· 6 years ago · Jul 24, 2019, 02:10 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,[procedures]</p><p>[spells]</p>[gems]<p>[treasure]
52
53;procedures
541,<strong>Procedures</strong>: <em>random encounters</em> are 1 in 6 per day and 1 in 6 per night if you're not behind walls. If you're <em>looking for something</em> that isn't as obvious as a town or village built in plain sight, your chance of finding it is also just 1 in 6 per day.
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 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;white mountain
15566,The air up here is freezing cold. You can see the [name for white big mountains] from here.
15571,Snow fields make it impossible to cross without skis or snowshoes.
15581,There is a hidden meadow up here, protected by the [name for white big mountains].
15591,The glaciers need a local guide and ropes to cross.
15601,The glacier ends at a small lake [maybe an ice cave].
15611,A [dragontype] *dragon* called [dragon name] lives in a ruined mountain fortress on the highest peak around here.
15621,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.
15631,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]
15648,[altmountain]
15651,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]
15661,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].
15671,There is a hidden meadow up here, protected by the [name for white big mountains]. [giant apes] [small temple near giant apes]
15681,The glacier of [name for white big mountains] ends at a small lake. [ice monster lair]
1569
1570;maybe an ice cave
15711,bright blue and ice cold
15721,and there is an ice cave leading beneath the glacier
15731,and there is an ice cave inhabited by a *cryohydra*
15741,and there is an extensive series of icy caves here.
15751,that is completely iced over
15761,inhabited by a group of [1d11+1] *ice mephits*
15771,and there is an abandoned campsite here as well.
15781,where you find a bizarre crystalline structure hovering in the center of the lake.
15791,that is the hunting grounds of a group of [1d19+1] **ice trolls**
1580
1581;mountains
15821,These mountains are called the [name for white big mountains]. [more mountains]
1583
1584;more mountains
15851,They are impossible to climb.
15861,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]
15871,The passes need a local guide to cross. [mountain people]
15881,A glacier fills the gap between these mountains.
1589
1590;mountain people
15911,[1d4 frost giants]. [rich treasure]
15921,[2d4] **winter wolves** live up here ([winter wolf stats])
15931,There is a dwarven forge called *[here dwarf forge]* up here. [dwarves]
1594
1595;1d4 frost giants
15961,The **frost giant** *[frost giant]* ([frost giant stats]) lives here in a [frost giant lair] with [frost giant companions]
15973,[1d3+1] **frost giants** led by *[frost giant]* live here ([frost giant stats]) with [frost giant companions] in a [frost giant lair]
1598
1599;frost giant lair
16001,a glorious ice blue cave
16011,an old castle built of gray stones
16021,a castle built of ice and snow
16031,a gargantuan palace of ice and darkness
16041,a fortress guarding one of the passages to the realm of eternal ice, to Jötunheim
1605
1606;frost giant companions
16073,[1d4] **white bears** ([bear stats])
16082,[2d4] **winter wolves** ([winter wolf stats])
16091,a **cryohydra** ([cryohydra stats])
16101,a **white dragon** named [white dragon name] ([white dragon stats])
16111,a **spectre** of their ancient ice king ([spectre stats])
1612
1613;dwarf forge
16141,[dwarf forge 0] [dwarf forge 1]
16151,[dwarf forge 1]
16161,[dwarf forge 1][dwarf forge 2]
1617
1618;dwarf forge 0
16191,Deep
16201,Dweomer
16211,Dhim
16221,Great
16231,Grim
16241,Old
16251,Splintered
16261,Krang
16271,Harken
16281,Bruise
16291,High
1630
1631;dwarf forge 1
16321,Anvil
16331,Fist
16341,Hammer
16351,Grimm
16361,Grind
16371,Helm
16381,Sky
16391,Thunder
16401,Star
16411,Moon
1642
1643;dwarf forge 2
16441,light
16451,eater
16461,father
1647
1648;dwarves
16493,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]
16501,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]
1651
1652;canyon
16531,</p><p>[name for river] has dug itself a deep gorge.
16541,</p><p>The gorge is wonderful and deep.
16551,</p><p>Crossing the canyon requires climbing gear.
16561,</p><p>A group of [2d6] bandits have staked out this canyon as their hideout.
16571,</p><p>A majestic canyon makes it’s way through here.
16581,</p><p>The stone walls in this canyon are an unusual [color] color.
16591,</p><p>Strange primitive carvings adorn the walls of this canyon.
16601,</p><p>A lonesome wind howls through this canyon.
16611,</p><p>A group of [4d6] *dwarves* have set up an extensive sluice gate system to pan for gold in this canyon.
1662
1663
1664;forest-mountains
16651,The mountains here are heavily forested.
16661,This lone mountain is known as [dreadful] Peak. It is heavily forested.
16671,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.
16681,This lone mountain is the home of a tribe of reclusive mountain *orcs*. Unlike most of their kind, this group avoids raiding other settlements.
16691,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.
16701,This lone forested mountain is the home of a large group of *griffins* that nest in the highest peaks.
16711,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].
16721,[forest-mountain]
1673
1674;forest-mountain
16751,Forest mountain.<br />*Landmark: *[forest-mountain landmark]<br />*Encounter:* [forest-mountain encounter]<br />*NPC:* [forest-mountain NPC]<br />*Item:* [forest-mountain item]<br />
1676
1677;forest-mountain landmark
1678100,[lyonesse hex]
167950,[thor hex]
168050,[tolkien hex]
16811,A grove of bioluminescent fungi that attract brightly-colored poison arrow frogs. Tend to get into sleepers’ mouths at night.
16821,Sheltered cliff face covered with ancient rock paintings, somewhat abstract but seemingly depicting war between men and lions.
16831,Large meadow where wildflowers sing simple songs in harmony.
16841,A big telescope built by lizardmen, pointing at the stars. They buy lenses from the lens grinders in a nearby settlement.
16851,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.
16861,MAENADS. Peasant women holding a wild bacchanalia, drunk and frenzied, tearing a captured knight limb from limb and painting themselves with his blood.
16871,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.
16881,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.
16891,BOG GIANT. Villagers slowly excavating a mummified giant from a peat bog. They want him whole as a gift for the Lord of Longmarch.
16901,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.
16911,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.
16921,FLOODED MINE. Flooded mine, home to a huge red worm whose night-shrieks curdle milk and cause miscarriages among the local peasants.
16931,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.
16941,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.
16951,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.
1696
1697;forest-mountain encounter
16981,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.
16991,[1d3]
1700
1701;forest-mountain NPC
17021,[fighter].
17031,[cleric].
17041,[thief].
17051,[magic user].
17061,Wererat assassin who killed whatever recent corpse the party has seen and took its ring of spiderform.
1707
1708;forest-mountain item
17093,*Corpse of traveler* carrying [adventuring item], [adventuring item], [adventuring item], and [personal item].
1710
1711## Greenery
1712;bush
17131,[bushes]
1714
1715;bushes
17161,[badlands] [loner]
17171,Hidden between some hills is a valley apparently full of thorn bushes. It hides a hamlet of [halflings]
17181,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].
17191,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]
17201,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]
17211,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]
17221,There are caves beneath these badlands. [caves]
17231,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]
17241,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]
17251,A **green dragon** named [green dragon name] lives at [hill name], one of the hills overlooking these shrublands ([green dragon stats]). [dragon treasure]
172610,[altbush]
1727;badlands
17281,Badlands full of shrubs and wild hedges.
17291,Dry lands full of tumbleweed and thorn bushes.
1730;loner
17311,At the foot of a hill you find a burned down cabin. This must have happened [some time ago].
17323,On one of the hills you find an old watchtower. [tower inhabitant]
1733;tower inhabitant
17341,[necromancer]
17351,[golem-mancer]
17361,[vivimancer]
17371,[some ruins] Here lives the **hermit** [human] (level 1).
17381,[some ruins] Here lives the **hermit** [human] (level 1) and a **puma** ([puma stats]).
17391,[some ruins] Here lives the **hermit** [human] (level 1) and a **jaguar** ([jaguar stats]).
17401,Here lives the *hermit* [human] (level 1) and a pet *dire wolf*.
17411,Here lives the *hermit* [human] (level 1) and a pet *rust monster*.
17421,Here lives the *hermit* halfling [halfling] (level 1) with some sheep.
1743;halflings
17441,[5d8] **halflings** led by [halfling leader]. [leader treasure] [average treasure] [halfling troubles]
1745;halfling leader
17461,[halfling] (level [1d6+1])
1747;halfling troubles
17481,These halflings are wicked raiders, disappearing into the wilderness without leaving a trail.
17491,These halflings are cruel flesh eaters, like ravenous wolves they hunt and eat humans and elves alike.
17501,A curse has been killing their sheep and they fear starvation, soon enough.</p><p>Little do they know of the [witch]
17511,They hate and fear all outsiders. And what they fear most of all is that somebody would betray the location of their home.
1752;old fort
17531,On a pedestal outside the fort there is a withered statue of *[power]* overlooking the lands below.
17541,There is [old fort passage] leading to a ditch filled with thorn bushes far below.
17551,There is [old fort passage] leading to a forgotten temple of *[evil power]*.
17561,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.
1757;old fort passage
17581,a secret escape passage via a trapdoor inside the main building
17591,a secret passage via the well inside the fort
17601,a secret passage from the cellar below the watch tower
1761;necromancer
17621,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]
1763;necromancer companions
17641,[4d6] watchful **zombies** ([zombie stats])
17651,[2d8] noble **ghouls**, decadent, immortal, foppish, and always hungry ([ghoul stats])
17661,[2d6] **werewolves** in human disguise, welcoming, but rough ([werewolf stats])
17671,[2d4] **hell hounds** ([hell hound stats])
17681,[warlockservants]
1769;necromancer tower
17701,It is surrounded by a moat and inside the moat lives a **pyrohydra** chained to the foundations of the tower ([pyrohydra stats]).
17711,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.
17721,Below the tower is a conjuration room with a circle of protection. There's a book, here: [necronomicon].
17731,The tower is surrounded by permanent darkness spells, and in the darkness lie spiked pits and poison trees, and [3d6] **shadow wolves**.
1774;vivimancer
17751,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]
17761,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]
1777;alchemist job
17781,*[same human name]* is looking for *[nearby magic plant]*.
17791,*[same human name]* is looking for a [nearby ice monster] ice tooth.
1780;slimes
17811,**black puddings** in pools and pits
17821,**grey slimes** which have integrated themselves into the walls
17831,**green slimes** which lurk under every ceiling
1784;safe zone
17851,A rickety bridge leads into the tower and to a small platform with a bed and the laboratory. The tower is not safe.
17861,Outside the tower, on some wooden stilts, is a small house with bedding and laboratory. The tower itself is not safe.
17871,The entire tower is surrounded by a ditch and a fence. Bedroom and laboratory are on the outside. The tower is not safe.
1788;golem-mancer
17891, In this tower lives the *warlock* [human] (level [1d3+3]), protected by [3d6] [warlockservants].
1790;warlockservants
17911,**goblins** ([goblin stats])
17921,**hobgoblins** ([hobgoblin stats])
17931,**mutant orcs**
17941,**harpies** ([harpy stats])
17951,**winged monkeys**
17961,**gremlins**
17971,**gnolls** ([gnoll stats])
17981,**ogrons**
17991,**phantom warriors**
18001,**ghouls** ([ghoul stats])
18011,*bound demons*
18021,*ice trolls*
18031,*volts*
18041,*serpentoids*
18051,*animated statues*
1806;altbush
18071,Bush.<br />*Landmark: *[bush landmark]<br />*Encounter:* [bush encounter]<br />*NPC:* [bush NPC]<br />*Item:* [bush item]<br />
1808
1809;bush landmark
1810100,[lyonesse hex]
181150,[thor hex]
181250,[tolkien hex]
18131,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.
18141,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.
18151,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.
18161,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.
18171,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)
18181,Several *ant mounds* at least 20 feet tall dot the horizon. Food, even in large quantities, tends to go missing here.
18191,*Black Tar Pits*. Pitch Elementals have been known to spawn here.
18201,*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*.
18211,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.
18221,Sixteen greedy dwarves hopelessly pan the many rivers and streams in this hex for gold.
18231,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.
18241,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.
18251,An enormous constrictor is noisily giving birth... to small-sized, fully-grown people. They're mentally infantile, and lack belly buttons.
18261,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.
18271,Sage religiously writes down anything ever said to him directly. Travels in a wagon filled to the brim with tomes he has written.
18281,Contains a hidden gargantuan trapdoor spider lair. Lair is inhabited by a tribe of primitive desert elves who slew the spider generations ago.
18291,An abandoned iron mine and settlement. A mile in, the mine breaks into a vast mile deep cavern.
18301,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.
18311,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).
18321,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*.
18331,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.
18341,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.
18351,A group of clowns from the Vollen Veen merchant kingdoms sent to perform at the wedding of an ogre magi. They are lost.
18361,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.
1837
1838;bush encounter
18391,Scrub brush hides an opening to a *deep pit*. At the bottom lie the *skeletal remains* of an unlucky traveler holding [personal item].
18401,*Giant* sits on a throne of living humans stitched together.
18411,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.
18421,Two large clans of primitive cannibals. They are feuding over an ancient recipe for barbecue sauce.
18431,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.
1844
1845;bush NPC
18461,[fighter].
18471,[cleric].
18481,[thief].
18491,[magic user].
18501,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.
18511,*Nizadd* Gors was transformed into a wererat by a cursed scroll sold to him by a white elf merchant. He seeks information and revenge.
1852
1853;bush item
18541,A *thorny shrub* oozes sap that can be used as a *powerful adhesive*. Can only be removed with goblin urine.
18551,a wild boar’s tusk
1856
1857### Grass
1858;grass
18591,The rolling grass stretches in all directions. In the distance, you can see some [herd animals].
18601,These grasslands are home to [nomads]
18611,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.
18621,The grasslands here are home to a particularly vicious pack of *wild boar*.
18631,A group of [herd animals] are grazing peacefully on the grasslands here.
18641,There is a shallow creek here running through these grasslands. It may be possible to replenish your water supply here.
18651,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.
18661,A wild growth of [reagents2] can be harvested here.
18671,A strange complex of burial mounds can be found amongst these grasslands.
18681,A series of underground tunnels under these grasslands is the rumored location of the [regular noun] of [power]
18691,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].
18701,The grasslands here are peaceful and lush. A solitary priest called [old name] is trying to build a little shrine to [good power] here.
18711,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]
18721,An independent farmer known as [human] has set up a small farm on these grasslands and is [farmresults]. The farmer is [farmattitude].
18731,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.
18741,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].
18751,These grasslands are home to small herds of *wild horses*.
18761,These grasslands are overgrown with very tall grass. The grass is as tall as a mans height.
18771,A crumbling foundation and rubble can be found in these grasslands.
18781,These grasslands are home to [centaurs].
18791, An enterprising merchant known as [human] has set up an impromptu trading post here in the middle of nowhere. [merchantprobs]
18801,These grasslands are infested with [3d12] **stirges** ([stirge stats]) here.
18811,[4d6] *giant ants* have their lair underneath these grasslands. They attack any trespassers.
18821,[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.
18831,The grasslands here are an unusual [color] shade.
18841,Sparse trees provide shade on these rolling plains.
18851,A natural spring feeds a shallow creek along on these grasslands.
18861,The ruins of an ancient settlement can be found here in the tall grass.
18871,The grasslands here are home to small herds of flightless birds.
18881,An abandoned cottage can be found on these overgrown grasslands. There is nothing of value inside.
18891,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].
18901,A growth of dangerous *Twilight Blooms* can be found in this area.
18911,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.
189210,[altgrass]
1893
1894;dungeon deep
18953, just a single level deep, around [1d10+10] rooms. The most significant feature of this dungeon is [lairlow].
18961,[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.
18973,[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.
18981,[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.
18991,[1d6+1] levels deep. Each level has between [1d10+9] and [1d20+30] rooms. The first [1d3] levels are caverns, and the [cavesorno]
19001,[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
19011,[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].
19021,[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]
1903
1904;nomads
19051,[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]
19061,[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]
19071,[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].
19083,The plains here are a vast rolling sea of tall grass.
1909
1910;herd animals
19111,*tiny antelope*
19121,*tri-horned antelope*
19131,*wild deer*
19141,*wild cattle*
19151,*bison*
19161,*boar*
19171,*flightless birds*
19181,*giant herbivorous sauroids*
19191,*wild horses*
19201,**goats** ([goat stats])
19211,**wild sheep** ([goat stats])
19221,*elephants*
19231,*rhino*
19241,*wisent*
1925
1926;livestock
19271,*pigs*
19282,*goats*
19292,sheep
19301,large *deer*
19311,*cows*
1932
1933;centaurs
19341,the **centaur** *[centaur]* ([centaur stats])
193510,[1d19+1] **centaurs** led by *[centaur]* ([centaur stats])
19361,[1d8+1] *centaurs* on patrol
19379,[1d19+1] drunken **centaurs** led by *[centaur]* ([centaur stats])
19381,the *satyr* [centaur]
19391,[1d8+4] wild *satyrs*
19401,[2d6] invisible *pixies*
19411,[2d6] grigs
19421,a *brownie* known as [dwarf name for men]
1943
1944
1945### firs, trees, forests, and fir-forests
1946#### Firs
1947
1948;fir highlands
19491,A few stunted [conifers] grow in these highlands. This is the edge of the [forest name].
19501,It’s colder up here and the [forest name] is dominated by [conifers].
19511,The [conifers] of [forest name] cast long shadows. The ground is full of their brown needles.
19521,The [forest name] is cold and dark up here. The ground is soft and covered in the needle-like leaves of [conifers].
19531,The [forest name] reaches these highlands and slowly thins out. A few [conifers] are the last ones to brave the snow at these altitudes.
19541,The forest is cold and dark, full of [conifers].
19551,This is a fir forest.
1956;conifers
19571,coniferous trees
19581,conifers
19591,firs
19601,pines
19611,larches
19621,spruces
19631,yews
19641,junipers
19651,hemlock
1966
1967#### Trees
1968### swamps & marshes
1969;marsh
19701,This marsh is filled with hungry, noisy birds
19711,This marsh is blighted with a **will-o-wisp** ([will-o-wisp stats]) at night.
19722,[altmarsh]
1973
1974;altmarsh
19751,Marsh.<br />*Landmark: *[marsh landmark]<br />*Encounter:* [marsh encounter]<br />*NPC:* [marsh NPC]<br />*Item:* [marsh item]<br />
1976
1977;marsh landmark
1978100,[lyonesse hex]
197950,[thor hex]
198050,[tolkien hex]
19811,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.
19821,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.
19831,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.
19841,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.
19851,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.
19861,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.
19871,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.
19881,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.
19891,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.
19901,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.
19911,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.
19921,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.
19931,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.
19941,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.
19951,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.
19961,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.
19971,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.
19981,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.
19991,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.
20001,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.
20011,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.
20021,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.
20031,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.
20041,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.
20051,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.
20061,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.
20071,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.
20081,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.
20091,A *circle of [3d6] stones* stands here.
20101,Hidden harbor. Base of a luckless pirate captain.
20111,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.
20121,Marsh lands. *Very difficult terrain* to cross. No potable water.
20131,Salt water marsh as far as the eye can see. Long legged birds prey on fish in the shallows.
20141,Former fortified city, abandoned and crumbling, full of snake eggs. The pythons here feed on sadness and will attack the loneliest party members first.
20151,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.
20161,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.
20171,A band of 2d4 Mountain Gorillas. They have some rudimentary knowledge of weapon and armor usage.
20181,Lonely shepherd guards 2d10 yaks.
20191,The ground here is littered with stone turtles. An evil skeleton loiters in the area waiting to trick passers-by with its bogus prophecies.
20201,Thunderous surf crashes on beaches of black volcanic sand. Indigenous monkey people sift diamonds from the sands with loose weave wicker baskets.
20211,Pile of slain deodands, apparently slain by the [personality trait] amazon.
20221,Beautiful alpine lake, crystal clear, cold, excellent for drinking, washing and fishing.
20231,20 Nomadic hill people.
20241,Mastodon graveyard, reverently avoided by nomadic tribes. Disturbing remains has a 60% chance of angering a random God with Animal/Nature/Mastodon portfolio.
20251,Travelling Minstrels! Currently composing a ballad about the contents of hex (D20) (D20+6)
20261,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)
20271,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.
20281,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.
20291,Blasted craggy hills that have been sculpted by the NE wind into the shapes of the totems of the Argui Tribe.
20301,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.
20311,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.
20321,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.
20331,A pair of manticores are cursed to guard an orchard of plum trees. Any vegetation they try to eat shrivels in their paws.
20341,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.
20351,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!
20361,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.
20371,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].
20381,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.
20391,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!
20401,in the ruins of a castle are a dozen bronze-soldiers, automatons that march and fight when military-styled music is played.
20411,the petrified remains of a colossal whale. The bones and ossified digestive tract of the creature has created a vast labyrinthine system of passages.
20421,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.
20431,Ghouls live under the ancient battlefield here. The ghoul king wields the sword of an ancient prince who died on the battlefield.
20441,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.
20451,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.
20461,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.
20471,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.
20481,Old meteor impact crater. Lucky prospectors might find meteor splinters.
20491,THISTLETHRALL (settlement) the Elves here dissolve the those who bore them in acidic pits.
20501,An earth elemental is looking for victims to sacrifice to the God of Dirt. Neutral clerics may have a chance to reason with it.
20511,HELVIZ'S FOLLY - Town of 36 souls, but with neat brick buildings for several hundred more residents.
20521,GREASEGRAFT friendly, usually quiet settlement. Nearby: a fortress inhabited by goblins wearing iron warmasks.
20531,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.
20541,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.)
20551,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.
20561,Hippogriff's nest. Mother and [1d4] foals.
20571,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.
20581,Isle of Pale Worms. Lots of pale worms here.
20591,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.
20601,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
2061
2062;marsh encounter
20635,none
20641,A *coven of three hags* are seated around a cauldron, chanting.
20651,*[2d4]Kelpies*.
20661,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).
2067
2068;marsh NPC
20695,none
20701,[fighter].
20711,[cleric].
20721,[thief].
20731,[magic user].
20741,
2075
2076;marsh item
20771,a piece of [animal type]-shaped driftwood
2078
2079;swamp2
20801,[swamp]
2081
2082;swamp
20831,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]).
20841,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]
20851,The [forest name] swamp is home to a lot of [swamp animals]. Those who know how to find it can gather *[here magic plant]*.
20861,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]
20871,The inundated [forest name] here is home to [froglings]
20881,This swamp is home to [5d8] *froglings* in a mud village guarded by [aquaticpets].
20891,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]
20901,In the old days, the stagnant pools of the [forest name] swamp was used to drown evil necromancers. [bog wights]
20911,On one of the islands of this [forest name] swamp there is a huge mud mound. [goblins]
20921,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].
20931,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].
20941,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.
20951,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]
20961,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.
20971,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]
20981,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.
20991,[swamp ettercaps]
21001,This reed is home to a lot of birds.
210110,[altswamp]
2102
2103;what you can see of the sunken temple
21041,two columns commemorating the founding of this temple by *[old name]*.
21051,an arch welcoming pilgrims to the temple.
21061,a broken cupola. Inside it, you can still see a relief showing [same power] blessing the pilgrims.
21071,the old altar itself, and the old blood stone.
2108
2109;black dragon activity
21101,has built its lair on huge pile of rotting plant material forming a steaming island in the warm water
21111,is hunting these waters, hiding in the water like a crocodile but vicious and greedy like only dragons are
21121,hunts the region, surveying the waterways from above and attacking boats from the air
2113
2114;ettin tower protection
21151,The ettin has rammed long spikes into the water in order to deter any approach.
21161,Many trees bear the old signs of ettin rule: two skulls tied to a rope, slowly turning in the wind.
21171,The branches of many trees bear hanging corpses, warning signs for all the fools that would come and disturb the ettin peace.
21181,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.
2119
2120;giant fish
21211,A **giant fish**
21227,[1d7+1] **giant fish**
2123
2124;swamp animals
21251,birds
21261,mosquitoes
21271,eels
21281,lampreys
21291,leeches
2130
2131;lizard leader
21321,Son of Set
21331,Egg Mother
21341,Forked Tongue
21351,Nest Builder
21361,Poet Heart
21371,Silent Hunter
21381,Quiet Night
21391,Golden Eyes
21401,Daughter of Drake
21411,Dragon Spirit
2142
2143These are the monsters for larger villages
2144;lizard companions
21452,spiked barriers
21461,a **giant wasp** ([giant wasp stats])
21471,a **giant lizard** ([giant lizard stats])
21485,[1d4+1] **giant wasps** ([giant wasp stats])
21495,[1d4+1] **giant lizards** ([giant lizard stats])
2150
2151;altswamp
21521,Swamp.<br/>*Landmark: *[swamp landmark]<br/>*Encounter:* [swamp encounter]<br/>*NPC:* [swamp NPC]<br/>*Item:* [swamp item]<br/>
2153
2154;swamp landmark
2155100,[lyonesse hex]
215650,[thor hex]
215750,[tolkien hex]
21581,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.
21591,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"
21601,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
21611,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.
21621,[2d4] Intelligent foxes hunt the marsh. All know Suggestion . They trapped the [personality trait] princess.
21631,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.
21641,Stankbog, muddy human village of 150 wretches that worship the Great Swamp Gas, a nearby Will-o-Wisp.
21651,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.
21661,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).
21671,Goblins looking for the entrance to their home in the [hex trait] dungeon after having been blinded by the [personality trait] dwarves.
21681,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.
21691,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
21701,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.
21711,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.
21721,Cave. Contains giant rats and 2000 cp.
21731,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.
21741,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.
21751,Swamp gas and 2d12 zombies do not mix.
21761,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.
21771,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.
21781,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.
21791,The waters here are often foggy.
21801,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.
21811,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)
21821,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
21831,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
21841,4 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.
21851,The fighter and the blind thief wander this swamp. The fighter stands guard as the blind thief steals the eyes of sleeping adventurers.
21861,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.
21871,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.
21881,A swamp with pigs and mosquitoes. Vines harass every step.
21891,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.
21901,A number of *stone ruins* carved with strange glyphs are buried in the mud here.
21911,A pit of *quicksand* is here.
21921,Abandoned *witch's hut*.
21931,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.
21941,A *flotilla of rafts* inhabited by *peaceful lizardmen* plies a circular route throughout this hex.
21951,Den of *[1d6+1] werecrocodiles* who prey on lizardmen.
21961,Dank swamp land made passable by *bridges of human bones*. The air is thick with the stench of rotting flesh.
21971,A massive *hollow earthen mound* sits above the murky water and is home to a clutch of flesh eaters.
21981,Swamp village if mutated half fish half human creatures. Led by blind mad prophet.
21991,Sunken rowboat. Here, a party of adventurers learned that armor doesn't float.
22001,*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.
22011,Lizardman encampment; this tribe of primitive lizardmen were subjected to arcane experiments by outsiders and the successes taken away. They remain embittered.
22021,Snakehill path. A merchant with a wagon full of strange wares is missing his son, who was kidnapped by the Mosquito Queen's soldiers.
22031,A shallow lake completely fills this grim valley. The water is murky, almost black with silt and infested with giant eels.
22041,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.
22051,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.
22061,A lake! 3 crocodiles. Not claw claw bite.
22071,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.
22081,The lake waters here are algae filled. A giant bass lurks beneath the waters.
22091,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.
22101,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).
22111,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.
22121,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.
22131,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.
22141,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.
22151,This large lake is perfectly flat, ripples only appear when an object forcefully agitates its surface.
22161,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.
22171,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
22181,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.
22191,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.
2220
2221;swamp encounter
22221,[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.
22231,*[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.
22241,An orc in a rowboat guarding a locked chest. Full of killer bees.
22251,A giant [insect type].
22261,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.
2227
2228;swamp NPC
22291,[fighter].
22301,[cleric].
22311,[thief].
22321,[magic user].
22331,The Mosquito Queen.
22341,Quasit--ex-familiar of the Mosquito Queen.
2235
2236;swamp item
22371,a blood-soaked oar
22381,a finely-crafted blowgun
22391,a wooden bucket full of snake eggs
22401,a rusty machete
22411,a wax figurine of a [swamp tree]
2242
2243;swamp tree
22441,red mangrove
22451,bald cypress
22461,buttonwood
22471,white mangrove
2248
22491,Swamp with will o wisps, site of ancient battle
2250## Waters
2251### Lakes
2252### Water
2253## Settlements
2254
2255
2256;large-town
22571,This large town is known as [human][townie]. It has a population of approximately [1d4000+5000].
2258
2259;city
22601,There is a large city here
2261
2262;tower
22631,There is a tower here.
22641,There is an ugly token here.
2265
2266;chaos
22671,There is a Shrine dedicated to [chaos power] here.
22681,A single [animal type]. All buildings nearby have been destroyed.
2269
2270;law
22711,There is a shrine dedicated to [good power] here.
22721,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.
2273## Personalities
2274;dwarf
22751,*[dwarf name]*<img src="[[redirect https://campaignwiki.org/face/redirect/alex/dwarf]]" alt="[same dwarf name]" title="[same dwarf name]"/>
2276;elf leader
22771,*[elf]*<img src="[[redirect https://campaignwiki.org/face/redirect/alex/elf]]" alt="[same elf]" title="[same elf]"/>
2278;halfling
22791,*[halfling name]*<img src="[[redirect https://campaignwiki.org/face/redirect/alex/woman]]" alt="[same halfling name]" title="[same halfling name]"/>
2280
2281;human
22821,[man with portrait]
22831,[woman with portrait]
2284
2285;man with portrait
22861,*[man as human name]*<img src="[[redirect https://campaignwiki.org/face/redirect/alex/man]]" alt="[same human name]" title="[same human name]"/>
2287
2288;woman with portrait
22891,*[woman as human name]*<img src="[[redirect https://campaignwiki.org/face/redirect/alex/woman]]" alt="[same human name]" title="[same human name]"/>
2290
2291;human name
22921,[man]
22931,[woman]
2294
2295;human prefix
22961,old
22971,little
22981,big
22991,lazy
23001,weird
23011,crazy
2302
2303;orc leader
23041,*[orc]*<img src="[[redirect https://campaignwiki.org/face/redirect/alex/orc]]" alt="[same orc]" title="[same orc]" /> (HD [1d6+1 as level])
2305
2306## Dangerous Sites
2307;cavesorno
23081,rest are ancient tiled passages and strange lightless rooms
23091,rest are crumbling gothic architecture and tiled halls
23101,rest are twisted corridors and endless hallways
23111,caves wind their way through all of the rest of the levels. Certain rooms and areas have been fashioned into rooms and hallways.
23121,lowest level opens directly into the [planes]
23131,lowest few levels sprawl out in a massive series of chambers and tunnels that surface [1d3+1] hexes away to the [compass]
23141,lower levels constitute a sort of fortress
23151,lower levels reach deep into the underworld of this region.
23161,lower few levels are a sort of tomb
23171,lower levels represent a kind of supernatural opening to the underworld.
23181,lower levels wind their way all the way into [adjacent hex] where an alternate exit can be found
23191,lower levels empty directly into a massive lake of molten lava
2320;cave use
23211,The caves used to be an old mine.
23221,The caves were dug by underground waters ages ago. Old wall paintings can be found.
23231,Cold lava tunnels lead into a big cavern, the heart of an old vulcano.
23241,The caves are deep pits that lead into the Veins of the Earth.
23251,The ominous caves radiate the mutating magic of Earth Blood.
23261,The strange caves look like an underground city built by the ancients.
23271,In these caves you can still find the ancient vats of an abandoned vivimancer lab.
23281,In these caves you can still find the ancient vats of an abandoned golem-mancer lab.
23291,The caves are an ancient burial complex. There are thousands of dessicated corpses down here.
23301,the caves are an ancient burial complex- the mouldering bones tucked into individual niches dug into the walls. There are [2d6] *ghouls* here.
23311,the caves were once an ancient burial place but the tombs have all been looted. A *wight* known as [old name] wanders the passages.
2332;caves
23331,[cave use] The caves are full of broken constructions, tiny ladders and walkways. [goblins]
23341,[cave use] The caves have paintings of the *[evil tribe]* tribe on the cave walls. [orcs] [orc plans]
23351,[cavee use] The caves are filled with mushrooms and guarded by [myconids]
23361,[cave use] [den]
23371,[cave use] The caves are inhabited by [1d8 trolls] ([troll stats]). [robber treasure]
23381,[cave use] The caves have been abandoned a long time ago.
23391,[cave use] In winter, this cave is home to [1d4] *bears*.
23401,[cave use] They have been abandoned a long time ago.
2341
2342;lairlow
23431,a lair of a pair of **ogres** ([ogre stats]) who are known to kidnap children
23441,an **ogre** warlord ([ogre stats]) and his forces of assorted evil humanoids
23451,a small tribe of ogre raiders
23461,an ogre magi and his army of phantoms have set up a fortress underground
23471,an evil human slaver and his fellow slavers
23481,a *mind flayer* slave camp
23491,the [power attribute] [regular noun] of [power]
23501, a pair of *beholders* and an enslaved tribe of orcs
23511, a *neogi* slave base with an aerial portal that leads to their sky-ship
23521,the ruins of an ancient dwarven mine
23531,the ruins of an ancient temple dedicated to [chaos power]
23541,the wreckage of an artifact ship created by rogue demigods embedded deep in the stone
23551,a massive growth of *green slime* that has cut off most exploration.
23561,an underwater grotto where a small gang of kuo-tua conduct their twisted rituals
23571,a fiery chamber at the center where a group of Azers have been building an elemental forge
23581,an old wizards lab that still has a number of arcane experiments wandering the halls
23591,a well-guarded vault containing a magical [regular noun]
23601,a temple to [evil power]
23611,a temple to [chaos power]
23621,a temple to [good power]
23631,an idol dedicated to [evil power]
23641,an altar where sacrifices are made to [evil power]
23651,a prison complex where captives are held in lightless cells
23661,a strange complex of myriad gateways that open into locations miles away
23671,a tomb complex that contains the final resting place of [old name], an ancient ruler in these lands.
23681,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]
23691,a library of forbidden lore that was assembled here by a heretical cult. It is guarded by [libraryguards]
23701,a strange [energy] forge that was once sacred to the [forgers] who inhabited this region long ago
23711,a tribe of goblins who use this dungeon as a raiding base
23721,a family of outcast drow that have set up a spider-silkweaving tradepost
23731, a group of *bugbears* that will ambush anyone foolish enough to enter their territory
23741,a weird planar gateway powered by [energy]-energy.
23751,a bizarre labyrinth constructed by ancient minotaurs
23761,an anachronistic elevator system (now of questionable reliability)
23771,a vast lake of primordial ooze that spawns aberrant monstrosities of every type and description
23781,a mysterious [energy] force-field that blocks off access to additional levels below
23791,a lair of [humanoidtype]
23801,a lair where a group of devils have set up a strange circus
23811,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.
23821,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.
23831,a place where several mysterious elemental pylons covered with runes can be found
2384
2385;altgrass
23861,Grassland.<br />*Landmark: *[grass landmark]<br />*Encounter:* [grass encounter]<br />*NPC:* [grass NPC]<br />*Item:* [grass item]<br />
2387
2388;grass landmark
2389100,[lyonesse hex]
239050,[thor hex]
239150,[tolkien hex]
23921,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.
23931,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.
23941,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.
23951,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.
23961,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.
23971,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.
23981,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.
23991,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.
24001,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.
24011,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.
24021,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.
24031,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.
24041,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.
24051,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.
24061,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.
24071,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.
24081,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
24091,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.
24101,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.
24111,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.
24121,Steppe, abandoned village of partially melted igloos.
24131,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.
24141,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.
24151,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.
24161,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.
24171,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].
24181,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.
24191,The footsteps of ice giants are in the snow here, following them leads you to a group of ice giants
24201,The echoes emerge amplified one-hundred fold through sinkholes here.
24211,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.
24221,6 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.
24231,Frozen marshes. Ice alligators leap through the surface to capture prey that they track through sound.
24241,52 overly cautious nomads stalk this frozen tundra. They will pay 50 GP mastodon bones for wolf pelts.
24251,8 dwarves travelers seeking the Godhammer.
24261,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.
24271,Colossal mated pairs of axebeaks hunt mastodons on the icy tundra here.
24281,A straggler from an adventuring party, making his way back to the group after missing a session.
24291,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]*.
24301,RUINS OF PAZULVAN The dark ruined citadel moulders in the swamp. Only Bromgrush's Map will reveal safe passage to untold treasure inside.
24311,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)
24321,A Rival Adventuring Party. Hamuz - FT 3, Boze - FT 1, Umar - MU 2, Thaize - C 3. Lawful, but not affable. Travelling [direction].
24331,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.
24341,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,
24351,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.
24361,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].
24371, A snow-covered treasure chest sits in the middle of a field. It's a very lost mimic.
24381,A lone Amazon is sneaking among a group of slumbering frost giants. A 30 ft sack is writhing near them.
24391,GLANIS TOP A watchtower of 18 stranded soldiers.
24401,A vast, frozen plain. The only notable thing is the remains of half-eaten horse.
24411,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.
24421,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.
24431,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.
24441,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.
24451,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.
24461,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.
24471,A bubbling tar pit has erupted from the earth and a herd of 2d6 mastodons are stuck.
24481,A half-orc steering a raft through the fens. Paying for passage is a daughter of the Amazons.
24491,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.
24501,Frozen bubbles scattered across the plain, some as much as ten inches across.
24511,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.
24521,Gibbets at a crossroads containing 2d6 living criminals.
24531,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.
24541,A 40' post rising from the swamps, with wind chimes audible for a mile of more. The chimes are made of frozen children.
24551,A guttering sputtering camp fire in each forested valley; all abandoned as if moments before.
24561,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.
24571,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.
24581,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.
24591,Statue of legendary warrior pointing [direction]. Drag marks indicate the direction of the statue was changed recently.
24601,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]*.
24611,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.
24621, 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.
24631,FROSTPELT VILLAGE - Polarbear-men village, impossible to get proper rations as they prefer to eat their food frozen in blocks of ice.
24641,A longship half-buried in a mound, claimed by the men of [village name] to mark the edge of the sea in aeons past.
24651,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.
24661,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].
24671,Stunted remains of trees litter the frozen marsh. Some have clearly been blasted by cannon or similar.
24681,Thin, lacerating sleet causes 1 hp damage per hour to any exposed skin.
24691,A stairway, bereft of whatever building it once belonged to, spirals 70' into the air. Candlewax and blood stain the highest step.
24701,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.
24711,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.
24721,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.
24731,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.
24741,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.
24751,A *frozen pond* showing visions that are always exciting and false.
24761,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.
24771,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*.
24781,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
24791,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.
24801,The beast of aproximate knowlage can be found here
24811,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.
24821,2d12 guards surround a group of workers trying to dig up a partially-buried glowing meteorite and load it onto a wagon.
24831,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.
24841,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.
24851,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.
24861,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.
24871,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.
24881,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.
24891,8 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.
24901,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.
24911,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.
24921,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.
24931,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.
24941,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.
24951,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*.
24961,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.
24971,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.
24981,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.
24991,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.
25001,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.
25011,A frozen lake. Visible beneath the surface: the entire female population of a previously unknown, and long extinct, humanoid species.
25021,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.)
25031,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.
25041,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.
25051,KRAGDUM-IUGHERIA Trading fortress, trade goods, supplies, fresh mounts, wildmen henchmen, trap finding goblins, all for sale or rent
25061,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.
25071,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.
25081,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.
25091,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.
25101,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.
25111,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.
25121,*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.
25131,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.
25141,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].
25151,This hex was recently woodland, but a few years ago the trees were all leveled, blasted down and pointing generally to the [direction].
25161,Frost Goblin pulled Caravan on swamp marsh sleds going to [settlement name] led by three Ice trolls and carrying mining supplies and mage hides.
25171,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.
25181,6 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.
25191,Cavern of ice leads deep into the mountains. Herein lies the Hand. The titanic petrified remains of the wielder of Godhammer.
25201,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.
25211,Frozen dawn—in a square mile of this area, the sun is always in mid rise.
25221,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.
25231,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.
25241, 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.
25251,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.
25261,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.
25271,Jollyoak An unremarkable igloo village of doppelgangers. They look like dark elves, but act like halflings, which is slightly disconcerting.
25281,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.
25291,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.
25301,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]*.
25311,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.
25321,*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.
25331,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.
25341,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.
25351,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.
25361,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.
25371,*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.
25381,Fertile steppe land populated by wild herds of huge black goats with the faces of men, also known as *night goats*.
25391,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.
25401,Man sits on a stump. Will smile and give a knowing nod and encouraging thumbs-up to passers-by.
25411,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.
25421,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.
25431,Secret beach hosts massive Ghost Dance on the full moon.
25441,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.
25451,Abandoned silver mine. D10 Kobolds.
25461,2d10 Chaotic pilgrims cruising for sick thrills. Led by The Devil Himself, a third-level cleric.
25471,An angry mother bear rages because her cub has been caught in a trap.
25481,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.
25491,A cenotaph covered in choking vines of ivy. Hidden within the vines is an entrance to a dungeon beneath.
25501,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.
25511,A grove of tall trees has 2-24 giant bees.
25521,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]*.
25531,Pack of undead birds.
25541,Wild Boar, an abandoned homestead and an overgrown orchard, claimed by the wild.
25551,Group of statues in various hostile poses that are actually adventurers that were turned to stone by long dead basilisk.
25561,Giant Flail Snail--20' tall. Shell is worth 10x normal price.
25571,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.
25581,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.
25591,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.
25601,dark deep forests, nothing special in here, just scary darkness
25611,more dark deep forests, but here there be spiders, trap door spiders and goldern orb spiders (but medium-large sized)
25621,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.
25631,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.
25641,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] .
25651,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.
25661,Seven giant hogs branded in the left buttocks.
25671,*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]*.
25681,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.
25691,Mountain man lives in rickety cabin. Practices taxidermy and talks to his stuffed animals, hoping one day they'll talk back.
25701,A statue of a okapi stands alone. It is disturbingly realistic.
25711,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.
25721,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.
25731,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”.
25741,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.
25751,At the edge of the forest and guarding the plains is the fort and trading town of Axerist.
25761,Shaggy wild horses run through these plains, if captured and broken, they will make fine mounts.
25771,An apatosaurus corpse is being scavenged by a pack of deinonychus.
25781,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).
25791,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.
25801,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.
25811,A lake in grassland with several abandoned huts on its shores. The horses and shepherds sometimes pasture near it.
25821,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.
25831,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.
25841,A child that can't speak but merely croak like a frog. A crawling hand the size of a house.
25851,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.
25861,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.
25871,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.
25881,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.
25891,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.
25901,Vriminynthe Gholthaniel: Elvish lancer, banished vassal of Baron Cytorrak, rides a feathered tyrannosaur, seeks adventure.
25911,3d20 goats. If disturbed they stampede, screaming, into adjacent grassland hexes.
25921,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.
25931,SHALLOWGROVE. Squalid settlement of 49 human outcasts. Send criminals and ill people to the howling glen.
25941,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.
25951,Gorgon-Minotaurs chariot racing in marble arena.
25961,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.
25971,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.
25981,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.
25991,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.
26001,a open grassy planes, nothing special to see here, in fact to spot something you roll at +2. Roll on a wondering monster table
26011,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].
26021,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.
26031,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
26041,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.
26051,Sheep graze here. The shepherd carries a silvered short sword an heirloom from his grandfather's time in the war.
26061,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.
26071,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.
26081,Green rolling hills and black marble ruins, with a fractured, overgrown marble path leading [direction].
26091,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.
26101,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.
26111,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.
26121,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.
26131,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.
26141,Petrified druid hugging a tree
26151,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.
26161,A single stone monument to an ancient battle fought in the fields here.
26171,Murderous pixie couple killing time by drowning frogs in a small pond. One wears a magic ring as a waistband.
26181,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 ).
26191,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.
26201,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.
26211,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
26221,a troll war party is riding through here on large war pigs, they are hunting down some renagade warriors of chaos
26231,An airship has crashed here. One strange survivor.
26241,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.
26251,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.
26261,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)
26271,Acres of deserted farmland.
26281,Vindisvein Monastery of the Borrowed Light. They make cheese and wine, illuminate holy books and charge travelers 3 cp to stay for the night.
26291,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.
2630
2631;grass encounter
26321,A herd of *[1d10] aurochs* grazes here.
26331,A herd of *[2d6] wild horses* grazes here.
26341,*Twelve Lords A-Leaping*. Twelve armored knights suffering from a permanent 'Otto’s Irresistible Dance'.
26351,A surly herd of *aurochs* led by a very short-tempered bull who HATES halflings.
26361,*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].
26371,A tribe of *raptor-riding goblin*s aids travelers in distress. their leader wears a ratty red cloak and mask.
2638
2639;grass NPC
26401,[fighter].
26411,[cleric].
26421,[thief].
26431,[magic user].
26441,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.
26451,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.
2646
2647;grass item
26483,[grass item common]
26492,[grass item uncommon]
26501,[grass item rare]
2651
2652;grass item common
26531,dried leaves in a small pouch
26541,a sickle
26551,an engraved stone egg
26561,a heap of mixed seeds
26571,a small fossile
26581,a partially burnt straw hat
26591,a rusty horseshoe
26601,a broken sign that used to point toward the nearest town
26611,a wooden cane
26621,a smooth white rock
26631,a single gold coin
26641,a dirty but sturdy stick
26651,a bag full of dried vegetables
26661,a sheep skull
26671,a middly poisonous mushroom
26681,a snake skin
26691,a knot of dead worms
26701,a snare
26711,a defunct bear trap
26721,a piece of yarn
26731,a four-leaf clover
26741,a horn
26751,an unusually big oxeye daisy
26761,a 30 centimeters long feather
26771,a broken arrow
26781,a yellowed tooth
26791,a dead beetle
26801,a length of string
2681
2682;grass item uncommon
26831,a whistle that can only be heard by snakes
26841,a scimitar with a blade made of hard grass
26851,a map to a nearby tumulus
26861,a jar full of dead bees
26871,a red and white sphere with a small button in the middle
26881,a severed human arm
26891,a light and sturdy woven basket
26901,a boomerang
26911,a green bead that glows slightly under the stars
26921,a finely crafted longsword
26931,an axe that shrieks when swung
26941,a vial of chemical defoliant
26951,a saddled horse
2696
2697;grass item rare
26981,a cornucopia producing endless seeds and nuts
26991,a magic bean
27001,a cloak that can make one invisible while in tall grass
27011,a sundial that’s never wrong
27021,a scythe so sharp it can cut off speech
27031,a crown of bovine control
27041,an oak wand of sparrow summoning
27051,a sun-powered magic lockpick
27061,a magic bell that can bring spring early
27071,a choker that translates everything the wearer says to goat language
2708## Quest
2709# Monsters
2710## Animals
2711;1d6-1 badgers
27121,
27131,and their **badger** ([badger stats])
27144,and their [1d4+1] **badgers** ([badger stats])
2715;Badger stats
27161,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*)
2717
2718;war bear stats
27191,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*)
2720;boar stats
27211,HD 3+1 AC 6 1d8 F1 MV 15 ML 9 XP 300 (*HH*)
2722
2723;giant fish stats
27241,HD 2 AC 7 1d6 F1 MV 12 ML 8 XP 200 (*HH*)
2725
2726;goat stats
27271,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*)
2728
2729;griffon stats
27301,HD 4+1 AC 6 1d6/1d6/1d8 F4 MV 24 ML 10 XP 400 (*HH*)
2731
2732;giant scorpions
27331,a **giant scorpion**
27345,[1d5+1] **giant scorpions**
27351,[1d3+1] [color] *giant scorpions*
27361,[1d11+1] **large whip scorpions** ([large whip scorpion stats])
2737
2738;giant scorpion stats
27391,HD 4 AC 2 1d10/1d10/1d4 + *poison* F2 MV 15 ML 11 XP 400 (*HH*)
2740
2741;large whip scorpion stats
27421,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*)
2743
2744;stirge stats
27451,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*)
2746
2747;swamp crane stats
27481,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*)
2749
2750;giant toad stats
27511,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*)
2752
2753## Humanoids
2754;bandit stats
27551,AC 8; MV 120’; F1; hp 1-10; THAC0 20; #AT 1; D by wpn; AL N/CE; XP 10+1/hp (*MM*)
2756
2757;centaur stats
27581,HD 4 AC 5 1d6/1d6/1d8 F4 MV 18 ML 8 XP 400 *HH*
2759;druid acolyte stats
27601,HD 3 AC 7 1d6 + 1d6 *crushing staff* F3 MV 12 ML 9 XP 300; *heat metal*; *crushing staff* (*HH*)
2761;druid stats
27621,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*)
2763;dwarf stats
27641,HD 1 AC 4 1d6 D1 MV 6 ML 8 XP 100 (*HH*)
2765
2766;duergar stats
27671,[dwarf stats]; immune to fire (*HH*)
2768
2769;froglings
27701,[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].
2771
2772;frogling companions
27731,spear traps
27741,a **giant toad** ([giant toad stats])
27754,[1d4+1] **giant toads** ([giant toad stats])
2776
2777;frogling stats
27781,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*)
2779
2780
2781;frost giant stats
27821,HD 10+1 AC 4 4d6 or 3d6 *ranged* F10 MV 12 ML 9 XP 1000; *stone shape* and *control weather* at will (*HH*)
2783
2784;hill giant stats
27851,HD 8 AC 4 2d6 F8 MV 12 ML 8 XP 800 (*HH*)
2786;gnome stats
27871,HD 1 AC 5 1d6 F1 MV 6 ML 8 XP 100; *speak with animals*, *stone talk* and *earth swim* at will (*HH*)
2788;hobgoblin stats
27891,HD 1+1 AC 6 1d8 F1 MV 9 ML 8 XP 100 (*HH*)
2790
2791;human stats
27921,HD 1 AC 8 1d6 F1 MV 12 ML 7 XP 100 *HH*
2793
2794;giant lizard stats
27951,HD 4 AC 5 1d10 F3 MV 12 ML 7 XP 400 (*HH*)
2796
2797;lizardfolk stats
27981,HD 2+1 AC 5 1d8 F2 MV 12 ML 7 XP 200 (*HH*)
2799
2800;ogre stats
28011,HD 4+1 AC 5 1d10 F4 MV 9 ML 10 XP 400 (*HH*)
2802
2803;orcs
28041,[1d6x10] **orcs** led by [orc leader] live here ([orc stats]). [robber treasure] [leader treasure]
2805;orc stats
28061,HD 1 AC 6 1d6 F1 MV 12 ML 8 XP 100 (*HH*)
2807
2808;thri-kreen stats
28091,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*)
2810;1d8 trolls
28111,a **troll** called *[troll]*
28127,[1d7+1] **trolls** led by *[troll]*
2813;troll stats
28141,HD 6+1 AC 4 1d6/1d6/1d10 F6 MV 12 ML 10 XP 600; *regenerate* unless burned or dissolved in acid (*HH*)
2815;turtle people stats
28161,HD 3 AC 2 1d8 F3 MV 6 ML 8 XP 300; *two attacks* when damaged (*HH*)
2817
2818;warlock stats
28191,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*)
2820
2821;giant wasp stats
28221,HD 4+1 AC 5 1d6 + *poison* F2 MV 15 ML 9 XP 400; when stung, save vs. poison or die (*HH*)
2823
2824##Dragons
2825;dragontype
28261,white
28271,red
28281,green
28291,copper
28301,brass
28311,black
28321,blue
2833
2834;black dragon stats
28351,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*)
2836;green dragon stats
28371,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*)
2838
2839;red dragon stats
28401,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*)
2841;white dragon stats
28421,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*)
2843
2844## The Strange & Terrible
2845;balor stats
28461,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*)
2847
2848;doppelgänger stats
28491,HD 4 AC 5 1d12 F10 MV 9 ML 10 XP 400; *shape change* at will (*HH*)
2850;gargoyle stats
28511,HD 4 AC 5 1d4/1d4/1d6 F8 MV 15 ML 11 XP 400; only harmed by magic or magic weapons (*HH*)
2852
2853;bronze golem stats
28541,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*)
2855;stone golem stats
28561,HD 9 AC 1 3d6 MV 12 ML 12 XP 900; immune to *arrows*, immune to *poison*; immune to *spells* (*HH*)
2857;wood golem stats
28581,HD 2 AC 7 1d8 MV 12 ML 12 XP 200; immune to *arrows*, immune to *poison*; immune to *spells* (*HH*)
2859
2860
2861;manticore companions
28621,</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]
28631,</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).
28641,</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.
28651,</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).
28664,
2867
2868;manticore stats
28691,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*)
2870
2871;medusa stats
28721,HD 4 AC 8 1d6 or *poison* F6 MV 9 ML 8 XP 400; *petrification* (*HH*)
2873;nixie stats
28741,HD 1 AC 7 1d4 F1 MV 12 ML 6 XP 100; *charm*, *water breathing* (*HH*)
2875;owlbear stats
28761,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
2877;salamander stats
28781,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*)
2879
2880;sea serpent stats
28811,HD 6 AC 5 2d6 and 1d10 vs. ships F3 MV 15 ML 8 XP 600 (*HH*)
2882
2883
2884;werewolf stats
28851,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*)
2886
2887;WILL-O-WISP stats
28881,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*)
2889##The Undead
2890;ghoul stats
28911,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*)
2892
2893;mummy stats
28941,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
2895
2896;wight stats
28971,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*)
2898;zombie stats
28991,HD 2 AC 8 1d8 F1 MV 12 ML 12 XP 200; immune to *sleep* and *charm* (*HH*)
2900# Treasure
2901# Miscellany
2902;some time ago
29031,[1d6] days ago
29041,[1d4] weeks ago
29051,months ago
29061,years ago
2907
2908;precious material
29091,adamantine
29101,alabaster
29111,amber
29121,ambergris
29131,aquamarine
29141,aventurine
29151,azurite
29161,beryl
29171,black alabaster
29181,black opal
29191,black pearl
29201,bloodstone
29211,bloodwood
29221,blue amber
29231,blue jade
29241,blue opal
29251,bone china
29261,cairngorm
29271,carbuncle
29281,carnelian
29291,cat’s eye
29301,chalcedony
29311,cherry amber
29321,cinnabar
29331,citrine
29341,crystal
29351,cyclops agate
29361,dendritic agate
29371,diamond
29381,dragon bone
29391,ebony
29401,emerald
29411,fire agate
29421,fire coral
29431,fire jasper
29441,fire opal
29451,garnet
29461,gold
29471,heliodor
29481,hematite
29491,horn
29501,ironwood
29511,jet
29521,kingfisher jade
29531,koa wood
29541,lapis lazuli
29551,lavender jade
29561,lingum vitae
29571,mahogany
29581,malachite
29591,mammoth tusk
29601,moonstone
29611,morganite
29621,moss agate
29631,mother of pearl
29641,narwhal horn
29651,nephrite
29661,obsidian
29671,onyx
29681,orichalcum
29691,palladium
29701,pearl
29711,peridot
29721,petrified wood
29731,pink sapphire
29741,platinum
29751,polyhedroid agate
29761,porcelain
29771,porcelain jasper
29781,porphyry
29791,purpleheart wood
29801,quartz
29811,quetzal jade
29821,rainbow agate
29831,rainbow jasper
29841,rainbow obsidian
29851,redheart wood
29861,rose opal
29871,rose quartz
29881,rosewood
29891,ruby
29901,sandalwood
29911,sapphire
29921,sard
29931,serpentine
29941,silver
29951,snakewood
29961,spinel
29971,star iron
29981,star rose quartz
29991,star sapphire
30001,sunstone
30011,tiger’s eye
30021,tigerwood
30031,topaz
30041,tourmaline
30051,turquoise
30061,turtle shell
30071,unicorn horn
30081,whale ivory
3009
3010# (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)
3011
3012;book
30131,A Popular Life of the Barron by Mervin Prinn, 366 pages, B&W Art, 100gp
30141,Lives of the Empererors by Timitas Volorias, 540 pages, B&W Art, 300gp
30151,Goblinoids, a comprehensive study by Gnarlus Bodican, 212 pages, some B&W Art, 80gp
30161,Horrors in the Sewers by Ignatius Glump, 120 pages, 45gp details sewer monsters and hazards
30171,Complete guide to Vice and cruelty in the City of Skulls, Carninas Vulg 360 pages, 120p
30181,Gentleman's Guide to Outre Pleasures by Morian Zorg, 240 pages, gold leaf cover, 360gp
30191,Nanny Ogdens Herbal remedies, 420 pages, B&W Art, 200gp, mostly acurate
30201,Vampires and Undead of the old City by Clovian Hartogg, 220pages, 60gp
30211,Jungles & Treasures of Monster Island by Kertzian Bastog. B&W Art, 180 pages, 65gp
30221,Dungeons of Cymbal Mountains by Imperious Maximus, 260pages, 88gp
30231,The Nobles Book by Calaxian Godruuna, 464 pages, 140gp describes cities nobility, bit dated
30241,Sacrifice and Suffering: Keeping Your God Happy by Solidas Margam, 384 pages, 180gp
30251,A guide to pleasures and terrors of the outer planes by Holdar Garum, 432 pages, 200gp
30261,Cannibals among us: 100 accounts in the old city by Vulpurgis Stang, 220 pages, 65gp
30271,Unicorn Hunting and Butchery by Volastus Cakagrum, 340 pages, B&W Art, 300gp
30281,Observations from torturing a troll by Calidas Voxrum, 140 pages, 45gp rather nasty
30291,Haunted Ruins of the old city by Cellaro Fortuno, B&W Art, 260 pages, 110gp
30301,Biographies of Great Adventurers by Chizaro Monulak, 240 pages, 85gp
30311,Strange Crimes and Punishments of Shadel Port Donald Beadleman, B&W Art, 260 pages, 90gp
30321,My Darling, My Vampire by Viram Tsochaj, B&W front plate, 230 pages, 75gp
30331,Famous Heads of great criminals by Tojar Famcord, B&W Art, 110 pages, 35gp
30341,Dangers of the city Graveyards by Dominus Grell, B&W Art, 360 pages, 145gp
30351,Beast Men of the undercity by Calordin the Mystic, B&W Art, 246 pages, 130gp
30361,Great Caves of the countryside by Eldan Molekar, B&W Art, 320 pages, 210gp
30371,Cooking for kings: over 500 recipes by Chef Epican, B&W Art, 420 pages, 325gp
30381,Brief lives of the Barron's Enemies by Barbicus Celledon, 180 pages, 35gp
30391,Diseases and remedies of the old city by Semplar Stigman, B&W Art, 240 pages, 165gp
30401,Elder races of the dawn age by Colidan Styrm, B&W Art, 120 pages, 45gp
30411,Elves friend or foe? A common Guide by Rudolpho Castiglion, 210 pages, 75gp
30421,Alchemy for wealth and immortality by Maser Clavelhorn B&W Art, 460 pages, 500gp
30431,Sea Monsters a mariners guide by Captain Orlaff, B&W Art, 210 pages, 100gp
30441,Cults of the old city by Clementine Tolderghast, B&W Art, 180 pages, 65gp
30451,Etiquette and Manners by Madame Palisford, B&W Art, 120 pages, 35gp
30461,Teeching Reeding, Spellin & learnification by Master Tallitus, 80 pages, illustrated, 40gp
30471,My life as a filthy Pauper by Morton Callay 264 pages, 65gp, lived as a pauper for a month
30481,Wretched lives of the Slums by Morton Callay, B&W Art, 240 pages, 165gp
30491,History of the Dragons by Dorian Gilderman, Colour plates, B&W Art, 320 pages, 800gp
30501,Devils, Demons and Debauchery by Gehard Merlot, B&W Art, 370 pages, 335gp
30511,Mysteries of the Old ones by Norrin Spiegalcraftman, B&W Art, 440 pages, 465gp
30521,Age of the Necromancer Kings by Norrin Spiegalcraftman, B&W Art, 360 pages, 325gp
30531,The Great Forests & their secrets by Septimus Calizor, B&W Art, 380 pages, 365gp
30541,Dwarf secrets or metallurgy by Marnmann Saldigor, B&W Art, 230 pages, 300gp
30551,Gunnery a basic guide by Mattius Grunwald B&W Art, 220 pages, 125gp
30561,Lives of the great pirates & their plunder by Captain Doom Squid, B&W Art, 240 pages, 185gp
30571,My life as a Nymphs Slave with fold out colour painted pages B&W Art, 240 pages, 185gp
30581,Monasteries and their great orders by Horace Staplefort 380 pages, 200gp
30591,Swordsman of olden times and their ways by Cordan Marden B&W Art, 140 pages, 150gp
30601,My life in a dungeon by Godvinia Winters B&W Art, 240 pages, 300gp
30611,Tormented by Invisible Imps by Lady Tramier B&W Art, 160 pages, 65gp
30621,Toborius's guide to mining and caverns by Mariuz Kanklefort B&W Art, 340 pages, 315gp
30631,Erotic delights of the Redlight District by Charles Santimort B&W Art, 180 pages, 90gp
30641,One hundred salty seamen stories by Captain Cruehardt B&W Art, 310 pages, 165gp
30651,Farmers Almanac and Animal care guide by Marsden Drecklemart B&W Art, 460 pages, 200gp
30661,Prophecies of the Dread Lord by Kumstav Maimtz B&W Art, 140 pages, 90gp
30671,Histories of the Empire by Nobilis Augustus B&W Art, 510 pages, 300gp
30681,Lost Treasures of Exile Island by Captain Switherspoon B&W Art, 190 pages, 115gp
30691,Tortures of the Afterlife and the fate of sinners by Brother Klegg B&W Art, 240 pages, 185gp
30701,Expedition to the north lands by Master Ailthwaite B&W Art, 260 pages, 240gp
30711,Explorations of deep caverns into the earth by Amelia Krung B&W Art, 32 pages, 260gp
30721,Why do the gods hate us by Sister Palantium B&W Art, 110 pages, 65gp
30731,Tiamat hungers, dreams of the dread dragon goddess by Draconis Valum 488 pages, 500gp
30741,Mysteries of the far East by Mingus Monorius B&W Art, 320 pages, 400gp
30751,Squatters Guide to the City by Childas Blodd B&W Art, 110 pages, 60gp
30761,Astrology and stargazers guide by Madam Zorazar B&W Art, 340 pages, 350gp
30771,My life inside a Whale by Dr Festius Worm B&W Art, 130 pages, 120gp
30781,Romance of the moon men by Pemblezarg Mong B&W Art, 110 pages, 160gp fanciful romance
30791,Fishmen among us by Philip Fliechman B&W Art, 160 pages, 85gp
30801,Are you a sorcerer? by Amazo the Magnificent B&W title plate, 90 pages, 40gp
30811,Wizard Students Primer by Master Oriphan B&W Art, 360 pages, 500gp
30821,Arms and Armour of the ancients by Derek Clantheng B&W Art, 370 pages, 400gp
30831,Lycanthrope Hunters Guide by Wolfram Hearte B&W Art, 240 pages, 160gp
30841,Witch Hunting for Common Lawman by George Wimphole B&W Art, 120 pages, 65gp
30851,Bawdy stories of the depraved nobility by Victoria Tammelzran B&W Art, 310 pages, 300gp
30861,Temptations of Monk by Brother Bedlam B&W Art, 410 pages, 350gp
30871,10 years trapped on the Kings Bridge by Calin Tarkhiem B&W Art, 240 pages, 160gp
30881,Your abacus and you, a simpletons guide by the Merchants guild B&W Art, 110 pages, 50gp
30891,Mutants, freaks and misfits a medical guide by Dr Amanda Cogrock B&W Art, 320 pages, 200gp
30901,The hidden third sex, what you need to know by Leslie Twoford B&W Art, 140 pages, 80gp
30911,Guide for married life by Mother Wieshiem B&W Art, 440 pages, 200gp
30921,A Womens almanac by Sister Ophelia Morgenstern B&W Art, 340 pages, 300gp
30931,Common Law of Shadelport by City Bailiffs Office, 340 pages, 110gp
30941,Street atlas to shadelport by Orlando Bellend B&W Art, 240 pages, 185gp
30951,My life among the lizard people by Karl Scaleman B&W Art, 310 pages, 350gp
30961,Lives of the shipwrecked mariners by Captain Kennedy B&W Art, 420 pages, 250gp
30971,Wonders of the future explained by Madam Colozine B&W Art, 166 pages, 110gp
30981,Black Book of Diabolic Lore by Maligor Hellfrost B&W Art, 480 pages, 380gp
30991,Common Book of Beasts by Brother Masticore B&W Art, 310 pages, 240gp
31001,Shipwrecks of the island coasts by Captain Viragas B&W Art, 240 pages, 160gp
31011,Marvels of the hidden world by Lady Carolingas B&W Art, 140 pages, 135gp
31021,Gourmets Guide to monsters by Barnabus Shankington B&W Art, 540 pages, 480gp
31031,Ravaged by dungeon beasts by Lady Emily Pilkington B&W Art, 360pages, 400gp
31041,My life as a Frog by Gustav Pringle B&W Art, 120 pages, 80gp
31051,Interviews with devils and demons by Master Dominus B&W Art, 380 pages, 270gp
31061,Fatal mistakes with fireballs by Wizard Drimas B&W Art, 120 pages, 115gp
31071,Love Making Techniques of the Elder Races by Septimus Thrustman B&W Art, 360 pages, 450gp
31081,The Seven Blessed Gods by Brother Toomas B&W Art, 260 pages, 120gp
31091,Sacred marks of the chosen ones by Brother Toomas B&W Art, 180 pages, 260gp
31101,Depravity, Debauchery and evil of the old gods by Horatio Pickleman, 410 pages, 350gp
31111,Famous Good Women of Shadel Port by Christine Montefort B&W Art, 340 pages, 160gp
31121,The Demonomicon by Alister Nachtcraft B&W Art, 640 pages, 500gp
31131,How to Recharge a Wizards Wand - secrets of stamina for the lonely enchanter
31141,Experiments With Troll Flesh - hundreds of gross things to do with a troll corpses
31151,Why I Hate Bards - a collection of rants collected from hundreds of adventurers
31161,How I Ate My Mother - confessions of a lycanthrope
31171,Management Secrets of The Orcs - dungeon boss guide to managing minions
31181,Dungeon Design of the 38th Kobold Empire - with blueprints and trap designs
31191,Carnivorous Plant Arranging - guide to decorating your tower with monster plants
31201,Raising Baby Owlbears - a complete guide to feeding and fattening owlbears
31211,To Serve Man - a cookbook for monsters with 363 recipes to cook humans
31221,Vampire In My Catacomb - guide to hunting vampires in your family mausoleum
31231,Goblin Mating Habits a Illustrated Guide - exotica porn for strange wizards
31241,Guide to toad and Newt Licking for Beginners - documents 450 species
31251,What Is Inside A Elf - vivisectionist manual for elven studies
31261,Bugbear Head Pickling and Shrinking Methodology vol 12
31271,Mutant Venereal Diseases In Slum Populations - with over 300 detailed illustrations
31281,Diary of a Rot Grub - experimental literature from a hundred and fifty years ago
31291,Ecology of the Flumph - detailed but mostly copied from previous essays
31301,Devil Swine Spawn of Hell - possibly paranoid delusions of wizard sure he was spied on
31311,Erotic Spectres of Exile Island vol4 - sexy supernatural manifestations
31321,Dwarvern Secret Glory Holes - description of abandoned mines
31331,Delightful Hobbit Holes - decor and design of over 40 hobbit houses
31341,Flesh pits of Xor, A complete guide - hopeless flawed book based on hearsay
31351,A Treasury of barbarian Catch Phrases - collected from taverns and bars across the world
31361,Pleasure Palaces of The East - written by ex concubine
31371,Orc Humour of the Eastern Hills Dungeon Complex Level Three - not very funny at all
31381,Sex Secrets of a Doppelganger - fictional account based on lurid fantasies of author
31391,Dungeon Invertebrates and their Lives F-J - detailed boring book on dungeon bugs
31401,Seedy Pamphlets of Shadelport - compilation of forbidden street publications
31411,Pixie Lexicon G-H - dictionary of pixie language, mostly beyond human audio wavelength
31421,Reptile Men Temples of the Upper River District vol 4 - descriptions of long lost buildings
31431,Tumors and Growths a complete Guide - medical manual and surgical guide
31441,My Life With A Nymph - unintentional sexy treatise by famous scholar
31451,Brick Laying Techniques of the Kobolds Vol 9 - guide to brick styles and laying patterns
31461,Halfling Pipes and Curing Methods - complete guide to halfling drug abuse
31471,Intermediate Torture Manual - from the secret police training fortress library, long overdue
31481,Alchemical Supply Catalogue - from Shadelport glassworks and alchemical supply co
31491,Witch Burning Made Simple - by famous witch hunter who was burned at the stake
31501,My Life As A Newt - autobiography from wizard cursed bard
31511,Paladins, Saintly Slaughterers or Crackpot Cult - critique of famous paladin's flaws
31521,Prison Log - detailing prisoners and sentences and incidents of over a hundred years
31531,Invisible Horrors of the Microscopic World - descriptions of microscope observations
31541,Goats Plot Among Us - wizard theorises that goats are up to something and are intelligent
31551,Dungeon Security and Design - by royal dungeon engineer of the old empire
31561,Realms of the Underworld - explorers journal of the underlands connecting hundreds of dungeons
31571,Sex Secrets of the Troglodytes - a touching intimate portrait of sub human romance
31581,Beatinetics a Guide to Educating Children - explains how beating improves learning
31591,Ogre Economics - theories as to how ogres make their money in compilation of essays
31601,Goblin Morphology - theories explaining goblinoid races relations
31611,Mineralogy of Electrum - theories about electrum being natural or divine or ancient
31621,Hobgoblin Aphorisms - a dictionary of hobgoblin phrazes and real meanings
31631,Goblin Poetry - mostly ancestral lineages and terrible heroic purple prose
31641,Constellations and You - a once popular astrology text but skies have changes since then
31651,Phrenology of the Humanoids - scholar treatise on humanoid skull measurements and personality
31661,Chaos Goat Secrets - tales of goat battling and magical properties reputed to come from milk
31671,Kobold Pottery - drawings of kobold pots and ornaments and stratiographic diagrams
31681,Beast Men Mating Secrets - lurid love rites of monster men as observed by priest
31691,Monasteries of the Mad Monks - stories of depraved monks based on gossip and rumour
31701,Lost Relics of the Monster Gods - describes terrible artifacts of destruction but often flawed
31711,Folk Tales of the Farming Folk - gruesome tales for educating children
31721,Hairdressing For the Emperors Court - hair styles long forgotten with diagrams
31731,Blood Rites of Forbidden Cults - lurid possibly untrue tales of human sacrifice
31741,Lubrication of Dungeon Fittings - guide to making mechanisms work quietly
31751,Seed Catalogue - list and description of farm seed from Shadelport seed bank
31761,Conduct in the Hells - manners explained to help souls migrate through the nine hells
31771,Great Court Feats of the Empire Vol 57 - highly prized by cooks for decadent food porn
31781,Pickle Merchants of the Lowlands - definitive work on pickle types village by village
31791,Ruins of the Bone Forest - discussion on the the long lost kingdom smothered by the woods
31801,Brutal Torments of the Black Dungeon - details of torture of famous victims
31811,Fleshcaft - magic and artistic uses of flesh and flayed skin bound in human leather
31821,Tattoos of Criminal Gangs of Shadelport - document hundreds of tattoos of mostly defunct gangs
31831,Halfling Handycrafts - documents knitting, weaving, pottery and other domestic arts
31841,Halfling Recopies - actually a book on eating and butchering halflings by evil elves
31851,Metalwork Ornaments of the North - drawings of metal designs of decorated functional items
31861,Hoards of the Deep - lists of found and lost treasure describing most valuable and magical
31871,1001 Filthy Limericks - potty humour with detailed footnotes for the witless
31881,Harlots of the Redlight District - actually a non erotic book of medical examinations and welfare
31891,Of Bondage and Beatings - guide to beating and knot tying for sadists and slaves
31901,Light Operettas of the Masters - guide to stage craft, costume and music of popular entertainment
31911,Corset Making - elaborate guide to making corsets and selecting bones and animal parts
31921,Whimsy of the Dancing Owlbears - describing the cruel spectacles of the empires court
31931,The Art of Shanking - how to make shanks, slit throats and stab people by master thief
31941,Hating Orcs - guide to hating orcs and why orcs are all bastards, includes how to torture them
31951,Goats I Have Known - a nobleman's ode to goats he loved in beautiful verse
31961,Racing Flail Snails - disastrous accounts of this empire court folly in fashion 300 years ago
31971,Erotic Lycanthropy - curious wizards love making with various monster shape shifters
31981,Rat Populations of the City Sewers - documents many rodent types and detailed population studies
31991,A History of Artificial Limbs - with useful diagrams for surgeons
32001,Underland Fishing Stories - fish catching in underground wells and lakes and dangers
32011,Eunuch Making for Pleasure and Prophet - guide written in the western desert kingdoms
32021,Succubi and other Attractive Denizens of the Deep - erotic misadventures with monsters
32031,Harlot's Tales - stories collected from elderly prostitutes and mistresses of the the rich
32041,Dungeon Engravings & Writings - thousands of graffiti texts from dungeons
32051,Goat Herder Songs of the Southern Hill Country - exactly what the title says
32061,Witches I Have Burned - collections of legal documents and case files of a witch hunter
32071,Misanthropy and Nihlism for Beginners - written as revenge on world by prison inmate
32081,Endurance for Lovemaking - folk remedies to improve sex life and cure male impotency
32091,Dog Breeds of the Humanoids - detailed lore on breeds, training and recipes of dungeon dogs
32101,Folk Instruments of the Goblins - detailed drawings and descriptions
32111,Demons I have Summoned - descriptions and summoning tips of dozens of demons
32121,Secrets of the Black Baron - a forbidden book of mostly lies by a bard of the empire
32131,Beautiful Boys of the Docklands - guide to pederasty for city noblemen
32141,Married Woman's Almanac - medical advice, child keeping tips and recipes
32151,Codpiece Collecting - descriptions of the codpieces of all the major races and regions
32161,an untitled folio - several dozen bawdy limericks accompanied by crude etchings
3217
3218;necronomicon
32191,[the secrets of] [necromancy], author unknown
32201,[the secrets of] [necromancy], by [old name]
32211,[the secrets of] [necromancy], by [old name] the [special adjective]
32221,[the secrets of] [necromancy], by *[an old hero]*
3223;the secrets of
32241,The Secret Life of
32251,The Deadly Secrets of
32261,Morbid
32271,The Afterlife and
32281,Hell and the
32291,Realm of the
32301,Power over
32311,Jealousy and the
32321,Loving
32331,Interactions with
32341,The End of
3235;necromancy
32361,Ghouls
32371,Zombies
32381,Undead
32391,Necromancers
32401,Demons
32411,Devils
32421,Spirits
32431,Humans
32441,[old name]
32451,[an old wight leader]
3246
3247;bridge name
32481,the [bridge 1] [bridge 2] bridge
32491,the bridge of [special power]
32501,[power]’s bridge
32511,the bridge of St. [old name]
32521,the bridge of St. [an old hero]
3253
3254;bridge 1
32551,Old
32561,Stone
32571,Fallen
32581,Bloody
32591,Broken
32601,Blissful
32611,Dark
3262
3263;bridge 2
32641,Arch
32651,Smugglers
32661,Trade
32671,War
32681,King’s
32691,Queen’s
32701,Lovers
32711,Hangmans
32721,Giants
32731,Shoulder
32741,Stump
32751,Murderers
32761,Priests
3277
3278;magic plant
32791,[magic plant 1] [magic plant 2]
3280
3281;magic plant 1
32821,Fey
32831,Dream
32841,Lunar
32851,Astral
32861,Blood
32871,Azure
3288# more names for plants and herbs from http://blog.d4caltrops.com/2018/11/more-migration-herb-plant-generator.html
32891,Amber
32901,Arrow
32911,Autumn
32921,Bear
32931,Bee
32941,Birth
32951,Black
32961,Bladder
32971,Blue
32981,Bog
32991,Bone
33001,Buck
33011,Bungle
33021,Burr
33031,Butter
33041,Butterfly
33051,Cat's
33061,Chaste
33071,Cone
33081,Cough
33091,Cow
33101,Curly
33111,Demon
33121,Desert
33131,Devil
33141,Dwarf
33151,Elder
33161,Elf
33171,Eye
33181,Fairy
33191,Fever
33201,Finger
33211,Flea
33221,Garden
33231,Giant
33241,Giant
33251,Goat
33261,Golden
33271,Green
33281,Heart
33291,Hen
33301,Holy
33311,Honey
33321,Horn
33331,Horse
33341,Hound
33351,Iron
33361,Jewel
33371,Kine
33381,Knot
33391,Lavender
33401,Lemon
33411,Lion's
33421,Lung
33431,Maiden
33441,Marsh
33451,Merry
33461,Milk
33471,Monk's
33481,Moon
33491,Mother
33501,Mountain
33511,Old
33521,Passion
33531,Penny
33541,Pig
33551,Prickly
33561,Priest's
33571,Purple
33581,Queen('s)
33591,Royal
33601,Rupture
33611,St. [old name]'s
33621,St. [an old hero]'s
33631,Sand
33641,Scarlet
33651,Sea
33661,Sheep
33671,Skull
33681,Slip
33691,Spear
33701,Spring
33711,Star
33721,Stink
33731,Stone
33741,Sun
33751,Sweat
33761,Sweet
33771,Torch
33781,Trailing
33791,Twilight
33801,Walking
33811,Wet
33821,White
33831,Wild
33841,Winter
33851,Witch
33861,Wolf
33871,Wooly
33881,Worm
33891,Yellow
3390
3391;magic plant 2
33921,Lotus
33931,Fern
33941,Lilly
33951,Orchid
3396# names for plants and herbs from http://blog.d4caltrops.com/2018/11/more-migration-herb-plant-generator.html
33971,Apple
33981,Ball
33991,Balm
34001,Balsam
34011,Bane
34021,Bark
34031,Beans
34041,Beard
34051,Berry
34061,Bloom
34071,Blossom
34081,Bonnet
34091,Bower
34101,Bramble
34111,Bread
34121,Breath
34131,Bright
34141,Broom
34151,Buds
34161,Burr
34171,Bush
34181,Buttons
34191,Cap
34201,Carpet
34211,Castle
34221,Cauldron
34231,Celery
34241,Cherry
34251,Claw
34261,Clock
34271,Clove
34281,Clover
34291,Cress
34301,Crown
34311,Delight
34321,Ears
34331,Fig
34341,Finger
34351,Fodder
34361,Grain
34371,Grape
34381,Grass
34391,Green
34401,Gum
34411,Hair
34421,Haw
34431,Hazel
34441,Head
34451,Heather
34461,Helmet
34471,Herb
34481,Hood
34491,Ivy
34501,Kettle
34511,Leaf
34521,Lily
34531,Love
34541,Maids
34551,Mallow
34561,Mantle
34571,Mint
34581,Moss
34591,Mustard
34601,Myrtle
34611,Necklace
34621,Nettle
34631,Onions
34641,Orchid
34651,Parlsey
34661,Parsnip
34671,Pear
34681,Pepper
34691,Pine
34701,Plum
34711,Poppy
34721,Potato
34731,Purge
34741,Purse
34751,Radish
34761,Rods
34771,Root
34781,Rose
34791,Seal
34801,Seed
34811,Shoe
34821,Slip
34831,Sorrel
34841,Suckle
34851,Sumac
34861,Tail
34871,Tea
34881,Thistle
34891,Thorn
34901,Tomato
34911,Vine
34921,Wattle
34931,Weed
34941,Wood
34951,Wort
34961,Wrack
3497
3498;green tower in this lake
34991,A green glass tower has been built in this lake. [green tower name] [green tower connection]
3500
3501;green tower name
35021,The locals call it *[green tower simple name]*.
35031,In *[old elf ballad name]*, they call it *[green tower simple name]*.
3504
3505;green tower simple name
35061,The Green Tower
35071,The Glass Tower
35081,The Elf Ruin
35091,The Cursed Ruin
35101,[elf]'s Ruin
35111,[elf]'s Redoubt
35121,[elf]'s Last Stand
35131,The Needle
35141,The Nameless Tower
3515
3516;old elf ballad name
35171,The [old elf song] of [old elf ballad topic]
3518
3519;old elf song
35201,Song
35211,Ballad
35221,Lay
35231,Romance
35241,Story
35251,Tale
35261,Birth
35271,Death
3528
3529;old elf ballad topic
35301,Spring
35311,Summer
35321,Autumn
35331,Winter
35341,the Moon
35351,the Sun
35363,[elf animal] [elf place]
35373,[elf]
35382,[elf] & [elf]
35391,[elf] the [elf animal]
35401,[male elf] the [elf title]
35411,[female elf] the [elf title]
35421,[male noble elf]
35431,[female noble elf]
3544
3545;elf place
35461,Rock
35471,Mountain
35481,Hill
35491,Lake
35501,Fall
35511,River
35521,Wood
35531,Home
35541,Haven
35551,Vale
35561,Dale
3557
3558;elf animal
35591,Bear
35601,Eagle
35611,Falcon
35621,Fox
35631,Hawk
35641,Horse
35651,Magpie
35661,Nightingale
35671,Owl
35681,Wolf
3569
3570;elf animals
35711,Bears
35721,Eagles
35731,Falcons
35741,Foxes
35751,Hawks
35761,Horses
35771,Magpie
35781,Nightingales
35791,Owls
35801,Wolves
3581
3582;elf title
35831,Beautiful
35841,Sad
35851,Cruel
3586
3587;male noble elf
35881,[male elf], Lord of the [elf realm]
35891,[male elf], Lord of the [elf animal]
35901,Lord [male elf]
35911,King [male elf]
35921,King [male elf] of [elf animals]
3593
3594;female noble elf
35951,[female elf], Lady of the [elf realm]
35961,[female elf], Lady of the [elf animal]
35971,Lady [female elf]
35981,Queen [female elf]
35991,Queen [female elf] of [elf animals]
3600
3601;elf realm
36021,Sky
36031,Waters
36041,Lake
36051,River
36061,Wood
36071,Mountain
36081,Highlands
36091,Barrow
3610
3611;green tower connection
36121,There is no bridge but the tower's entrance is at the water level. [maybe there is a boat] [green tower underwater room]
36131,There's no visible entrance. Anybody taking a dive would find an underwater entrance. [maybe there is a boat] [green tower underwater room]
3614
3615;maybe there is a boat
36161,There is no boat to be found at the water's edge.
36171,Hidden between the reeds there is a small rowing boat.
36181,Hidden under some thorn bushes is a small canoe.
36191,Beneath the surface, you see a half-rotten rowing boat beyond repair.
3620
3621;green tower underwater room
36221,</p><p>In the murky darkness below lies the lair of [a water monster]
3623
3624;a water monster
36251,[2d20] **nixies** led by *[nixie]* ([nixie stats]). [poor treasure]
36261,[2d6] **sea serpents** ([sea serpent stats]).
3627
3628;mountain orc leader specialty
36291,*[same orc]* is a famous sword smith in the [orc sword tradition].
36301,*[same orc]* is a famous dual-wielding sword dancer.
36311,*[same orc]* is a famous singer of epics, his favourite being [orc epic].
3632
3633;forge orc leader specialty
36341,*[same orc]* is a famous armour smith in the [orc armour tradition].
36351,*[same orc]* is a famous engineer in the [orc engineering school].
36361,*[same orc]* is a famous rune lord having just finished his most celebrated epic, [orc epic].
3637
3638;mountain orc settlement
36391,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]
36401,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]
36411,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]
36421,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]
36431,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]
3644
3645;mountain orc space
36461,Beneath some covers are tents and tent poles for the entire clan.
36471,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.
36481,The rooms are full of chests covered with beautiful carpets. They are filled with polished ancestral bones.
36491,In one corner is an altar and a statue of *[evil power]* with [orcish runes].
36501,The floor is covered with rugs except for a large hole filled with polished skulls.
3651
3652;forge orc settlement
36531,The orcs have built their settlement [forge location]. The round huts are protected by [orc companions]. [forge orc space]
3654
3655;forge location
36561,near the gatehouse guarding the entrance to the forge, with murder holes and arrow slits to defend against intruders
36571,in the old cistern, on a wooden platform built above the water, with access via rickety bridges, ropes and ladders
36581,in the main hall, along the walls and overlooking the stone garden and its dwarf statues and the artificial pools
36591,in the market hall, on the main floor and in the gallery above, with ladders and rickety stairs connecting the two
3660
3661;orc companions
36621,spear traps
36631,a **boar** ([boar stats])
36644,[1d4+1] **boars** ([boar stats])
3665
3666;forge orc space
36671,The open spaces between the huts are small and filled with dwarf junk: pipes, cogs, jagged metal plates.
36681,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].
36691,Every little hut looks the lab of a crazy inventor with bits of dwarf junk being disassembled or catalogued.
36701,The rooms are full of chests to sit on, covered with beautiful carpets. They are filled with polished ancestral bones.
36711,Every room has multiple little painted wooden statues depicting animals and plants from the surface world: goats, yaks, trees, mushrooms.
3672
3673;orcish rune location
36741,its forehead
36751,its torso
36761,the flag wrapped around it
36771,the tapestry hanging behind it
36781,their tongue
3679
3680;orcish rune colour
36811,gold
36821,silver
36831,black
36841,white
36851,red
3686
3687;orc epic
36881,*[orc] and [[orc antagonist]]*
36891,*[orc] and the [orc blessing] of [star name]*
36901,*The [orc fate] of [[orc antagonist]]*
36911,*The [orc victory] of [[orc place]]*
3692
3693;orc blessing
36941,Light
36951,Wisdom
36961,Healing
36971,Birth
36981,Blessing
36991,Rescue
3700
3701;orc victory
37021,Razing
37031,Conquest
37041,Destruction
37051,Curse
37061,Taking
3707
3708;orc place
37091,green tower simple name
37101,crag name
37111,village name
3712
3713;orc fate
37141,Binding
37151,Death
37161,End
37171,Song
37181,Bones
37191,Trials
3720
3721;orc antagonist
37221,orc
37231,ice devil
37241,red dragon name
37251,white dragon name
37261,green dragon name
37271,black dragon name
37281,wight name
37291,ettercap name
37301,manticore
37311,tengu name
37321,demon name
37331,evil tribe
37341,human name
37351,dwarf name
37361,halfling name
37371,strange name
37381,old name
37391,secret society
37401,mercenary house name
37411,organisation name
37421,netherworld elves
37431,fire giant name
3744
3745;mountain valley
37461,The upper valley is rocky and bare.
37471,Up here, winters are cold not much grows here.
37481,The rocks up here are covered in grey and orange lichens.
37491,A few thorny bushes between the rocks are the only green patches up here.
37501,The sunny side of the valley is covered in pink splashes of *roseroot*.
37511,Up there are white patches of *edelweiss* growing between the rocks.
3752
3753note please excuse my fanciful and ahistorical heraldry attempt -peter
3754;heraldry
37551,a [hercol] [herdevice] emblazoned on a field of [hercol2]
37561,a quartered field of [hercol] and [hercol2]
37571,a counterchanged [herdevice] on a field of [hercol] and [hercol2]
37581,a [hercol2] bend over a [hercol] field
37591,a [hercol2] field partioned with a [hercol] line
37601,a [hercol2] field partioned with a nebuly [hercol] line
37611,a [hercol2] field partioned with an engrailed [hercol] band
37621,a [hercol2] field partioned with an embattled [hercol] band
37631,a [hercol2] field partioned with a [hercol] line and a [herdevice]
37641,a [hercol2] field partioned with a nebuly [hercol] line and a [herdevice]
37651,a [hercol2] field partioned with an engrailed [hercol] band and a [herdevice]
37661,a [hercol2] field partioned with an embattled [hercol] band and a [herdevice]
3767
3768;hercol
37691,gold
37701,silver
37711,yellow
37721,white
37731,ermine
37741,orange
37751,red
37761,crimson
37771,scarlet
37781,light green
37791,light blue
3780
3781;hercol2
37821,black
37831,dark purple
37841,dark blue
37851,dark green
37861,dark brown
37871,deep red
37881,dark fur
3789
3790;herdevice
37911,diamond
37921,ring
37931,arm
37941,fist
37951,head
37961,club
37971,foot
37981,fountain
37991,hand
38001,heart
38011,lion
38021,tiger
38031,leopard
38041,fox
38051,wolf
38061,rabbit
38071,bear
38081,badger
38091,otter
38101,antelope
38111,bull
38121,camel
38131,stag
38141,skull
38151,unicorn
38161,pegasus
38171,hippogriff
38181,griffin
38191,pig
38201,ram
38211,dragon
38221,wyvern
38231,salamander
38241,bee
38251,ant
38261,dragonfly
38271,grasshopper
38281,cricket
38291,bird
38301,harpy
38311,sphinx
38321,cock
38331,crow
38341,crane
38351,swan
38361,dove
38371,duck
38381,eagle
38391,two-headed eagle
38401,chaos-symbol
38411,law-symbol
38421,owl
38431,ostrich
38441,pelican
38451,egg
38461,raven
38471,dolphin
38481,eel
38491,fish
38501,tusk
38511,horn
38521,antlers
38531,paw
38541,flower
38551,rose
38561,thistle
38571,lotus
38581,tree
38591,sun
38601,moon
38611,devil
38621,angel
38631,wings
38641,wheat
38651,star
38661,crescent
38671,wheel
38681,wall
3869
3870;megalith
38711,winged boar
38721,sphinx
38731,reclining deity
38741,serpent
38751,bird
38761,turtle
38771,standing warrior-figure
38781,idol
38791,demon
38801,goddess
38811,bull
38821,horse
38831,elephant
38841,dinosauroid
3885
3886;humanoidtype
38873,orcs
38883,goblins
38891,hobgoblins
38901,humans
38911,drow elves
38922,kobolds
38931,gnolls
38941,lizardmen
38951,troglodytes
38961,kuo-tua
3897
3898;energy
38991,magical
39001,geothermic
39011,alchemical
39021,divine
39031,artifact
39041,relic
39051,demonic
39061,elemental
39071,necromantic
39081,mythic
3909
3910;direction
39115,north
39125,northeast
39135,northwest
39141,west
39151,east
39165,south
39175,southeast
39185,southwest
3919
3920;color
39211,amaranth
39221,amber
39231,amethyst
39241,apricot
39251,aquamarine
39261,argent
39271,auburn
39281,azure
39291,baby blue
39301,beige
39311,bistre
393210,black
39331,blackish-brown
393410,blue
39351,blue-gray
39361,blue-green
39371,blue peafowl
39381,bordeaux
39391,bronze
394010,brown
39411,burgundy
39421,burnt orange
39431,cadet grey
39441,cadmium red
39451,cardinal
39461,carmine
39471,carnation
39481,celadon
39491,cerise
39501,cerulean
39511,chamois
39521,chartreuse
39531,chestnut
39541,cobalt blue
39551,coffee
39561,coppertone
39571,coquelicot
39581,coral
39591,cornflower blue
39601,counter-potent
39611,cream
39621,crimson
39635,cyan
39641,dark blue
39651,dark brown
39661,dark green
39671,dark red
39681,dirty white
39691,drab
39701,eggshell
39711,eigengrau
39721,electric blue
39731,emerald
39741,ermines
39751,feldgrau
39765,fuchsia
39771,garnet
39781,golden
39791,goldenrod
398010,gray
39811,mauve
398210,green
39831,grey-green
39841,green-yellow
39851,opalescent green
39861,greyish magenta
39871,gules
39881,heliotrope
39895,indigo
39901,jade
39911,khaki
39921,laurel green
39935,lavender
39941,lemon
39951,light blue
39961,light green
39971,lilac
39981,linen
39995,magenta
40001,marigold
40011,maroon
40021,midnight blue
40031,mulberry
40041,murrey
40051,mustard
40061,navy blue
40072,octarine
40085,olive
40091,olive-brown
401010,orange
40111,orange-red
40121,parsley green
40131,pean
40141,periwinkle
401510,pink
40161,pinkish-brown
40171,bright pink
40181,pinto horse
40191,plum
40201,potent
40211,proper
40221,puce
40231,pumpkin
402410,purple
40251,purple-black
40261,purple-brown
40271,purpure
402810,red
40291,reddish-brown
40301,red-violet
40311,bright red
40321,roan
40331,royal blue
40341,ruby
40351,rufous
40361,rust
40371,rutile
40381,sable
40391,saffron
40401,sanguine
40411,sapphire
40421,scarlet
40431,seal brown
40441,sepia
40451,sky blue
40461,smoke
40471,steel blue
40481,steel gray
40491,strawberry
40501,tan
40511,taupe
40525,teal
40531,tenné
40541,terra cotta
40555,turquoise
40561,vair
40571,vairy
40581,venetian red
40591,violet
40601,violet-blue
40611,viridian
40621,wheat
406310,white
40641,white smoke
406510,yellow
40661,yellow-brown
40671,yellow-green
40681,yellow-orange
40691,yellow-white
4070
4071;totem
40721,Bear Spirit
40731,Wolf Spirit
40741,Vulture Spirit
40751,Panther Spirit
40761,Dragon Spirit
40771,Raven Spirit
40781,Rabbit Spirit
40791,Hawk Spirit
40801,Turtle Spirit
40811,Serpent Spirit
40821,Life Spirit
40831,Death Spirit
4084;druids
40851,[druid warning sign] Here stands [druid circle] [the locals call it] *[druid circle name]*. [druid allies] [druid trails]
40861,[druid warning sign] At last you reach [druid circle] [the locals call it] *[druid circle name]*. [druid allies] [druid trails]
4087;the locals call it
40881,Local legends have named this place
40891,In the old days, they called it
40901,In *[old elf ballad name]*, this place was called
40911,In *The Travels of [old name]*, this place was called
4092;druid trails
40931,</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]
40941,</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]
40951,</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]
40961,</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]
4097;maybe druid acolytes
40982,[druid acolytes]
40991,
4100;druid acolytes
41011,The **druid acolyte** *[old names for men]* is nearly ready for the test ([druid acolyte stats]).
41021,[1d4+1] **druid acolytes** are painting each other with blue patterns; the highest initiate is *[old names for men]* ([druid acolyte stats]).
41031,[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]).
41041,[1d4+1] **druid acolytes** are mixing berries and bark into a blue pulp; the highest initiate is *[old names for men]* ([druid acolyte stats]).
41051,[1d4+1] **druid acolytes** are practising staff fighting; the highest initiate is *[old names for men]* ([druid acolyte stats]).
41061,[1d4+1] **druid acolytes** are disemboweling a pure white deer to scrutinize the entrails for prophetic signs.
41071,[1d4+1] **druid acolytes** are roughly shaping a large boulder with primitive hammer stones.
41081,[1d4+1] **druid acolytes** are scattering offerings of fermented meat for their unkindness of **ravens**.
41091,[1d4+1] **druid acolytes** are gouging a sigil into the turf using shallow ditches dug with flint hand tools.
41101,[1d4+1] **druid acolytes** are savaging their weakest member with thorned switches to teach them the pecking order of the pack.
41111,[1d4+1] **druid acolytes** are lugging dead-fall branches to construct a massive bonfire.
41121,[1d4+1] **druid acolytes** are intently weaving [wicker desc] baskets and mats.
41131,[1d4+1] **druid acolytes** are frenetically dancing while passing venomous **serpents** back and forth.
41141,[1d4+1] **druid acolytes** are distributing sacred, hallucinogenic toadstools amongst themselves.
41151,[1d4+1] **druid acolytes** are sketching a battle plan in the dirt with fire-sharpened sticks. They intend to destroy *[nearby village name]*.
41161,[1d4+1] **druid acolytes** are sketching a battle plan in the dirt with fire-sharpened sticks. They intend to destroy the witch *[nearby witch]*.
41171,[1d4+1] **druid acolytes** are mending the torn wing of a majestic **eagle** who was shot with an arrow.
4118;druid larder
41191,a small overhang, from which carcasses of deer hang by braided vines
41201,a disused bear den, stacked high with marrow-rich bones
41211,several woven baskets, hanging from trees and filled to the brim with ripe and ready to eat [berries]
41221,a crude wooden rack, constructed of thorny branches, with [fish] impaled on the thorns and drying in the sun
4123;druid camp
41241,a clearing dominated by a series of rough bearskin tents
41251,several crude lean-tos
41261,a clearing dominated by a large fire pit and tons of dead branches and boughs stacked haphazardly
41271,a natural overhang, gouged into a low cliff side
41281,an unnatural seeming hill, surrounded by sharpened stakes
4129;druid
41301,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]).
41311,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]).
4132;druid warning sign
41331,The trees carry warnings: human skulls dangling from ropes, finger bones on threads, rattling in the wind.
41341,Scattered throughout the forest are macabre structures built of bones and twigs.
41351,Deep furrows, glistening red with blood are gouged within the trunks of trees here.
41361,It seems that no birds sing in this part of the woods, every twig and branch seems to snap beneath your feet, betraying you.
41371,Thorny vines cling to your clothing and the low branches of saplings seem to whip toward faces at every available opportunity.
41381,A patch of cleared ground, devoid of grasses and plants, is surrounded by small boulders and bones.
41391,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.
4140;druid goal
41411,</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.
41421,</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.
41431,</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.
41441,</p><p>All they want is to unite the sylvan creatures and take back what is theirs: let the villages burn!
41451,</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.
41461,</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.
4147;druid terror
41481,High up in the trees a small number of wooden cages hold dead bodies and [druid prisoners], [ettercap prisoner feeling].
41491,Lashed to several spiny barked trees are a few corpses and [druid prisoners], [ettercap prisoner feeling].
41501,Paralyzed by herbal concoctions and arranged on stone slabs for sacrifice [are druid prisoners].
41511,Sedated with powerful venom and bound inside a giant dry wicker effigy [are druid prisoners].
4152;druid prisoners
41531,a **prisoner** called *[human name]*
41545,[1d5+1] **prisoners** led by *[human name]*
4155;are druid prisoners
41561,is a **prisoner** called *[human name]*
41575,are [1d5+1] **prisoners** led by *[human name]*
4158;druid allies
41591,</p><p>[druid cause] The druids have found powerful allies in the forest: [1d8 treants] ([treant stats]).
41601,</p><p>[druid cause] The woods around here are patrolled by the druids' pack: [3d6] **wolves** ([wolf stats]).
41611,</p><p>[druid cause] The druids are protected by [1d4 bears] ([bear stats]).
41621,</p><p>[druid cause] The druids have found unruly allies in the forest: [centaurs].
41631,</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!
4164;druid cause
41651,This place is sacred to the druids.
41661,This is one of the truly wild places.
41671,This place is holy to Odin's *Wild Hunt*.
41681,These trees are holy to the druids.
41691,This is hallowed ground to the druids.
4170;druid circle
41711,a rough circle of upright builders as tall as an ogre, hewn centuries ago by hands long since forgotten.
41721,concentric rings of squat, white stone that isn’t normally found in this area.
41731,a large, granite slab, draped across and resting precariously on top of three tapered upright boulders.
41741,a series of moss and lichen covered pillars of living rock, a bit worn and weathered but still impressive in size.
41751,a row of roughly torso shaped stones, tall as a horse, spaced evenly along a low ridge.
41761,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.
4177;druid circle name
41781,The Merry Maidens
41791,The Old Men
41801,The Goathenge
41811,The Giant’s Teeth
41821,The Dancers
41831,The Petrified Giants
4184;druid path
41851,[druid path decoration] [druid path description]
4186;druid path decoration
41871,barely visible and overgrown
41881,leaf-strewn
41891,bone-littered
41901,heavily-thorned
41911,deeply furrowed
41921,[berry]-bush lined
4193;berry
41941,ripe [berry1] [berry2]
41951,unripe [berry1] [berry2]
41961,mostly-eaten [berry1] [berry2]
4197;berries
41981,[berry1] [berry3]
4199;berry1
42001,Blue
42011,Tar
42021,Goose
42031,Cloud
42041,Thimble
42051,Choke
4206;berry2
42071,Cherry
42081,Berry
42091,Grape
42101,Currant
42111,Plum
4212;berry3
42131,Cherries
42141,Berries
42151,Grapes
42161,Currants
42171,Plums
4218;fish
42191, [fish1] [fish2] [fish type]
4220;fish1
42211,Long
42221,Brown
42231,Brook
42241,Small
42251,Thread
42261,Red
42271,Short
42281,Yellow
42291,Striped
42301,White
4231;fish2
42321,Nose
42331,Fin
42341,Gill
42351,Mouth
42361,Ear
42371,Face
42381,Eye
42391,Throat
4240;fish type
42411,Trout
42421,Salmon
42431,Eels
42441,Catfish
42451,Shad
42461,Carp
42471,Gar
42481,Bass
42491,Perch
42501,Bloater
42511,Pike
4252;druid path description
42531,[path 1] [path 2]
4254;path 1
42551,path
42561,game-trail
42571,track
42581,passage
42591,path
4260;path 2
42611,winds
42621,leads
42631,meanders
42641,slithers
42651,twists
42661,weaves
42671,heads
4268
4269## Foodstuffs
4270#starting point for food and drink tables for menus/food items
4271#basic construction: tables for domestic/garden and wild food products
4272#sub-tables for specific types of veg/seasoning herbs/descriptions and preparation methods
4273#meat: I try to use the "food names" for animals here if they exist, hence the "meat quantifier" in the table names
4274#also doing cheese with some cheese producing animals and a few descriptors focusing on texture/type/flavor
4275#breads exists now, probably needs more options
4276#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.
4277#also imported berries (I prefer the prefix method for this), updated fruits
4278#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 :)
4279#some recipes may not seem too appetizing thanks to the random generation, but there's no accounting for local tastes :)
4280
4281;fruit
42821,apple
42831,pear
42841,starfruit
42851,citrus
42861,fig
42871,date
42881,walnut
42891,pecan
42901,breadfruit
4291
4292#making a dish
4293;dish
42941,[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]
4295
4296;snack
42971,[food bread] and a [food cheese]
4298
4299;orc dish
43001, [rural meat prep] [unusual meats] [seasoning method] [with food seasonings] and [with veg prep] [with food veg]
43011, [rural meat prep] [wild meats] [seasoning method] [with food seasonings] and [with veg prep] [with food veg]
4302
4303
4304#meat tables
4305
4306
4307;food meat
43085,[domesticated meats]
43095,[domesticated poultry]
43105,[freshwater fish]
43112,[freshwater shellfish]
43124,[wild meats]
43134,[wild poultry]
43142,[varmint meats]
43151,[unusual meats]
4316
4317
4318;domesticated meats
43191,lamb [lamb parts]
43201,ham
43211,mutton [mutton parts]
43221,pork [pork parts]
43231,beef [beef parts]
43241,veal [veal parts]
43251,goat [goat parts]
43261,ox [ox parts]
4327
4328;domesticated poultry
43291,whole chicken
43301,whole duck
43311,whole goose
43321,chicken [poultry parts]
43331,duck [poultry parts]
43341,goose [poultry parts]
43351,turkey [poultry parts]
4336
4337;freshwater fish
43381,bluegill
43391,bass
43401,carp
43411,crappie
43421,trout
43431,salmon
43441,perch
43451,pike
43461,grayling
43471,tench
43481,walleye
43491,catfish
43501,smelt
43511,whitefish
43521,gar
43531,eels
43541,sturgeon
43551,roe
43561,caviar
4357
4358;freshwater shellfish
43591,crayfish
43601,snails
43611,mussels
4362
4363;wild meats
43641,venison [beef parts]
43651,wild boar [pork parts]
43661,bison [beef parts]
43671,antelope [beef parts]
43681,elk [beef parts]
43691,moose [beef parts]
43701,rabbit
43711,hare
43721,reindeer [beef parts]
4373
4374;varmint meats
43751,beaver
43761,squirrel
43771,opossom
43781,racoon
4379
4380;wild poultry
43811,pheasant [poultry parts]
43821,partridge [poultry parts]
43831,quail [poultry parts]
43841,squab [poultry parts]
43851,wild duck [poultry parts]
43861,wild turkey [poultry parts]
43871,guineafowl [poultry parts]
43881,grouse [poultry parts]
43891,dove [poultry parts]
43901,ptarmigan [poultry parts]
43911,wild goose [poultry parts]
43921,woodcock [poultry parts]
43931,snipe [poultry parts]
43941,plover [poultry parts]
4395#some of these might also work for a separate "monster meats" table because they contravene western cultural norms
4396;unusual meats
43971,rat
43981,giant rat
43991,dog
44001,cat
44011,horseflesh
44021,donkey-meat
44031,camel
44041,alpaca
44051,llama
44061,water buffalo
44071,yak
44081,kangaroo
44091,guinea pig
44101,alligator
44111,turtle
44121,snake-meat
44131,bear
4414
4415#this is a suffix descriptor, going after
4416;exotic prep
44171,in aspic
44181,deviled
44191,foie gras
44201,kebabs
44211,kishke/haggis
4422
4423#this is a prefix descriptor, going before
4424;rural meat prep
44251,baked
44261,blackened
44271,breaded
44281,fermented
44291,glazed
44301,poached
44311,roasted
44321,seared
44331,smoked
44341,dried
44351,boiled
44361,stewed
44371,grilled
44381,barbecued
44391,pan-broiled
44401,stir-fried
44411,deep-fat fried
44421,pan-fried
44431,braised
44441,fork-tender
4445
4446;poultry parts
44471,giblets
44481,breast
44491,drumsticks
44501,thighs
44511,backs
44521,legs
44531,wings
44541,necks
44551,oysters
4456
4457;beef parts
44581,sausage
44591,liver
44601,marrow
44611,medallions
44621,loins
44631,sirloin
44641,flank
44651,brisket
44661,chuck steak
44671,shoulder
44681,mince
44691,offal
44701,steak
44711,shank
44721,tongue
44731,haunch
44741,ribs
4475
4476;pork parts
44771,sausage
44781,shoulder
44791,hock
44801,loin
44811,chops
44821,ribs
44831,spareribs
44841,belly
44851,baby-back ribs
44861,chitterlings
44871,feet
4488
4489;mutton parts
44901,chops
44911,joints
44921,legs
44931,shank
44941,shoulder
44951,loin chop
44961,rump
44971,neck fillet
44981,rack
4499
4500;lamb parts
45011,chops
45021,shanks
45031,rack
4504
4505;veal parts
45061,chops
45071,cutlet
45081,fillet
45091,rack
45101,ribeye
45111,shin
45121,shanks
45131,ribs
45141,liver
45151,topside
45161,silverside
45171,kidneys
45181,brisket
45191,tenderloin
4520
4521;goat parts
45221,liver
45231,marrow
45241,medallions
45251,loins
45261,sirloin
45271,flank
45281,brisket
45291,chuck steak
45301,shoulder
45311,mince
45321,offal
45331,steak
45341,shank
45351,tongue
45361,haunch
45371,ribs
4538
4539;ox parts
45401,liver
45411,marrow
45421,medalions
45431,loins
45441,sirloin
45451,flank
45461,brisket
45471,chuck steak
45481,shoulder
45491,mince
45501,offal
45511,steak
45521,shank
45531,tongue
45541,haunch
45551,ribs
45561,tail
4557
4558
4559;food veg
45601,[root veg]
45611,[leafy veg]
45621,[legumes veg]
45631,[vine veg]
45641,asparagus
45651,brussel sprouts
45661,broccoli
45671,celery
45681,corn
45691,artichokes
45701,arugula
45711,cauliflower
45721,okra
45731,rhubarb
4574
4575#this is a prefix descriptor, going before
4576;veg prep
45771,fermented
45781,marinated
45791,whipped
45801,mashed
45811,breaded
45821,pickled
45831,smoked
45841,dried
45851,boiled
45861,stewed
45871,charred
45881,finely-diced
45891,raw
45901,steamed
45911,sautéd
45921,fried
45931,braised
45941,baked
45951,sun-dried
45961,minced
45971,chopped
45981,au gratin
45991,au poivre
46001,blanched
46011,brined
46021,browned
46031,caramelized
46041,char-broiled
46051,creamed
46061,deep fried
46071,dry roasted
46081,glazed
46091,grilled
46101,julienned
46111,par-baked
46121,parboiled
46131,poached
46141,spit-roasted
46151,seared
46161,stir fried
46171,sweated
4618
4619
4620
4621;wild veg
46221,wild [domesticated veg]
46231,foraged [domesticated veg]
4624
4625;root veg
46261,carrots
46271,potatoes
46281,beets
46291,turnips
46301,parsnips
46311,onions
46321,leeks
46331,scallions/green onions
46341,rutabagas
46351,radishes
46361,sweet potatoes
46371,yams
4638
4639;leafy veg
46401,spinach
46411,lettuce
46421,cabbage
46431,mustard greens
46441,turnip greens
46451,kale
46461,collard greens
46471,escarole
46481,sorrel
46491,radicchio
4650
4651;legumes veg
46521,green beans
46531,peas
46541,navy beans
46551,kidney beans
46561,lentils
46571,chickpeas
46581,snap peas
46591,soybeans
46601,black-eyed peas
46611,lima beans
46621,mung beans
46631,broad beans
46641,horse beans
46651,cow peas
46661,vetch
4667
4668;vine veg
46691,cucumber
46701,zucchini
46711,acorn squash
46721,crookneck squash
46731,butternut squash
46741,summer squash
46751,spaghetti squash
46761,pumpkin
46771,tomatoes
46781,eggplant
46791,bell peppers
46801,hot peppers
4681
4682
4683;food seasonings
46841,parsley
46851,basil
46861,rosemary
46871,chives
46881,sage
46891,horseradish
46901,dill
46911,garlic
46921,shallots
46931,thyme
46941,oregano
46951,coriander
46961,mint
46971,tarragon
46981,ginger
46991,cumin
47001,paprika
47011,cardamom
47021,fennel
47031,cayenne
47041,allspice
47051,marjoram
47061,saffron
47071,nutmeg
47081,clove
47091,turmeric
47101,lemon balm
47111,fenugreek
47121,lovage
47131,bay leaves
47141,celery salt
47151,sumac
47161,borage
47171,caraway
47181,salt
47191,coriander seeds
47201,vanilla
47211,cinnamon
47221,poppy seeds
47231,chili peppers
47241,chicory
47251,lemongrass
47261,sesame
47271,curry
47281,black pepper
47291,lemon basil
47301,juniper berries
47311,peppermint
47321,garden cress
47331,hyssop
47341,tamarind
47351,mustard
47361,anise
47371,honey
47381,vinegar
4739
4740
4741;seasoning method
47425,seasoned with
474330,flavored with
474445,covered in [sauces] with
47455,marinated in
47465,basted with
47475,enhanced with
47485,cured with
4749
4750;sauces
47511,[with food seasonings] and [fruit] sauce
47521,[with food seasonings] and [fruit] dressing
47531,[with food seasonings] and [fruit] gravy
47541,[with food seasonings] and [fruit] relish
47551,[with food seasonings] and [fruit] chutney
47561,[with food seasonings] and [fruit] coulis
47571,[with food seasonings] and [fruit] topping
47581,[with food seasonings] and [cheese producer] cheese sauce
4759
4760;food melon
47611,cantaloupe
47621,watermelon
47631,winter melon
47641,horn melon
47651,muskmelon
47661,honeydew
4767
4768;food citrus fruit
47691,orange
47701,lime
47711,citron
47721,clementine
47731,finger lime
47741,grapefruit
47751,key lime
47761,lemon
47771,limequat
47781,pomelo
47791,tangerine
4780
4781;food tropical fruit
47821,coconut
47831,banana
47841,guava
47851,mango
47861,mangosteen
47871,persimmon
47881,pineapple
4789
4790
4791
4792;food cheese
47931,[cheese portion] of [with cheese desc2] and [and cheese desc2] [cheese texture] [cheese producer] cheese
4794
4795#the blank/default is cow, since we don't refer to it as "cow cheese" :)
4796;cheese producer
47979,
47983,goat
47993,sheep
48001,[exotic cheese producer]
4801
4802;exotic cheese producer
48031,buffalo
48041,yak
48051,camel
48061,reindeer
48071,moose
4808
4809;cheese portion
48101,hunk
48111,chunk
48121,slice
48131,wedge
48141,lump
48151,small wheel
48161,block
48171,square
4818
4819;cheese texture
48201,hard
48211,sharp
48221,soft
48231,crumbly
48241,thick-rinded
48251,soft-rinded
48261,wax-wrapped
48271,buttery
48281,creamy
48291,delicate
48301,fluffy
48311,silky
48321,smooth
48331,velvety
48341,gooey
4835
4836;cheese desc2
48371,blue-veined
48381,fresh
48391,ripe
48401,fermented
48411,herbal
48421,green
48431,rustic
48441,rich
48451,smoked
48461,fruity
48471,zesty
48481,briny
48491,citrusy ([food citrus fruit])
48501,full-bodied
48511,honeyed
48521,earthy
48531,floral
48541,nutty
48551,sweet
48561,grassy
48571,barnyardy
48581,garlicky
48591,oniony
48601,funky
48611,pungent
48621,stinky
48631,musty
48641,acrid
48651,bitter
48661,bold
48671,sour
48681,meaty
48691,tangy
48701,robust
48711,full-flavored
48721,mushroomy
48731,spicy
48741,peppery
48751,piquant
48761,wine-y
48771,hay-covered
4878
4879
4880;food bread
488160,[bread desc1] of [bread desc2] [breads]
488240,[bread desc2] [exotic breads]
4883
4884#default with best odds should be "bread"
4885;breads
488699,bread
48871,[exotic breads]
4888
4889;exotic breads
48901,baguette
48911,rolls
48921,buns
48931,pitas
48941,rotis
48951,bagels
48961,biscuits
48971,pretzels
48981,flat breads
48991,brioches
49001,chiabattas
49011,crumpets
49021,hardtack
49031,scones
4904
4905;bread desc2
49061,airy
49071,chewy
49081,crispy
49091,crumbly
49101,crunchy
49111,doughy
49121,flaky
49131,hearty
49141,toasted
49151,rye
49161,sweet
49171,pumpernickel
49181,coarse
49191,white
49201,whole-wheat
49211,multi-grain
49221,nutty
49231,sourdough
49241,brown
49251,sprouted
49261,spelt
49271,fresh-from-the-oven
49281,just baked
49291,slightly stale
49301,hard
49311,crusty
49321,seed-covered
49331,barley
49341,oat
49351,millet
49361,buttered
49371,mealy
4938
4939;bread desc1
49401,hunk
49411,heel
49421,slice
49431,chunk
49441,generous portion
49451,whole loaf
49461,small loaf
49471,fist-sized loaf
4948
4949##Quest Stuff
4950;reagents
49511,feywing spores for [1d10]gp/ounce
49521,trollblood moss for [1d100]gp/ounce
49531,obliviax moss for [1d10]gp/ounce
49541,snapdragon fangweed for [1d100]gp/ounce
49551,wild skelladonna weed for [1d100]gp/ounce
49561,undead bone blossom for [1d100]gp/ounce
49571,dragon-scale petals for [1d10]gp/ounce
49581,goblin hair weed for [1d10]gp/ounce
49591,boars blood flowers for [1d10]gp/ounce
49601,lizardskin leaves for [1d10]gp/ounce
49611,bat’s wing blossoms for [1d100]gp/ounce
49621,chtonic extract for [1d1000]gp/ounce
49631,foxtongue stamens for [1d10]gp/ounce
4964
4965;reagents2
49661,feywing spores
49671,trollblood moss
49681,obliviax moss
49691,snapdragon fangweed
49701,wild skelladonna weed
49711,undead bone blossom
49721,dragon-scale petals
49731,goblin hair weed
49741,boars blood flowers
49751,lizardskin leaves
49761,bat’s wing blossoms
49771,chtonic extract
49781,foxtongue stamens
49791,oaken-heart seeds
49801,wild argentleaf
49811,feyblossom
49821,leafhealers balm
49831,wild mistletoe
49841,dragonfang orchid
4985
4986;thor
49871,Asgard.<br />*Landmark*: [thor hex]<br />*Encounter*: [thor encounter]<br />*Item*: [thor item]<br />
4988
4989;thor hex
49901,A burning galaxy
49911,A plane of ice
49921,A broken bridge
49931,Magic lightning
49941,Succession wars following the death of a god
49951,Goats as transportation
49961,A land without gods, calling on those of a foreign land
49971,An abandoned sky palace, once a home to the mighty
49981,A pantheon, hanging from meathooks
49991,A library of the murdered
50001,A giant hourglass that is a prison
50011,The spires of Alfheim, home of the light elves
50021,Dead Body Shore
50031,A hall woven of serpent spines
50041,The single source of all cold rivers
50051,A pair of pillars rising from the sea
5006
5007;thor encounter
50081,A monster disguised as another monster
50091,Dark elves in blueblack armor
50101,A creature from a distant land who seeks to supplant a PC's role
50111,The last devotee of an ancient religion
50121,A son forsaken by his father, a king
50131,An enchantress, beloved by all who touch her lips
50141,A shield maiden who looks like Sigourney Weaver
50151,A queen half-living, half-dead
50161,A trickster capable of removing his own head
50171,A great horned worm
50181,A severed body part, removed and grown wise
50191,A toad that is a god
50201,Frost giants being manipulated by mischievous gods
50211,A great and miserable warrior, seeking death
50221,An assassin, seeking glory by slaying a hero
50231,Demons of drowning
50241,Three warriors: one fat, one grim, one dashing
50251,A loved one used as bait
50261,The demons of the Wild Hunt, disguised as ordinary humans
50271,Wolves as messengers
50281,A king and his rival--both seeking the aid of the king's stepson
50291,A great champion sworn to never take up the sword again
50301,A cruel witch queen enamored of a hero, who demands him as the price of her allegiance
50311,A demon seeking to set a weapon alight in a sacred brazier held by its foe
50321,A minor foe, his strength increased tenfold, back for revenge
50331,A man wearing a mask to hide scars earned in a duel with death
50341,A god that is a god to gods
50351,Modgud, the giantess who guards the gate to Hel
50361,The dead rising up to slay the gods who pitted them against each other
50371,A giant that eats livestock
50381,An honest butcher
50391,A king, alone in his hall, one-armed, his crown put away
50401,A man and a woman, nailed to a tree
50411,Two immortals meeting, both disguised, unknown to one another
50421,The War Faeries of Wendigorge
50431,A rain of maggots
50441,Lava colossus
50451,A polymorphed groom, unable to wed now that he's a farm animal
50461,A man whose eyelids are cut aways so he can serve as an unwilling witness
50471,A mutant troll with a grudge, and who was once a man
50481,An evil brother fond of trickery for the sake of trickery
50491,A physician with a secret
50501,Gender switch
50511,A wraith and prophet
50521,A man who can only be harmed by a single substance
50531,A blind archer
50541,A warrior of the east int he grip of a cyclops
50551,An armored lunatic obsessed with evolution, surrounded by hybrid men
50561,Nidhoggr, Malice Striker, sucker of corpses
50571,A warrior feigning sleep to entrap the unwary
50581,The stallion of doom, who signifies death
50591,A humorless man
50601,A triple winter
50611,A chained beast
50621,A flying race, falling from a poisoned sky
50631,A mutiny, in which Kroda the Duellist and Magrat the Schemer take part
50641,A trickster, vulnerable to water
50651,A lord who never wears the same helm twice nor sits in the same chair
50661,An attendant whose only function is to record events around him
50671,Three brothers: enchanters and owners of four living talismen--faces on their chests
50681,An army of regicidal trolls with exotic weapons
50691,Evil carnival performers
50701,An automaton used as a distraction
50711,The seductive sibling of a terrible foe, who springs a trap beneath the heroes' feet
5072
5073;thor item
50741,A box containing the power of all past winters
50751,A cloak that keeps a villain alive
50761,A babbling tongue
50771,A fearsome weapon being forged by a fire demon
50781,A serum that allows men to see the realms of faerie
50791,The cursed food of the faerie realm, which enslaves those who eat it
50801,A hammeraxe
50811,A weapon only the noblest can lift
50821,Stolen souls
50831,An item that doubles your strength but leaves you weak as a kitten once removed
50841,A ship made from the fingernails of dead men
50851,A sword that reflects death magic
50861,Summoning stones
50871,Venom dripping through the roof
50881,A white wedding bed, stained with blood
50891,The Crimson Hand--when grasping a hand in this glove, one must speak the truth
50901,Someone lends the shape of a falcon to someone else--but they want it back when it's over
50911,A giant's pepper-shaker
50921,A bull made of gold
50931,A swirling green and red skull-shaped flask containing The Spotted Plague
5094
5095;tolkien
50961,Middle Earth.<br />*Landmark*: [tolkien hex]<br />*Encounter*: [tolkien encounter]<br />*Item*: [tolkien item]<br />
5097
5098;tolkien hex
5099
51001,Volcanic land, redolent of evil
51011,A trail of orc blood
51021,A forest so old the trees are all in stages of evolution toward sentience
51031,A great mechanism operated by a troll
51041,A secret passage into an evil land
51051,A path that leads to stairs and then to a tunnel where there's a trap
51061,A great hall, full of pillars, carved like horses
51071,A funeral with maids singing deathsongs
51081,A stable full of excellent horses
51091,*[mountain name]*, a snow-topped mountain
51101,A wood haunted by goblins and spiders
51111,A comfortable home, full of cakes, tea, and wine, built on a plan of interlocking circles.
51121,An arte-nouveau pavillion that looks totally lame
51131,A sheer cliff over a river
51141,A tyrannical Eye
51151,A pair of great statues, flanking a river
51161,*[tower name]*, a tower surrounded by a circular plain, ringed by sheer mountains
51171,*[keep name]*, a great fortress behind a curtain wall
51181,A narrow causeway flanked by archers
51191,A forge beneath a mountain
51201,A lair beneath a waterfall
51211,*[city name]*, a grey and decaying city
51221,A melancholy and disturbing meal
51231,A forbidden pool, protected by archers
51241,An inn in the rain, a man has a carrot
51251,a pit in which possessed human tortures a dwarf for the purpose of forcing it to 'willingly' give up his magic item
51261,a recently abandoned windmill with a blind dragon hiding in the rafters, [1d4] kidnapped princesses
51271,a gate guarded by spirits living inside two bizarre statues. Only the most determined can pass - but an alarm will be raised anyway.
51281,a life-like giant statue of a hand that gets bloody if a Powerful Wizard nearby gets defeated.
5129
5130;tolkien encounter
51311,*[halfling name]*, a brave, grave, dutiful halfling
51321,*[halfling name]*, a dumb halfling
51331,*[halfling name]*, a halfling mutated by an ancient magic item
51341,Rubbery, keening leechworm
51351,*[human name]*, a white wizard
51361,*[human name]*, a ranger who may be a king
51371,*[human name]*, a wizard fighting a demon on a mountain
51381,*[human name]*, a wizard bleeding after a great battle
51391,A pair of adventurers attempting to sneak into a fortress
51401,A clueless guardsmen in vaguely middle-eastern armor
51411,A magic horse that's the boss of other horses
51421,*[human name]*, a depressed warrior princess
51431,*[human name]*, a possessed king
51441,*[human name]*, an advisor, secretly sworn to serve his king's greatest foe, casts Charm three times/day
51451,Guards who insist you hand over your weapons
51461,*[dwarf name]*, a xenophobic axe-wielding dwarf
51471,*[human name]*, a warrior king, recently awakened from a long sleep, in fear for the welfare of his land
51481,Three trolls, arguing
51491,A horde of climbing goblins
51501,Brigands pillaging a village
51511,*[elf name]*, a talented elven ranger
51521,A column of soldiers, women and children fleeing a great army
51531,*[halfling name]*, a funny halfling with hair like Noel Redding
51541,*[human name]*, a great and powerful sorcerer, once head of an order of wise wizards, now evil
51551,Enormous, intelligent birds of prey
51561,Three travelers captured by an advancing force
51571,Enormous tusked beasts
51581,A column of warriors from the south, harassed by an ambush
51591,*[human name]*, a grave prince, hunting for spies
51601,Hyenatype-worgs
51611,A love triangle involving a man a woman and an elven princess
51621,A necromancer in a ring of stones
51631,An irritable and basically insufferable elven king with a headband
51641,Liv Tyler
51651,Goblin ambush
51661,A warrior pinned beneath a dead orc
51671,*[human name]*, a lord giving a Nuremberg-like speech to a great host
51681,*[human name]*, a bat-eared messenger
51691,*[human name]*, a dead king on a plinth in a silent stone city
51701,*[elf name]*, a veiled elven woman, mourning the death of a mortal lover
51711,Singing goblins
51721,Singing dwarves
51731,*[human name]*, a warlord with a treasure map
51741,*[name]*, a dragon beneath an ocean of gold
51751,Representatives of three empires and two cities arguing over the fate of a weapon
51761,Two brothers, one greedier than the other
51771,*[human name]*, a lunatic who loves music
51781,An army besieging a fortress with ladders
51791,*[human name]*, a captain missing an eye
51801,A fraying alliance
51811,*[human name]*, a burglar in a barrel
51821,Animals engaged in espionage
51831,A gathering of talking trees
51841,*[human name]*, a child with a weapon
51851,*[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
51861,a half-breed of two random races that has all the strengths of both parents and none of the weaknesses
51871,*[name]*, a beautiful celestial angel who wishes to mate with the most attractive character in the party
51881,*[elf name]*, a grey elf who learned blacksmithing from the dwarves and magic from his father, who pursues him. he seeks a new home
51891,*[human name]*, a barbarian with unlimited endurance who refuses to stop running, likes to kill orcs but does so as he runs by
51901,*[human name]*, a wizard, pounding on a hobbit hole with his gnarled staff until he damages it
5191
5192;tolkien item
51931,Evil-aligned magic item whose power is proportional to its possessor’s level
51941,A powerful amnesiac
51951,A cloak that makes you look like a rock
51961,A plant that grows only on the graves of the dead
51971,A torn banner caught in the wind
51981,A forked tongue
51991,A spell of exorcism
52001,A pipe
52011,A flopping fish--soon to be caught and cooked
52021,A small boat owned by a cannibalistic murderer
52031,A rabbit stew
52041,Horse armor
52051,Magnificent fireworks
52061,A high explosive powder
52071,A mind of metal and wheels
52081,String and bread
52091,Eggs
52101,A catapult
5211
5212;fey type
52131,Pixies
52141,Sylphs
52151,Nixies
52161,Dryads
52171,Sprites
52181,Satyr
52191,Fauns
52201,Forlarren
52211,Firbolg
52221,Sidhe
52231,Nymphs
52241,Grigs
52251,Eladrin
52261,Spriggan
52271,Leprechaun
52281,Booka
52291,Brownie
5230
5231
5232;mountain orc product
52331,[orc food adjective] [orc cheese]
52341,[orc food adjective] [orc yogurt]
52351,[orc food adjective] [orc tofu]
52361,[orc food adjective] [iron rations]
52371,waterproof woollen coats
52381,decorated silver drinking horns
52391,gruesome puppets made of orc bones
52401,famous composite bows
5241
5242;orc food adjective
52431,famous
52441,tasty
52451,superior
52461,popular
52471,well-known
5248
5249;iron rations
52501,iron rations made of dried [fruit] and [nuts]
52511,iron rations made of bacon, honey and roasted [nuts]
5252
5253;orc yogurt
52541,[orc yogurt adjective] yogurt
5255
5256;orc yogurt adjective
52571,spicy
52581,strained
52591,honey
52601,[fruit]
5261
5262;orc tofu
52631,[orc tofu adjective] bean-curd
5264
5265;orc tofu adjective
52663,
52671,fermented
52681,frozen
52691,soft
52701,silky
52711,sweet
52721,smoked
5273
5274;orc cheese
52751,[orc cheese adjective] and [orc cheese texture] cheese[orc cheese taste]
5276
5277;orc cheese adjective
52781,blue-veined
52791,salty
52801,fermented
52811,herbal
52821,green
52831,rich
52841,smoked
52851,earthy
52861,floral
52871,nutty
52881,sweet
52891,grassy
52901,pungent
52911,stinky
52921,musty
52931,acrid
52941,bitter
52951,sour
52961,meaty
52971,tangy
52981,spicy
5299
5300leading space required
5301;orc cheese taste
53025,
53031, with a fruity aftertaste of [food citrus fruit]
53041, marinated in whine
53051, covered in crushed pepper
53061, containing bits of mushrooms
53071, with a strong garlic taste
53081, with a taste of onion
53091, covered in hay
53101, best served with honey
5311
5312;orc cheese texture
53134,hard
53142,crumbly
53151,soft
53161,wax-wrapped
53171,buttery
53181,creamy
53191,delicate
53201,fluffy
53211,silky
53221,smooth
53231,velvety
5324
5325;forge orc mushroom dish
53261,[rural meat prep] [edible mushroom] [seasoning method] [with food seasonings] and [with veg prep] [with food veg]
5327
5328;edible mushroom
53291,[fungus qualifier] [fungus]
53301,[fungus qualifier] [tree] [fungus]
53311,[fungus qualifier] [orc fate] [fungus]
53321,[fungus qualifier] [regular noun] [fungus]
53331,[fungus qualifier] [fungus location] [fungus]
53341,[colour]-tipped [regular noun] [fungus]
53351,[evil tribe animal] Ear
5336
5337;fungus qualifier
53388,[capitalize colour]
53391,Dotted
53401,Smooth
5341
5342;fungus
53431,Fungus
53441,Chanterelle
53451,Mushroom
53461,Cap
53471,Head
53481,Parasol
53491,Stalk
53501,Puffball
53511,Sponge
53521,Russula
53531,Trumpet
5354
5355;fungus location
53561,Forest
53571,Saddle
53581,Ear
53591,Eggs
53601,Trumpet
53611,[animal]
53621,[evil tribe thing]
5363
5364;weather
53651,[weather type]
53661,[weather verb]
53671,[weather adjective]
53681,[weather noun singular]
53691,[weather noun plural]
5370
5371;weather type
53721,fog
53731,mist
53741,hail
53751,rain
53761,snow
53771,sunshine
53781,wind
5379
5380;weather verb
53811,shining
53821,drizzling
53831,blowing
53841,raining
53851,hailing
53861,pouring
53871,snowing
53881,thundering
53891,gusting
53901,driving
5391
5392;weather adjective
53931,sweltering
53941,freezing
53951,warm
53961,hot
53971,scorching
53981,mild
53991,fine
54001,dry
54011,cool
54021,refreshing
54031,miserable
54041,damp
54051,dull
54061,gray
54071,chilly
54081,cold
54091,sunny
54101,cloudy
54111,clear
54121,stormy
54131,misty
54141,fogy
54151,breezy
54161,windy
54171,showery
54181,rainy
54191,frosty
54201,snowy
54211,icy
54221,drizzly
54231,dry
54241,wet
5425
5426;weather noun singular
54271,sunshine
54281,lightning flash
54291,puddle
54301,raindrop
54311,hail
54321,snowflake
54331,flood
54341,drought
54351,tornado
54361,twister
54371,cyclone
5438
5439;weather noun plural
54401,lightning flashes
54411,puddles
54421,raindrops
54431,hails
54441,snowflakes
54451,floods
54461,tornados
54471,twisters
54481,cyclones
5449
5450# Names
5451## Terrain Names
5452;dungeon
54531,Dungeon of [dungeon2]
54541,Vault of [dungeon2]
54551,Tomb of [dungeon2]
54561,Labyrinth of [dungeon2]
54571,Maze of [dungeon2]
54581,Caves of [dungeon2]
54591, Temple of [dungeon2]
54601,Pits of [dungeon2]
54611,Caverns of [dungeon2]
54621,Haunt of [dungeon2]
54631,Chambers of [dungeon2]
54641,Crypt of [dungeon2]
5465
5466;dungeon2
54671,[old name]
54681,[dwarf name for men]
54691,the [evil tribe other]
54701,the [evil tribe condition] [evil tribe animal]
54711,the [evil tribe condition] [evil tribe other]
54721,the [evil tribe color] [evil tribe other]
54731,the [evil tribe condition] [evil tribe weapon]
5474
5475;hill name
54761,[hill 1] [hill 2]
5477
5478;hill 1
54791,Big
54801,Cold
54811,Dead Man's
54821,Green
54831,Gold
54841,Iron
54851,Red
54861,Rocky
5487Wild
5488
5489;hill 2
54901,Cliff
54911,Crag
54921,Hill
54931,Hills
54941,Ridge
54951,Rock
5496
5497;lake name
54981,[lake 1] [lake 2]
5499
5500;lake 1
55011,Blue
55021,Green
55031,Black
55041,Deep
55051,Cold
55061,Icy
55071,Drowning
55081,Dead
5509
5510;lake 2
55111,Dream
55121,Water
55131,Mere
55141,Mirror
55151,Hole
55161,Grave
5517
5518;name for white big mountains
55191,<span class="white mountains">[dreadful] [peaks]</span>
5520
5521;dreadful
55221,Dire
55231,Weeping
55241,Song
55251,Demons
55261,Devils
55271,Laughing
55281,Desert
55291,Empty
55301,Longing
55311,Lonesome
55321,Bleak
55331,Angel
55341,Lords
55351,Still
55361,Hallowed
55371,Dead
55381,Mourning
55391,Giant
55401,Sharp
55411,Hungry
55421,Howling
5543
5544;peaks
55451,Domes
55461,Peaks
55471,Fangs
55481,Fingers
55491,Giants
55501,Graves
55511,Heights
55521,Mounts
55531,Soldiers
55541,Stones
55551,Teeth
55561,Tombs
55571,Vault
5558
5559;name for hills
55601,[hill 1a] [hill 2a] hills
55611,[hill 1b][hill 2b] hills
5562
5563;hill 1a
55641,Ancient
55651,Stone
55661,Cursed
55671,Blood
55681,Rolling
55691,Cold
55701,Wind
55711,Fay
5572
5573;hill 2a
55741,Barrow
55751,Mound
5576
5577;hill 1b
55781,Dry
55791,Old
55801,Blood
55811,Waste
5582
5583;hill 2b
55841,land
55851, Country
5586
5587## Monster Names
5588;centaur
55891,Karza
55901,Starhoof
55911,Redmane
55921,Goldenhair
55931,Fleetfoot
55941,Staggering Stag
55951,Prancer
55961,Old [strange male name]
55971,Arusus
55981,Zykleis
55991,Lizorn
56001,Gerorn
56011,Klytus
56021,Phenos
56031,Antinoos
56041,Chiro
56051,Plainspear
56061,Bromarus
56071,Clyvaios
56081,Groneus
56091,Dlosias
56101,Graver
56111,Tiwarn
56121,Wryhurn
56131,Mezark
56141,Vevowor
56151,Krusk
561610,[strange male name]
5617
5618;devil name
56191,Adorján
56201,Ákos
56211,Álmos
56221,Andor
56231,Andris
56241,Antal
56251,Árpád
56261,Balázs
56271,Bálint
56281,Bandi
56291,Barna
56301,Barnabás
56311,Bartal
56321,Bartó
56331,Bartos
56341,Bátor
56351,Béla
56361,Bence
56371,Benedek
56381,Bernát
56391,Bertalan
56401,Bertók
56411,Boldizsár
56421,Dénes
56431,Dezsö
56441,Domonkos
56451,Donát
56461,Egyed
56471,Elek
56481,Enre
56491,Ernö
56501,Fabó
56511,Ferenc
56521,Feri
56531,Ferka
56541,Ferkó
56551,Fredek
56561,Frygyes
56571,Fülöp
56581,Gábor
56591,Gazsi
56601,Gergely
56611,Gergõ
56621,Géza
56631,Gyõzõ
56641,Gyula
56651,Gyuri
56661,Ignác
56671,Illés
56681,Imre
56691,Imrus
56701,Jancsi
56711,Jani
56721,János
56731,Jenci
56741,Jenõ
56751,Jóska
56761,Józsi
56771,Kálmán
56781,Karcsi
56791,Kázmér
56801,Kelemen
56811,Kolos
56821,Laci
56831,Lajos
56841,László
56851,Lázár
56861,Lecso
56871,Levente
56881,Levi
56891,Lörinc
56901,Miksa
56911,Mózes
56921,Nándor
56931,Ödi
56941,Orbán
56951,Pista
56961,Sami
56971,Sándor
56981,Sanyi
56991,Tibor
57001,Tiborc
57011,Tivadar
57021,Tódor
57031,Vida
57041,Vili
57051,Vilmos
57061,Virág
57071,Zoltán
57081,Zsiga
57091,Zsolt
5710
5711;ice devil adjectives
57121,terrible
57131,cruel
57141,powerful
57151,cursed
57161,banished
57171,vengeful
57181,capricious
57191,wrathful
57201,jealous
5721
5722;ice devil
57231,*[devil name] the [ice devil epithet]*
5724
5725;ice devil epithet
57261,Cold
57271,Lord of Ice
57281,Mountain Devil
57291,Ice Devil
57301,Eater of Souls
57311,Giver of Gifts
57321,Taker of Lives
57331,Crusher of Hope
57341,Master of Lies
57351,White
57361,Frozen
5737
5738;demon name
57391,The [special noun] of [pazuzu place]
5740
5741;pazuzu place
57421,Hell
57431,the [pazuzu adjective] [pazuzu location]
57441,the [old gods]
57451,Giants
57461,[pazuzu demon title]
5747
5748;old gods
57491,Gods
57501,Vanir
5751
5752;pazuzu adjective
57531,Lead
57541,Dead
57551,Blood
57561,Torn
57571,Burnt
57581,Flaming
5759
5760;pazuzu location
57611,Sky
57621,Wind
57631,Air
57641,Wings
57651,Desert
57661,Netherworld
57671,Underworld
57681,Vanaheim
5769
5770;pazuzu demon title
57711,Gangrene
57721,Pestilence
57731,Black Bile
57743,the [vulture demon 1] [vulture demon 2]
5775
5776;vulture demon 1
57771,Corpse
57781,Baby
57791,Child
5780
5781;vulture demon 2
57821,Eater
57831,Killer
57841,Shredder
5785
5786;dragon name
57871,[dragon 1][dragon 2] [dragon 3]
5788
5789;dragon 1
57901,Shashk-
57911,Kulg
57921,Isa
57931,Shon
57941,Hail
57951,Farak
57961,Deep
57971,Skull
57981,Blaze
57991,Leth
58001,Lon
58011,Ger
58021,Kex
58031,Kreth
58041,Zaran
58051,Jek
58061,Sharaz
58071,Kruel
58081,Pol
58091,Met
58101,Gask
5811
5812;dragon 2
58131,Agony
58141,Bone
58151,Claws
58161,Death
58171,Despair
58181,End
58191,Tail
58201,Tooth
58211,Wing
58221,[old names for men]
58231,[old names for women]
58241,haila
58251,hak
58261,kax
58271,max
58281,kaz
58291,lissshh
58301,majis
58311,rex
58321,deth
58331,lok
5834
5835;dragon 3
58361,the Queen
58371,the Undying
58381,the Imperious
58391,the Slaughterer
58401,the Devourer
58411,the Destroyer
58421,the Mad
58431,the Destroyer
58441,the Great
58451,the Dark
58461,the Hungerer
58471,the Gifted
58481,the Lady
58491,the Princess
58501,the Ragged
58511,the Goldhearted
58521,the Lover
58531,of the Far
58541,of the Mountain
58551,of the Thin Air
58561,of the Top
58571,the Eternal
58581,the Sleeper
5859
5860;black dragon name
58611,*[black dragon 1] [black dragon 2] [black dragon 3]*
5862
5863;black dragon 1
58641,Acid
58651,Sulphuric
58661,Corroding
58671,Black
58681,Silent
58691,Great
5870
5871;black dragon 2
58721,Breath
58731,Hate
58741,Greed
58751,Snake
58761,Killer
58771,Dissolution
5878
5879;black dragon 3
58801,of the Swamp
58811,of Rot
58821,of Decay
58831,of the Backwaters
58841,of the Blackwaters
58851,of the Waters
5886;green dragon name
58871,[green dragon 1][dragon 2] [green dragon 3]
5888;green dragon 1
58891,Green
58901,Verdant
58911,Poison
58921,Jade
58931,Forest
58941,Piercing
5895;green dragon 3
58961,of the Forest
58971,of the Trees
58981,the Sly
58991,the Devious
59001,of the Fumes
59011,of the Valley
59021,the Reborn
5903
5904;red dragon name
59051,*[red dragon 1] [dragon 2] [red dragon 3]*
5906
5907;red dragon 1
59081,Red
59091,Hot
59101,Fire
59111,Ash
59121,Black
59131,Searing
59141,Burning
5915
5916;red dragon 3
59171,of the Mountain
59181,of the Holy Fire
59191,of the Deeps
59201,of the End Times
59211,the Eternal
59221,the Sleeper
5923
5924;white dragon name
59251,*[white dragon 1] [dragon 2] [white dragon 3]*
5926
5927;white dragon 1
59281,White
59291,Cold
59301,Ice
59311,Snow
59321,Hail
59331,Frost
59341,Deep
5935
5936;white dragon 3
59371,of the Glacier
59381,of the Mountain
59391,of the Thin Air
59401,of the Top
59411,the Eternal
59421,the Sleeper
5943
5944;frost giant
59451,Winter’s Bone
59461,Snow
59471,Ice
59481,Cold
59491,Glacier
59501,Storm
59511,Darkness
59521,Tooth
5953
5954;hill giant
59551,[hill giant 1][hill giant 2]
5956
5957;hill giant 1
59581,Aerd
59591,Broad
59601,Boulder
59611,Brute
59621,Dwarf
59631,Elf
59641,Gern
59651,Gore
59661,Man
59671,Mulg
59681,Neck
59691,Nose
59701,Pick
59711,Rock
59721,Sheep
59731,Stone
59741,Trog
59751,Ulf
59761,Wrok
5977
5978;hill giant 2
59791,-flattener
59801,-flinger
59811,-nose
59821,smash
59831,-smasher
59841,crusher
59851,killer
59861,finder
59871,squisher
59881,thrower
59891,nose
59901,neck
59911,grod
59921,bore
59931,tooth
59941,foot
59951,skin
59961,fist
59971,grom
59981,harg
59991,bolt
6000
6001used as "led by [hill giant title] *[hill giant]*."
6002;hill giant title
60031,Lord of the [hill giant thing]
60041,Lady of the [hill giant thing]
60051,Chieftain of the [hill giant thing]
60061,Ruler of the [hill giant thing]
60071,King of the [hill giant thing]
60081,King of the [hill giant thing]
60091,[hill giant thing] Master
60101,King of the [hill giant thing],
60111,Lord of the [hill giant thing],
60121,[hill giant thing] Master
60131,[foreign warlord]'s loyal servant,
60141,[foreign warlord]'s most trusted adviser,
60151,[foreign warlord]'s champion,
6016
6017;hill giant thing
60181,Hill
60191,Valley
60201,Stones
60211,Steading
60221,Rocks
60231,Free
60241,Ancient Folk
60251,Old Ways
60261,Heavyfoot Tribe
60271,Boulder Tribe
60281,Oldskull Tribe
60291,Smashtoe Tribe
60301,Bluntspear Tribe
60311,Firewalker People
60321,Ancient Ways
60331,Slab
6034
6035;hill giant goal
60362,[hill giant place]
60371,Tax
60381,Toll
60391,Gold
60401,Silver
60411,Tribute
6042
6043;frogling
60441,*[frogling name]*<img src="[[redirect https://campaignwiki.org/face/redirect/alex/frog]]" alt="[same frogling]" title="[same frogling]"/>
6045
6046;frogling name
60471,[frogling 1] [frogling 2]
6048
6049;frogling 1
60501,Far
60511,Long
60521,Great
60531,Big
60541,Wonder
6055
6056;frogling 2
60571,Jump
60581,Tongue
60591,Lick
60601,Eyes
6061;hobgoblin
60621,[hobgoblin 1][hobgoblin 2]
60631,[hobgoblin 1] of [hobgoblin 3]
6064;hobgoblin 1
60651,Arrow
60661,Axe
60671,Barro
60681,Bash
60691,Bent
60701,Bloody
60711,Brak
60721,Broken
60731,Chipped
60741,Karz
60751,Knife
60761,Kom
60771,Mok
60781,Mal
60791,Mulz
60801,Scar
60811,Sharp
60821,Spear
60831,Voice
60841,Zulg
6085;hobgoblin 2
60861,face
60871,blade
60881,fist
60891,fang
60901,eye
60911,helm
60921,tooth
60931,skull
60941,chin
60951,ears
60961,tongue
60971,blaze
60981,dak
60991,kak
61001,sak
61011,dax
61021,max
61031,bog
61041,bor
61051,gor
61061,karn
61071,zor
61081,kill
6109;hobgoblin 3
61101,Sorrow
61111,Anger
61121,Longing
61131,Power
61141,Truth
61151,Law
61161,Authority
6117
6118;lizardfolk
61191,Paticlaw
61201,Calmeyes
61211,Quieteyes
61221,Slowblood
61231,Peshka
61241,Subak
61251,Wati
61261,Zishk
61271,Grouz
61281,Thrut
61291,Thrirquuz
61301,Thati
61311,Ahuuz
61321,Ukurix
61331,Bhojar
61341,Umzigo
61351,Githixi
61361,Daz
61371,Dhox
61381,Drox
61391,Henqe
61401,Onros
61411,Irza
61421,Iecurzoh
61431,Usanru
61441,Irsusae
61451,Idue
61461,Choaz
61471,Ares
61481,Thrauz
61491,Chikkuss
61501,Thaknousk
61511,Yelzia
61521,Mokokno
61531,Choxa
61541,Ozdia
61551,Dizz
6156
6157Note that a manticore is always in a tower.
6158;manticore
61591,Old man [manticore name]
61601,Old [manticore name]
61611,Lord [manticore name]
61621,Grandfather [manticore name]
61633,[manticore name]
61641,Bastard of [manticore name]
61651,Ancient [manticore name]
61666, [dwarf name for men]
6167
6168;manticore name
61695,[dwarf name for men]
61701,[old name]
61711,Pain-Servant
61721,Greed-Serpent
61731,Spite-Host
61741,Envy-Rot
61751,Hateful-Blessing
61761,Avaricious-Lover
61771,Ankle-Biter
6178
6179;medusa
61801,[medusa 1][medusa 2]
6181;medusa 1
61821,Snake
61831,Hepta
61841,Stone
61851,Heska
61861,Desert
61871,Cold
61881,Sisk
61891,Liss
61901,Hiss
61911,Gorg
61921,Arach
61931,Heran
61941,Molta
61951,Xochi
61961,Xia
61971,Su
61981,Serpa
61991,Sera
62001,Ser
62011,Zer
62021,Zir
62031,Ishi
62041,Serpenta
62051,Shash
62061,[old names for women]
6207
6208;medusa 2
62091,lissk
62101,tail
62111,fang
62121,scale
62131,tiar
62141,harach
62151,hartha
62161,mo
62171,marta
62181,jeza
62191,cruel
62201,-mother
62211,-Sister
62221,skull
62231,-Mistress
62241,-Lady
6225;nixie
62266,[nixie 1] [nixie 2]
62271,Dahlia
62281,Lily
62291,Poppy
62301,Hawthorn
62311,Hyacinth
62321,Lotus
6233
6234;nixie 1
62351,Mountain
62361,Tears of
62371,Eyes of
62381,Sweet
62391,Eternal
6240
6241;nixie 2
62421,Joy
62431,Sorrow
62441,Ice
62451,Sleep
62461,Dew
62471,Rain
6248
6249;orc
62501,[orc 1][orc 2]
6251
6252;orc 1
62531,A
62541,Balc
62551,Bol
62561,Gol
62571,Gor
62581,Grish
62591,Lag
62601,Lug
62611,Mau
62621,Muz
62631,Orco
62641,Oth
62651,Rad
62661,Shag
62671,Sna
62681,Uf
62691,Ug
6270
6271;orc 2
62721,bag
62731,bal
62741,bug
62751,dog
62761,duf
62771,dush
62781,fimbul
62791,g
62801,ga
62811,gash
62821,gol
62831,húr
62841,lúk
62851,meg
62861,nákh
62871,rat
62881,rod
62891,thak
62901,zog
6291
6292;salamander
62931,Hot
62941,Melt
62951,Flow
62961,Lake
62971,Pit
62981,Pain
62991,Ash
6300;troll
63011,Stonegore
63021,Rocktooth
63031,Boulderfang
63041,Strongarm
63051,Mudfist
63061,Greyeye
63071,Pigflesh
63081,Mottlebrain
63091,Wrack
6310
6311;undine
63121,[undine 1] [undine 2]
6313;undine 1
63141,Mountain
63151,Icy
63161,Clearwater
63171,Springbrook
63181,Shallow
63191,Raindrop of
63201,Stormy
63211,Song of
63221,Lonely
63231,Tears of
63241,Eyes of
63251,Sweet
63261,Eternal
6327;turtle
63281,Patience
63291,Calm
63301,Quiet
63311,Slow
63321,Peace
63331,Submit
63341,Wait
6335;undine 2
63361,Joy
63371,Sorrow
63381,Ice
63391,Sleep
63401,Dew
63411,Rain
63421,Sleep
63431,Melody
63441,Dream
63451,Vision
63461,Rainbow
63471,Haunting
6348;an old wight leader
63491,[name of a wight leader 1]
63501,[name of a wight leader 2]
63511,[name of a wight leader 3]
6352
6353;name of a wight leader 1
63541,[wight leader]
6355
6356;name of a wight leader 2
63571,[wight leader]
6358
6359;name of a wight leader 3
63601,[wight leader]
6361
6362;wight leader
63631,*Old [wight name]* of *[wight realm]*
63641,*[wight name] the Terrible* of *[wight realm]*
63651,*[wight name] the Cruel* of *[wight realm]*
63661,*King [king wight]* of *[wight realm]*
63671,*Queen [queen wight]* of *[wight realm]*
6368
6369;wight name
63701,[king wight]
63711,[queen wight]
6372
6373;king wight
63741,Eilif
63751,Kyran
63761,Tariq
6377
6378;queen wight
63791,Kali
63801,Maura
63811,Thyia
6382
6383;wight realm
63841,Abilard
63851,Erlechai
63861,Farlazzan
63871,Merlen
63881,Ouria
63891,Pichuhiatl
63901,Quddu
63911,Rajana
63921,Silah
63931,Trazadan
63941,Yzarria
63951,Zerrin
6396
6397## Other Names
6398;castek
63991,[cast1][cast2] [cast3]
6400
6401;cast1
64021,Ara
64031,Ork
64041,Ala
64051,Ama
64061,Bel
64071,Bael
64081,Bek
64091,Cad
64101,Caer
64111,Cairna
64121,Dek
64131,Det
64141,Deth
64151,Ere
64161,Eke
64171,Eon
64181,Eo
64191,Fer
64201,Fend
64211,Geth
64221,Get
64231,Gemma
64241,Het
64251,Hek
64261,Hend
64271,Jez
64281,Jek
64291,Ket
64301,Kin
64311,Kith
64321,Kir
64331,Luc
64341,Land
64351,Lant
64361,Met
64371,Mena
64381,Mek
64391,Neth
64401,Nek
64411,Orm
64421,Pol
64431,Quad
64441,Rev
64451,Sark
64461,Set
64471,Septa
64481,Teth
64491,Tek
64501,Uru
64511,Val
64521,Wal
64531,Zir
6454
6455;cast2
64561,halla
64571,walla
64581,ket
64591,ith
64601,rith
64611,awraith
64621,aket
64631,alore
64641,rak
64651,bon
64661,ket
64671,vail
64681,h
64691,et
64701,rist
64711,ron
64721,ra
64731,gar
64741,geth
64751,ger
64761,meen
64771,geist
64781,hak
64791,het
64801,hol
64811,lok
64821,lore
64831,arnia
64841,arik
6485
6486;cast3
64873,Castle
64882,Fort
64891,Hold
64901,Keep
64911,Palace
64921,Fortress
64931,Chateau
6494
6495;a wight capital
64961,[name for a wight capital 1]
64971,[name for a wight capital 2]
6498
6499;name for a wight capital 1
65001,[ancient capital] [capital epithet]
6501
6502;name for a wight capital 2
65031,[ancient capital] [capital epithet]
6504
6505;ancient capital
65062,[ancient capital beginning][ancient capital end]
65071,[ancient capital beginning][ancient capital middle][ancient capital end]
6508
6509;ancient capital beginning
65101,A
65111,Bi
65121,Chei
65131,I
65141,Ja
65151,U
65161,Va
65171,Xa
65181,Y
65191,Zam
6520
6521;ancient capital middle
65221,bo
65231,fa
65241,fi
65251,la
65261,ma
65271,na
65281,ri
65291,ti
6530
6531;ancient capital end
65321,gua
65331,lach
65341,nn
65351,m
65361,diz
65371,la
65381,lan
65391,rran
65401,sa
6541
6542;capital epithet
65431,the [capital adjective]
65441,the twice [capital adjective]
65451,of the [capital verb] [capital object]
6546
6547;capital adjective
65481,Glorious
65491,Beautiful
65501,Righteous
65511,Powerful
65521,Strong
6553
6554;capital verb
65551,Hanging
65561,Shining
65571,Towering
6558
6559;capital object
65601,Gardens
65611,Fortress
65621,Walls
65631,Treasures
65641,Trees
6565
6566## Epithets
6567;royal
65681,King
65691,Queen
65701,Prince
65711,Princess
65721,Duke
65731,Duchess
65741,Baron
65751,Baroness
65761,Count
65771,Countess
65781,Marquis
65791,Marquesa
6580
6581;the necromaner
65821,the Necromancer
65831,the Master of the Dark Arts
65841,the Terrible
65851,the Black
65861,the Heartless
65871,the Cruel
65881,the Hateful
65891,the Iron-hearted
65901,the Cold
65911,the Black Rider
65921,the Reaper
65931,the Spider
65941,the Poisonous
65951,the Unclean
65961,the Singer
65971,the Jester
65981,the Foreteller
65991,the Gateway
66001,the Summoned
66011,the Unhallowed
66021,the Last
66031,the Deathly
66041,the Hungerer
66051,the Ancient.
6606
6607;warlord title
66081,the Great
66091,the Mighty
66101,Carnage
66111,Deathbringer
66121,the Killer
6613
6614;special adjective
661510,Most [special adjective]
66161,Able
66171,Absolute
66181,Accepted
66191,Accomplished
66201,Acting
66211,Admirable
66221,Almighty
66231,Ancient
66241,Anointed
66251,Apprentice
66261,Arcane
66271,Archaic
66281,Ardent
66291,Ascendant
66301,Axiomatic
66311,Beatific
66321,Blessed
66331,Brave
66341,Calm
66351,Candidate
66361,Chief
66371,Chivalrous
66381,Chosen
66391,Clever
66401,Concealed
66411,Consecrated
66421,Constant
66431,Consummate
66441,Courageous
66451,Craven
66461,Crowned
66471,Cryptic
66481,Cunning
66491,Dedicated
66501,Deputy
66511,Designated
66521,Devoted
66531,Devout
66541,Divine
66551,Elder
66561,Elite
66571,Elucidated
66581,Emeritus
66591,Enlightened
66601,Entered
66611,Epic
66621,Essential
66631,Esteemed
66641,Eternal
66651,Exalted
66661,Excellent
66671,Expert
66681,Extraordinary
66691,Faithful
66701,Favored
66711,Feral
66721,Fierce
66731,Fifth
66741,Final
66751,First
66761,Fortunate
66771,Fourth
66781,Free
66791,Gallant
66801,Generous
66811,Gifted
66821,Glorious
66831,Grand
66841,Gray
66851,Great
66861,Hallowed
66871,Heroic
66881,Hidden
66891,Hierophant
66901,High
66911,Highborn
66921,Holy
66931,Honored
66941,Honourable
66951,Humble
66961,Illuminated
66971,Illustrious
66981,Immaculate
66991,Imperial
67001,Incomparable
67011,Initiated
67021,Innocent
67031,Inscrutable
67041,Insidious
67051,Intimate
67061,Invisible
67071,Journeyman
67081,Junior
67091,Just
67101,Known
67111,Last
67121,Learned
67131,Legendary
67141,Legitimate
67151,Lofty
67161,Lone
67171,Lord High
67181,Loyal
67191,Mad
67201,Majestic
67211,Marked
67221,Master
67231,Matchless
67241,Mighty
67251,Most Excellent
67261,Most High
67271,Mystic
67281,Necrotic
67291,Noble
67301,Novice
67311,Numinous
67321,Obedient
67331,Omnipotent
67341,Only
67351,Ordained
67361,Patient
67371,Peculiar
67381,Penitent
67391,Penultimate
67401,Perfect
67411,Pious
67421,Practiced
67431,Preordained
67441,Presiding
67451,Primary
67461,Prime
67471,Principal
67481,Privileged
67491,Profound
67501,Prophetic
67511,Proud
67521,Proven
67531,Puissant
67541,Pure
67551,Radiant
67561,Recognized
67571,Relentless
67581,Reliable
67591,Renowned
67601,Resolute
67611,Resplendent
67621,Revered
67631,Reverent
67641,Rhadamanthine
67651,Right High
67661,Righteous
67671,Rightful
67681,Rising
67691,Royal
67701,Sacred
67711,Saintly
67721,Sanctified
67731,Second
67741,Secondary
67751,Secret
67761,Select
67771,Selected
67781,Senior
67791,Serene
67801,Seventh
67811,Shining
67821,Silent
67831,Singular
67841,Sixth
67851,Skilled
67861,Sober
67871,Solemn
67881,Sovereign
67891,Special
67901,Spiritual
67911,Sublime
67921,Submissive
67931,Subservient
67941,Superior
67951,Supreme
67961,Tertiary
67971,Third
67981,Transcendent
67991,Triumphant
68001,True
68011,Trusted
68021,Ultimate
68031,Unavoidable
68041,Undaunted
68051,Undeniable
68061,Unholy
68071,Unknown
68081,Unleashed
68091,Unseen
68101,Unspoiled
68111,Valiant
68121,Valorous
68131,Veiled
68141,Venerable
68151,Victorious
68161,Virtuous
68171,Wandering
68181,Wise
68191,Wonderful
68201,Worshipful
68211,Worthy
68221,Young
6823
6824;foreign warlord
68251,Ugra [warlord title]
68261,Ogon [warlord title]
68271,Agon [warlord title]
68281,Radan [warlord title]
68291,Elam [warlord title]
68301,Irah [warlord title]
6831## Gigantic fucking name lists
6832;human kid
68331,Alek
68341,Berta
68351,Custa
68361,Dirk
68371,Eda
68381,Falin
68391,Gill
68401,Hela
68411,Ila
68421,Jolo
68431,Iolo
68441,Keg
68451,Jeppi
68461,Miska
684710,[human name]
6848
6849
6850
6851
6852;dwarf name
68531,[dwarf 1] [dwarf 2a][dwarf 2b]
6854
6855;dwarf 1
68561,[dwarf name for men]
68571,[dwarf name for women]
6858
6859# https://dwarrowscholar.wordpress.com/general-documents/female-dwarf-outer-names/
6860;dwarf name for men
68611,Aín
68621,Áiskjald
68631,Áispori
68641,Áithrasir
68651,Áivari
68661,Ajar
68671,Áki
68681,Albin
68691,Alekin
68701,Alf
68711,Alfar
68721,Alfi
68731,Alfin
68741,Alfskjald
68751,Alfthrasir
68761,Alfvari
68771,Althar
68781,Althi
68791,Althin
68801,Althjof
68811,Althskjald
68821,Althspori
68831,Alththrasir
68841,Althvari
68851,Álvfinnur
68861,Álvhethin
68871,Alvi
68881,Álvur
68891,Ámundur
68901,Anar
68911,Andar
68921,Andi
68931,Andin
68941,Andri
68951,Andskjald
68961,Andspori
68971,Andthrasir
68981,Andvari
68991,Ani
69001,Anin
69011,Anskjald
69021,Anspori
69031,Anthrasir
69041,Anvari
69051,Ari
69061,Ári
69071,Aritur
69081,Arnaldur
69091,Arnfinnur
69101,Arnfríthur
69111,Arngrímur
69121,Arni
69131,Árni
69141,Arnlígur
69151,Arnljótur
69161,Arnoddur
69171,Arvinur
69181,Ásbergur
69191,Ásbrandur
69201,Ásfinnur
69211,Ásgrímur
69221,Ási
69231,Askur
69241,Áslakur
69251,Ásleivur
69261,Ásmóthur
69271,Ásmundur
69281,Ásvaldur
69291,Ásvarthur
69301,Atli
69311,Aurar
69321,Auri
69331,Aurin
69341,Aurskjald
69351,Aurspori
69361,Aurthrasir
69371,Aurvang
69381,Aurvari
69391,Austar
69401,Austi
69411,Austin
69421,Austri
69431,Austskjald
69441,Austspori
69451,Austvari
69461,Ávaldur
69471,Balar
69481,Baldur
69491,Baldvin
69501,Bali
69511,Balin
69521,Bálli
69531,Balskjald
69541,Balspori
69551,Balthrasir
69561,Balvari
69571,Baraldur
69581,Báraldur
69591,Barinur
69601,Bárivin
69611,Bárthur
69621,Bávurin
69631,Beini
69641,Benrin
69651,Bergfinnur
69661,Bergfríthur
69671,Bergleivur
69681,Bergur
69691,Bersi
69701,Bessi
69711,Bifar
69721,Bifi
69731,Bifin
69741,Bifskjald
69751,Bifspori
69761,Bifur
69771,Bifvari
69781,Bilar
69791,Bilbur
69801,Bildr
69811,Bili
69821,Bilin
69831,Billar
69841,Billi
69851,Billin
69861,Billing
69871,Billskjald
69881,Billspori
69891,Billthrasir
69901,Bilskjald
69911,Bilthrasir
69921,Bilvari
69931,Birni
69941,Bjarki
69951,Bjarngrímur
69961,Bjarnhethin
69971,Bjarni
69981,Bjarnvarthur
69991,Bjarti
70001,Bjartur
70011,Bjórgfinnur
70021,Bjórghethin
70031,Bjórgolvur
70041,Bjórgúlvur
70051,Bofar
70061,Bofi
70071,Bofin
70081,Bofskjald
70091,Bofspori
70101,Bofthrasir
70111,Bofur
70121,Bofvari
70131,Bogi
70141,Bombar
70151,Bombi
70161,Bombin
70171,Bombskjald
70181,Bombspori
70191,Bombthrasir
70201,Bombur
70211,Bombvari
70221,Bótolvur
70231,Bragi
70241,Bráli
70251,Brandur
70261,Brávur
70271,Bresti
70281,Brialdur
70291,Broddi
70301,Broddur
70311,Bróin
70321,Bróri
70331,Brosi
70341,Brunar
70351,Bruni
70361,Brunin
70371,Brunskjald
70381,Brunspori
70391,Brunthrasir
70401,Brúsi
70411,Brynjolvur
70421,Brynleivur
70431,Búgvi
70441,Búi
70451,Burar
70461,Buri
70471,Burin
70481,Burinur
70491,Bursi
70501,Burskjald
70511,Burspori
70521,Burthrasir
70531,Dagbjartur
70541,Dagfinnur
70551,Dagur
70561,Dáin
70571,Dár
70581,Daskjald
70591,Dávi
70601,Dávur
70611,Díthrikur
70621,Ditleivur
70631,Djóni
70641,Dolgar
70651,Dolgi
70661,Dolgin
70671,Dolgskjald
70681,Dolgspori
70691,Dolgthrasir
70701,Dolgvari
70711,Dorar
70721,Dori
70731,Dorin
70741,Dorskjald
70751,Dorspori
70761,Dorthrasir
70771,Dorvari
70781,Draupar
70791,Draupi
70801,Draupin
70811,Draupnir
70821,Draupskjald
70831,Draupspori
70841,Draupthrasir
70851,Draupvari
70861,Dróin
70871,Drúinur
70881,Duf
70891,Dufar
70901,Dufi
70911,Dufin
70921,Dufskjald
70931,Dufthrasir
70941,Dufvari
70951,Dunaldur
70961,Durar
70971,Duri
70981,Durinar
70991,Durskjald
71001,Durspori
71011,Durthrasir
71021,Durvari
71031,Dwali
71041,Dwalin
71051,Dwalskjald
71061,Dwalspori
71071,Dwalthrasir
71081,Dwalur
71091,Dwalvari
71101,Dwárli
71111,Ebbi
71121,Edmundur
71131,Edvin
71141,Egi
71151,Egin
71161,Eikar
71171,Eiki
71181,Eikin
71191,Eikinskjaldi
71201,Eikskjald
71211,Eikspori
71221,Eikthrasir
71231,Eikvari
71241,Eilívur
71251,Eindri
71261,Eiri
71271,Eirikur
71281,Eivindur
71291,Eli
71301,Ellindur
71311,Enokur
71321,Erlendur
71331,Erlingur
71341,Esmundur
71351,Filar
71361,Fili
71371,Filin
71381,Filskjald
71391,Filspori
71401,Filthrasir
71411,Filvari
71421,Finn
71431,Finnar
71441,Finnbogi
71451,Finnfríthi
71461,Finni
71471,Finnin
71481,Finnleivur
71491,Finnskjald
71501,Finnspori
71511,Finnur
71521,Finnvari
71531,Fjalar
71541,Fjali
71551,Fjalin
71561,Fjalskjald
71571,Fjalspori
71581,Fjalthrasir
71591,Fjalvari
71601,Fláim
71611,Fláimingur
71621,Flemmingur
71631,Flói
71641,Flóki
71651,Flosi
71661,Flóvin
71671,Fraeg
71681,Fráin
71691,Frar
71701,Frár
71711,Frarar
71721,Frari
71731,Frarin
71741,Frarskjald
71751,Frarspori
71761,Frarthrasir
71771,Fraspori
71781,Frathrasir
71791,Fravari
71801,Fridleivur
71811,Fríthálvur
71821,Fríthbjartur
71831,Fríthfinnur
71841,Fríthi
71851,Fríthmundur
71861,Frítholvur
71871,Fríthrikur
71881,Fríthur
71891,Frostar
71901,Frosti
71911,Frostin
71921,Frostskjald
71931,Frostspori
71941,Frostthrasir
71951,Frostvari
71961,Fróthi
71971,Fulla
71981,Fundar
71991,Fundi
72001,Fundin
72011,Fundskjald
72021,Fundspori
72031,Fundthrasir
72041,Fundvari
72051,Ganar
72061,Gani
72071,Ganin
72081,Ganskjald
72091,Ganthrasir
72101,Geirbrandur
72111,Geirfinnur
72121,Geiri
72131,Geirmundur
72141,Geirolvur
72151,Geirur
72161,Gestur
72171,Gilli
72181,Ginnar
72191,Ginni
72201,Ginnin
72211,Ginnskjald
72221,Ginnspori
72231,Ginnthrasir
72241,Ginnvari
72251,Gísli
72261,Gissur
72271,Gíti
72281,Gloar
72291,Glói
72301,Glóin
72311,Gloínur
72321,Glólin
72331,Gloskjald
72341,Glospori
72351,Glothrasir
72361,Glovari
72371,Glúmur
72381,Gormundur
72391,Gormur
72401,Gráim
72411,Greipur
72421,Grímolvur
72431,Grímur
72441,Gripur
72451,Gróim
72461,Grómi
72471,Gudfinnur
72481,Gudlígur
72491,Gudmundur
72501,Gulakur
72511,Gullbrandur
72521,Gundur
72531,Gunnálvur
72541,Gunni
72551,Gunnleikur
72561,Gunnleivur
72571,Gunnlígur
72581,Gunnolvur
72591,Gunnvaldur
72601,Gusti
72611,Guthbjartur
72621,Guthbrandur
72631,Guthlakur
72641,Gutti
72651,Guttormur
72661,Gylvi
72671,Hábarthur
72681,Hagbarthur
72691,Hallbergur
72701,Hallfríthur
72711,Hallgrímur
72721,Hallmundur
72731,Hallormur
72741,Hallur
72751,Hallvarthur
72761,Hámundur
72771,Hannar
72781,Hanni
72791,Hannin
72801,Hannskjald
72811,Hannspori
72821,Hannthrasir
72831,Hannvari
72841,Haraldur
72851,Hárikur
72861,Haugar
72871,Haugi
72881,Haugin
72891,Haugskjald
72901,Haugspori
72911,Haugthrasir
72921,Haugvari
72931,Hávarthur
72941,Havgrímur
72951,Havlithi
72961,Heimurin
72971,Heindrikur
72981,Heini
72991,Heinrikur
73001,Heithrikur
73011,Helgi
73021,Hemingur
73031,Hemmingur
73041,Hendrikur
73051,Henningur
73061,Heptar
73071,Hepti
73081,Heptin
73091,Heptskjald
73101,Heptspori
73111,Heptvari
73121,Herálvur
73131,Herbjartur
73141,Herbrandur
73151,Herfinnur
73161,Herfríthur
73171,Hergrímur
73181,Heri
73191,Herjolvur
73201,Herleivur
73211,Herlígur
73221,Hermóthur
73231,Hermundur
73241,Herningur
73251,Herolvur
73261,Hervarthur
73271,Hethin
73281,Hildibjartur
73291,Hildibrandur
73301,Hjalgrímur
73311,Hjalti
73321,Hjórgrímur
73331,Hjórleivur
73341,Hjórmundur
73351,Hjórtur
73361,Hlear
73371,Hlei
73381,Hlein
73391,Hleskjald
73401,Hlespori
73411,Hlevang
73421,Hlevari
73431,Hlóin
73441,Hógni
73451,Hor
73461,Hóraldur
73471,Horar
73481,Hori
73491,Hóri
73501,Horin
73511,Hornar
73521,Hornbori
73531,Horni
73541,Hornin
73551,Hornskjald
73561,Hornthrasir
73571,Horskjald
73581,Horspori
73591,Horthrasir
73601,Hórthur
73611,Horvari
73621,Hóskuldur
73631,Hugi
73641,Hugin
73651,Húnbogi
73661,Húni
73671,Ímundur
73681,Ingálvur
73691,Ingi
73701,Ingibjartur
73711,Ingileivur
73721,Ingimundur
73731,Ingivaldur
73741,Ingjaldur
73751,Ingolvur
73761,Ingvaldur
73771,Ísakur
73781,Ísleivur
73791,Íthálvur
73801,Íthbjartur
73811,Íthfinnur
73821,Íthgrímur
73831,Íthi
73841,Íthleivur
73851,Íthmundur
73861,Ítholvur
73871,Íthvarthur
73881,Jallgrímur
73891,Jarar
73901,Jari
73911,Jarin
73921,Jarleivur
73931,Jarmundur
73941,Jarskjald
73951,Jarspori
73961,Jarthrasir
73971,Jarvari
73981,Jaspur
73991,Jatmundur
74001,Játmundur
74011,Jatvarthur
74021,Jófríthur
74031,Jónfinnur
74041,Jónhethin
74051,Jóni
74061,Jónleivur
74071,Jórmundur
74081,Jórundur
74091,Justi
74101,Jústi
74111,Kai
74121,Kálvur
74131,Kári
74141,Karstin
74151,Kartni
74161,Kilar
74171,Kili
74181,Kilin
74191,Kilskjald
74201,Kilspori
74211,Kilthrasir
74221,Kilvari
74231,Knútur
74241,Kolfinnur
74251,Kolgrímur
74261,Kolmundur
74271,Koraldur
74281,Kristin
74291,Kristleivur
74301,Kristmundur
74311,Kristoffur
74321,Kyrri
74331,Lassi
74341,Leiki
74351,Leivur
74361,Levi
74371,Lit
74381,Litar
74391,Liti
74401,Litin
74411,Litskjald
74421,Litthrasir
74431,Lofar
74441,Lofi
74451,Lofin
74461,Lofskjald
74471,Lofspori
74481,Loftur
74491,Lofvari
74501,Lonar
74511,Loni
74521,Lonin
74531,Lonskjald
74541,Lonspori
74551,Lonthrasir
74561,Lonvari
74571,Lothin
74581,Lýthur
74591,Magni
74601,Manni
74611,Marni
74621,Martur
74631,Máur
74641,Mjothar
74651,Mjothi
74661,Mjothin
74671,Mjothskjald
74681,Mjothspori
74691,Mjoththrasir
74701,Mjothvari
74711,Mjothvitnir
74721,Módsognir
74731,Motar
74741,Moti
74751,Motin
74761,Motsognir
74771,Motspori
74781,Motvari
74791,Naddoddur
74801,Naglur
74811,Náin
74821,Nalar
74831,Nali
74841,Náli
74851,Nalin
74861,Nalskjald
74871,Nalspori
74881,Nalthrasir
74891,Nar
74901,Nár
74911,Narar
74921,Nari
74931,Narin
74941,Narspori
74951,Narthrasir
74961,Narvari
74971,Narvi
74981,Naskjald
74991,Naspori
75001,Niklái
75011,Nipar
75021,Nipi
75031,Nipin
75041,Niping
75051,Nipskjald
75061,Nipspori
75071,Nipthrasir
75081,Nipvari
75091,Nithar
75101,Nithi
75111,Nithin
75121,Nithspori
75131,Niththrasir
75141,Njálur
75151,Nói
75161,Norar
75171,Nori
75181,Norin
75191,Norskjald
75201,Norspori
75211,Northar
75221,Northi
75231,Northin
75241,Northleivur
75251,Northrasir
75261,Northri
75271,Northskjald
75281,Norththrasir
75291,Norvari
75301,Nyar
75311,Nyr
75321,Nyrar
75331,Nyrath
75341,Nyri
75351,Nyrin
75361,Nyrspori
75371,Nyrthrasir
75381,Nyrvari
75391,Nyskjald
75401,Nyspori
75411,Nythrasir
75421,Nyvari
75431,Oddfinnur
75441,Oddfríthur
75451,Oddleivur
75461,Oddmundur
75471,Oddur
75481,Oddvaldur
75491,Ógmundur
75501,Ógvaldur
75511,Óigrímur
75521,Óileivur
75531,Óilolvur
75541,Óimundur
75551,Oínur
75561,Óivindur
75571,Óksur
75581,Ólavur
75591,Óli
75601,Ólin
75611,Olivur
75621,Onar
75631,Oni
75641,Onin
75651,Onskjald
75661,Onthrasir
75671,Onundur
75681,Orar
75691,Ori
75701,Orin
75711,Órin
75721,Ormur
75731,Órnolvur
75741,Orri
75751,Orskjald
75761,Orspori
75771,Orthrasir
75781,Órvur
75791,Óssur
75801,Óthin
75811,Ovi
75821,Páitur
75831,Palli
75841,Pátrin
75851,Petrur
75861,Poli
75871,Ragnvaldur
75881,Rani
75891,Rathsar
75901,Rathsin
75911,Rathskjald
75921,Rathspori
75931,Rathsthrasir
75941,Rathsvari
75951,Rathsvith
75961,Ravnur
75971,Regar
75981,Regi
75991,Regin
76001,Regskjald
76011,Regspori
76021,Regthrasir
76031,Regvari
76041,Reinaldur
76051,Ríkaldur
76061,Ríkin
76071,Róaldur
76081,Rodleivur
76091,Rodmundur
76101,Rógnvaldur
76111,Rógvi
76121,Rói
76131,Róin
76141,Rókur
76151,Róli
76161,Rólvur
76171,Rómundur
76181,Ronni
76191,Rórin
76201,Rósingur
76211,Róthbjartur
76221,Rótholvur
76231,Rubekur
76241,Rúni
76251,Rúnolvur
76261,Sáifinnur
76271,Sáimundur
76281,Saksi
76291,Salmundur
76301,Sámur
76311,Sandur
76321,Servin
76331,Sevrin
76341,Sigbjartur
76351,Sigbrandur
76361,Sigfríthur
76371,Sighvatur
76381,Sigmundur
76391,Signhethin
76401,Sigvaldur
76411,Sindrinur
76421,Sjúrthi
76431,Sjúrthur
76441,Skafar
76451,Skafi
76461,Skafin
76471,Skafith
76481,Skafthrasir
76491,Skafvari
76501,Skeggi
76511,Skirfar
76521,Skirfi
76531,Skirfin
76541,Skirfir
76551,Skirfskjald
76561,Skirfthrasir
76571,Skirfvari
76581,Skofti
76591,Skúvur
76601,Snámiúlvur
76611,Sniolvur
76621,Snorri
76631,Sólbjartur
76641,Sólfinnur
76651,Sólmundur
76661,Sólvi
76671,Sonni
76681,Sórin
76691,Sórkvi
76701,Sórli
76711,Sproti
76721,Steinfinnur
76731,Steingrímur
76741,Steinmundur
76751,Steinoddur
76761,Steinolvur
76771,Steinur
76781,Stígur
76791,Sudri
76801,Summaldur
76811,Summarlithi
76821,Suni
76831,Súni
76841,Súnmundur
76851,Sunnleivur
76861,Suthar
76871,Suthi
76881,Suthin
76891,Suthri
76901,Suthskjald
76911,Suthspori
76921,Suththrasir
76931,Suthvari
76941,Sveinungur
76951,Sveinur
76961,Svenningur
76971,Sverri
76981,Svín
76991,Sviskjald
77001,Svispori
77011,Svithrasir
77021,Sviur
77031,Svivari
77041,Svjar
77051,Teitur
77061,Terji
77071,Thekk
77081,Thekkar
77091,Thekki
77101,Thekkin
77111,Thekkskjald
77121,Thekkspori
77131,Thekkvari
77141,Thorar
77151,Thori
77161,Thorin
77171,Thornur
77181,Thorskjald
77191,Thorspori
77201,Thorthrasir
77211,Thorvari
77221,Thráim
77231,Thráin
77241,Thrárin
77251,Thraskjald
77261,Thraspori
77271,Thravari
77281,Thrór
77291,Throrar
77301,Throri
77311,Throrin
77321,Throrskjald
77331,Throrspori
77341,Throrthrasir
77351,Throrvari
77361,Títhrikur
77371,Tjálvi
77381,Tjótholvur
77391,Tóki
77401,Tollakur
77411,Tonni
77421,Tóraldur
77431,Tórálvur
77441,Tórarin
77451,Torbergur
77461,Torbrandur
77471,Torfinnur
77481,Torfríthur
77491,Torgestur
77501,Torgrímur
77511,Tórhallur
77521,Tórhethin
77531,Tóri
77541,Torleivur
77551,Torlígur
77561,Tormóthur
77571,Tormundur
77581,Tóroddur
77591,Tórolvur
77601,Torri
77611,Tórthur
77621,Tórur
77631,Torvaldur
77641,Tóti
77651,Tráin
77661,Tráli
77671,Trísti
77681,Tróndur
77691,Tróstur
77701,Trygvi
77711,Tyrni
77721,Týrur
77731,Uggi
77741,Úlvhethin
77751,Úlvur
77761,Uni
77771,Vagnur
77781,Valbergur
77791,Valbrandur
77801,Valdi
77811,Vermundur
77821,Vestar
77831,Vesti
77841,Vestin
77851,Vestri
77861,Vestskjald
77871,Vestspori
77881,Vestthrasir
77891,Vestvari
77901,Veturlithi
77911,Vígbaldur
77921,Vígbrandur
77931,Vigg
77941,Viggar
77951,Viggi
77961,Viggin
77971,Víggrímur
77981,Viggskjald
77991,Viggspori
78001,Viggthrasir
78011,Viggvari
78021,Vígúlvur
78031,Vilar
78041,Vilbergur
78051,Vilhjálmur
78061,Vili
78071,Vilin
78081,Viljormur
78091,Villi
78101,Vilmundur
78111,Vilskjald
78121,Vilspori
78131,Vilthrasir
78141,Vilvari
78151,Vinar
78161,Vindalf
78171,Vini
78181,Vinin
78191,Vinsi
78201,Vinskjald
78211,Vinspori
78221,Vinthrasir
78231,Virfar
78241,Virfi
78251,Virfin
78261,Virfir
78271,Virfskjald
78281,Virfspori
78291,Virfthrasir
78301,Virfvari
78311,Vistri
78321,Vit
78331,Vóggur
78341,Vólundur
78351,Vónbjartur
78361,Wali
78371,Yngvi
7838
7839# https://dwarrowscholar.wordpress.com/general-documents/female-dwarf-outer-names/
7840;dwarf name for women
78411,Ábria
78421,Agda
78431,Aí
78441,Aís
78451,Alda
78461,Aldís
78471,Alma
78481,Alrún
78491,Álvdís
78501,Ánania
78511,Anís
78521,Anní
78531,Arís
78541,Arna
78551,Árna
78561,Arndís
78571,Arnina
78581,Arnóra
78591,Arnvór
78601,Ása
78611,Ásbera
78621,Ásdís
78631,Áshild
78641,Ásla
78651,Áslíg
78661,Asta
78671,Ásta
78681,Ásvór
78691,Ata
78701,Báldís
78711,Bára
78721,Barba
78731,Beinta
78741,Bera
78751,Bergní
78761,Betta
78771,Bettí
78781,Billa
78791,Bina
78801,Birna
78811,Birta
78821,Bís
78831,Bjalla
78841,Bjarma
78851,Bjarta
78861,Bjólla
78871,Borgní
78881,Bórka
78891,Brá
78901,Brynja
78911,Bylgja
78921,Dagní
78931,Dagrún
78941,Dagunn
78951,Dái
78961,Dania
78971,Danvór
78981,Dina
78991,Dinna
79001,Dís
79011,Dógg
79021,Drós
79031,Durís
79041,Durita
79051,Duruta
79061,Ebba
79071,Edda
79081,Eilin
79091,Eina
79101,Eir
79111,Elsba
79121,Elspa
79131,Elsuba
79141,Embla
79151,Enna
79161,Erla
79171,Erna
79181,Esta
79191,Ester
79201,Estur
79211,Fanní
79221,Fía
79231,Fípa
79241,Fís
79251,Fjóla
79261,Flykra
79271,Fólva
79281,Frái
79291,Fróia
79301,Frótha
79311,Geira
79321,Gís
79331,Glóa
79341,Gortra
79351,Gróa
79361,Gudní
79371,Gudvór
79381,Gunn
79391,Gunna
79401,Gunnvá
79411,Gurli
79421,Gylta
79431,Halda
79441,Havdís
79451,Henní
79461,Hera
79471,Herta
79481,Hervór
79491,Hildur
79501,Hjalma
79511,Hjordís
79521,Hulda
79531,Ida
79541,Ina
79551,Ingrún
79561,Ingunn
79571,Ingvá
79581,Ingvór
79591,Inna
79601,Irena
79611,Íth
79621,Ithunn
79631,Íthunn
79641,Íthur
79651,Janna
79661,Jansí
79671,Járndís
79681,Jensa
79691,Jensia
79701,Jódís
79711,Jóhild
79721,Jónvár
79731,Jórunn
79741,Jovina
79751,Jóvór
79761,Jústa
79771,Jútta
79781,Kaia
79791,Kamma
79801,Kára
79811,Kárunn
79821,Katla
79831,Lí
79841,Lilja
79851,Lín
79861,Lís
79871,Lívói
79881,Lóa
79891,Lona
79901,Lovisa
79911,Lula
79921,Lusia
79931,Magga
79941,Malja
79951,Malla
79961,Marí
79971,Marjun
79981,Marna
79991,Masa
80001,Merrí
80011,Metta
80021,Milja
80031,Mina
80041,Minna
80051,Mira
80061,Myrna
80071,Nái
80081,Naina
80091,Nanna
80101,Nanní
80111,Nís
80121,Nísi
80131,Nita
80141,Nomi
80151,Oda
80161,Oddní
80171,Oddrún
80181,Oddvá
80191,Oddvór
80201,Óidís
80211,Óigló
80221,Óilíg
80231,Óivór
80241,Oluffa
80251,Óluva
80261,Píl
80271,Ragna
80281,Rakul
80291,Randi
80301,Rannvá
80311,Revna
80321,Rikka
80331,Ritva
80341,Ró
80351,Róa
80361,Roda
80371,Róskva
80381,Rótha
80391,Rún
80401,Rúna
80411,Saldís
80421,Salní
80431,Salvór
80441,Sanna
80451,Sigga
80461,Signa
80471,Signí
80481,Sigrun
80491,Sigvór
80501,Sissal
80511,Siv
80521,Sól
80531,Sóldís
80541,Sólja
80551,Sólrun
80561,Sólva
80571,Sólvá
80581,Sólvór
80591,Stina
80601,Suffía
80611,Súna
80621,Sunnvá
80631,Svanna
80641,Sváva
80651,Svelldís
80661,Sví
80671,Talita
80681,Thrái
80691,Tíra
80701,Tordís
80711,Torní
80721,Tórunn
80731,Torvór
80741,Tóta
80751,Tova
80761,Tóva
80771,Turith
80781,Ulla
80791,Una
80801,Unn
80811,Unna
80821,Unnur
80831,Urth
80841,Urtha
80851,Vagna
80861,Valdís
80871,Vár
80881,Várdís
80891,Vígdís
80901,Vinní
80911,Vís
80921,Vísi
80931,Vón
80941,Yngva
80951,Yrsa
8096
8097;dwarf 2a
80981,Shield
80991,Hammer
81001,Plate
81011,Sword
81021,Axe
81031,Stone
81041,Iron
81051,Steel
81061,Earth
8107
8108;dwarf 2b
81091,bearer
81101,smasher
81111,master
81121,friend
81131,maker
81141,eater
8115;elf
81161,[male elf]
81171,[female elf]
8118# Not accounted for: Letter changes when combining words
8119# http://sindarinlessons.weebly.com/37---how-to-make-names-1.html
8120;male elf
81211,[normalize-elvish [elvish prefix] [elvish word]]
81221,[normalize-elvish [elvish prefix] [elvish male suffix]]
8123# prefer short names
8124# 1,[normalize-elvish [elvish word] [elvish word] [elvish male suffix]]
8125# 1,[normalize-elvish [elvish prefix] [elvish word] [elvish male suffix]]
81263,[normalize-elvish [elvish word] [elvish male suffix]]
8127
8128;female elf
81291,[normalize-elvish [elvish prefix] [elvish word]]
81301,[normalize-elvish [elvish prefix] [elvish female suffix]]
8131# prefer short names
8132# 1,[normalize-elvish [elvish word] [elvish word] [elvish female suffix]]
8133# 1,[normalize-elvish [elvish prefix] [elvish word] [elvish female suffix]]
81343,[normalize-elvish [elvish word] [elvish female suffix]]
8135
8136# https://realelvish.net/names/sindarin/woodelf/all/
8137;elvish prefix
81381,achar
81391,adertha
81401,adleg
81411,al
81421,amartha
81431,aníra
81441,aphada
81451,ar
81461,ava
81471,awartha
81481,badh
81491,batha
81501,beria
81511,blab
81521,brenia
81531,brona
81541,buia
81551,cab
81561,can
81571,car
81581,carpha
81591,cen
81601,critha
81611,dartha
81621,delia
81631,dew
81641,díhena
81651,doltha
81661,drava
81671,drega
81681,dringa
81691,echad
81701,edledhia
81711,egleria
81721,eitha
81731,elia
81741,ercha
81751,ertha
81761,fantha
81771,fara
81781,feira
81791,feria
81801,fuia
81811,gad
81821,gala
81831,gir
81841,gladh
81851,glavra
81861,glintha
81871,glir
81881,gohena
81891,gonod
81901,gor
81911,gosta
81921,groga
81931,gruitha
81941,gwatha
81951,gwathra
81961,gweria
81971,gwesta
81981,had
81991,hal
82001,haltha
82011,hamma
82021,harna
82031,hasta
82041,henia
82051,hwinia
82061,ialla
82071,ídha
82081,ídhra
82091,ista
82101,iuitha
82111,laba
82121,lala
82131,lamma
82141,lasta
82151,lathra
82161,linna
82171,luitha
82181,mel
82191,metha
82201,mista
82211,nag
82221,nalla
82231,nara
82241,narcha
82251,ndag
82261,ndagra
82271,ndamma
82281,nde
82291,nedia
82301,negra
82311,neitha
82321,nella
82331,nesta
82341,ngal
82351,nganna
82361,nod
82371,nor
82381,northa
82391,orthel
82401,orthor
82411,osgar
82421,pad
82431,padra
82441,ped
82451,pel
82461,per
82471,puia
82481,rada
82491,ran
82501,reda
82511,redh
82521,reitha
82531,reth
82541,rhib
82551,rista
82561,ritha
82571,rosta
82581,ruthra
82591,síla
82601,sog
82611,suila
82621,teilia
82631,teitha
82641,telia
82651,theria
82661,thilia
82671,thora
82681,thosta
82691,tintha
82701,tir
82711,toba
82721,toltha
82731,tortha
82741,trasta
82751,trevad
82761,tuia
8277
8278;elvish word
82791,abonthen
82801,achad
82811,adan
82821,agar
82831,agarwen
82841,aglar
82851,aglareb
82861,agor
82871,aith
82881,alag
82891,alagos
82901,alph
82911,alu
82921,alwed
82931,amar
82941,amarth
82951,amarthan
82961,amath
82971,amdir
82981,amlug
82991,amon
83001,amrûn
83011,anc
83021,and
83031,andreth
83041,ang
83051,angol
83061,angren
83071,annui
83081,annûn
83091,anor
83101,anu
83111,anwar
83121,apharch
83131,ar
83141,aran
83151,aras
83161,arn
83171,arod
83181,arth
83191,asgar
83201,ast
83211,astor
83221,athe
83231,aur
83241,avorn
83251,awarth
83261,bain
83271,balch
83281,bara
83291,baran
83301,beleg
83311,belt
83321,belthas
83331,beren
83341,bereth
83351,bor
83361,born
83371,bragol
83381,braig
83391,brand
83401,brassen
83411,bregol
83421,brog
83431,bronadui
83441,brui
83451,brûn
83461,bŷr
83471,cadu
83481,cadwar
83491,cal
83501,calar
83511,calen
83521,callon
83531,cam
83541,canad
83551,cand
83561,caran
83571,carch
83581,carweg
83591,caun
83601,celair
83611,celeb
83621,celebren
83631,celeg
83641,celevon
83651,cem
83661,cidinn
83671,cinnog
83681,cîw
83691,coll
83701,com
83711,conui
83721,corch
83731,cordof
83741,corn
83751,coru
83761,coth
83771,craban
83781,crann
83791,crist
83801,crumui
83811,cû
83821,cugu
83831,cuin
83841,cûn
83851,cund
83861,curu
83871,cŷr
83881,dail
83891,de
83901,del
83911,deleb
83921,delu
83931,dem
83941,der
83951,dern
83961,dîn
83971,dínen
83981,dîr
83991,dol
84001,dolen
84011,doll
84021,dom
84031,donn
84041,dorn
84051,dram
84061,draug
84071,dring
84081,dû
84091,dûr
84101,dŷr
84111,ech
84121,ecthel
84131,eden
84141,edhel
84151,edhellen
84161,edlenn
84171,eg
84181,egas
84191,eglan
84201,eglir
84211,eglos
84221,eiliant
84231,einior
84241,el
84251,elanor
84261,ell
84271,elloth
84281,elu
84291,en
84301,er
84311,ereb
84321,eredh
84331,ereg
84341,eru
84351,erui
84361,esgal
84371,estel
84381,estent
84391,ethir
84401,ew
84411,ewen
84421,fain
84431,fair
84441,falas
84451,falf
84461,fanui
84471,far
84481,faug
84491,faun
84501,fe
84511,feg
84521,fel
84531,fela
84541,fen
84551,fer
84561,fern
84571,ferui
84581,filig
84591,fim
84601,find
84611,fíreb
84621,firen
84631,forgam
84641,forn
84651,forod
84661,forodren
84671,fuin
84681,gail
84691,galadh
84701,galas
84711,galenas
84721,gamp
84731,gaud
84741,gear
84751,gearon
84761,gel
84771,gell
84781,gellam
84791,gellui
84801,gem
84811,ger
84821,gern
84831,geruil
84841,glad
84851,glam
84861,glamor
84871,glamren
84881,glan
84891,glass
84901,glaur
84911,glaw
84921,gler
84931,glîr
84941,glórin
84951,gloss
84961,goeol
84971,golass
84981,gondren
84991,gordh
85001,gorn
85011,gost
85021,graw
85031,gronn
85041,gruin
85051,gûr
85061,gwache
85071,gwain
85081,gwann
85091,gwarth
85101,gwath
85111,gwathren
85121,gwathui
85131,gwaun
85141,gwaur
85151,gwe
85161,gwen
85171,gweren
85181,gwest
85191,gwew
85201,gwilwileth
85211,gwîn
85221,hadhod
85231,hal
85241,hall
85251,hallas
85261,hand
85271,hannas
85281,harad
85291,haradren
85301,hargam
85311,harn
85321,harvo
85331,hast
85341,hathel
85351,he
85361,helch
85371,heledir
85381,hell
85391,hen
85401,heneb
85411,her
85421,hethu
85431,hîl
85441,him
85451,hîr
85461,hiril
85471,hith
85481,hithren
85491,hithui
85501,hîw
85511,horn
85521,hû
85531,hûr
85541,hwand
85551,hwîn
85561,iand
85571,iar
85581,iaun
85591,iaur
85601,îdh
85611,idhor
85621,idhren
85631,ind
85641,ingem
85651,inu
85661,iphant
85671,írui
85681,ist
85691,istui
85701,ithil
85711,ivren
85721,lagor
85731,laich
85741,lain
85751,lalaith
85761,lalf
85771,lam
85781,lanc
85791,land
85801,lang
85811,lass
85821,laug
85831,lavan
85841,leb
85851,leg
85861,lend
85871,ler
85881,lew
85891,leweg
85901,lhain
85911,lhew
85921,lhind
85931,lhûg
85941,lim
85951,limp
85961,lind
85971,lithui
85981,loen
85991,lom
86001,lorn
86011,lossen
86021,lost
86031,loth
86041,luin
86051,lum
86061,lung
86071,lŷg
86081,madweg
86091,maelui
86101,magor
86111,maidh
86121,malt
86131,malthen
86141,malthorn
86151,malu
86161,man
86171,mbar
86181,mbarad
86191,mecheneb
86201,med
86211,medli
86221,medlin
86231,medui
86241,meg
86251,megil
86261,melch
86271,meldir
86281,meldis
86291,meleth
86301,mell
86311,mellon
86321,melui
86331,men
86341,mer
86351,meren
86361,meron
86371,mesg
86381,methen
86391,mew
86401,milui
86411,min
86421,minai
86431,mîr
86441,mith
86451,mithren
86461,mîw
86471,morgul
86481,morn
86491,muil
86501,muin
86511,mûl
86521,mund
86531,mŷl
86541,naith
86551,nar
86561,narch
86571,naru
86581,nathal
86591,naud
86601,naug
86611,naugla
86621,naur
86631,nauth
86641,naw
86651,nawag
86661,ndam
86671,nder
86681,ndîr
86691,ndîs
86701,negen
86711,neledh
86721,nen
86731,nend
86741,nenui
86751,ner
86761,nestadren
86771,ngail
86781,ngalad
86791,ngannel
86801,ngaraf
86811,ngaur
86821,ngawad
86831,ngilith
86841,ngoll
86851,ngollor
86861,ngolodh
86871,ngolu
86881,ngolwen
86891,ngor
86901,ngorgor
86911,ngorn
86921,ngorth
86931,ngorthad
86941,ngûl
86951,ngurth
86961,nguru
86971,nguruthos
86981,niben
86991,nîd
87001,nîf
87011,nimp
87021,nîn
87031,nind
87041,nîr
87051,noen
87061,norn
87071,noroth
87081,nórui
87091,nûr
87101,oel
87111,oer
87121,ogol
87131,ol
87141,onod
87151,orch
87161,orchall
87171,orod
87181,oron
87191,othol
87201,ovor
87211,pant
87221,paran
87231,parch
87241,path
87251,paur
87261,pedweg
87271,pegui
87281,pelin
87291,pen
87301,peng
87311,periand
87321,peth
87331,pigen
87341,pîn
87351,puig
87361,rain
87371,raud
87381,raudh
87391,raug
87401,raun
87411,raw
87421,reg
87431,rem
87441,ren
87451,rend
87461,reth
87471,rhanc
87481,rhaw
87491,rhosg
87501,rhoss
87511,rhudol
87521,rhúnen
87531,rî
87541,rîn
87551,ring
87561,rîs
87571,riss
87581,roch
87591,rosc
87601,ross
87611,rost
87621,rûdh
87631,ruin
87641,rustui
87651,rûth
87661,rŷn
87671,sadar
87681,sador
87691,said
87701,sain
87711,sammar
87721,sarch
87731,sel
87741,ser
87751,sereg
87761,sîdh
87771,silef
87781,silivren
87791,sîr
87801,sûl
87811,tad
87821,taid
87831,tal
87841,talagand
87851,talt
87861,tan
87871,tanc
87881,tang
87891,tara
87901,tarch
87911,tarlanc
87921,tathren
87931,taug
87941,taur
87951,tavor
87961,taw
87971,tawar
87981,tawaren
87991,tawen
88001,tegil
88011,ten
88021,ter
88031,tes
88041,thala
88051,thanc
88061,thand
88071,tharan
88081,tharn
88091,thaur
88101,thavor
88111,thaw
88121,thend
88131,thent
88141,thîr
88151,thon
88161,thorn
88171,thoron
88181,thûl
88191,thurin
88201,tinnu
88211,tint
88221,tinu
88231,tîr
88241,tirn
88251,tithen
88261,tolog
88271,tond
88281,tong
88291,torn
88301,torog
88311,trîw
88321,tû
88331,tûg
88341,tuilind
88351,tulus
88361,tûr
88371,uanui
88381,uilos
88391,uireb
88401,ûl
88411,ulund
88421,ûn
88431,ungol
88441,ûr
88451,urug
88461,urui
8847
8848;elvish neutral suffix
88491,ben
88501,dil
88511,ndil
88521,or
88531,wi
8854
8855;elvish female suffix
88563,[elvish neutral suffix]
88571,iel
88581,iell
88591,ien
88601,il
88611,eth
88621,el
88631,wen
8864
8865;elvish male suffix
88662,[elvish neutral suffix]
88671,dir
88681,ion
88691,on
8870;gnome
88711,[gnome 1] [gnome 2]
8872;gnome 1
88731,Joy
88741,Happy
88751,Gift
88761,Ruby
88771,Diamond
88781,Sapphire
88791,Opal
88801,Beryl
88811,Pearl
8882;gnome 2
88831,Ring
88841,Love
88851,Giver
88861,Finder
8887;halfling name
88881,[gothic names for men]
88891,[gothic names for women]
8890
8891# http://themiddleages.net/people/names.html
8892;gothic names for men
88931,Adalbert
88941,Ageric
88951,Agiulf
88961,Ailwin
88971,Alan
88981,Alard
88991,Alaric
89001,Aldred
89011,Alexander
89021,Alured
89031,Amalaric
89041,Amalric
89051,Amaury
89061,Andica
89071,Anselm
89081,Ansovald
89091,Aregisel
89101,Arnald
89111,Arnegisel
89121,Asa
89131,Athanagild
89141,Athanaric
89151,Aubrey
89161,Audovald
89171,Austregisel
89181,Authari
89191,Badegisel
89201,Baldric
89211,Baldwin
89221,Bartholomew
89231,Bennet
89241,Bernard
89251,Bero
89261,Berthar
89271,Berthefried
89281,Bertram
89291,Bisinus
89301,Blacwin
89311,Burchard
89321,Carloman
89331,Chararic
89341,Charibert
89351,Childebert
89361,Childeric
89371,Chilperic
89381,Chlodomer
89391,Chramnesind
89401,Clovis
89411,Colin
89421,Constantine
89431,Dagaric
89441,Dagobert
89451,David
89461,Drogo
89471,Eberulf
89481,Ebregisel
89491,Edwin
89501,Elias
89511,Engeram
89521,Engilbert
89531,Ernald
89541,Euric
89551,Eustace
89561,Fabian
89571,Fordwin
89581,Forwin
89591,Fulk
89601,Gamel
89611,Gararic
89621,Garivald
89631,Geoffrey
89641,Gerard
89651,Gerold
89661,Gervase
89671,Gilbert
89681,Giles
89691,Gladwin
89701,Godomar
89711,Godwin
89721,Grimald
89731,Gunderic
89741,Gundobad
89751,Gunthar
89761,Guntram
89771,Guy
89781,Hamo
89791,Hamond
89801,Harding
89811,Hartmut
89821,Helyas
89831,Henry
89841,Herlewin
89851,Hermangild
89861,Herminafrid
89871,Hervey
89881,Hildebald
89891,Hugh
89901,Huneric
89911,Imnachar
89921,Ingomer
89931,James
89941,Jocelin
89951,John
89961,Jordan
89971,Lawrence
89981,Leofwin
89991,Leudast
90001,Leuvigild
90011,Lothar
90021,Luke
90031,Magnachar
90041,Magneric
90051,Marachar
90061,Martin
90071,Masci
90081,Matthew
90091,Maurice
90101,Meginhard
90111,Merovech
90121,Michael
90131,Munderic
90141,Nicholas
90151,Nigel
90161,Norman
90171,Odo
90181,Oliva
90191,Osbert
90201,Otker
90211,Pepin
90221,Peter
90231,Philip
90241,Ragnachar
90251,Ralf
90261,Ralph
90271,Ranulf
90281,Rathar
90291,Reccared
90301,Ricchar
90311,Richard
90321,Robert
90331,Roger
90341,Saer
90351,Samer
90361,Savaric
90371,Sichar
90381,Sigeric
90391,Sigibert
90401,Sigismund
90411,Silvester
90421,Simon
90431,Stephan
90441,Sunnegisil
90451,Tassilo
90461,Terric
90471,Terry
90481,Theobald
90491,Theoderic
90501,Theudebald
90511,Theuderic
90521,Thierry
90531,Thomas
90541,Thorismund
90551,Thurstan
90561,Umfrey
90571,Vulfoliac
90581,Waleran
90591,Walter
90601,Waltgaud
90611,Warin
90621,Werinbert
90631,William
90641,Willichar
90651,Wimarc
90661,Ymbert
9067
9068# http://themiddleages.net/people/names.html
9069;gothic names for women
90701,Ada
90711,Adallinda
90721,Adaltrude
90731,Adelina
90741,Adofleda
90751,Agnes
90761,Albofleda
90771,Albreda
90781,Aldith
90791,Aldusa
90801,Alice
90811,Alina
90821,Amabilia
90831,Amalasuntha
90841,Amanda
90851,Amice
90861,Amicia
90871,Amiria
90881,Anabel
90891,Annora
90901,Arnegunde
90911,Ascilia
90921,Audovera
90931,Austrechild
90941,Avelina
90951,Avice
90961,Avoca
90971,Basilea
90981,Beatrice
90991,Bela
91001,Beretrude
91011,Berta
91021,Berthefled
91031,Berthefried
91041,Berthegund
91051,Bertrada
91061,Brunhild
91071,Cecilia
91081,Celestria
91091,Chlodosind
91101,Chlothsinda
91111,Cicely
91121,Clarice
91131,Clotild
91141,Constance
91151,Denise
91161,Dionisia
91171,Edith
91181,Eleanor
91191,Elena
91201,Elizabeth
91211,Ellen
91221,Emma
91231,Estrilda
91241,Faileuba
91251,Fastrada
91261,Felicia
91271,Fina
91281,Fredegunde
91291,Galswinth
91301,Gersvinda
91311,Gisela
91321,Goda
91331,Goiswinth
91341,Golda
91351,Grecia
91361,Gundrada
91371,Gundrea
91381,Gundred
91391,Gunnora
91401,Haunild
91411,Hawisa
91421,Helen
91431,Helewise
91441,Hilda
91451,Hildegarde
91461,Hiltrude
91471,Ida
91481,Idonea
91491,Ingitrude
91501,Ingunde
91511,Isabel
91521,Isolda
91531,Joan
91541,Joanna
91551,Julian
91561,Juliana
91571,Katherine
91581,Lanthechilde
91591,Laura
91601,Leticia
91611,Lettice
91621,Leubast
91631,Leubovera
91641,Liecia
91651,Linota
91661,Liutgarde
91671,Lora
91681,Lucia Mabel
91691,Madelgarde
91701,Magnatrude
91711,Malota
91721,Marcatrude
91731,Marcovefa
91741,Margaret
91751,Margery
91761,Marsilia
91771,Mary
91781,Matilda
91791,Maud
91801,Mazelina
91811,Millicent
91821,Muriel
91831,Nesta
91841,Nicola
91851,Parnel
91861,Petronilla
91871,Philippa
91881,Primeveire
91891,Radegund
91901,Richenda
91911,Richolda
91921,Rigunth
91931,Roesia
91941,Rosamund
91951,Rothaide
91961,Rotrude
91971,Ruothilde
91981,Sabelina
91991,Sabina
92001,Sarah
92011,Susanna
92021,Sybil
92031,Sybilla
92041,Theodelinda
92051,Theoderada
92061,Ultrogotha
92071,Vuldretrada
92081,Wymarc
9209
9210;old name
92111,[old names for men]
92121,[old names for women]
9213# http://www.namenerds.com/welsh/trad2.html
9214
9215;old names for men
92161,Adda
92171,Addaon
92181,Adeon
92191,Aedd
92201,Aeddan
92211,Aelhearn
92221,Aelwyn
92231,Aeron
92241,Afagddu
92251,Afallon
92261,Afan
92271,Alan
92281,Alaw
92291,Alawn
92301,Alban
92311,Aldith
92321,Aldryd
92331,Alec
92341,Aled
92351,Alun
92361,Alwyn
92371,Amaethon
92381,Amlodd
92391,Anarawd
92401,Andreas
92411,Aneirin
92421,Angwyn
92431,Anhun
92441,Arawn
92451,Arial
92461,Arianwyn
92471,Arnallt
92481,Arofan
92491,Aron
92501,Arthen
92511,Arthfael
92521,Arthgen
92531,Arthur
92541,Arwel
92551,Arwyn
92561,Asaff
92571,Aurfryn
92581,Auryn
92591,Awen
92601,Awsten
92611,Baeddan
92621,Baglan
92631,Barri
92641,Barti
92651,Bedaws
92661,Bedwyn
92671,Bedivere
92681,Bedwyn
92691,Bedwyr
92701,Berddig
92711,Bergam
92721,Berwyn
92731,Bevan
92741,Beuno
92751,Beynon
92761,Bleddyn
92771,Bledig
92781,Bledri
92791,Blwchfardd
92801,Boreugwyn
92811,Brân
92821,Branwaladr
92831,Breichiawl
92841,Brice
92851,Brioc
92861,Brochfael
92871,Brychan
92881,Bryn
92891,Brynllyn
92901,Brynmor
92911,Bryngwyn
92921,Brython
92931,Cadell
92941,Cadfael
92951,Cadog
92961,Cadwaladr
92971,Cadwallon
92981,Cadwgan
92991,Caerwyn
93001,Caradog
93011,Carwyn
93021,Caswallon
93031,Cawrdaf
93041,Cecil
93051,Cedrych
93061,Cei
93071,Ceinfryn
93081,Ceiriog
93091,Celyn
93101,Celynen
93111,Cennydd
93121,Ceredig
93131,Ceri
93141,Cewydd
93151,Cian
93161,Cledwyn
93171,Clwyd
93181,Clydai
93191,Clydno
93201,Coel
93211,Collen
93221,Colwyn
93231,Conan
93241,Conwy
93251,Cospatrick
93261,Craigfryn
93271,Cranog
93281,Crwys
93291,Culhwch
93301,Cunedda
93311,Curig
93321,Cyfeiliog
93331,Cyffin
93341,Cymro
93351,Cynan
93361,Cynddelw
93371,Cyndeyrn
93381,Cynddylan
93391,Cynedda
93401,Cynfab
93411,Cynfarch
93421,Cynfael
93431,Cynfrig
93441,Cynog
93451,Cynon
93461,Dafydd
93471,Dai
93481,Dedwydd
93491,Deian
93501,Deiniol
93511,Delwyn
93521,Derfel
93531,Deri
93541,Dewi
93551,Dogmael
93561,Dwyryd
93571,Dyfri
93581,Dylan
93591,Ednyfed
93601,Einion
93611,Eirian
93621,Eirwyn
93631,Elffin
93641,Elidir
93651,Elis
93661,Elwyn
93671,Elystan
93681,Emlyn
93691,Emrys
93701,Emyr
93711,Evan
93721,Fflamddwyn
93731,Ffransis
93741,Fychan
93751,Gareth
93761,Gawain
93771,Geraint
93781,Gerallt
93791,Gethin
93801,Gildas
93811,Gilfaethwy
93821,Glanmor
93831,Glyn
93841,Goronwy
93851,Grigor
93861,Gruffydd
93871,Gwaednerth
93881,Gwalchgwyn
93891,Gwalchmai
93901,Gwatcyn
93911,Gwaun
93921,Gwenlyn
93931,Gwili
93941,Gwilym
93951,Gwion
93961,Gwydderig
93971,Gwyddno
93981,Gwydion
93991,Gwyn
94001,Gwynfor
94011,Gwythyr
94021,Hafgan
94031,Heddwyn
94041,Heilyn
94051,Heini
94061,Hergest
94071,Heulfryn
94081,Heulyn
94091,Huw
94101,Hywel
94111,Iago
94121,Ianto
94131,Idris
94141,Idwal
94151,Iestin
94161,Ieuan
94171,Ifan
94181,Ifor
94191,Illtyd
94201,Ioan
94211,Iolo
94221,Iorweth
94231,Lewys
94241,Llew
94251,Lloyd
94261,Llyr
94271,Llywarch
94281,Llywelyn
94291,Mabon
94301,Macsen
94311,Madog
94321,Mael
94331,Maelgwyn
94341,Maelgwn
94351,Maelmadog
94361,Math
94371,Mathonwy
94381,Medrawd
94391,Meical
94401,Meilyr
94411,Meirion
94421,Meredudd
94431,Merfyn
94441,Meurig
94451,Mihangel
94461,Moelwyn
94471,Morgan
94481,Morien
94491,Myrddin
94501,Nudd
94511,Owain
94521,Pawl
94531,Pedr
94541,Peredur
94551,Powel
94561,Pryderi
94571,Pwyll
94581,Rhein
94591,Rheinallt
94601,Rhisiart
94611,Rhodri
94621,Rhun
94631,Rhydderch
94641,Rhydian
94651,Rhydwyn
94661,Rhys
94671,Robat
94681,Seiriol
94691,Selwyn
94701,Siarl
94711,Siencyn
94721,Simwnt
94731,Sion
94741,Sionyn
94751,Sior
94761,Steffan
94771,Sulien
94781,Sulwyn
94791,Taliesin
94801,Tegwyn
94811,Teilo
94821,Tewdwr
94831,Tomos
94841,Trefor
94851,Trystan
94861,Wyn
94871,Ynyr
9488# http://www.namenerds.com/welsh/trad1.html
9489
9490;old names for women
94911,Addfwyn
94921,Aderyn
94931,Adlais
94941,Adwen
94951,Aelwen
94961,Aerfen
94971,Aeron
94981,Aeronwen
94991,Aeronwy
95001,Afryl
95011,Alaw
95021,Aldyth
95031,Alwen
95041,Alys
95051,Amranwen
95061,Aneira
95071,Anest
95081,Angharad
95091,Ann, Anna
95101,Anwen
95111,Annwr
95121,Annwyl
95131,Arddun
95141,Arianell
95151,Arianrhod
95161,Arianwen
95171,Arwen
95181,Aurddolen
95191,Auron
95201,Awela
95211,Awena
95221,Banwen
95231,Beca
95241,Berwen
95251,Bethan
95261,Beti
95271,Betrys
95281,Blodeuedd
95291,Blodwedd
95301,Blodwen
95311,Branwen
95321,Brengwain
95331,Briallen
95341,Brisen
95351,Bronmai
95361,Bronwen
95371,Brythonwen
95381,Buddug
95391,Cadi
95401,Cain
95411,Calan
95421,Canaid
95431,Caron
95441,Caronwen
95451,Carwen
95461,Caryl
95471,Carys
95481,Catrin
95491,Ceindeg
95501,Ceindrych
95511,Ceinfryn
95521,Ceinwen
95531,Ceirios
95541,Ceri
95551,Ceridwen
95561,Cerys
95571,Collwen
95581,Creuddylad
95591,Crisiant
95601,Crystyn
95611,Cyffin
95621,Daron
95631,Deilwen
95641,Del
95651,Delun
95661,Delwen
95671,Delyn
95681,Delyth
95691,Deris
95701,Derwena
95711,Deryn
95721,Deryth
95731,Dilwen
95741,Dilys
95751,Drudwen
95761,Drysi
95771,Dwyfor
95781,Dwynwen
95791,Dwyryd
95801,Dwysan
95811,Dyddanwy
95821,Dyddgu
95831,Dyfi
95841,Ebrill
95851,Edwy
95861,Efa
95871,Eigra
95881,Eilir
95891,Eilonwy
95901,Eilwen
95911,Eira
95921,Eirian
95931,Eirianwen
95941,Eirianedd
95951,Eiriol
95961,Eirlys
95971,Eirwen
95981,Eirys
95991,Elan
96001,Elain
96011,Elen
96021,Elenid
96031,Eleri
96041,Elinor
96051,Elisabeth
96061,Elli
96071,Elliw
96081,Eluned
96091,Enfys
96101,Enid
96111,Eos
96121,Erin
96131,Eryl
96141,Esyllt
96151,Ethni
96161,Eurfron
96171,Euron
96181,Eurddolyn
96191,Eurwen
96201,Ewig
96211,Faleiry
96221,Fanw
96231,Ffion
96241,Fflur
96251,Ffraid
96261,Ffreuer
96271,Fioled
96281,Gaenor
96291,Geinor
96301,Generys
96311,Glenda
96321,Glenys
96331,Glesni
96341,Glynis
96351,Goleubryd
96361,Goleudydd
96371,Grug
96381,Gwawr
96391,Gwawrddydd
96401,Gwawrwen
96411,Gwen
96421,Gwenda
96431,Gwenddydd
96441,Gwendolen
96451,Gwener
96461,Gwenfair
96471,Gwenfor
96481,Gwenfrewi
96491,Gwenfron
96501,Gwenhwyfar
96511,Gwenith
96521,Gwenllian
96531,Gwenlyn
96541,Gwennan
96551,Gwennant
96561,Gwennol
96571,Gwenol
96581,Gwenydd
96591,Gwenynan
96601,Gwerful
96611,Gwernen
96621,Gwernfyl
96631,Gwlithen
96641,Gwyddelan
96651,Gwyddfid
96661,Gwladys
96671,Gwylan
96681,Gwylfai
96691,Gwyneth
96701,Gwynonwen
96711,Haf
96721,Hafgan
96731,Hafren
96741,Hafwen
96751,Heddwen
96761,Hedydd
96771,Heini
96781,Heledd
96791,Heulwen
96801,Heulyn
96811,Hydref
96821,Hywela
96831,Iarlles
96841,Idanwen
96851,Ifanna
96861,Ifanwy
96871,Ilar
96881,Iona
96891,Ionor
96901,Iorwen
96911,Iseult
96921,Ithela
96931,Leri
96941,Lili
96951,Lilwen
96961,Liwsi
96971,Lleucu
96981,Llian
96991,Llinos
97001,Llio
97011,Lluan
97021,Lodes
97031,Lowri
97041,Luned
97051,Lyneth
97061,Lynfa
97071,Lynwen
97081,Mabli
97091,Madlen
97101,Maelona
97111,Maelorwen
97121,Mai
97131,Mair
97141,Mallt
97151,Manon
97161,Marged
97171,Medeni
97181,Medi
97191,Medwen
97201,Mefin
97211,Megan
97221,Meinwen
97231,Meirionwen
97241,Melangell
97251,Meleri
97261,Meudwen
97271,Modron
97281,Modwen
97291,Moelwen
97301,Mold
97311,Mona
97321,Morforwyn
97331,Morfudd
97341,Morwen
97351,Mwyndeg
97361,Mwynen
97371,Myfanwy
97381,Nan
97391,Nans
97401,Nant
97411,Nefyn
97421,Nerys
97431,Nest
97441,Nia
97451,Non
97461,Olwen
97471,Owena
97481,Perl
97491,Rebeca
97501,Rhagnell
97511,Rhedyn
97521,Rhiain
97531,Rhiangar
97541,Rhiannon
97551,Rhianwen
97561,Rhianydd
97571,Rhondda
97581,Rhonwen
97591,Rhosan
97601,Rhoslyn
97611,Rhunedd
97621,Rosentyl
97631,Rowena
97641,Sara
97651,Seirial
97661,Seirian
97671,Seren
97681,Siân
97691,Sidan
97701,Sioned
97711,Siriol
97721,Siwan
97731,Siwsan
97741,Sulian
97751,Sulwen
97761,Surwen
97771,Tafwys
97781,Tangwen
97791,Tangwystl
97801,Tanwen
97811,Taryn
97821,Tegan
97831,Tegeirian
97841,Tegfedd
97851,Tegwedd
97861,Tegwen
97871,Tegyd
97881,Teiddwen
97891,Teifi
97901,Telaid
97911,Teleri
97921,Telyn
97931,Tesni
97941,Tirion
97951,Tonwen
97961,Tudful
97971,Undeg
97981,Wena
97991,Wenhaf
98001,Ynyra
9801
9802# https://www.s-gabriel.org/names/guntram/franks.htm
9803;strange name
98041,[strange male name]
98051,[strange female name]
9806
9807;strange male name
98083,[strange male name 1][strange male name 2]
98091,[strange male name short]
9810
9811;strange female name
98123,[strange male name 1][strange female name 2]
98132,[strange male name 1][strange male name 2]a
9814
9815;strange male name 1
98161,Adal
98171,Am
98181,Amal
98191,Balde
98201,Bert
98211,Child
98221,Chlodo
98231,Charde
98241,Gunde
98251,Sigi
98261,Theude
9827
9828;strange male name 2
98291,ger
98301,man
98311,mund
98321,ric
98331,sind
98341,hard
98351,bert
98361,brand
98371,gysil
9838
9839;strange male name short
98401,Adda
98411,Adzo
98421,Ardoin
98431,Atto
98441,Berto
98451,Dedo
98461,Dido
98471,Dodo
98481,Siggo
98491,Theo
9850
9851;strange female name 2
98521,burg
98531,gard
98541,gund
98551,hild
98561,lind
98571,swind
98581,trud
9859
9860End of table…