Sarah
87491,Susanna
87501,Sybil
87511,Sybilla
87521,Theodelinda
87531,Theoderada
87541,Ultrogotha
87551,Vuldretrada
87561,Wymarc
8757
8758;old name
87591,[old names for men]
87601,[old names for women]
8761# http://www.namenerds.com/welsh/trad2.html
8762
8763;old names for men
87641,Adda
87651,Addaon
87661,Adeon
87671,Aedd
87681,Aeddan
87691,Aelhearn
87701,Aelwyn
87711,Aeron
87721,Afagddu
87731,Afallon
87741,Afan
87751,Alan
87761,Alaw
87771,Alawn
87781,Alban
87791,Aldith
87801,Aldryd
87811,Alec
87821,Aled
87831,Alun
87841,Alwyn
87851,Amaethon
87861,Amlodd
87871,Anarawd
87881,Andreas
87891,Aneirin
87901,Angwyn
87911,Anhun
87921,Arawn
87931,Arial
87941,Arianwyn
87951,Arnallt
87961,Arofan
87971,Aron
87981,Arthen
87991,Arthfael
88001,Arthgen
88011,Arthur
88021,Arwel
88031,Arwyn
88041,Asaff
88051,Aurfryn
88061,Auryn
88071,Awen
88081,Awsten
88091,Baeddan
88101,Baglan
88111,Barri
88121,Barti
88131,Bedaws
88141,Bedwyn
88151,Bedivere
88161,Bedwyn
88171,Bedwyr
88181,Berddig
88191,Bergam
88201,Berwyn
88211,Bevan
88221,Beuno
88231,Beynon
88241,Bleddyn
88251,Bledig
88261,Bledri
88271,Blwchfardd
88281,Boreugwyn
88291,Brân
88301,Branwaladr
88311,Breichiawl
88321,Brice
88331,Brioc
88341,Brochfael
88351,Brychan
88361,Bryn
88371,Brynllyn
88381,Brynmor
88391,Bryngwyn
88401,Brython
88411,Cadell
88421,Cadfael
88431,Cadog
88441,Cadwaladr
88451,Cadwallon
88461,Cadwgan
88471,Caerwyn
88481,Caradog
88491,Carwyn
88501,Caswallon
88511,Cawrdaf
88521,Cecil
88531,Cedrych
88541,Cei
88551,Ceinfryn
88561,Ceiriog
88571,Celyn
88581,Celynen
88591,Cennydd
88601,Ceredig
88611,Ceri
88621,Cewydd
88631,Cian
88641,Cledwyn
88651,Clwyd
88661,Clydai
88671,Clydno
88681,Coel
88691,Collen
88701,Colwyn
88711,Conan
88721,Conwy
88731,Cospatrick
88741,Craigfryn
88751,Cranog
88761,Crwys
88771,Culhwch
88781,Cunedda
88791,Curig
88801,Cyfeiliog
88811,Cyffin
88821,Cymro
88831,Cynan
88841,Cynddelw
88851,Cyndeyrn
88861,Cynddylan
88871,Cynedda
88881,Cynfab
88891,Cynfarch
88901,Cynfael
88911,Cynfrig
88921,Cynog
88931,Cynon
88941,Dafydd
88951,Dai
88961,Dedwydd
88971,Deian
88981,Deiniol
88991,Delwyn
89001,Derfel
89011,Deri
89021,Dewi
89031,Dogmael
89041,Dwyryd
89051,Dyfri
89061,Dylan
89071,Ednyfed
89081,Einion
89091,Eirian
89101,Eirwyn
89111,Elffin
89121,Elidir
89131,Elis
89141,Elwyn
89151,Elystan
89161,Emlyn
89171,Emrys
89181,Emyr
89191,Evan
89201,Fflamddwyn
89211,Ffransis
89221,Fychan
89231,Gareth
89241,Gawain
89251,Geraint
89261,Gerallt
89271,Gethin
89281,Gildas
89291,Gilfaethwy
89301,Glanmor
89311,Glyn
89321,Goronwy
89331,Grigor
89341,Gruffydd
89351,Gwaednerth
89361,Gwalchgwyn
89371,Gwalchmai
89381,Gwatcyn
89391,Gwaun
89401,Gwenlyn
89411,Gwili
89421,Gwilym
89431,Gwion
89441,Gwydderig
89451,Gwyddno
89461,Gwydion
89471,Gwyn
89481,Gwynfor
89491,Gwythyr
89501,Hafgan
89511,Heddwyn
89521,Heilyn
89531,Heini
89541,Hergest
89551,Heulfryn
89561,Heulyn
89571,Huw
89581,Hywel
89591,Iago
89601,Ianto
89611,Idris
89621,Idwal
89631,Iestin
89641,Ieuan
89651,Ifan
89661,Ifor
89671,Illtyd
89681,Ioan
89691,Iolo
89701,Iorweth
89711,Lewys
89721,Llew
89731,Lloyd
89741,Llyr
89751,Llywarch
89761,Llywelyn
89771,Mabon
89781,Macsen
89791,Madog
89801,Mael
89811,Maelgwyn
89821,Maelgwn
89831,Maelmadog
89841,Math
89851,Mathonwy
89861,Medrawd
89871,Meical
89881,Meilyr
89891,Meirion
89901,Meredudd
89911,Merfyn
89921,Meurig
89931,Mihangel
89941,Moelwyn
89951,Morgan
89961,Morien
89971,Myrddin
89981,Nudd
89991,Owain
90001,Pawl
90011,Pedr
90021,Peredur
90031,Powel
90041,Pryderi
90051,Pwyll
90061,Rhein
90071,Rheinallt
90081,Rhisiart
90091,Rhodri
90101,Rhun
90111,Rhydderch
90121,Rhydian
90131,Rhydwyn
90141,Rhys
90151,Robat
90161,Seiriol
90171,Selwyn
90181,Siarl
90191,Siencyn
90201,Simwnt
90211,Sion
90221,Sionyn
90231,Sior
90241,Steffan
90251,Sulien
90261,Sulwyn
90271,Taliesin
90281,Tegwyn
90291,Teilo
90301,Tewdwr
90311,Tomos
90321,Trefor
90331,Trystan
90341,Wyn
90351,Ynyr
9036# http://www.namenerds.com/welsh/trad1.html
9037
9038;old names for women
90391,Addfwyn
90401,Aderyn
90411,Adlais
90421,Adwen
90431,Aelwen
90441,Aerfen
90451,Aeron
90461,Aeronwen
90471,Aeronwy
90481,Afryl
90491,Alaw
90501,Aldyth
90511,Alwen
90521,Alys
90531,Amranwen
90541,Aneira
90551,Anest
90561,Angharad
90571,Ann, Anna
90581,Anwen
90591,Annwr
90601,Annwyl
90611,Arddun
90621,Arianell
90631,Arianrhod
90641,Arianwen
90651,Arwen
90661,Aurddolen
90671,Auron
90681,Awela
90691,Awena
90701,Banwen
90711,Beca
90721,Berwen
90731,Bethan
90741,Beti
90751,Betrys
90761,Blodeuedd
90771,Blodwedd
90781,Blodwen
90791,Branwen
90801,Brengwain
90811,Briallen
90821,Brisen
90831,Bronmai
90841,Bronwen
90851,Brythonwen
90861,Buddug
90871,Cadi
90881,Cain
90891,Calan
90901,Canaid
90911,Caron
90921,Caronwen
90931,Carwen
90941,Caryl
90951,Carys
90961,Catrin
90971,Ceindeg
90981,Ceindrych
90991,Ceinfryn
91001,Ceinwen
91011,Ceirios
91021,Ceri
91031,Ceridwen
91041,Cerys
91051,Collwen
91061,Creuddylad
91071,Crisiant
91081,Crystyn
91091,Cyffin
91101,Daron
91111,Deilwen
91121,Del
91131,Delun
91141,Delwen
91151,Delyn
91161,Delyth
91171,Deris
91181,Derwena
91191,Deryn
91201,Deryth
91211,Dilwen
91221,Dilys
91231,Drudwen
91241,Drysi
91251,Dwyfor
91261,Dwynwen
91271,Dwyryd
91281,Dwysan
91291,Dyddanwy
91301,Dyddgu
91311,Dyfi
91321,Ebrill
91331,Edwy
91341,Efa
91351,Eigra
91361,Eilir
91371,Eilonwy
91381,Eilwen
91391,Eira
91401,Eirian
91411,Eirianwen
91421,Eirianedd
91431,Eiriol
91441,Eirlys
91451,Eirwen
91461,Eirys
91471,Elan
91481,Elain
91491,Elen
91501,Elenid
91511,Eleri
91521,Elinor
91531,Elisabeth
91541,Elli
91551,Elliw
91561,Eluned
91571,Enfys
91581,Enid
91591,Eos
91601,Erin
91611,Eryl
91621,Esyllt
91631,Ethni
91641,Eurfron
91651,Euron
91661,Eurddolyn
91671,Eurwen
91681,Ewig
91691,Faleiry
91701,Fanw
91711,Ffion
91721,Fflur
91731,Ffraid
91741,Ffreuer
91751,Fioled
91761,Gaenor
91771,Geinor
91781,Generys
91791,Glenda
91801,Glenys
91811,Glesni
91821,Glynis
91831,Goleubryd
91841,Goleudydd
91851,Grug
91861,Gwawr
91871,Gwawrddydd
91881,Gwawrwen
91891,Gwen
91901,Gwenda
91911,Gwenddydd
91921,Gwendolen
91931,Gwener
91941,Gwenfair
91951,Gwenfor
91961,Gwenfrewi
91971,Gwenfron
91981,Gwenhwyfar
91991,Gwenith
92001,Gwenllian
92011,Gwenlyn
92021,Gwennan
92031,Gwennant
92041,Gwennol
92051,Gwenol
92061,Gwenydd
92071,Gwenynan
92081,Gwerful
92091,Gwernen
92101,Gwernfyl
92111,Gwlithen
92121,Gwyddelan
92131,Gwyddfid
92141,Gwladys
92151,Gwylan
92161,Gwylfai
92171,Gwyneth
92181,Gwynonwen
92191,Haf
92201,Hafgan
92211,Hafren
92221,Hafwen
92231,Heddwen
92241,Hedydd
92251,Heini
92261,Heledd
92271,Heulwen
92281,Heulyn
92291,Hydref
92301,Hywela
92311,Iarlles
92321,Idanwen
92331,Ifanna
92341,Ifanwy
92351,Ilar
92361,Iona
92371,Ionor
92381,Iorwen
92391,Iseult
92401,Ithela
92411,Leri
92421,Lili
92431,Lilwen
92441,Liwsi
92451,Lleucu
92461,Llian
92471,Llinos
92481,Llio
92491,Lluan
92501,Lodes
92511,Lowri
92521,Luned
92531,Lyneth
92541,Lynfa
92551,Lynwen
92561,Mabli
92571,Madlen
92581,Maelona
92591,Maelorwen
92601,Mai
92611,Mair
92621,Mallt
92631,Manon
92641,Marged
92651,Medeni
92661,Medi
92671,Medwen
92681,Mefin
92691,Megan
92701,Meinwen
92711,Meirionwen
92721,Melangell
92731,Meleri
92741,Meudwen
92751,Modron
92761,Modwen
92771,Moelwen
92781,Mold
92791,Mona
92801,Morforwyn
92811,Morfudd
92821,Morwen
92831,Mwyndeg
92841,Mwynen
92851,Myfanwy
92861,Nan
92871,Nans
92881,Nant
92891,Nefyn
92901,Nerys
92911,Nest
92921,Nia
92931,Non
92941,Olwen
92951,Owena
92961,Perl
92971,Rebeca
92981,Rhagnell
92991,Rhedyn
93001,Rhiain
93011,Rhiangar
93021,Rhiannon
93031,Rhianwen
93041,Rhianydd
93051,Rhondda
93061,Rhonwen
93071,Rhosan
93081,Rhoslyn
93091,Rhunedd
93101,Rosentyl
93111,Rowena
93121,Sara
93131,Seirial
93141,Seirian
93151,Seren
93161,Siân
93171,Sidan
93181,Sioned
93191,Siriol
93201,Siwan
93211,Siwsan
93221,Sulian
93231,Sulwen
93241,Surwen
93251,Tafwys
93261,Tangwen
93271,Tangwystl
93281,Tanwen
93291,Taryn
93301,Tegan
93311,Tegeirian
93321,Tegfedd
93331,Tegwedd
93341,Tegwen
93351,Tegyd
93361,Teiddwen
93371,Teifi
93381,Telaid
93391,Teleri
93401,Telyn
93411,Tesni
93421,Tirion
93431,Tonwen
93441,Tudful
93451,Undeg
93461,Wena
93471,Wenhaf
93481,Ynyra
9349
9350# https://www.s-gabriel.org/names/guntram/franks.htm
9351;strange name
93521,[strange male name]
93531,[strange female name]
9354
9355;strange male name
93563,[strange male name 1][strange male name 2]
93571,[strange male name short]
9358
9359;strange female name
93603,[strange male name 1][strange female name 2]
93612,[strange male name 1][strange male name 2]a
9362
9363;strange male name 1
93641,Adal
93651,Am
93661,Amal
93671,Balde
93681,Bert
93691,Child
93701,Chlodo
93711,Charde
93721,Gunde
93731,Sigi
93741,Theude
9375
9376;strange male name 2
93771,ger
93781,man
93791,mund
93801,ric
93811,sind
93821,hard
93831,bert
93841,brand
93851,gysil
9386
9387;strange male name short
93881,Adda
93891,Adzo
93901,Ardoin
93911,Atto
93921,Berto
93931,Dedo
93941,Dido
93951,Dodo
93961,Siggo
93971,Theo
9398
9399;strange female name 2
94001,burg
94011,gard
94021,gund
94031,hild
94041,lind
94051,swind
94061,trud
9407
9408End of table…