110 Hexes Give or Take
If you have not joined the Antarctic Adventure Jam, you should do so RIGHT now as we still have 50ish days until the deadline. Even one hex would help fill out the map!
This is about a quarter of my hexes. I am using Luke's Wolves Hexfill Procedure. This is written for a Wolves like system and I still need to go through them. I joined the jam without a strong idea of a setting or lore in my head and just started writing. Through the course of writing I have had this faction called the Militant Sophists creep up as well as some impending end of the world due to stars falling from the skies. We will see how it ties together in the end. Drop some of these in your campaign, rip shit out of them, get nuts. Check back in around March and this region among dozens of others should be fully playable.
370-466
Weird (Strange Tutor) Around the bend of a creek the stones move towards a plinth of polished brass. A stooped over man resides inside the plinth, mute and tending to the sparrows that hunt for worms by the creek.
If players trade a cask of worms to the hermit he will teach them a ritual to bind sparrows to them, seeing through their eyes.
Bind Sparrow, feed the birds a mix of bonemeal, spoiled wine, and the spit from a horse. If a bird dies while you are seeing through it an eye pops.
370-467
Settlement (Town, Population: 300 people, Notes: Relationship to nearby hex) Krokr sits nestled around two large hills. Led by Cirrus 2HD. 30 footmen. 20 peltasts. Bird traps everywhere capture sparrows.
370-468
Weird (Magical Component) In a small cave a silver mirror reflects nothing in front of it. To pass through it removes the soul and replaces it with the curse of order. Those afflicted by the curse must tidy, clean, secure, and straighten things out or suffer damage to their attributes. This curse applies to the physical world but also the actions and behaviors of animals and people.
370-469
Settlement (Village, Population: 92 people, Notes: Relationship to nearby hex) Grimsa's old walls and homes line a ravine a 100 paces away from the new, clean structured blocks of stone that make up the long houses. Everyone is orderly and neat, visitors should abide by this moral and physical cleanliness or be enslaved. One long house has a lost thane from Fjaora. Meradden will offer a bounty of wealth for those who can free him and safely return him to Fjaora.
370-471
Weird (Animal Behaviour) A stone statue of a bear is adorned with the meals of various woodland creatures. All animals nearby give a portion of their food to the statue.
370-472
Weird (Animal Behaviour) A stone statue of a young woman holding a staff in anger sinks into a bubbling sinkhole. Animals in the area sit by the edge and cry.
371-464
Lair Stinking men drink and gamble among black tents. A disgraced mercenary company flies their standard, three ravens around a bloody sword. Led by the scarred battle matron Hessa (4HD) they wait until a thane needs their service for raids or other acts of political violence.
371-466
Settlement (Town, Population: 300 people, Notes: Relationship to nearby hex) Haganes has no walls or defenses. Ages ago they were told by the Moon God to tear their walls down and their foes will starve while they rest. Headmen Gila (3HD) is dying. He has been told that a night's rest on a sacred altar would cleanse the curse. He will die in 3d6 days.
371-467
Settlement (Village, Population: 94 people, Notes: A boon or ally) Almdalir is a village of 94 warriors. Men, women, and children are all capable of wielding a spear and throwing javelins. They are sworn to kill enemies of the sea and will hunt down fishermen and others that exploit the sea when they trod upon land.
Trusted friends can learn a fighting technique from them that allows a fighter to throw a javelin during any round of combat without needing to spend a turn equipping it.
371-469
Lair 23 trolls have made a crude maze of boulders and worked stone. Inside the center point they build an altar to the Moon. Their offerings and prayers anger the Moon Spirit. At night the Trolls are blind even in complete illumination.
371-472
Lair A 20 headed hydra (12 HD, supernatural) slumbers. Inside each of its mouth a crystal of rejuvenation has been stitched into their skull. Inside the creature's belly is 20,000 gp, 3 +2 swords, and a ring of invisibility.
372-464
Settlement (Fort, Population: 100 people, Notes: A boon or ally) Canton Murringtan Sandstone egg with the top sawed off looks over the rolling hills. During the day a battle group of the Militant Sophists.
Their leader, Speaker Dryt (5HD), is looking for spies to undermine Mydalr so that the Militant Sophists could take over the temple there. Will pay 2,000 up front and 6,000 upon completion of the mission.
372-465
Weird (Historical Location) Look at the silver dollar pond at night and a portal of pure black will bleed through sight. Plunge your hands into the portal and take the blade. It is wicked, it is sin.
Broken, bloody sword. Broken and useless until it is used to kill. Then it reforges in the user's blood to gain a bonus to hit equal to the killed's HD. The sword breaks again at sunrise and must kill again to reforge.
372-466
Settlement (Village, Population: 86 people, Notes: A boon or ally) Hofn is a circle of simple stone huts and a grove of grapes. Folks here avoid conflict and shun those who draw arms. Helping pick a harvest will have the village elder how to make preserved grapes, a rare treat.
373-463
Lair Trenches, ruts, and prints criss cross the hills and scattered woods. 50 boars (3HD) rampage looking for food.
373-464
Weird (Animal Behaviour) Around an old oak hundreds of squirrels grow fat. They do not leave the shade of the tree.
373-465
Lair 12 berserkers lick their wounds after losing 80 men to the Wyverns.
373-466
Lair 8 werebears (3HD, supernatural) dig around a grove of trees. A deep tunnel has been dug leading to where the root tips yearn for water. They believe this essence will stay their transformations. They are wrong.
373-467
Lair Scarred bands of sleek white rocks jut up through the hills. At their tallest they stand 100'. Three Stone Dragons nest here (6HD, supernatural, stone breath) but prefer to slumber. Their stone scales are rumored to make unrivaled armor.
373-473
Lair Leira (4HD) and her retinue of 7 huscarls (3HD) hide in forgotten caves. Leira was banished from her rightful spot as thane of Mydalr by her uncle, a powerful sorcerer, who blinded her before she could make an escape.
374-462
Settlement (Town, Population: 300 people, Notes: Relationship to nearby hex) Mydalr profits greatly from its lumber mills. Tall wooden walls with pillars of stone hide the streets of homes. A wooden keep sits in the middle of town ruled by Faxaoss (2HD, spells Blind, Animate Dead, Suggestion) an aging hedge sorcerer. Faxaoos worries his niece will return to kill him and has been preparing some of his animated dead to look like him through grotesque surgeries and elaborate makeup rituals. Faxaoos knows of the enchanter.
374-465
Weird (Strange Merchant) Dead plants poke through a forgotten field. Nearby in a musty barn Gila tends to the instruments he brought from lands afar. Gila knows the rites of enchanting and can teach those who swear to carry his legacy to the Steps.
Gila's Legacy Bands of crystal lock and spin endlessly. Those around the owner wither in age from its entropic field. Lose 1d6 years per week spent within a mile.
374-466
Settlement (Town, Population: 500 people, Notes: Hostile) Baroargata does not need walls, moats, or anything else to guarantee its safety. 200 fighting men stand ready for raids. Four mobile turrets of flame support their army. (As dragon breath)
374-474
Weird (Treasure) One of Baroagata's war machines is buried in the mud. An onager blessed by ancient war priests. (+1, treats stone as wood)
375-462
Lair Six onyx bulls rest by a creek. They are Gorgons. A spell has rendered them inert unless harmed.
375-463
Settlement (Village, Population: 46 people, Notes: Relationship to nearby hex) The elders of Enni tend to the Gorgons. Each week they bring juniper and aromatic roots to please the Gorgons. In return the town is protected by the Gorgons. The village sells armor made from the scales of the Gorgons.
375-474
Weird (Historical Location + Clue to Nearby Hex) Festering, black onyx walls quiver and cry throughout the day. At night they weep violently, the ground around them shaking with each sob. The onyx wound hungers for a human sacrifice. Resting inside will transform the sleeper into a fully formed Gorgon.
376-459
Settlement (Village, Population: 32 people, Notes: Relationship to nearby hex) Alfsoss. Slave village to Grund. Produce the saltpetre needed for their explosive weapons.
376-474
Settlement (Town, Population: 500 people, Notes: Hostile) Grund is the sworn enemy of Baroagata. Behind its stone walls are kennels of the risen dead filled with gunpowder. The residents live underground. 230 soldiers, 120 explosive undead.
377-458
Settlement (Village, Population: 28 people, Notes: Relationship to nearby hex) Mioskali Slave village to Grund. Raid the nearby tomb for fresh corpses to animate.
377-459
Lair 90 orcs rest in an old battleground. They play dead until someone tries to loot their corpses, then all 90 rise to kill the thief.
377-460
Weird (Strange Ally) Dead stumps pump a vile pus from the core of the earth. A circle of death surrounds a rotting orc captain (5HD, supernatural) Besting him in combat will have him teach the victor a new technique. He will gladly follow any man who bests him. Will burn any town they come across.
A rotten trick When dealt damage pretend to have been dealt a mortal blow. On your next attack surprise your enemy with a +1 to hit and a +1 to damage. May only be used once before the enemy catches on.
377-465
Weird (Strange Ally + Strange Tutor) Common folk steer clear of the woodsmen here. Whispers of him grinding up the local shaman and force feeding their remains to the town.
Brauss can teach trusted friends Memory Magic. His request is meager, to slay one of the Rock Dragons and bring the meat back to him.
377-466
Lair 7 Gorgons protect their hoard of 27 captives from being freed. They hunt for the onyx wound in the ground.
377-474
Settlement (Town, Population: 400 people, Notes: Relationship to nearby hex) Hamrar has lived under the illusion that there town was brutalized by the Rock Dragons. In reality Brauss tricked the village to cover up a murder he did ages ago. 90 footmen, 10 cavalry.
378-455
Settlement (Town, Population: 100 people, Notes: Relationship to nearby hex) Brekkur profits off of Hamrar's fear selling all sorts of trinkets and charms to ward off Dragon attacks that never come. 20 footmen.
378-457
Weird (Geography) Pools of multi-colored water are filled by a large waterfall during the snow melt. In summertime a calming melody plays from each overflowing pool.
378-458
Weird (Magical Component) Half of tablet detailing the rites to Truth-Telling placed in a sealed metal box. Great strength or heat is needed to tear the box open. The box is buried under pit of foreign, loose stones that are are freezing to the touch. Scratched into the box in multiple different languages.
"Better to leave the truth buried. This is no treasure. Hide this better than we did"
378-460
Settlement (Village, Population: 30 people, Notes: Relationship to nearby hex, Weird: Geography) Inside a labyrinth of ice a smooth tower of silver stands alone. Inside a group of Truth-Tellers live out the rest of their lives in imprisonment. Their prison constructed by the truth of GODS'. 28000 gp 700 doses drugs, herb, dried. ADD MAGIC ITEMS
378-461
Lair An army of the Truth-Telling's creation waits to hear the next Truth. 97 footmen (1HD, Chain, Axe)
378-462
Weird (Historical Location) A still burning fragment of a Star the Truth-Tellers called down in fit of rage centuries ago. All life within two miles loses 1HP per minute.
378-463
Settlement (Fort, Population: 100 people, Notes: A boon or ally) Canton Pyrfulginus. A stone square with a smaller bronze square stacked on top. Myrmidon Woereld desperately sends out missives requesting more trainees for her branch of the Militant Sophists. She is convinced that the fields here hold secrets to the understanding of the questions posed by bees. lins Stone beehives stick out of the trees here. Blub and his cohorts are busy catching bees and interrogating them for WoereWeretigers Sliced from an Eternal Glacier, two lovers embrace. Flowers, gold, treasure, love poems are left at the base. 7HD.
379-458
Lair 14 Rocs Around a hole in the ground great birds with black feathers and speckles of quicksilver lazily patrol. Inside their pit are the collected bones of a few dozen humanoids. 600 GP Potions of Speed x 4
379-459
Settlement (Fort, Population: 130 people, Notes: A boon or ally) Canton Ribisondia Obsidian walls circle a central tower of limestome. Warden Haresteax plots in his grand map room, attempting to make a form of cartography that captures the full image of a land.
379-460
Settlement (Village, Population: 48 people, Notes: Hostile) Wordlessly 48 people chained to a moldering wood totem circle around it. If they stop the faces on the totem begin to scream, causing ears and eyes to bleed. Any halting of the circle drives the prisoners to bloodlust.
379-466
Lair 23 berserkers Freed people from the totem. Breaking the chains has given them freedom but the torture has made them cruel and distant from morality. During the day they push boulders onto passerby from the village in some cruel approximation of a game.
379-467
Settlement (Village, Population: 72 people, Notes: Relationship to nearby hex) Molotskin dredges the sea for star iron. A large communal forge melts down the precious scrap and turns it into goods to sell. Led by Frances (3HD, Plate, Warhammer) who bears the scars of someone who was chained to the cursed totem.
379-475
Weird (Strange Tutor) Great blocks of dirt have tumbled in on themselves. No buildings stand save a dirty great hall, 100' by 200'. The inside is pitch black, any source of light only cast a 1' of light. Bones stick from the ground like the quills of a porcupine. Crushing a bone awakes 40 skeletons. They kill without order but will follow anyone with one of the buried Collars of the Damned.
379-476
Weird (Strange Tutor) Encased in a cliff face is a massive metal pill. Its sides have given to rust and old ropes hang from its ancient exits. A ghoul rests here. In exchange for nuclear material it will teach the methods of moving as silently as the undead do and how to open doors without making a noise.
380-459
Settlement (Village, Population: 59 people, Notes: Relationship to nearby hex) A nameless hovel that serve the ghoul. Most have been subjugated by its tainted blood and are forced to go into the earth to try and find more of the material it covets. From their mud filled hovels they will charge if the ghoul is attacked, their minds betrayed by the body's urges.
380-465
Settlement (Town, Population: 500 people, Notes: A boon or ally) Torrad's gates stand splintered open after the last ghoul rampage. Calls for stone are posted in the village center. Houses have been moved to stilts. Steinar waits at the gate with a maul and a large sling. Those who help defend Torrad at night are taught Steinar's method of slinging bigger stones without a penalty.
380-467
Lair 40 berserkers get drunk and watch their prisoner ghouls fight animals, travellers, and monsters they capture. Their tents are filled with 30,000 GP worth of platinum jewelry.
381-460
Settlement (Town, Population: 600 people, Notes: Relationship to nearby hex) Merchant tents stretch from one bend of the saddle to another. Goods from far away are presented for outrageous prices. A set upon wizard deals with trade disagreements with kind words or a powerful Geas.
381-462
Settlement (Village, Population: 86 people, Notes: Relationship to nearby hex) A smaller camp of helpers to the merchant colony. Some misplaced goods are for sale.
381-463
Weird (Strange Ally) A 240' long crevice reeks of filth. inside two giant scorpions cower from the world. These are the First Scorpions, the primordial male and female that all others have descended from. Their milky eyes have never seen the stars.
381-464
Settlement (Village, Population: 19 people, Notes: A boon or ally) Jaddvor tends to this neglected temple. Failing gardens encircle a creaking wood dome. The inside is painted with vivid scenes of the night sky. All the stars are in their proper places and celestial events are where they will appear. A terrible dark purple comet is streaking towards the moon. Jaddvor swears this comet will shatter the moon. She knows a stairway that leads to the moon's surface. COME BACK
381-465
Settlement (Village, Population: 31 people, Notes: Relationship to nearby hex) Ogn is one large roundhouse. Days ago they cracked open the safe. A few of them have been bitten by the bugs and try their best to hide the necrosis. A grand trident +3 is stashed under the floor boards.
381-467
Weird (Historical Location) Chittering translucent insects sun themselves on the exposed part of a 50' by 50' safe embedded in the ground. Its insides have been picked clean and drag marks are seen alongside footprints heading towards Ogn
381-474
Settlement (Village, Population: 67 people, Notes: A boon or ally) Lyting hums to the sound of hammers and saws. Great kayaks with outrunners are made here. One kayak can sit a team of 4 plus their gear or 8 carrying nothing.
381-477
Lair A lone Roc cries in pain. 12 barbed mithril arrows have punctured its belly and neck. This Great Roc has healed but the magic metal leaves it sick and enraged. A high up nest a group of old growth trees holds 3,000 GP and an Enchanted Treatise on the Habits of Polar Bees.
382-456
Settlement (Fort, Population: 110 people, Notes: A boon or ally) Through a layer of dead trees a clearing with a festering crater holds a 300' tall obsidian egg. From its body fences of obsidian grow to form defensive structures. During the day a few dozen squads of purple scaled men with the heads of a gila monster train. First with glass spears, then clubs of pure star iron, and last with claw and fang.
Prz'zta is the overlord of this Special Envoy. Their goal is to thwart the Militant Sophists scramble for knowledge.
382-459
Lair A much larger kayak sits on a crude workbench. 10 trolls dote over their work and prepare to take it to sea.
382-460
Weird (Magical Component) Beneath the tallest tree in the woods is a mound of poison nettles. A prick from one kills any creature of 4HD or less on a failed save. Passed saves have five days to find a healer capable of turning poison into water. These nettles may not be destroyed by magic or fire. Creatures up to 8HD take 6d6 damage and on a result of 20 or more lose the limb that made contact. Glinting beneath the nettles is a metal trapdoor that leads to a 10' by 10 chamber. Inside is the other half of the tablet detailing the powers of Truth Telling.
382-467
Weird (Strange Tutor + Treasure) Aspens weave a strong wall around a glade perpetually shrouded in mist. Only those accepted by animals of the woods may enter freely. The last 17 centaurs carouse inside. 3% of the time they are stricken by a sour mood. In their personal effects is a Seed of the Woods, an enchanted seed that grows a vibrant forest overnight in a six mile area, and extends at a rate of 6 miles every 3 months until the seed is uprooted.
382-474
Weird (Strange Tutor) On the tallest hill there is a pit 30' by 30'. An ogre magi will accept payments of GP, treasure, or sacrifices to perform the ritual to Mass Cure Light Wounds. Buzzing gnats whisper the locations of people who preform this ritual. 20% the ogre is away crushing a ritual knower.
382-475
Settlement (Village, Population: 86 people, Notes: A boon or ally) Perpirdas boasts only haphazardly assembled huts. Villagers rush to and fro trying to enact more permanent constructions. Terg, the headwoman, is on the run from the Militant Sophists. She was a middle ranked member of the order of Gases. The village boasts no walls yet but each villager has an assortment of deadly mixes.
382-476
Lair Ash covered rocks are placed upon splattered corpses. An ash colored were-ape kills any intruders who enter the perimeter of these trophies. Only human during the first day of the week. An ash covered axe +1, 500gp, and a grimoire teaching Fireball and Teleport are in the Ape's cave.
382-477
Lair A floating dirigible of 20 weather sturdy balloons, metal decks, and complete with working cannons is tethered to the tower of a giant. The giant promises the ship to anyone who can bring the Moon to him. Inside the tower are polished skulls and an assortment of crude structures of the moon and some grand paintings.
383-460
Weird (Treasure) A ruined graveyard of white stone graves. Most have been pummeled into rubble. A standing tomb remains sealed. Inside a wooden coffin painted black sits with a heavy chain rested a top it. Touching the coffin causes the chain to fuse to the wrist, forced to drag it behind. Inside the coffin is a Maxim Gun - 2, allowing 3 attacks per round dealing 1d6-2 HD in damage. The coffin compels the cursed to seek revenge against any wrong down to lawful creatures.
383-461
Weird (Clue to Nearby Hex) A shattered piece of marble. Inscribed on it. Loving father, devoted husband, joins his family in the hereafter.
383-462
Settlement (Village, Population: 89 people, Notes: Relationship to nearby hex) Tents strung together in a dip of the hills. Kadal 3HD leads the villagers in work. They stitch together reeds, furs, and small gems into small totems. Attacks from creatures of the sea are done at a -2 when adorned on armor. Boats with such a totem will not capsize unless the entire crew is slain.
383-463
Weird (Clue to Nearby Hex) Piles of ruined canoes fill a good quarter mile stretch of the plains here. Maple, birch, aspens- all manners of designs too. The bottoms of the boats all share similar puncture marks.
383-467
Lair 57 orcs spend their days building bricks of earth. At night they continue building on to cube of earthen bricks, 100' by 100'. They will add another 50' to each side every two weeks. In the center of the prison is a dracolich of a black dragon's body. A Geas was put upon the beast to never disturb the earth.
383-473
Weird (Strange Ally) Matsue tends to vats of bronze buried in the floor of his basement. For the price of 200GP or the head of man he will create a loyal orc. They do not work for free. Every fortnight they must be allowed a week's leave to go raiding, bringing back 10% of the treasure as a token of kindness to their boss.
383-475
Lair 32 orcs tend for two stunning white horses. Their manes are kept clean, hooves tended too, and they never miss a meal.
383-477
Lair 110 orcs lick their wounds. Tonight they will assault the walls of Leweston as they have for the past four months. The body of their lord's brother lies in the familial crypt beneath the manor.
384-460
Weird (Strange Merchant) Tucked into the embrace of a steep cliff, a wereboar protects a quartz table from intruders. Laying upon the table with an aspect of an animal will create a lycanthrope of that type. Their transformation is tied to harvest season. During the harvest they must feast.
384-463
Settlement (Town, Population: 200 people, Notes: Relationship to nearby hex) Leweston's red mud walls hold metal cages every 70' or so. Stunted Rocs rage inside the cage. Behind the walls a town of simple longhouses and a few older brick buildings.
384-464
Weird (Animal Behaviour) Bees congregate around a patch of aquamarine flowers. At the base of these flowers is a modest pile of dead bees.
384-467
Weird (Strange Ally) On a hill of dead grass, a squat box fortress watches over the land. The air is uncomfortably warm around this fortress.
Inside a red dragon disguised as an elf lives alone with tomes and tomes of books. In exchange for a language he will give the true name of a demon and the ritual for how to invoke demon pacts.
384-474
Settlement (Town, Population: 100 people, Notes: Hostile) Human leather tents, pulverized bone paths, and a great totem of a man impaled through the back-- a demonic levy stands to challenge the dragon. 1 Viceroy, 4 Captains, 15 Decorated Elite, and 80 Imps.
384-475
Settlement (Fort, Population: 100 people, Notes: Relationship to nearby hex) A ruined Militant Sophist fort. Two stone rings interlocking through their middles. Burn marks dot the outer walls. Inside the dual courtyards are mass graves filled with the last host. Another levy of demons makes camp here. The old master of the fort Drivaldus Haltha is bullied by the Captains into using her knowledge of the wind to create a weapon.
384-477
Weird (Magical Component) The bones of good hearted brother lie at a crossroads. Promises made here are upheld no matter the cost.
385-460
Weird (Treasure + Treasure) Near a sizable chunk of exposed quarts a white brick longhouse bakes in the sun. There are no entrances or exits. Inside a lantern and a bow rest on a table. A note Do well to tend to the grave goods of Thyll the Quickened. The lantern detects secret doors within its area of illumination. Iron arrows shot by the bow will transform into a 30' line of magical spikes.
385-463
Weird (Magical Component) 30 containers of airship fuel are buried under 2' of foreign soil. Each container is enough for a week of flight in clear weather.
385-466
Settlement (Village, Population: 9 people, Notes: Relationship to nearby hex) A single building on stilts peeks over a clearing. The crew of the dirigble captured by the giant. They have given up hope on getting the ship back, but continue to petition adventurers in vain.
385-467
Settlement (Town, Population: 500 people, Notes: Relationship to nearby hex) Thorlaug simmers. A detachment of soldiers went to try and recover the airship from the giant's tower but have not returned. It's feared that these 40 men are dead (most are.) Gudny (4HD, Maul) would pay handsomely for the dirigible crew. He would also make huscarls of any who could slay the giant.
Huscarl Tradition Fighting with an ax in your offhand gives the same protection as a shield. An ax can be thrown before an enemy attacks to stun them, causing them to miss and take damage.
385-468
Weird (Historical Location) Worms crawl in and out of the grooves of a forlorn pewter fountain. The pump is nearby and still functional. Water consumed from the fountain cause visions of the stars falling to earth to haunt the drinker. On a 1% chance they are true. Roll a d10-1 for how many hexes away and a d8 for direction.
385-473
Settlement (Village, Population: 49 people, Notes: Relationship to nearby hex) Bright red and orange stars adorn the walls of buildings here. Villagers will urge visitors to sit with the holy man and share a meal. These meals use the water from the forgotten well. The holy man will teach a ward against darkness and blindness. A vial of star water with rubies crushed into it. Grants a +3 to saves against magics that cause blindness or seeing through magical darkness.
385-474
Lair An exceptionally large panther protects two barrels of rum. The big cat drinks from them often. A large tumor is crushing the animal's brain, driving it into rage.
385-477
Settlement (Fort, Population: 100 people, Notes: Relationship to nearby hex) Canton Galleedwenlick is a spartan half sphere jutting up from the ground. At night part of its shell opens and a great purple lens points at the sky. Dweveld frets over the state of the stars, increasingly convinced that they will fall from heaven soon.
385-478
Settlement (Village, Population: 55 people, Notes: Relationship to nearby hex) A massive star made of brass and bronze stands over the small huts. These Children of the Stars are readying to stop the Militant Sophists from delaying the arrival of the divine.
385-479
Lair 214 White Apes bend nature to their psionic will. Each ape is able to speak with its mind and manipulate tools freely. Spoken speech bores them. Their current project is a staircase to the heavens so that they may show the Children of the Star that the stars will not fall and in fact are safe where they are.
386-460
Settlement (Town, Population: 400 people, Notes: Relationship to nearby hex) Lutahorpe prepares bounties of fish and imported fruits to give to the apes. They have seen the wonders in the woods. Thorlang 2HD urges the town to drive the apes away before they demand more.
386-461
Weird (Clue to Nearby Hex) A stitched reed and bramble machine designed to rip the limbs off of a human. Blood soaks the ground. 10% an ape is there trying to uplift an unwilling human through use of the machine.
386-462
Settlement (Town, Population: 100 people, Notes: Relationship to nearby hex) What was the town of Kalf now sits nameless. Villagers walk around the town in the nude, trying their best to approximate their ape idols. They are not psionic but this theater amuses the apes greatly.
386-463
Settlement (Village, Population: 3 people, Notes: Relationship to nearby hex) Three terrified people hide in the basement of their ruined brewery. The apes put the village to the torch after a poisoned barrel of beer was gifted to them.
386-464
Weird (Clue to Nearby Hex) A 150' hole has been dug. The walls are lined with living brambles that feast on humans thrown in by the apes. At the bottom of the pit, under the bones, is a magic ax + 2.
Virtue Those who tell lies within 50' of the ax cough up a burning purple ash. Strikes against deceivers hit regardless of AC on a roll of 16-20. Lying while in possession of the ax causes a save vs. spells, a fail results in losing 1d6 Strength.
386-474
Lair 53 berserkers wait along their fearsome longships. Lutahorpe promised pay in exchange for dealing with the apes, but no money has exchanged hands. They kill time with sporadic raids.
386-476
Settlement (Town, Population: 400 people, Notes: Relationship to nearby hex) Kodran is in the middle of a hasty rebuilt. Raiders have burnt their walls so now they rebuild them with stone. The men are terrified to fight in melee, so they train with bows. Ald 3HD grits his teeth about the future with his meager militia. His warchest dangerously low, 500gp and a treasure map.
386-477
Settlement (Village, Population: 99 people, Notes: A boon or ally) Sorli's feeds have been taken over by the raiders. Forced to work the farmers pray to an old god of justice. In a field of tomatoes a pit collects the blood and flesh of the devoted. In 3 days an ogre mage will crawl from the pit, devoted to eradicating those who prey upon the weak.
386-478
Settlement (Fort, Population: 100 people, Notes: Hostile) Canton Halucidera is shrouded in a bone aching red mist. A terrible accent has released a flu that erodes bones and makes the brain desire warmth. What was a research outpost on the weather has turned into a festering hive of jellied people driven mad by pain and cold. The fort itself is an 80' tall arch with entrances at both bases.
386-479
Lair A pair of Hawks harry merchants on the road. Their nest is filled with 200gp worth of silver necklaces.
387-462
Weird (Treasure) Clad in a polished set of red armor, a dying knight lays on a 9' tall tower shield made of the same polished red metal. This is a Knight of the Heavens. Her mission was to protect the sky from falling stars but she fell to earth. Her armor is as Plate except in the light of a star it may cast Light twice per day.
The shield is +1 and once per day can be used to make a 10' wall of flaming metal by slamming it into the ground.
387-464
Weird (Treasure) Two decaying skeletons sit back to back. A chain bolted through their wrists binds them together. This chain weighs nearly 14 pounds and the links are barbed, drawing blood from even minor contact with skin. Bolting the chain to the wrist will enchant it to a +1 weapon that heals 1d4HP when dealing a killing blow.
387-466
Settlement (Village, Population: 14 people, Notes: A boon or ally) A freed man's camp. Kabbi 2HD warns travelers of the dangers of the slavers in Balki.
387-467
Settlement (Village, Population: 29 people, Notes: Hostile) Barbed, bloody chains dangle from the wrists of these warriors. They will not know the burden of servitude again. Demand tribute or attack. Their sole building is a cave reinforced with pit falls and mounds of poisonous herbs.
387-468
Settlement (Town, Population: 200 people, Notes: Relationship to nearby hex) Balki rests on blocks of wood crafted together by the dozens of enslaved people. No one is spared the horrors of the chain. They tend to the groves of trees, cutting, refining, and crafting into materials to be sent along the trade route. Sigvid 1HD sneaks away at night to parlay with the treant.
387-473
Lair The sole tree for miles shoos away visitors. This treant tires of the games of blood that humans play. It focuses its energy on protecting the abandoned bear cubs left at its base a week ago.
387-475
Weird (Strange Ally) Balla 3HD waits by the road. For noble looking people she will ask them for a donation to help free her sister. She only asks for 5gp. Those who offer to help take up arms to save her sister are told the truth. Balla is a former slave who wants to burn Balki to the ground. She knows the spell Fireball and Speak with Dead, and will happily teach those who help her.
387-477
Lair 24 orcs and 37 bandits turned to stone. A group of 6 Basilisks sun themselves in between gnawing on the statues.
387-478
Settlement (Village, Population: 66 people, Notes: Relationship to nearby hex) Eyes downcast, villagers will encourage folks to visit the statue garden. A belief that every statue made gives the village another year of good luck. Throngs of huts and singular stone roundhouse.
387-479
Settlement (Fort, Population: 110 people, Notes: Relationship to nearby hex, Weird: Historical Location, Weird: Animal Behaviour) Canton Lerdibras is a massive stone bird cage. Each bar of the cage rises 90' and has multiple bedrooms and classrooms. The top of the cage holds a massive rotating mirror pointed at the sky. Each night 8d100 wolves will come to watch the reflected starlight shimmer across the night's sky. On cloudy nights they howl in sorrow. Lerdibras is built upon the impact site of one of the ancient Wyrms. This was where it fell from the heavens and drew its last breath. DUNGEON
388-463
Weird (Historical Location) A single scale from the Wyrm of Passions is embedded in the face of a cliff. Animals in this area act as if they were people. Save vs spells and on a fail pursue what matters most in one's heart.