· 6 years ago · Jul 24, 2019, 03:08 PM
1# This table is based on the tables written by Alex Schroeder, Peter Seckler, and Matt Strom. This prompts a few discrepencies in the stats of monsters, but I have tried to document where each monsters’ stats derive. For monsters from Alex’s table I use *HH* to denote that they are using Labyrinth Lord/Halberds & Helmets. For other monsters, I denote their origin with *FF*, *MM*, or *MM2* where appropriate. OSRIC may also be used as a source for some monsters. Monsters marked *CCD* are from the *Classic Dungeon Designers’ Netbook #1*, available [here](https://kellri.blogspot.com/) Finally, I occasionally invent some stats for something which I mark as *CGL*.
2*Names* **monster types**
3Outline
4 * Terrain & Locations
5 * Color
6 * Terrain
7 * Terrain landmark
8 * Terrain encounter
9 * Terrain NPC
10 * Terrain item?
11 * Settlements
12 * Personalities
13 * Quest Options
14 * Monsters
15 * Animals
16 * Humanoids
17 * The Strange & Terrible
18 * Treasure
19* Miscellany
20 * Names
21 * Terrain Names
22 * ## Short Monster Names
23 * ## Short Monster Tribe/Group Names
24; START
251,[sand desert]
261,[dust desert]
27# mountains
281,[hill]
291,[mountain]
301,[white mountain]
311,[mountains]
321,[forest-hill]
33# green stuff
341,[grass]
351,[bush]
361,[bushes]
371,[firs]
381,[fir-forest]
391,[trees]
401,[forest]
411,[swamp]
421,[water]
43# settlements
441,[thorp]
451,[village]
461,[town]
471,[law]
481,[chaos]
49
50;TOP
511,<p>[procedures]</p><p>[spells]</p>[gems]<p>[treasure]
52
53;procedures
541,**Procedures**: <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.
55
56;spells
571,<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.
58
59;treasure
601,<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.
61
62;gems
631,<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>
64# Terrain
65## Deserts
66;sand desert
673,There is sand in every direction.
681,The dunes make progress slow.
691,There is endless sand.
701,The sand here has formed strange whorls and eddies.
711,Strange desert flora dot the landscape here.
721,Dead calm in the desert, and tall angular cacti can be seen in every direction.
731,The sand here has shifted into tall hills.
741,The sand here has shifted, revealing the opening of an ancient tomb. The tomb is [1d3+1] levels deep, and inhabited by [desert tomb]
751,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.
761, *Giant Sandworms* roam this part of the desert. They ambush travelers.
771, [2d8] *vulchlings* wheel overhead. They follow any party that has wounded members, and may attempt an ambush.
781,[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.
791,The remains of a crumbling colossus lie half-buried in the sands here.
804,[general desert]
81
82;dust desert
833,The land here is a flat and featureless desert.
841,These white salt flats are as dead as dead can be.
851,Bare stones wherever you look and no shade.
861,These white salt flats are the home of *dust devils*.
871,Strange winds kick up choking and blinding dust in this desert.
881,These dusty dunes feature are an unusual [color] color.
891,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.
901,A nomadic tribe of [2d6] *thri-kreen* ([thri-kreen stats]) have set up camp in this desert. They are hostile to outsiders.
911,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.
924,[general desert]
93
94;desert tomb
951,undead creatures, including a powerful **mummy** ([mummy stats]).
961,undead guardians of a fabulous treasure
971,hundreds of dessicated skeletons, and a group of cursed magical guardians
981,a mythical *sphinx* who guards a planar gateway on the deepest level.
991,undead lizardfolk
1001,a powerful lich known as [old name]
101
102;moongatetime
1033,first night of the full moon
1041,1st day of the week, at midnight
1051,last day of the week, at midnight
1061,7th day of the month, at midnight
1071,1st night of the new moon
1081,1st full moon of the year
1091,night of spring equinox
1101,night of the winter equinox
111
112;general desert
1131,Desert.<br/>*Landmark: *[desert landmark]<br/>*Encounter:* [desert encounter]<br/>*NPC:* [desert NPC]<br/>*Item:* [desert item]<br/>
114
115;desert landmark
11650,[thor hex]
11750,[tolkien hex]
1181,A verdant *oasis* teeming with [desert encounter]
1191,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.
1201,Ancient blocks of sandstone forming a simple labyrinth. Used by [predators] as den.
1211,Natural stone pillars emerge from the sands as far as the eye can see.
1221,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.
1231,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.
1241,A dozen Jackalmen carrying the Eye of Nagrah Saar to the Salt Hills of Zuhn . Three are wizards, all carry khopesh swords.
1251,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.
1261,Caravan of serpent-men traders. They sell potions made from their venom.
1271,A band of Suji Loo nomads have anchored their wind canoes here and made camp, while they observe a week of holy obligation.
1281,Fresh water. Wild dogs.
1291,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.
1301,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.
1311,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.
1321,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.
1331,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.
1341,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.
1351,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.
1361,A small oasis provides fresh water and a respite from the unbearable heat of the desert.
1371,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.
1381,Scarab swarm covering freshly-cleaned skeletons.
1391,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.
1401,Bihza the Hunter roams the plain in a tusked dune mask, killing the great mantis for its meat.
1411,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.
1421,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.
1431,Mughali warriors in a pitched battle with jackalmen on a bridge over a perilous gorge.
1441,Sand goblins stalk this area looking for unsuspecting travelers, they hide in crudely made camouflaged traps/holes and ambush travelers from underneath them
1451,Floating City-Temple of the Illustrious Djinni.
1461,A caravan of fire-worshippers proceeds inexorably toward a land they call 'Nazaraleth'.
1471,The ruins of a Mughali outpost. The entire settlement is covered in vibrantly colored toxic fungal growths.
1481,A 5'x5' stone floor rests in the middle of the sand here. It is a very lost trapper monster.
1491,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.
1501,A 20' circle of mysterious ancient stones. During moonless nights, a gynosphinx may be summoned here with a proper offering.
1511,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.
1521,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.
1531,The size of a small village, the giant turtle Ixilithi lays sleeping in the sand.
1541,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.
1551,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.
1561,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.
1571,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.”
1581,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.
1591,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.
1601,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.
1611,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.
1621,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.
1631,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].
1641,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.
1651,The river's slow-flowing waters provide a lush greenery along the banks. At night the area is patrolled by jackalwere bandits.
1661,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.
1671,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.
1681,Mirages seen in this area actually show images from all around the world.
1691,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.
1701,The Mosque of Annihilation.
1711,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.
1721,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.
1731,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].
1741,Non-aquatic crocodiles with the legs, tails and pincers of black scorpion nest among rust colored dunes.
1751,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.
1761,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.
1771,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.
1781,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.
1791,An efreeti bound within an obsidian pillar will negotiate with passers by for its freedom, which requires a blood sacrifice.
1801,A frequent thoroughfare for beast migration. A pride of lions prey on the weak and vultures circle, awaiting the dead.
1811,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.
1821,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
1831,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.
1841,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.
1851,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.
1861,A lone spirit lurks in the sands at night, so old it remembers nothing. By day normal seeming sand dunes littered by bones
1871,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.
1881,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.
1891,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.
1901,Sand lice. Sand lice everywhere.
1911,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.
1921,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.
1931,Small herds of wild camels roam here, defending territory from each other. They are hunted by Sand Cats and burrowing serpents.
1941,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.
1951,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.
1961,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
1971,High grass savannah where great cats hunt all. Wildfires are common during the dry season.
1981,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.
1991,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.
2001,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.
2011,Bones, dazed travelers, and frightened animals are picked over by jewellike insects of odd anatomy.
2021,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.
2031,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.
2041,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.
2051,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].
2061,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].
2071,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.
2081,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.
2091,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.
2101,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.
2111,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].
2121,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].
2131,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.
2141,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)
2151,Dune traders head [direction], their Giant Ants laden with the delicious giant fungi that grow nearby.
2161,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
2171,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.
2181,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.
2191,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.
2201,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.
2211,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].
2221,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.
2231,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.
2241,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.
2251,Ancient lava flows have turned these mountains into black basalt monoliths. An antediluvian Blue Dragon Mosach the Preeminent lives in the highest peaks.
2261,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.
2271,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.
2281,A stable portal to the elemental plane of fire with fire mephits roaming the area around the portal.
2291,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.
2301,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.
2311,Abandoned farmsteads abound in this lava plain.
2321,This vast a featureless stone plain is deceptively empty; below the surface there is a vast maze of lava tubes inhabited by twisted outcasts.
2331,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.
2341,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.
2351,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.
2361,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.
2371,16 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.
2381,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.
2391,Black rails perch on the vast numbers of saguaro that grow here. They mock passersby mercilessly in the common tongue.
2401,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.
2411,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.
2421,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.
2431,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.
2441,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.
2451,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).
2461,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.
2471,Glass desert. Reflective sand may cause blindness. Plus 2 on attempts to summon efreeti, minus 4 on attempts to bind them.
2481,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
2491,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
2501,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.
2511,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.
2521,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.
2531,A large priamid surrounded by some smaller priamids are here
2541,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
2551,Corpses, caravans, and half-constructed buildings are buried in the sand. Huge finned worms hunt anything heavy or noisy.
2561,Tel Amur, a semi exposed ziggurat. No entry can be found but hundreds of raspy voices within can be heard chanting by night
2571,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.
2581,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.
2591,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.
2601,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.
2611,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.
2621,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.
2631,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
2641,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.
2651,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.
2661,111 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.
2671,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].
2681,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.
2691,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.
2701,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.
2711,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.
2721,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.
2731,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.
2741,Well, 3 lions.
2751,A sand giant member of the Tribe of El Bardin leads a dozen sand goblins in chains [direction]ward as prisoners of war.
2761,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.
2771,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.
2781,42 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.
2791,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.
2801,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.
2811,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.
2821,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.
2831,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
2841,Four Desert Gnomes ride on battle goats on a secret mission.
2851,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.
2861,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.
2871,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.
2881,A lush garden of fig and olive trees. Two nomads sit under a tree smoking hashish from a long wooden pipe.
2891,A tribe of nomads are camped upon a mesa here. Their chieftain, Yosab-Am, lies dying, poisoned by a Scorpion-man.
2901,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.
2911,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]*.
2921,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.
2931,A raiding party of Qullans are tracking the riders. They are armed with broadswords and nets.
2941,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.
2951,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.
2961,A stone slab can be discerned beneath the sand. The slab leads down into a subterranean tomb where Sons of Kyuss await.
2971,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.
2981,A desert goblin riding trained giant scorpion sells trinkets and water and maps to passers by
2991,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.
3001,A caravan of supplies bound for Saqfa Zojaj's Glass Foundry. Desert creatures hide from the sun in a series of old abandoned shacks.
3011,Four Hobgoblins ride on war elephants. They carry long bows and are hunting Pangolin Men.
3021,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].
3031,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.
3041,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.
3051,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.
3061,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.
3071,Prison palace for the Summer Pharaoh's family members.
3081,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.
3091,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.
3101,A caravan taking an ill-advised route is caught in a sandstorm. Sand Goblins are moving in to loot.
3111,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.
3121,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,
3131,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.
3141,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.
3151,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.
3161,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.
3171,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.
3181,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.
3191,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
3201,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.
3211,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 />
3221,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.
3231,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.
3241,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.
3251,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.
3261,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*.
3271,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.
3281,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.
3291,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).
3301,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.
3311,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.
3321,An upthrust of red sandstone rises 600 feet in the air. Harpies nest on and circle about it.
3331,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.
3341,Some survivors from the crew of the crashed airship Their fire has attracted a group of Jackal-men.
3351,Nothing but sand, cacti, and strange looping tracks made by sidewinders.
3361,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.
3371,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.
3381,Sand, sun, the occasional cactus. Heat shimmer makes it very easy to get lost and go in circles here.
3391,Mantis-men driving cactus juggernaut in huge circles
3401,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.
3411,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."
3421,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.
3431,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.
3441,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.
3451,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].
3461,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.
3471,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.
3481,A trail of fresh blood leads over the rocks and down into the ruins of an ancient well.
3491,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.
3501,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.
3511,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.
3521,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.
3531,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.
3541,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.
3551,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.
3561,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 .
3571,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.
3581,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.
3591,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.
3601,A tribe of the An-An has been walking in circles in this hex for 40 days and 40 nights, cursed by their god.
3611,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.
3621,A group of Dwarven bandits are leaving KARAKT-ZUL with a cart full of stolen contraband.
3631,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).
3641,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
3651,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.
3661,A beautiful forest once stood here only, but was eaten by the sands. The dead trees are filled with stirges.
3671,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.
3681,Ziggurat of the Cybergorgon Queen. 25% chance of encountering one of her robo-beastman patrols.
3691,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.
3701,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).
3711,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.
3721,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.
3731,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.
3741,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.
3751,These lush hills are home to a tribe of molemen.
3761,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.
3771,The “stumps” of hundreds of cacti give evidence to some recent harvest. Hundreds of goblin tracks lead to the [direction].
3781,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.
3791,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.
3801, [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.
381
382;desert encounter
3831, traveling merchants who are wary of strangers
3841,"sand devils", vortices of wind and sand. might suck up something or someone.
3851, thirsty [predators]
3861,old hermit. Knows much about the desert, don’t want to talk to anyone.
3871,[3d10] cruel raiders (HD 1 AC 14 saber or bow d6) with loot from last raid.
388
389;predators
3901, lions (HD 2 AC 12 Claw d6)
3911, cheetahs (HD 1 AC 15 Claw d4)
3921, hyenas (HD 1 AC 12 Bite d6)
3931,sand worms (HD 5 AC 12 giant bite -2 to hit 1d6+swallow)
394
395;desert NPC
3961,[fighter].
3971,[cleric].
3981,[thief].
3991,[magic user].
4001,*[human name]* the sand witch
401
402;desert item
4031,A sarcophagus lined in gold and jewels worth [3d6x100] GP. If disturbed, a mummy emerges from it.
4041,[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
4051,an hourglass filled with [colour] sand
4061,a heat-activated mirage projector
4071,a pair of [precious material] dentures that enables their wearer to eat sand
408## Mountains
409;hill
4101,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].
4111,A group of [1d12+1] bandits are looking for easy victims in these hills. They are deserters from the [mercenary company]
4121,These hills are peaceful and quiet.
4131,A friendly band of [1d12+4] *satyrs* lives in these hills. They are eager to suggest drinking and debauchery.
4141,An isolated group of [2d12+3] *elves* have a hidden treehouse in these hills.
4151,Unusual [natcolor] flowers grow on these hills.
4161,Boulders and large rock outcroppings dot these hills.
4171,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.
4181,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.
4191,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.
4201,A pair of wandering **hill giants** ([hill giant stats]) and their [giantpet] have stopped on this hill.
4211,The [name for hills] are dry and forbidding. The only animals you can see are some **goats**.
4221,These hills are well-grazed, and you find plentiful flocks of *wild sheep*
4231,A small party of [1d6+1] wandering hill trolls is foraging on these hills.
4241,These hills are well grazed. You can see a herd of [herd animals] in the distance.
4251,These hills are steep and unrelenting.
4263,Gentle rolling hills here.
4271,A herd of [herd animals] is grazing peacefully on these hills.
4281,A group of [2d8] **bandits** ([bandit stats]) roam these hills, looking for victims to rob.
4291,Several of these hills are riddled with natural caves.
4301,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.
4311,Isolated burrows in these hills have been converted into a cluster of gnome-homes. There are [4d6] *gnomes* living here.
4321,These hills are home to a clan of [1d6+1] **ogres** ([ogre stats]).
4331,The largest hill here has a small palisade fort inhabited by [4d6] hill dwarves ([dwarf stats]).
4341,These hills are the home of a group of [2d6] vicious **bandits** ([bandit stats]).
4351,Certain of these hills are covered in mounds and burrows- it isn’t clear what sort of creature occupies them.
4361,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.
4371,The hills here are lush and green.
4381,The [name for hills] are covered in scrub terrain.
4391,The hills here are lightly forested.
4401,These hills hide a freshwater spring, known as [old name]’s Spring.
4411,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].
4421,These hills are rocky and difficult to navigate.
4431,These hills are covered in an occasional crumbling grave marker.
4441,These hills are covered in large boulders and stones.
4451,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.
4461,These hills are covered in scattered bones and the remains of rusted armor. Apparently a great battle took place here.
4471,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]
4481,Deep ravines cut through the [name for hills]. A cave in one of those dry riverbeds is home to [giant scorpions] ([giant scorpion stats]).
4491,On one of the [name for hills] stands [a warlock fortress]
4501,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]
45110,[althill]
452
453;a warlock fortress
4541,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]
455
456;hermetic
4571,hermetic
4581,solitary
4591,legendary
4601,eccentric
4611,lonely
4621,insane
4631,mysterious
4641,hateful
4651,misanthropic
4661,philosopher
4671,mountebank
468
469;labcondition
4701,currently incomplete.
4711,poorly made.
4721,easy to navigate, but cursed.
4731,hexed with a variety of strange spells. Those who enter will be teleported into an extensive other-dimensional maze.
4741,unfinished.
4751,not much more than a circular pattern on the ground at this point.
4761,almost done.
4771,deceptively clever
4781,strangely beautiful.
4791,foreboding and intimidating.
4801,ensorcelled so that it isolates each party member in a strange dream-maze upon entry.
4811,a simple circular hedge-maze.
4821,mostly illusionary, but can lead any who enter it into real danger.
4831,filled with deathtraps
4841,haunted by **phantoms**
4851,filled with the decayed skeletons of previous visitors.
4861,extensive and dangerous, but contains a significant treasure trove at its center
487
488;giantpet
4891,*cave bear*
4901,*dire wolf*
4911,*axebeak*
4921,*giant ram*
4931,*dire tiger*
4941,*dire boar*
495
496;mercenary company
4971,Hellfire Blades mercenary company
4981,Local Militia
4991,Brothers of Baal mercenary company
5001,Reavers of [old name] mercenary company
5011,forces of [old name], a local warlord.
5021,forces of [medusa], a medusa who lives in these parts.
5031,Guardians of [old name], a foreign mercenary company
5041,Slayers of [old name], an independent mercenary company.
505
506;hilldweller
5071,gnome
5081,halfling
5091,hermit
5101,pixie
5111,hag
5121,monk
5131,spriggan
5141,**troll** ([troll stats])
5151,swanmay
5161,hedge-wizard
5171,mad-hermit
5181,**barrow-wight** ([wight stats])
5191,penitent
5201,alchemist
5211,sage
522
523;warlocks
5241,a *warlock* (level [1d3+1]) and a small group of [1d19+1] human cultists
5251,a *warlock* (level [1d3+1]) and his [evilmounts] mount.
5261,[1d5+1] *warlocks* (level [1d6+1])-each mounted on a [evilmounts]
5271,a *warlock* (level 5) and his *giant scorpion* mount
5281,[1d5+1] *warlocks* (level 5) and their *giant scorpion* mounts
5291,a cult of [1d7+1] (level [1d4+1])*warlocks* and their leader, [old name].
5301,a **mind-flayer** ([mind-flayer stats]) and a small group of [1d4+1] **warlocks** ([warlock stats]).
5311,a [level 1d4+1] *half-dragon sorcerer* known as [dwarf name for men] and his pet *[evilmount]*
5321,a **warlock** ([warlock stats]) and his **giant scorpion** mount ([giant scorpion stats])
5335,[1d5+1] **warlocks** ([warlock stats]) and their **giant scorpion** mounts ([giant scorpion stats])
534
535;evilmounts
5361,giant beetle
5371,dire wolf
5381,skeletal horse
5391,hellspawn drake
5401,pterasaur
5411,giant lizard
5421,huge spider
5431,giant snail
5441,giant bat
5451,horned lizard
5461,tusked sauroid
5471,deathly elk
5481,wyvern
5491,gargantuan centipede
5501,giant wasp
5511,giant dragonfly
552
553;giant vermin
5541,a **giant stag beetle** ([giant stag beetle stats])
5551,[1d7+1] **giant cave crickets** ([giant cave cricket stats])
5561,[1d11+1] *giant termites*
5574,[giant scorpions]
558
559;some canyon wights
5601,the **wight** *[old name]* [the necromaner] who surfaces from his watery grave every night and searches the canyon for fools to drown
5611,[1d7+1] **wights** led by *[old name]* [the necromaner]. They roam the canyons, looking for victims to drown and add to their undead posse
5621,the *wight* [old name] [the necromaner] who leads a pack of [1d19+1] *zombies* in a never-ending patrol of the area
5631,the solitary *wight* known as [old name] who avoids visitors.
5641,the insane *wight* known as [old name] who will usually follow any party who enters his territory and attempt to pick off stragglers.
5651,the tragic *wight* known as [old name] who will attempt to befriend the party-- but is ashamed of its undead condition.
5661,the ghoul [old name] who lurks in the canyon, searching for victims to murder.
5671,[1d5+1] ghouls led by [old name] [the necromaner]. They haunt the area, searching for easy victims to seize in the night.
5681,[1d19+1] ghouls who serve the *night hag* known as [old names for women][the necromaner] who lives in a hut in the region.
5691,a group of [1d6+2] *manes demons* and their summoner, the wizard [old name]
570
571;althill
5721,Hills.<br />*Landmark: *[hill landmark]<br />*Encounter:* [hill encounter]<br />*NPC:* [hill NPC]<br />*Item:* [hill item]<br />
573
574;hill landmark
575100,[lyonesse hex]
57650,[thor hex]
57750,[tolkien hex]
5781,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.
5791,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.
5801,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.
5811,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.
5821,*[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.
5831,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]*.
5841,The great strip mines that litter this region provide the rock needed to construct the numerous temples of [city name] to the [direction].
5851,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.
5861,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].
5871,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.
5881,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.
5891,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.
5901,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.
5911,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.
5921,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.
5931,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.
5941,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.
5951,A small battalion of soldiers from [settlement name] hunt prisoners for training and sport. There are prisoners hiding throughout the badlands.
5961,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.
5971,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.
5981,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]*.
5991,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].
6001,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.
6011,*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.
6021,*[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.
6031,Giant lava crabs creep around burning magma pools
6041,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”.
6051,Traders heading for [settlement name] in their heavily guarded camel train. The camels are bastards.
6061,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.
6071,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.
6081,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.
6091,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.
6101,*Military barracks* and *training grounds* for the [direction]ern Outpost of *[settlement name]* and the city of *[city name]*. Rows and rows of tents.
6111,a 50 foot high ancient *[precious material] stele*.
6121,a circle of [3d6] standing stones engraved with deep druidic runes and unknown constellations.
6131,a *barrow* of an ancient king. Digging into it reveals a hoard of [2d8x10] GP in coins, jewels, and treasure.
6141,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*.
6151,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.
6161,Abandoned windmill, creaking in the wind.
6171,Small pile of rocks near highest hilltop in the hex. hasty grave - underneath is the naked corpse of a halfling with tremendous sideburns.
6181,Old squat Dwarven fortress. Wererats disguised as lost pilgrims inside. They have d20xd12 gp worth of stuff.
6191,*Abandoned mining camp*, spoil heaps, equipment. Road leading to abandoned mine past the feet of a giant seated statue.
6201,*Astrologer's tower* was destroyed some weeks ago by a golem searching for something it could not find.
6211,Large rubbish dump . Several belligerent lizardchildren hang around breaking bottles and smoking cigarettes.
6221,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].
6231,Rocky cliffs prevent landing.
6241,Low sandy hills infested with smart mouth harpies.
6251,These hills have eyes: a beholder spawning site just beneath the surface
6261,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.
6271,Pastel colored lime pit
6281,NYNGLOOM CASTLE Surrounded by hundreds of ships beached after a tide-lowering spell cast during a catastrophic war. Infested with carrion crawlers.
6291,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.
6301,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.
6311,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.
6321,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] .
6331,the hills have many small rockpools. One pool, limpid blue, acts as a one-way teleporter to [tower name].
6341,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.
6351,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.
6361,Twisted treants dwell here, moaning in the [direction] wind. They mutilate visitors and drop the pieces down a well full of white insects.
6371,*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.
6381,A wolf, apparently ordinary. When damaged an entire other wolf jumps out of its mouth, and so on.
6391,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
6401,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
6411,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].
6421,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].
6431,a gigantic, though fairly innocuous, armored worm. The worm passes through everything like a ghost and feeds on auras.
6441,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.
6451,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.
6461,Abandoned silver mine. Rails, minecarts, mining tools, but nothing both valuable and portable.
6471,ZAK MADRAS (Settlement) Dwarves! They don't like you, but will let you stay just inside their gate, under guard, overnight for 20gp each.
6481,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.
6491,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.
6501,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.
6511,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.
6521,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.
6531,The volcanic rock hills here are much warmer than surrounding landscape. A network of lava tube caves lead to SURTUR THE FIRE GIANT CITY
6541,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).
6551,[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.
6561,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.
657
658;hill encounter
6591,Drunken hill giant who loves to gamble.
660
661;hill NPC
6621,[fighter].
6631,[cleric].
6641,[thief].
6651,[magic user].
6661,*[human name]*, a crow-headed wizard aiming at hybridizing all humans with birds.
667
668;hill item
6691,a star chart engraved on a disc of [precious material]
6701,a small carved [mammal type] statuette
671
672;mountain
6731,The green valley up here has some sheep and a *kid* called [human kid] guarding them.
6741,The cold pond up in this valley [cold lake].
6751,This mountain has strange runic stone carvings posted at intervals.
6761,The upper valley is rocky and bare. [hill giants]
6771,Steep cliffs make progress practically impossible without climbing gear.
6781,[1d19+1] human **bandits** ([bandit stats]) have set up an ambush here in these mountains.
6791,The mountains here are prone to rockfalls and avalanches. Be Careful!
6801,These mountains are the home of a vicious *wyvern*. It’s hunting ground extends deep into Hex [adjacent hex].
6811,The mountains here are the home of a tribe of [4d6] *orcs*.
6821,The mountains here are inhabited by a tribe of [1d10+20] *taer*
6831,A pair of *yeti* wander the highest trails of this mountain.
6841,There is an old shrine dedicated to the ancient [totem] in these mountains. You can find it along one of the main trails.
6851,The mountains here are known to be filled with caves that wind their way deep underground.
6861, These mountains have strange crystalline formations forming along the cliff faces.
6871,The mountains here are majestic and particularly beautiful.
6881,The mountains are nearly impassable without specialized gear.
6891,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.
6901,This is where the (level [1d9+1]) [magic user] [old name] keeps his manse. It is overseen by a tribe of loyal [warlockservants]
6911,A mysterious floating tower can be seen floating above the mountains here.
6921,The mountain cliffs here are an unusual [natcolor] stone.
6931,The mountains here have a treacherous winding mountain path, suitable only for single file travel.
6941,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.
6951,These mountains are home to small groups of [3d8] goblin raiders.
6961,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.
6971,Nothing but gray rocks up here in the mountains.
6981,These mountains are riddled with natural limestone caves. The caves are inhabited by [cavedwellers].
6991,Rising up against the sky is an old elven tower made of [natcolor] glass, [green tower].
7001,On one of the rock faces you can still see the markings of the old dwarf forge [dwarf forge]. [forge ruin]
7011,A group of [3d12] fanatical **dervishes** ([dervish stats]) dedicated to [evil power] zealously guard their temple here in the mountains.
7021,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.
7031,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.
7041,The green valley up here has some [mountain animals] and a **kid** called *[human name]* guarding them.
7051,Up here in the mountains lies lake *[lake name]*. [lake inhabitants]
7061,[mountain valley] [mountain monolith]
7071,[mountain valley] [hill giants]
7081,Steep cliffs make progress practically impossible without climbing gear. [mountain secret]
7091,Somewhere up here between the cliffs there is a secret door. [secret door to the realm of the netherworld elves]
7101,[green tower in the mountains]
7111,On one of the rock faces you can still see the markings of the old dwarf forge *[here dwarf forge]*. [forge ruin]
7121,The *Pass of [old name]* on the way to [name for white big mountains] is guarded by [a warlock fortress]
7131,[mountain orcs]
71410,[altmountain]
715
716;green tower in the mountains
7171,High up on a ridge is an old elven tower made of green glass, [green tower]
718
719;mountain monolith
7201,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].
7211,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].
722
723;monolith
7241,strange monolith
7251,grey monolith
7261,tall monolith
727;mountain secret
7281,[way up], [a secret mountain thing]
729
730;way up
7311,[up here], [where it is high up]
732
733;up here
7341,Way up
7351,Up here
7361,Above these cliffs
7371,In the middle of a sheer cliff
7381,Amidst the stars
7391,Where the mountains touch the sky
7401,Where the clouds don’t reach
741
742;where it is high up
7431,where the air is thin and cold
7441,where the ice king rules
7451,only reachable by flight
7461,where no bird dares to fly
7471,where the barrier between the worlds is fickle
748
749;a secret mountain thing
7501,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]*.
7511,a pair of **griffons** is nesting ([griffon stats]). Agents of the [one of the secret societies] would pay 5000gp for their egg, they say.
7521,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]
753
754;ice devil companions
7551,2d6 **winter wolves** ([winter wolf stats])
7561,4d6 **white gorillas**
7571,2d6 **four armed, white gorillas**
7581,pet **white dragon** [white dragon name] ([white dragon stats])
759
760;ice devil lair
7611,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.
7621,[1d4+2] torture chambres full of racks, vats, ice baths, blades, needles, and worse. There are dead bodies everywhere.
7631,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]
764
765;ice devil castle
7661,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.
7671,Up here is an old ruin built by frost giants, haunted by the [1d4+1] **spectres** of their last inhabitants ([spectre stats]). [ancient treasure]
7681,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.
7691,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.
770
771;forge ruin
7721,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]
7731,[forge orcs]
7741,The ruin is full of broken machinery. In its depths, however, a **bronze golem** still wanders the halls ([bronze golem stats]).
7751,The ruin is now home to the **white dragon** [white dragon name] ([white dragon stats]). [dragon treasure]
776
777;balor servants
7781,The chambers around the fire gate are occupied by creates from the other side. [salamanders]
7791,The orcs of the *[evil tribe]* tribe serve *[same demon name]*. [orcs] [forge orc leader specialty]</p><p>[forge orc settlement]
780
781;salamanders
7821,2d4 **salamanders** ([salamander stats]) live here, led by *[salamander]*. [terror treasure]
783
784;chaosreact
7851,kill
7861,attack
7871,welcome
7881,honor
7891,ignore
7901,insult
7911,attempt to murder
7921,attempt to seduce
7931,sacrifice
794
795;cavedwellers
7961,[2d4+4] **troglodytes** ([troglodyte stats])
7971,[1d20+20] **orcs** ([orc stats])
7981,[6d6] **goblins** ([goblin stats])
7991,[1d8+1] *primitive humans*
8001,[1d8+1] **lizardfolk** ([lizardfolk stats])
8011,[2d4+4] *dark-elves*
8021,[1d10+6] *dwarves*
8031,[1d6+2] *dwarven undead* (assorted zombies and skeletons)
8041,[abberant creatures]
8051,[1d10+4] *gnomes*
8061,[1d5+1] **dracotaurs**
8071, an **ogre** ([ogre stats]) called [old name]
8081, a **hill giant** ([hill giant stats]) known as [dwarf name for men]
8091,[1d5+1] **ogres** ([ogre stats])
8101,a vicious **giant spider** ([giant spider stats])
8111,[1d4+1] **giant spiders** ([giant spider stats])
8121,[1d6+2] **giant lizards** ([giant lizard stats])
8131, a pair of *bullettes*
8141,a [dragontype] dragon known as [dragon name]
8151,a [demon] and it's followers.
8161,a *medusa* known as [medusa 1][medusa 2]
8171,a *lamia* know as [old names for women]
8181,a *sphinx* known as [old names for women]
8191,a *shedu* known as [old names for men]
820
821;forest-hill
8221,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]).
8231,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]
8241,[forest name] covers a few hills, here. [ogre hill]
8251,One of these forested hills is inhabited by [1d6+1] ogres.
8261,These [tree] hills in [forest name] belong to the *[evil tribe]* tribe. [orcs] Their fort is [orc fort] [orc plans]
8271,These hills belong to the [evil tribe], [1d6x10] *orcs* led by one they call [orc leader]. Their fort is [orc fort].
8281,The hill overlooking [forest name] is the home of [1d8 treants] ([treant stats]). They mostly stand around near the [forest feature].
8291,On one of the hills here stands an old tower overlooking the forest below. This is the home of a *manticore* called [manticore].
8301,The hill overlooking [name for forest/forest-hill/trees/fir-forest/firs] is the home of [1d8 treants].
8311,There is a hill rising high above [forest name] with a nice cave which offers shelter from the rain. [den]
8321,[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]
8331,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]
8341,[faerie witch]
8351,There is a hill with a nice cave which offers shelter from the rain. [inthecave].
8361,[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].
8371,There are [fruit] trees located here.
8381,The hills here are lightly forested and dotted with crumbling walls.
8391,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.
84010,[altforest-hill]
841
842;dwarven companions
8431,a palisade and wooden spikes
8441,a **war bear** ([war bear stats])
8454,[1d5+1] **war bears** ([war bear stats])
846
847;den
8483,[cave entrance] The cave is home to [[den type]], [den mood] ([[same den type] stats]). [cave content] [den name]
849
850;den type
8513,bear
8521,owlbear
8531,giant lizard
854
855;bear
8561,[1d4 bears]
857
858;1d4 bears
8591,a male **bear**
8603,a small family of [1d3+1] **bears**
861
862;bear stats
8631,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
864
865;owlbear
8661,[1d4 owlbears]
867
868;1d4 owlbears
8691,a male **owlbear**
8703,a small family of [1d3+1] **owlbears**
871
872
873
874
875;giant lizard
8761,[1d4 giant lizards]
877
878;1d4 giant lizards
8791,a **giant lizard**
8803,a nest of [1d3+1] **giant lizards**
881
882;cave entrance
8831,A small cave has been dug into the ground, the entrance itself is [entrance description].
8841,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.
885
886;mine content
887# https://en.wikipedia.org/wiki/Roman_metallurgy#Sources_of_ore
8882,gold
8894,silver
8903,copper
8911,tin
8921,lead
8931,iron
8941,mercury
8953,coal
896
897;entrance description
8981,covered in moss
8991,flecked with strange inclusions
9001,caked in dried blood
9011,draped with cobwebs
902
903;cave content
9041,The cave is [cave description]. [cave annex]
905
906;cave description
9071,littered with the bones of previous victims, mainly [victims]
9081,covered in leaves blown in by the wind
9091,riddled with small pools and puddles of stangant water
9101,punctuated with a few blunt and bumpy stalagmites
911
912;victims
9134,deer
9143,rodents
9152,humans
9161,halflings
9171,birds
918
919;cave annex
92030,At the back, there is a narrow gap, too large for the [same den type] to squeeze through.
92170,
922
923;small prisoner
9241,The **dwarf** *[dwarf name]* is hiding here, [den prisoner state].
9251,The **halfling** *[halfing name]* is hiding here, [den prisoner state].
926
927;den prisoner state
9281,having barely escaped
9291,dying of dehydration
9301,nearly starved to death
9311,shivering with a fever
9321,humming madly
9331,cowering in fear
934
935;den name
9361,The people from *[nearby village name]* call this the [den cave] of *[[same den type] name]*.
937
938;den cave
9391,cave
9401,hollow
9411,hole
9421,burrow
9431,maw
944
945;bear name
9461,Old Honeypaws
9471,Berry Stealer
9481,Tent Wrecker
9491,The Fisher
9501,Scar Snout
9511,Blood Paw
9521,Big Teeth
9531,Red Claw
9541,Iron Claw
9551,Honey Sweet
9561,Bee Friend
9571,Tree Grappler
9581,Jaws
9591,Mighty Jaw
960
961;owlbear name
9621,Night Stalker
9631,The Owl King
9641,Mad Mom Lizzy
9651,Mad Papa John
9661,Sheep Killer
967
968;giant lizard name
9691,Sharp Scales
9701,The Sheep Taker
9711,Bone Sucker
9721,Baby Dragon
9731,Night Stealer
9741,Goatbane
9751,Sun Worshipper
976
977;den mood
9781,hungry
9791,tired from dragging home [den kill] to feed her young
9801,sated, after gorging herself on [den kill]
9811,wounded after recently defending its territory from an interloper.
9821,on edge due to the mating season
983
984;den kill
9851,a doe carcass
9861,a three-point buck
9871,a wild boar
9881,a wild sheep
9891,a mountain goat
9901,someone's hapless horse
9911,a halfling
9921,a man
9931,a woman
994
995;altforest-hill
9961,Forest hill.<br/>*Landmark: *[forest-hill landmark]<br/>*Encounter:* [forest-hill encounter]<br/>*NPC:* [forest-hill NPC]<br/>*Item:* [forest-hill item]<br/>
997
998;forest-hill landmark
999100,[lyonesse hex]
100050,[thor hex]
100150,[tolkien hex]
10021,Gully between two hills contains a hastily dug and poorly covered mass goblin grave.
10031,Forest floor is blanketed with a thick, springly layer of moss, concealing dangerous pits.
10041,Abandoned stone watchtower. Someone burned down the roof and there is a pack of [3d10] feral dogs with a taste for human meat.
10051,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.
10061,*Bottomless cave*. Three servants of Ith-Narmant, Master of Shadows, are building a shrine in its black depths.
10071,The *Canyon-Lands of the Screaming Arches*. Wind(?) blowing through natural rock arch ways sounds like the screams of the dying.
10081,FROSTSTONE - Dwarven trading outpost, mostly low buildings made of stone. Inhabitants are unusually welcoming to outsiders.
10091,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.
10101,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.
10111,1d6 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.
10121,Gently rolling steppes give way to a limestone bluff pocked with 1d6 caves and 3d10 harpy nests.
10131, 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.
10141,Mixed party of half-elves and [direction]ern amazons. They are accompanied by a white tiger.
10151,12 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.
10161,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 .
10171,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.
10181,The Godhammer, a 30' long stone hammer, rests atop the tallest crags. It is sought by the [personality trait] dwarfs.
10191,An albino bear.
10201,Many of the rocky overhangs here are inhabited by icicle-mimicking piercers of extra large size.
10211,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]
10221,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.
10231,White elf naturalist wearing a scarf and insect-shaped windmask examining a frozen gelatinous cube.
10241,The curious natural deformation and of the hills and caves steals all echoes, and sends them to a neighbouring hex.
10251,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.
10261,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.
10271,Roaming in this hex can be found 42 white elk (3 HD) with cobalt horns (worth 15 GP each)
10281,3 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.
10291,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.
10301,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.
10311,Garmthos, a 5th lvl MU awaits the coming of The Lord of Bitter Winds. The omens may indicate a Fighter PC (1% Chance, each.)
10321,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.
10331,The cultists live here, in a great STONE ABBEY. They conceal themselves as worshippers of Sol Invictus, but are unable to perform appropriate miracles.
10341,A banked fire and 2 dozen smoke curing ice weasels can be found around a campsite built for 3 large creatures.
10351,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.
10361,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.)
10371,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.
10381,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.
10391,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.
10401,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..
10411,A hidden terrace farm, growing various root vegetables. Tended by members from ILLY'S HAVEN.
10421,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.
10431,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.
10441,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.
10451,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.
10461,Yellow snow.
10471,PTRANG City of demon monkeys. Winged, red assed, white-furred, arctic, fiendish monkeys with a taste for human flesh and a fear of wood.
10481,Yellow Snow and disturbingly large footprints.
10491,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.
10501,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.
10511,The Land of Frozen Screams. If thawed each one dissolves dealing 2d6 sonic damage to all within 5 feet.
10521,Statue of a cowering beast. It sits atop a hidden shrine to the wrongly accused.
10531,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
10541,Lonely scholar breeds snails in an old grey tower, *[tower name]*. He has information on 5 random hexes, roll d20d20 to determine which.
10551, Blackbirds and grey oozes feasting on the corpse of a frost giant.
10561,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.
10571,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.
10581,Black Ice Golem. It digs trenches across paths for it to lie in, and waits, very patiently, for supper.
10591,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.
10601,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.
10611,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.
10621,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).
10631,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.
10641,A circular pool completely iced over. Looking down I to the ice one can see a forest with green leaves.
10651,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.
10661,A hot mud spring, concealed in a caldera, is popular with local wildlife, 7 white elf bathers and a peaceable bulette.
10671,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.
10681,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.
10691,An ornately carved well filled with a golden liquid that when drunk cures diseases and heals frostbite. A wood nymph guards the well.
10701,The trading outpost MISTRA traffics in the crystals mined from the neighbouring mountains.
10711,BUGBEAR BROTHEL!
10721,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.
10731,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.
10741,These hills contain ZAOTHANOSH, a village of degenerate humans. They worship Kyth-Turan and offer it human sacrifices.
10751,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.
10761,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.
10771,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.
10781,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.
10791,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.
10801,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.
10811,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.
10821,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.).
10831,A great horned owl sits on a tree stump. It answers the first three questions that it hears, then flies away to the [direction].
10841,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.
10851,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.
10861,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*.
10871,A pack [2d6] of snow panthers prowl these hills.
10881,*Camp Boon*, the winter grazing grounds of a local tribe of centaurs.
10891,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).
10901,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.
10911,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.
10921,Empty
10931,A woolly mammoth wanders across the hills, with bloodshot eyes and bad attitude. It has a huge saddle on its back.
10941,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.
10951,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.
10961,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.
10971,A stray dog. On her collars are the initials S.S.
10981,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.
10991,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.
11001,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.
11011,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.
11021,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).
11031,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.
11041,Low hills of a sinister countenance.
11051,FJARÐABYGGÐ, Fortified village of the gruff mountain men. Some of their progeny, undergoing the Coming of Age trial of the Mountain Men.
11061,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.
11071,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.
11081,Bleak moorland. The tors are geometric but alone, weather beaten and craggy. Flowers placed atop these formations turn to silk-weave at dawn.
11091,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.
11101,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.
11111,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.
11121, 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
11131,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.
11141,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.
11151,Cliffs over look scenic path by a small lake. Beware falling lemmings.
11161,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.
11171,Large ancient temple in ruins. 2d6 ghouls tear their way out of the frosty graveyard dirt when travelers approach.
11181,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.
11191,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.
11201,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.
11211,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 .
11221,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.
11231,The hills are pockmarked with mostly small copper mines. One houses a den of wargs, while another opens into an underground lake.
11241,A pack of 19 fishheaded Frostboar dominate these wintry hills, hunting for entrails. Their tusks are fouled and terrible.
11251,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.
11261,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.
11271,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.
11281,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.
11291,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].
11301,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.
11311,A pride of rare Diamond Displacer Beasts (11) stalks these frozen hills.
11321,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.
11331,6 well provisioned hunters, led by a Frost Sorceress, trek [direction] in search of the Diamond Displacer Beasts. Their pelts are worth a small fortune.
11341,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.
11351,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.
11361,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.
11371,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.
11381,The rolling hills here are all of regular shape and height. Many rabbits.
11391,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.
11401, Skeletons of lost travelers amidst the snow. Treasure of coinage and trade goods present.
11411,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.
11421,Settlement (ish) MOSSPOT.
11431,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.
11441,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.
11451,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.
11461,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.
11471,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.
11481,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.
11491,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.
11501,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.
11511,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.
1152
1153;forest-hill encounter
11545,none
11551,[1d3] [bird type]s looking down from the canopy.
1156
1157;forest-hill NPC
11585,none
11591,[fighter].
11601,[cleric].
11611,[thief].
11621,[magic user].
1163
1164;forest-hill item
11651,a stag’s antler
1166
1167;mountain orcs
11681,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]
1169
1170;forge orcs
11711,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]
1172
1173;mountain animals
11741,mountain goats
11751,bighorn sheep
11761,yaks
11771,llamas
11781,mountain moose
1179
1180;abberant creatures
11811,a *beholder*
11821,a *mind flayer*
11831,an *otyugh*
11841,[1d4+2] **mind flayers**
11851,[1d3+1] *otyughs*
11861, a pair of *grell*
11871,[1d6+2] *grell*
1188
1189;forge ruin
11901,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]
11911,The ruin has been settled by the [evil tribe], [1d6x10] *orcs* led by one they call [orc leader].
11921,The ruin is full of broken machinery. In its depths, however, a *bronze golem* still wanders the halls.
11931,The ruin extends deep into the underground. There is a dungeon here. It is [dungeon deep].
11941,The ruin is now home to the *[dragontype] dragon* [dragon name].
11951,The ruin is in the process of being reclaimed by an industrious clan of [4d10] dwarves.
1196
1197;demon
11981,*ancient whisperer demon*
11991,*skull demon*
12001,*bone devil*
12011,*elemental marauder*
12021,*type I demon*
12031,*type II demon*
12041,*type III demon*
12051,*succubus*
12061,*cacodemon*
12071,*mind-flayer*
1208
1209;realm
12101,portal to the Realm of Fire
12111,tunnel to some deeper dungeons
12121,gateway to the Abyss.
12131,a moongate to a dimensional crossroads.
12141,a broken gateway that once led to the Chaos Realm.
12151,shattered teleportation monolith.
12161,active teleportation circle.
12171,stargate to an unknown realm.
12181,doorway to the Fey realm.
12191,a silvery summoning circle.
1220
1221;green tower
12221,long abandoned
12231,infested by strange elemental spirits
12241,encased in shimmering green ice
12251,inhabited by [1d20+9] elves.
12261,now inhabited by a **white dragon** called [white dragon name] ([white dragon stats]). [dragon treasure]
12271,and at the very top there is a lair of [2d8] very protective **griffons** ([griffon stats]).
12281,currently the home of [gargoyles] ([gargoyle stats]). [poor treasure]
12291,inhabited by an eccentric wizard called [old name].
12301,infested by [1d5+1] **gargoyles** ([gargoyle stats])
1231
1232;gargoyles
12331,inhabited by a *gargoyle* named [gargoyle]
12345,inhabited by [1d5+1] *gargoyles* led by one they call [gargoyle]
1235
1236;gargoyle
12375,[old names for men]
12381,Stillheart
12391,Rockgnawer
12401,Boulderclaw
12411,Hargot
12421,Bent-tail
12431,Mountainwing
12441,Strongclaw
12451,Migtok
12461,Mightywing
12471,Nightsong
12481,Nightwatcher
12491,Blackwing
12501,Darkmane
12511,Forok
12521,[dragon 1][dragon 2]
1253
1254;cold lake
12551,is rumored to be the last location of the Magical [regular noun] of [human]
12561,is completely iced-over.
12571,is freezing cold and covered with a heavy mist.
12581,is well-stocked with coldwater fish.
12591,is the home of a **water spirit** called [undine]
12601,is the home of [2d4] **lizardfolk** ([lizardfolk stats]) led by one they call [lizardfolk]
1261
1262;hill giants
12631,Some boulders have been assembled into a crude stone tower inhabited by [2d4] **hill giants** led by *[hill giant]* ([hill giant stats]). [rich treasure]
12641,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]
12651,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]
12661,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]
12671,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]
12681,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]
12691,a massive wooden hall has been built here by [1d4+1] **hill giants** ([hill giant stats]).
12701,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]).
12711, a huge stone circle here marks the Moot of a clan of [1d6+2] fierce **hill giants** ([hill giant stats]).
1272
1273;altmountain
12741,*[mountain name]*.<br />*Landmark*: [mountain landmark]<br />*Encounter*: [mountain encounter]<br />*NPC*: [mountain NPC]<br />*Item*: [mountain item]<br />
1275
1276;mountain landmark
1277100,[lyonesse hex]
127850,[thor hex]
127950,[tolkien hex]
12801,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.
12811,*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.
12821,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.
12831,*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.
12841,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.
12851,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.
12861,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.
12871,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.
12881,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.
12891,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.
12901,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.
12911,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.
12921,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.
12931,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.
12941,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.
12951,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.
12961,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.
12971,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
12981,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.
12991,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.
13001,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.
13011,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.
13021,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.
13031,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
13041,Nestled among the mountain tops here is the Black Monastery. Training grounds for the Hallowed Slayers of the Assassin God.
13051,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.
13061,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.
13071,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.
13081,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.
13091,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.
13101,*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*.
13111,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.
13121,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.
13131,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.
13141,Anybody travelling through the [hex trait] mountain pass must pass between two carved statues of Snake-men warriors.
13151,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.)
13161,A long forgotten abbey in the upper mountainside allows two hexes of visibility (plus the ever-active [hex trait] volcano). Guarded by two wights.
13171,Slaggy mountains. Geology indicates this hex had several active volcanoes not 100 years ago.
13181,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.
13191,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).
13201,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.
13211,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.
13221,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.
13231,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.
13241,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.
13251,An aerie of malevolent harpies inhabits the peaks of this mountain range, harrying any travelers in the surrounding low areas.
13261,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.
13271,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.
13281,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.
13291,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
13301,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.
13311,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.
13321,The Mountain of Sorrows The slopes of this mountain are where Death Monks perform sky burials for their holy chosen.
13331,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.
13341,Very rocky ground causes movement of half speed, horses and mules must make save or be injured. 4 mountain lions on the prowl.
13351,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.
13361,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.
13371,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.
13381,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.
13391,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.
13401,Movement through this hex is halfed because of a rockslide that happened a few days ago
13411,Saline fields at the [direction] border of this hex. Sea elves harvest the salt and sell it all across the desert.
13421,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
13431,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.
13441,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].
13451,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].
13461,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!
13471,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].
13481,The titanic and translucent fetus of a new frost giant king incubates in a mineral lake hidden by the mountains.
13491,The Ringwolf—a rolling, circular demon with radiating heads like fire off a flaming wheel.
13501,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.
13511,Three Fomorian Giants are plotting with Ursus the Cloud Giant Lord of the [direction]ern Sky to steal a Frost Giant fetus.
13521,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.
13531,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.
13541,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.
13551,A *frozen waterfall* conceals the entrance to the *Mountain Kingdom of Migorfrost*, son of Cryonax and Lord of the Yeti
13561,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.
13571,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.
13581,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.
13591,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
13601,A pack of mountain lions. They are led by the immortal familiar of a long dead sorcerer.
13611,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.
13621,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.
13631,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.
13641,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.
13651,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].
13661,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.
13671,High in his mountain tower the mad Arch Magus Xzu Seton is building a titanic heat beam to melt Setra's (Ice Queen) heart.
13681,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.
13691,At the base of the mountain is the settlement of Aartzt, miners who are plagued by Slaadi reavers.
13701,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!
13711,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)
13721,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.
13731,The [hex trait] mountain, ancestral home of the gruff mountain men, now held by the White Elves.
13741,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.
13751,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.
13761,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.
13771,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.
13781, 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
13791,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.
13801,5 Arctic foxes caught in traps with strange runes cast into the metal. One is actually the sorceress that the trapper was looking to catch.
13811,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.
13821,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
13831,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.
13841,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.
13851,*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.
13861,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).
13871,*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*.
13881,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.
13891,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.
13901,An abandoned *flying castle*, barely hidden by the thin clouds that surround it, has crashed into the mountainside and is firmly lodged in place.
13911,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].
13921,Great rock naturally shaped like a dinosaur.
13931,The Cyclops´ armory. Believed to hold items of excellent craftmanship (true, but they're all giant sized)
13941,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."
13951,One of the mountains is illusory, but chances are you won't realise til you're halfway up it.
13961,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.
13971,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.)
13981,A massive statue of an ancient king points directly at the nearest settlement with an accusing expression.
13991,Abandoned mines with a collapsed entrance.
14001,Mountain pass guarded by the Skull Baron, a insane giant, naked except for mammoth skull head stolen from rat men.
14011,Bone yards of the Skull Baron, loaded with heaped detritus from his rampages, discarded remnants of his victims, plenty of scavenger monsters.
14021,Natural hot springs.
14031,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.
14041,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.
14051,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.
14061,Titanic arm made of black, very hard metal makes a lewd gesture toward what used to be a contended border. Chance of rock slides.
14071,Ruined mountain pass fortress of Doram. Clay Golem soldiers continue to collect toll-fee in the now overflowing, trap-ridden vault.
14081,Come see the famous Dungeon of Dread!
14091,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 a greater understanding of the world around them.
14101,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.
14111,Termite mounds hundreds, even thousands of feet high
14121,Moonlight shining through the Needle Peak illuminates the Moon Goddess's temple on this mountainside.
14131,Weeping statue looks towards her sister on another peak. If their gazes are aligned, a chasm will open, leading to a lost city.
14141,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.
14151,Treacherous path, 60% chance of blizzard. 8 wolves.
14161,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.
14171,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.
14181,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.
14191,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).
14201,Remains of an ancient battle between Elven and Goblins kind. Followers of the Many Headed God morn this sight.
14211,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)
14221,Paranoid man living in a gazebo. He has a bone scalpel that protects him from anyone whose name he carves in his skin.
14231,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.
14241,gigantic smoking cone looks more like a factory chimney than a volcano. The smoke slows thinking and causes confusion, but is strangely addictive.
14251,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.
14261,The mountaintop ruin of a black marble city that once sprawled here is now the home an ancient dracolisk.
14271,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.
14281,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.
14291,An unholy pit is filled with the desecrated holy symbols of a forgotten pantheon of gods and also 1d4+2 manticores.
14301,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.
14311,The mountaintop ruin of a black marble city that once sprawled here is now the home an ancient dracolisk.
14321,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.
14331,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.
14341,A small rabbit-sized blindheim lurks in the glossy black ruins here. It has collected 6500 gp worth of gems for reasons unknown.
14351,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.
14361,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.
14371,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.
14381,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.
14391,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.
14401,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.
14411,*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]*.
14421,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
14431,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.
14441,The *great barbarian chieftain Marluk*'s long house is here with his tribe of *15 wereboar warriors*.
14451,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%)
14461,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
14471,*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.
14481,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.
14491,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.
14501,*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.
14511,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
14521,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.
1453
1454;mountain encounter
14551,*[2d4] [personality trait] [mountain humanoids]* (HD 5 AC 13 strangle 1d6) performing a complex ritual involving *[mountain item]* to [mountain spell].
14561,*[1d6] mutated [mountain animal]* (HD 4 AC 12 bite 1d6) feasting on the corpse of [mountain animal].
14571,Volcanic earth tremors, foreshadowing eventual catastrophic eruption.
14581,Scree and loose rock. [2d4] large pterosaurs (HD 5 AC 15 claw 2d6)
14591,Dwarves here with trained rabid bats will steal your armor in the night and melt it down.
14601,a *marmot* wrapping ground cocoa in a thin sheet of metal to please a *purple cow*. They dislike interlopers.
14611,*[2d4] [personality trait] [mountain humanoids]* in courtship display. They feel offended that someone dared barge in during this intimate moment.
14621,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.
14631,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.
14641,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.
14651,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.
1466
1467;mountain spell
14681,[mountain spell action] [mountain spell target]
1469
1470;mountain spell action
14712,summon
14721,find
14731,transform
14741,become
14751,improve
14761,freeze
14771,celebrate
14781,consume
14791,redefine the meaning of
14801,bless
1481
1482;mountain spell target
14832,winter
14842,cold
14852,snow
14862,ice
14872,wind
14882,hail
14891,traps
14901,the mountain
14911,rocks
14921,yetis
14931,preys
14941,an avalanche
14951,fear itself
14961,the dahu
14971,friendship
14981,the colour white
1499
1500;mountain NPC
15011,[fighter].
15021,[cleric].
15031,[thief].
15041,[magic user].
15051,A *hermit* named [human name] lives in a cave here, meditating on the mysteries of life.
1506
1507;mountain humanoids
15081,yetis
15091,goatmen
15101,eaglemen
15111,harpies
15121,basajauns
15131,barmanous
15141,almas
15151,werebears
15161,marmotmen
15171,yodelers
15181,yackmen
15191,rock golems
15201,snowmen
1521
1522;mountain item
15231,a pair of skis decorated with [precious material]
15241,a key to a nearby alpine hut
15251,a four-fingered glove
15261,[mountain animal] statuette made of [precious material]
15271,a scroll detailing a ritual to [mountain spell]
15281,a [2d10] meters long [colour] scarf
15291,an edelweiss
15301,a half-empty pot of arnica balm
15311,a goat horn
15321,a small pouch of [colour] powder that radiates a comfortable warmth when rubbed on one’s skin
15331,a cursed pair of clogs that allow the wearer to walk on ice without slipping but forces them to yodel everytime they talk
15341,a sturdy snowshoe
15351,a wheel of cheese
15361,a [2d6] meters long frayed rope
15371,a whistle so shrill it can cause an avalanche
15381,a snowball mold
15391,a snowman’s carrot nose
15401,a woolen muffler that allows its wearer to breathe fine despite the altitude
15411,a structurally unsound sled
15421,a bloodied climbing harness
15431,a cracked snowglobe
1544
1545;mountain animal
15461,a marmot
15471,a wolf
15481,a bear
15491,a mountain goat
15501,a condor
15511,a rabbit
15521,a bear
15531,a lynx
1554
1555
1556
1557;white mountain
15586,The air up here is freezing cold. You can see the [name for white big mountains] from here.
15591,Snow fields make it impossible to cross without skis or snowshoes.
15601,There is a hidden meadow up here, protected by the [name for white big mountains].
15611,The glaciers need a local guide and ropes to cross.
15621,The glacier ends at a small lake [maybe an ice cave].
15631,A [dragontype] *dragon* called [dragon name] lives in a ruined mountain fortress on the highest peak around here.
15641,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.
15651,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]
15668,[altmountain]
15671,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]
15681,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].
15691,There is a hidden meadow up here, protected by the [name for white big mountains]. [giant apes] [small temple near giant apes]
15701,The glacier of [name for white big mountains] ends at a small lake. [ice monster lair]
1571
1572;maybe an ice cave
15731,bright blue and ice cold
15741,and there is an ice cave leading beneath the glacier
15751,and there is an ice cave inhabited by a *cryohydra*
15761,and there is an extensive series of icy caves here.
15771,that is completely iced over
15781,inhabited by a group of [1d11+1] *ice mephits*
15791,and there is an abandoned campsite here as well.
15801,where you find a bizarre crystalline structure hovering in the center of the lake.
15811,that is the hunting grounds of a group of [1d19+1] **ice trolls**
1582
1583;mountains
15841,These mountains are called the [name for white big mountains]. [more mountains]
1585
1586;more mountains
15871,They are impossible to climb.
15881,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]
15891,The passes need a local guide to cross. [mountain people]
15901,A glacier fills the gap between these mountains.
1591
1592;mountain people
15931,[1d4 frost giants]. [rich treasure]
15941,[2d4] **winter wolves** live up here ([winter wolf stats])
15951,There is a dwarven forge called *[here dwarf forge]* up here. [dwarves]
1596
1597;1d4 frost giants
15981,The **frost giant** *[frost giant]* ([frost giant stats]) lives here in a [frost giant lair] with [frost giant companions]
15993,[1d3+1] **frost giants** led by *[frost giant]* live here ([frost giant stats]) with [frost giant companions] in a [frost giant lair]
1600
1601;frost giant lair
16021,a glorious ice blue cave
16031,an old castle built of gray stones
16041,a castle built of ice and snow
16051,a gargantuan palace of ice and darkness
16061,a fortress guarding one of the passages to the realm of eternal ice, to Jötunheim
1607
1608;frost giant companions
16093,[1d4] **white bears** ([bear stats])
16102,[2d4] **winter wolves** ([winter wolf stats])
16111,a **cryohydra** ([cryohydra stats])
16121,a **white dragon** named [white dragon name] ([white dragon stats])
16131,a **spectre** of their ancient ice king ([spectre stats])
1614
1615;dwarf forge
16161,[dwarf forge 0] [dwarf forge 1]
16171,[dwarf forge 1]
16181,[dwarf forge 1][dwarf forge 2]
1619
1620;dwarf forge 0
16211,Deep
16221,Dweomer
16231,Dhim
16241,Great
16251,Grim
16261,Old
16271,Splintered
16281,Krang
16291,Harken
16301,Bruise
16311,High
1632
1633;dwarf forge 1
16341,Anvil
16351,Fist
16361,Hammer
16371,Grimm
16381,Grind
16391,Helm
16401,Sky
16411,Thunder
16421,Star
16431,Moon
1644
1645;dwarf forge 2
16461,light
16471,eater
16481,father
1649
1650;dwarves
16513,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]
16521,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]
1653
1654;canyon
16551,</p><p>[name for river] has dug itself a deep gorge.
16561,</p><p>The gorge is wonderful and deep.
16571,</p><p>Crossing the canyon requires climbing gear.
16581,</p><p>A group of [2d6] bandits have staked out this canyon as their hideout.
16591,</p><p>A majestic canyon makes it’s way through here.
16601,</p><p>The stone walls in this canyon are an unusual [color] color.
16611,</p><p>Strange primitive carvings adorn the walls of this canyon.
16621,</p><p>A lonesome wind howls through this canyon.
16631,</p><p>A group of [4d6] *dwarves* have set up an extensive sluice gate system to pan for gold in this canyon.
1664
1665
1666;forest-mountains
16671,The mountains here are heavily forested.
16681,This lone mountain is known as [dreadful] Peak. It is heavily forested.
16691,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.
16701,This lone mountain is the home of a tribe of reclusive mountain *orcs*. Unlike most of their kind, this group avoids raiding other settlements.
16711,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.
16721,This lone forested mountain is the home of a large group of *griffins* that nest in the highest peaks.
16731,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].
16741,[forest-mountain]
1675
1676;forest-mountain
16771,Forest mountain.<br />*Landmark: *[forest-mountain landmark]<br />*Encounter:* [forest-mountain encounter]<br />*NPC:* [forest-mountain NPC]<br />*Item:* [forest-mountain item]<br />
1678
1679;forest-mountain landmark
1680100,[lyonesse hex]
168150,[thor hex]
168250,[tolkien hex]
16831,A grove of bioluminescent fungi that attract brightly-colored poison arrow frogs. Tend to get into sleepers’ mouths at night.
16841,Sheltered cliff face covered with ancient rock paintings, somewhat abstract but seemingly depicting war between men and lions.
16851,Large meadow where wildflowers sing simple songs in harmony.
16861,A big telescope built by lizardmen, pointing at the stars. They buy lenses from the lens grinders in a nearby settlement.
16871,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.
16881,MAENADS. Peasant women holding a wild bacchanalia, drunk and frenzied, tearing a captured knight limb from limb and painting themselves with his blood.
16891,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.
16901,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.
16911,BOG GIANT. Villagers slowly excavating a mummified giant from a peat bog. They want him whole as a gift for the Lord of Longmarch.
16921,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.
16931,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.
16941,FLOODED MINE. Flooded mine, home to a huge red worm whose night-shrieks curdle milk and cause miscarriages among the local peasants.
16951,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.
16961,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.
16971,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.
1698
1699;forest-mountain encounter
17001,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.
17011,[1d3]
1702
1703;forest-mountain NPC
17041,[fighter].
17051,[cleric].
17061,[thief].
17071,[magic user].
17081,Wererat assassin who killed whatever recent corpse the party has seen and took its ring of spiderform.
1709
1710;forest-mountain item
17113,*Corpse of traveler* carrying [adventuring item], [adventuring item], [adventuring item], and [personal item].
1712
1713## Greenery
1714;bush
17151,[bushes]
1716
1717;bushes
17181,[badlands] [loner]
17191,Hidden between some hills is a valley apparently full of thorn bushes. It hides a hamlet of [halflings]
17201,Hidden between some hills is a valley apparently full of thorn bushes. There is a well hidden hamlet of [5d8] *halflings* led by one they call [halfling].
17211,An old fort overlooking the woods has been taken over by a war party of [4d6] **hobgoblins** ([hobgoblin stats]) led by *[hobgoblin]* (HD 3+1). The fort is defended by [hobgoblin companions]. [old fort] [luxurious context] [robber treasure]
17221,An abandoned watchtower on a promontory overlooking the drylands is home to [4d6] **hobgoblins** ([hobgoblin stats]) led by *[hobgoblin]* (HD 3+1). The approach is guarded by [hobgoblin companions]. [luxurious context] [robber treasure]
17231,Up in these drylands, a massive fortress built by giants long ago is home to the *[evil tribe]* tribe. [orcs] The fortress is [orc fort] [orc plans]
17241,There are caves beneath these badlands. [caves]
17251,Up here on these hills and overlooking the shrublands is a massive fortress built by giants long ago. It has been taken over by **humans** and now it is home to [1d4x10] bandits ([human stats]) led by [human]. The fortress is [human fort]. [average treasure]
17261,The dry lands up here are the hunting grounds of a **manticore** called *[manticore]* living in the ruins of an old tower ([manticore stats]). [robber treasure] [manticore companions]
17271,A **green dragon** named [green dragon name] lives at [hill name], one of the hills overlooking these shrublands ([green dragon stats]). [dragon treasure]
172810,[altbush]
1729;badlands
17301,Badlands full of shrubs and wild hedges.
17311,Dry lands full of tumbleweed and thorn bushes.
1732;loner
17331,At the foot of a hill you find a burned down cabin. This must have happened [some time ago].
17343,On one of the hills you find an old watchtower. [tower inhabitant]
1735;tower inhabitant
17361,[necromancer]
17371,[golem-mancer]
17381,[vivimancer]
17391,[some ruins] Here lives the **hermit** [human] (level 1).
17401,[some ruins] Here lives the **hermit** [human] (level 1) and a **puma** ([puma stats]).
17411,[some ruins] Here lives the **hermit** [human] (level 1) and a **jaguar** ([jaguar stats]).
17421,Here lives the *hermit* [human] (level 1) and a pet *dire wolf*.
17431,Here lives the *hermit* [human] (level 1) and a pet *rust monster*.
17441,Here lives the *hermit* halfling [halfling] (level 1) with some sheep.
1745;halflings
17461,[5d8] **halflings** led by [halfling leader]. [leader treasure] [average treasure] [halfling troubles]
1747;halfling leader
17481,[halfling] (level [1d6+1])
1749;halfling troubles
17501,These halflings are wicked raiders, disappearing into the wilderness without leaving a trail.
17511,These halflings are cruel flesh eaters, like ravenous wolves they hunt and eat humans and elves alike.
17521,A curse has been killing their sheep and they fear starvation, soon enough.</p><p>Little do they know of the [witch]
17531,They hate and fear all outsiders. And what they fear most of all is that somebody would betray the location of their home.
1754;old fort
17551,On a pedestal outside the fort there is a withered statue of *[power]* overlooking the lands below.
17561,There is [old fort passage] leading to a ditch filled with thorn bushes far below.
17571,There is [old fort passage] leading to a forgotten temple of *[evil power]*.
17581,There is [old fort passage] leading to an old necropolis. There must be at least a thousand mummified corpses in all these niches and chambers.
1759;old fort passage
17601,a secret escape passage via a trapdoor inside the main building
17611,a secret passage via the well inside the fort
17621,a secret passage from the cellar below the watch tower
1763;necromancer
17641,Here lives the **necromancer** [human] (level [1d3+4 as level]), protected by [necromancer companions], in a tower. [necromancer tower] [luxurious context] [leader treasure for magic user]
1765;necromancer companions
17661,[4d6] watchful **zombies** ([zombie stats])
17671,[2d8] noble **ghouls**, decadent, immortal, foppish, and always hungry ([ghoul stats])
17681,[2d6] **werewolves** in human disguise, welcoming, but rough ([werewolf stats])
17691,[2d4] **hell hounds** ([hell hound stats])
17701,[warlockservants]
1771;necromancer tower
17721,It is surrounded by a moat and inside the moat lives a **pyrohydra** chained to the foundations of the tower ([pyrohydra stats]).
17731,The stinking dungeons below the tower are filled with cells where a hundred people or more must have died over the years. A pit of rotten flesh and bones awaits all who die here.
17741,Below the tower is a conjuration room with a circle of protection. There's a book, here: [necronomicon].
17751,The tower is surrounded by permanent darkness spells, and in the darkness lie spiked pits and poison trees, and [3d6] **shadow wolves**.
1776;vivimancer
17771,Here lives the **vivimancer** [human] (level [1d3+4 as level]), protected by [3d6] **myconids**, in a tower. [alchemist job] [luxurious context] [poor treasure] [leader treasure for magic user]
17781,Here is the tower of the **vivimancer** [human] (level [1d3+4 as level]) with [3d6] [slimes]. [safe zone] [poor treasure] [leader treasure for magic user]
1779;alchemist job
17801,*[same human name]* is looking for *[nearby magic plant]*.
17811,*[same human name]* is looking for a [nearby ice monster] ice tooth.
1782;slimes
17831,**black puddings** in pools and pits
17841,**grey slimes** which have integrated themselves into the walls
17851,**green slimes** which lurk under every ceiling
1786;safe zone
17871,A rickety bridge leads into the tower and to a small platform with a bed and the laboratory. The tower is not safe.
17881,Outside the tower, on some wooden stilts, is a small house with bedding and laboratory. The tower itself is not safe.
17891,The entire tower is surrounded by a ditch and a fence. Bedroom and laboratory are on the outside. The tower is not safe.
1790;golem-mancer
17911, In this tower lives the *warlock* [human] (level [1d3+3]), protected by [3d6] [warlockservants].
1792;warlockservants
17931,**goblins** ([goblin stats])
17941,**hobgoblins** ([hobgoblin stats])
17951,**mutant orcs**
17961,**harpies** ([harpy stats])
17971,**winged monkeys**
17981,**gremlins**
17991,**gnolls** ([gnoll stats])
18001,**ogrons**
18011,**phantom warriors**
18021,**ghouls** ([ghoul stats])
18031,*bound demons*
18041,*ice trolls*
18051,*volts*
18061,*serpentoids*
18071,*animated statues*
1808;altbush
18091,Bush.<br />*Landmark: *[bush landmark]<br />*Encounter:* [bush encounter]<br />*NPC:* [bush NPC]<br />*Item:* [bush item]<br />
1810
1811;bush landmark
1812100,[lyonesse hex]
181350,[thor hex]
181450,[tolkien hex]
18151,The peaceful Halfling village of Lobreco lays at the [direction] most tip of the scrubland. The Halflings of the village make excellent guides, being quite familiar with the [direction]ern portion of the region.
18161,Shadowed by mountains part of the day and receiving rain from a weather fluke, these few miles of scrubland are tended as the holy site of ~6ft intelligent mantises. They allow creatures to feed from it in controlled areas, but strictly regulate its use and passage through it.
18171,A lone Iron Golem lays inert in the brush, part of a long forgotten expedition to the [direction]. It can be reanimated if sufficient magical energy is expended in its presence, forever serving the first person it sees. Once awoken there is a 1 in 20 chance per week that the Sorcerer-Queen Leila Lalia will become aware of the creature and will send a battalion led by an Iron Golem to bring it back.
18181,Hunters from Greifenhort search for the manticore Martyaxwar, rumoured to make its home in this scrubland. They are unaware that Martyaxwar stalks them, ever hungry for the flesh of humans.
18191,A well camouflaged swamp bulette stalks this midge infested mire. In its belly_treasure_sack is a magical Brass Shovel 1d6+2 (no other effects), a magical Shield emblazoned with the image of Itztli (gives 1 point of damage reduction to melee/ranged attacks, Cleric or Fighter only), and a Wand of Metal Attraction (once a day the wielder can activate the wand to pull a single metal object to him from up to 30 feet away, effect lasts as long as the wielder concentrates. If the object is held by an uncooperative party an opposed strength check at +4 is made, failure ends the effect)
18201,Several *ant mounds* at least 20 feet tall dot the horizon. Food, even in large quantities, tends to go missing here.
18211,*Black Tar Pits*. Pitch Elementals have been known to spawn here.
18221,*Wheretewhakawi Plateau*, arid and pungent with the stench of gorgonzola. Several *Naga zealots* have taken residence in the flab of Pukurangi, a *giant clairevoyant mooncalf*.
18231,A skull-faced Amazon with a large hellhound wanders here, seeking the location of the [hex trait] dungeon. The Amazon wears a tattered cloak made from thirteen demon faces sewn together. The faces whisper dark secrets and make prophecies of doom about random people, 10% chance one of the faces mentions someone the PC’s know.
18241,Sixteen greedy dwarves hopelessly pan the many rivers and streams in this hex for gold.
18251,A sinkhole 3 miles long, over 200' feet across at its widest and incredibly deep scars the land here. The air around it smells of methane.
18261,Gnomish Junkyard. Pretty much anything made out of metal, glass, wood or stone can be found here, only catch is that whenever you find something you want, the gnomes suddenly remember they need that exact part for something very important.
18271,An enormous constrictor is noisily giving birth... to small-sized, fully-grown people. They're mentally infantile, and lack belly buttons.
18281,Akerbeltz, the dancing hill demon, a twelve foot tall goat-spirit with adamantine horns, has made this rugged terrain his home. He either attacks or offers to answer a question, 50/50 chance. He can summon [3d6] [personality trait] goats.
18291,Sage religiously writes down anything ever said to him directly. Travels in a wagon filled to the brim with tomes he has written.
18301,Contains a hidden gargantuan trapdoor spider lair. Lair is inhabited by a tribe of primitive desert elves who slew the spider generations ago.
18311,An abandoned iron mine and settlement. A mile in, the mine breaks into a vast mile deep cavern.
18321,Self flagellating deathwish pilgrims are wandering lost here. They will offer what meager coin they have for directions to the nearest town but will attempt to kidnap the weak and unwary as offering for their death god.
18331,A corner of a large black-marble building juts forth from an old landslide. If excavated 6 yards down, the entrance reveals old, weakened shelves of decomposed fabric stores and a small pile (4x4 yards) of enchanted black/silver fabric (Keeps wearer warm/cool, resistant to cutting).
18341,In a hole in the ground... ...I don't know what lives in there but it goes all the way down to the *[hex trait] mine*.
18351,Recent Battlefield between two local tribes. Scattered bodies looted of weapons and valuables represent the losers (The Forest People) while a nearby cairne contains the honored dead of the victorious hill people. Generally a reeking and depressing mess. Carrion birds can be seen from miles off.
18361,The Citadel of Bone, so named because its blocks are carved from the petrified bones of titans. The Warlord Rastazar lives here with 50 brigand henchman. Rastazar wears a cursed pig-faced warmask which allows him to see in the dark but may be only removed in death, forcing him to take all nourishment through a straw.
18371,A group of clowns from the Vollen Veen merchant kingdoms sent to perform at the wedding of an ogre magi. They are lost.
18381,Salt flats where the Corvids race alchemical funny carts for bragging rights. They will take on outsiders too, but the stakes have to be much higher (usually a magic item wagered) for them to even bother.
1839
1840;bush encounter
18411,Scrub brush hides an opening to a *deep pit*. At the bottom lie the *skeletal remains* of an unlucky traveler holding [personal item].
18421,*Giant* sits on a throne of living humans stitched together.
18431,Village of [1d50+75] Rat Men who worship the corpse of a prehistoric mammoth. [1d10x400] GP worth of valuables piled between its ribs. The skull was stolen two months ago by a nearby giant.
18441,Two large clans of primitive cannibals. They are feuding over an ancient recipe for barbecue sauce.
18451,A ten meters wide hole in the ground, too deep to see the bottom. Numerous tunnels seems to branch off, starting 5 meters under the surface.
1846
1847;bush NPC
18481,[fighter].
18491,[cleric].
18501,[thief].
18511,[magic user].
18521,A guide named *[human name]* has lost the noble (*[human name]*) s/he was escorting. S/he doesn’t have much, but might be willing to part with [personal item] or [fighter weapon] for any leads.
18531,*Nizadd* Gors was transformed into a wererat by a cursed scroll sold to him by a white elf merchant. He seeks information and revenge.
1854
1855;bush item
18561,A *thorny shrub* oozes sap that can be used as a *powerful adhesive*. Can only be removed with goblin urine.
18571,a wild boar’s tusk
1858
1859### Grass
1860;grass
18611,The rolling grass stretches in all directions. In the distance, you can see some [herd animals].
18621,These grasslands are home to [nomads]
18631,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.
18641,The grasslands here are home to a particularly vicious pack of *wild boar*.
18651,A group of [herd animals] are grazing peacefully on the grasslands here.
18661,There is a shallow creek here running through these grasslands. It may be possible to replenish your water supply here.
18671,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.
18681,A wild growth of [reagents2] can be harvested here.
18691,A strange complex of burial mounds can be found amongst these grasslands.
18701,A series of underground tunnels under these grasslands is the rumored location of the [regular noun] of [power]
18711,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].
18721,The grasslands here are peaceful and lush. A solitary priest called [old name] is trying to build a little shrine to [good power] here.
18731,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]
18741,An independent farmer known as [human] has set up a small farm on these grasslands and is [farmresults]. The farmer is [farmattitude].
18751,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.
18761,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].
18771,These grasslands are home to small herds of *wild horses*.
18781,These grasslands are overgrown with very tall grass. The grass is as tall as a mans height.
18791,A crumbling foundation and rubble can be found in these grasslands.
18801,These grasslands are home to [centaurs].
18811, An enterprising merchant known as [human] has set up an impromptu trading post here in the middle of nowhere. [merchantprobs]
18821,These grasslands are infested with [3d12] **stirges** ([stirge stats]) here.
18831,[4d6] *giant ants* have their lair underneath these grasslands. They attack any trespassers.
18841,[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.
18851,The grasslands here are an unusual [color] shade.
18861,Sparse trees provide shade on these rolling plains.
18871,A natural spring feeds a shallow creek along on these grasslands.
18881,The ruins of an ancient settlement can be found here in the tall grass.
18891,The grasslands here are home to small herds of flightless birds.
18901,An abandoned cottage can be found on these overgrown grasslands. There is nothing of value inside.
18911,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].
18921,A growth of dangerous *Twilight Blooms* can be found in this area.
18931,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.
189410,[altgrass]
1895
1896;dungeon deep
18973, just a single level deep, around [1d10+10] rooms. The most significant feature of this dungeon is [lairlow].
18981,[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.
18993,[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.
19001,[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.
19011,[1d6+1] levels deep. Each level has between [1d10+9] and [1d20+30] rooms. The first [1d3] levels are caverns, and the [cavesorno]
19021,[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
19031,[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].
19041,[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]
1905
1906;nomads
19071,[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]
19081,[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]
19091,[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].
19103,The plains here are a vast rolling sea of tall grass.
1911
1912;herd animals
19131,*tiny antelope*
19141,*tri-horned antelope*
19151,*wild deer*
19161,*wild cattle*
19171,*bison*
19181,*boar*
19191,*flightless birds*
19201,*giant herbivorous sauroids*
19211,*wild horses*
19221,**goats** ([goat stats])
19231,**wild sheep** ([goat stats])
19241,*elephants*
19251,*rhino*
19261,*wisent*
1927
1928;livestock
19291,*pigs*
19302,*goats*
19312,sheep
19321,large *deer*
19331,*cows*
1934
1935;centaurs
19361,the **centaur** *[centaur]* ([centaur stats])
193710,[1d19+1] **centaurs** led by *[centaur]* ([centaur stats])
19381,[1d8+1] *centaurs* on patrol
19399,[1d19+1] drunken **centaurs** led by *[centaur]* ([centaur stats])
19401,the *satyr* [centaur]
19411,[1d8+4] wild *satyrs*
19421,[2d6] invisible *pixies*
19431,[2d6] grigs
19441,a *brownie* known as [dwarf name for men]
1945
1946
1947### firs, trees, forests, and fir-forests
1948#### Firs
1949
1950;fir highlands
19511,A few stunted [conifers] grow in these highlands. This is the edge of the [forest name].
19521,It’s colder up here and the [forest name] is dominated by [conifers].
19531,The [conifers] of [forest name] cast long shadows. The ground is full of their brown needles.
19541,The [forest name] is cold and dark up here. The ground is soft and covered in the needle-like leaves of [conifers].
19551,The [forest name] reaches these highlands and slowly thins out. A few [conifers] are the last ones to brave the snow at these altitudes.
19561,The forest is cold and dark, full of [conifers].
19571,This is a fir forest.
1958;conifers
19591,coniferous trees
19601,conifers
19611,firs
19621,pines
19631,larches
19641,spruces
19651,yews
19661,junipers
19671,hemlock
1968
1969#### Trees
1970### swamps & marshes
1971;marsh
19721,This marsh is filled with hungry, noisy birds
19731,This marsh is blighted with a **will-o-wisp** ([will-o-wisp stats]) at night.
19742,[altmarsh]
1975
1976;altmarsh
19771,Marsh.<br />*Landmark: *[marsh landmark]<br />*Encounter:* [marsh encounter]<br />*NPC:* [marsh NPC]<br />*Item:* [marsh item]<br />
1978
1979;marsh landmark
1980100,[lyonesse hex]
198150,[thor hex]
198250,[tolkien hex]
19831,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.
19841,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.
19851,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.
19861,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.
19871,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.
19881,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.
19891,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.
19901,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.
19911,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.
19921,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.
19931,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.
19941,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.
19951,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.
19961,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.
19971,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.
19981,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.
19991,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.
20001,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.
20011,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.
20021,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.
20031,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.
20041,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.
20051,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.
20061,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.
20071,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.
20081,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.
20091,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.
20101,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.
20111,A *circle of [3d6] stones* stands here.
20121,Hidden harbor. Base of a luckless pirate captain.
20131,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.
20141,Marsh lands. *Very difficult terrain* to cross. No potable water.
20151,Salt water marsh as far as the eye can see. Long legged birds prey on fish in the shallows.
20161,Former fortified city, abandoned and crumbling, full of snake eggs. The pythons here feed on sadness and will attack the loneliest party members first.
20171,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.
20181,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.
20191,A band of 2d4 Mountain Gorillas. They have some rudimentary knowledge of weapon and armor usage.
20201,Lonely shepherd guards 2d10 yaks.
20211,The ground here is littered with stone turtles. An evil skeleton loiters in the area waiting to trick passers-by with its bogus prophecies.
20221,Thunderous surf crashes on beaches of black volcanic sand. Indigenous monkey people sift diamonds from the sands with loose weave wicker baskets.
20231,Pile of slain deodands, apparently slain by the [personality trait] amazon.
20241,Beautiful alpine lake, crystal clear, cold, excellent for drinking, washing and fishing.
20251,20 Nomadic hill people.
20261,Mastodon graveyard, reverently avoided by nomadic tribes. Disturbing remains has a 60% chance of angering a random God with Animal/Nature/Mastodon portfolio.
20271,Travelling Minstrels! Currently composing a ballad about the contents of hex (D20) (D20+6)
20281,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)
20291,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.
20301,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.
20311,Blasted craggy hills that have been sculpted by the NE wind into the shapes of the totems of the Argui Tribe.
20321,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.
20331,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.
20341,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.
20351,A pair of manticores are cursed to guard an orchard of plum trees. Any vegetation they try to eat shrivels in their paws.
20361,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.
20371,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!
20381,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.
20391,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].
20401,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.
20411,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!
20421,in the ruins of a castle are a dozen bronze-soldiers, automatons that march and fight when military-styled music is played.
20431,the petrified remains of a colossal whale. The bones and ossified digestive tract of the creature has created a vast labyrinthine system of passages.
20441,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.
20451,Ghouls live under the ancient battlefield here. The ghoul king wields the sword of an ancient prince who died on the battlefield.
20461,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.
20471,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.
20481,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.
20491,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.
20501,Old meteor impact crater. Lucky prospectors might find meteor splinters.
20511,THISTLETHRALL (settlement) the Elves here dissolve the those who bore them in acidic pits.
20521,An earth elemental is looking for victims to sacrifice to the God of Dirt. Neutral clerics may have a chance to reason with it.
20531,HELVIZ'S FOLLY - Town of 36 souls, but with neat brick buildings for several hundred more residents.
20541,GREASEGRAFT friendly, usually quiet settlement. Nearby: a fortress inhabited by goblins wearing iron warmasks.
20551,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.
20561,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.)
20571,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.
20581,Hippogriff's nest. Mother and [1d4] foals.
20591,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.
20601,Isle of Pale Worms. Lots of pale worms here.
20611,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.
20621,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
2063
2064;marsh encounter
20655,none
20661,A *coven of three hags* are seated around a cauldron, chanting.
20671,*[2d4]Kelpies*.
20681,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).
2069
2070;marsh NPC
20715,none
20721,[fighter].
20731,[cleric].
20741,[thief].
20751,[magic user].
20761,
2077
2078;marsh item
20791,a piece of [animal type]-shaped driftwood
2080
2081;swamp2
20821,[swamp]
2083
2084;swamp
20851,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]).
20861,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]
20871,The [forest name] swamp is home to a lot of [swamp animals]. Those who know how to find it can gather *[here magic plant]*.
20881,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]
20891,The inundated [forest name] here is home to [froglings]
20901,This swamp is home to [5d8] *froglings* in a mud village guarded by [aquaticpets].
20911,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]
20921,In the old days, the stagnant pools of the [forest name] swamp was used to drown evil necromancers. [bog wights]
20931,On one of the islands of this [forest name] swamp there is a huge mud mound. [goblins]
20941,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].
20951,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].
20961,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.
20971,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]
20981,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.
20991,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]
21001,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.
21011,[swamp ettercaps]
21021,This reed is home to a lot of birds.
210310,[altswamp]
2104
2105;what you can see of the sunken temple
21061,two columns commemorating the founding of this temple by *[old name]*.
21071,an arch welcoming pilgrims to the temple.
21081,a broken cupola. Inside it, you can still see a relief showing [same power] blessing the pilgrims.
21091,the old altar itself, and the old blood stone.
2110
2111;black dragon activity
21121,has built its lair on huge pile of rotting plant material forming a steaming island in the warm water
21131,is hunting these waters, hiding in the water like a crocodile but vicious and greedy like only dragons are
21141,hunts the region, surveying the waterways from above and attacking boats from the air
2115
2116;ettin tower protection
21171,The ettin has rammed long spikes into the water in order to deter any approach.
21181,Many trees bear the old signs of ettin rule: two skulls tied to a rope, slowly turning in the wind.
21191,The branches of many trees bear hanging corpses, warning signs for all the fools that would come and disturb the ettin peace.
21201,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.
2121
2122;giant fish
21231,A **giant fish**
21247,[1d7+1] **giant fish**
2125
2126;swamp animals
21271,birds
21281,mosquitoes
21291,eels
21301,lampreys
21311,leeches
2132
2133;lizard leader
21341,Son of Set
21351,Egg Mother
21361,Forked Tongue
21371,Nest Builder
21381,Poet Heart
21391,Silent Hunter
21401,Quiet Night
21411,Golden Eyes
21421,Daughter of Drake
21431,Dragon Spirit
2144
2145These are the monsters for larger villages
2146;lizard companions
21472,spiked barriers
21481,a **giant wasp** ([giant wasp stats])
21491,a **giant lizard** ([giant lizard stats])
21505,[1d4+1] **giant wasps** ([giant wasp stats])
21515,[1d4+1] **giant lizards** ([giant lizard stats])
2152
2153;altswamp
21541,Swamp.<br/>*Landmark: *[swamp landmark]<br/>*Encounter:* [swamp encounter]<br/>*NPC:* [swamp NPC]<br/>*Item:* [swamp item]<br/>
2155
2156;swamp landmark
2157100,[lyonesse hex]
215850,[thor hex]
215950,[tolkien hex]
21601,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.
21611,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"
21621,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
21631,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.
21641,[2d4] Intelligent foxes hunt the marsh. All know Suggestion . They trapped the [personality trait] princess.
21651,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.
21661,Stankbog, muddy human village of 150 wretches that worship the Great Swamp Gas, a nearby Will-o-Wisp.
21671,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.
21681,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).
21691,Goblins looking for the entrance to their home in the [hex trait] dungeon after having been blinded by the [personality trait] dwarves.
21701,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.
21711,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
21721,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.
21731,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.
21741,Cave. Contains giant rats and 2000 cp.
21751,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.
21761,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.
21771,Swamp gas and 2d12 zombies do not mix.
21781,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.
21791,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.
21801,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.
21811,The waters here are often foggy.
21821,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.
21831,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)
21841,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
21851,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
21861,4 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.
21871,The fighter and the blind thief wander this swamp. The fighter stands guard as the blind thief steals the eyes of sleeping adventurers.
21881,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.
21891,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.
21901,A swamp with pigs and mosquitoes. Vines harass every step.
21911,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.
21921,A number of *stone ruins* carved with strange glyphs are buried in the mud here.
21931,A pit of *quicksand* is here.
21941,Abandoned *witch's hut*.
21951,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.
21961,A *flotilla of rafts* inhabited by *peaceful lizardmen* plies a circular route throughout this hex.
21971,Den of *[1d6+1] werecrocodiles* who prey on lizardmen.
21981,Dank swamp land made passable by *bridges of human bones*. The air is thick with the stench of rotting flesh.
21991,A massive *hollow earthen mound* sits above the murky water and is home to a clutch of flesh eaters.
22001,Swamp village if mutated half fish half human creatures. Led by blind mad prophet.
22011,Sunken rowboat. Here, a party of adventurers learned that armor doesn't float.
22021,*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.
22031,Lizardman encampment; this tribe of primitive lizardmen were subjected to arcane experiments by outsiders and the successes taken away. They remain embittered.
22041,Snakehill path. A merchant with a wagon full of strange wares is missing his son, who was kidnapped by the Mosquito Queen's soldiers.
22051,A shallow lake completely fills this grim valley. The water is murky, almost black with silt and infested with giant eels.
22061,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.
22071,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.
22081,A lake! 3 crocodiles. Not claw claw bite.
22091,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.
22101,The lake waters here are algae filled. A giant bass lurks beneath the waters.
22111,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.
22121,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).
22131,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.
22141,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.
22151,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.
22161,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.
22171,This large lake is perfectly flat, ripples only appear when an object forcefully agitates its surface.
22181,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.
22191,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
22201,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.
22211,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.
2222
2223;swamp encounter
22241,[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.
22251,*[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.
22261,An orc in a rowboat guarding a locked chest. Full of killer bees.
22271,A giant [insect type].
22281,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.
2229
2230;swamp NPC
22311,[fighter].
22321,[cleric].
22331,[thief].
22341,[magic user].
22351,The Mosquito Queen.
22361,Quasit--ex-familiar of the Mosquito Queen.
2237
2238;swamp item
22391,a blood-soaked oar
22401,a finely-crafted blowgun
22411,a wooden bucket full of snake eggs
22421,a rusty machete
22431,a wax figurine of a [swamp tree]
2244
2245;swamp tree
22461,red mangrove
22471,bald cypress
22481,buttonwood
22491,white mangrove
2250
22511,Swamp with will o wisps, site of ancient battle
2252## Waters
2253### Lakes
2254### Water
2255## Settlements
2256
2257
2258;large-town
22591,This large town is known as [human][townie]. It has a population of approximately [1d4000+5000].
2260
2261;city
22621,There is a large city here
2263
2264;tower
22651,There is a tower here.
22661,There is an ugly token here.
2267
2268;chaos
22691,There is a Shrine dedicated to [chaos power] here.
22701,A single [animal type]. All buildings nearby have been destroyed.
2271
2272;law
22731,There is a shrine dedicated to [good power] here.
22741,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.
2275## Personalities
2276;dwarf
22771,*[dwarf name]*<img src="[[redirect https://campaignwiki.org/face/redirect/alex/dwarf]]" alt="[same dwarf name]" title="[same dwarf name]"/>
2278;elf leader
22791,*[elf]*<img src="[[redirect https://campaignwiki.org/face/redirect/alex/elf]]" alt="[same elf]" title="[same elf]"/>
2280;halfling
22811,*[halfling name]*<img src="[[redirect https://campaignwiki.org/face/redirect/alex/woman]]" alt="[same halfling name]" title="[same halfling name]"/>
2282
2283;human
22841,[man with portrait]
22851,[woman with portrait]
2286
2287;man with portrait
22881,*[man as human name]*<img src="[[redirect https://campaignwiki.org/face/redirect/alex/man]]" alt="[same human name]" title="[same human name]"/>
2289
2290;woman with portrait
22911,*[woman as human name]*<img src="[[redirect https://campaignwiki.org/face/redirect/alex/woman]]" alt="[same human name]" title="[same human name]"/>
2292
2293;human name
22941,[man]
22951,[woman]
2296
2297;human prefix
22981,old
22991,little
23001,big
23011,lazy
23021,weird
23031,crazy
2304
2305;orc leader
23061,*[orc]*<img src="[[redirect https://campaignwiki.org/face/redirect/alex/orc]]" alt="[same orc]" title="[same orc]"/> (HD [1d6+1 as level])
2307
2308## Dangerous Sites
2309;cavesorno
23101,rest are ancient tiled passages and strange lightless rooms
23111,rest are crumbling gothic architecture and tiled halls
23121,rest are twisted corridors and endless hallways
23131,caves wind their way through all of the rest of the levels. Certain rooms and areas have been fashioned into rooms and hallways.
23141,lowest level opens directly into the [planes]
23151,lowest few levels sprawl out in a massive series of chambers and tunnels that surface [1d3+1] hexes away to the [compass]
23161,lower levels constitute a sort of fortress
23171,lower levels reach deep into the underworld of this region.
23181,lower few levels are a sort of tomb
23191,lower levels represent a kind of supernatural opening to the underworld.
23201,lower levels wind their way all the way into [adjacent hex] where an alternate exit can be found
23211,lower levels empty directly into a massive lake of molten lava
2322;cave use
23231,The caves used to be an old mine.
23241,The caves were dug by underground waters ages ago. Old wall paintings can be found.
23251,Cold lava tunnels lead into a big cavern, the heart of an old vulcano.
23261,The caves are deep pits that lead into the Veins of the Earth.
23271,The ominous caves radiate the mutating magic of Earth Blood.
23281,The strange caves look like an underground city built by the ancients.
23291,In these caves you can still find the ancient vats of an abandoned vivimancer lab.
23301,In these caves you can still find the ancient vats of an abandoned golem-mancer lab.
23311,The caves are an ancient burial complex. There are thousands of dessicated corpses down here.
23321,the caves are an ancient burial complex- the mouldering bones tucked into individual niches dug into the walls. There are [2d6] *ghouls* here.
23331,the caves were once an ancient burial place but the tombs have all been looted. A *wight* known as [old name] wanders the passages.
2334;caves
23351,[cave use] The caves are full of broken constructions, tiny ladders and walkways. [goblins]
23361,[cave use] The caves have paintings of the *[evil tribe]* tribe on the cave walls. [orcs] [orc plans]
23371,[cavee use] The caves are filled with mushrooms and guarded by [myconids]
23381,[cave use] [den]
23391,[cave use] The caves are inhabited by [1d8 trolls] ([troll stats]). [robber treasure]
23401,[cave use] The caves have been abandoned a long time ago.
23411,[cave use] In winter, this cave is home to [1d4] *bears*.
23421,[cave use] They have been abandoned a long time ago.
2343
2344;lairlow
23451,a lair of a pair of **ogres** ([ogre stats]) who are known to kidnap children
23461,an **ogre** warlord ([ogre stats]) and his forces of assorted evil humanoids
23471,a small tribe of ogre raiders
23481,an ogre magi and his army of phantoms have set up a fortress underground
23491,an evil human slaver and his fellow slavers
23501,a *mind flayer* slave camp
23511,the [power attribute] [regular noun] of [power]
23521, a pair of *beholders* and an enslaved tribe of orcs
23531, a *neogi* slave base with an aerial portal that leads to their sky-ship
23541,the ruins of an ancient dwarven mine
23551,the ruins of an ancient temple dedicated to [chaos power]
23561,the wreckage of an artifact ship created by rogue demigods embedded deep in the stone
23571,a massive growth of *green slime* that has cut off most exploration.
23581,an underwater grotto where a small gang of kuo-tua conduct their twisted rituals
23591,a fiery chamber at the center where a group of Azers have been building an elemental forge
23601,an old wizards lab that still has a number of arcane experiments wandering the halls
23611,a well-guarded vault containing a magical [regular noun]
23621,a temple to [evil power]
23631,a temple to [chaos power]
23641,a temple to [good power]
23651,an idol dedicated to [evil power]
23661,an altar where sacrifices are made to [evil power]
23671,a prison complex where captives are held in lightless cells
23681,a strange complex of myriad gateways that open into locations miles away
23691,a tomb complex that contains the final resting place of [old name], an ancient ruler in these lands.
23701,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]
23711,a library of forbidden lore that was assembled here by a heretical cult. It is guarded by [libraryguards]
23721,a strange [energy] forge that was once sacred to the [forgers] who inhabited this region long ago
23731,a tribe of goblins who use this dungeon as a raiding base
23741,a family of outcast drow that have set up a spider-silkweaving tradepost
23751, a group of *bugbears* that will ambush anyone foolish enough to enter their territory
23761,a weird planar gateway powered by [energy]-energy.
23771,a bizarre labyrinth constructed by ancient minotaurs
23781,an anachronistic elevator system (now of questionable reliability)
23791,a vast lake of primordial ooze that spawns aberrant monstrosities of every type and description
23801,a mysterious [energy] force-field that blocks off access to additional levels below
23811,a lair of [humanoidtype]
23821,a lair where a group of devils have set up a strange circus
23831,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.
23841,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.
23851,a place where several mysterious elemental pylons covered with runes can be found
2386
2387;altgrass
23881,Grassland.<br />*Landmark: *[grass landmark]<br />*Encounter:* [grass encounter]<br />*NPC:* [grass NPC]<br />*Item:* [grass item]<br />
2389
2390;grass landmark
2391100,[lyonesse hex]
239250,[thor hex]
239350,[tolkien hex]
23941,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.
23951,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.
23961,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.
23971,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.
23981,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.
23991,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.
24001,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.
24011,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.
24021,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.
24031,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.
24041,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.
24051,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.
24061,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.
24071,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.
24081,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.
24091,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.
24101,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
24111,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.
24121,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.
24131,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.
24141,Steppe, abandoned village of partially melted igloos.
24151,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.
24161,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.
24171,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.
24181,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.
24191,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].
24201,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.
24211,The footsteps of ice giants are in the snow here, following them leads you to a group of ice giants
24221,The echoes emerge amplified one-hundred fold through sinkholes here.
24231,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.
24241,6 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.
24251,Frozen marshes. Ice alligators leap through the surface to capture prey that they track through sound.
24261,52 overly cautious nomads stalk this frozen tundra. They will pay 50 GP mastodon bones for wolf pelts.
24271,8 dwarves travelers seeking the Godhammer.
24281,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.
24291,Colossal mated pairs of axebeaks hunt mastodons on the icy tundra here.
24301,A straggler from an adventuring party, making his way back to the group after missing a session.
24311,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]*.
24321,RUINS OF PAZULVAN The dark ruined citadel moulders in the swamp. Only Bromgrush's Map will reveal safe passage to untold treasure inside.
24331,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)
24341,A Rival Adventuring Party. Hamuz - FT 3, Boze - FT 1, Umar - MU 2, Thaize - C 3. Lawful, but not affable. Travelling [direction].
24351,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.
24361,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,
24371,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.
24381,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].
24391, A snow-covered treasure chest sits in the middle of a field. It's a very lost mimic.
24401,A lone Amazon is sneaking among a group of slumbering frost giants. A 30 ft sack is writhing near them.
24411,GLANIS TOP A watchtower of 18 stranded soldiers.
24421,A vast, frozen plain. The only notable thing is the remains of half-eaten horse.
24431,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.
24441,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.
24451,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.
24461,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.
24471,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.
24481,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.
24491,A bubbling tar pit has erupted from the earth and a herd of 2d6 mastodons are stuck.
24501,A half-orc steering a raft through the fens. Paying for passage is a daughter of the Amazons.
24511,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.
24521,Frozen bubbles scattered across the plain, some as much as ten inches across.
24531,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.
24541,Gibbets at a crossroads containing 2d6 living criminals.
24551,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.
24561,A 40' post rising from the swamps, with wind chimes audible for a mile of more. The chimes are made of frozen children.
24571,A guttering sputtering camp fire in each forested valley; all abandoned as if moments before.
24581,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.
24591,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.
24601,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.
24611,Statue of legendary warrior pointing [direction]. Drag marks indicate the direction of the statue was changed recently.
24621,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]*.
24631,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.
24641, 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.
24651,FROSTPELT VILLAGE - Polarbear-men village, impossible to get proper rations as they prefer to eat their food frozen in blocks of ice.
24661,A longship half-buried in a mound, claimed by the men of [village name] to mark the edge of the sea in aeons past.
24671,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.
24681,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].
24691,Stunted remains of trees litter the frozen marsh. Some have clearly been blasted by cannon or similar.
24701,Thin, lacerating sleet causes 1 hp damage per hour to any exposed skin.
24711,A stairway, bereft of whatever building it once belonged to, spirals 70' into the air. Candlewax and blood stain the highest step.
24721,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.
24731,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.
24741,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.
24751,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.
24761,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.
24771,A *frozen pond* showing visions that are always exciting and false.
24781,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.
24791,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*.
24801,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
24811,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.
24821,The beast of aproximate knowlage can be found here
24831,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.
24841,2d12 guards surround a group of workers trying to dig up a partially-buried glowing meteorite and load it onto a wagon.
24851,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.
24861,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.
24871,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.
24881,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.
24891,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.
24901,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.
24911,8 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.
24921,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.
24931,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.
24941,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.
24951,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.
24961,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.
24971,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*.
24981,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.
24991,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.
25001,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.
25011,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.
25021,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.
25031,A frozen lake. Visible beneath the surface: the entire female population of a previously unknown, and long extinct, humanoid species.
25041,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.)
25051,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.
25061,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.
25071,KRAGDUM-IUGHERIA Trading fortress, trade goods, supplies, fresh mounts, wildmen henchmen, trap finding goblins, all for sale or rent
25081,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.
25091,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.
25101,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.
25111,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.
25121,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.
25131,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.
25141,*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.
25151,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.
25161,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].
25171,This hex was recently woodland, but a few years ago the trees were all leveled, blasted down and pointing generally to the [direction].
25181,Frost Goblin pulled Caravan on swamp marsh sleds going to [settlement name] led by three Ice trolls and carrying mining supplies and mage hides.
25191,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.
25201,6 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.
25211,Cavern of ice leads deep into the mountains. Herein lies the Hand. The titanic petrified remains of the wielder of Godhammer.
25221,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.
25231,Frozen dawn—in a square mile of this area, the sun is always in mid rise.
25241,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.
25251,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.
25261, 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.
25271,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.
25281,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.
25291,Jollyoak An unremarkable igloo village of doppelgangers. They look like dark elves, but act like halflings, which is slightly disconcerting.
25301,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.
25311,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.
25321,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]*.
25331,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.
25341,*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.
25351,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.
25361,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.
25371,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.
25381,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.
25391,*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.
25401,Fertile steppe land populated by wild herds of huge black goats with the faces of men, also known as *night goats*.
25411,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.
25421,Man sits on a stump. Will smile and give a knowing nod and encouraging thumbs-up to passers-by.
25431,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.
25441,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.
25451,Secret beach hosts massive Ghost Dance on the full moon.
25461,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.
25471,Abandoned silver mine. D10 Kobolds.
25481,2d10 Chaotic pilgrims cruising for sick thrills. Led by The Devil Himself, a third-level cleric.
25491,An angry mother bear rages because her cub has been caught in a trap.
25501,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.
25511,A cenotaph covered in choking vines of ivy. Hidden within the vines is an entrance to a dungeon beneath.
25521,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.
25531,A grove of tall trees has 2-24 giant bees.
25541,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]*.
25551,Pack of undead birds.
25561,Wild Boar, an abandoned homestead and an overgrown orchard, claimed by the wild.
25571,Group of statues in various hostile poses that are actually adventurers that were turned to stone by long dead basilisk.
25581,Giant Flail Snail--20' tall. Shell is worth 10x normal price.
25591,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.
25601,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.
25611,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.
25621,dark deep forests, nothing special in here, just scary darkness
25631,more dark deep forests, but here there be spiders, trap door spiders and goldern orb spiders (but medium-large sized)
25641,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.
25651,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.
25661,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] .
25671,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.
25681,Seven giant hogs branded in the left buttocks.
25691,*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]*.
25701,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.
25711,Mountain man lives in rickety cabin. Practices taxidermy and talks to his stuffed animals, hoping one day they'll talk back.
25721,A statue of a okapi stands alone. It is disturbingly realistic.
25731,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.
25741,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.
25751,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”.
25761,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.
25771,At the edge of the forest and guarding the plains is the fort and trading town of Axerist.
25781,Shaggy wild horses run through these plains, if captured and broken, they will make fine mounts.
25791,An apatosaurus corpse is being scavenged by a pack of deinonychus.
25801,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).
25811,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.
25821,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.
25831,A lake in grassland with several abandoned huts on its shores. The horses and shepherds sometimes pasture near it.
25841,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.
25851,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.
25861,A child that can't speak but merely croak like a frog. A crawling hand the size of a house.
25871,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.
25881,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.
25891,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.
25901,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.
25911,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.
25921,Vriminynthe Gholthaniel: Elvish lancer, banished vassal of Baron Cytorrak, rides a feathered tyrannosaur, seeks adventure.
25931,3d20 goats. If disturbed they stampede, screaming, into adjacent grassland hexes.
25941,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.
25951,SHALLOWGROVE. Squalid settlement of 49 human outcasts. Send criminals and ill people to the howling glen.
25961,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.
25971,Gorgon-Minotaurs chariot racing in marble arena.
25981,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.
25991,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.
26001,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.
26011,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.
26021,a open grassy planes, nothing special to see here, in fact to spot something you roll at +2. Roll on a wondering monster table
26031,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].
26041,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.
26051,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
26061,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.
26071,Sheep graze here. The shepherd carries a silvered short sword an heirloom from his grandfather's time in the war.
26081,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.
26091,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.
26101,Green rolling hills and black marble ruins, with a fractured, overgrown marble path leading [direction].
26111,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.
26121,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.
26131,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.
26141,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.
26151,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.
26161,Petrified druid hugging a tree
26171,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.
26181,A single stone monument to an ancient battle fought in the fields here.
26191,Murderous pixie couple killing time by drowning frogs in a small pond. One wears a magic ring as a waistband.
26201,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 ).
26211,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.
26221,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.
26231,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
26241,a troll war party is riding through here on large war pigs, they are hunting down some renagade warriors of chaos
26251,An airship has crashed here. One strange survivor.
26261,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.
26271,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.
26281,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)
26291,Acres of deserted farmland.
26301,Vindisvein Monastery of the Borrowed Light. They make cheese and wine, illuminate holy books and charge travelers 3 cp to stay for the night.
26311,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.
2632
2633;grass encounter
26341,A herd of *[1d10] aurochs* grazes here.
26351,A herd of *[2d6] wild horses* grazes here.
26361,*Twelve Lords A-Leaping*. Twelve armored knights suffering from a permanent 'Otto’s Irresistible Dance'.
26371,A surly herd of *aurochs* led by a very short-tempered bull who HATES halflings.
26381,*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].
26391,A tribe of *raptor-riding goblin*s aids travelers in distress. their leader wears a ratty red cloak and mask.
2640
2641;grass NPC
26421,[fighter].
26431,[cleric].
26441,[thief].
26451,[magic user].
26461,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.
26471,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.
2648
2649;grass item
26503,[grass item common]
26512,[grass item uncommon]
26521,[grass item rare]
2653
2654;grass item common
26551,dried leaves in a small pouch
26561,a sickle
26571,an engraved stone egg
26581,a heap of mixed seeds
26591,a small fossile
26601,a partially burnt straw hat
26611,a rusty horseshoe
26621,a broken sign that used to point toward the nearest town
26631,a wooden cane
26641,a smooth white rock
26651,a single gold coin
26661,a dirty but sturdy stick
26671,a bag full of dried vegetables
26681,a sheep skull
26691,a middly poisonous mushroom
26701,a snake skin
26711,a knot of dead worms
26721,a snare
26731,a defunct bear trap
26741,a piece of yarn
26751,a four-leaf clover
26761,a horn
26771,an unusually big oxeye daisy
26781,a 30 centimeters long feather
26791,a broken arrow
26801,a yellowed tooth
26811,a dead beetle
26821,a length of string
2683
2684;grass item uncommon
26851,a whistle that can only be heard by snakes
26861,a scimitar with a blade made of hard grass
26871,a map to a nearby tumulus
26881,a jar full of dead bees
26891,a red and white sphere with a small button in the middle
26901,a severed human arm
26911,a light and sturdy woven basket
26921,a boomerang
26931,a green bead that glows slightly under the stars
26941,a finely crafted longsword
26951,an axe that shrieks when swung
26961,a vial of chemical defoliant
26971,a saddled horse
2698
2699;grass item rare
27001,a cornucopia producing endless seeds and nuts
27011,a magic bean
27021,a cloak that can make one invisible while in tall grass
27031,a sundial that’s never wrong
27041,a scythe so sharp it can cut off speech
27051,a crown of bovine control
27061,an oak wand of sparrow summoning
27071,a sun-powered magic lockpick
27081,a magic bell that can bring spring early
27091,a choker that translates everything the wearer says to goat language
2710## Quest
2711# Monsters
2712## Animals
2713;1d6-1 badgers
27141,
27151,and their **badger** ([badger stats])
27164,and their [1d4+1] **badgers** ([badger stats])
2717;Badger stats
27181,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*)
2719
2720;war bear stats
27211,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*)
2722;boar stats
27231,HD 3+1 AC 6 1d8 F1 MV 15 ML 9 XP 300 (*HH*)
2724
2725;giant fish stats
27261,HD 2 AC 7 1d6 F1 MV 12 ML 8 XP 200 (*HH*)
2727
2728;goat stats
27291,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*)
2730
2731;griffon stats
27321,HD 4+1 AC 6 1d6/1d6/1d8 F4 MV 24 ML 10 XP 400 (*HH*)
2733
2734;giant scorpions
27351,a **giant scorpion**
27365,[1d5+1] **giant scorpions**
27371,[1d3+1] [color] *giant scorpions*
27381,[1d11+1] **large whip scorpions** ([large whip scorpion stats])
2739
2740;giant scorpion stats
27411,HD 4 AC 2 1d10/1d10/1d4 + *poison* F2 MV 15 ML 11 XP 400 (*HH*)
2742
2743;large whip scorpion stats
27441,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*)
2745
2746;stirge stats
27471,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*)
2748
2749;swamp crane stats
27501,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*)
2751
2752;giant toad stats
27531,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*)
2754
2755## Humanoids
2756;bandit stats
27571,AC 8; MV 120’; F1; hp 1-10; THAC0 20; #AT 1; D by wpn; AL N/CE; XP 10+1/hp (*MM*)
2758
2759;centaur stats
27601,HD 4 AC 5 1d6/1d6/1d8 F4 MV 18 ML 8 XP 400 *HH*
2761;druid acolyte stats
27621,HD 3 AC 7 1d6 + 1d6 *crushing staff* F3 MV 12 ML 9 XP 300; *heat metal*; *crushing staff* (*HH*)
2763;druid stats
27641,HD 9 AC 7 1d6 F9 MV 12 ML 9 XP 900; *heat metal*; *tree travel*; *animate tree* (3×/day): [animated tree stats]; *limited shape change* into a bear: [bear stats] (*HH*)
2765;dwarf stats
27661,HD 1 AC 4 1d6 D1 MV 6 ML 8 XP 100 (*HH*)
2767
2768;duergar stats
27691,[dwarf stats]; immune to fire (*HH*)
2770
2771;froglings
27721,[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].
2773
2774;frogling companions
27751,spear traps
27761,a **giant toad** ([giant toad stats])
27774,[1d4+1] **giant toads** ([giant toad stats])
2778
2779;frogling stats
27801,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*)
2781
2782
2783;frost giant stats
27841,HD 10+1 AC 4 4d6 or 3d6 *ranged* F10 MV 12 ML 9 XP 1000; *stone shape* and *control weather* at will (*HH*)
2785
2786;hill giant stats
27871,HD 8 AC 4 2d6 F8 MV 12 ML 8 XP 800 (*HH*)
2788;gnome stats
27891,HD 1 AC 5 1d6 F1 MV 6 ML 8 XP 100; *speak with animals*, *stone talk* and *earth swim* at will (*HH*)
2790;hobgoblin stats
27911,HD 1+1 AC 6 1d8 F1 MV 9 ML 8 XP 100 (*HH*)
2792
2793;human stats
27941,HD 1 AC 8 1d6 F1 MV 12 ML 7 XP 100 *HH*
2795
2796;giant lizard stats
27971,HD 4 AC 5 1d10 F3 MV 12 ML 7 XP 400 (*HH*)
2798
2799;lizardfolk stats
28001,HD 2+1 AC 5 1d8 F2 MV 12 ML 7 XP 200 (*HH*)
2801
2802;ogre stats
28031,HD 4+1 AC 5 1d10 F4 MV 9 ML 10 XP 400 (*HH*)
2804
2805;orcs
28061,[1d6x10] **orcs** led by [orc leader] live here ([orc stats]). [robber treasure] [leader treasure]
2807;orc stats
28081,HD 1 AC 6 1d6 F1 MV 12 ML 8 XP 100 (*HH*)
2809
2810;thri-kreen stats
28111,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*)
2812;1d8 trolls
28131,a **troll** called *[troll]*
28147,[1d7+1] **trolls** led by *[troll]*
2815;troll stats
28161,HD 6+1 AC 4 1d6/1d6/1d10 F6 MV 12 ML 10 XP 600; *regenerate* unless burned or dissolved in acid (*HH*)
2817;turtle people stats
28181,HD 3 AC 2 1d8 F3 MV 6 ML 8 XP 300; *two attacks* when damaged (*HH*)
2819
2820;warlock stats
28211,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*)
2822
2823;giant wasp stats
28241,HD 4+1 AC 5 1d6 + *poison* F2 MV 15 ML 9 XP 400; when stung, save vs. poison or die (*HH*)
2825
2826##Dragons
2827;dragontype
28281,white
28291,red
28301,green
28311,copper
28321,brass
28331,black
28341,blue
2835
2836;black dragon stats
28371,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*)
2838;green dragon stats
28391,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*)
2840
2841;red dragon stats
28421,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*)
2843;white dragon stats
28441,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*)
2845
2846## The Strange & Terrible
2847;balor stats
28481,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*)
2849
2850;doppelgänger stats
28511,HD 4 AC 5 1d12 F10 MV 9 ML 10 XP 400; *shape change* at will (*HH*)
2852;gargoyle stats
28531,HD 4 AC 5 1d4/1d4/1d6 F8 MV 15 ML 11 XP 400; only harmed by magic or magic weapons (*HH*)
2854
2855;bronze golem stats
28561,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*)
2857;stone golem stats
28581,HD 9 AC 1 3d6 MV 12 ML 12 XP 900; immune to *arrows*, immune to *poison*; immune to *spells* (*HH*)
2859;wood golem stats
28601,HD 2 AC 7 1d8 MV 12 ML 12 XP 200; immune to *arrows*, immune to *poison*; immune to *spells* (*HH*)
2861
2862
2863;manticore companions
28641,</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]
28651,</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).
28661,</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.
28671,</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).
28684,
2869
2870;manticore stats
28711,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*)
2872
2873;medusa stats
28741,HD 4 AC 8 1d6 or *poison* F6 MV 9 ML 8 XP 400; *petrification* (*HH*)
2875;nixie stats
28761,HD 1 AC 7 1d4 F1 MV 12 ML 6 XP 100; *charm*, *water breathing* (*HH*)
2877;owlbear stats
28781,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
2879;salamander stats
28801,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*)
2881
2882;sea serpent stats
28831,HD 6 AC 5 2d6 and 1d10 vs. ships F3 MV 15 ML 8 XP 600 (*HH*)
2884
2885
2886;werewolf stats
28871,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*)
2888
2889;WILL-O-WISP stats
28901,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*)
2891##The Undead
2892;ghoul stats
28931,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*)
2894
2895;mummy stats
28961,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
2897
2898;wight stats
28991,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*)
2900;zombie stats
29011,HD 2 AC 8 1d8 F1 MV 12 ML 12 XP 200; immune to *sleep* and *charm* (*HH*)
2902# Treasure
2903# Miscellany
2904;some time ago
29051,[1d6] days ago
29061,[1d4] weeks ago
29071,months ago
29081,years ago
2909
2910;precious material
29111,adamantine
29121,alabaster
29131,amber
29141,ambergris
29151,aquamarine
29161,aventurine
29171,azurite
29181,beryl
29191,black alabaster
29201,black opal
29211,black pearl
29221,bloodstone
29231,bloodwood
29241,blue amber
29251,blue jade
29261,blue opal
29271,bone china
29281,cairngorm
29291,carbuncle
29301,carnelian
29311,cat’s eye
29321,chalcedony
29331,cherry amber
29341,cinnabar
29351,citrine
29361,crystal
29371,cyclops agate
29381,dendritic agate
29391,diamond
29401,dragon bone
29411,ebony
29421,emerald
29431,fire agate
29441,fire coral
29451,fire jasper
29461,fire opal
29471,garnet
29481,gold
29491,heliodor
29501,hematite
29511,horn
29521,ironwood
29531,jet
29541,kingfisher jade
29551,koa wood
29561,lapis lazuli
29571,lavender jade
29581,lingum vitae
29591,mahogany
29601,malachite
29611,mammoth tusk
29621,moonstone
29631,morganite
29641,moss agate
29651,mother of pearl
29661,narwhal horn
29671,nephrite
29681,obsidian
29691,onyx
29701,orichalcum
29711,palladium
29721,pearl
29731,peridot
29741,petrified wood
29751,pink sapphire
29761,platinum
29771,polyhedroid agate
29781,porcelain
29791,porcelain jasper
29801,porphyry
29811,purpleheart wood
29821,quartz
29831,quetzal jade
29841,rainbow agate
29851,rainbow jasper
29861,rainbow obsidian
29871,redheart wood
29881,rose opal
29891,rose quartz
29901,rosewood
29911,ruby
29921,sandalwood
29931,sapphire
29941,sard
29951,serpentine
29961,silver
29971,snakewood
29981,spinel
29991,star iron
30001,star rose quartz
30011,star sapphire
30021,sunstone
30031,tiger’s eye
30041,tigerwood
30051,topaz
30061,tourmaline
30071,turquoise
30081,turtle shell
30091,unicorn horn
30101,whale ivory
3011
3012# (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)
3013
3014;book
30151,A Popular Life of the Barron by Mervin Prinn, 366 pages, B&W Art, 100gp
30161,Lives of the Empererors by Timitas Volorias, 540 pages, B&W Art, 300gp
30171,Goblinoids, a comprehensive study by Gnarlus Bodican, 212 pages, some B&W Art, 80gp
30181,Horrors in the Sewers by Ignatius Glump, 120 pages, 45gp details sewer monsters and hazards
30191,Complete guide to Vice and cruelty in the City of Skulls, Carninas Vulg 360 pages, 120p
30201,Gentleman's Guide to Outre Pleasures by Morian Zorg, 240 pages, gold leaf cover, 360gp
30211,Nanny Ogdens Herbal remedies, 420 pages, B&W Art, 200gp, mostly acurate
30221,Vampires and Undead of the old City by Clovian Hartogg, 220pages, 60gp
30231,Jungles & Treasures of Monster Island by Kertzian Bastog. B&W Art, 180 pages, 65gp
30241,Dungeons of Cymbal Mountains by Imperious Maximus, 260pages, 88gp
30251,The Nobles Book by Calaxian Godruuna, 464 pages, 140gp describes cities nobility, bit dated
30261,Sacrifice and Suffering: Keeping Your God Happy by Solidas Margam, 384 pages, 180gp
30271,A guide to pleasures and terrors of the outer planes by Holdar Garum, 432 pages, 200gp
30281,Cannibals among us: 100 accounts in the old city by Vulpurgis Stang, 220 pages, 65gp
30291,Unicorn Hunting and Butchery by Volastus Cakagrum, 340 pages, B&W Art, 300gp
30301,Observations from torturing a troll by Calidas Voxrum, 140 pages, 45gp rather nasty
30311,Haunted Ruins of the old city by Cellaro Fortuno, B&W Art, 260 pages, 110gp
30321,Biographies of Great Adventurers by Chizaro Monulak, 240 pages, 85gp
30331,Strange Crimes and Punishments of Shadel Port Donald Beadleman, B&W Art, 260 pages, 90gp
30341,My Darling, My Vampire by Viram Tsochaj, B&W front plate, 230 pages, 75gp
30351,Famous Heads of great criminals by Tojar Famcord, B&W Art, 110 pages, 35gp
30361,Dangers of the city Graveyards by Dominus Grell, B&W Art, 360 pages, 145gp
30371,Beast Men of the undercity by Calordin the Mystic, B&W Art, 246 pages, 130gp
30381,Great Caves of the countryside by Eldan Molekar, B&W Art, 320 pages, 210gp
30391,Cooking for kings: over 500 recipes by Chef Epican, B&W Art, 420 pages, 325gp
30401,Brief lives of the Barron's Enemies by Barbicus Celledon, 180 pages, 35gp
30411,Diseases and remedies of the old city by Semplar Stigman, B&W Art, 240 pages, 165gp
30421,Elder races of the dawn age by Colidan Styrm, B&W Art, 120 pages, 45gp
30431,Elves friend or foe? A common Guide by Rudolpho Castiglion, 210 pages, 75gp
30441,Alchemy for wealth and immortality by Maser Clavelhorn B&W Art, 460 pages, 500gp
30451,Sea Monsters a mariners guide by Captain Orlaff, B&W Art, 210 pages, 100gp
30461,Cults of the old city by Clementine Tolderghast, B&W Art, 180 pages, 65gp
30471,Etiquette and Manners by Madame Palisford, B&W Art, 120 pages, 35gp
30481,Teeching Reeding, Spellin & learnification by Master Tallitus, 80 pages, illustrated, 40gp
30491,My life as a filthy Pauper by Morton Callay 264 pages, 65gp, lived as a pauper for a month
30501,Wretched lives of the Slums by Morton Callay, B&W Art, 240 pages, 165gp
30511,History of the Dragons by Dorian Gilderman, Colour plates, B&W Art, 320 pages, 800gp
30521,Devils, Demons and Debauchery by Gehard Merlot, B&W Art, 370 pages, 335gp
30531,Mysteries of the Old ones by Norrin Spiegalcraftman, B&W Art, 440 pages, 465gp
30541,Age of the Necromancer Kings by Norrin Spiegalcraftman, B&W Art, 360 pages, 325gp
30551,The Great Forests & their secrets by Septimus Calizor, B&W Art, 380 pages, 365gp
30561,Dwarf secrets or metallurgy by Marnmann Saldigor, B&W Art, 230 pages, 300gp
30571,Gunnery a basic guide by Mattius Grunwald B&W Art, 220 pages, 125gp
30581,Lives of the great pirates & their plunder by Captain Doom Squid, B&W Art, 240 pages, 185gp
30591,My life as a Nymphs Slave with fold out colour painted pages B&W Art, 240 pages, 185gp
30601,Monasteries and their great orders by Horace Staplefort 380 pages, 200gp
30611,Swordsman of olden times and their ways by Cordan Marden B&W Art, 140 pages, 150gp
30621,My life in a dungeon by Godvinia Winters B&W Art, 240 pages, 300gp
30631,Tormented by Invisible Imps by Lady Tramier B&W Art, 160 pages, 65gp
30641,Toborius's guide to mining and caverns by Mariuz Kanklefort B&W Art, 340 pages, 315gp
30651,Erotic delights of the Redlight District by Charles Santimort B&W Art, 180 pages, 90gp
30661,One hundred salty seamen stories by Captain Cruehardt B&W Art, 310 pages, 165gp
30671,Farmers Almanac and Animal care guide by Marsden Drecklemart B&W Art, 460 pages, 200gp
30681,Prophecies of the Dread Lord by Kumstav Maimtz B&W Art, 140 pages, 90gp
30691,Histories of the Empire by Nobilis Augustus B&W Art, 510 pages, 300gp
30701,Lost Treasures of Exile Island by Captain Switherspoon B&W Art, 190 pages, 115gp
30711,Tortures of the Afterlife and the fate of sinners by Brother Klegg B&W Art, 240 pages, 185gp
30721,Expedition to the north lands by Master Ailthwaite B&W Art, 260 pages, 240gp
30731,Explorations of deep caverns into the earth by Amelia Krung B&W Art, 32 pages, 260gp
30741,Why do the gods hate us by Sister Palantium B&W Art, 110 pages, 65gp
30751,Tiamat hungers, dreams of the dread dragon goddess by Draconis Valum 488 pages, 500gp
30761,Mysteries of the far East by Mingus Monorius B&W Art, 320 pages, 400gp
30771,Squatters Guide to the City by Childas Blodd B&W Art, 110 pages, 60gp
30781,Astrology and stargazers guide by Madam Zorazar B&W Art, 340 pages, 350gp
30791,My life inside a Whale by Dr Festius Worm B&W Art, 130 pages, 120gp
30801,Romance of the moon men by Pemblezarg Mong B&W Art, 110 pages, 160gp fanciful romance
30811,Fishmen among us by Philip Fliechman B&W Art, 160 pages, 85gp
30821,Are you a sorcerer? by Amazo the Magnificent B&W title plate, 90 pages, 40gp
30831,Wizard Students Primer by Master Oriphan B&W Art, 360 pages, 500gp
30841,Arms and Armour of the ancients by Derek Clantheng B&W Art, 370 pages, 400gp
30851,Lycanthrope Hunters Guide by Wolfram Hearte B&W Art, 240 pages, 160gp
30861,Witch Hunting for Common Lawman by George Wimphole B&W Art, 120 pages, 65gp
30871,Bawdy stories of the depraved nobility by Victoria Tammelzran B&W Art, 310 pages, 300gp
30881,Temptations of Monk by Brother Bedlam B&W Art, 410 pages, 350gp
30891,10 years trapped on the Kings Bridge by Calin Tarkhiem B&W Art, 240 pages, 160gp
30901,Your abacus and you, a simpletons guide by the Merchants guild B&W Art, 110 pages, 50gp
30911,Mutants, freaks and misfits a medical guide by Dr Amanda Cogrock B&W Art, 320 pages, 200gp
30921,The hidden third sex, what you need to know by Leslie Twoford B&W Art, 140 pages, 80gp
30931,Guide for married life by Mother Wieshiem B&W Art, 440 pages, 200gp
30941,A Womens almanac by Sister Ophelia Morgenstern B&W Art, 340 pages, 300gp
30951,Common Law of Shadelport by City Bailiffs Office, 340 pages, 110gp
30961,Street atlas to shadelport by Orlando Bellend B&W Art, 240 pages, 185gp
30971,My life among the lizard people by Karl Scaleman B&W Art, 310 pages, 350gp
30981,Lives of the shipwrecked mariners by Captain Kennedy B&W Art, 420 pages, 250gp
30991,Wonders of the future explained by Madam Colozine B&W Art, 166 pages, 110gp
31001,Black Book of Diabolic Lore by Maligor Hellfrost B&W Art, 480 pages, 380gp
31011,Common Book of Beasts by Brother Masticore B&W Art, 310 pages, 240gp
31021,Shipwrecks of the island coasts by Captain Viragas B&W Art, 240 pages, 160gp
31031,Marvels of the hidden world by Lady Carolingas B&W Art, 140 pages, 135gp
31041,Gourmets Guide to monsters by Barnabus Shankington B&W Art, 540 pages, 480gp
31051,Ravaged by dungeon beasts by Lady Emily Pilkington B&W Art, 360pages, 400gp
31061,My life as a Frog by Gustav Pringle B&W Art, 120 pages, 80gp
31071,Interviews with devils and demons by Master Dominus B&W Art, 380 pages, 270gp
31081,Fatal mistakes with fireballs by Wizard Drimas B&W Art, 120 pages, 115gp
31091,Love Making Techniques of the Elder Races by Septimus Thrustman B&W Art, 360 pages, 450gp
31101,The Seven Blessed Gods by Brother Toomas B&W Art, 260 pages, 120gp
31111,Sacred marks of the chosen ones by Brother Toomas B&W Art, 180 pages, 260gp
31121,Depravity, Debauchery and evil of the old gods by Horatio Pickleman, 410 pages, 350gp
31131,Famous Good Women of Shadel Port by Christine Montefort B&W Art, 340 pages, 160gp
31141,The Demonomicon by Alister Nachtcraft B&W Art, 640 pages, 500gp
31151,How to Recharge a Wizards Wand - secrets of stamina for the lonely enchanter
31161,Experiments With Troll Flesh - hundreds of gross things to do with a troll corpses
31171,Why I Hate Bards - a collection of rants collected from hundreds of adventurers
31181,How I Ate My Mother - confessions of a lycanthrope
31191,Management Secrets of The Orcs - dungeon boss guide to managing minions
31201,Dungeon Design of the 38th Kobold Empire - with blueprints and trap designs
31211,Carnivorous Plant Arranging - guide to decorating your tower with monster plants
31221,Raising Baby Owlbears - a complete guide to feeding and fattening owlbears
31231,To Serve Man - a cookbook for monsters with 363 recipes to cook humans
31241,Vampire In My Catacomb - guide to hunting vampires in your family mausoleum
31251,Goblin Mating Habits a Illustrated Guide - exotica porn for strange wizards
31261,Guide to toad and Newt Licking for Beginners - documents 450 species
31271,What Is Inside A Elf - vivisectionist manual for elven studies
31281,Bugbear Head Pickling and Shrinking Methodology vol 12
31291,Mutant Venereal Diseases In Slum Populations - with over 300 detailed illustrations
31301,Diary of a Rot Grub - experimental literature from a hundred and fifty years ago
31311,Ecology of the Flumph - detailed but mostly copied from previous essays
31321,Devil Swine Spawn of Hell - possibly paranoid delusions of wizard sure he was spied on
31331,Erotic Spectres of Exile Island vol4 - sexy supernatural manifestations
31341,Dwarvern Secret Glory Holes - description of abandoned mines
31351,Delightful Hobbit Holes - decor and design of over 40 hobbit houses
31361,Flesh pits of Xor, A complete guide - hopeless flawed book based on hearsay
31371,A Treasury of barbarian Catch Phrases - collected from taverns and bars across the world
31381,Pleasure Palaces of The East - written by ex concubine
31391,Orc Humour of the Eastern Hills Dungeon Complex Level Three - not very funny at all
31401,Sex Secrets of a Doppelganger - fictional account based on lurid fantasies of author
31411,Dungeon Invertebrates and their Lives F-J - detailed boring book on dungeon bugs
31421,Seedy Pamphlets of Shadelport - compilation of forbidden street publications
31431,Pixie Lexicon G-H - dictionary of pixie language, mostly beyond human audio wavelength
31441,Reptile Men Temples of the Upper River District vol 4 - descriptions of long lost buildings
31451,Tumors and Growths a complete Guide - medical manual and surgical guide
31461,My Life With A Nymph - unintentional sexy treatise by famous scholar
31471,Brick Laying Techniques of the Kobolds Vol 9 - guide to brick styles and laying patterns
31481,Halfling Pipes and Curing Methods - complete guide to halfling drug abuse
31491,Intermediate Torture Manual - from the secret police training fortress library, long overdue
31501,Alchemical Supply Catalogue - from Shadelport glassworks and alchemical supply co
31511,Witch Burning Made Simple - by famous witch hunter who was burned at the stake
31521,My Life As A Newt - autobiography from wizard cursed bard
31531,Paladins, Saintly Slaughterers or Crackpot Cult - critique of famous paladin's flaws
31541,Prison Log - detailing prisoners and sentences and incidents of over a hundred years
31551,Invisible Horrors of the Microscopic World - descriptions of microscope observations
31561,Goats Plot Among Us - wizard theorises that goats are up to something and are intelligent
31571,Dungeon Security and Design - by royal dungeon engineer of the old empire
31581,Realms of the Underworld - explorers journal of the underlands connecting hundreds of dungeons
31591,Sex Secrets of the Troglodytes - a touching intimate portrait of sub human romance
31601,Beatinetics a Guide to Educating Children - explains how beating improves learning
31611,Ogre Economics - theories as to how ogres make their money in compilation of essays
31621,Goblin Morphology - theories explaining goblinoid races relations
31631,Mineralogy of Electrum - theories about electrum being natural or divine or ancient
31641,Hobgoblin Aphorisms - a dictionary of hobgoblin phrazes and real meanings
31651,Goblin Poetry - mostly ancestral lineages and terrible heroic purple prose
31661,Constellations and You - a once popular astrology text but skies have changes since then
31671,Phrenology of the Humanoids - scholar treatise on humanoid skull measurements and personality
31681,Chaos Goat Secrets - tales of goat battling and magical properties reputed to come from milk
31691,Kobold Pottery - drawings of kobold pots and ornaments and stratiographic diagrams
31701,Beast Men Mating Secrets - lurid love rites of monster men as observed by priest
31711,Monasteries of the Mad Monks - stories of depraved monks based on gossip and rumour
31721,Lost Relics of the Monster Gods - describes terrible artifacts of destruction but often flawed
31731,Folk Tales of the Farming Folk - gruesome tales for educating children
31741,Hairdressing For the Emperors Court - hair styles long forgotten with diagrams
31751,Blood Rites of Forbidden Cults - lurid possibly untrue tales of human sacrifice
31761,Lubrication of Dungeon Fittings - guide to making mechanisms work quietly
31771,Seed Catalogue - list and description of farm seed from Shadelport seed bank
31781,Conduct in the Hells - manners explained to help souls migrate through the nine hells
31791,Great Court Feats of the Empire Vol 57 - highly prized by cooks for decadent food porn
31801,Pickle Merchants of the Lowlands - definitive work on pickle types village by village
31811,Ruins of the Bone Forest - discussion on the the long lost kingdom smothered by the woods
31821,Brutal Torments of the Black Dungeon - details of torture of famous victims
31831,Fleshcaft - magic and artistic uses of flesh and flayed skin bound in human leather
31841,Tattoos of Criminal Gangs of Shadelport - document hundreds of tattoos of mostly defunct gangs
31851,Halfling Handycrafts - documents knitting, weaving, pottery and other domestic arts
31861,Halfling Recopies - actually a book on eating and butchering halflings by evil elves
31871,Metalwork Ornaments of the North - drawings of metal designs of decorated functional items
31881,Hoards of the Deep - lists of found and lost treasure describing most valuable and magical
31891,1001 Filthy Limericks - potty humour with detailed footnotes for the witless
31901,Harlots of the Redlight District - actually a non erotic book of medical examinations and welfare
31911,Of Bondage and Beatings - guide to beating and knot tying for sadists and slaves
31921,Light Operettas of the Masters - guide to stage craft, costume and music of popular entertainment
31931,Corset Making - elaborate guide to making corsets and selecting bones and animal parts
31941,Whimsy of the Dancing Owlbears - describing the cruel spectacles of the empires court
31951,The Art of Shanking - how to make shanks, slit throats and stab people by master thief
31961,Hating Orcs - guide to hating orcs and why orcs are all bastards, includes how to torture them
31971,Goats I Have Known - a nobleman's ode to goats he loved in beautiful verse
31981,Racing Flail Snails - disastrous accounts of this empire court folly in fashion 300 years ago
31991,Erotic Lycanthropy - curious wizards love making with various monster shape shifters
32001,Rat Populations of the City Sewers - documents many rodent types and detailed population studies
32011,A History of Artificial Limbs - with useful diagrams for surgeons
32021,Underland Fishing Stories - fish catching in underground wells and lakes and dangers
32031,Eunuch Making for Pleasure and Prophet - guide written in the western desert kingdoms
32041,Succubi and other Attractive Denizens of the Deep - erotic misadventures with monsters
32051,Harlot's Tales - stories collected from elderly prostitutes and mistresses of the the rich
32061,Dungeon Engravings & Writings - thousands of graffiti texts from dungeons
32071,Goat Herder Songs of the Southern Hill Country - exactly what the title says
32081,Witches I Have Burned - collections of legal documents and case files of a witch hunter
32091,Misanthropy and Nihlism for Beginners - written as revenge on world by prison inmate
32101,Endurance for Lovemaking - folk remedies to improve sex life and cure male impotency
32111,Dog Breeds of the Humanoids - detailed lore on breeds, training and recipes of dungeon dogs
32121,Folk Instruments of the Goblins - detailed drawings and descriptions
32131,Demons I have Summoned - descriptions and summoning tips of dozens of demons
32141,Secrets of the Black Baron - a forbidden book of mostly lies by a bard of the empire
32151,Beautiful Boys of the Docklands - guide to pederasty for city noblemen
32161,Married Woman's Almanac - medical advice, child keeping tips and recipes
32171,Codpiece Collecting - descriptions of the codpieces of all the major races and regions
32181,an untitled folio - several dozen bawdy limericks accompanied by crude etchings
3219
3220;necronomicon
32211,[the secrets of] [necromancy], author unknown
32221,[the secrets of] [necromancy], by [old name]
32231,[the secrets of] [necromancy], by [old name] the [special adjective]
32241,[the secrets of] [necromancy], by *[an old hero]*
3225;the secrets of
32261,The Secret Life of
32271,The Deadly Secrets of
32281,Morbid
32291,The Afterlife and
32301,Hell and the
32311,Realm of the
32321,Power over
32331,Jealousy and the
32341,Loving
32351,Interactions with
32361,The End of
3237;necromancy
32381,Ghouls
32391,Zombies
32401,Undead
32411,Necromancers
32421,Demons
32431,Devils
32441,Spirits
32451,Humans
32461,[old name]
32471,[an old wight leader]
3248
3249;bridge name
32501,the [bridge 1] [bridge 2] bridge
32511,the bridge of [special power]
32521,[power]’s bridge
32531,the bridge of St. [old name]
32541,the bridge of St. [an old hero]
3255
3256;bridge 1
32571,Old
32581,Stone
32591,Fallen
32601,Bloody
32611,Broken
32621,Blissful
32631,Dark
3264
3265;bridge 2
32661,Arch
32671,Smugglers
32681,Trade
32691,War
32701,King’s
32711,Queen’s
32721,Lovers
32731,Hangmans
32741,Giants
32751,Shoulder
32761,Stump
32771,Murderers
32781,Priests
3279
3280;magic plant
32811,[magic plant 1] [magic plant 2]
3282
3283;magic plant 1
32841,Fey
32851,Dream
32861,Lunar
32871,Astral
32881,Blood
32891,Azure
3290# more names for plants and herbs from http://blog.d4caltrops.com/2018/11/more-migration-herb-plant-generator.html
32911,Amber
32921,Arrow
32931,Autumn
32941,Bear
32951,Bee
32961,Birth
32971,Black
32981,Bladder
32991,Blue
33001,Bog
33011,Bone
33021,Buck
33031,Bungle
33041,Burr
33051,Butter
33061,Butterfly
33071,Cat's
33081,Chaste
33091,Cone
33101,Cough
33111,Cow
33121,Curly
33131,Demon
33141,Desert
33151,Devil
33161,Dwarf
33171,Elder
33181,Elf
33191,Eye
33201,Fairy
33211,Fever
33221,Finger
33231,Flea
33241,Garden
33251,Giant
33261,Giant
33271,Goat
33281,Golden
33291,Green
33301,Heart
33311,Hen
33321,Holy
33331,Honey
33341,Horn
33351,Horse
33361,Hound
33371,Iron
33381,Jewel
33391,Kine
33401,Knot
33411,Lavender
33421,Lemon
33431,Lion's
33441,Lung
33451,Maiden
33461,Marsh
33471,Merry
33481,Milk
33491,Monk's
33501,Moon
33511,Mother
33521,Mountain
33531,Old
33541,Passion
33551,Penny
33561,Pig
33571,Prickly
33581,Priest's
33591,Purple
33601,Queen('s)
33611,Royal
33621,Rupture
33631,St. [old name]'s
33641,St. [an old hero]'s
33651,Sand
33661,Scarlet
33671,Sea
33681,Sheep
33691,Skull
33701,Slip
33711,Spear
33721,Spring
33731,Star
33741,Stink
33751,Stone
33761,Sun
33771,Sweat
33781,Sweet
33791,Torch
33801,Trailing
33811,Twilight
33821,Walking
33831,Wet
33841,White
33851,Wild
33861,Winter
33871,Witch
33881,Wolf
33891,Wooly
33901,Worm
33911,Yellow
3392
3393;magic plant 2
33941,Lotus
33951,Fern
33961,Lilly
33971,Orchid
3398# names for plants and herbs from http://blog.d4caltrops.com/2018/11/more-migration-herb-plant-generator.html
33991,Apple
34001,Ball
34011,Balm
34021,Balsam
34031,Bane
34041,Bark
34051,Beans
34061,Beard
34071,Berry
34081,Bloom
34091,Blossom
34101,Bonnet
34111,Bower
34121,Bramble
34131,Bread
34141,Breath
34151,Bright
34161,Broom
34171,Buds
34181,Burr
34191,Bush
34201,Buttons
34211,Cap
34221,Carpet
34231,Castle
34241,Cauldron
34251,Celery
34261,Cherry
34271,Claw
34281,Clock
34291,Clove
34301,Clover
34311,Cress
34321,Crown
34331,Delight
34341,Ears
34351,Fig
34361,Finger
34371,Fodder
34381,Grain
34391,Grape
34401,Grass
34411,Green
34421,Gum
34431,Hair
34441,Haw
34451,Hazel
34461,Head
34471,Heather
34481,Helmet
34491,Herb
34501,Hood
34511,Ivy
34521,Kettle
34531,Leaf
34541,Lily
34551,Love
34561,Maids
34571,Mallow
34581,Mantle
34591,Mint
34601,Moss
34611,Mustard
34621,Myrtle
34631,Necklace
34641,Nettle
34651,Onions
34661,Orchid
34671,Parlsey
34681,Parsnip
34691,Pear
34701,Pepper
34711,Pine
34721,Plum
34731,Poppy
34741,Potato
34751,Purge
34761,Purse
34771,Radish
34781,Rods
34791,Root
34801,Rose
34811,Seal
34821,Seed
34831,Shoe
34841,Slip
34851,Sorrel
34861,Suckle
34871,Sumac
34881,Tail
34891,Tea
34901,Thistle
34911,Thorn
34921,Tomato
34931,Vine
34941,Wattle
34951,Weed
34961,Wood
34971,Wort
34981,Wrack
3499
3500;green tower in this lake
35011,A green glass tower has been built in this lake. [green tower name] [green tower connection]
3502
3503;green tower name
35041,The locals call it *[green tower simple name]*.
35051,In *[old elf ballad name]*, they call it *[green tower simple name]*.
3506
3507;green tower simple name
35081,The Green Tower
35091,The Glass Tower
35101,The Elf Ruin
35111,The Cursed Ruin
35121,[elf]'s Ruin
35131,[elf]'s Redoubt
35141,[elf]'s Last Stand
35151,The Needle
35161,The Nameless Tower
3517
3518;old elf ballad name
35191,The [old elf song] of [old elf ballad topic]
3520
3521;old elf song
35221,Song
35231,Ballad
35241,Lay
35251,Romance
35261,Story
35271,Tale
35281,Birth
35291,Death
3530
3531;old elf ballad topic
35321,Spring
35331,Summer
35341,Autumn
35351,Winter
35361,the Moon
35371,the Sun
35383,[elf animal] [elf place]
35393,[elf]
35402,[elf] & [elf]
35411,[elf] the [elf animal]
35421,[male elf] the [elf title]
35431,[female elf] the [elf title]
35441,[male noble elf]
35451,[female noble elf]
3546
3547;elf place
35481,Rock
35491,Mountain
35501,Hill
35511,Lake
35521,Fall
35531,River
35541,Wood
35551,Home
35561,Haven
35571,Vale
35581,Dale
3559
3560;elf animal
35611,Bear
35621,Eagle
35631,Falcon
35641,Fox
35651,Hawk
35661,Horse
35671,Magpie
35681,Nightingale
35691,Owl
35701,Wolf
3571
3572;elf animals
35731,Bears
35741,Eagles
35751,Falcons
35761,Foxes
35771,Hawks
35781,Horses
35791,Magpie
35801,Nightingales
35811,Owls
35821,Wolves
3583
3584;elf title
35851,Beautiful
35861,Sad
35871,Cruel
3588
3589;male noble elf
35901,[male elf], Lord of the [elf realm]
35911,[male elf], Lord of the [elf animal]
35921,Lord [male elf]
35931,King [male elf]
35941,King [male elf] of [elf animals]
3595
3596;female noble elf
35971,[female elf], Lady of the [elf realm]
35981,[female elf], Lady of the [elf animal]
35991,Lady [female elf]
36001,Queen [female elf]
36011,Queen [female elf] of [elf animals]
3602
3603;elf realm
36041,Sky
36051,Waters
36061,Lake
36071,River
36081,Wood
36091,Mountain
36101,Highlands
36111,Barrow
3612
3613;green tower connection
36141,There is no bridge but the tower's entrance is at the water level. [maybe there is a boat] [green tower underwater room]
36151,There's no visible entrance. Anybody taking a dive would find an underwater entrance. [maybe there is a boat] [green tower underwater room]
3616
3617;maybe there is a boat
36181,There is no boat to be found at the water's edge.
36191,Hidden between the reeds there is a small rowing boat.
36201,Hidden under some thorn bushes is a small canoe.
36211,Beneath the surface, you see a half-rotten rowing boat beyond repair.
3622
3623;green tower underwater room
36241,</p><p>In the murky darkness below lies the lair of [a water monster]
3625
3626;a water monster
36271,[2d20] **nixies** led by *[nixie]* ([nixie stats]). [poor treasure]
36281,[2d6] **sea serpents** ([sea serpent stats]).
3629
3630;mountain orc leader specialty
36311,*[same orc]* is a famous sword smith in the [orc sword tradition].
36321,*[same orc]* is a famous dual-wielding sword dancer.
36331,*[same orc]* is a famous singer of epics, his favourite being [orc epic].
3634
3635;forge orc leader specialty
36361,*[same orc]* is a famous armour smith in the [orc armour tradition].
36371,*[same orc]* is a famous engineer in the [orc engineering school].
36381,*[same orc]* is a famous rune lord having just finished his most celebrated epic, [orc epic].
3639
3640;mountain orc settlement
36411,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]
36421,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]
36431,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]
36441,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]
36451,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]
3646
3647;mountain orc space
36481,Beneath some covers are tents and tent poles for the entire clan.
36491,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.
36501,The rooms are full of chests covered with beautiful carpets. They are filled with polished ancestral bones.
36511,In one corner is an altar and a statue of *[evil power]* with [orcish runes].
36521,The floor is covered with rugs except for a large hole filled with polished skulls.
3653
3654;forge orc settlement
36551,The orcs have built their settlement [forge location]. The round huts are protected by [orc companions]. [forge orc space]
3656
3657;forge location
36581,near the gatehouse guarding the entrance to the forge, with murder holes and arrow slits to defend against intruders
36591,in the old cistern, on a wooden platform built above the water, with access via rickety bridges, ropes and ladders
36601,in the main hall, along the walls and overlooking the stone garden and its dwarf statues and the artificial pools
36611,in the market hall, on the main floor and in the gallery above, with ladders and rickety stairs connecting the two
3662
3663;orc companions
36641,spear traps
36651,a **boar** ([boar stats])
36664,[1d4+1] **boars** ([boar stats])
3667
3668;forge orc space
36691,The open spaces between the huts are small and filled with dwarf junk: pipes, cogs, jagged metal plates.
36701,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].
36711,Every little hut looks the lab of a crazy inventor with bits of dwarf junk being disassembled or catalogued.
36721,The rooms are full of chests to sit on, covered with beautiful carpets. They are filled with polished ancestral bones.
36731,Every room has multiple little painted wooden statues depicting animals and plants from the surface world: goats, yaks, trees, mushrooms.
3674
3675;orcish rune location
36761,its forehead
36771,its torso
36781,the flag wrapped around it
36791,the tapestry hanging behind it
36801,their tongue
3681
3682;orcish rune colour
36831,gold
36841,silver
36851,black
36861,white
36871,red
3688
3689;orc epic
36901,*[orc] and [[orc antagonist]]*
36911,*[orc] and the [orc blessing] of [star name]*
36921,*The [orc fate] of [[orc antagonist]]*
36931,*The [orc victory] of [[orc place]]*
3694
3695;orc blessing
36961,Light
36971,Wisdom
36981,Healing
36991,Birth
37001,Blessing
37011,Rescue
3702
3703;orc victory
37041,Razing
37051,Conquest
37061,Destruction
37071,Curse
37081,Taking
3709
3710;orc place
37111,green tower simple name
37121,crag name
37131,village name
3714
3715;orc fate
37161,Binding
37171,Death
37181,End
37191,Song
37201,Bones
37211,Trials
3722
3723;orc antagonist
37241,orc
37251,ice devil
37261,red dragon name
37271,white dragon name
37281,green dragon name
37291,black dragon name
37301,wight name
37311,ettercap name
37321,manticore
37331,tengu name
37341,demon name
37351,evil tribe
37361,human name
37371,dwarf name
37381,halfling name
37391,strange name
37401,old name
37411,secret society
37421,mercenary house name
37431,organisation name
37441,netherworld elves
37451,fire giant name
3746
3747;mountain valley
37481,The upper valley is rocky and bare.
37491,Up here, winters are cold not much grows here.
37501,The rocks up here are covered in grey and orange lichens.
37511,A few thorny bushes between the rocks are the only green patches up here.
37521,The sunny side of the valley is covered in pink splashes of *roseroot*.
37531,Up there are white patches of *edelweiss* growing between the rocks.
3754
3755note please excuse my fanciful and ahistorical heraldry attempt -peter
3756;heraldry
37571,a [hercol] [herdevice] emblazoned on a field of [hercol2]
37581,a quartered field of [hercol] and [hercol2]
37591,a counterchanged [herdevice] on a field of [hercol] and [hercol2]
37601,a [hercol2] bend over a [hercol] field
37611,a [hercol2] field partioned with a [hercol] line
37621,a [hercol2] field partioned with a nebuly [hercol] line
37631,a [hercol2] field partioned with an engrailed [hercol] band
37641,a [hercol2] field partioned with an embattled [hercol] band
37651,a [hercol2] field partioned with a [hercol] line and a [herdevice]
37661,a [hercol2] field partioned with a nebuly [hercol] line and a [herdevice]
37671,a [hercol2] field partioned with an engrailed [hercol] band and a [herdevice]
37681,a [hercol2] field partioned with an embattled [hercol] band and a [herdevice]
3769
3770;hercol
37711,gold
37721,silver
37731,yellow
37741,white
37751,ermine
37761,orange
37771,red
37781,crimson
37791,scarlet
37801,light green
37811,light blue
3782
3783;hercol2
37841,black
37851,dark purple
37861,dark blue
37871,dark green
37881,dark brown
37891,deep red
37901,dark fur
3791
3792;herdevice
37931,diamond
37941,ring
37951,arm
37961,fist
37971,head
37981,club
37991,foot
38001,fountain
38011,hand
38021,heart
38031,lion
38041,tiger
38051,leopard
38061,fox
38071,wolf
38081,rabbit
38091,bear
38101,badger
38111,otter
38121,antelope
38131,bull
38141,camel
38151,stag
38161,skull
38171,unicorn
38181,pegasus
38191,hippogriff
38201,griffin
38211,pig
38221,ram
38231,dragon
38241,wyvern
38251,salamander
38261,bee
38271,ant
38281,dragonfly
38291,grasshopper
38301,cricket
38311,bird
38321,harpy
38331,sphinx
38341,cock
38351,crow
38361,crane
38371,swan
38381,dove
38391,duck
38401,eagle
38411,two-headed eagle
38421,chaos-symbol
38431,law-symbol
38441,owl
38451,ostrich
38461,pelican
38471,egg
38481,raven
38491,dolphin
38501,eel
38511,fish
38521,tusk
38531,horn
38541,antlers
38551,paw
38561,flower
38571,rose
38581,thistle
38591,lotus
38601,tree
38611,sun
38621,moon
38631,devil
38641,angel
38651,wings
38661,wheat
38671,star
38681,crescent
38691,wheel
38701,wall
3871
3872;megalith
38731,winged boar
38741,sphinx
38751,reclining deity
38761,serpent
38771,bird
38781,turtle
38791,standing warrior-figure
38801,idol
38811,demon
38821,goddess
38831,bull
38841,horse
38851,elephant
38861,dinosauroid
3887
3888;humanoidtype
38893,orcs
38903,goblins
38911,hobgoblins
38921,humans
38931,drow elves
38942,kobolds
38951,gnolls
38961,lizardmen
38971,troglodytes
38981,kuo-tua
3899
3900;energy
39011,magical
39021,geothermic
39031,alchemical
39041,divine
39051,artifact
39061,relic
39071,demonic
39081,elemental
39091,necromantic
39101,mythic
3911
3912;direction
39135,north
39145,northeast
39155,northwest
39161,west
39171,east
39185,south
39195,southeast
39205,southwest
3921
3922;color
39231,amaranth
39241,amber
39251,amethyst
39261,apricot
39271,aquamarine
39281,argent
39291,auburn
39301,azure
39311,baby blue
39321,beige
39331,bistre
393410,black
39351,blackish-brown
393610,blue
39371,blue-gray
39381,blue-green
39391,blue peafowl
39401,bordeaux
39411,bronze
394210,brown
39431,burgundy
39441,burnt orange
39451,cadet grey
39461,cadmium red
39471,cardinal
39481,carmine
39491,carnation
39501,celadon
39511,cerise
39521,cerulean
39531,chamois
39541,chartreuse
39551,chestnut
39561,cobalt blue
39571,coffee
39581,coppertone
39591,coquelicot
39601,coral
39611,cornflower blue
39621,counter-potent
39631,cream
39641,crimson
39655,cyan
39661,dark blue
39671,dark brown
39681,dark green
39691,dark red
39701,dirty white
39711,drab
39721,eggshell
39731,eigengrau
39741,electric blue
39751,emerald
39761,ermines
39771,feldgrau
39785,fuchsia
39791,garnet
39801,golden
39811,goldenrod
398210,gray
39831,mauve
398410,green
39851,grey-green
39861,green-yellow
39871,opalescent green
39881,greyish magenta
39891,gules
39901,heliotrope
39915,indigo
39921,jade
39931,khaki
39941,laurel green
39955,lavender
39961,lemon
39971,light blue
39981,light green
39991,lilac
40001,linen
40015,magenta
40021,marigold
40031,maroon
40041,midnight blue
40051,mulberry
40061,murrey
40071,mustard
40081,navy blue
40092,octarine
40105,olive
40111,olive-brown
401210,orange
40131,orange-red
40141,parsley green
40151,pean
40161,periwinkle
401710,pink
40181,pinkish-brown
40191,bright pink
40201,pinto horse
40211,plum
40221,potent
40231,proper
40241,puce
40251,pumpkin
402610,purple
40271,purple-black
40281,purple-brown
40291,purpure
403010,red
40311,reddish-brown
40321,red-violet
40331,bright red
40341,roan
40351,royal blue
40361,ruby
40371,rufous
40381,rust
40391,rutile
40401,sable
40411,saffron
40421,sanguine
40431,sapphire
40441,scarlet
40451,seal brown
40461,sepia
40471,sky blue
40481,smoke
40491,steel blue
40501,steel gray
40511,strawberry
40521,tan
40531,taupe
40545,teal
40551,tenné
40561,terra cotta
40575,turquoise
40581,vair
40591,vairy
40601,venetian red
40611,violet
40621,violet-blue
40631,viridian
40641,wheat
406510,white
40661,white smoke
406710,yellow
40681,yellow-brown
40691,yellow-green
40701,yellow-orange
40711,yellow-white
4072
4073;totem
40741,Bear Spirit
40751,Wolf Spirit
40761,Vulture Spirit
40771,Panther Spirit
40781,Dragon Spirit
40791,Raven Spirit
40801,Rabbit Spirit
40811,Hawk Spirit
40821,Turtle Spirit
40831,Serpent Spirit
40841,Life Spirit
40851,Death Spirit
4086;druids
40871,[druid warning sign] Here stands [druid circle] [the locals call it] *[druid circle name]*. [druid allies] [druid trails]
40881,[druid warning sign] At last you reach [druid circle] [the locals call it] *[druid circle name]*. [druid allies] [druid trails]
4089;the locals call it
40901,Local legends have named this place
40911,In the old days, they called it
40921,In *[old elf ballad name]*, this place was called
40931,In *The Travels of [old name]*, this place was called
4094;druid trails
40951,</p><p>A [druid path] north to [druid larder]. [maybe druid acolytes]</p><p>Another [druid path] south to [druid camp]. [druid] [druid acolytes] [druid goal] [druid terror]
40961,</p><p>A [druid path] south to [druid camp]. [druid] [druid acolytes] [druid goal] [druid terror]</p><p>Another [druid path] east to [druid larder]. [maybe druid acolytes]
40971,</p><p>A [druid path] west to [druid larder]. [maybe druid acolytes]</p><p>Another [druid path] north to [druid camp]. [druid] [druid acolytes] [druid goal] [druid terror]
40981,</p><p>A [druid path] uphill to [druid camp]. [druid] [druid acolytes] [druid goal] [druid terror]</p><p>Another [druid path] into a ravine where there one may find [druid larder]. [maybe druid acolytes]
4099;maybe druid acolytes
41002,[druid acolytes]
41011,
4102;druid acolytes
41031,The **druid acolyte** *[old names for men]* is nearly ready for the test ([druid acolyte stats]).
41041,[1d4+1] **druid acolytes** are painting each other with blue patterns; the highest initiate is *[old names for men]* ([druid acolyte stats]).
41051,[1d4+1] **druid acolytes** are wrestling with each other, trying to learn the ways of the bear; the highest initiate is *[old names for men]* ([druid acolyte stats]).
41061,[1d4+1] **druid acolytes** are mixing berries and bark into a blue pulp; the highest initiate is *[old names for men]* ([druid acolyte stats]).
41071,[1d4+1] **druid acolytes** are practising staff fighting; the highest initiate is *[old names for men]* ([druid acolyte stats]).
41081,[1d4+1] **druid acolytes** are disemboweling a pure white deer to scrutinize the entrails for prophetic signs.
41091,[1d4+1] **druid acolytes** are roughly shaping a large boulder with primitive hammer stones.
41101,[1d4+1] **druid acolytes** are scattering offerings of fermented meat for their unkindness of **ravens**.
41111,[1d4+1] **druid acolytes** are gouging a sigil into the turf using shallow ditches dug with flint hand tools.
41121,[1d4+1] **druid acolytes** are savaging their weakest member with thorned switches to teach them the pecking order of the pack.
41131,[1d4+1] **druid acolytes** are lugging dead-fall branches to construct a massive bonfire.
41141,[1d4+1] **druid acolytes** are intently weaving [wicker desc] baskets and mats.
41151,[1d4+1] **druid acolytes** are frenetically dancing while passing venomous **serpents** back and forth.
41161,[1d4+1] **druid acolytes** are distributing sacred, hallucinogenic toadstools amongst themselves.
41171,[1d4+1] **druid acolytes** are sketching a battle plan in the dirt with fire-sharpened sticks. They intend to destroy *[nearby village name]*.
41181,[1d4+1] **druid acolytes** are sketching a battle plan in the dirt with fire-sharpened sticks. They intend to destroy the witch *[nearby witch]*.
41191,[1d4+1] **druid acolytes** are mending the torn wing of a majestic **eagle** who was shot with an arrow.
4120;druid larder
41211,a small overhang, from which carcasses of deer hang by braided vines
41221,a disused bear den, stacked high with marrow-rich bones
41231,several woven baskets, hanging from trees and filled to the brim with ripe and ready to eat [berries]
41241,a crude wooden rack, constructed of thorny branches, with [fish] impaled on the thorns and drying in the sun
4125;druid camp
41261,a clearing dominated by a series of rough bearskin tents
41271,several crude lean-tos
41281,a clearing dominated by a large fire pit and tons of dead branches and boughs stacked haphazardly
41291,a natural overhang, gouged into a low cliff side
41301,an unnatural seeming hill, surrounded by sharpened stakes
4131;druid
41321,The **druid** *[old names for men]* has freed himself from the shackles of civilisation and lives here like a wild beast in a hovel ([druid stats]).
41331,The **druid** *[old names for women]* has freed herself from the shackles of civilisation and lives here like a wild beast in a hovel ([druid stats]).
4134;druid warning sign
41351,The trees carry warnings: human skulls dangling from ropes, finger bones on threads, rattling in the wind.
41361,Scattered throughout the forest are macabre structures built of bones and twigs.
41371,Deep furrows, glistening red with blood are gouged within the trunks of trees here.
41381,It seems that no birds sing in this part of the woods, every twig and branch seems to snap beneath your feet, betraying you.
41391,Thorny vines cling to your clothing and the low branches of saplings seem to whip toward faces at every available opportunity.
41401,A patch of cleared ground, devoid of grasses and plants, is surrounded by small boulders and bones.
41411,An eerie keening and rattling sound echoes through the wood. Looking up, you see human bones high up in the branches, acting like wind-chimes.
4142;druid goal
41431,</p><p>All they want is to drive away all the humans for they bring their walls, their squalid houses, and their diseases into this glorious wilderness.
41441,</p><p>All they want is to kill all the humans that have been cutting down trees with their iron weapons, their iron armour, their bonfires and their torches.
41451,</p><p>All they desire is to rouse the ancient wood and to expanded its borders. Let it re-take the cultivated lands that it once dominated.
41461,</p><p>All they want is to unite the sylvan creatures and take back what is theirs: let the villages burn!
41471,</p><p>All they desire is for the old order to return: hunter and hunted, predator and prey. They see the humans growing soft and fat with their domestication and agriculture, and this makes them prey.
41481,</p><p>All they desire is the perfect, sublime, and chaotic beauty of nature, where nothing is ever uniform for long and entropy reins supreme. Let there be upheaval and change.
4149;druid terror
41501,High up in the trees a small number of wooden cages hold dead bodies and [druid prisoners], [ettercap prisoner feeling].
41511,Lashed to several spiny barked trees are a few corpses and [druid prisoners], [ettercap prisoner feeling].
41521,Paralyzed by herbal concoctions and arranged on stone slabs for sacrifice [are druid prisoners].
41531,Sedated with powerful venom and bound inside a giant dry wicker effigy [are druid prisoners].
4154;druid prisoners
41551,a **prisoner** called *[human name]*
41565,[1d5+1] **prisoners** led by *[human name]*
4157;are druid prisoners
41581,is a **prisoner** called *[human name]*
41595,are [1d5+1] **prisoners** led by *[human name]*
4160;druid allies
41611,</p><p>[druid cause] The druids have found powerful allies in the forest: [1d8 treants] ([treant stats]).
41621,</p><p>[druid cause] The woods around here are patrolled by the druids' pack: [3d6] **wolves** ([wolf stats]).
41631,</p><p>[druid cause] The druids are protected by [1d4 bears] ([bear stats]).
41641,</p><p>[druid cause] The druids have found unruly allies in the forest: [centaurs].
41651,</p><p>[druid cause] The druids know everything that moves in this part of the forest for the **crows** act as their eyes and ears. They're everywhere!
4166;druid cause
41671,This place is sacred to the druids.
41681,This is one of the truly wild places.
41691,This place is holy to Odin's *Wild Hunt*.
41701,These trees are holy to the druids.
41711,This is hallowed ground to the druids.
4172;druid circle
41731,a rough circle of upright builders as tall as an ogre, hewn centuries ago by hands long since forgotten.
41741,concentric rings of squat, white stone that isn’t normally found in this area.
41751,a large, granite slab, draped across and resting precariously on top of three tapered upright boulders.
41761,a series of moss and lichen covered pillars of living rock, a bit worn and weathered but still impressive in size.
41771,a row of roughly torso shaped stones, tall as a horse, spaced evenly along a low ridge.
41781,five flat topped, squarish boulders covered in scratches and gouges. They would seem natural if it weren’t for the careful and almost reverent landscaping trimming the grasses around them.
4179;druid circle name
41801,The Merry Maidens
41811,The Old Men
41821,The Goathenge
41831,The Giant’s Teeth
41841,The Dancers
41851,The Petrified Giants
4186;druid path
41871,[druid path decoration] [druid path description]
4188;druid path decoration
41891,barely visible and overgrown
41901,leaf-strewn
41911,bone-littered
41921,heavily-thorned
41931,deeply furrowed
41941,[berry]-bush lined
4195;berry
41961,ripe [berry1] [berry2]
41971,unripe [berry1] [berry2]
41981,mostly-eaten [berry1] [berry2]
4199;berries
42001,[berry1] [berry3]
4201;berry1
42021,Blue
42031,Tar
42041,Goose
42051,Cloud
42061,Thimble
42071,Choke
4208;berry2
42091,Cherry
42101,Berry
42111,Grape
42121,Currant
42131,Plum
4214;berry3
42151,Cherries
42161,Berries
42171,Grapes
42181,Currants
42191,Plums
4220;fish
42211, [fish1] [fish2] [fish type]
4222;fish1
42231,Long
42241,Brown
42251,Brook
42261,Small
42271,Thread
42281,Red
42291,Short
42301,Yellow
42311,Striped
42321,White
4233;fish2
42341,Nose
42351,Fin
42361,Gill
42371,Mouth
42381,Ear
42391,Face
42401,Eye
42411,Throat
4242;fish type
42431,Trout
42441,Salmon
42451,Eels
42461,Catfish
42471,Shad
42481,Carp
42491,Gar
42501,Bass
42511,Perch
42521,Bloater
42531,Pike
4254;druid path description
42551,[path 1] [path 2]
4256;path 1
42571,path
42581,game-trail
42591,track
42601,passage
42611,path
4262;path 2
42631,winds
42641,leads
42651,meanders
42661,slithers
42671,twists
42681,weaves
42691,heads
4270
4271## Foodstuffs
4272#starting point for food and drink tables for menus/food items
4273#basic construction: tables for domestic/garden and wild food products
4274#sub-tables for specific types of veg/seasoning herbs/descriptions and preparation methods
4275#meat: I try to use the "food names" for animals here if they exist, hence the "meat quantifier" in the table names
4276#also doing cheese with some cheese producing animals and a few descriptors focusing on texture/type/flavor
4277#breads exists now, probably needs more options
4278#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.
4279#also imported berries (I prefer the prefix method for this), updated fruits
4280#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 :)
4281#some recipes may not seem too appetizing thanks to the random generation, but there's no accounting for local tastes :)
4282
4283;fruit
42841,apple
42851,pear
42861,starfruit
42871,citrus
42881,fig
42891,date
42901,walnut
42911,pecan
42921,breadfruit
4293
4294#making a dish
4295;dish
42961,[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]
4297
4298;snack
42991,[food bread] and a [food cheese]
4300
4301;orc dish
43021, [rural meat prep] [unusual meats] [seasoning method] [with food seasonings] and [with veg prep] [with food veg]
43031, [rural meat prep] [wild meats] [seasoning method] [with food seasonings] and [with veg prep] [with food veg]
4304
4305
4306#meat tables
4307
4308
4309;food meat
43105,[domesticated meats]
43115,[domesticated poultry]
43125,[freshwater fish]
43132,[freshwater shellfish]
43144,[wild meats]
43154,[wild poultry]
43162,[varmint meats]
43171,[unusual meats]
4318
4319
4320;domesticated meats
43211,lamb [lamb parts]
43221,ham
43231,mutton [mutton parts]
43241,pork [pork parts]
43251,beef [beef parts]
43261,veal [veal parts]
43271,goat [goat parts]
43281,ox [ox parts]
4329
4330;domesticated poultry
43311,whole chicken
43321,whole duck
43331,whole goose
43341,chicken [poultry parts]
43351,duck [poultry parts]
43361,goose [poultry parts]
43371,turkey [poultry parts]
4338
4339;freshwater fish
43401,bluegill
43411,bass
43421,carp
43431,crappie
43441,trout
43451,salmon
43461,perch
43471,pike
43481,grayling
43491,tench
43501,walleye
43511,catfish
43521,smelt
43531,whitefish
43541,gar
43551,eels
43561,sturgeon
43571,roe
43581,caviar
4359
4360;freshwater shellfish
43611,crayfish
43621,snails
43631,mussels
4364
4365;wild meats
43661,venison [beef parts]
43671,wild boar [pork parts]
43681,bison [beef parts]
43691,antelope [beef parts]
43701,elk [beef parts]
43711,moose [beef parts]
43721,rabbit
43731,hare
43741,reindeer [beef parts]
4375
4376;varmint meats
43771,beaver
43781,squirrel
43791,opossom
43801,racoon
4381
4382;wild poultry
43831,pheasant [poultry parts]
43841,partridge [poultry parts]
43851,quail [poultry parts]
43861,squab [poultry parts]
43871,wild duck [poultry parts]
43881,wild turkey [poultry parts]
43891,guineafowl [poultry parts]
43901,grouse [poultry parts]
43911,dove [poultry parts]
43921,ptarmigan [poultry parts]
43931,wild goose [poultry parts]
43941,woodcock [poultry parts]
43951,snipe [poultry parts]
43961,plover [poultry parts]
4397#some of these might also work for a separate "monster meats" table because they contravene western cultural norms
4398;unusual meats
43991,rat
44001,giant rat
44011,dog
44021,cat
44031,horseflesh
44041,donkey-meat
44051,camel
44061,alpaca
44071,llama
44081,water buffalo
44091,yak
44101,kangaroo
44111,guinea pig
44121,alligator
44131,turtle
44141,snake-meat
44151,bear
4416
4417#this is a suffix descriptor, going after
4418;exotic prep
44191,in aspic
44201,deviled
44211,foie gras
44221,kebabs
44231,kishke/haggis
4424
4425#this is a prefix descriptor, going before
4426;rural meat prep
44271,baked
44281,blackened
44291,breaded
44301,fermented
44311,glazed
44321,poached
44331,roasted
44341,seared
44351,smoked
44361,dried
44371,boiled
44381,stewed
44391,grilled
44401,barbecued
44411,pan-broiled
44421,stir-fried
44431,deep-fat fried
44441,pan-fried
44451,braised
44461,fork-tender
4447
4448;poultry parts
44491,giblets
44501,breast
44511,drumsticks
44521,thighs
44531,backs
44541,legs
44551,wings
44561,necks
44571,oysters
4458
4459;beef parts
44601,sausage
44611,liver
44621,marrow
44631,medallions
44641,loins
44651,sirloin
44661,flank
44671,brisket
44681,chuck steak
44691,shoulder
44701,mince
44711,offal
44721,steak
44731,shank
44741,tongue
44751,haunch
44761,ribs
4477
4478;pork parts
44791,sausage
44801,shoulder
44811,hock
44821,loin
44831,chops
44841,ribs
44851,spareribs
44861,belly
44871,baby-back ribs
44881,chitterlings
44891,feet
4490
4491;mutton parts
44921,chops
44931,joints
44941,legs
44951,shank
44961,shoulder
44971,loin chop
44981,rump
44991,neck fillet
45001,rack
4501
4502;lamb parts
45031,chops
45041,shanks
45051,rack
4506
4507;veal parts
45081,chops
45091,cutlet
45101,fillet
45111,rack
45121,ribeye
45131,shin
45141,shanks
45151,ribs
45161,liver
45171,topside
45181,silverside
45191,kidneys
45201,brisket
45211,tenderloin
4522
4523;goat parts
45241,liver
45251,marrow
45261,medallions
45271,loins
45281,sirloin
45291,flank
45301,brisket
45311,chuck steak
45321,shoulder
45331,mince
45341,offal
45351,steak
45361,shank
45371,tongue
45381,haunch
45391,ribs
4540
4541;ox parts
45421,liver
45431,marrow
45441,medalions
45451,loins
45461,sirloin
45471,flank
45481,brisket
45491,chuck steak
45501,shoulder
45511,mince
45521,offal
45531,steak
45541,shank
45551,tongue
45561,haunch
45571,ribs
45581,tail
4559
4560
4561;food veg
45621,[root veg]
45631,[leafy veg]
45641,[legumes veg]
45651,[vine veg]
45661,asparagus
45671,brussel sprouts
45681,broccoli
45691,celery
45701,corn
45711,artichokes
45721,arugula
45731,cauliflower
45741,okra
45751,rhubarb
4576
4577#this is a prefix descriptor, going before
4578;veg prep
45791,fermented
45801,marinated
45811,whipped
45821,mashed
45831,breaded
45841,pickled
45851,smoked
45861,dried
45871,boiled
45881,stewed
45891,charred
45901,finely-diced
45911,raw
45921,steamed
45931,sautéd
45941,fried
45951,braised
45961,baked
45971,sun-dried
45981,minced
45991,chopped
46001,au gratin
46011,au poivre
46021,blanched
46031,brined
46041,browned
46051,caramelized
46061,char-broiled
46071,creamed
46081,deep fried
46091,dry roasted
46101,glazed
46111,grilled
46121,julienned
46131,par-baked
46141,parboiled
46151,poached
46161,spit-roasted
46171,seared
46181,stir fried
46191,sweated
4620
4621
4622
4623;wild veg
46241,wild [domesticated veg]
46251,foraged [domesticated veg]
4626
4627;root veg
46281,carrots
46291,potatoes
46301,beets
46311,turnips
46321,parsnips
46331,onions
46341,leeks
46351,scallions/green onions
46361,rutabagas
46371,radishes
46381,sweet potatoes
46391,yams
4640
4641;leafy veg
46421,spinach
46431,lettuce
46441,cabbage
46451,mustard greens
46461,turnip greens
46471,kale
46481,collard greens
46491,escarole
46501,sorrel
46511,radicchio
4652
4653;legumes veg
46541,green beans
46551,peas
46561,navy beans
46571,kidney beans
46581,lentils
46591,chickpeas
46601,snap peas
46611,soybeans
46621,black-eyed peas
46631,lima beans
46641,mung beans
46651,broad beans
46661,horse beans
46671,cow peas
46681,vetch
4669
4670;vine veg
46711,cucumber
46721,zucchini
46731,acorn squash
46741,crookneck squash
46751,butternut squash
46761,summer squash
46771,spaghetti squash
46781,pumpkin
46791,tomatoes
46801,eggplant
46811,bell peppers
46821,hot peppers
4683
4684
4685;food seasonings
46861,parsley
46871,basil
46881,rosemary
46891,chives
46901,sage
46911,horseradish
46921,dill
46931,garlic
46941,shallots
46951,thyme
46961,oregano
46971,coriander
46981,mint
46991,tarragon
47001,ginger
47011,cumin
47021,paprika
47031,cardamom
47041,fennel
47051,cayenne
47061,allspice
47071,marjoram
47081,saffron
47091,nutmeg
47101,clove
47111,turmeric
47121,lemon balm
47131,fenugreek
47141,lovage
47151,bay leaves
47161,celery salt
47171,sumac
47181,borage
47191,caraway
47201,salt
47211,coriander seeds
47221,vanilla
47231,cinnamon
47241,poppy seeds
47251,chili peppers
47261,chicory
47271,lemongrass
47281,sesame
47291,curry
47301,black pepper
47311,lemon basil
47321,juniper berries
47331,peppermint
47341,garden cress
47351,hyssop
47361,tamarind
47371,mustard
47381,anise
47391,honey
47401,vinegar
4741
4742
4743;seasoning method
47445,seasoned with
474530,flavored with
474645,covered in [sauces] with
47475,marinated in
47485,basted with
47495,enhanced with
47505,cured with
4751
4752;sauces
47531,[with food seasonings] and [fruit] sauce
47541,[with food seasonings] and [fruit] dressing
47551,[with food seasonings] and [fruit] gravy
47561,[with food seasonings] and [fruit] relish
47571,[with food seasonings] and [fruit] chutney
47581,[with food seasonings] and [fruit] coulis
47591,[with food seasonings] and [fruit] topping
47601,[with food seasonings] and [cheese producer] cheese sauce
4761
4762;food melon
47631,cantaloupe
47641,watermelon
47651,winter melon
47661,horn melon
47671,muskmelon
47681,honeydew
4769
4770;food citrus fruit
47711,orange
47721,lime
47731,citron
47741,clementine
47751,finger lime
47761,grapefruit
47771,key lime
47781,lemon
47791,limequat
47801,pomelo
47811,tangerine
4782
4783;food tropical fruit
47841,coconut
47851,banana
47861,guava
47871,mango
47881,mangosteen
47891,persimmon
47901,pineapple
4791
4792
4793
4794;food cheese
47951,[cheese portion] of [with cheese desc2] and [and cheese desc2] [cheese texture] [cheese producer] cheese
4796
4797#the blank/default is cow, since we don't refer to it as "cow cheese" :)
4798;cheese producer
47999,
48003,goat
48013,sheep
48021,[exotic cheese producer]
4803
4804;exotic cheese producer
48051,buffalo
48061,yak
48071,camel
48081,reindeer
48091,moose
4810
4811;cheese portion
48121,hunk
48131,chunk
48141,slice
48151,wedge
48161,lump
48171,small wheel
48181,block
48191,square
4820
4821;cheese texture
48221,hard
48231,sharp
48241,soft
48251,crumbly
48261,thick-rinded
48271,soft-rinded
48281,wax-wrapped
48291,buttery
48301,creamy
48311,delicate
48321,fluffy
48331,silky
48341,smooth
48351,velvety
48361,gooey
4837
4838;cheese desc2
48391,blue-veined
48401,fresh
48411,ripe
48421,fermented
48431,herbal
48441,green
48451,rustic
48461,rich
48471,smoked
48481,fruity
48491,zesty
48501,briny
48511,citrusy ([food citrus fruit])
48521,full-bodied
48531,honeyed
48541,earthy
48551,floral
48561,nutty
48571,sweet
48581,grassy
48591,barnyardy
48601,garlicky
48611,oniony
48621,funky
48631,pungent
48641,stinky
48651,musty
48661,acrid
48671,bitter
48681,bold
48691,sour
48701,meaty
48711,tangy
48721,robust
48731,full-flavored
48741,mushroomy
48751,spicy
48761,peppery
48771,piquant
48781,wine-y
48791,hay-covered
4880
4881
4882;food bread
488360,[bread desc1] of [bread desc2] [breads]
488440,[bread desc2] [exotic breads]
4885
4886#default with best odds should be "bread"
4887;breads
488899,bread
48891,[exotic breads]
4890
4891;exotic breads
48921,baguette
48931,rolls
48941,buns
48951,pitas
48961,rotis
48971,bagels
48981,biscuits
48991,pretzels
49001,flat breads
49011,brioches
49021,chiabattas
49031,crumpets
49041,hardtack
49051,scones
4906
4907;bread desc2
49081,airy
49091,chewy
49101,crispy
49111,crumbly
49121,crunchy
49131,doughy
49141,flaky
49151,hearty
49161,toasted
49171,rye
49181,sweet
49191,pumpernickel
49201,coarse
49211,white
49221,whole-wheat
49231,multi-grain
49241,nutty
49251,sourdough
49261,brown
49271,sprouted
49281,spelt
49291,fresh-from-the-oven
49301,just baked
49311,slightly stale
49321,hard
49331,crusty
49341,seed-covered
49351,barley
49361,oat
49371,millet
49381,buttered
49391,mealy
4940
4941;bread desc1
49421,hunk
49431,heel
49441,slice
49451,chunk
49461,generous portion
49471,whole loaf
49481,small loaf
49491,fist-sized loaf
4950
4951##Quest Stuff
4952;reagents
49531,feywing spores for [1d10]gp/ounce
49541,trollblood moss for [1d100]gp/ounce
49551,obliviax moss for [1d10]gp/ounce
49561,snapdragon fangweed for [1d100]gp/ounce
49571,wild skelladonna weed for [1d100]gp/ounce
49581,undead bone blossom for [1d100]gp/ounce
49591,dragon-scale petals for [1d10]gp/ounce
49601,goblin hair weed for [1d10]gp/ounce
49611,boars blood flowers for [1d10]gp/ounce
49621,lizardskin leaves for [1d10]gp/ounce
49631,bat’s wing blossoms for [1d100]gp/ounce
49641,chtonic extract for [1d1000]gp/ounce
49651,foxtongue stamens for [1d10]gp/ounce
4966
4967;reagents2
49681,feywing spores
49691,trollblood moss
49701,obliviax moss
49711,snapdragon fangweed
49721,wild skelladonna weed
49731,undead bone blossom
49741,dragon-scale petals
49751,goblin hair weed
49761,boars blood flowers
49771,lizardskin leaves
49781,bat’s wing blossoms
49791,chtonic extract
49801,foxtongue stamens
49811,oaken-heart seeds
49821,wild argentleaf
49831,feyblossom
49841,leafhealers balm
49851,wild mistletoe
49861,dragonfang orchid
4987
4988;thor
49891,Asgard.<br />*Landmark*: [thor hex]<br />*Encounter*: [thor encounter]<br />*Item*: [thor item]<br />
4990
4991;thor hex
49921,A burning galaxy
49931,A plane of ice
49941,A broken bridge
49951,Magic lightning
49961,Succession wars following the death of a god
49971,Goats as transportation
49981,A land without gods, calling on those of a foreign land
49991,An abandoned sky palace, once a home to the mighty
50001,A pantheon, hanging from meathooks
50011,A library of the murdered
50021,A giant hourglass that is a prison
50031,The spires of Alfheim, home of the light elves
50041,Dead Body Shore
50051,A hall woven of serpent spines
50061,The single source of all cold rivers
50071,A pair of pillars rising from the sea
5008
5009;thor encounter
50101,A monster disguised as another monster
50111,Dark elves in blueblack armor
50121,A creature from a distant land who seeks to supplant a PC's role
50131,The last devotee of an ancient religion
50141,A son forsaken by his father, a king
50151,An enchantress, beloved by all who touch her lips
50161,A shield maiden who looks like Sigourney Weaver
50171,A queen half-living, half-dead
50181,A trickster capable of removing his own head
50191,A great horned worm
50201,A severed body part, removed and grown wise
50211,A toad that is a god
50221,Frost giants being manipulated by mischievous gods
50231,A great and miserable warrior, seeking death
50241,An assassin, seeking glory by slaying a hero
50251,Demons of drowning
50261,Three warriors: one fat, one grim, one dashing
50271,A loved one used as bait
50281,The demons of the Wild Hunt, disguised as ordinary humans
50291,Wolves as messengers
50301,A king and his rival--both seeking the aid of the king's stepson
50311,A great champion sworn to never take up the sword again
50321,A cruel witch queen enamored of a hero, who demands him as the price of her allegiance
50331,A demon seeking to set a weapon alight in a sacred brazier held by its foe
50341,A minor foe, his strength increased tenfold, back for revenge
50351,A man wearing a mask to hide scars earned in a duel with death
50361,A god that is a god to gods
50371,Modgud, the giantess who guards the gate to Hel
50381,The dead rising up to slay the gods who pitted them against each other
50391,A giant that eats livestock
50401,An honest butcher
50411,A king, alone in his hall, one-armed, his crown put away
50421,A man and a woman, nailed to a tree
50431,Two immortals meeting, both disguised, unknown to one another
50441,The War Faeries of Wendigorge
50451,A rain of maggots
50461,Lava colossus
50471,A polymorphed groom, unable to wed now that he's a farm animal
50481,A man whose eyelids are cut aways so he can serve as an unwilling witness
50491,A mutant troll with a grudge, and who was once a man
50501,An evil brother fond of trickery for the sake of trickery
50511,A physician with a secret
50521,Gender switch
50531,A wraith and prophet
50541,A man who can only be harmed by a single substance
50551,A blind archer
50561,A warrior of the east int he grip of a cyclops
50571,An armored lunatic obsessed with evolution, surrounded by hybrid men
50581,Nidhoggr, Malice Striker, sucker of corpses
50591,A warrior feigning sleep to entrap the unwary
50601,The stallion of doom, who signifies death
50611,A humorless man
50621,A triple winter
50631,A chained beast
50641,A flying race, falling from a poisoned sky
50651,A mutiny, in which Kroda the Duellist and Magrat the Schemer take part
50661,A trickster, vulnerable to water
50671,A lord who never wears the same helm twice nor sits in the same chair
50681,An attendant whose only function is to record events around him
50691,Three brothers: enchanters and owners of four living talismen--faces on their chests
50701,An army of regicidal trolls with exotic weapons
50711,Evil carnival performers
50721,An automaton used as a distraction
50731,The seductive sibling of a terrible foe, who springs a trap beneath the heroes' feet
5074
5075;thor item
50761,A box containing the power of all past winters
50771,A cloak that keeps a villain alive
50781,A babbling tongue
50791,A fearsome weapon being forged by a fire demon
50801,A serum that allows men to see the realms of faerie
50811,The cursed food of the faerie realm, which enslaves those who eat it
50821,A hammeraxe
50831,A weapon only the noblest can lift
50841,Stolen souls
50851,An item that doubles your strength but leaves you weak as a kitten once removed
50861,A ship made from the fingernails of dead men
50871,A sword that reflects death magic
50881,Summoning stones
50891,Venom dripping through the roof
50901,A white wedding bed, stained with blood
50911,The Crimson Hand--when grasping a hand in this glove, one must speak the truth
50921,Someone lends the shape of a falcon to someone else--but they want it back when it's over
50931,A giant's pepper-shaker
50941,A bull made of gold
50951,A swirling green and red skull-shaped flask containing The Spotted Plague
5096
5097;tolkien
50981,Middle Earth.<br />*Landmark*: [tolkien hex]<br />*Encounter*: [tolkien encounter]<br />*Item*: [tolkien item]<br />
5099
5100;tolkien hex
5101
51021,Volcanic land, redolent of evil
51031,A trail of orc blood
51041,A forest so old the trees are all in stages of evolution toward sentience
51051,A great mechanism operated by a troll
51061,A secret passage into an evil land
51071,A path that leads to stairs and then to a tunnel where there's a trap
51081,A great hall, full of pillars, carved like horses
51091,A funeral with maids singing deathsongs
51101,A stable full of excellent horses
51111,*[mountain name]*, a snow-topped mountain
51121,A wood haunted by goblins and spiders
51131,A comfortable home, full of cakes, tea, and wine, built on a plan of interlocking circles.
51141,An arte-nouveau pavillion that looks totally lame
51151,A sheer cliff over a river
51161,A tyrannical Eye
51171,A pair of great statues, flanking a river
51181,*[tower name]*, a tower surrounded by a circular plain, ringed by sheer mountains
51191,*[keep name]*, a great fortress behind a curtain wall
51201,A narrow causeway flanked by archers
51211,A forge beneath a mountain
51221,A lair beneath a waterfall
51231,*[city name]*, a grey and decaying city
51241,A melancholy and disturbing meal
51251,A forbidden pool, protected by archers
51261,An inn in the rain, a man has a carrot
51271,a pit in which possessed human tortures a dwarf for the purpose of forcing it to 'willingly' give up his magic item
51281,a recently abandoned windmill with a blind dragon hiding in the rafters, [1d4] kidnapped princesses
51291,a gate guarded by spirits living inside two bizarre statues. Only the most determined can pass - but an alarm will be raised anyway.
51301,a life-like giant statue of a hand that gets bloody if a Powerful Wizard nearby gets defeated.
5131
5132;tolkien encounter
51331,*[halfling name]*, a brave, grave, dutiful halfling
51341,*[halfling name]*, a dumb halfling
51351,*[halfling name]*, a halfling mutated by an ancient magic item
51361,Rubbery, keening leechworm
51371,*[human name]*, a white wizard
51381,*[human name]*, a ranger who may be a king
51391,*[human name]*, a wizard fighting a demon on a mountain
51401,*[human name]*, a wizard bleeding after a great battle
51411,A pair of adventurers attempting to sneak into a fortress
51421,A clueless guardsmen in vaguely middle-eastern armor
51431,A magic horse that's the boss of other horses
51441,*[human name]*, a depressed warrior princess
51451,*[human name]*, a possessed king
51461,*[human name]*, an advisor, secretly sworn to serve his king's greatest foe, casts Charm three times/day
51471,Guards who insist you hand over your weapons
51481,*[dwarf name]*, a xenophobic axe-wielding dwarf
51491,*[human name]*, a warrior king, recently awakened from a long sleep, in fear for the welfare of his land
51501,Three trolls, arguing
51511,A horde of climbing goblins
51521,Brigands pillaging a village
51531,*[elf name]*, a talented elven ranger
51541,A column of soldiers, women and children fleeing a great army
51551,*[halfling name]*, a funny halfling with hair like Noel Redding
51561,*[human name]*, a great and powerful sorcerer, once head of an order of wise wizards, now evil
51571,Enormous, intelligent birds of prey
51581,Three travelers captured by an advancing force
51591,Enormous tusked beasts
51601,A column of warriors from the south, harassed by an ambush
51611,*[human name]*, a grave prince, hunting for spies
51621,Hyenatype-worgs
51631,A love triangle involving a man a woman and an elven princess
51641,A necromancer in a ring of stones
51651,An irritable and basically insufferable elven king with a headband
51661,Liv Tyler
51671,Goblin ambush
51681,A warrior pinned beneath a dead orc
51691,*[human name]*, a lord giving a Nuremberg-like speech to a great host
51701,*[human name]*, a bat-eared messenger
51711,*[human name]*, a dead king on a plinth in a silent stone city
51721,*[elf name]*, a veiled elven woman, mourning the death of a mortal lover
51731,Singing goblins
51741,Singing dwarves
51751,*[human name]*, a warlord with a treasure map
51761,*[name]*, a dragon beneath an ocean of gold
51771,Representatives of three empires and two cities arguing over the fate of a weapon
51781,Two brothers, one greedier than the other
51791,*[human name]*, a lunatic who loves music
51801,An army besieging a fortress with ladders
51811,*[human name]*, a captain missing an eye
51821,A fraying alliance
51831,*[human name]*, a burglar in a barrel
51841,Animals engaged in espionage
51851,A gathering of talking trees
51861,*[human name]*, a child with a weapon
51871,*[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
51881,a half-breed of two random races that has all the strengths of both parents and none of the weaknesses
51891,*[name]*, a beautiful celestial angel who wishes to mate with the most attractive character in the party
51901,*[elf name]*, a grey elf who learned blacksmithing from the dwarves and magic from his father, who pursues him. he seeks a new home
51911,*[human name]*, a barbarian with unlimited endurance who refuses to stop running, likes to kill orcs but does so as he runs by
51921,*[human name]*, a wizard, pounding on a hobbit hole with his gnarled staff until he damages it
5193
5194;tolkien item
51951,Evil-aligned magic item whose power is proportional to its possessor’s level
51961,A powerful amnesiac
51971,A cloak that makes you look like a rock
51981,A plant that grows only on the graves of the dead
51991,A torn banner caught in the wind
52001,A forked tongue
52011,A spell of exorcism
52021,A pipe
52031,A flopping fish--soon to be caught and cooked
52041,A small boat owned by a cannibalistic murderer
52051,A rabbit stew
52061,Horse armor
52071,Magnificent fireworks
52081,A high explosive powder
52091,A mind of metal and wheels
52101,String and bread
52111,Eggs
52121,A catapult
5213
5214;fey type
52151,Pixies
52161,Sylphs
52171,Nixies
52181,Dryads
52191,Sprites
52201,Satyr
52211,Fauns
52221,Forlarren
52231,Firbolg
52241,Sidhe
52251,Nymphs
52261,Grigs
52271,Eladrin
52281,Spriggan
52291,Leprechaun
52301,Booka
52311,Brownie
5232
5233
5234;mountain orc product
52351,[orc food adjective] [orc cheese]
52361,[orc food adjective] [orc yogurt]
52371,[orc food adjective] [orc tofu]
52381,[orc food adjective] [iron rations]
52391,waterproof woollen coats
52401,decorated silver drinking horns
52411,gruesome puppets made of orc bones
52421,famous composite bows
5243
5244;orc food adjective
52451,famous
52461,tasty
52471,superior
52481,popular
52491,well-known
5250
5251;iron rations
52521,iron rations made of dried [fruit] and [nuts]
52531,iron rations made of bacon, honey and roasted [nuts]
5254
5255;orc yogurt
52561,[orc yogurt adjective] yogurt
5257
5258;orc yogurt adjective
52591,spicy
52601,strained
52611,honey
52621,[fruit]
5263
5264;orc tofu
52651,[orc tofu adjective] bean-curd
5266
5267;orc tofu adjective
52683,
52691,fermented
52701,frozen
52711,soft
52721,silky
52731,sweet
52741,smoked
5275
5276;orc cheese
52771,[orc cheese adjective] and [orc cheese texture] cheese[orc cheese taste]
5278
5279;orc cheese adjective
52801,blue-veined
52811,salty
52821,fermented
52831,herbal
52841,green
52851,rich
52861,smoked
52871,earthy
52881,floral
52891,nutty
52901,sweet
52911,grassy
52921,pungent
52931,stinky
52941,musty
52951,acrid
52961,bitter
52971,sour
52981,meaty
52991,tangy
53001,spicy
5301
5302leading space required
5303;orc cheese taste
53045,
53051, with a fruity aftertaste of [food citrus fruit]
53061, marinated in whine
53071, covered in crushed pepper
53081, containing bits of mushrooms
53091, with a strong garlic taste
53101, with a taste of onion
53111, covered in hay
53121, best served with honey
5313
5314;orc cheese texture
53154,hard
53162,crumbly
53171,soft
53181,wax-wrapped
53191,buttery
53201,creamy
53211,delicate
53221,fluffy
53231,silky
53241,smooth
53251,velvety
5326
5327;forge orc mushroom dish
53281,[rural meat prep] [edible mushroom] [seasoning method] [with food seasonings] and [with veg prep] [with food veg]
5329
5330;edible mushroom
53311,[fungus qualifier] [fungus]
53321,[fungus qualifier] [tree] [fungus]
53331,[fungus qualifier] [orc fate] [fungus]
53341,[fungus qualifier] [regular noun] [fungus]
53351,[fungus qualifier] [fungus location] [fungus]
53361,[colour]-tipped [regular noun] [fungus]
53371,[evil tribe animal] Ear
5338
5339;fungus qualifier
53408,[capitalize colour]
53411,Dotted
53421,Smooth
5343
5344;fungus
53451,Fungus
53461,Chanterelle
53471,Mushroom
53481,Cap
53491,Head
53501,Parasol
53511,Stalk
53521,Puffball
53531,Sponge
53541,Russula
53551,Trumpet
5356
5357;fungus location
53581,Forest
53591,Saddle
53601,Ear
53611,Eggs
53621,Trumpet
53631,[animal]
53641,[evil tribe thing]
5365
5366;weather
53671,[weather type]
53681,[weather verb]
53691,[weather adjective]
53701,[weather noun singular]
53711,[weather noun plural]
5372
5373;weather type
53741,fog
53751,mist
53761,hail
53771,rain
53781,snow
53791,sunshine
53801,wind
5381
5382;weather verb
53831,shining
53841,drizzling
53851,blowing
53861,raining
53871,hailing
53881,pouring
53891,snowing
53901,thundering
53911,gusting
53921,driving
5393
5394;weather adjective
53951,sweltering
53961,freezing
53971,warm
53981,hot
53991,scorching
54001,mild
54011,fine
54021,dry
54031,cool
54041,refreshing
54051,miserable
54061,damp
54071,dull
54081,gray
54091,chilly
54101,cold
54111,sunny
54121,cloudy
54131,clear
54141,stormy
54151,misty
54161,fogy
54171,breezy
54181,windy
54191,showery
54201,rainy
54211,frosty
54221,snowy
54231,icy
54241,drizzly
54251,dry
54261,wet
5427
5428;weather noun singular
54291,sunshine
54301,lightning flash
54311,puddle
54321,raindrop
54331,hail
54341,snowflake
54351,flood
54361,drought
54371,tornado
54381,twister
54391,cyclone
5440
5441;weather noun plural
54421,lightning flashes
54431,puddles
54441,raindrops
54451,hails
54461,snowflakes
54471,floods
54481,tornados
54491,twisters
54501,cyclones
5451
5452# Names
5453## Terrain Names
5454;dungeon
54551,Dungeon of [dungeon2]
54561,Vault of [dungeon2]
54571,Tomb of [dungeon2]
54581,Labyrinth of [dungeon2]
54591,Maze of [dungeon2]
54601,Caves of [dungeon2]
54611, Temple of [dungeon2]
54621,Pits of [dungeon2]
54631,Caverns of [dungeon2]
54641,Haunt of [dungeon2]
54651,Chambers of [dungeon2]
54661,Crypt of [dungeon2]
5467
5468;dungeon2
54691,[old name]
54701,[dwarf name for men]
54711,the [evil tribe other]
54721,the [evil tribe condition] [evil tribe animal]
54731,the [evil tribe condition] [evil tribe other]
54741,the [evil tribe color] [evil tribe other]
54751,the [evil tribe condition] [evil tribe weapon]
5476
5477;hill name
54781,[hill 1] [hill 2]
5479
5480;hill 1
54811,Big
54821,Cold
54831,Dead Man's
54841,Green
54851,Gold
54861,Iron
54871,Red
54881,Rocky
54891,Wild
5490
5491;hill 2
54921,Cliff
54931,Crag
54941,Hill
54951,Hills
54961,Ridge
54971,Rock
5498;forest name
54991,[name for forest/forest-hill/trees/fir-forest/firs/swamp/swamp2]
5500;name for forest/forest-hill/trees/fir-forest/firs/swamp/swamp2
55011,<span class="forest">[forest 1] [forest 2]</span>
5502
5503;forest 1
55041,Dark
55051,Deep
55061,Murky
55071,Black
55081,Shadow
55091,Moon
55101,Green
5511
5512;forest 2
55131,Forest
55141,Wood
5515
5516;lake name
55171,[lake 1] [lake 2]
5518
5519;lake 1
55201,Blue
55211,Green
55221,Black
55231,Deep
55241,Cold
55251,Icy
55261,Drowning
55271,Dead
5528
5529;lake 2
55301,Dream
55311,Water
55321,Mere
55331,Mirror
55341,Hole
55351,Grave
5536;mountain name
55371,[name for white big mountains]
5538;name for white big mountains
55391,<span class="white mountains">[dreadful] [peaks]</span>
5540
5541;dreadful
55421,Dire
55431,Weeping
55441,Song
55451,Demons
55461,Devils
55471,Laughing
55481,Desert
55491,Empty
55501,Longing
55511,Lonesome
55521,Bleak
55531,Angel
55541,Lords
55551,Still
55561,Hallowed
55571,Dead
55581,Mourning
55591,Giant
55601,Sharp
55611,Hungry
55621,Howling
5563
5564;peaks
55651,Domes
55661,Peaks
55671,Fangs
55681,Fingers
55691,Giants
55701,Graves
55711,Heights
55721,Mounts
55731,Soldiers
55741,Stones
55751,Teeth
55761,Tombs
55771,Vault
5578
5579;name for hills
55801,[hill 1a] [hill 2a] hills
55811,[hill 1b][hill 2b] hills
5582
5583;hill 1a
55841,Ancient
55851,Stone
55861,Cursed
55871,Blood
55881,Rolling
55891,Cold
55901,Wind
55911,Fay
5592
5593;hill 2a
55941,Barrow
55951,Mound
5596
5597;hill 1b
55981,Dry
55991,Old
56001,Blood
56011,Waste
5602
5603;hill 2b
56041,land
56051, Country
5606
5607## Monster Names
5608;centaur
56091,Karza
56101,Starhoof
56111,Redmane
56121,Goldenhair
56131,Fleetfoot
56141,Staggering Stag
56151,Prancer
56161,Old [strange male name]
56171,Arusus
56181,Zykleis
56191,Lizorn
56201,Gerorn
56211,Klytus
56221,Phenos
56231,Antinoos
56241,Chiro
56251,Plainspear
56261,Bromarus
56271,Clyvaios
56281,Groneus
56291,Dlosias
56301,Graver
56311,Tiwarn
56321,Wryhurn
56331,Mezark
56341,Vevowor
56351,Krusk
563610,[strange male name]
5637
5638;devil name
56391,Adorján
56401,Ákos
56411,Álmos
56421,Andor
56431,Andris
56441,Antal
56451,Árpád
56461,Balázs
56471,Bálint
56481,Bandi
56491,Barna
56501,Barnabás
56511,Bartal
56521,Bartó
56531,Bartos
56541,Bátor
56551,Béla
56561,Bence
56571,Benedek
56581,Bernát
56591,Bertalan
56601,Bertók
56611,Boldizsár
56621,Dénes
56631,Dezsö
56641,Domonkos
56651,Donát
56661,Egyed
56671,Elek
56681,Enre
56691,Ernö
56701,Fabó
56711,Ferenc
56721,Feri
56731,Ferka
56741,Ferkó
56751,Fredek
56761,Frygyes
56771,Fülöp
56781,Gábor
56791,Gazsi
56801,Gergely
56811,Gergõ
56821,Géza
56831,Gyõzõ
56841,Gyula
56851,Gyuri
56861,Ignác
56871,Illés
56881,Imre
56891,Imrus
56901,Jancsi
56911,Jani
56921,János
56931,Jenci
56941,Jenõ
56951,Jóska
56961,Józsi
56971,Kálmán
56981,Karcsi
56991,Kázmér
57001,Kelemen
57011,Kolos
57021,Laci
57031,Lajos
57041,László
57051,Lázár
57061,Lecso
57071,Levente
57081,Levi
57091,Lörinc
57101,Miksa
57111,Mózes
57121,Nándor
57131,Ödi
57141,Orbán
57151,Pista
57161,Sami
57171,Sándor
57181,Sanyi
57191,Tibor
57201,Tiborc
57211,Tivadar
57221,Tódor
57231,Vida
57241,Vili
57251,Vilmos
57261,Virág
57271,Zoltán
57281,Zsiga
57291,Zsolt
5730
5731;ice devil adjectives
57321,terrible
57331,cruel
57341,powerful
57351,cursed
57361,banished
57371,vengeful
57381,capricious
57391,wrathful
57401,jealous
5741
5742;ice devil
57431,*[devil name] the [ice devil epithet]*
5744
5745;ice devil epithet
57461,Cold
57471,Lord of Ice
57481,Mountain Devil
57491,Ice Devil
57501,Eater of Souls
57511,Giver of Gifts
57521,Taker of Lives
57531,Crusher of Hope
57541,Master of Lies
57551,White
57561,Frozen
5757
5758;demon name
57591,The [special noun] of [pazuzu place]
5760
5761;pazuzu place
57621,Hell
57631,the [pazuzu adjective] [pazuzu location]
57641,the [old gods]
57651,Giants
57661,[pazuzu demon title]
5767
5768;old gods
57691,Gods
57701,Vanir
5771
5772;pazuzu adjective
57731,Lead
57741,Dead
57751,Blood
57761,Torn
57771,Burnt
57781,Flaming
5779
5780;pazuzu location
57811,Sky
57821,Wind
57831,Air
57841,Wings
57851,Desert
57861,Netherworld
57871,Underworld
57881,Vanaheim
5789
5790;pazuzu demon title
57911,Gangrene
57921,Pestilence
57931,Black Bile
57943,the [vulture demon 1] [vulture demon 2]
5795
5796;vulture demon 1
57971,Corpse
57981,Baby
57991,Child
5800
5801;vulture demon 2
58021,Eater
58031,Killer
58041,Shredder
5805
5806;dragon name
58071,[dragon 1][dragon 2] [dragon 3]
5808
5809;dragon 1
58101,Shashk-
58111,Kulg
58121,Isa
58131,Shon
58141,Hail
58151,Farak
58161,Deep
58171,Skull
58181,Blaze
58191,Leth
58201,Lon
58211,Ger
58221,Kex
58231,Kreth
58241,Zaran
58251,Jek
58261,Sharaz
58271,Kruel
58281,Pol
58291,Met
58301,Gask
5831
5832;dragon 2
58331,Agony
58341,Bone
58351,Claws
58361,Death
58371,Despair
58381,End
58391,Tail
58401,Tooth
58411,Wing
58421,[old names for men]
58431,[old names for women]
58441,haila
58451,hak
58461,kax
58471,max
58481,kaz
58491,lissshh
58501,majis
58511,rex
58521,deth
58531,lok
5854
5855;dragon 3
58561,the Queen
58571,the Undying
58581,the Imperious
58591,the Slaughterer
58601,the Devourer
58611,the Destroyer
58621,the Mad
58631,the Destroyer
58641,the Great
58651,the Dark
58661,the Hungerer
58671,the Gifted
58681,the Lady
58691,the Princess
58701,the Ragged
58711,the Goldhearted
58721,the Lover
58731,of the Far
58741,of the Mountain
58751,of the Thin Air
58761,of the Top
58771,the Eternal
58781,the Sleeper
5879
5880;black dragon name
58811,*[black dragon 1] [black dragon 2] [black dragon 3]*
5882
5883;black dragon 1
58841,Acid
58851,Sulphuric
58861,Corroding
58871,Black
58881,Silent
58891,Great
5890
5891;black dragon 2
58921,Breath
58931,Hate
58941,Greed
58951,Snake
58961,Killer
58971,Dissolution
5898
5899;black dragon 3
59001,of the Swamp
59011,of Rot
59021,of Decay
59031,of the Backwaters
59041,of the Blackwaters
59051,of the Waters
5906;green dragon name
59071,[green dragon 1][dragon 2] [green dragon 3]
5908;green dragon 1
59091,Green
59101,Verdant
59111,Poison
59121,Jade
59131,Forest
59141,Piercing
5915;green dragon 3
59161,of the Forest
59171,of the Trees
59181,the Sly
59191,the Devious
59201,of the Fumes
59211,of the Valley
59221,the Reborn
5923
5924;red dragon name
59251,*[red dragon 1] [dragon 2] [red dragon 3]*
5926
5927;red dragon 1
59281,Red
59291,Hot
59301,Fire
59311,Ash
59321,Black
59331,Searing
59341,Burning
5935
5936;red dragon 3
59371,of the Mountain
59381,of the Holy Fire
59391,of the Deeps
59401,of the End Times
59411,the Eternal
59421,the Sleeper
5943
5944;white dragon name
59451,*[white dragon 1] [dragon 2] [white dragon 3]*
5946
5947;white dragon 1
59481,White
59491,Cold
59501,Ice
59511,Snow
59521,Hail
59531,Frost
59541,Deep
5955
5956;white dragon 3
59571,of the Glacier
59581,of the Mountain
59591,of the Thin Air
59601,of the Top
59611,the Eternal
59621,the Sleeper
5963
5964;frost giant
59651,Winter’s Bone
59661,Snow
59671,Ice
59681,Cold
59691,Glacier
59701,Storm
59711,Darkness
59721,Tooth
5973
5974;hill giant
59751,[hill giant 1][hill giant 2]
5976
5977;hill giant 1
59781,Aerd
59791,Broad
59801,Boulder
59811,Brute
59821,Dwarf
59831,Elf
59841,Gern
59851,Gore
59861,Man
59871,Mulg
59881,Neck
59891,Nose
59901,Pick
59911,Rock
59921,Sheep
59931,Stone
59941,Trog
59951,Ulf
59961,Wrok
5997
5998;hill giant 2
59991,-flattener
60001,-flinger
60011,-nose
60021,smash
60031,-smasher
60041,crusher
60051,killer
60061,finder
60071,squisher
60081,thrower
60091,nose
60101,neck
60111,grod
60121,bore
60131,tooth
60141,foot
60151,skin
60161,fist
60171,grom
60181,harg
60191,bolt
6020
6021used as "led by [hill giant title] *[hill giant]*."
6022;hill giant title
60231,Lord of the [hill giant thing]
60241,Lady of the [hill giant thing]
60251,Chieftain of the [hill giant thing]
60261,Ruler of the [hill giant thing]
60271,King of the [hill giant thing]
60281,King of the [hill giant thing]
60291,[hill giant thing] Master
60301,King of the [hill giant thing],
60311,Lord of the [hill giant thing],
60321,[hill giant thing] Master
60331,[foreign warlord]'s loyal servant,
60341,[foreign warlord]'s most trusted adviser,
60351,[foreign warlord]'s champion,
6036
6037;hill giant thing
60381,Hill
60391,Valley
60401,Stones
60411,Steading
60421,Rocks
60431,Free
60441,Ancient Folk
60451,Old Ways
60461,Heavyfoot Tribe
60471,Boulder Tribe
60481,Oldskull Tribe
60491,Smashtoe Tribe
60501,Bluntspear Tribe
60511,Firewalker People
60521,Ancient Ways
60531,Slab
6054
6055;hill giant goal
60562,[hill giant place]
60571,Tax
60581,Toll
60591,Gold
60601,Silver
60611,Tribute
6062
6063;frogling
60641,*[frogling name]*<img src="[[redirect https://campaignwiki.org/face/redirect/alex/frog]]" alt="[same frogling]" title="[same frogling]"/>
6065
6066;frogling name
60671,[frogling 1] [frogling 2]
6068
6069;frogling 1
60701,Far
60711,Long
60721,Great
60731,Big
60741,Wonder
6075
6076;frogling 2
60771,Jump
60781,Tongue
60791,Lick
60801,Eyes
6081;hobgoblin
60821,[hobgoblin 1][hobgoblin 2]
60831,[hobgoblin 1] of [hobgoblin 3]
6084;hobgoblin 1
60851,Arrow
60861,Axe
60871,Barro
60881,Bash
60891,Bent
60901,Bloody
60911,Brak
60921,Broken
60931,Chipped
60941,Karz
60951,Knife
60961,Kom
60971,Mok
60981,Mal
60991,Mulz
61001,Scar
61011,Sharp
61021,Spear
61031,Voice
61041,Zulg
6105;hobgoblin 2
61061,face
61071,blade
61081,fist
61091,fang
61101,eye
61111,helm
61121,tooth
61131,skull
61141,chin
61151,ears
61161,tongue
61171,blaze
61181,dak
61191,kak
61201,sak
61211,dax
61221,max
61231,bog
61241,bor
61251,gor
61261,karn
61271,zor
61281,kill
6129;hobgoblin 3
61301,Sorrow
61311,Anger
61321,Longing
61331,Power
61341,Truth
61351,Law
61361,Authority
6137
6138;lizardfolk
61391,Paticlaw
61401,Calmeyes
61411,Quieteyes
61421,Slowblood
61431,Peshka
61441,Subak
61451,Wati
61461,Zishk
61471,Grouz
61481,Thrut
61491,Thrirquuz
61501,Thati
61511,Ahuuz
61521,Ukurix
61531,Bhojar
61541,Umzigo
61551,Githixi
61561,Daz
61571,Dhox
61581,Drox
61591,Henqe
61601,Onros
61611,Irza
61621,Iecurzoh
61631,Usanru
61641,Irsusae
61651,Idue
61661,Choaz
61671,Ares
61681,Thrauz
61691,Chikkuss
61701,Thaknousk
61711,Yelzia
61721,Mokokno
61731,Choxa
61741,Ozdia
61751,Dizz
6176
6177Note that a manticore is always in a tower.
6178;manticore
61791,Old man [manticore name]
61801,Old [manticore name]
61811,Lord [manticore name]
61821,Grandfather [manticore name]
61833,[manticore name]
61841,Bastard of [manticore name]
61851,Ancient [manticore name]
61866, [dwarf name for men]
6187
6188;manticore name
61895,[dwarf name for men]
61901,[old name]
61911,Pain-Servant
61921,Greed-Serpent
61931,Spite-Host
61941,Envy-Rot
61951,Hateful-Blessing
61961,Avaricious-Lover
61971,Ankle-Biter
6198
6199;medusa
62001,[medusa 1][medusa 2]
6201;medusa 1
62021,Snake
62031,Hepta
62041,Stone
62051,Heska
62061,Desert
62071,Cold
62081,Sisk
62091,Liss
62101,Hiss
62111,Gorg
62121,Arach
62131,Heran
62141,Molta
62151,Xochi
62161,Xia
62171,Su
62181,Serpa
62191,Sera
62201,Ser
62211,Zer
62221,Zir
62231,Ishi
62241,Serpenta
62251,Shash
62261,[old names for women]
6227
6228;medusa 2
62291,lissk
62301,tail
62311,fang
62321,scale
62331,tiar
62341,harach
62351,hartha
62361,mo
62371,marta
62381,jeza
62391,cruel
62401,-mother
62411,-Sister
62421,skull
62431,-Mistress
62441,-Lady
6245;nixie
62466,[nixie 1] [nixie 2]
62471,Dahlia
62481,Lily
62491,Poppy
62501,Hawthorn
62511,Hyacinth
62521,Lotus
6253
6254;nixie 1
62551,Mountain
62561,Tears of
62571,Eyes of
62581,Sweet
62591,Eternal
6260
6261;nixie 2
62621,Joy
62631,Sorrow
62641,Ice
62651,Sleep
62661,Dew
62671,Rain
6268
6269;orc
62701,[orc 1][orc 2]
6271
6272;orc 1
62731,A
62741,Balc
62751,Bol
62761,Gol
62771,Gor
62781,Grish
62791,Lag
62801,Lug
62811,Mau
62821,Muz
62831,Orco
62841,Oth
62851,Rad
62861,Shag
62871,Sna
62881,Uf
62891,Ug
6290
6291;orc 2
62921,bag
62931,bal
62941,bug
62951,dog
62961,duf
62971,dush
62981,fimbul
62991,g
63001,ga
63011,gash
63021,gol
63031,húr
63041,lúk
63051,meg
63061,nákh
63071,rat
63081,rod
63091,thak
63101,zog
6311
6312;salamander
63131,Hot
63141,Melt
63151,Flow
63161,Lake
63171,Pit
63181,Pain
63191,Ash
6320;troll
63211,Stonegore
63221,Rocktooth
63231,Boulderfang
63241,Strongarm
63251,Mudfist
63261,Greyeye
63271,Pigflesh
63281,Mottlebrain
63291,Wrack
6330
6331;undine
63321,[undine 1] [undine 2]
6333;undine 1
63341,Mountain
63351,Icy
63361,Clearwater
63371,Springbrook
63381,Shallow
63391,Raindrop of
63401,Stormy
63411,Song of
63421,Lonely
63431,Tears of
63441,Eyes of
63451,Sweet
63461,Eternal
6347;turtle
63481,Patience
63491,Calm
63501,Quiet
63511,Slow
63521,Peace
63531,Submit
63541,Wait
6355;undine 2
63561,Joy
63571,Sorrow
63581,Ice
63591,Sleep
63601,Dew
63611,Rain
63621,Sleep
63631,Melody
63641,Dream
63651,Vision
63661,Rainbow
63671,Haunting
6368;an old wight leader
63691,[name of a wight leader 1]
63701,[name of a wight leader 2]
63711,[name of a wight leader 3]
6372
6373;name of a wight leader 1
63741,[wight leader]
6375
6376;name of a wight leader 2
63771,[wight leader]
6378
6379;name of a wight leader 3
63801,[wight leader]
6381
6382;wight leader
63831,*Old [wight name]* of *[wight realm]*
63841,*[wight name] the Terrible* of *[wight realm]*
63851,*[wight name] the Cruel* of *[wight realm]*
63861,*King [king wight]* of *[wight realm]*
63871,*Queen [queen wight]* of *[wight realm]*
6388
6389;wight name
63901,[king wight]
63911,[queen wight]
6392
6393;king wight
63941,Eilif
63951,Kyran
63961,Tariq
6397
6398;queen wight
63991,Kali
64001,Maura
64011,Thyia
6402
6403;wight realm
64041,Abilard
64051,Erlechai
64061,Farlazzan
64071,Merlen
64081,Ouria
64091,Pichuhiatl
64101,Quddu
64111,Rajana
64121,Silah
64131,Trazadan
64141,Yzarria
64151,Zerrin
6416
6417## Other Names
6418;castek
64191,[cast1][cast2] [cast3]
6420
6421;cast1
64221,Ara
64231,Ork
64241,Ala
64251,Ama
64261,Bel
64271,Bael
64281,Bek
64291,Cad
64301,Caer
64311,Cairna
64321,Dek
64331,Det
64341,Deth
64351,Ere
64361,Eke
64371,Eon
64381,Eo
64391,Fer
64401,Fend
64411,Geth
64421,Get
64431,Gemma
64441,Het
64451,Hek
64461,Hend
64471,Jez
64481,Jek
64491,Ket
64501,Kin
64511,Kith
64521,Kir
64531,Luc
64541,Land
64551,Lant
64561,Met
64571,Mena
64581,Mek
64591,Neth
64601,Nek
64611,Orm
64621,Pol
64631,Quad
64641,Rev
64651,Sark
64661,Set
64671,Septa
64681,Teth
64691,Tek
64701,Uru
64711,Val
64721,Wal
64731,Zir
6474
6475;cast2
64761,halla
64771,walla
64781,ket
64791,ith
64801,rith
64811,awraith
64821,aket
64831,alore
64841,rak
64851,bon
64861,ket
64871,vail
64881,h
64891,et
64901,rist
64911,ron
64921,ra
64931,gar
64941,geth
64951,ger
64961,meen
64971,geist
64981,hak
64991,het
65001,hol
65011,lok
65021,lore
65031,arnia
65041,arik
6505
6506;cast3
65073,Castle
65082,Fort
65091,Hold
65101,Keep
65111,Palace
65121,Fortress
65131,Chateau
6514
6515;a wight capital
65161,[name for a wight capital 1]
65171,[name for a wight capital 2]
6518
6519;name for a wight capital 1
65201,[ancient capital] [capital epithet]
6521
6522;name for a wight capital 2
65231,[ancient capital] [capital epithet]
6524
6525;ancient capital
65262,[ancient capital beginning][ancient capital end]
65271,[ancient capital beginning][ancient capital middle][ancient capital end]
6528
6529;ancient capital beginning
65301,A
65311,Bi
65321,Chei
65331,I
65341,Ja
65351,U
65361,Va
65371,Xa
65381,Y
65391,Zam
6540
6541;ancient capital middle
65421,bo
65431,fa
65441,fi
65451,la
65461,ma
65471,na
65481,ri
65491,ti
6550
6551;ancient capital end
65521,gua
65531,lach
65541,nn
65551,m
65561,diz
65571,la
65581,lan
65591,rran
65601,sa
6561
6562;capital epithet
65631,the [capital adjective]
65641,the twice [capital adjective]
65651,of the [capital verb] [capital object]
6566
6567;capital adjective
65681,Glorious
65691,Beautiful
65701,Righteous
65711,Powerful
65721,Strong
6573
6574;capital verb
65751,Hanging
65761,Shining
65771,Towering
6578
6579;capital object
65801,Gardens
65811,Fortress
65821,Walls
65831,Treasures
65841,Trees
6585
6586## Epithets
6587;royal
65881,King
65891,Queen
65901,Prince
65911,Princess
65921,Duke
65931,Duchess
65941,Baron
65951,Baroness
65961,Count
65971,Countess
65981,Marquis
65991,Marquesa
6600
6601;the necromaner
66021,the Necromancer
66031,the Master of the Dark Arts
66041,the Terrible
66051,the Black
66061,the Heartless
66071,the Cruel
66081,the Hateful
66091,the Iron-hearted
66101,the Cold
66111,the Black Rider
66121,the Reaper
66131,the Spider
66141,the Poisonous
66151,the Unclean
66161,the Singer
66171,the Jester
66181,the Foreteller
66191,the Gateway
66201,the Summoned
66211,the Unhallowed
66221,the Last
66231,the Deathly
66241,the Hungerer
66251,the Ancient.
6626
6627;warlord title
66281,the Great
66291,the Mighty
66301,Carnage
66311,Deathbringer
66321,the Killer
6633
6634;special adjective
663510,Most [special adjective]
66361,Able
66371,Absolute
66381,Accepted
66391,Accomplished
66401,Acting
66411,Admirable
66421,Almighty
66431,Ancient
66441,Anointed
66451,Apprentice
66461,Arcane
66471,Archaic
66481,Ardent
66491,Ascendant
66501,Axiomatic
66511,Beatific
66521,Blessed
66531,Brave
66541,Calm
66551,Candidate
66561,Chief
66571,Chivalrous
66581,Chosen
66591,Clever
66601,Concealed
66611,Consecrated
66621,Constant
66631,Consummate
66641,Courageous
66651,Craven
66661,Crowned
66671,Cryptic
66681,Cunning
66691,Dedicated
66701,Deputy
66711,Designated
66721,Devoted
66731,Devout
66741,Divine
66751,Elder
66761,Elite
66771,Elucidated
66781,Emeritus
66791,Enlightened
66801,Entered
66811,Epic
66821,Essential
66831,Esteemed
66841,Eternal
66851,Exalted
66861,Excellent
66871,Expert
66881,Extraordinary
66891,Faithful
66901,Favored
66911,Feral
66921,Fierce
66931,Fifth
66941,Final
66951,First
66961,Fortunate
66971,Fourth
66981,Free
66991,Gallant
67001,Generous
67011,Gifted
67021,Glorious
67031,Grand
67041,Gray
67051,Great
67061,Hallowed
67071,Heroic
67081,Hidden
67091,Hierophant
67101,High
67111,Highborn
67121,Holy
67131,Honored
67141,Honourable
67151,Humble
67161,Illuminated
67171,Illustrious
67181,Immaculate
67191,Imperial
67201,Incomparable
67211,Initiated
67221,Innocent
67231,Inscrutable
67241,Insidious
67251,Intimate
67261,Invisible
67271,Journeyman
67281,Junior
67291,Just
67301,Known
67311,Last
67321,Learned
67331,Legendary
67341,Legitimate
67351,Lofty
67361,Lone
67371,Lord High
67381,Loyal
67391,Mad
67401,Majestic
67411,Marked
67421,Master
67431,Matchless
67441,Mighty
67451,Most Excellent
67461,Most High
67471,Mystic
67481,Necrotic
67491,Noble
67501,Novice
67511,Numinous
67521,Obedient
67531,Omnipotent
67541,Only
67551,Ordained
67561,Patient
67571,Peculiar
67581,Penitent
67591,Penultimate
67601,Perfect
67611,Pious
67621,Practiced
67631,Preordained
67641,Presiding
67651,Primary
67661,Prime
67671,Principal
67681,Privileged
67691,Profound
67701,Prophetic
67711,Proud
67721,Proven
67731,Puissant
67741,Pure
67751,Radiant
67761,Recognized
67771,Relentless
67781,Reliable
67791,Renowned
67801,Resolute
67811,Resplendent
67821,Revered
67831,Reverent
67841,Rhadamanthine
67851,Right High
67861,Righteous
67871,Rightful
67881,Rising
67891,Royal
67901,Sacred
67911,Saintly
67921,Sanctified
67931,Second
67941,Secondary
67951,Secret
67961,Select
67971,Selected
67981,Senior
67991,Serene
68001,Seventh
68011,Shining
68021,Silent
68031,Singular
68041,Sixth
68051,Skilled
68061,Sober
68071,Solemn
68081,Sovereign
68091,Special
68101,Spiritual
68111,Sublime
68121,Submissive
68131,Subservient
68141,Superior
68151,Supreme
68161,Tertiary
68171,Third
68181,Transcendent
68191,Triumphant
68201,True
68211,Trusted
68221,Ultimate
68231,Unavoidable
68241,Undaunted
68251,Undeniable
68261,Unholy
68271,Unknown
68281,Unleashed
68291,Unseen
68301,Unspoiled
68311,Valiant
68321,Valorous
68331,Veiled
68341,Venerable
68351,Victorious
68361,Virtuous
68371,Wandering
68381,Wise
68391,Wonderful
68401,Worshipful
68411,Worthy
68421,Young
6843
6844;foreign warlord
68451,Ugra [warlord title]
68461,Ogon [warlord title]
68471,Agon [warlord title]
68481,Radan [warlord title]
68491,Elam [warlord title]
68501,Irah [warlord title]
6851## Gigantic fucking name lists
6852;human kid
68531,Alek
68541,Berta
68551,Custa
68561,Dirk
68571,Eda
68581,Falin
68591,Gill
68601,Hela
68611,Ila
68621,Jolo
68631,Iolo
68641,Keg
68651,Jeppi
68661,Miska
686710,[human name]
6868
6869
6870
6871
6872;dwarf name
68731,[dwarf 1] [dwarf 2a][dwarf 2b]
6874
6875;dwarf 1
68761,[dwarf name for men]
68771,[dwarf name for women]
6878
6879# https://dwarrowscholar.wordpress.com/general-documents/female-dwarf-outer-names/
6880;dwarf name for men
68811,Aín
68821,Áiskjald
68831,Áispori
68841,Áithrasir
68851,Áivari
68861,Ajar
68871,Áki
68881,Albin
68891,Alekin
68901,Alf
68911,Alfar
68921,Alfi
68931,Alfin
68941,Alfskjald
68951,Alfthrasir
68961,Alfvari
68971,Althar
68981,Althi
68991,Althin
69001,Althjof
69011,Althskjald
69021,Althspori
69031,Alththrasir
69041,Althvari
69051,Álvfinnur
69061,Álvhethin
69071,Alvi
69081,Álvur
69091,Ámundur
69101,Anar
69111,Andar
69121,Andi
69131,Andin
69141,Andri
69151,Andskjald
69161,Andspori
69171,Andthrasir
69181,Andvari
69191,Ani
69201,Anin
69211,Anskjald
69221,Anspori
69231,Anthrasir
69241,Anvari
69251,Ari
69261,Ári
69271,Aritur
69281,Arnaldur
69291,Arnfinnur
69301,Arnfríthur
69311,Arngrímur
69321,Arni
69331,Árni
69341,Arnlígur
69351,Arnljótur
69361,Arnoddur
69371,Arvinur
69381,Ásbergur
69391,Ásbrandur
69401,Ásfinnur
69411,Ásgrímur
69421,Ási
69431,Askur
69441,Áslakur
69451,Ásleivur
69461,Ásmóthur
69471,Ásmundur
69481,Ásvaldur
69491,Ásvarthur
69501,Atli
69511,Aurar
69521,Auri
69531,Aurin
69541,Aurskjald
69551,Aurspori
69561,Aurthrasir
69571,Aurvang
69581,Aurvari
69591,Austar
69601,Austi
69611,Austin
69621,Austri
69631,Austskjald
69641,Austspori
69651,Austvari
69661,Ávaldur
69671,Balar
69681,Baldur
69691,Baldvin
69701,Bali
69711,Balin
69721,Bálli
69731,Balskjald
69741,Balspori
69751,Balthrasir
69761,Balvari
69771,Baraldur
69781,Báraldur
69791,Barinur
69801,Bárivin
69811,Bárthur
69821,Bávurin
69831,Beini
69841,Benrin
69851,Bergfinnur
69861,Bergfríthur
69871,Bergleivur
69881,Bergur
69891,Bersi
69901,Bessi
69911,Bifar
69921,Bifi
69931,Bifin
69941,Bifskjald
69951,Bifspori
69961,Bifur
69971,Bifvari
69981,Bilar
69991,Bilbur
70001,Bildr
70011,Bili
70021,Bilin
70031,Billar
70041,Billi
70051,Billin
70061,Billing
70071,Billskjald
70081,Billspori
70091,Billthrasir
70101,Bilskjald
70111,Bilthrasir
70121,Bilvari
70131,Birni
70141,Bjarki
70151,Bjarngrímur
70161,Bjarnhethin
70171,Bjarni
70181,Bjarnvarthur
70191,Bjarti
70201,Bjartur
70211,Bjórgfinnur
70221,Bjórghethin
70231,Bjórgolvur
70241,Bjórgúlvur
70251,Bofar
70261,Bofi
70271,Bofin
70281,Bofskjald
70291,Bofspori
70301,Bofthrasir
70311,Bofur
70321,Bofvari
70331,Bogi
70341,Bombar
70351,Bombi
70361,Bombin
70371,Bombskjald
70381,Bombspori
70391,Bombthrasir
70401,Bombur
70411,Bombvari
70421,Bótolvur
70431,Bragi
70441,Bráli
70451,Brandur
70461,Brávur
70471,Bresti
70481,Brialdur
70491,Broddi
70501,Broddur
70511,Bróin
70521,Bróri
70531,Brosi
70541,Brunar
70551,Bruni
70561,Brunin
70571,Brunskjald
70581,Brunspori
70591,Brunthrasir
70601,Brúsi
70611,Brynjolvur
70621,Brynleivur
70631,Búgvi
70641,Búi
70651,Burar
70661,Buri
70671,Burin
70681,Burinur
70691,Bursi
70701,Burskjald
70711,Burspori
70721,Burthrasir
70731,Dagbjartur
70741,Dagfinnur
70751,Dagur
70761,Dáin
70771,Dár
70781,Daskjald
70791,Dávi
70801,Dávur
70811,Díthrikur
70821,Ditleivur
70831,Djóni
70841,Dolgar
70851,Dolgi
70861,Dolgin
70871,Dolgskjald
70881,Dolgspori
70891,Dolgthrasir
70901,Dolgvari
70911,Dorar
70921,Dori
70931,Dorin
70941,Dorskjald
70951,Dorspori
70961,Dorthrasir
70971,Dorvari
70981,Draupar
70991,Draupi
71001,Draupin
71011,Draupnir
71021,Draupskjald
71031,Draupspori
71041,Draupthrasir
71051,Draupvari
71061,Dróin
71071,Drúinur
71081,Duf
71091,Dufar
71101,Dufi
71111,Dufin
71121,Dufskjald
71131,Dufthrasir
71141,Dufvari
71151,Dunaldur
71161,Durar
71171,Duri
71181,Durinar
71191,Durskjald
71201,Durspori
71211,Durthrasir
71221,Durvari
71231,Dwali
71241,Dwalin
71251,Dwalskjald
71261,Dwalspori
71271,Dwalthrasir
71281,Dwalur
71291,Dwalvari
71301,Dwárli
71311,Ebbi
71321,Edmundur
71331,Edvin
71341,Egi
71351,Egin
71361,Eikar
71371,Eiki
71381,Eikin
71391,Eikinskjaldi
71401,Eikskjald
71411,Eikspori
71421,Eikthrasir
71431,Eikvari
71441,Eilívur
71451,Eindri
71461,Eiri
71471,Eirikur
71481,Eivindur
71491,Eli
71501,Ellindur
71511,Enokur
71521,Erlendur
71531,Erlingur
71541,Esmundur
71551,Filar
71561,Fili
71571,Filin
71581,Filskjald
71591,Filspori
71601,Filthrasir
71611,Filvari
71621,Finn
71631,Finnar
71641,Finnbogi
71651,Finnfríthi
71661,Finni
71671,Finnin
71681,Finnleivur
71691,Finnskjald
71701,Finnspori
71711,Finnur
71721,Finnvari
71731,Fjalar
71741,Fjali
71751,Fjalin
71761,Fjalskjald
71771,Fjalspori
71781,Fjalthrasir
71791,Fjalvari
71801,Fláim
71811,Fláimingur
71821,Flemmingur
71831,Flói
71841,Flóki
71851,Flosi
71861,Flóvin
71871,Fraeg
71881,Fráin
71891,Frar
71901,Frár
71911,Frarar
71921,Frari
71931,Frarin
71941,Frarskjald
71951,Frarspori
71961,Frarthrasir
71971,Fraspori
71981,Frathrasir
71991,Fravari
72001,Fridleivur
72011,Fríthálvur
72021,Fríthbjartur
72031,Fríthfinnur
72041,Fríthi
72051,Fríthmundur
72061,Frítholvur
72071,Fríthrikur
72081,Fríthur
72091,Frostar
72101,Frosti
72111,Frostin
72121,Frostskjald
72131,Frostspori
72141,Frostthrasir
72151,Frostvari
72161,Fróthi
72171,Fulla
72181,Fundar
72191,Fundi
72201,Fundin
72211,Fundskjald
72221,Fundspori
72231,Fundthrasir
72241,Fundvari
72251,Ganar
72261,Gani
72271,Ganin
72281,Ganskjald
72291,Ganthrasir
72301,Geirbrandur
72311,Geirfinnur
72321,Geiri
72331,Geirmundur
72341,Geirolvur
72351,Geirur
72361,Gestur
72371,Gilli
72381,Ginnar
72391,Ginni
72401,Ginnin
72411,Ginnskjald
72421,Ginnspori
72431,Ginnthrasir
72441,Ginnvari
72451,Gísli
72461,Gissur
72471,Gíti
72481,Gloar
72491,Glói
72501,Glóin
72511,Gloínur
72521,Glólin
72531,Gloskjald
72541,Glospori
72551,Glothrasir
72561,Glovari
72571,Glúmur
72581,Gormundur
72591,Gormur
72601,Gráim
72611,Greipur
72621,Grímolvur
72631,Grímur
72641,Gripur
72651,Gróim
72661,Grómi
72671,Gudfinnur
72681,Gudlígur
72691,Gudmundur
72701,Gulakur
72711,Gullbrandur
72721,Gundur
72731,Gunnálvur
72741,Gunni
72751,Gunnleikur
72761,Gunnleivur
72771,Gunnlígur
72781,Gunnolvur
72791,Gunnvaldur
72801,Gusti
72811,Guthbjartur
72821,Guthbrandur
72831,Guthlakur
72841,Gutti
72851,Guttormur
72861,Gylvi
72871,Hábarthur
72881,Hagbarthur
72891,Hallbergur
72901,Hallfríthur
72911,Hallgrímur
72921,Hallmundur
72931,Hallormur
72941,Hallur
72951,Hallvarthur
72961,Hámundur
72971,Hannar
72981,Hanni
72991,Hannin
73001,Hannskjald
73011,Hannspori
73021,Hannthrasir
73031,Hannvari
73041,Haraldur
73051,Hárikur
73061,Haugar
73071,Haugi
73081,Haugin
73091,Haugskjald
73101,Haugspori
73111,Haugthrasir
73121,Haugvari
73131,Hávarthur
73141,Havgrímur
73151,Havlithi
73161,Heimurin
73171,Heindrikur
73181,Heini
73191,Heinrikur
73201,Heithrikur
73211,Helgi
73221,Hemingur
73231,Hemmingur
73241,Hendrikur
73251,Henningur
73261,Heptar
73271,Hepti
73281,Heptin
73291,Heptskjald
73301,Heptspori
73311,Heptvari
73321,Herálvur
73331,Herbjartur
73341,Herbrandur
73351,Herfinnur
73361,Herfríthur
73371,Hergrímur
73381,Heri
73391,Herjolvur
73401,Herleivur
73411,Herlígur
73421,Hermóthur
73431,Hermundur
73441,Herningur
73451,Herolvur
73461,Hervarthur
73471,Hethin
73481,Hildibjartur
73491,Hildibrandur
73501,Hjalgrímur
73511,Hjalti
73521,Hjórgrímur
73531,Hjórleivur
73541,Hjórmundur
73551,Hjórtur
73561,Hlear
73571,Hlei
73581,Hlein
73591,Hleskjald
73601,Hlespori
73611,Hlevang
73621,Hlevari
73631,Hlóin
73641,Hógni
73651,Hor
73661,Hóraldur
73671,Horar
73681,Hori
73691,Hóri
73701,Horin
73711,Hornar
73721,Hornbori
73731,Horni
73741,Hornin
73751,Hornskjald
73761,Hornthrasir
73771,Horskjald
73781,Horspori
73791,Horthrasir
73801,Hórthur
73811,Horvari
73821,Hóskuldur
73831,Hugi
73841,Hugin
73851,Húnbogi
73861,Húni
73871,Ímundur
73881,Ingálvur
73891,Ingi
73901,Ingibjartur
73911,Ingileivur
73921,Ingimundur
73931,Ingivaldur
73941,Ingjaldur
73951,Ingolvur
73961,Ingvaldur
73971,Ísakur
73981,Ísleivur
73991,Íthálvur
74001,Íthbjartur
74011,Íthfinnur
74021,Íthgrímur
74031,Íthi
74041,Íthleivur
74051,Íthmundur
74061,Ítholvur
74071,Íthvarthur
74081,Jallgrímur
74091,Jarar
74101,Jari
74111,Jarin
74121,Jarleivur
74131,Jarmundur
74141,Jarskjald
74151,Jarspori
74161,Jarthrasir
74171,Jarvari
74181,Jaspur
74191,Jatmundur
74201,Játmundur
74211,Jatvarthur
74221,Jófríthur
74231,Jónfinnur
74241,Jónhethin
74251,Jóni
74261,Jónleivur
74271,Jórmundur
74281,Jórundur
74291,Justi
74301,Jústi
74311,Kai
74321,Kálvur
74331,Kári
74341,Karstin
74351,Kartni
74361,Kilar
74371,Kili
74381,Kilin
74391,Kilskjald
74401,Kilspori
74411,Kilthrasir
74421,Kilvari
74431,Knútur
74441,Kolfinnur
74451,Kolgrímur
74461,Kolmundur
74471,Koraldur
74481,Kristin
74491,Kristleivur
74501,Kristmundur
74511,Kristoffur
74521,Kyrri
74531,Lassi
74541,Leiki
74551,Leivur
74561,Levi
74571,Lit
74581,Litar
74591,Liti
74601,Litin
74611,Litskjald
74621,Litthrasir
74631,Lofar
74641,Lofi
74651,Lofin
74661,Lofskjald
74671,Lofspori
74681,Loftur
74691,Lofvari
74701,Lonar
74711,Loni
74721,Lonin
74731,Lonskjald
74741,Lonspori
74751,Lonthrasir
74761,Lonvari
74771,Lothin
74781,Lýthur
74791,Magni
74801,Manni
74811,Marni
74821,Martur
74831,Máur
74841,Mjothar
74851,Mjothi
74861,Mjothin
74871,Mjothskjald
74881,Mjothspori
74891,Mjoththrasir
74901,Mjothvari
74911,Mjothvitnir
74921,Módsognir
74931,Motar
74941,Moti
74951,Motin
74961,Motsognir
74971,Motspori
74981,Motvari
74991,Naddoddur
75001,Naglur
75011,Náin
75021,Nalar
75031,Nali
75041,Náli
75051,Nalin
75061,Nalskjald
75071,Nalspori
75081,Nalthrasir
75091,Nar
75101,Nár
75111,Narar
75121,Nari
75131,Narin
75141,Narspori
75151,Narthrasir
75161,Narvari
75171,Narvi
75181,Naskjald
75191,Naspori
75201,Niklái
75211,Nipar
75221,Nipi
75231,Nipin
75241,Niping
75251,Nipskjald
75261,Nipspori
75271,Nipthrasir
75281,Nipvari
75291,Nithar
75301,Nithi
75311,Nithin
75321,Nithspori
75331,Niththrasir
75341,Njálur
75351,Nói
75361,Norar
75371,Nori
75381,Norin
75391,Norskjald
75401,Norspori
75411,Northar
75421,Northi
75431,Northin
75441,Northleivur
75451,Northrasir
75461,Northri
75471,Northskjald
75481,Norththrasir
75491,Norvari
75501,Nyar
75511,Nyr
75521,Nyrar
75531,Nyrath
75541,Nyri
75551,Nyrin
75561,Nyrspori
75571,Nyrthrasir
75581,Nyrvari
75591,Nyskjald
75601,Nyspori
75611,Nythrasir
75621,Nyvari
75631,Oddfinnur
75641,Oddfríthur
75651,Oddleivur
75661,Oddmundur
75671,Oddur
75681,Oddvaldur
75691,Ógmundur
75701,Ógvaldur
75711,Óigrímur
75721,Óileivur
75731,Óilolvur
75741,Óimundur
75751,Oínur
75761,Óivindur
75771,Óksur
75781,Ólavur
75791,Óli
75801,Ólin
75811,Olivur
75821,Onar
75831,Oni
75841,Onin
75851,Onskjald
75861,Onthrasir
75871,Onundur
75881,Orar
75891,Ori
75901,Orin
75911,Órin
75921,Ormur
75931,Órnolvur
75941,Orri
75951,Orskjald
75961,Orspori
75971,Orthrasir
75981,Órvur
75991,Óssur
76001,Óthin
76011,Ovi
76021,Páitur
76031,Palli
76041,Pátrin
76051,Petrur
76061,Poli
76071,Ragnvaldur
76081,Rani
76091,Rathsar
76101,Rathsin
76111,Rathskjald
76121,Rathspori
76131,Rathsthrasir
76141,Rathsvari
76151,Rathsvith
76161,Ravnur
76171,Regar
76181,Regi
76191,Regin
76201,Regskjald
76211,Regspori
76221,Regthrasir
76231,Regvari
76241,Reinaldur
76251,Ríkaldur
76261,Ríkin
76271,Róaldur
76281,Rodleivur
76291,Rodmundur
76301,Rógnvaldur
76311,Rógvi
76321,Rói
76331,Róin
76341,Rókur
76351,Róli
76361,Rólvur
76371,Rómundur
76381,Ronni
76391,Rórin
76401,Rósingur
76411,Róthbjartur
76421,Rótholvur
76431,Rubekur
76441,Rúni
76451,Rúnolvur
76461,Sáifinnur
76471,Sáimundur
76481,Saksi
76491,Salmundur
76501,Sámur
76511,Sandur
76521,Servin
76531,Sevrin
76541,Sigbjartur
76551,Sigbrandur
76561,Sigfríthur
76571,Sighvatur
76581,Sigmundur
76591,Signhethin
76601,Sigvaldur
76611,Sindrinur
76621,Sjúrthi
76631,Sjúrthur
76641,Skafar
76651,Skafi
76661,Skafin
76671,Skafith
76681,Skafthrasir
76691,Skafvari
76701,Skeggi
76711,Skirfar
76721,Skirfi
76731,Skirfin
76741,Skirfir
76751,Skirfskjald
76761,Skirfthrasir
76771,Skirfvari
76781,Skofti
76791,Skúvur
76801,Snámiúlvur
76811,Sniolvur
76821,Snorri
76831,Sólbjartur
76841,Sólfinnur
76851,Sólmundur
76861,Sólvi
76871,Sonni
76881,Sórin
76891,Sórkvi
76901,Sórli
76911,Sproti
76921,Steinfinnur
76931,Steingrímur
76941,Steinmundur
76951,Steinoddur
76961,Steinolvur
76971,Steinur
76981,Stígur
76991,Sudri
77001,Summaldur
77011,Summarlithi
77021,Suni
77031,Súni
77041,Súnmundur
77051,Sunnleivur
77061,Suthar
77071,Suthi
77081,Suthin
77091,Suthri
77101,Suthskjald
77111,Suthspori
77121,Suththrasir
77131,Suthvari
77141,Sveinungur
77151,Sveinur
77161,Svenningur
77171,Sverri
77181,Svín
77191,Sviskjald
77201,Svispori
77211,Svithrasir
77221,Sviur
77231,Svivari
77241,Svjar
77251,Teitur
77261,Terji
77271,Thekk
77281,Thekkar
77291,Thekki
77301,Thekkin
77311,Thekkskjald
77321,Thekkspori
77331,Thekkvari
77341,Thorar
77351,Thori
77361,Thorin
77371,Thornur
77381,Thorskjald
77391,Thorspori
77401,Thorthrasir
77411,Thorvari
77421,Thráim
77431,Thráin
77441,Thrárin
77451,Thraskjald
77461,Thraspori
77471,Thravari
77481,Thrór
77491,Throrar
77501,Throri
77511,Throrin
77521,Throrskjald
77531,Throrspori
77541,Throrthrasir
77551,Throrvari
77561,Títhrikur
77571,Tjálvi
77581,Tjótholvur
77591,Tóki
77601,Tollakur
77611,Tonni
77621,Tóraldur
77631,Tórálvur
77641,Tórarin
77651,Torbergur
77661,Torbrandur
77671,Torfinnur
77681,Torfríthur
77691,Torgestur
77701,Torgrímur
77711,Tórhallur
77721,Tórhethin
77731,Tóri
77741,Torleivur
77751,Torlígur
77761,Tormóthur
77771,Tormundur
77781,Tóroddur
77791,Tórolvur
77801,Torri
77811,Tórthur
77821,Tórur
77831,Torvaldur
77841,Tóti
77851,Tráin
77861,Tráli
77871,Trísti
77881,Tróndur
77891,Tróstur
77901,Trygvi
77911,Tyrni
77921,Týrur
77931,Uggi
77941,Úlvhethin
77951,Úlvur
77961,Uni
77971,Vagnur
77981,Valbergur
77991,Valbrandur
78001,Valdi
78011,Vermundur
78021,Vestar
78031,Vesti
78041,Vestin
78051,Vestri
78061,Vestskjald
78071,Vestspori
78081,Vestthrasir
78091,Vestvari
78101,Veturlithi
78111,Vígbaldur
78121,Vígbrandur
78131,Vigg
78141,Viggar
78151,Viggi
78161,Viggin
78171,Víggrímur
78181,Viggskjald
78191,Viggspori
78201,Viggthrasir
78211,Viggvari
78221,Vígúlvur
78231,Vilar
78241,Vilbergur
78251,Vilhjálmur
78261,Vili
78271,Vilin
78281,Viljormur
78291,Villi
78301,Vilmundur
78311,Vilskjald
78321,Vilspori
78331,Vilthrasir
78341,Vilvari
78351,Vinar
78361,Vindalf
78371,Vini
78381,Vinin
78391,Vinsi
78401,Vinskjald
78411,Vinspori
78421,Vinthrasir
78431,Virfar
78441,Virfi
78451,Virfin
78461,Virfir
78471,Virfskjald
78481,Virfspori
78491,Virfthrasir
78501,Virfvari
78511,Vistri
78521,Vit
78531,Vóggur
78541,Vólundur
78551,Vónbjartur
78561,Wali
78571,Yngvi
7858
7859# https://dwarrowscholar.wordpress.com/general-documents/female-dwarf-outer-names/
7860;dwarf name for women
78611,Ábria
78621,Agda
78631,Aí
78641,Aís
78651,Alda
78661,Aldís
78671,Alma
78681,Alrún
78691,Álvdís
78701,Ánania
78711,Anís
78721,Anní
78731,Arís
78741,Arna
78751,Árna
78761,Arndís
78771,Arnina
78781,Arnóra
78791,Arnvór
78801,Ása
78811,Ásbera
78821,Ásdís
78831,Áshild
78841,Ásla
78851,Áslíg
78861,Asta
78871,Ásta
78881,Ásvór
78891,Ata
78901,Báldís
78911,Bára
78921,Barba
78931,Beinta
78941,Bera
78951,Bergní
78961,Betta
78971,Bettí
78981,Billa
78991,Bina
79001,Birna
79011,Birta
79021,Bís
79031,Bjalla
79041,Bjarma
79051,Bjarta
79061,Bjólla
79071,Borgní
79081,Bórka
79091,Brá
79101,Brynja
79111,Bylgja
79121,Dagní
79131,Dagrún
79141,Dagunn
79151,Dái
79161,Dania
79171,Danvór
79181,Dina
79191,Dinna
79201,Dís
79211,Dógg
79221,Drós
79231,Durís
79241,Durita
79251,Duruta
79261,Ebba
79271,Edda
79281,Eilin
79291,Eina
79301,Eir
79311,Elsba
79321,Elspa
79331,Elsuba
79341,Embla
79351,Enna
79361,Erla
79371,Erna
79381,Esta
79391,Ester
79401,Estur
79411,Fanní
79421,Fía
79431,Fípa
79441,Fís
79451,Fjóla
79461,Flykra
79471,Fólva
79481,Frái
79491,Fróia
79501,Frótha
79511,Geira
79521,Gís
79531,Glóa
79541,Gortra
79551,Gróa
79561,Gudní
79571,Gudvór
79581,Gunn
79591,Gunna
79601,Gunnvá
79611,Gurli
79621,Gylta
79631,Halda
79641,Havdís
79651,Henní
79661,Hera
79671,Herta
79681,Hervór
79691,Hildur
79701,Hjalma
79711,Hjordís
79721,Hulda
79731,Ida
79741,Ina
79751,Ingrún
79761,Ingunn
79771,Ingvá
79781,Ingvór
79791,Inna
79801,Irena
79811,Íth
79821,Ithunn
79831,Íthunn
79841,Íthur
79851,Janna
79861,Jansí
79871,Járndís
79881,Jensa
79891,Jensia
79901,Jódís
79911,Jóhild
79921,Jónvár
79931,Jórunn
79941,Jovina
79951,Jóvór
79961,Jústa
79971,Jútta
79981,Kaia
79991,Kamma
80001,Kára
80011,Kárunn
80021,Katla
80031,Lí
80041,Lilja
80051,Lín
80061,Lís
80071,Lívói
80081,Lóa
80091,Lona
80101,Lovisa
80111,Lula
80121,Lusia
80131,Magga
80141,Malja
80151,Malla
80161,Marí
80171,Marjun
80181,Marna
80191,Masa
80201,Merrí
80211,Metta
80221,Milja
80231,Mina
80241,Minna
80251,Mira
80261,Myrna
80271,Nái
80281,Naina
80291,Nanna
80301,Nanní
80311,Nís
80321,Nísi
80331,Nita
80341,Nomi
80351,Oda
80361,Oddní
80371,Oddrún
80381,Oddvá
80391,Oddvór
80401,Óidís
80411,Óigló
80421,Óilíg
80431,Óivór
80441,Oluffa
80451,Óluva
80461,Píl
80471,Ragna
80481,Rakul
80491,Randi
80501,Rannvá
80511,Revna
80521,Rikka
80531,Ritva
80541,Ró
80551,Róa
80561,Roda
80571,Róskva
80581,Rótha
80591,Rún
80601,Rúna
80611,Saldís
80621,Salní
80631,Salvór
80641,Sanna
80651,Sigga
80661,Signa
80671,Signí
80681,Sigrun
80691,Sigvór
80701,Sissal
80711,Siv
80721,Sól
80731,Sóldís
80741,Sólja
80751,Sólrun
80761,Sólva
80771,Sólvá
80781,Sólvór
80791,Stina
80801,Suffía
80811,Súna
80821,Sunnvá
80831,Svanna
80841,Sváva
80851,Svelldís
80861,Sví
80871,Talita
80881,Thrái
80891,Tíra
80901,Tordís
80911,Torní
80921,Tórunn
80931,Torvór
80941,Tóta
80951,Tova
80961,Tóva
80971,Turith
80981,Ulla
80991,Una
81001,Unn
81011,Unna
81021,Unnur
81031,Urth
81041,Urtha
81051,Vagna
81061,Valdís
81071,Vár
81081,Várdís
81091,Vígdís
81101,Vinní
81111,Vís
81121,Vísi
81131,Vón
81141,Yngva
81151,Yrsa
8116
8117;dwarf 2a
81181,Shield
81191,Hammer
81201,Plate
81211,Sword
81221,Axe
81231,Stone
81241,Iron
81251,Steel
81261,Earth
8127
8128;dwarf 2b
81291,bearer
81301,smasher
81311,master
81321,friend
81331,maker
81341,eater
8135;elf
81361,[male elf]
81371,[female elf]
8138# Not accounted for: Letter changes when combining words
8139# http://sindarinlessons.weebly.com/37---how-to-make-names-1.html
8140;male elf
81411,[normalize-elvish [elvish prefix] [elvish word]]
81421,[normalize-elvish [elvish prefix] [elvish male suffix]]
8143# prefer short names
8144# 1,[normalize-elvish [elvish word] [elvish word] [elvish male suffix]]
8145# 1,[normalize-elvish [elvish prefix] [elvish word] [elvish male suffix]]
81463,[normalize-elvish [elvish word] [elvish male suffix]]
8147
8148;female elf
81491,[normalize-elvish [elvish prefix] [elvish word]]
81501,[normalize-elvish [elvish prefix] [elvish female suffix]]
8151# prefer short names
8152# 1,[normalize-elvish [elvish word] [elvish word] [elvish female suffix]]
8153# 1,[normalize-elvish [elvish prefix] [elvish word] [elvish female suffix]]
81543,[normalize-elvish [elvish word] [elvish female suffix]]
8155
8156# https://realelvish.net/names/sindarin/woodelf/all/
8157;elvish prefix
81581,achar
81591,adertha
81601,adleg
81611,al
81621,amartha
81631,aníra
81641,aphada
81651,ar
81661,ava
81671,awartha
81681,badh
81691,batha
81701,beria
81711,blab
81721,brenia
81731,brona
81741,buia
81751,cab
81761,can
81771,car
81781,carpha
81791,cen
81801,critha
81811,dartha
81821,delia
81831,dew
81841,díhena
81851,doltha
81861,drava
81871,drega
81881,dringa
81891,echad
81901,edledhia
81911,egleria
81921,eitha
81931,elia
81941,ercha
81951,ertha
81961,fantha
81971,fara
81981,feira
81991,feria
82001,fuia
82011,gad
82021,gala
82031,gir
82041,gladh
82051,glavra
82061,glintha
82071,glir
82081,gohena
82091,gonod
82101,gor
82111,gosta
82121,groga
82131,gruitha
82141,gwatha
82151,gwathra
82161,gweria
82171,gwesta
82181,had
82191,hal
82201,haltha
82211,hamma
82221,harna
82231,hasta
82241,henia
82251,hwinia
82261,ialla
82271,ídha
82281,ídhra
82291,ista
82301,iuitha
82311,laba
82321,lala
82331,lamma
82341,lasta
82351,lathra
82361,linna
82371,luitha
82381,mel
82391,metha
82401,mista
82411,nag
82421,nalla
82431,nara
82441,narcha
82451,ndag
82461,ndagra
82471,ndamma
82481,nde
82491,nedia
82501,negra
82511,neitha
82521,nella
82531,nesta
82541,ngal
82551,nganna
82561,nod
82571,nor
82581,northa
82591,orthel
82601,orthor
82611,osgar
82621,pad
82631,padra
82641,ped
82651,pel
82661,per
82671,puia
82681,rada
82691,ran
82701,reda
82711,redh
82721,reitha
82731,reth
82741,rhib
82751,rista
82761,ritha
82771,rosta
82781,ruthra
82791,síla
82801,sog
82811,suila
82821,teilia
82831,teitha
82841,telia
82851,theria
82861,thilia
82871,thora
82881,thosta
82891,tintha
82901,tir
82911,toba
82921,toltha
82931,tortha
82941,trasta
82951,trevad
82961,tuia
8297
8298;elvish word
82991,abonthen
83001,achad
83011,adan
83021,agar
83031,agarwen
83041,aglar
83051,aglareb
83061,agor
83071,aith
83081,alag
83091,alagos
83101,alph
83111,alu
83121,alwed
83131,amar
83141,amarth
83151,amarthan
83161,amath
83171,amdir
83181,amlug
83191,amon
83201,amrûn
83211,anc
83221,and
83231,andreth
83241,ang
83251,angol
83261,angren
83271,annui
83281,annûn
83291,anor
83301,anu
83311,anwar
83321,apharch
83331,ar
83341,aran
83351,aras
83361,arn
83371,arod
83381,arth
83391,asgar
83401,ast
83411,astor
83421,athe
83431,aur
83441,avorn
83451,awarth
83461,bain
83471,balch
83481,bara
83491,baran
83501,beleg
83511,belt
83521,belthas
83531,beren
83541,bereth
83551,bor
83561,born
83571,bragol
83581,braig
83591,brand
83601,brassen
83611,bregol
83621,brog
83631,bronadui
83641,brui
83651,brûn
83661,bŷr
83671,cadu
83681,cadwar
83691,cal
83701,calar
83711,calen
83721,callon
83731,cam
83741,canad
83751,cand
83761,caran
83771,carch
83781,carweg
83791,caun
83801,celair
83811,celeb
83821,celebren
83831,celeg
83841,celevon
83851,cem
83861,cidinn
83871,cinnog
83881,cîw
83891,coll
83901,com
83911,conui
83921,corch
83931,cordof
83941,corn
83951,coru
83961,coth
83971,craban
83981,crann
83991,crist
84001,crumui
84011,cû
84021,cugu
84031,cuin
84041,cûn
84051,cund
84061,curu
84071,cŷr
84081,dail
84091,de
84101,del
84111,deleb
84121,delu
84131,dem
84141,der
84151,dern
84161,dîn
84171,dínen
84181,dîr
84191,dol
84201,dolen
84211,doll
84221,dom
84231,donn
84241,dorn
84251,dram
84261,draug
84271,dring
84281,dû
84291,dûr
84301,dŷr
84311,ech
84321,ecthel
84331,eden
84341,edhel
84351,edhellen
84361,edlenn
84371,eg
84381,egas
84391,eglan
84401,eglir
84411,eglos
84421,eiliant
84431,einior
84441,el
84451,elanor
84461,ell
84471,elloth
84481,elu
84491,en
84501,er
84511,ereb
84521,eredh
84531,ereg
84541,eru
84551,erui
84561,esgal
84571,estel
84581,estent
84591,ethir
84601,ew
84611,ewen
84621,fain
84631,fair
84641,falas
84651,falf
84661,fanui
84671,far
84681,faug
84691,faun
84701,fe
84711,feg
84721,fel
84731,fela
84741,fen
84751,fer
84761,fern
84771,ferui
84781,filig
84791,fim
84801,find
84811,fíreb
84821,firen
84831,forgam
84841,forn
84851,forod
84861,forodren
84871,fuin
84881,gail
84891,galadh
84901,galas
84911,galenas
84921,gamp
84931,gaud
84941,gear
84951,gearon
84961,gel
84971,gell
84981,gellam
84991,gellui
85001,gem
85011,ger
85021,gern
85031,geruil
85041,glad
85051,glam
85061,glamor
85071,glamren
85081,glan
85091,glass
85101,glaur
85111,glaw
85121,gler
85131,glîr
85141,glórin
85151,gloss
85161,goeol
85171,golass
85181,gondren
85191,gordh
85201,gorn
85211,gost
85221,graw
85231,gronn
85241,gruin
85251,gûr
85261,gwache
85271,gwain
85281,gwann
85291,gwarth
85301,gwath
85311,gwathren
85321,gwathui
85331,gwaun
85341,gwaur
85351,gwe
85361,gwen
85371,gweren
85381,gwest
85391,gwew
85401,gwilwileth
85411,gwîn
85421,hadhod
85431,hal
85441,hall
85451,hallas
85461,hand
85471,hannas
85481,harad
85491,haradren
85501,hargam
85511,harn
85521,harvo
85531,hast
85541,hathel
85551,he
85561,helch
85571,heledir
85581,hell
85591,hen
85601,heneb
85611,her
85621,hethu
85631,hîl
85641,him
85651,hîr
85661,hiril
85671,hith
85681,hithren
85691,hithui
85701,hîw
85711,horn
85721,hû
85731,hûr
85741,hwand
85751,hwîn
85761,iand
85771,iar
85781,iaun
85791,iaur
85801,îdh
85811,idhor
85821,idhren
85831,ind
85841,ingem
85851,inu
85861,iphant
85871,írui
85881,ist
85891,istui
85901,ithil
85911,ivren
85921,lagor
85931,laich
85941,lain
85951,lalaith
85961,lalf
85971,lam
85981,lanc
85991,land
86001,lang
86011,lass
86021,laug
86031,lavan
86041,leb
86051,leg
86061,lend
86071,ler
86081,lew
86091,leweg
86101,lhain
86111,lhew
86121,lhind
86131,lhûg
86141,lim
86151,limp
86161,lind
86171,lithui
86181,loen
86191,lom
86201,lorn
86211,lossen
86221,lost
86231,loth
86241,luin
86251,lum
86261,lung
86271,lŷg
86281,madweg
86291,maelui
86301,magor
86311,maidh
86321,malt
86331,malthen
86341,malthorn
86351,malu
86361,man
86371,mbar
86381,mbarad
86391,mecheneb
86401,med
86411,medli
86421,medlin
86431,medui
86441,meg
86451,megil
86461,melch
86471,meldir
86481,meldis
86491,meleth
86501,mell
86511,mellon
86521,melui
86531,men
86541,mer
86551,meren
86561,meron
86571,mesg
86581,methen
86591,mew
86601,milui
86611,min
86621,minai
86631,mîr
86641,mith
86651,mithren
86661,mîw
86671,morgul
86681,morn
86691,muil
86701,muin
86711,mûl
86721,mund
86731,mŷl
86741,naith
86751,nar
86761,narch
86771,naru
86781,nathal
86791,naud
86801,naug
86811,naugla
86821,naur
86831,nauth
86841,naw
86851,nawag
86861,ndam
86871,nder
86881,ndîr
86891,ndîs
86901,negen
86911,neledh
86921,nen
86931,nend
86941,nenui
86951,ner
86961,nestadren
86971,ngail
86981,ngalad
86991,ngannel
87001,ngaraf
87011,ngaur
87021,ngawad
87031,ngilith
87041,ngoll
87051,ngollor
87061,ngolodh
87071,ngolu
87081,ngolwen
87091,ngor
87101,ngorgor
87111,ngorn
87121,ngorth
87131,ngorthad
87141,ngûl
87151,ngurth
87161,nguru
87171,nguruthos
87181,niben
87191,nîd
87201,nîf
87211,nimp
87221,nîn
87231,nind
87241,nîr
87251,noen
87261,norn
87271,noroth
87281,nórui
87291,nûr
87301,oel
87311,oer
87321,ogol
87331,ol
87341,onod
87351,orch
87361,orchall
87371,orod
87381,oron
87391,othol
87401,ovor
87411,pant
87421,paran
87431,parch
87441,path
87451,paur
87461,pedweg
87471,pegui
87481,pelin
87491,pen
87501,peng
87511,periand
87521,peth
87531,pigen
87541,pîn
87551,puig
87561,rain
87571,raud
87581,raudh
87591,raug
87601,raun
87611,raw
87621,reg
87631,rem
87641,ren
87651,rend
87661,reth
87671,rhanc
87681,rhaw
87691,rhosg
87701,rhoss
87711,rhudol
87721,rhúnen
87731,rî
87741,rîn
87751,ring
87761,rîs
87771,riss
87781,roch
87791,rosc
87801,ross
87811,rost
87821,rûdh
87831,ruin
87841,rustui
87851,rûth
87861,rŷn
87871,sadar
87881,sador
87891,said
87901,sain
87911,sammar
87921,sarch
87931,sel
87941,ser
87951,sereg
87961,sîdh
87971,silef
87981,silivren
87991,sîr
88001,sûl
88011,tad
88021,taid
88031,tal
88041,talagand
88051,talt
88061,tan
88071,tanc
88081,tang
88091,tara
88101,tarch
88111,tarlanc
88121,tathren
88131,taug
88141,taur
88151,tavor
88161,taw
88171,tawar
88181,tawaren
88191,tawen
88201,tegil
88211,ten
88221,ter
88231,tes
88241,thala
88251,thanc
88261,thand
88271,tharan
88281,tharn
88291,thaur
88301,thavor
88311,thaw
88321,thend
88331,thent
88341,thîr
88351,thon
88361,thorn
88371,thoron
88381,thûl
88391,thurin
88401,tinnu
88411,tint
88421,tinu
88431,tîr
88441,tirn
88451,tithen
88461,tolog
88471,tond
88481,tong
88491,torn
88501,torog
88511,trîw
88521,tû
88531,tûg
88541,tuilind
88551,tulus
88561,tûr
88571,uanui
88581,uilos
88591,uireb
88601,ûl
88611,ulund
88621,ûn
88631,ungol
88641,ûr
88651,urug
88661,urui
8867
8868;elvish neutral suffix
88691,ben
88701,dil
88711,ndil
88721,or
88731,wi
8874
8875;elvish female suffix
88763,[elvish neutral suffix]
88771,iel
88781,iell
88791,ien
88801,il
88811,eth
88821,el
88831,wen
8884
8885;elvish male suffix
88862,[elvish neutral suffix]
88871,dir
88881,ion
88891,on
8890;gnome
88911,[gnome 1] [gnome 2]
8892;gnome 1
88931,Joy
88941,Happy
88951,Gift
88961,Ruby
88971,Diamond
88981,Sapphire
88991,Opal
89001,Beryl
89011,Pearl
8902;gnome 2
89031,Ring
89041,Love
89051,Giver
89061,Finder
8907;halfling name
89081,[gothic names for men]
89091,[gothic names for women]
8910
8911# http://themiddleages.net/people/names.html
8912;gothic names for men
89131,Adalbert
89141,Ageric
89151,Agiulf
89161,Ailwin
89171,Alan
89181,Alard
89191,Alaric
89201,Aldred
89211,Alexander
89221,Alured
89231,Amalaric
89241,Amalric
89251,Amaury
89261,Andica
89271,Anselm
89281,Ansovald
89291,Aregisel
89301,Arnald
89311,Arnegisel
89321,Asa
89331,Athanagild
89341,Athanaric
89351,Aubrey
89361,Audovald
89371,Austregisel
89381,Authari
89391,Badegisel
89401,Baldric
89411,Baldwin
89421,Bartholomew
89431,Bennet
89441,Bernard
89451,Bero
89461,Berthar
89471,Berthefried
89481,Bertram
89491,Bisinus
89501,Blacwin
89511,Burchard
89521,Carloman
89531,Chararic
89541,Charibert
89551,Childebert
89561,Childeric
89571,Chilperic
89581,Chlodomer
89591,Chramnesind
89601,Clovis
89611,Colin
89621,Constantine
89631,Dagaric
89641,Dagobert
89651,David
89661,Drogo
89671,Eberulf
89681,Ebregisel
89691,Edwin
89701,Elias
89711,Engeram
89721,Engilbert
89731,Ernald
89741,Euric
89751,Eustace
89761,Fabian
89771,Fordwin
89781,Forwin
89791,Fulk
89801,Gamel
89811,Gararic
89821,Garivald
89831,Geoffrey
89841,Gerard
89851,Gerold
89861,Gervase
89871,Gilbert
89881,Giles
89891,Gladwin
89901,Godomar
89911,Godwin
89921,Grimald
89931,Gunderic
89941,Gundobad
89951,Gunthar
89961,Guntram
89971,Guy
89981,Hamo
89991,Hamond
90001,Harding
90011,Hartmut
90021,Helyas
90031,Henry
90041,Herlewin
90051,Hermangild
90061,Herminafrid
90071,Hervey
90081,Hildebald
90091,Hugh
90101,Huneric
90111,Imnachar
90121,Ingomer
90131,James
90141,Jocelin
90151,John
90161,Jordan
90171,Lawrence
90181,Leofwin
90191,Leudast
90201,Leuvigild
90211,Lothar
90221,Luke
90231,Magnachar
90241,Magneric
90251,Marachar
90261,Martin
90271,Masci
90281,Matthew
90291,Maurice
90301,Meginhard
90311,Merovech
90321,Michael
90331,Munderic
90341,Nicholas
90351,Nigel
90361,Norman
90371,Odo
90381,Oliva
90391,Osbert
90401,Otker
90411,Pepin
90421,Peter
90431,Philip
90441,Ragnachar
90451,Ralf
90461,Ralph
90471,Ranulf
90481,Rathar
90491,Reccared
90501,Ricchar
90511,Richard
90521,Robert
90531,Roger
90541,Saer
90551,Samer
90561,Savaric
90571,Sichar
90581,Sigeric
90591,Sigibert
90601,Sigismund
90611,Silvester
90621,Simon
90631,Stephan
90641,Sunnegisil
90651,Tassilo
90661,Terric
90671,Terry
90681,Theobald
90691,Theoderic
90701,Theudebald
90711,Theuderic
90721,Thierry
90731,Thomas
90741,Thorismund
90751,Thurstan
90761,Umfrey
90771,Vulfoliac
90781,Waleran
90791,Walter
90801,Waltgaud
90811,Warin
90821,Werinbert
90831,William
90841,Willichar
90851,Wimarc
90861,Ymbert
9087
9088# http://themiddleages.net/people/names.html
9089;gothic names for women
90901,Ada
90911,Adallinda
90921,Adaltrude
90931,Adelina
90941,Adofleda
90951,Agnes
90961,Albofleda
90971,Albreda
90981,Aldith
90991,Aldusa
91001,Alice
91011,Alina
91021,Amabilia
91031,Amalasuntha
91041,Amanda
91051,Amice
91061,Amicia
91071,Amiria
91081,Anabel
91091,Annora
91101,Arnegunde
91111,Ascilia
91121,Audovera
91131,Austrechild
91141,Avelina
91151,Avice
91161,Avoca
91171,Basilea
91181,Beatrice
91191,Bela
91201,Beretrude
91211,Berta
91221,Berthefled
91231,Berthefried
91241,Berthegund
91251,Bertrada
91261,Brunhild
91271,Cecilia
91281,Celestria
91291,Chlodosind
91301,Chlothsinda
91311,Cicely
91321,Clarice
91331,Clotild
91341,Constance
91351,Denise
91361,Dionisia
91371,Edith
91381,Eleanor
91391,Elena
91401,Elizabeth
91411,Ellen
91421,Emma
91431,Estrilda
91441,Faileuba
91451,Fastrada
91461,Felicia
91471,Fina
91481,Fredegunde
91491,Galswinth
91501,Gersvinda
91511,Gisela
91521,Goda
91531,Goiswinth
91541,Golda
91551,Grecia
91561,Gundrada
91571,Gundrea
91581,Gundred
91591,Gunnora
91601,Haunild
91611,Hawisa
91621,Helen
91631,Helewise
91641,Hilda
91651,Hildegarde
91661,Hiltrude
91671,Ida
91681,Idonea
91691,Ingitrude
91701,Ingunde
91711,Isabel
91721,Isolda
91731,Joan
91741,Joanna
91751,Julian
91761,Juliana
91771,Katherine
91781,Lanthechilde
91791,Laura
91801,Leticia
91811,Lettice
91821,Leubast
91831,Leubovera
91841,Liecia
91851,Linota
91861,Liutgarde
91871,Lora
91881,Lucia Mabel
91891,Madelgarde
91901,Magnatrude
91911,Malota
91921,Marcatrude
91931,Marcovefa
91941,Margaret
91951,Margery
91961,Marsilia
91971,Mary
91981,Matilda
91991,Maud
92001,Mazelina
92011,Millicent
92021,Muriel
92031,Nesta
92041,Nicola
92051,Parnel
92061,Petronilla
92071,Philippa
92081,Primeveire
92091,Radegund
92101,Richenda
92111,Richolda
92121,Rigunth
92131,Roesia
92141,Rosamund
92151,Rothaide
92161,Rotrude
92171,Ruothilde
92181,Sabelina
92191,Sabina
92201,Sarah
92211,Susanna
92221,Sybil
92231,Sybilla
92241,Theodelinda
92251,Theoderada
92261,Ultrogotha
92271,Vuldretrada
92281,Wymarc
9229
9230;old name
92311,[old names for men]
92321,[old names for women]
9233# http://www.namenerds.com/welsh/trad2.html
9234
9235;old names for men
92361,Adda
92371,Addaon
92381,Adeon
92391,Aedd
92401,Aeddan
92411,Aelhearn
92421,Aelwyn
92431,Aeron
92441,Afagddu
92451,Afallon
92461,Afan
92471,Alan
92481,Alaw
92491,Alawn
92501,Alban
92511,Aldith
92521,Aldryd
92531,Alec
92541,Aled
92551,Alun
92561,Alwyn
92571,Amaethon
92581,Amlodd
92591,Anarawd
92601,Andreas
92611,Aneirin
92621,Angwyn
92631,Anhun
92641,Arawn
92651,Arial
92661,Arianwyn
92671,Arnallt
92681,Arofan
92691,Aron
92701,Arthen
92711,Arthfael
92721,Arthgen
92731,Arthur
92741,Arwel
92751,Arwyn
92761,Asaff
92771,Aurfryn
92781,Auryn
92791,Awen
92801,Awsten
92811,Baeddan
92821,Baglan
92831,Barri
92841,Barti
92851,Bedaws
92861,Bedwyn
92871,Bedivere
92881,Bedwyn
92891,Bedwyr
92901,Berddig
92911,Bergam
92921,Berwyn
92931,Bevan
92941,Beuno
92951,Beynon
92961,Bleddyn
92971,Bledig
92981,Bledri
92991,Blwchfardd
93001,Boreugwyn
93011,Brân
93021,Branwaladr
93031,Breichiawl
93041,Brice
93051,Brioc
93061,Brochfael
93071,Brychan
93081,Bryn
93091,Brynllyn
93101,Brynmor
93111,Bryngwyn
93121,Brython
93131,Cadell
93141,Cadfael
93151,Cadog
93161,Cadwaladr
93171,Cadwallon
93181,Cadwgan
93191,Caerwyn
93201,Caradog
93211,Carwyn
93221,Caswallon
93231,Cawrdaf
93241,Cecil
93251,Cedrych
93261,Cei
93271,Ceinfryn
93281,Ceiriog
93291,Celyn
93301,Celynen
93311,Cennydd
93321,Ceredig
93331,Ceri
93341,Cewydd
93351,Cian
93361,Cledwyn
93371,Clwyd
93381,Clydai
93391,Clydno
93401,Coel
93411,Collen
93421,Colwyn
93431,Conan
93441,Conwy
93451,Cospatrick
93461,Craigfryn
93471,Cranog
93481,Crwys
93491,Culhwch
93501,Cunedda
93511,Curig
93521,Cyfeiliog
93531,Cyffin
93541,Cymro
93551,Cynan
93561,Cynddelw
93571,Cyndeyrn
93581,Cynddylan
93591,Cynedda
93601,Cynfab
93611,Cynfarch
93621,Cynfael
93631,Cynfrig
93641,Cynog
93651,Cynon
93661,Dafydd
93671,Dai
93681,Dedwydd
93691,Deian
93701,Deiniol
93711,Delwyn
93721,Derfel
93731,Deri
93741,Dewi
93751,Dogmael
93761,Dwyryd
93771,Dyfri
93781,Dylan
93791,Ednyfed
93801,Einion
93811,Eirian
93821,Eirwyn
93831,Elffin
93841,Elidir
93851,Elis
93861,Elwyn
93871,Elystan
93881,Emlyn
93891,Emrys
93901,Emyr
93911,Evan
93921,Fflamddwyn
93931,Ffransis
93941,Fychan
93951,Gareth
93961,Gawain
93971,Geraint
93981,Gerallt
93991,Gethin
94001,Gildas
94011,Gilfaethwy
94021,Glanmor
94031,Glyn
94041,Goronwy
94051,Grigor
94061,Gruffydd
94071,Gwaednerth
94081,Gwalchgwyn
94091,Gwalchmai
94101,Gwatcyn
94111,Gwaun
94121,Gwenlyn
94131,Gwili
94141,Gwilym
94151,Gwion
94161,Gwydderig
94171,Gwyddno
94181,Gwydion
94191,Gwyn
94201,Gwynfor
94211,Gwythyr
94221,Hafgan
94231,Heddwyn
94241,Heilyn
94251,Heini
94261,Hergest
94271,Heulfryn
94281,Heulyn
94291,Huw
94301,Hywel
94311,Iago
94321,Ianto
94331,Idris
94341,Idwal
94351,Iestin
94361,Ieuan
94371,Ifan
94381,Ifor
94391,Illtyd
94401,Ioan
94411,Iolo
94421,Iorweth
94431,Lewys
94441,Llew
94451,Lloyd
94461,Llyr
94471,Llywarch
94481,Llywelyn
94491,Mabon
94501,Macsen
94511,Madog
94521,Mael
94531,Maelgwyn
94541,Maelgwn
94551,Maelmadog
94561,Math
94571,Mathonwy
94581,Medrawd
94591,Meical
94601,Meilyr
94611,Meirion
94621,Meredudd
94631,Merfyn
94641,Meurig
94651,Mihangel
94661,Moelwyn
94671,Morgan
94681,Morien
94691,Myrddin
94701,Nudd
94711,Owain
94721,Pawl
94731,Pedr
94741,Peredur
94751,Powel
94761,Pryderi
94771,Pwyll
94781,Rhein
94791,Rheinallt
94801,Rhisiart
94811,Rhodri
94821,Rhun
94831,Rhydderch
94841,Rhydian
94851,Rhydwyn
94861,Rhys
94871,Robat
94881,Seiriol
94891,Selwyn
94901,Siarl
94911,Siencyn
94921,Simwnt
94931,Sion
94941,Sionyn
94951,Sior
94961,Steffan
94971,Sulien
94981,Sulwyn
94991,Taliesin
95001,Tegwyn
95011,Teilo
95021,Tewdwr
95031,Tomos
95041,Trefor
95051,Trystan
95061,Wyn
95071,Ynyr
9508# http://www.namenerds.com/welsh/trad1.html
9509
9510;old names for women
95111,Addfwyn
95121,Aderyn
95131,Adlais
95141,Adwen
95151,Aelwen
95161,Aerfen
95171,Aeron
95181,Aeronwen
95191,Aeronwy
95201,Afryl
95211,Alaw
95221,Aldyth
95231,Alwen
95241,Alys
95251,Amranwen
95261,Aneira
95271,Anest
95281,Angharad
95291,Ann, Anna
95301,Anwen
95311,Annwr
95321,Annwyl
95331,Arddun
95341,Arianell
95351,Arianrhod
95361,Arianwen
95371,Arwen
95381,Aurddolen
95391,Auron
95401,Awela
95411,Awena
95421,Banwen
95431,Beca
95441,Berwen
95451,Bethan
95461,Beti
95471,Betrys
95481,Blodeuedd
95491,Blodwedd
95501,Blodwen
95511,Branwen
95521,Brengwain
95531,Briallen
95541,Brisen
95551,Bronmai
95561,Bronwen
95571,Brythonwen
95581,Buddug
95591,Cadi
95601,Cain
95611,Calan
95621,Canaid
95631,Caron
95641,Caronwen
95651,Carwen
95661,Caryl
95671,Carys
95681,Catrin
95691,Ceindeg
95701,Ceindrych
95711,Ceinfryn
95721,Ceinwen
95731,Ceirios
95741,Ceri
95751,Ceridwen
95761,Cerys
95771,Collwen
95781,Creuddylad
95791,Crisiant
95801,Crystyn
95811,Cyffin
95821,Daron
95831,Deilwen
95841,Del
95851,Delun
95861,Delwen
95871,Delyn
95881,Delyth
95891,Deris
95901,Derwena
95911,Deryn
95921,Deryth
95931,Dilwen
95941,Dilys
95951,Drudwen
95961,Drysi
95971,Dwyfor
95981,Dwynwen
95991,Dwyryd
96001,Dwysan
96011,Dyddanwy
96021,Dyddgu
96031,Dyfi
96041,Ebrill
96051,Edwy
96061,Efa
96071,Eigra
96081,Eilir
96091,Eilonwy
96101,Eilwen
96111,Eira
96121,Eirian
96131,Eirianwen
96141,Eirianedd
96151,Eiriol
96161,Eirlys
96171,Eirwen
96181,Eirys
96191,Elan
96201,Elain
96211,Elen
96221,Elenid
96231,Eleri
96241,Elinor
96251,Elisabeth
96261,Elli
96271,Elliw
96281,Eluned
96291,Enfys
96301,Enid
96311,Eos
96321,Erin
96331,Eryl
96341,Esyllt
96351,Ethni
96361,Eurfron
96371,Euron
96381,Eurddolyn
96391,Eurwen
96401,Ewig
96411,Faleiry
96421,Fanw
96431,Ffion
96441,Fflur
96451,Ffraid
96461,Ffreuer
96471,Fioled
96481,Gaenor
96491,Geinor
96501,Generys
96511,Glenda
96521,Glenys
96531,Glesni
96541,Glynis
96551,Goleubryd
96561,Goleudydd
96571,Grug
96581,Gwawr
96591,Gwawrddydd
96601,Gwawrwen
96611,Gwen
96621,Gwenda
96631,Gwenddydd
96641,Gwendolen
96651,Gwener
96661,Gwenfair
96671,Gwenfor
96681,Gwenfrewi
96691,Gwenfron
96701,Gwenhwyfar
96711,Gwenith
96721,Gwenllian
96731,Gwenlyn
96741,Gwennan
96751,Gwennant
96761,Gwennol
96771,Gwenol
96781,Gwenydd
96791,Gwenynan
96801,Gwerful
96811,Gwernen
96821,Gwernfyl
96831,Gwlithen
96841,Gwyddelan
96851,Gwyddfid
96861,Gwladys
96871,Gwylan
96881,Gwylfai
96891,Gwyneth
96901,Gwynonwen
96911,Haf
96921,Hafgan
96931,Hafren
96941,Hafwen
96951,Heddwen
96961,Hedydd
96971,Heini
96981,Heledd
96991,Heulwen
97001,Heulyn
97011,Hydref
97021,Hywela
97031,Iarlles
97041,Idanwen
97051,Ifanna
97061,Ifanwy
97071,Ilar
97081,Iona
97091,Ionor
97101,Iorwen
97111,Iseult
97121,Ithela
97131,Leri
97141,Lili
97151,Lilwen
97161,Liwsi
97171,Lleucu
97181,Llian
97191,Llinos
97201,Llio
97211,Lluan
97221,Lodes
97231,Lowri
97241,Luned
97251,Lyneth
97261,Lynfa
97271,Lynwen
97281,Mabli
97291,Madlen
97301,Maelona
97311,Maelorwen
97321,Mai
97331,Mair
97341,Mallt
97351,Manon
97361,Marged
97371,Medeni
97381,Medi
97391,Medwen
97401,Mefin
97411,Megan
97421,Meinwen
97431,Meirionwen
97441,Melangell
97451,Meleri
97461,Meudwen
97471,Modron
97481,Modwen
97491,Moelwen
97501,Mold
97511,Mona
97521,Morforwyn
97531,Morfudd
97541,Morwen
97551,Mwyndeg
97561,Mwynen
97571,Myfanwy
97581,Nan
97591,Nans
97601,Nant
97611,Nefyn
97621,Nerys
97631,Nest
97641,Nia
97651,Non
97661,Olwen
97671,Owena
97681,Perl
97691,Rebeca
97701,Rhagnell
97711,Rhedyn
97721,Rhiain
97731,Rhiangar
97741,Rhiannon
97751,Rhianwen
97761,Rhianydd
97771,Rhondda
97781,Rhonwen
97791,Rhosan
97801,Rhoslyn
97811,Rhunedd
97821,Rosentyl
97831,Rowena
97841,Sara
97851,Seirial
97861,Seirian
97871,Seren
97881,Siân
97891,Sidan
97901,Sioned
97911,Siriol
97921,Siwan
97931,Siwsan
97941,Sulian
97951,Sulwen
97961,Surwen
97971,Tafwys
97981,Tangwen
97991,Tangwystl
98001,Tanwen
98011,Taryn
98021,Tegan
98031,Tegeirian
98041,Tegfedd
98051,Tegwedd
98061,Tegwen
98071,Tegyd
98081,Teiddwen
98091,Teifi
98101,Telaid
98111,Teleri
98121,Telyn
98131,Tesni
98141,Tirion
98151,Tonwen
98161,Tudful
98171,Undeg
98181,Wena
98191,Wenhaf
98201,Ynyra
9821
9822# https://www.s-gabriel.org/names/guntram/franks.htm
9823;strange name
98241,[strange male name]
98251,[strange female name]
9826
9827;strange male name
98283,[strange male name 1][strange male name 2]
98291,[strange male name short]
9830
9831;strange female name
98323,[strange male name 1][strange female name 2]
98332,[strange male name 1][strange male name 2]a
9834
9835;strange male name 1
98361,Adal
98371,Am
98381,Amal
98391,Balde
98401,Bert
98411,Child
98421,Chlodo
98431,Charde
98441,Gunde
98451,Sigi
98461,Theude
9847
9848;strange male name 2
98491,ger
98501,man
98511,mund
98521,ric
98531,sind
98541,hard
98551,bert
98561,brand
98571,gysil
9858
9859;strange male name short
98601,Adda
98611,Adzo
98621,Ardoin
98631,Atto
98641,Berto
98651,Dedo
98661,Dido
98671,Dodo
98681,Siggo
98691,Theo
9870
9871;strange female name 2
98721,burg
98731,gard
98741,gund
98751,hild
98761,lind
98771,swind
98781,trud
9879
9880End of table…