Updated Hex Listing:
https://docs.google.com/document/d/1Dk64fqHf3nJv7o5l5rPGAHqtcY9OHhUO8DTCUnQeXOo/edit?usp=sharing
In the document all subhexes are indented.
Appendix A: Concise Hex Descriptions
00.02 (The Pirate Kings): are giants on cloud-top fortresses.
(The Bitter Coast)
00.02.01 (Skullreach): the greatest of the cloud castles is built on what appears to be an enormous blue dragon’s skull.
(The Bitter Coast)
00.02.02 (The Mage Slaves of Udenyr): is actually a dryad, contrary to rumors.
(The Bitter Coast)
00.02.03 (The Traveller’s Journal): tells of a journey through this hex.
(The Bitter Coast)
00.06 (The Ocean of Bitter Regrets): drinking its water brings to mind one’s most bitter memories. It also has a giant were-shark in it.
(The Bitter Coast)
00.06.01 (The Dreamsong): the singing of whales creates the Dreamsong, the plane of dreams.
(The Bitter Coast)
00.09 (Salt Point): a ruined lighthouse and the catacombs that lie beneath it are home to bitter old monk.
(The Bitter Coast)
01.01 (The Dead Chick): here lies the corpse of a roc that did not learn to fly in time.
(The Westmarches)
01.02 (The Scorshia Birches): the wood from these trees can be a source of mystical visions.
(The Westmarches)
01.03 (Everdark): a strange town lies here in a mist-shrouded canyon.
(The Bitter Coast)
01.04 (The Chalk Cliffs Overlooking the Stormhead): the place where cloud giants are transformed into storm giants.
(The Bitter Coast)
01.05 (Laughing Sam): a kindly dryad who’s a long way from home.
(The Bitter Coast)
01.06 (The Warbling Coast): is famous for its birds, especially a great white raven.
(The Bitter Coast)
01.07 (The Saltwood): the home of a mutated ogre were-shark.
(The Bitter Coast)
01.08 (Broderick's Estuary): where Broderick’s River meets the sea.
(The Bitter Coast)
01.09 (Fernsbank): a peaceful coastal plain that has recently come under a malign influence.
(The Bitter Coast)
01.10 (The Cave of Kull Cove): pirate gold might be found in this entrance to the Sunless Sea.
(The Bitter Coast)
02.02 (The Vampiric Stratum): vampires never die even if eons turn their bones to chalk.
(The Westmarches)
02.03 (Mount Scorshia): the greatest mountain in these lands, it is said that the world was created here.
(The Westmarches)
02.05 (The Ruins of Hoth Akhbir): the ruins of the westernmost dwarven fortress, it was destroyed by giants in the Goblin Wars.
(The Westmarches)
02.06 (The Spawning Pool of the Salamanders): blind salamanders crawl from the Sunless Sea to spawn in the relative safety of the sunlit world.
(The Bitter Coast)
02.07 (Broderick’s Grove): the best place to harvest giant sequoias for all of your didgeridoo needs.
(The Bitter Coast)
02.08 (The Tashtan Plains): the home of exceptionally large centipedes.
(The Westmarches)
02.10 (The Fernsbank Fossils): preserve a burning eagle locked in battle with a grey worm.
(The Bitter Coast)
02.11 (The Cross): this pirate haven is a fractious and tearful place.
(The Bitter Coast)
02.11.01 (The Pits of the Cross): this serves as the jail of the Cross.
(The Bitter Coast)
02.11.02 (The Skinscratch Murders): people are being murdered and left without their most precious possession and with strange marks carved into their skin.
(The Bitter Coast)
02.11.03 (The Rogue Janissary): a golem captains one of the local pirate ships.
(The Bitter Coast)
02.18 (Nasili’s Arch): this natural arch was once the home of nereid.
(The Bitter Coast)
02.22 (The Castle of the Collector): his collection of seventy-nine Tarrasque skulls is especially impressive.
(The Hills of Gore)
02.22.01 (The Tender Hunt): a strange ritual takes place here annually.
(The Hills of Gore)
03.02 (The Ice Mummies): these ancient corpses have been looted and aren’t pleased about that.
(The Westmarches)
03.03 (Rift of Great Lament): a bottomless pit from which strange voices emerge.
(The Westmarches)
03.04 (The Monastery): a dwarven monastery with a strange and lucrative prisoner.
(The Westmarches)
03.04.01 (The Gems of Stolen Fire): the gems that the dwarves harvest are actually delayed blast fireballs.
(The Westmarches)
03.05 (The Long Stairs): the only path that leads to the monastery high above.
(The Westmarches)
03.06 (The Gardens of Lord Deismark): a sheltered valley where it never rains or snows and where the weather is always warm.
(The Westmarches)
03.07 (The Shrine of Father Dorek): a small shrine maintained by the ousted leader of the dwarven monastery.
(The Westmarches)
03.08 (Uncle Bertie's Trading Post): one of the few inns in the Westmarches.
(The Westmarches)
03.08.01 (Illace and Jerrod): Uncle Bertie’s Trading Post is currently hosting a pair of
Shuttered aristocrats whose balloon crashed nearby.
(The Westmarches)
03.13 (The Temple of the Dead God): dead Tiamat lies dead but that is not always an insurmountable obstacle for a goddess.
(The Hills of Gore)
03.13.01 (The Bone Stash): bones gnawed by tiamat are the sacred currency of the cult.
(The Hills of Gore)
03.19 (Castle Ravenscraig): the ruins of what was once
Gore’s principal seaport.
(The Hills of Gore)
03.26 (Unwerth the Immense): this large and gregarious wizard is actually a desert toad masked by gnomish illusion.
(The Hills of Gore)
03.29 (The God in the Stone): a local galeb duhr suffers his worshipers in silence.
(The Cornfields)
03.30 (The Cornfields): are fertilized with the teeth of unlucky travellers.
(The Cornfields)
03.31 (The Old Mill): what appear to be regurgitated souls haunt this abandoned mill.
(The Cornfields)
04.00 (The Nests of the Kagu): an aarakocra tribe noted for its love of “shinies.”
(The Westmarches)
04.02 (The Drinker’s Mouth): a dormant volcano holy to the dwarves.
(The Westmarches)
04.05 (The Pool of the Firebirds): a mountain pool where the firebirds mate and frolic.
(The Westmarches)
04.06 (Cragsend): a remote village founded by refugees of a war long past.
(The Westmarches)
04.07 (The Mocking Hills): strange voices and mocking laughter can be heard in these mazy hills.
(The Westmarches)
04.08 (The Plains of Dogtur): a strange tribe lives here with their many dogs.
(The Westmarches)
04.17 (The Paionian Glade): the some of a raucus and astrologically-inclined tribe of centaurs.
(The Hills of Gore)
04.30 (Thorny Gulch): you’ve got to throw people somewhere after you’ve taken all of their teeth.
(The Cornfields)
04.31 (The Nothing): a cave that is slowly being enlarged by a sentient sphere of annihilation.
(The Cornfields)
05.04 (The Glass River Winery): the food and drink here is almost as strange as the guests.
(The Westmarches)
05.05 (The Glass Rapids): water flows through strangely-crystalline rocks before flowing down into the Sunless Sea.
(The Westmarches)
05.06 (The Trench and the Battle Hills): the remains of an ancient dwarven community that was destroyed by fratricide.
(The Westmarches)
05.06 (The Drinker’s Stein): the lost treasure of the Battle Hills and the cause of its downfall.
(The Westmarches)
05.07 (The Watering Hole): the wild aurochs of the plains gather here to drink.
(The Westmarches)
05.12 (Hound’s Hearth): this village is known for its dog fights in which most anything with fur and four legs can be entered as a “dog.”
(The Westmarches)
05.14 (The Dryad Grove): the survivors of an exodus through the land of dream.
(The Hills of Gore)
05.18 (Fools’ Court): the site where the High Kings of
Gore were once crowned with a helm of opposite alignment.
(The Hills of Gore)
05.20 (The Bastion of Rhegard): the ruins of what was one the capital of the Kingdom of Gore.
(The Hills of Gore)
05.24 (Ninbolm): a gnomish city carved into the stump of a great fossilized tree.
(The Hills of Gore)
06.03 (The Long Table): the giants and the priests of the King in Splendor both claim this as a holy site.
(The Westmarches)
06.05 (The Badlands Where the Beetles Dwell): the home of giant stag beetles and strange nocturnal rituals.
(The Westmarches)
06.06 (The Dwarven Cairn): Dagmar often comes here to get drunk and scream curses at his dead brother.
(The Westmarches)
06.10 (The Ziggurat): a strange green structure of snakes and idols that is strangely out of place in these lands.
(The Westmarches)
06.14 (The Arch of Sod): a place where men became blood brothers.
(The Hills of Gore)
07.01 (The Giant’s Lake): this lake of crystal salt is the home of a riddling giant.
(The Westmarches)
07.04 (The Castle of the Poor Brothers): once home to an order of monks the Castle has been taken over by the grasping Delasar clan.
(The Westmarches)
07.06 (The Destroying Angel): stalks beneath the earth in the tunnels that lead to the Sunless Sea.
(The Westmarches)
07.08 (The Enigma): strange carving of ancient giants can be found under the ground here.
(The Westmarches)
07.17 (Castle Maratan): the holding of Lady Natala, one of the most cunning of the Lords Sanguine.
(The Hills of Gore)
07.17.01 (The Lady in Waiting of Castle Maratan): Lady Natala ended up pregnant with her lady in waiting’s child in a stirge-related accident.
(The Hills of Gore)
07.18 (The Glade of Womanhood): here the brave and ruthless snickersnees enter Lady Natala’s service.
(The Hills of Gore)
07.21 (The Conclave of Mules): the mules of these lands are uncommonly clever and fertile.
(The Hills of Gore)
08.01 (The Copperlode): heroes claim to have slain a dragon and left a vast mound of copper behind.
(The Westmarches)
08.03 (The Old Delasar Mansion): now that they have moved on to bigger and better things, the decaying mansion of the Delasars is occupied by their in-law and his creations.
(The Westmarches)
08.05 (Bell, Book and Candle): this minor village is known for its unique marriage rites.
(The Westmarches)
08.06 (The Winnowing): the number of aquatic predators only seems to grow as one descends to the Sunless Sea.
(The Westmarches)
08.16 (The Eyrie): a nest of the Scarecrows, a brotherhood that gives help to the poor and mischief to those in power.
(The Hills of Gore)
08.27 (Zaal, the Sleeping City): the home of elven exiles. Handsome men are hauled up its basalt walls on ropes of elven hair and are never seen to leave.
(The Singing Wastes)
08.27.01 (Hypno, Lord of Sleep): he slumbers beneath the city.
(The Singing Wastes)
09.00 (To Go A-Striga through the Night): the owl-riding strigoi claim they are the descendants of those who escaped from the land of the dead by riding owls.
(The Grey Mountains)
09.01(The Hermit of the Crag): here lives a wise hermit and his fearsome pet cow.
(The Grey Mountains)
09.06 (The Treasure Stash of Giles Chosard): the treasure kept by the son of an exile from the
Shuttered City that he hopes will one day buy his way into the city of his ancestors.
(The Westmarches)
09.19 (The Castle of the Sack Man): the sobbing of the children who are kept captive by the Sack Man, an emaciated figure in a red cloak trimmed with white, can be heard on the wind.
(The Hills of Gore)
09.22 (The Lake of the Flying Fish): where fish can swim as easily through air as through water.
(The Hills of Gore)
09.29 (The Dune Walker): a mysterious wanderer ages those he kisses.
(The Singing Wastes)
10.01 (The Mouth of the Dragon): a tunnel that looks a lot like a dragon’s mouth, the goblins do not allow any others to venture inside.
(The Grey Mountains)
10.12 (Celadon the Shrewd): a cunning dragon who hides his treasure in a series of secret stashes.
(The Hills of Gore)
10.14 (The Hunting Huts): in these lands even the huts will try to eat you.
(The Hills of Gore)
10.09 (The Haunted Statue): strange runes are written on its pedestal and it is not weathered in the least by wind or rain.
(The Freeholds)
10.10 (Bees! Giant Bees!): are their honey and wax worth braving their stings?
(The Freeholds)
11.01(The Goblins of the Mountain Woods): can be seen dancing about their great blood-nourish oaks on moonless nights singing strange songs.
(The Grey Mountains)
11.03 (The Farnsfall Holding): a new settlement being carved out of the wilderness by the naïve self-proclaimed Baron Farnsfall.
(The Freeholds)
11.05 (The Burnt Caravan): the remains of the halflings and their ostriches lie burned amidst their plundered wagons.
(The Freeholds)
11.08 (The Bolger Freehold): were halfings raise racing ostriches, vegetables and large families.
(The Freeholds)
11.15 (The Haunt of the Peryton): the peryton speaks with the voice of the last man (not woman) it has killed.
(The Duchy of Thring)
11.16 (The Tomb of Sir Theanor): Gorean Greys are agile cats as Theanor learned to late.
(The Duchy of Thring)
11.20 (The Hill of the Swordsage): the home of a master of the sword who sees things not as they are but as they might be.
(The Hills of Gore)
11.32 (Skeleton of a Great Bird, Sunken in Sand): an enormous avian skeleton and a hermit who makes it his home.
(The Singing Wastes)
12.00 (The Sounding Snows): attempting to travel through this pass through the mountains will often be met with goblin ambushes.
(The Grey Mountains)
12.22 (Swine Ravine): the swine harpies that live in this ravine are a constant plague to any trapped within its walls.
(The Hills of Gore)
12.28 (The Breath of the Earth): a great sinkhole in which the vulture creatures called Nekh congregate.
(The Singing Wastes)
13.01 (The Skullcrusher Orcs): a village of strangely-peaceable orcs.
(The Grey Mountains)
13.02 (The Glade of Cerelaine): the retreat of an elf who is conducting experiments on humans.
(The Freeholds)
13.03 (The Timberlode): a strange community of xenophobic elves who don’t seem to like anyone, not even trees.
(The Freeholds)
13.06 (Ettin Castle): the home of the first ettin, which was created by grafting heads onto one body in order to smooth over election irregulars.
(The Freeholds)
13.06.01 (The Living Arrangements at Ettin Castle): the castle is riven with cliques based on the three heads.
(The Freeholds)
13.08 (The Tangled Web): once the home of Severard of the Seven Chins, now the home of the giant spider that killed him.
(The Freeholds)
13.08.01 (Severard’s Spellbook): several unique spells developed by Severard of the Seven Chins.
(The Freeholds)
13.08.02 (The Ring of Invisibility): it is not cursed but it is rather inconvenient.
(The Freeholds)
13.09 (The Tasty Tomb of the Thaumaturge): Severard of the Seven Circles is slowly being mummified in the honey of strange bees.
(The Freeholds)
13.10 (Lochgate Lodge): the rambling home of a clan of werebears.
(The Duchy of Thring)
13.12 (The Piss-and-




Castle): as a result of a religious dispute this ruined castle is the home to the most ancient and putrid garbage in
Thring.
(The Duchy of Thring)
13.12.01 (The Eater of Filth): there’s an otyugh in the castle.
(The Duchy of Thring)
13.17 (Castle Karandur): when disputed with the men and women of Karandur confidently reply that they ride bears.
(The Duchy of Thring)
13.20 (The Sunken Cathedral of Master Memin): an ancient stone giant instructor in the Stern Way.
(The Duchy of Thring)
13.24 (The Nameless Mountain): Old Black slumbers here, but perhaps not for long.
(The Devil’s Fingers)
13.30 (The Tomb of the Giggling Ghoul): the home of a ghoul who is now kept in a gilded cage in Jahur.
(The Singing Wastes)
14.00 (The Cave of the Winterjarl): the home of a great nordabjorn and his people who claim dominion over nearby lands.
(The Grey Mountains)
14.01 (The Frozen Jarl): the icy body of the previous nodabjorn jarl can be found here encased in ice.
(The Grey Mountains)
14.02 (The Farthest Hermitage): a small hermitage in which monks stare into a glowing ball of light and slowly die.
(The Grey Mountains)
14.09 (The March of the Clay Golem): it would not be wise to impede its progress.
(The Freeholds)
14.11 (The Lornfields): a demon-haunted forest.
(The Duchy of Thring)
14.14 (The Village of Shotwick): keeping a bloodthirsty rat idol fed is a small price to pay for relief from vermin infestation.
(The Duchy of Thring)
14.23 (The Colossal Wreck): the crash site of a giant balloon is patrolled by flesh golems.
(The Singing Wastes)
14.27 (Ogo Tassak, the Temple of the Hunt): above ancient ruins, gnolls and vulture men perform rites to bring game to these wasted lands.
(The Singing Wastes)
14.27.01 (The High King’s Crown): the crown of the old High Kings of
Gore lies beneath this temple.
(The Singing Wastes)
15.00 (Those Vexatious Caves): a cave system beneath a dwarven ruin inhabited by a baffling array of humanoids.
(The Grey Mountains)
15.01 (The Monolith of Grahakzahak): a monument to a troll god whose prophet insists on sharing the sacrament of his flesh with all he meets.
(The Grey Mountains)
15.04 (The Breen Holding): nothing fertilizes a field like an ankheg, shame about how they eat the farmhands.
(The Freeholds)
15.07 (KFE!): the home of the best fried entrails in all of these lands.
(The Freeholds)
15.11 (The Keep of Draenach): not being able to find a more suitable candidate, Lady Anghart plans to marry herself.
(The Duchy of Thring)
15.13 (Archet): a village with serious rodent problems.
(The Duchy of Thring)
15.15 (The Sepulchure of the Sword): the resting place of Duke Ulthar the Loved, his son and slayer Broderick and the great sword Caledbrand.
(The Duchy of Thring)
15.16 (The Shrine of the First God): a grubby shrine to what Brother Humphries claims is the first god: man.
(The Duchy of Thring)
15.19 (The Graves of Heroes): the grave of a legendary paladin.
(The Duchy of Thring)
15.24 (The Grotto of Uriza the Solemn): it is not wise to gaze too deeply into the sins of ones neighbors.
(The Devil’s Fingers)
15.28 (Abbalah-doon, Village of Outcasts): the gnolls are this village are using more welcoming than those of the
Burning Lands.
(The Singing Wastes)
16.01 (The Quieted Mine): a dark and abandoned mind where the Hunting Dark lurks.
(The Grey Mountains)
16.04 (The Hobgoblin Caves): the best place to buy shoes or shroomwine in all of these lands.
(The Freeholds)
16.04.01 (The Shroom Caverns): hobgoblins raise a variety of mushrooms to create their mindbending wines.
(The Freeholds)
16.09 (Alphonse's War Ostrich Ranch): Alphonse’s black war ostriches have been bred large enough to carry an armored knight.
(The Freeholds)
16.15 (The Haunted Isle): is not actually haunted, just home to feuding blink dogs and displacer beasts.
(The Duchy of Thring)
16.15.01 (Small Waters): a local village contains a family of booze-selling dopplegangers.
(The Duchy of Thring)
16.16 (Castle Tarengael): the seat of the Dukes of
Thring and home to many strange sights.
(The Duchy of Thring)
16.16.01 (The Questing Beast and the Jester Prince): the story of the Duke’s hunt for the questing beast known as the tarrasque.
(The Duchy of Thring)
16.16.02 (The Swamp of Champions): ritual dueling is better with trebuchets.
(The Duchy of Thring)
16.16.03 (The Bridges East and West): information on the towns on either side of the river from Castle Tarengael.
(The Duchy of Thring)
16.16.04 (The Last Horses): the only horse market in the land is held here.
(The Duchy of Thring)
16.16.05 (The Mounts of Thring): due to the scarcity of horses Thringish knights have had to make due.
(The Duchy of Thring)
16.16.06 (Chelind’s Buns): a baker and her demon lover.
(The Duchy of Thring)
16.16.07 (The Sorceror of Tarengael Town): a practitioner of the strange magic of Baron Autumn.
(The Duchy of Thring)
16.16.08 (No More Tears): the Duke’s daughter once wept jewels but now she weeps no more.
(The Duchy of Thring)
16.16.09 (The Mirror Throne): the Mirror Throne is under an unfortunate curse.
(The Duchy of Thring)
16.16.10 (Two Suitors of Princess Elandra): many are gathering to seek the hand of the Princess.
(The Duchy of Thring)
16.17 (The Shield of Alberon): is the size of a castle.
(The Duchy of Thring)
16.18 (The Skinsack Shed): there are ways to return the dead to life; this is one of the less pleasant ones.
(The Duchy of Thring)
16.20 (Jar Town): a few hundred halflings live among and within a bizarre collection of jars.
(The Duchy of Thring)
16.23 (The Haunt of the Mud Dragons): all that remains of a lizardman caravan.
(The Devil’s Fingers)
17.03 (The Last Skirmish): the haunted site of a bungled battle that never should’ve been.
(The Freeholds)
17.05 (Furfoot Freehold): a wealthy halfling holding whose heir seems to have been driven mad by his adventuring experiences.
(The Freeholds)
17.06 (The Lamplighters): brave men keep the lamps lit to ward of elementals and other things from a local road.
(The Freeholds)
17.07 (Newhill): a hill that was kicked up during the destruction of the Citadel of the Verlimes now serves as the closest thing the Freeholds have to a capital.
(The Freeholds)
17.07.01 (The Lion’s Day): the midsummer holiday of the sun god.
(The Freeholds)
17.07.02 (The Testament of Weneslas Stannev): a religious text about the sun god.
(The Freeholds)
17.07.03 (The Chant of Morning): a hymn to the sun god.
(The Freeholds)
17.07.04 (The Fat Friar Inn): a local inn famous for its comfy cat-feather pillows.
(The Freeholds)
17.07.05 (The Beauty of Olga Pignose): the young daughter of a half-orc and a half-elf is the most beautiful child in these lands.
(The Freeholds)
17.11 (Castle Dinivar): the home of Lady Naideen who fashioned a wax golem by setting a snake stone in the heard of a manikin fashioned out of the wax of giant bees.
(The Duchy of Thring)
17.14 (The Missing Children of Millhaven): have been stolen by bugbears at the behest of the Sack Man.
(The Duchy of Thring)
17.16 (Smuggler’s Isle): a caravan of lizardmen that the Duke tried to extort has seized this island and is disrupting river traffic.
(The Duchy of Thring)
17.16.01 (The Bite of the Bogswine): an amphibious beast that is emphatically not poisonous.
(The Duchy of Thring)
17.18 (The Forked Castle): the local counts are famous for their stubbornness.
(The Duchy of Thring)
17.21 (Hill of Fist and Fang): here a knight can win a lion or a lion pride can win a knight.
(The Duchy of Thring)
17.30 (Cradle of Fire Centipedes): the home of the fire centipedes that have been weaponized by the men of Jahur.
(The Singing Wastes)
18.01 (The Lair of the Ostrlich): here lies the ostrlich, which possesses great power but none of the ageless cunning of a true lich.
(The Grey Mountains)
18.02 (The Steading of the Minotaurs): Lastmaze is a hard bitten minotaur outpost founded by minotaur embassy staff after their nation’s conquest.
(The Freeholds)
18.03 (Ritethal): any who drink from a nearby lake will do as they are told.
(The Freeholds)
18.06 (The Town Beyond the Lamps: Aggoth): the villagers know several rituals that they say placate the fey of the woods.
(The Freeholds)
18.07 (The Shattered Citadel of the Verlimes): the elemental-infested ruins of the proud seat of the Verlime dukes.
(The Freeholds)
18.07 (The Body of the Child): a fetus conceived by the moon and the earth lies sleeping under the ruins of the citadel.
(The Freeholds)
18.10 (The Weremen of Brindlebrook Swamp): when the full moon rises those infected transform into clones of Barnabus Bluenose, a wizard who has thus obtained a curious form of immortality.
(The Freeholds)
18.10.01 (Down to a Sunless Sea): part of a vast subterranean sea lies under this hex.
(The Freeholds)
18.11 (The Thief-Lord of the Fourth Castle): there is more than one way to become a lord of
Thring.
(The Duchy of Thring)
18.17 (The Champion of
Thring): the current jousting champion of the Duchy is technically a large crocodile.
(The Duchy of Thring)
18.19 (Of Lions and Lambs): here the legendary lion Cuddles enjoys his retirement with his lady.
(The Duchy of Thring)
18.26 (The Black Ziggurat): a strange ruin that cares little about local concepts of space and time.
(The Devil’s Fingers)
18.26.01 (Umberstone): the Black Ziggurat is made out of time-warping bits of the moon.
(The Devil’s Fingers)
18.28 (Canyon of the Cactogre): Grandfather Cactus is not pleased with the theft of his nymph.
(The Singing Wastes)
19.01 (Hearthwright Green): a cave system that is home to the tiny villages of the jermaalines.
(The Grey Mountains)
19.04 (Stargazer Keep): the home of Lord Ward and his famous exorcist dogs.
(The Freeholds)
19.05 (The Sowing Path): a track used by the villagers of Aggoth in their rituals.
(The Freeholds)
19.15 (The Wrath of the Chicken Dragon): one of the chickens that Sir Codwise the Old has polymorphed into a dragon has gotten loose.
(The Duchy of Thring)
19.31 (Jahur, City of Jewels): an ancient city, well past its peak, but still one of the greatest centers of humanity in these lands.
(The Singing Wastes)
19.31.01 (Viceroy Orhan’s Madness): the city’s treasurer has not been himself since a botched assassination attempt.
(The Singing Wastes)
19.31.02 (The Ghoul of the Gilded Cage): the wayward daughter of Viceroy Rullaj appears to sit in a gilded gate suspended above the ichor of the Sublime Divan.
(The Singing Wastes)
19.31.03 (The Undying Cycles of Creation): the calendar used by local diviners is old and overly-complicated.
(The Singing Wastes)
19.31.04 (The Dead Fish): a rough bar full of fist fights, narcotic kelp, accordion music and even more horrid things.
(The Singing Wastes)
19.31.05 (The Wives of Viceroy Orhan): they were grown in vats. Orhan was most pleased with the result.
(The Singing Wastes)
19.31.06 (The Inconsolable): one of the strangest boats currently docked in Jahur is a boat of a million human fingernails that hails from the Isle of Thalanyl.
(The Singing Wastes)
19.31.07 (Isane the Beauty's Slithering Garden): the famous concubine maintains an extensive snake library.
(The Singing Wastes)
19.31.08 (Alleys of the Woman in Red): it is difficult to lay traps for one’s dreams but that doesn’t mean that people haven’t tried.
(The Singing Wastes)
19.31.09 (The Last Fiendslayer): after the windows of
Shuttered closed this ancient order withered away.
(The Singing Wastes)
20.00 (Caslte Greymere): you can pass safely through the
Grey Mountains if you pay the stone golems the toll.
(The Grey Mountains)
20.03 (The Skibart Holding): a well-defended halfling holding known for its exceptionally potent pipeweed.
(The Freeholds)
20.04 (The Keepers of the Sainted Foot): a strange gathering of monks who produce holy beer that is not only refreshing but useful in warding off the undead.
(The Freeholds)
20.04.01 (The Goliards of the Sainted Foot): the whole bit about the mummified foot beer started as a life-saving joke.
(The Freeholds)
20.08 (The Village of Treebrush): little is left here now but travelers can still hear the story of Lisbet in the inn.
(The Freeholds)
20.10 (Flea of the Daggerfeet): a colorful local bandit and the leaping terrors that he has tamed.
(The Freeholds)
20.13 (The Cuckoo Count of Castle Steadfast): a story of love and legal loopholes.
(The Duchy of Thring)
20.16 (Castle Spiriwin): a thoroughly unpleasant place due to its boars and its boorish lord.
(The Duchy of Thring)
20.18 (The Foolish Sages of Border's Hill): the Foolish Sages are curious and voracious for knowledge which often gets them into trouble.
(The Duchy of Thring)
20.20 (The Inverted Temple): this flooded temple ha some strange aquatic inhabitants.
(The Duchy of Thring)
20.23 (Abyss of the Prism Crabs): not all diamonds are mined; some are plucked from the backs of abyssal crabs by madmen driving lobster-like apparatuses.
(The Singing Wastes)
20.24 (The Lair of Tharaxes, the Blue Death): the terror of these deserts, no hero has been able to slay him because he does not exist.
(The Devil’s Fingers)
21.02 (The Sweat Lodges): orcs sweat out the filth of foreign lands here at the border when they return from raids.
(The Grey Mountains)
21.06 (The Abandoned Beacon): a ruined beacon tower that should’ve warned the Verlimes against the approach of the elven army.
(The Freeholds)
21.12 (The Gravewatch Moors): the Counts of Castle Steadfast are interred here.
(The Duchy of Thring)
21.14 (Birlwood Hold): the bastion of the Spellknights, who guards the eastern borders of
Thring against the Witch Clans.
(The Duchy of Thring)
21.15 (Lair of Ushcka and Her Family): an ogress’s inability to have children has driven her insane.
(The Barrier Range)
21.16 (The Catacombs of St. Dulaine): where the great saint once summoned demons to steel himself against temptation.
(The Barrier Range)
21.27 (The Dismal Mine): the duergar that live here are humorless, but what is one to expect from dwarves for whom alcohol is poisonous?
(The Singing Wastes)
21.29 (The Scent Barrier): a network of geysers that form a pungent deterrent to gnolls from the east.
(The Singing Wastes)
22.00 (The Stairs of the Sun): every midsummer the rays of the sun become stairs that reach skywards.
(The Grey Mountains)
22.03 (The Changelings of Northburn Holding): the people here pay a steep price for their immunity to orcish raids.
(The Freeholds)
22.04 (The Door at Dun's End): an attempt to open a dimensional door into the elven Holt lead to a door that leads elsewhere.
(The Kingswood)
22.06 (The Western Edge of the Kingswood): it is not wise for outsiders to walk beneath the trees when the sun is in the sky.
(The Kingswood)
22.10 (The Night of Falling Stars): true evil comes from above, not below.
(The Freeholds)
22.11 (Longspear Bridge): the site of Hardrald Longspear’s heroic defense against an orcish horde.
(The Freeholds)
22.15 (The Cave of Sinda the Cursed): another ogress is cursed to assume the form of a human woman each day.
(The Barrier Range)
22.16 (The Witch-Hounds): the lair of strange hounds shaped of mud and straw to serve the Witch Queen.
(The Barrier Range)
22.18 (Where the Levee Breaks): transit along the River of Crystal Waters has become imperiled.
(The Duchy of Thring)
22.25 (The Forgotten City-State): an ancient ruin made out of sandlings. As the city crumbles they are freed one by one and roam howling among the alabaster statues that point blindly away from the city.
(The Devil’s Fingers)
23.08 (The Gloompatch): in this dark patch of woods the local spiders are considerate enough to draw up the horoscopes of outsides.
(The Kingswood)
23.10 (Sir Alard's Bower): longs years ago Sir Alard jilted an elven lady here and has never found his way out of the woods since.
(The Kingswood)
23.11 (Winds): a trading town built on a crossroads, with one of those crossing roads providing useful undead moans.
(The Freeholds)
23.11.01 (The Princess of the Seers): a local seeks to awaken the vast undead being that makes up the White Road.
(The Freeholds)
23.11.02 (Goat Onna Stick): one of the least pleasant dives in town.
(The Freeholds)
23.11.03 (Ledo’s Hunt): a half-elf is hunting down all of the heirs of Egil Longspear at the behest of his patient father.
(The Freeholds)
23.16 (Haunt of the Witch Queen): there are many rumors about her but all agree that that she can return the dead to a sort of life in her cauldron.
(The Barrier Range)
23.18 (The Land That Wasn't There): a land full of mad illusions.
(The Barrier Range)
23.19 (The Ruins of Maddlow Castle): the remains of a castle built on geases and mad paranoia.
(The Barrier Range)
23.23 (The Caves of the Dust Walkers): a village of stunted desert gnomes. They are not forgiving of the sins that you have surely committed.
(The Devil’s Fingers)
23.32 (Kraken's Beak Isles): the home of the octopi’s whose Cephalopedic Emperor once conquered Jahur.
(The Singing Wastes)
24.02 (The Ten Thousand Stumps): the petrified remains of what was once a goblin forest.
(The Grey Mountains)
24.05 (The Scab): in this cavern an impoverished community of gnomes lives in igloo-like structures made out of blocks of raw clay.
(The Kingswood)
24.07 (The Sleeping Vale): here human ladies who have caught the eye of elven lords lie dreaming the centuries away.
(The Kingswood)
24.11 (The Stolen Hills): the very place where Tiamat’s severed black head fell to the earth.
(The Freeholds)
24.12 (The Grey Comedy): the current location of a famous circus troupe.
(The Freeholds)
24.13 (The Lords Under the Mountain): the ruined hold of Clan Penderghast, the only of the Witch Clans to swear fealty to the Dukes of
Thring.
(The Duchy of Thring)
24.13.01 (The Box of Delights): people want whatever is in it.
(The Duchy of Thring)
24.18 (The Ashberry Mountains): the Ossorys are famous for their fiery fingers and their fiery wines.
(The Barrier Range)
24.20 (The Hidden Village of the Wrannows): an extra dimensional space built on the confluence of a huge number of rope tricks.
(The Barrier Range)
24.23 (The Sandalwood Groves): all gnomes wear sandals because illusionists can never get the feet quite right.
(The Devil’s Fingers)
24.26 (Azumay): this southern dwarven city is under the thumb of a cabal of well operators.
(The Burning Lands)
25.04 (The Sundial Inn): the best place to stop for travellers making their way through the winding tunnels of the Welt Road is the subterranean Sundial Inn.
(The Kingswood)
25.04.01 (The King in Splendor): the previous owners of the inn worshipped a sun god known as the King in Splendor.
(The Kingswood)
25.04.02 (Elfard Gollen’s Story): Elfard gives a new spin to the story of Lisbet.
(The Kingswood)
25.07 (The Nest of the Mockingbird): There is a mockingbird that lives in the
Kingswood that repeats the last words of those who have died within.
(The Kingswood)
25.14 (The Gnomes of Mazy Hollow): the descendants of Gertja Traitor’s-Daughter keep the peace between feuding gods.
(The Barrier Range)
25.15 (The Monastery of the Temple Invisible): the mountain monastery of the assassin-monks of the
City of Shuttered Windows.
(The Barrier Range)
25.16 (Dragon Lake): the mountain Witch Clans dive for peacockatrice eggs here.
(The Barrier Range)
25.17 (The Village of Clan Dunger): as unpleasant as you’d expect the home of a clan in which every member can cast stinking cloud at will to be.
(The Barrier Range)
25.18 (The Glutinous Mudplain): the mud’s corpse fusing properties are of great interest to necromancers.
(Blind Midshotgatepool)
25.19 (The Pit of the Waker Worms): they remain sleeping as long as they are buried under running water.
(Blind Midshotgatepool)
25.31 (Pilgrim’s Spire): the mountain home of monks that learn how to spet through shadows when not trying to get themselves petrified.
(The Singing Wastes)
26.01 (Hoth Achaar, the Returned Fortress): the greatest orcish stronghold in the north.
(The Grey Mountains)
26.01.01 (To the Pain): orcish gladiators do not generally fight to the death as that would be too pleasant.
(The Grey Mountains)
26.01.02 (The Pact of the Eye): under the pact dwarves lived under orcish rule for quite some time.
(The Grey Mountains)
26.01.03 (On the Origin of Ogres): all ogres are conceived here.
(The Grey Mountains)
26.01.04 (The Double Duty): orcish ideas about gender can get a bit strange.
(The Grey Mountains)
26.02 (The Potato Fields): keep the orcs fed with their famous potato-stuffed orc pies.
(The Grey Mountains)
26.13 (The White Road, The Wailing Road): the bone dust that the White Road is paved of does not always rest quietly.
(The City of Shuttered Windows)
26.15 (Canes Sanguis, the Templars Indivisibles): the mountain fortress where the feared Templars train.
(The Barrier Range)
26.16 (The Daemons of the Faustys): each can summon a different monster.
(The Barrier Range)
26.16.01 (The Towers of the Hallovers): the ruins of the Hallovers’ old mountain village.
(The Barrier Range)
26.16.02 (The Castle with Five Gates): the home of one who claims to be Tiamat Reborn.
(The Barrier Range)
26.17 (The Chequered Room): great pieces are engaged in what appears to be an ongoing chess game.
(The Barrier Range)
26.20 (The August City of Blind Midshotgatepool): a town riven by division and mad bureaucracy.
(Blind Midshotgatepool)
26.20.01 (The Thieves Guild of Blind Midshotgatepool): in such a fragmented city much of the real power is held by Wortimer the Scrivener.
(Blind Midshotgatepool)
26.20.02 (The Snake Wall): bureaucratic wrangling has resulted in bottomless pits along the northwest edge of the city.
(Blind Midshotgatepool)
26.20.03 (The Hall of Five Gates): the only legal way to pass between the five towns.
(Blind Midshotgatepool)
26.20.04 (The Road Paved Quince): in richer days this road was paved successively in raffrock, granite, marble, silver and gold.
(Blind Midshotgatepool)
26.20.05 (The Houseboats of the Five Towns): to take advantage of legal loopholes many people in Blind Midshotgatepool live in houseboats.
(Blind Midshotgatepool)
26.20.06 (The Medusa): there is a medusa within the Tower Savage hard at work producing new building material for the occupiers.
(Blind Midshotgatepool)
26.20.07 (The Crowfolk of Blind MIdshotgatepool): crowfolk are the largest population of non-humans in the city. They like shiny things.
(Blind Midshotgatepool)
26.20.08 (The King without a Throne): Henry Yaboon has become increasily powerful within the city.
(Blind Midshotgatepool)
26.33 (Bucket Kelp Forest): once of the few things that can bring people to enjoy accordion music is this synesthesia-inducing narcotic.
(The Singing Wastes)
27.03 (The Death of Cows): a bizarre tree that feeds on cows.
(The Kingswood)
27.04 (The Order of the Broken Chain): becoming the leader of a growing slave rebellion was never part of his plans.
(The Lands of the Night Cattle)
27.09 (The Orphan’s March): along path road elven pipers once lead the copperhair children that were tithed to them in the woods.
(The Kingswood)
27.12 (The Mind Chambers of the Infidel): an ancient prison of nightmares from which kobolds once emerged.
(The City of Shuttered Windows)
27.18 (The Fanged Cliffs): the mating dance of flying snakes is quite a sight to see to keep your distance.
(Blind Midshotgatepool)
27.19 (The Drowned Temple): due to ancient compact the pews must always be full, which it now lying completely under water makes somewhat difficult.
(Blind Midshotgatepool)
27.23 (Death’s Lovelies): a community of plague-afflicted bandits who seek out death.
(The Burning Lands)
27.27 (The Pigdog Sept): these fierce but ugly beasts help keep their dwarven masters safe.
(The Burning Lands)
28.04 (The Market Pits): cultists and sorcerers come from across the lands to buy the unblemished Night Cattle.
(The Lands of the Night Cattle)
28.07 (The Library without a Floor): the deep pit of the elven library sinks so deep that were are men down there whose ancestors were sent to check out a cook book.
(The Kingswood)
28.07.01 (The Rojarshans): a tribe of humans known as the Rojarshans live deep in the library.
(The Kingswood)
28.11 (Goss Hall): Lord Goss is a famous hunting who does more with his prizes than just mount them on the wall.
(The City of Shuttered Windows)
28.21 (The Angler): a unique and hungry mermaid.
(Blind Midshotgatepool)
29.01 (The Rustler’s Guild): whether he’s an especially strong halfling or a dwarf under a curse, Drogo the Baldfaced is one of the most storied thieves and cattle rustlers of these lands.
(The Lands of the Night Cattle)
29.07 (The Holt of the Bloodied King): the beating heart of the
Kingswood and the hall of the Bloodied King himself.
(The Kingswood)
29.07.01 (The Factions of the Elves): although the unseelie court is gone divisions remain within the seelie court.
(The Kingswood)
29.07.02 (The Holt has Many Doors): how the elves can show up nearly everywhere in the
Kingswood.
(The Kingswood)
29.07.03 (The Prince of Men): the Bloodied King is still bound by a treaty signed with the Prince of Men, an ancient human ruler that his race has forgotten.
(The Kingswood)
29.10 (Tehaar's Hunting Grounds): the haunt of one of the most feared hunters of the
Kingswood.
(The Kingswood)
29.13 (The White Road): those too poor to be entombed have their bones ground down to the dust that is used to pave this road.
(The City of Shuttered Windows)
29.13.01 (Armand of the Axe): a were-spider monkey lives among the tombs that line the White Road.
(The City of Shuttered Windows)
29.13.02 (The Restless Dead): the commoners whose bones were ground up to pave the White Road do not rest easy.
(The City of Shuttered Windows)
29.14 (The City Itself): the great
City of Shuttered Windows that reaches up to the sky and sinks down into the mud.
(The City of Shuttered Windows)
29.14.01 (The Walls of the City of Shuttered Windows): the
City’s walls do not sink to the mud as the rest of the city does.
(The City of Shuttered Windows)
29.14.02 (The Balloons of the City): local aristocrats travel in hot air balloon to avoid the dirty, crowded and unfashionable streets below.
(The City of Shuttered Windows)
29.14.03 (The Black Balloon): a famed balloon maker has been stranded up in his greatest creation.
(The City of Shuttered Windows)
29.14.04 (The Menagerie of Pandelar): deep below the
City’s streets is an abandoned zoo where some strange creatures still lurk.
(The City of Shuttered Windows)
29.14.05 (The Creche of a Million Young): the temple of a strange and growing insect cult. They deny that they sacrifice people by casting them into a deep pit of hungry insects.
(The City of Shuttered Windows)
29.14.06 (The Election of the Doges): is very complicated and involves cows.
(The City of Shuttered Windows)
29.14.07 (The Whispering Sisters): this shadowy cult worships She Who Waits and is upset that their mistress was spurned by Alberon, the god of the
City.
(The City of Shuttered Windows)
29.14.08 (The Wives of the Doge): twin sisters who are as unlike as the sun and moon and just as radiant, those who have crossed them have regretted it.
(The City of Shuttered Windows)
29.14.09 (The Waterworks of Shuttered): the work heroic plumbers and criminals serving out multiple life sentences keep the
City from sinking into the Keening Sea.
(The City of Shuttered Windows)
29.14.10 (The Temple of Alberon): an especially stinky splinter sect of the established Temple Indivisible.
(The City of Shuttered Windows)
29.14.11 (The Embassies of the Southern Gate): embassies of the civilized Twelve Nations of the south.
(The City of Shuttered Windows)
29.14.12 (The Sealed Embassy of Naros): this one is sealed and full of razor cats, plague mice, undead cows and dwarf gold.
(The City of Shuttered Windows)
29.14.13 (The Shuttered Windows): once the windows of the
City looked up into a thousand worlds but no longer.
(The City of Shuttered Windows)
29.14.14 (The Temple of the Labyrinth): great wisdom can be gained in this grubby temple if your bladder is strong enough.
(The City of Shuttered Windows)
29.14.15 (The Smiling Men of Shuttered): a cheerful brotherhood of assassins that mainly recruits suicides.
(The City of Shuttered Windows)
29.14.16 (The Geas Eater): a strange beast has grown fat on the geases that are placed on those who enter
Shuttered and has escaped its attic.
(The City of Shuttered Windows)
29.14.7 (The Bureaucrat Descended from a King): the scion of the king now spends his days laying geases on kobolds, goblins and rest at the
City’s gates.
(The City of Shuttered Windows)
29.14.18 (The Tomb of Jarmond of the Knife): the famous missionary-prophet was buried here after being eaten by the tarrasque.
(The City of Shuttered Windows)
29.14.19 (The Final Heresy): a small sect of the Temple Invisible (not to be confused with the Temple Indivisible) has decided that worshipping the sun god known as the King in Splendor is the best way of killing the dread goddess known as She Who Waits.
(The City of Shuttered Windows)
29.14.20 (The Gnomes in the Walls): the walls of the
City don’t sink into the muck because they’re full of the ghosts of traitorous gnomes.
(The City of Shuttered Windows)
29.14.21 (The Workshop of Hazad Kaldun): the greatest dwarven whitesmith in the
City, a creator of wonders.
(The City of Shuttered Windows)
29.14.22 (The Traitors' Pit): it’s full of snakes, rubies and traitors.
(The City of Shuttered Windows)
29.14.23 (The Rubies of the Traitors' Pit): the rubies in the pit bear a strange likeness to those found in the eyes of strange foreign idols.
(The City of Shuttered Windows)
29.14.24 (The Scroll of Seven Shadows): useful instructions about how to kill a god.
(The City of Shuttered Windows)
29.14.25 (The Old City): an ancient and strangely-scaled city that was eaten up long ago by the
City of Shuttered Windows.
(The City of Shuttered Windows)
29.14.26 (A Vision of the Distant Past): long ago the
City and its god were known by other names.
(The City of Shuttered Windows)
29.14.27 (The Houses of Tenzerlin and Ghosta): feuds, duels and shroomwine.
(The City of Shuttered Windows)
29.14.28 (The Tiamatan Revival): the friendliest worshippers of everyone’s favorite dead draconic goddess of evil.
(The City of Shuttered Windows)
29.14.29 (The Book of Not Being Boiled in Fire): written by a mad lictor of the Tiamat before being burned at the stake.
(The City of Shuttered Windows)
29.14.30 (The Clockworks of Albus Flidge): the best clocks in the City are made by skilled but disgruntled jermalaines.
(The City of Shuttered Windows)
29.14.31 (The Giant and the Gnome): a famous tower-top tavern. There’re no stairs.
(The City of Shuttered Windows)
29.14.32 (The Street of Small Gods): they are tolerates as long as they engage in none of the Hundred Heresies. Not to be confused with the Little Gods that are firmly banned.
(The City of Shuttered Windows)
29.14.33 (The Last Window): deep below the streets of the
City one last window to another land remains open.
(The City of Shuttered Windows)
29.14.34 (The Arch of Defeat): the proper place to celebrate defeat, folly and error.
(The City of Shuttered Windows)
29.14.35 (The Necromantic Office): it has very firm views on those who rise from their graves without the proper licenses.
(The City of Shuttered Windows)
29.14.36 (With Morning Comes Mistfall): a journal of a traveler trying to learn why it rains but once a year.
(The City of Shuttered Windows)
29.14.37 (Lady Alevari’s Lament): she only turned her husband into a zombie because she loved him so.
(The City of Shuttered Windows)
29.14.38 (The Seeds of the Sea): the best place in the
City to buy pearls for a hundred gold pieces.
(The City of Shuttered Windows)
29.14.39 (The Dead Men's Tongues): escaped temple beasts of the Whispering Sisters that have spread throughout much of the Undercity.
(The City of Shuttered Windows)
29.14.40 (The Suitor’s Tower): the tower of a sorceress to plans to gain immortality by marrying a god.
(The City of Shuttered Windows)
29.14.41 (The Chimera of the Suitor’s Tower): the Suitor’s finest creation and her steward. Octoid tentacles sprout from his back, as is to be expected.
(The City of Shuttered Windows)
29.14.42 (The Mud Platter): where the rumors are far fresher than the beef.
(The City of Shuttered Windows)
29.14.43 (The Grey Ooze): these strange oozes that infest the Undercity serve a strange master.
(The City of Shuttered Windows)
29.14.44 (Helged Bolger): beware monkey-borne vampiric halfling heads.
(The City of Shuttered Windows)
29.14.45 (The Tower of Weng Xiao): immigrants from the east maintain a profitable business in silk and corpses.
(The City of Shuttered Windows)
29.14.46 (The Silk Wars): agents of the
City’s silk merchants compete fiercely for fresh corpses.
(The City of Shuttered Windows)
29.14.47 (Elhanen the Silent): an exile from the Golden Realm is trying to rouse these lands against the gnolls who shamed her homeland.
(The City of Shuttered Windows)
29.14.48 (The Devil’s Bible): too holy to destroy but far too blasphemous to use.
(The City of Shuttered Windows)
29.14.49 (The Honorable Society of Engineers): works day and night to put off the day when the
City sinks into the mud.
(The City of Shuttered Windows)
29.14.50 (The Sealed Library): a collection of forbidden texts maintained by the Temple Indivisible.
(The City of Shuttered Windows)
29.14.51 (The Glorious Reign of Doge Simone the Fowl): the result of the second most bizarre election in the
City.
(The City of Shuttered Windows)
29.14.52 (With a Mouth Full of Mud): in the
City the right and poor do not even share the same language.
(The City of Shuttered Windows)
29.14.53 (Simone’s Aviary): this floating aviary has become popular with the inbred Witch Clans.
(The City of Shuttered Windows)
29.14.54 (The Prison of the Nine): here nine gods lie imprisoned by their greed.
(The City of Shuttered Windows)
29.15 (The Gardens of the Sea): the bellies o the
City must be filled so people have taken to farming the sea.
(The City of Shuttered Windows)
29.24 (The Holding of Nororak): a dismal holding inhabited by the descendants deep dwarves who got lost while in Shuttered and stumbled out of a hill three hundred years later.
(The Burning Lands)
29.29 (The Wyvern of the Waste): this revered beast is one of the most voracious hunters of this land.
(The Burning Lands)
30.03 (The Blackhorn Keep): a sleeping princess, attempted cannibalism, burning stakes, decapitation, flying cats, what more could you possibly want?
(The Lands of the Night Cattle)
30.12 (The Estate of Count Seutorian): the august Count never sets foot on the ground but people from throughout these lands come to him.
(The City of Shuttered Windows)
30.12.01 (Brigadier Kalas Montra-brey, the Elfcatcher): this famous hunter is staying at the Count’s estate.
(The City of Shuttered Windows)
30.15 (The Wedding Band): this great band of strange metal allows no magic to pass, so of course it is used as a gladiatorial arena.
(The City of Shuttered Windows)
30.15.01 (Divinio Ambersmyth): one of Bogarus’ rivals.
(The City of Shuttered Windows)
30.15.02 (Bogarus’ Safe Escape): this spell can be triggered by Bogarus Bolger’s brooch.
(The City of Shuttered Windows)
31.04 (Olmsted Keep): the home of the half-elves who monopolize trade between the elves and the outside world.
(The Lands of the Night Cattle)
31.04.01 (Silverhall): the Olmsteds have figured out how to use magical silver to prevent hangovers.
(The Lands of the Night Cattle)
31.07 (The Rockery): an enormous cairn that is raised year by year for a lost giant lady.
(The Kingswood)
31.15 (The Spawning Grounds of the Stirges): a stirge never takes only blood, it can take poisons, memories and even unborn children.
(The City of Shuttered Windows)
31.27 (Khannah’s Leap): the site of a dwarven victory over invading gnolls after the fall of Bergolast.
(The Burning Lands)
32.05 (The Dryad’s Bridge): the dryad’s tree lies fallen across the stream, leaving the dryad mad and ravenous.
(The Kingswood)
32.12 (The Sanatorium of the Damned): a cursed place where those who are infected by the courting death are kept.
(The City of Shuttered Windows)
32.22 (The Drowning Place): a fortress of the Whispering Sisters, it is not a good place for men to be.
(The Burning Lands)
32.22.01 (The Whispered Caress): a spell used by the Whispering Sisters.
(The Burning Lands)
32.32 (The Song of Dust and Flame): the starting point of a gnollish path that winds through the
Burning Lands to the Keening Sea.
(The Burning Lands)
33.00 (The Dwarves of the Titan’s Skull): here slaves mine and toil in the service of the rich and decadent dwarves of the north.
(The Grey Mountains)
33.00.01 (The Beard-Mask): to obscure their gender dwarves often wear beard-masks.
(The Grey Mountains)
33.00.02 (Numinomancy): when coins are spoken to, sometimes they speak back.
(The Grey Mountains)
33.01 (Titan's Rest): the greatest of the dwarven mines is built around the bones of an ancient god that have been turned to silver.
(The Grey Mountains)
33.04 (The Goblin Markets): litte trafficked here can be acquired elsewhere.
(The Kingswood)
33.08 (The Pool of Telanar the White): the pool of a demigoddess of healing and stasis.
(The Kingswood)
33.16 (The Isle of Dolyeades, the Sacred Grove): the home to the sacred cows that play an important role in the election of the
City’s doges.
(The City of Shuttered Windows)
34.00 (The Eyeless Watchers): desecrated statues of the great dwarven lords of old.
(The Grey Mountains)
34.01 (The Long Graves): a graveyard for non-dwarves paid for by the metals that accumulate in the bodies of the slaves that dig for silver.
(The Grey Mountains)
34.04 (The Tower of the Bastard Prince): born of both elven courts, the Bastard Prince considers himself the true ruler of all elves. He waits for the stars to align so that he can claim his crown.
(The Kingswood)
34.05 (The Cat Tree): here the rare fruit from which winged cats are born can be plucked.
(The Kingswood)
34.10 (Green Iron Mushrooms): iron rations do grow on trees, or at least on men hanged in them.
(The Kingswood)
34.25 (Where the Razorgrass Grows): it’s sharp.
(The Burning Lands)
35.04 (The Rhyming Bear): the home of an exiled nordabjorn.
(The Kingswood)
35.06 (The Ferryman): a finger bone is a reasonable fare.
(The Kingswood)
36.04 (The Garden of Amelar): a rose maze filled with strange plants and fierce hawks.
(The Kingswood)
36.04.01 (The Ancient Gardener): an ancient elden druidess is the mistress of this garden.
(The Kingswood)
36.04.02 (The Hierophant of Constant Sorrow): elves forget all that is unpleasing but someone must keep their memories.
(The Kingswood)
36.09 (The Fugitive Gods): the resting place of the little gods that have been exiled from the
City of Shuttered Windows.
(The Kingswood)
36.11 (Traxa Wood): an exiled noble family suffering from the curse of lycanthropy.
(The City of Shuttered Windows)
37.01 (Mirror Lake): the temple-girded lake where the Prince of Men sleeps.
(The Grey Mountains)
37.01.01 (The Chapel of the Golden Cord): one of the many strange rooms that lie within the Tempel of Seven Shadows.
(The Grey Mountains)
37.06 (The Wildmen of the Wood): eschewing metal and clothes the wild men live in the
Kingswood under the very noses of the elves.
(The Kingswood)
37.07 (Zor’s Home): Zor is a vatborn creature of uncommon beauty that belies the flaw in his mind.
(The Kingswood)
37.21 (Hairy Jack’s Tower): a man of
Shuttered who raises cattle and pays tribute to the gnolls.
(The Burning Lands)
38.05 (The Kobold Bolt Hole): a dead tree where kobolds hole up during the day while travelling through the woods.
(The Kingswood)
38.06 (The Wood that Won the War): where the hawthorn that all elves despise grows.
(The Kingswood)
38.26 (The Gibbering Hills): a strange mechanism transports an army of cloned heroes here each month to attack dead Bergolast.
(The Burning Lands)
38.27 (The Boneyard): where thousands of shards of tarrasque bone have been driven into the ground.
(The Burning Lands)
38.28 (The Doom That Was in Bergolast): perhaps it was not wise to keep the Tarrasque chained within their city.
(The Burning Lands)
39.00 (The Long Prayer): The priests have prophesized that their god will be reborn as a dwarf-child to parents who have never touched iron.
(The Grey Mountains)
39.08 (The Spawn): possibly the most magically-accomplished community of tadpoles in all of these lands.
(The Kingswood)
39.08.01 (Riparia): although frogs are common in these waters, control over the eastern stretches of the Witchwater is firmly held between the sizable teeth of giant talking beavers.
(The Kingswood)
39.09 (The Roots of Dream (39.09): in the places where the wall between this world and that of dream grows weak things can reach through.
(The Kingswood)
39.12 (The Lost Folio): the strange dungeon where the famed poet Trimueil lost his greatest manuscript.
(The City of Shuttered Windows)
39.12.01 (The Song of Ban and Ulena): The performance of Trimueil’s masterpiece was abandoned after a disasterous casting.
(The City of Shuttered Windows)
39.14 (Veerhaven and Hostwick): two remote villages known for their elfskin drums and strange bloated radishes.
(The City of Shuttered Windows)
39.31 (The Cavern Out of Time): a remnant of the ancient Lands of Verdant Snow.
(The Burning Lands)
39.32 (Blackhorn’s Maze): the resting place of the red dragon head of Tiamat.
(The Burning Lands)
40.06 (The Broken Spear): a tower of strange and twisted metal that, if stories can believe, was once wielded by a god to slay dread Tiamat herself.
(The Kingswood)
40.06.01 (Courier Bats): strange bats carrying mysterious packages are sometimes found in the kobolds’ nets.
(The Kingswood)
40.06.02 (The Lady and Her Works): a wizardess one conducted her experiments here and her consciousness inhabits the tower still.
(The Kingswood)
40.06.03 (The Journal in Green): a journal can be found here that rants strangely about circling stones.
(The Kingswood)
40.09 (The Frogs of the Witchwater): a few still retain the human speech of their ancestor.
(The Kingswood)
40.20 (The Town of Hyfalls): built on an old Bergolasti colony, the town of Hyfalls is the terminus of many of the caravans that travel across the
Burning Lands.
(The Burning Lands)
40.20.01 (The Dust Men): a mystical brotherhood or just colorful thieves?
(The Burning Lands)
41.02 (Crossbow Henry’s Hut): the old trader lies won’t give in to fate without a fight.
(The Withered Moors)
41.09 (The Grandmother of the Ford): a crone that asks travellers to take her across the ford on her back could not possibly be a trap, could she?
(The Kingswood)
41.24 (The Bone Field): thousands of lizardman bones and a few snakes that have escaped from their libraries.
(The Burning Lands)
42.02 (The Tomb of the Nameless): the tomb of the great orcish warrior and mystic, she taught her people that they must suffer pain to grow strong. It is a lesson they have taken to heart.
(The Withered Moors)
42.07 (The West Reach): one of the easier placed to climb down the
World’s Edge.
(The World’s Edge and Beyond)
43.03 (Master Var’s Cave): the home of the greatest troll artist in these lands. Perhaps you would like to purchase a ship in the bottle fashioned from human fingernails or an oblation bowl made of silvered-inlaid puppy skulls?
(The Withered Moors)
43.08 (The Weeper’s Tower): the wisest of elven sages lives here at the top of a mile-high waterfall.
(The World’s Edge and Beyond)
43.12 (The Falling Walls of Monatheron): the only cyclops city left in these lands.
(The City of Shuttered Windows)
43.22 (The Breeding Grounds of the Daggerfeet): hope to the vicious leaping predators.
(The Burning Lands)
43.27 (The Wood of Suicides): suicides that are hung from these trees rise as Grey Revenants.
(The Burning Lands)
43.27.01 (The Graveyard of the Painted Elephants): the gnolls revere the painted elephants that come here to die.
(The Burning Lands)
44.01 (The Ruined Hut): lies abandoned due to a surfeit of spider monkeys.
(The Withered Moors)
44.03 (The Fallsalt Mines): something is going wrong in this remote salt mine.
(The World’s Edge and Beyond)
44.17 (Sladder, the Isle of Crows): the ancient home of the crowfolk.
(The Burning Lands)
44.19 (Where the Fire-Line Meets the Sea): the leylines erupt in steam and magic where they meet.
(The Burning Lands)
44.22 (The Hungers of the Hippopotami): beware their gaping jaws and the crushing feet.
(The Burning Lands)
45.09 (The Kobold Exodus): a huge migration of kobolds is swarming up this segment of the
World’s Edge.
(The World’s Edge and Beyond)
45.24 (The Great Skull): the largest of the many skulls of the Tarrasque serves as a bridge here.
(The Burning Lands)
46.00 (The Maw): a great canyon in which winds from beyond the
World’s Edge howl.
(The Grey Mountains)
46.01 (The Misplaced Obelisk): strange creatures are seen around this Jahari obelisk.
(The World’s Edge and Beyond)
46.02 (The Disciples of Cleramon): bards and enchanted table salt can be a dangerous combination.
(The World’s Edge and Beyond)
46.06 (The Lair of the Grey Worm): it feeds on the su-giraffes that water here.
(The World’s Edge and Beyond)
46.10 (The Lost Lighthouse): an ancient lighthouse now lying in ruin with mad anti-elven graffiti marking the walls.
(The World’s Edge and Beyond)
46.15 (The Isle of the Heget): the home of the enchanting Heget and her stunted children.
47.00 (The Cloud Forests): the source of the poisons favored by the Smiling Men.
(The World’s Edge and Beyond)
47.11 (The Wedge-Stone): the stone prevents the Keening Sea from draining down and drowning the jungles beyond the World’s Edge.
(The World’s Edge and Beyond)
48.13 (The People of the Claw): a lost colony of the
Shuttered City, they worship a large crayfish that has grown vast on their prayers and offering.
48.14 (The Long Dock): best not to walk it.
48.18 (Sosaria, the Conjured City): Imorcar the Many commanded the djinn to build him a city.
(The Burning Lands) 48.18.01 (The Gargoyles of the Conjured City): many of the tusks on the wall are actually ivory gargoyles.
(The Burning Lands)
48.18.02 (The Trunk): the city’s great slaughterhouse is not a pleasant place and the conflicts that are roiling its workers have not made it any moreso.
(The Burning Lands)
48.18.03 (The Bones’ Jangle): bones make such fetching puppets.
(The Burning Lands)
48.24 (The Footprints of the Tarrasque): flowers with strange properties grow within.
(The Burning Lands)
48.32 (Elharda): a strange dwarven village.
(The Burning Lands)
48.32.01 (The Cauldron of Galovain): this magical cauldron helps keep the people of the triplets well fed.
(The Burning Lands)
48.33 (Grasthifal): a strange gnomish village.
(The Burning Lands)
49.03 (Strike the Earth): the most remote outpost of the dwarven Hoard.
(The World’s Edge and Beyond)
49.09 (The Forest of Falling Bears): better wear a hat.
(The World’s Edge and Beyond)
49.11(Asrigh’s Portal): this ruined temple swarms with harpies.
(The World’s Edge and Beyond)
49.32 (Vivsophal): a strange elven village.
(The Burning Lands)
50.03 (The Bone Heap): due to the habits of carnivorous constipated hoarlephants there is a vast pile of bones here from many species.
(The World’s Edge and Beyond)
50.04 (Gatherer-of-Bones): bone golems are busy at work sorting the bones of the Bone Heap.
(The World’s Edge and Beyond)
50.11 (Birds of Paradise): all who harm them are cursed, which is exploited by men of devious minds.
(The World’s Edge and Beyond)
50.20 (The Last Moon Elephants): the last of these elusive elephants can be found here.
(The Burning Lands)
50.26 (The Whistling Reeds): where the gnolls gather reeds that produce sound high-pitched enough to allow the gnolls to whistle in lizardman.
(The Burning Lands)
50.29 (The Gates of Official Travel Pass Sanction): the entrance to the City of Smoke.
(The Burning Lands)
50.30 (Teodo, the Iron Lion): certainly the largest prize that Great Mother of the gnolls has won.
(The Burning Lands)
51.17 (The Haunt of Jackalweres): these strange beasts take on aspects of what they eat. 43.22 (The Breeding Grounds of the Daggerfeet): hope to the vicious leaping predators.
(The Burning Lands)
43.27 (The Wood of Suicides): suicides that are hung from these trees rise as Grey Revenants.
(The Burning Lands)
44.17 (Sladder, the Isle of Crows): the ancient home of the crowfolk.
(The Burning Lands)
44.19 (Where the Fire-Line Meets the Sea): the leylines erupt in steam and magic where they meet.
(The Burning Lands)
44.22 (The Hungers of the Hippopotami): beware their gaping jaws and the crushing feet.
(The Burning Lands)
45.24 (The Great Skull): the largest of the many skulls of the Tarrasque serves as a bridge here.
(The Burning Lands)
48.24 (The Footprints of the Tarrasque): flowers with strange properties grow within.
(The Burning Lands)
48.18 (Sosaria, the Conjured City): Imorcar the Many commanded the djinn to build him a city.
(The Burning Lands)
48.32 (Elharda): a strange dwarven village.
(The Burning Lands)
48.33 (Grasthifal): a strange gnomish village.
(The Burning Lands)
49.32 (Vivsophal): a strange elven village.
(The Burning Lands)
50.20 (The Last Moon Elephants): the last of these elusive elephants can be found here.
(The Burning Lands)
50.26 (The Whistling Reeds): where the gnolls gather reeds that produce sound high-pitched enough to allow the gnolls to whistle in lizardman.
(The Burning Lands)
50.29 (The Gates of Official Travel Pass Sanction): the entrance to the City of Smoke.
(The Burning Lands)
50.30 (Teodo, the Iron Lion): certainly the largest prize that Great Mother of the gnolls has won.
(The Burning Lands)
51.12 (Melnir’s Mount): the ancient mage raised a volcano here to keep the Keening Sea in its bed.
(The World’s Edge and Beyond)
51.17 (The Haunt of Jackalweres): these strange beasts take on aspects of what they eat.
(The Burning Lands)
51.29 (The City of Smoke): the gnollish capital ruled by the tyrannical Great Mother.
(The Burning Lands)
51.29.01 (The Skull of the Defiler): this is a great lost artifact of the gnolls.
(The Burning Lands)
51.29.02 (The Howling College): the greatest center of the fine art of gnollish singing in these lands.
(The Burning Lands)