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Let’s Make a Hexcrawl Setting
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<blockquote data-quote="Daztur" data-source="post: 6105122" data-attributes="member: 55680"><p>Master hex list (subhexes not included): <a href="https://docs.google.com/document/d/1PotTx92xEI0D-SS3nxD8-_NMDNFSfx1G4iDJLnd9y00/edit?usp=sharing" target="_blank">https://docs.google.com/document/d/1PotTx92xEI0D-SS3nxD8-_NMDNFSfx1G4iDJLnd9y00/edit?usp=sharing</a></p><p></p><p>New word cloud that includes everything:</p><p><img src="http://img341.imageshack.us/img341/4973/wordcloud.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>Appendix A: Concise Hex Descriptions</p><p>-The Pirate Kings (00.02): are giants on cloud-top fortresses. <strong>(The Bitter Coast)</strong></p><p>-The Ocean of Bitter Regrets (00.06): drinking its water brings to mind one’s most bitter memories. It also has a giant were-shark in it. <strong>(The Bitter Coast)</strong></p><p>-Salt Point (00.09): a ruined lighthouse and the catacombs that lie beneath it are home to bitter old monk. <strong>(The Bitter Coast)</strong></p><p>-The Dead Chick (01.01): here lies the corpse of a roc that did not learn to fly in time. <strong>(The Westmarches)</strong></p><p>-The Scorshia Birches (01.02): the wood from these trees can be a source of mystical visions. <strong>(The Westmarches)</strong></p><p>-Everdark (01.03): a strange town lies here in a mist-shrouded canyon. <strong>(The Bitter Coast)</strong></p><p>-The Chalk Cliffs Overlooking the Stormhead (01.04): the place where cloud giants are transformed into storm giants. <strong>(The Bitter Coast)</strong></p><p>-Laughing Sam (01.05): a kindly dryad who’s a long way from home. <strong>(The Bitter Coast)</strong></p><p>-The Warbling Coast (01.06): is famous for its birds, especially a great white raven. <strong>(The Bitter Coast)</strong></p><p>-The Saltwood (01.07): the home of a mutated ogre were-shark. <strong>(The Bitter Coast)</strong></p><p>-Broderick's Estuary (01.08): where Broderick’s River meets the sea. <strong>(The Bitter Coast)</strong></p><p>-Fernsbank (01.09): a peaceful coastal plain that has recently come under a malign influence. <strong>(The Bitter Coast)</strong></p><p>-The Cave of Kull Cove (01.10): pirate gold might be found in this entrance to the Sunless Sea. <strong>(The Bitter Coast)</strong></p><p>-The Vampiric Stratum (02.02): vampires never die even if eons turn their bones to chalk. <strong>(The Westmarches)</strong></p><p>-Mount Scorshia (02.03): the greatest mountain in these lands, it is said that the world was created here. <strong>(The Westmarches)</strong></p><p>-The Ruins of Hoth Akhbir (02.05): the ruins of the westernmost dwarven fortress, it was destroyed by giants in the Goblin Wars. <strong>(The Westmarches)</strong></p><p>-The Spawning Pool of the Salamanders (02.06): blind salamanders crawl from the Sunless Sea to spawn in the relative safety of the sunlit world. <strong>(The Bitter Coast)</strong></p><p>-Broderick’s Grove (02.07); the best place to harvest giant sequoias for all of your didgeridoo needs. <strong>(The Bitter Coast)</strong></p><p>-The Tashtan Plains (02.08): the home of exceptionally large centipedes. <strong>(The Westmarches)</strong></p><p>-The Fernsbank Fossils (02.10): preserve a burning eagle locked in battle with a grey worm. <strong>(The Bitter Coast)</strong></p><p>-The Cross (02.11): this pirate haven is a fractious and tearful place. <strong>(The Bitter Coast)</strong></p><p>-Nasili’s Arch (02.18): this natural arch was once the home of nereid. <strong>(The Bitter Coast)</strong></p><p>-The Castle of the Collector (02.22): his collection of seventy-nine Tarrasque skulls is especially impressive. <strong>(The Hills of Gore)</strong></p><p>-The Ice Mummies (03.02): these ancient corpses have been looted and aren’t pleased about that. <strong>(The Westmarches)</strong></p><p>-Rift of Great Lament (03.03): a bottomless pit from which strange voices emerge. <strong>(The Westmarches)</strong></p><p>-The Monastery (03.04): a dwarven monastery with a strange and lucrative prisoner. <strong>(The Westmarches)</strong></p><p>-The Long Stairs (03.05): the only path that leads to the monastery high above. <strong>(The Westmarches)</strong></p><p>-The Gardens of Lord Deismark (03.06): a sheltered valley where it never rains or snows and where the weather is always warm. <strong>(The Westmarches)</strong></p><p>-The Shrine of Father Dorek (03.07): a small shrine maintained by the ousted leader of the dwarven monastery. <strong>(The Westmarches)</strong></p><p>-Uncle Bertie's Trading Post (03.08): one of the few inns in the Westmarches. <strong>(The Westmarches)</strong></p><p>-The Temple of the Dead God (03.13): dead Tiamat lies dead but that is not always an insurmountable obstacle for a goddess. <strong>(The Hills of Gore)</strong></p><p>-Castle Ravenscraig (03.19): the ruins of what was once <strong>Gore’s</strong> principal seaport. <strong>(The Hills of Gore)</strong></p><p>-Unwerth the Immense (03.26): this large and gregarious wizard is actually a desert toad masked by gnomish illusion. <strong>(The Hills of Gore)</strong></p><p>-The God in the Stone (03.29): a local galeb duhr suffers his worshipers in silence. <strong>(The Cornfields)</strong></p><p>-The Cornfields (03.30): are fertilized with the teeth of unlucky travellers. <strong>(The Cornfields)</strong></p><p>-The Old Mill (03.31): what appear to be regurgitated souls haunt this abandoned mill. <strong>(The Cornfields)</strong></p><p>-The Nests of the Kagu (04.00): an aarakocra tribe noted for its love of “shinies.” <strong>(The Westmarches)</strong></p><p>-The Drinker’s Mouth (04.02): a dormant volcano holy to the dwarves. <strong>(The Westmarches)</strong></p><p>-The Pool of the Firebirds (04.05): a mountain pool where the firebirds mate and frolic. <strong>(The Westmarches)</strong></p><p>-Cragsend (04.06): a remote village founded by refugees of a war long past. <strong>(The Westmarches)</strong></p><p>-The Mocking Hills (04.07): strange voices and mocking laughter can be heard in these mazy hills. <strong>(The Westmarches)</strong></p><p>-The Plains of Dogtur (04.08): a strange tribe lives here with their many dogs. <strong>(The Westmarches)</strong></p><p>-The Paionian Glade (04.17): the some of a raucus and astrologically-inclined tribe of centaurs. <strong>(The Hills of Gore)</strong></p><p>-Thorny Gulch (04.30): you’ve got to throw people somewhere after you’ve taken all of their teeth. <strong>(The Cornfields)</strong></p><p>-The Nothing (04.31): a cave that is slowly being enlarged by a sentient sphere of annihilation. <strong>(The Cornfields)</strong></p><p>-The Glass River Winery (05.04): the food and drink here is almost as strange as the guests. <strong>(The Westmarches)</strong></p><p>-The Glass Rapids (05.05): water flows through strangely-crystalline rocks before flowing down into the Sunless Sea. <strong>(The Westmarches)</strong></p><p>-The Trench and the Battle Hills (05.06): the remains of an ancient dwarven community that was destroyed by fratricide. <strong>(The Westmarches)</strong></p><p>-The Watering Hole (05.07): the wild aurochs of the plains gather here to drink. <strong>(The Westmarches)</strong></p><p>-Hound’s Hearth (05.12): this village is known for its dog fights in which most anything with fur and four legs can be entered as a “dog.” <strong>(The Westmarches)</strong></p><p>-The Dryad Grove (05.14): the survivors of an exodus through the land of dream. <strong>(The Hills of Gore)</strong></p><p>-Fools’ Court (05.18): the site where the High Kings of <strong>Gore</strong> were once crowned with a helm of opposite alignment. <strong>(The Hills of Gore)</strong></p><p>-The Bastion of Rhegard (05.20): the ruins of what was one the capital of the Kingdom of Gore. <strong>(The Hills of Gore)</strong></p><p>-Ninbolm (05.24): a gnomish city carved into the stump of a great fossilized tree. <strong>(The Hills of Gore)</strong></p><p>-The Long Table (06.03): the giants and the priests of the King in Splendor both claim this as a holy site. <strong>(The Westmarches)</strong></p><p>-The Badlands Where the Beetles Dwell (06.05): the home of giant stag beetles and strange nocturnal rituals. <strong>(The Westmarches)</strong></p><p>-The Dwarven Cairn (06.06): Dagmar often comes here to get drunk and scream curses at his dead brother. <strong>(The Westmarches)</strong></p><p>-The Ziggurat (06.10): a strange green structure of snakes and idols that is strangely out of place in these lands. <strong>(The Westmarches)</strong></p><p>-The Arch of Sod (06.14): a place where men became blood brothers. <strong>(The Hills of Gore)</strong></p><p>-The Giant’s Lake (07.01): this lake of crystal salt is the home of a riddling giant. <strong>(The Westmarches)</strong></p><p>-The Castle of the Poor Brothers (07.04): once home to an order of monks the Castle has been taken over by the grasping Delasar clan. <strong>(The Westmarches)</strong></p><p>-The Destroying Angel (07.06): stalks beneath the earth in the tunnels that lead to the Sunless Sea. <strong>(The Westmarches)</strong></p><p>-The Enigma (07.08): strange carving of ancient giants can be found under the ground here. <strong>(The Westmarches)</strong></p><p>-Castle Maratan (07.17): the holding of Lady Natala, one of the most cunning of the Lords Sanguine. <strong>(The Hills of Gore)</strong></p><p>-The Glade of Womanhood (07.18): here the brave and ruthless snickersnees enter Lady Natala’s service. <strong>(The Hills of Gore)</strong></p><p>-The Conclave of Mules (07.21): the mules of these lands are uncommonly clever and fertile. <strong>(The Hills of Gore)</strong></p><p>-The Copperlode (08.01): heroes claim to have slain a dragon and left a vast mound of copper behind. <strong>(The Westmarches)</strong></p><p>-The Old Delasar Mansion (08.03): 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. <strong>(The Westmarches)</strong></p><p>-Bell, Book and Candle (08.05): this minor village is known for its unique marriage rites. <strong>(The Westmarches)</strong></p><p>-The Winnowing (08.06): the number of aquatic predators only seems to grow as one descends to the Sunless Sea. <strong>(The Westmarches)</strong></p><p>-The Eyrie (8.16): a nests of the Scarecrows, a brotherhood that gives help to the poor and mischief to those in power. <strong>(The Hills of Gore)</strong></p><p>-Zaal, the Sleeping City (08.27): the home of elven exiles. Handsome men are hauled up its basalt walls on ropes of elven hair and are never seen to leave. <strong>(The Singing Wastes)</strong></p><p>-To Go A-Striga through the Night (09.00): the owl-riding strigoi claim they are the descendants of those who escaped from the land of the dead by riding owls.<strong> (The Grey Mountains)</strong></p><p>-The Hermit of the Crag (09.01): here lives a wise hermit and his fearsome pet cow. <strong>(The Grey Mountains)</strong></p><p>-The Treasure Stash of Giles Chosard (09.06): the treasure kept by the son of an exile from the <strong>Shuttered City</strong> that he hopes will one day buy his way into the city of his ancestors. <strong>(The Westmarches)</strong></p><p>-The Castle of the Sack Man (9.19): 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. <strong>(The Hills of Gore)</strong></p><p>-The Lake of the Flying Fish (9.22): where fish can swim as easily through air as through water. <strong>(The Hills of Gore)</strong></p><p>-The Dune Walker (09.29): a mysterious wanderer ages those he kisses. <strong>(The Singing Wastes)</strong></p><p>-The Mouth of the Dragon (10.01): a tunnel that looks a lot like a dragon’s mouth, the goblins do not allow any others to venture inside. <strong>(The Grey Mountains)</strong></p><p>-The Haunted Statue (10.09): strange runes are written on its pedestal and it is not weathered in the least by wind or rain. <strong>(The Freeholds)</strong></p><p>-Bees! Giant Bees! (10.10): are their honey and wax worth braving their stings? <strong>(The Freeholds)</strong></p><p>-Celadon the Shrewd (10.12): a cunning dragon who hides his treasure in a series of secret stashes. <strong>(The Hills of Gore)</strong></p><p>-The Hunting Huts (10.14): in these lands even the huts will try to eat you. <strong>(The Hills of Gore)</strong></p><p>-The Goblins of the Mountain Woods (11.01): can be seen dancing about their great blood-nourish oaks on moonless nights singing strange songs. <strong>(The Grey Mountains)</strong></p><p>-The Farnsfall Holding (11.03): a new settlement being carved out of the wilderness by the naïve self-proclaimed Baron Farnsfall. <strong>(The Freeholds)</strong></p><p>-The Burnt Caravan (11.05): the remains of the halflings and their ostriches lie burned amidst their plundered wagons. <strong>(The Freeholds)</strong></p><p>-The Bolger Freehold (11.08): were halfings raise racing ostriches, vegetables and large families. <strong>(The Freeholds)</strong></p><p>-The Haunt of the Peryton (11.15): the peryton speaks with the voice of the last man (not woman) it has killed. <strong>(The Duchy of Thring)</strong></p><p>-The Tomb of Sir Theanor (11.16): Gorean Greys are agile cats as Theanor learned to late. <strong>(The Duchy of Thring)</strong></p><p>-The Hill of the Swordsage (11.20): the home of a master of the sword who sees things not as they are but as they might be. <strong>(The Hills of Gore)</strong></p><p>-Skeleton of a Great Bird, Sunken in Sand (11.32): an enormous avian skeleton and a hermit who makes it his home. <strong>(The Singing Wastes)</strong></p><p>-The Sounding Snows (12.00): attempting to travel through this pass through the mountains will often be met with goblin ambushes. <strong>(The Grey Mountains)</strong></p><p>-Swine Ravine (12.22): the swine harpies that live in this ravine are a constant plague to any trapped within its walls. <strong>(The Hills of Gore)</strong></p><p>-The Breath of the Earth (12.28): a great sinkhole in which the vulture creatures called Nekh congregate. <strong>(The Singing Wastes)</strong></p><p>-The Skullcrusher Orcs (13.01): a village of strangely-peaceable orcs. <strong>(The Grey Mountains)</strong></p><p>-The Glade of Cerelaine (13.02): the retreat of an elf who is conducting experiments on humans. <strong>(The Freeholds)</strong></p><p>-The Timberlode (13.03): a strange community of xenophobic elves who don’t seem to like anyone, not even trees. <strong>(The Freeholds)</strong></p><p>-Ettin Castle (13.06): the home of the first ettin, which was created by grafting heads onto one body in order to smooth over election irregulars. <strong>(The Freeholds)</strong></p><p>-The Tangled Web (13.08): once the home of Severard of the Seven Chins, now the home of the giant spider that killed him. <strong>(The Freeholds)</strong></p><p>-The Tasty Tomb of the Thaumaturge (13.09): Severard of the Seven Circles is slowly being mummified in the honey of strange bees. <strong>(The Freeholds)</strong></p><p>-Lochgate Lodge (13.10): the rambling home of a clan of werebears. <strong>(The Duchy of Thring)</strong></p><p>-The Piss-and-<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Castle (13.12): as a result of a religious dispute this ruined castle is the home to the most ancient and putrid garbage in <strong>Thring</strong>. <strong>(The Duchy of Thring)</strong></p><p>-Castle Karandur (13.17): when disputed with the men and women of Karandur confidently reply that they ride bears. <strong>(The Duchy of Thring)</strong></p><p>-The Sunken Cathedral of Master Memin (13.20): an ancient stone giant instructor in the Stern Way. <strong>(The Duchy of Thring)</strong></p><p>-The Nameless Mountain (13.24): Old Black slumbers here, but perhaps not for long. <strong>(The Devil’s Fingers)</strong></p><p>-The Tomb of the Giggling Ghoul (13.30): the home of a ghoul who is now kept in a gilded cage in Jahur. <strong>(The Singing Wastes)</strong></p><p>-The Cave of the Winterjarl (14.00): the home of a great nordabjorn and his people who claim dominion over nearby lands. <strong>(The Grey Mountains)</strong></p><p>-The Frozen Jarl (14.01): the icy body of the previous nodabjorn jarl can be found here encased in ice. <strong>(The Grey Mountains)</strong></p><p>-The Farthest Hermitage (14.02): a small hermitage in which monks stare into a glowing ball of light and slowly die. <strong>(The Grey Mountains)</strong></p><p>-The March of the Clay Golem (14.09): it would not be wise to impede its progress. <strong>(The Freeholds)</strong></p><p>-The Lornfields (14.11): a demon-haunted forest. <strong>(The Duchy of Thring)</strong></p><p>-The Village of Shotwick (14.14): keeping a bloodthirsty rat idol fed is a small price to pay for relief from vermin infestation. <strong>(The Duchy of Thring)</strong></p><p>-The Colossal Wreck (14.23): the crash site of a giant balloon is patrolled by flesh golems. <strong>(The Singing Wastes)</strong></p><p>-Ogo Tassak, the Temple of the Hunt (14.27): above ancient ruins, gnolls and vulture men perform rites to bring game to these wasted lands. <strong>(The Singing Wastes)</strong></p><p>-Those Vexatious Caves (15.00): a cave system beneath a dwarven ruin inhabited by a baffling array of humanoids. <strong>(The Grey Mountains)</strong></p><p>-The Monolith of Grahakzahak (15.01): a monument to a troll god whose prophet insists on sharing the sacrament of his flesh with all he meets. <strong>(The Grey Mountains)</strong></p><p>-The Breen Holding (15.04): nothing fertilizes a field like an ankheg, shame about how they eat the farmhands. <strong>(The Freeholds)</strong></p><p>-KFE! (15.07): the home of the best fried entrails in all of these lands. <strong>(The Freeholds)</strong></p><p>-The Keep of Draenach (15.11): not being able to find a more suitable candidate, Lady Anghart plans to marry herself. <strong>(The Duchy of Thring)</strong></p><p>-Archet (15.13): a village with serious rodent problems. <strong>(The Duchy of Thring)</strong></p><p>-The Sepulchure of the Sword (15.15): the resting place of Duke Ulthar the Loved, his son and slayer Broderick and the great sword Caledbrand. <strong>(The Duchy of Thring)</strong></p><p>-The Shrine of the First God (15.16): a grubby shrine to what Brother Humphries claims is the first god: man. <strong>(The Duchy of Thring)</strong></p><p>-The Graves of Heroes (15.19): the grave of a legendary paladin. <strong>(The Duchy of Thring)</strong></p><p>-The Grotto of Uriza the Solemn (15.24): it is not wise to gaze too deeply into the sins of ones neighbors. <strong>(The Devil’s Fingers)</strong></p><p>-Abbalah-doon, Village of Outcasts (15.28): the gnolls are this village are using more welcoming than those of the <strong>Burning Lands</strong>. <strong>(The Singing Wastes)</strong></p><p>-The Quieted Mine (16.01): a dark and abandoned mind where the Hunting Dark lurks. <strong>(The Grey Mountains)</strong></p><p>-The Hobgoblin Caves (16.04): the best place to buy shoes or shroomwine in all of these lands. <strong>(The Freeholds)</strong></p><p>-Alphonse's War Ostrich Ranch (16.09): Alphonse’s black war ostriches have been bred large enough to carry an armored knight. <strong>(The Freeholds)</strong></p><p>-The Haunted Isle (16.15): is not actually haunted, just home to feuding blink dogs and displacer beasts. <strong>(The Duchy of Thring)</strong></p><p>-Castle Tarengael (16.16): the seat of the Dukes of <strong>Thring</strong> and home to many strange sights. <strong>(The Duchy of Thring)</strong></p><p>-The Shield of Alberon (16.17): is the size of a castle. <strong>(The Duchy of Thring)</strong></p><p>-The Skinsack Shed (16.18): there are ways to return the dead to life; this is one of the less pleasant ones. <strong>(The Duchy of Thring)</strong></p><p>-Jar Town (16.20): a few hundred halflings live among and within a bizarre collection of jars. <strong>(The Duchy of Thring)</strong></p><p>-The Haunt of the Mud Dragons (16.23): all that remains of a lizardman caravan. <strong>(The Devil’s Fingers)</strong></p><p>-The Last Skirmish (17.03): the haunted site of a bungled battle that never should’ve been. <strong>(The Freeholds)</strong></p><p>-Furfoot Freehold (17.05): a wealthy halfling holding whose heir seems to have been driven mad by his adventuring experiences. <strong>(The Freeholds)</strong></p><p>-The Lamplighters (17.06): brave men keep the lamps lit to ward of elementals and other things from a local road. <strong>(The Freeholds)</strong></p><p>-Newhill (17.07): 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. <strong>(The Freeholds)</strong></p><p>-Castle Dinivar (17.11): 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. <strong>(The Duchy of Thring)</strong></p><p>-The Missing Children of Millhaven (17.14): have been stolen by bugbears at the behest of the Sack Man. <strong>(The Duchy of Thring)</strong></p><p>-Smuggler’s Isle (17.16): a caravan of lizardmen that the Duke tried to extort has seized this island and is disrupting river traffit. <strong>(The Duchy of Thring)</strong></p><p>-The Forked Castle (17.18): the local counts are famous for their stubbornness. <strong>(The Duchy of Thring)</strong></p><p>-Hill of Fist and Fang (17.21): here a knight can win a lion or a lion pride can win a knight. <strong>(The Duchy of Thring)</strong></p><p>-Cradle of Fire Centipedes (17.30): the home of the fire centipedes that have been weaponized by the men of Jahur. <strong>(The Singing Wastes)</strong></p><p>-The Lair of the Ostrlich(18.01): here lies the ostrlich, which possesses great power but none of the ageless cunning of a true lich. <strong>(The Grey Mountains)</strong></p><p>-The Steading of the Minotaurs (18.02): Lastmaze is a hard bitten minotaur outpost founded by minotaur embassy staff after their nation’s conquest. <strong>(The Freeholds)</strong></p><p>-Ritethal (18.03): any who drink from a nearby lake will do as they are told. <strong>(The Freeholds)</strong></p><p>-The Town Beyond the Lamps: Aggoth (18.06): the villagers know several rituals that they say placate the fey of the woods. <strong>(The Freeholds)</strong></p><p>-The Shattered Citadel of the Verlimes (18.07): the elemental-infested ruins of the proud seat of the Verlime dukes. <strong>(The Freeholds)</strong></p><p>-The Weremen of Brindlebrook Swamp (18.10): when the full moon rises those infected transform into clones of Barnabus Bluenose, a wizard who has thus obtained a curious form of immortality. <strong>(The Freeholds)</strong></p><p>-The Thief-Lord of the Fourth Castle (18.11): there is more than one way to become a lord of <strong>Thring</strong>. <strong>(The Duchy of Thring)</strong></p><p>-The Champion of <strong>Thring</strong> (18.17): the current jousting champion of the Duchy is technically a large crocodile. <strong>(The Duchy of Thring)</strong></p><p>-Of Lions and Lambs (18.19): here the legendary lion Cuddles enjoys his retirement with his lady. <strong>(The Duchy of Thring)</strong></p><p>-The Black Ziggurat (18.26): a strange ruin that cares little about local concepts of space and time. <strong>(The Devil’s Fingers)</strong></p><p>-Canyon of the Cactogre (18.28): Grandfather Cactus is not pleased with the theft of his nymph. <strong>(The Singing Wastes)</strong></p><p>-Hearthwright Green (19.01): a cave system that is home to the tiny villages of the jermaalines. <strong>(The Grey Mountains)</strong></p><p>-Stargazer Keep (19.04): the home of Lord Ward and his famous exorcist dogs. <strong>(The Freeholds)</strong></p><p>-The Sowing Path (19.05): a track used by the villagers of Aggoth in their rituals. <strong>(The Freeholds)</strong></p><p>-The Wrath of the Chicken Dragon (19.15): one of the chickens that Sir Codwise the Old has polymorphed into a dragon has gotten loose. <strong>(The Duchy of Thring)</strong></p><p>-Jahur, City of Jewels (19.31): an ancient city, well past its peak, but still one of the greatest centers of humanity in these lands. <strong>(The Singing Wastes)</strong></p><p>-Caslte Greymere (20.00): you can pass safely through the <strong>Grey Mountains</strong> if you pay the stone golems the toll. <strong>(The Grey Mountains)</strong></p><p>-The Skibart Holding (20.03): a well-defended halfling holding known for its exceptionally potent pipeweed. <strong>(The Freeholds)</strong></p><p>-The Keepers of the Sainted Foot (20.04): a strange gathering of monks who produce holy beer that is not only refreshing but useful in warding off the undead. <strong>(The Freeholds)</strong></p><p>-The Village of Treebrush (20.08): little is left here now but travelers can still hear the story of Lisbet in the inn. <strong>(The Freeholds)</strong></p><p>-Flea of the Daggerfeet (20.10): a colorful local bandit and the leaping terrors that he has tamed. <strong>(The Freeholds)</strong></p><p>-The Cuckoo Count of Castle Steadfast (20.13): a story of love and legal loopholes. <strong>(The Duchy of Thring)</strong></p><p>-Castle Spiriwin (20.16): a thoroughly unpleasant place due to its boards and its boorish lord. <strong>(The Duchy of Thring)</strong></p><p>-The Foolish Sages of Border's Hill (20.18): the Foolish Sages are curious and voracious for knowledge which often gets them into trouble. <strong>(The Duchy of Thring)</strong></p><p>-The Inverted Temple (20.20): this flooded temple ha some strange aquatic inhabitants. <strong>(The Duchy of Thring)</strong></p><p>-Abyss of the Prism Crabs (20.32): not all diamonds are mined; some are plucked from the backs of abyssal crabs by madmen driving lobster-like apparatuses. <strong>(The Singing Wastes)</strong></p><p>-The Lair of Tharaxes, the Blue Death (20.24): the terror of these deserts, no hero has been able to slay him because he does not exist. <strong>(The Devil’s Fingers)</strong></p><p>-The Sweat Lodges (21.02): orcs sweat out the filth of foreign lands here at the border when they return from raids. <strong>(The Grey Mountains)</strong></p><p>-The Abandoned Beacon (21.06): a ruined beacon tower that should’ve warned the Verlimes against the approach of the elven army. <strong>(The Freeholds)</strong></p><p>-Lair of Ushcka and Her Family (21.15): an ogress’s inability to have children has driven her insane. <strong>(The Barrier Range)</strong></p><p>-The Gravewatch Moors (21.12): the Counts of Castle Steadfast are interred here. <strong>(The Duchy of Thring)</strong></p><p>-Birlwood Hold (21.14): the bastion of the Spellknights, who guards the eastern borders of <strong>Thring</strong> against the Witch Clans. <strong>(The Duchy of Thring)</strong></p><p>-The Catacombs of St. Dulaine (21.16): where the great saint once summoned demons to steel himself against temptation. <strong>(The Barrier Range)</strong></p><p>-The Dismal Mine (21.27): the duergar that live here are humorless, but what is one to expect from dwarves for whom alcohol is poisonous? <strong>(The Singing Wastes)</strong></p><p>-The Scent Barrier (21.29): a network of geysers that form a pungent deterrent to gnolls from the east. <strong>(The Singing Wastes)</strong></p><p>-The Stairs of the Sun (22.00): every midsummer the rays of the sun become stairs that reach skywards. <strong>(The Grey Mountains)</strong></p><p>-The Changelings of Northburn Holding (22.03): the people here pay a steep price for their immunity to orcish raids. <strong>(The Freeholds)</strong></p><p>-The Door at Dun's End (22.04): an attempt to open a dimensional door into the elven Holt lead to a door that leads elsewhere. <strong>(The Kingswood)</strong></p><p>-The Western Edge of the Kingswood (22.06): it is not wise for outsiders to walk beneath the trees when the sun is in the sky. <strong>(The Kingswood)</strong></p><p>-The Night of Falling Stars (22.10): true evil comes from above, not below. <strong>(The Freeholds)</strong></p><p>-Longspear Bridge (22.11): the site of Hardrald Longspear’s heroic defense against an orcish horde. <strong>(The Freeholds)</strong></p><p>-The Cave of Sinda the Cursed (22.15): another ogress is cursed to assume the form of a human woman each day. <strong>(The Barrier Range)</strong></p><p>-The Witch-Hounds (22.16): the lair of strange hounds shaped of mud and straw to serve the Witch Queen. <strong>(The Barrier Range)</strong></p><p>-Where the Levee Breaks (22.18): transit along the River of Crystal Waters has become imperiled. <strong>(The Duchy of Thring)</strong></p><p>-The Forgotten City-State (22.25): 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. <strong>(The Devil’s Fingers)</strong></p><p>-The Gloompatch (23.08): in this dark patch of woods the local spiders are considerate enough to draw up the horoscopes of outsides. <strong>(The Kingswood)</strong></p><p>-Sir Alard's Bower (23.10): longs years ago Sir Alard jilted an elven lady here and has never found his way out of the woods since. <strong>(The Kingswood)</strong></p><p>-Winds (23.11): a trading town built on a crossroads, with one of those crossing roads providing useful undead moans. <strong>(The Freeholds)</strong></p><p>-Haunt of the Witch Queen (23.16): there are many rumors about her but all agree that that she can return the dead to a sort of life in her cauldron. <strong>(The Barrier Range)</strong></p><p>-The Land That Wasn't There (23.18): a land full of mad illusions. <strong>(The Barrier Range)</strong></p><p>-The Ruins of Maddlow Castle (23.19): the remains of a castle built on geases and mad paranoia. <strong>(The Barrier Range)</strong></p><p>-The Caves of the Dust Walkers (23.23): a village of stunted desert gnomes. They are not forgiving of the sins that you have surely committed. <strong>(The Devil’s Fingers)</strong></p><p>-Kraken's Beak Isles (23.32): the home of the octopi’s whose Cephalopedic Emperor once conquered Jahur. <strong>(The Singing Wastes)</strong></p><p>-The Ten Thousand Stumps (24.02): the petrified remains of what was once a goblin forest. <strong>(The Grey Mountains)</strong></p><p>-The Scab (24.05): in this cavern an impoverished community of gnomes lives in igloo-like structures made out of blocks of raw clay. <strong>(The Kingswood)</strong></p><p>-The Sleeping Vale (24.07): here human ladies who have caught the eye of elven lords lie dreaming the centuries away. <strong>(The Kingswood)</strong></p><p>-The Stolen Hills (24.11): the very place where Tiamat’s severed black head fell to the earth. <strong>(The Freeholds)</strong></p><p>-The Grey Comedy (24.12): the current location of a famous circus troupe. <strong>(The Freeholds)</strong></p><p>-The Lords Under the Mountain (24.13): the ruined hold of Clan Penderghast, the only of the Witch Clans to swear fealty to the Dukes of <strong>Thring</strong>. <strong>(The Duchy of Thring)</strong></p><p>-The Ashberry Mountains (24.18): the Ossorys are famous for their fiery fingers and their fiery wines. <strong>(The Barrier Range)</strong></p><p>-The Hidden Village of the Wrannows (24.20): an extra dimensional space built on the confluence of a huge number of rope tricks. <strong>(The Barrier Range)</strong></p><p>-The Sandalwood Groves (24.23): all gnomes wear sandals because illusionists can never get the feet quite right. <strong>(The Devil’s Fingers)</strong></p><p>-Azumay (24.26): this southern dwarven city is under the thumb of a cabal of well operators. <strong>(The Burning Lands)</strong></p><p>-The Sundial Inn (25.04): the best place to stop for travellers making their way through the winding tunnels of the Welt Road is the subterranean Sundial Inn. <strong>(The Kingswood)</strong></p><p>-The Nest of the Mockingbird (25.07): There is a mockingbird that lives in the <strong>Kingswood</strong> that repeats the last words of those who have died within. <strong>(The Kingswood)</strong></p><p>-The Gnomes of Mazy Hollow (25.14): the descendants of Gertja Traitor’s-Daughter keep the peace between feuding gods. <strong>(The Barrier Range)</strong></p><p>-The Monastery of the Temple Invisible (25.15): the mountain monastery of the assassin-monks of the <strong>City of Shuttered Windows</strong>. <strong>(The Barrier Range)</strong></p><p>-Dragon Lake (25.16): the mountain Witch Clans dive for peacockatrice eggs here. <strong>(The Barrier Range)</strong></p><p>-The Village of Clan Dunger (25.17): as unpleasant as you’d expect the home of a clan in which every member can cast stinking cloud at will to be. <strong>(The Barrier Range)</strong></p><p>-The Glutinous Mudplain (25.18): the mud’s corpse fusing properties are of great interest to necromancers. <strong>(Blind Midshotgatepool)</strong></p><p>-The Pit of the Waker Worms (25.19): they remain sleeping as long as they are buried under running water. <strong>(Blind Midshotgatepool)</strong></p><p>-Pilgrim’s Spire (25.31): the mountain home of monks that learn how to spet through shadows when not trying to get themselves petrified. <strong>(The Singing Wastes)</strong></p><p>-Hoth Achaar, the Returned Fortress (26.01): the greatest orcish stronghold in the north. <strong>(The Grey Mountains)</strong></p><p>-The Potato Fields (26.02): keep the orcs fed with their famous potato-stuffed orc pies. <strong>(The Grey Mountains)</strong></p><p>-The White Road, The Wailing Road (26.13): the bone dust that the White Road is paved of does not always rest quietly. <strong>(The City of Shuttered Windows)</strong></p><p>-Canes Sanguis, the Templars Indivisibles (26.15): the mountain fortress where the feared Templars train. <strong>(The Barrier Range)</strong></p><p>-The Daemons of the Faustys (26.16): each can summon a different monster. <strong>(The Barrier Range)</strong></p><p>-The Chequered Room (26.17): great pieces are engaged in what appears to be an ongoing chess game. <strong>(The Barrier Range)</strong></p><p>-The August City of Blind Midshotgatepool (26.20): a town riven by division and mad bureaucracy. <strong>(Blind Midshotgatepool)</strong></p><p>-Bucket Kelp Forest (26.33): once of the few things that can bring people to enjoy accordion music is this synesthesia-inducing narcotic. <strong>(The Singing Wastes)</strong></p><p>-The Death of Cows (27.03): a bizarre tree that feeds on cows. <strong>(The Kingswood)</strong></p><p>-The Order of the Broken Chain (27.04): becoming the leader of a growing slave rebellion was never part of his plans. <strong>(The Lands of the Night Cattle)</strong></p><p>-The Orphan’s March (27.09): along path road elven pipers once lead the copperhair children that were tithed to them in the woods. <strong>(The Kingswood)</strong></p><p>-The Mind Chambers of the Infidel (27.12): an ancient prison of nightmares from which kobolds once emerged. <strong>(The City of Shuttered Windows)</strong></p><p>-The Fanged Cliffs (27.18): the mating dance of flying snakes is quite a sight to see to keep your distance. <strong>(Blind Midshotgatepool)</strong></p><p>-The Drowned Temple (27.19): due to ancient compact the pews must always be full, which it now lying completely under water makes somewhat difficult. <strong>(Blind Midshotgatepool)</strong></p><p>-Death’s Lovelies (27.23): a community of plague-afflicted bandits who seek out death. <strong>(The Burning Lands)</strong></p><p>-The Pigdog Sept (27.27): these fierce but ugly beasts help keep their dwarven masters safe. <strong>(The Burning Lands)</strong></p><p>-The Market Pits (28.04): cultists and sorcerers come from across the lands to buy the unblemished Night Cattle. <strong>(The Lands of the Night Cattle)</strong></p><p>-The Library without a Floor (28.07): 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. <strong>(The Kingswood)</strong></p><p>-Goss Hall (28.11): Lord Goss is a famous hunting who does more with his prizes than just mount them on the wall. <strong>(The City of Shuttered Windows)</strong></p><p>-The Angler (28.21): a unique and hungry mermaid. <strong>(Blind Midshotgatepool)</strong></p><p>-The Rustler’s Guild (29.01): 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. <strong>(The Lands of the Night Cattle)</strong></p><p>-The Holt of the Bloodied King (29.07): the beating heart of the <strong>Kingswood</strong> and the hall of the Bloodied King himself. <strong>(The Kingswood)</strong></p><p>-Tehaar's Hunting Grounds (29.10): the haunt of one of the most feared hunters of the <strong>Kingswood</strong>. <strong>(The Kingswood)</strong></p><p>-The White Road (29.13): those too poor to be entombed have their bones ground down to the dust that is used to pave this road. <strong>(The City of Shuttered Windows)</strong></p><p>-The City Itself (29.14): the great <strong>City of Shuttered Windows</strong> that reaches up to the sky and sinks down into the mud. <strong>(The City of Shuttered Windows)</strong></p><p>-The Gardens of the Sea (29.15): the bellies o the <strong>City</strong> must be filled so people have taken to farming the sea. <strong>(The City of Shuttered Windows)</strong></p><p>-The Holding of Nororak (29.24): 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. <strong>(The Burning Lands)</strong></p><p>-The Wyvern of the Waste (29.29): this revered beast is one of the most voracious hunters of this land.<strong> (The Burning Lands)</strong></p><p>-The Blackhorn Keep(30.03): a sleeping princess, attempted cannibalism, burning stakes, decapitation, flying cats, what more could you possibly want? <strong>(The Lands of the Night Cattle)</strong></p><p>-The Estate of Count Seutorian (30.12): the august Count never sets foot on the ground but people from throughout these lands come to him. <strong>(The City of Shuttered Windows)</strong></p><p>-The Wedding Band (30.15): this great band of strange metal allows no magic to pass, so of course it is used as a gladiatorial arena. <strong>(The City of Shuttered Windows)</strong></p><p>-Olmsted Keep (31.04): the home of the half-elves who monopolize trade between the elves and the outside world. <strong>(The Lands of the Night Cattle)</strong></p><p>-The Rockery (31.07): an enormous cairn that is raised year by year for a lost giant lady. <strong>(The Kingswood)</strong></p><p>-The Spawning Grounds of the Stirges (31.15): a stirge never takes only blood, it can take poisons, memories and even unborn children. <strong>(The City of Shuttered Windows)</strong></p><p>-Khannah’s Leap (31.27): the site of a dwarven victory over invading gnolls after the fall of Bergolast. <strong>(The Burning Lands)</strong></p><p>-The Dryad’s Bridge (32.05): the dryad’s tree lies fallen across the stream, leaving the dryad mad and ravenous. <strong>(The Kingswood)</strong></p><p>-The Sanatorium of the Damned (32.12): a cursed place where those who are infected by the courting death are kept. <strong>(The City of Shuttered Windows)</strong></p><p>-The Drowning Place (32.22): a fortress of the Whispering Sisters, it is not a good place for men to be. <strong>(The Burning Lands)</strong></p><p>-The Song of Dust and Flame (32.32): the starting point of a gnollish path that winds through the <strong>Burning Lands</strong> to the Keening Sea. <strong>(The Burning Lands)</strong></p><p>-The Dwarves of the Titan’s Skull (33.00): here slaves mine and toil in the service of the rich and decadent dwarves of the north. <strong>(The Grey Mountains)</strong></p><p>-Titan's Rest (33.01): the greatest of the dwarven mines is built around the bones of an ancient god that have been turned to silver. <strong>(The Grey Mountains)</strong></p><p>-The Goblin Markets (33.04): litte trafficked here can be acquired elsewhere. <strong>(The Kingswood)</strong></p><p>-The Pool of Telanar the White (33.08): the pool of a demigoddess of healing and stasis. <strong>(The Kingswood)</strong></p><p>-The Isle of Dolyeades, the Sacred Grove (33.16): the home to the sacred cows that play an important role in the election of the <strong>City’s</strong> doges. <strong>(The City of Shuttered Windows)</strong></p><p>-The Eyeless Watchers (34.00): desecrated statues of the great dwarven lords of old. <strong>(The Grey Mountains)</strong></p><p>-The Long Graves (34.01): a graveyard for non-dwarves paid for by the metals that accumulate in the bodies of the slaves that dig for silver. <strong>(The Grey Mountains)</strong></p><p>-The Tower of the Bastard Prince (34.04): 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. <strong>(The Kingswood)</strong></p><p>-The Cat Tree (34.05): here the rare fruit from which winged cats are born can be plucked. <strong>(The Kingswood)</strong></p><p>-Green Iron Mushrooms (34.10): iron rations do grow on trees, or at least on men hanged in them. <strong>(The Kingswood)</strong></p><p>-Where the Razorgrass Grows (34.25): it’s sharp. <strong>(The Burning Lands)</strong></p><p>-The Rhyming Bear (35.04): the home of an exiled nordabjorn. <strong>(The Kingswood)</strong></p><p>-The Ferryman (35.06): a finger bone is a reasonable fare. <strong>(The Kingswood)</strong></p><p>-The Garden of Amelar (36.04): a rose maze filled with strange plants and fierce hawks. <strong>(The Kingswood)</strong></p><p>-The Fugitive Gods (36.09): the resting place of the little gods that have been exiled from the <strong>City of Shuttered Windows</strong>. <strong>(The Kingswood)</strong></p><p>-Traxa Wood (36.11): an exiled noble family suffering from the curse of lycanthropy. <strong>(The City of Shuttered Windows)</strong></p><p>-Mirror Lake (37.01): the temple-girded lake where the Prince of Men sleeps. <strong>(The Grey Mountains)</strong></p><p>-The Wildmen of the Wood (37.06): eschewing metal and clothes the wild men live in the <strong>Kingswood</strong> under the very noses of the elves. <strong>(The Kingswood)</strong></p><p>-Zor’s Home (37.07): Zor is a vatborn creature of uncommon beauty that belies the flaw in his mind. <strong>(The Kingswood)</strong></p><p>-Hairy Jack’s Tower (37.21): a man of <strong>Shuttered</strong> who raises cattle and pays tribute to the gnolls. <strong>(The Burning Lands)</strong></p><p>-The Kobold Bolt Hole (38.05): a dead tree where kobolds hole up during the day while travelling through the woods. <strong>(The Kingswood)</strong></p><p>-The Wood that Won the War (38.06): where the hawthorn that all elves despise grows. <strong>(The Kingswood)</strong></p><p>-The Gibbering Hills (38.26): a strange mechanism transports an army of cloned heroes here each month to attack dead Bergolast. <strong>(The Burning Lands)</strong></p><p>-The Boneyard (38.27): where thousands of shards of tarrasque bone have been driven into the ground. <strong>(The Burning Lands)</strong></p><p>-The Doom That Was in Bergolast (38.28): perhaps it was not wise to keep the Tarrasque chained within their city. <strong>(The Burning Lands)</strong></p><p>-The Long Prayer (39.00): The priests have prophesized that their god will be reborn as a dwarf-child to parents who have never touched iron. <strong>(The Grey Mountains)</strong></p><p>-The Spawn (39.08): possibly the most magically-accomplished community of tadpoles in all of these lands. <strong>(The Kingswood)</strong></p><p>-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. <strong>(The Kingswood)</strong></p><p>-The Lost Folio (39.12): the strange dungeon where the famed poet Trimueil lost his greatest manuscript. <strong>(The City of Shuttered Windows)</strong></p><p>-Veerhaven and Hostwick (39.14): two remote villages known for their elfskin drums and strange bloated radishes. <strong>(The City of Shuttered Windows)</strong></p><p>-The Cavern Out of Time (39.31): a remnant of the ancient Lands of Verdant Snow. <strong>(The Burning Lands)</strong></p><p>-Blackhorn’s Maze (39.32): the resting place of the red dragon head of Tiamat. <strong>(The Burning Lands)</strong></p><p>-The Broken Spear (40.06): a tower of strange and twisted metal that, if stories can believe, was once wielded by a god to slay dread Tiamat herself. <strong>(The Kingswood)</strong></p><p>-The Frogs of the Witchwater (40.09): a few still retain the human speech of their ancestor. <strong>(The Kingswood)</strong></p><p>-The Town of Hyfalls (40.20): built on an old Bergolasti colony, the town of Hyfalls is the terminus of many of the caravans that travel across the <strong>Burning Lands</strong>. <strong>(The Burning Lands)</strong></p><p>-Crossbow Henry’s Hut (41.02): the old trader lies won’t give in to fate without a fight. <strong>(The Withered Moors)</strong></p><p>-The Grandmother of the Ford (41.09): a crone that asks travellers to take her across the ford on her back could not possibly be a trap, could she? <strong>(The Kingswood)</strong></p><p>-The Bone Field (41.24): thousands of lizardman bones and a few snakes that have escaped from their libraries. <strong>(The Burning Lands)</strong></p><p>-The Tomb of the Nameless (42.02): 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. <strong>(The Withered Moors)</strong></p><p>-The West Reach (42.07): one of the easier placed to climb down the <strong>World’s Edge</strong>. <strong>(The World’s Edge and Beyond)</strong></p><p>-Master Var’s Cave (43.03): 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? <strong>(The Withered Moors)</strong></p><p>-The Weeper’s Tower (43.08): the wisest of elven sages lives here at the top of a mile-high waterfall. <strong>(The World’s Edge and Beyond)</strong></p><p>-The Falling Walls of Monatheron (43.12): the only cyclops city left in these lands. <strong>(The City of Shuttered Windows)</strong></p><p>-The Breeding Grounds of the Daggerfeet (43.22): hope to the vicious leaping predators. <strong>(The Burning Lands)</strong></p><p>-The Wood of Suicides (43.27): suicides that are hung from these trees rise as Grey Revenants. <strong>(The Burning Lands)</strong></p><p>-The Ruined Hut (44.01): lies abandoned due to a surfeit of spider monkeys. <strong>(The Withered Moors)</strong></p><p>-The Fallsalt Mines (44.03): something is going wrong in this remote salt mine. <strong>(The World’s Edge and Beyond)</strong></p><p>-Sladder, the Isle of Crows (44.17): the ancient home of the crowfolk. <strong>(The Burning Lands)</strong></p><p>-Where the Fire-Line Meets the Sea (44.19): the leylines erupt in steam and magic where they meet. <strong>(The Burning Lands)</strong></p><p>-The Hungers of the Hippopotami (44.22): beware their gaping jaws and the crushing feet. <strong>(The Burning Lands)</strong></p><p>-The Kobold Exodus (45.09): a huge migration of kobolds is swarming up this segment of the <strong>World’s Edge</strong>. <strong>(The World’s Edge and Beyond)</strong></p><p>-The Great Skull (45.24): the largest of the many skulls of the Tarrasque serves as a bridge here. <strong>(The Burning Lands)</strong></p><p>-The Maw (46.00): a great canyon in which winds from beyond the <strong>World’s Edge</strong> howl. <strong>(The Grey Mountains)</strong></p><p>-The Misplaced Obelisk (46.01): strange creatures are seen around this Jahari obelisk. <strong>(The World’s Edge and Beyond)</strong></p><p>-The Disciples of Cleramon (46.02): bards and enchanted table salt can be a dangerous combination. <strong>(The World’s Edge and Beyond)</strong></p><p>-The Lair of the Grey Worm (46.06): it feeds on the su-giraffes that water here. <strong>(The World’s Edge and Beyond)</strong></p><p>-The Lost Lighthouse (46.10): an ancient lighthouse now lying in ruin with mad anti-elven graffiti marking the walls. <strong>(The World’s Edge and Beyond)</strong></p><p>-The Isle of the Heget (46.15): the home of the enchanting Heget and her stunted children. <strong>(The Lost Colony)</strong></p><p>-The Cloud Forests (47.00): the source of the poisons favored by the Smiling Men. <strong>(The World’s Edge and Beyond)</strong></p><p>-The Wedge-Stone (47.11): the stone prevents the Keening Sea from draining down and drowning the jungles beyond the World’s Edge. <strong>(The World’s Edge and Beyond)</strong></p><p>-The People of the Claw (48.13): a lost colony of the <strong>Shuttered City</strong>, they worship a large crayfish that has grown vast on their prayers and offering. <strong>(The Lost Colony)</strong></p><p><strong>-</strong>The Long Dock (48.14): best not to walk it. <strong>(The Lost Colony)</strong></p><p>-The Footprints of the Tarrasque (48.24): flowers with strange properties grow within. <strong>(The Burning Lands)</strong></p><p>-Sosaria, the Conjured City (48.18): Imorcar the Many commanded the djinn to build him a city. <strong>(The Burning Lands)</strong></p><p>-Elharda (48.32): a strange dwarven village. <strong>(The Burning Lands)</strong></p><p>-Grasthifal (48.33): a strange gnomish village. <strong>(The Burning Lands)</strong></p><p>-Strike the Earth (49.03): the most remote outpost of the dwarven Hoard. <strong>(The World’s Edge and Beyond)</strong></p><p>-The Forest of Falling Bears (49.09): better wear a hat. <strong>(The World’s Edge and Beyond)</strong></p><p>-Asrigh Portal (49.11): this ruined temple swarms with harpies. <strong>(The World’s Edge and Beyond)</strong></p><p>-Vivsophal (49.32): a strange elven village. <strong>(The Burning Lands)</strong></p><p>-The Bone Heap (50.03): due to the habits of carnivorous constipated hoarlephants there is a vast pile of bones here from many species. <strong>(The World’s Edge and Beyond)</strong></p><p>-Gatherer-of-Bones (50.04): bone golems are busy at work sorting the bones of the Bone Heap. <strong>(The World’s Edge and Beyond)</strong></p><p>-Birds of Paradise (50.11): all who harm them are cursed, which is exploited by men of devious minds. <strong>(The World’s Edge and Beyond)</strong></p><p>-The Last Moon Elephants (50.20): the last of these elusive elephants can be found here. <strong>(The Burning Lands)</strong></p><p>-The Whistling Reeds (50.26): where the gnolls gather reeds that produce sound high-pitched enough to allow the gnolls to whistle in lizardman. <strong>(The Burning Lands)</strong></p><p>-The Gates of Official Travel Pass Sanction (50.29): the entrance to the City of Smoke. <strong>(The Burning Lands)</strong></p><p>-Teodo, the Iron Lion (50.30): certainly the largest prize that Great Mother of the gnolls has won. <strong>(The Burning Lands)</strong></p><p>-Melnir’s Mount (51.12): the ancient mage raised a volcano here to keep the Keening Sea in its bed. <strong>(The World’s Edge and Beyond)</strong></p><p>-The Haunt of Jackalweres (51.17): these strange beasts take on aspects of what they eat. <strong>(The Burning Lands)</strong></p><p>-The City of Smoke (51.29): the gnollish capital ruled by the tyrannical Great Mother. <strong>(The Burning Lands)</strong></p></blockquote><p></p>
[QUOTE="Daztur, post: 6105122, member: 55680"] Master hex list (subhexes not included): [URL]https://docs.google.com/document/d/1PotTx92xEI0D-SS3nxD8-_NMDNFSfx1G4iDJLnd9y00/edit?usp=sharing[/URL] New word cloud that includes everything: [img]http://img341.imageshack.us/img341/4973/wordcloud.png[/img] Appendix A: Concise Hex Descriptions -The Pirate Kings (00.02): are giants on cloud-top fortresses. [B](The Bitter Coast)[/B] -The Ocean of Bitter Regrets (00.06): drinking its water brings to mind one’s most bitter memories. It also has a giant were-shark in it. [B](The Bitter Coast)[/B] -Salt Point (00.09): a ruined lighthouse and the catacombs that lie beneath it are home to bitter old monk. [B](The Bitter Coast)[/B] -The Dead Chick (01.01): here lies the corpse of a roc that did not learn to fly in time. [B](The Westmarches)[/B] -The Scorshia Birches (01.02): the wood from these trees can be a source of mystical visions. [B](The Westmarches)[/B] -Everdark (01.03): a strange town lies here in a mist-shrouded canyon. [B](The Bitter Coast)[/B] -The Chalk Cliffs Overlooking the Stormhead (01.04): the place where cloud giants are transformed into storm giants. [B](The Bitter Coast)[/B] -Laughing Sam (01.05): a kindly dryad who’s a long way from home. [B](The Bitter Coast)[/B] -The Warbling Coast (01.06): is famous for its birds, especially a great white raven. [B](The Bitter Coast)[/B] -The Saltwood (01.07): the home of a mutated ogre were-shark. [B](The Bitter Coast)[/B] -Broderick's Estuary (01.08): where Broderick’s River meets the sea. [B](The Bitter Coast)[/B] -Fernsbank (01.09): a peaceful coastal plain that has recently come under a malign influence. [B](The Bitter Coast)[/B] -The Cave of Kull Cove (01.10): pirate gold might be found in this entrance to the Sunless Sea. [B](The Bitter Coast)[/B] -The Vampiric Stratum (02.02): vampires never die even if eons turn their bones to chalk. [B](The Westmarches)[/B] -Mount Scorshia (02.03): the greatest mountain in these lands, it is said that the world was created here. [B](The Westmarches)[/B] -The Ruins of Hoth Akhbir (02.05): the ruins of the westernmost dwarven fortress, it was destroyed by giants in the Goblin Wars. [B](The Westmarches)[/B] -The Spawning Pool of the Salamanders (02.06): blind salamanders crawl from the Sunless Sea to spawn in the relative safety of the sunlit world. [B](The Bitter Coast)[/B] -Broderick’s Grove (02.07); the best place to harvest giant sequoias for all of your didgeridoo needs. [B](The Bitter Coast)[/B] -The Tashtan Plains (02.08): the home of exceptionally large centipedes. [B](The Westmarches)[/B] -The Fernsbank Fossils (02.10): preserve a burning eagle locked in battle with a grey worm. [B](The Bitter Coast)[/B] -The Cross (02.11): this pirate haven is a fractious and tearful place. [B](The Bitter Coast)[/B] -Nasili’s Arch (02.18): this natural arch was once the home of nereid. [B](The Bitter Coast)[/B] -The Castle of the Collector (02.22): his collection of seventy-nine Tarrasque skulls is especially impressive. [B](The Hills of Gore)[/B] -The Ice Mummies (03.02): these ancient corpses have been looted and aren’t pleased about that. [B](The Westmarches)[/B] -Rift of Great Lament (03.03): a bottomless pit from which strange voices emerge. [B](The Westmarches)[/B] -The Monastery (03.04): a dwarven monastery with a strange and lucrative prisoner. [B](The Westmarches)[/B] -The Long Stairs (03.05): the only path that leads to the monastery high above. [B](The Westmarches)[/B] -The Gardens of Lord Deismark (03.06): a sheltered valley where it never rains or snows and where the weather is always warm. [B](The Westmarches)[/B] -The Shrine of Father Dorek (03.07): a small shrine maintained by the ousted leader of the dwarven monastery. [B](The Westmarches)[/B] -Uncle Bertie's Trading Post (03.08): one of the few inns in the Westmarches. [B](The Westmarches)[/B] -The Temple of the Dead God (03.13): dead Tiamat lies dead but that is not always an insurmountable obstacle for a goddess. [B](The Hills of Gore)[/B] -Castle Ravenscraig (03.19): the ruins of what was once [B]Gore’s[/B] principal seaport. [B](The Hills of Gore)[/B] -Unwerth the Immense (03.26): this large and gregarious wizard is actually a desert toad masked by gnomish illusion. [B](The Hills of Gore)[/B] -The God in the Stone (03.29): a local galeb duhr suffers his worshipers in silence. [B](The Cornfields)[/B] -The Cornfields (03.30): are fertilized with the teeth of unlucky travellers. [B](The Cornfields)[/B] -The Old Mill (03.31): what appear to be regurgitated souls haunt this abandoned mill. [B](The Cornfields)[/B] -The Nests of the Kagu (04.00): an aarakocra tribe noted for its love of “shinies.” [B](The Westmarches)[/B] -The Drinker’s Mouth (04.02): a dormant volcano holy to the dwarves. [B](The Westmarches)[/B] -The Pool of the Firebirds (04.05): a mountain pool where the firebirds mate and frolic. [B](The Westmarches)[/B] -Cragsend (04.06): a remote village founded by refugees of a war long past. [B](The Westmarches)[/B] -The Mocking Hills (04.07): strange voices and mocking laughter can be heard in these mazy hills. [B](The Westmarches)[/B] -The Plains of Dogtur (04.08): a strange tribe lives here with their many dogs. [B](The Westmarches)[/B] -The Paionian Glade (04.17): the some of a raucus and astrologically-inclined tribe of centaurs. [B](The Hills of Gore)[/B] -Thorny Gulch (04.30): you’ve got to throw people somewhere after you’ve taken all of their teeth. [B](The Cornfields)[/B] -The Nothing (04.31): a cave that is slowly being enlarged by a sentient sphere of annihilation. [B](The Cornfields)[/B] -The Glass River Winery (05.04): the food and drink here is almost as strange as the guests. [B](The Westmarches)[/B] -The Glass Rapids (05.05): water flows through strangely-crystalline rocks before flowing down into the Sunless Sea. [B](The Westmarches)[/B] -The Trench and the Battle Hills (05.06): the remains of an ancient dwarven community that was destroyed by fratricide. [B](The Westmarches)[/B] -The Watering Hole (05.07): the wild aurochs of the plains gather here to drink. [B](The Westmarches)[/B] -Hound’s Hearth (05.12): this village is known for its dog fights in which most anything with fur and four legs can be entered as a “dog.” [B](The Westmarches)[/B] -The Dryad Grove (05.14): the survivors of an exodus through the land of dream. [B](The Hills of Gore)[/B] -Fools’ Court (05.18): the site where the High Kings of [B]Gore[/B] were once crowned with a helm of opposite alignment. [B](The Hills of Gore)[/B] -The Bastion of Rhegard (05.20): the ruins of what was one the capital of the Kingdom of Gore. [B](The Hills of Gore)[/B] -Ninbolm (05.24): a gnomish city carved into the stump of a great fossilized tree. [B](The Hills of Gore)[/B] -The Long Table (06.03): the giants and the priests of the King in Splendor both claim this as a holy site. [B](The Westmarches)[/B] -The Badlands Where the Beetles Dwell (06.05): the home of giant stag beetles and strange nocturnal rituals. [B](The Westmarches)[/B] -The Dwarven Cairn (06.06): Dagmar often comes here to get drunk and scream curses at his dead brother. [B](The Westmarches)[/B] -The Ziggurat (06.10): a strange green structure of snakes and idols that is strangely out of place in these lands. [B](The Westmarches)[/B] -The Arch of Sod (06.14): a place where men became blood brothers. [B](The Hills of Gore)[/B] -The Giant’s Lake (07.01): this lake of crystal salt is the home of a riddling giant. [B](The Westmarches)[/B] -The Castle of the Poor Brothers (07.04): once home to an order of monks the Castle has been taken over by the grasping Delasar clan. [B](The Westmarches)[/B] -The Destroying Angel (07.06): stalks beneath the earth in the tunnels that lead to the Sunless Sea. [B](The Westmarches)[/B] -The Enigma (07.08): strange carving of ancient giants can be found under the ground here. [B](The Westmarches)[/B] -Castle Maratan (07.17): the holding of Lady Natala, one of the most cunning of the Lords Sanguine. [B](The Hills of Gore)[/B] -The Glade of Womanhood (07.18): here the brave and ruthless snickersnees enter Lady Natala’s service. [B](The Hills of Gore)[/B] -The Conclave of Mules (07.21): the mules of these lands are uncommonly clever and fertile. [B](The Hills of Gore)[/B] -The Copperlode (08.01): heroes claim to have slain a dragon and left a vast mound of copper behind. [B](The Westmarches)[/B] -The Old Delasar Mansion (08.03): 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. [B](The Westmarches)[/B] -Bell, Book and Candle (08.05): this minor village is known for its unique marriage rites. [B](The Westmarches)[/B] -The Winnowing (08.06): the number of aquatic predators only seems to grow as one descends to the Sunless Sea. [B](The Westmarches)[/B] -The Eyrie (8.16): a nests of the Scarecrows, a brotherhood that gives help to the poor and mischief to those in power. [B](The Hills of Gore)[/B] -Zaal, the Sleeping City (08.27): the home of elven exiles. Handsome men are hauled up its basalt walls on ropes of elven hair and are never seen to leave. [B](The Singing Wastes)[/B] -To Go A-Striga through the Night (09.00): the owl-riding strigoi claim they are the descendants of those who escaped from the land of the dead by riding owls.[B] (The Grey Mountains)[/B] -The Hermit of the Crag (09.01): here lives a wise hermit and his fearsome pet cow. [B](The Grey Mountains)[/B] -The Treasure Stash of Giles Chosard (09.06): the treasure kept by the son of an exile from the [B]Shuttered City[/B] that he hopes will one day buy his way into the city of his ancestors. [B](The Westmarches)[/B] -The Castle of the Sack Man (9.19): 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. [B](The Hills of Gore)[/B] -The Lake of the Flying Fish (9.22): where fish can swim as easily through air as through water. [B](The Hills of Gore)[/B] -The Dune Walker (09.29): a mysterious wanderer ages those he kisses. [B](The Singing Wastes)[/B] -The Mouth of the Dragon (10.01): a tunnel that looks a lot like a dragon’s mouth, the goblins do not allow any others to venture inside. [B](The Grey Mountains)[/B] -The Haunted Statue (10.09): strange runes are written on its pedestal and it is not weathered in the least by wind or rain. [B](The Freeholds)[/B] -Bees! Giant Bees! (10.10): are their honey and wax worth braving their stings? [B](The Freeholds)[/B] -Celadon the Shrewd (10.12): a cunning dragon who hides his treasure in a series of secret stashes. [B](The Hills of Gore)[/B] -The Hunting Huts (10.14): in these lands even the huts will try to eat you. [B](The Hills of Gore)[/B] -The Goblins of the Mountain Woods (11.01): can be seen dancing about their great blood-nourish oaks on moonless nights singing strange songs. [B](The Grey Mountains)[/B] -The Farnsfall Holding (11.03): a new settlement being carved out of the wilderness by the naïve self-proclaimed Baron Farnsfall. [B](The Freeholds)[/B] -The Burnt Caravan (11.05): the remains of the halflings and their ostriches lie burned amidst their plundered wagons. [B](The Freeholds)[/B] -The Bolger Freehold (11.08): were halfings raise racing ostriches, vegetables and large families. [B](The Freeholds)[/B] -The Haunt of the Peryton (11.15): the peryton speaks with the voice of the last man (not woman) it has killed. [B](The Duchy of Thring)[/B] -The Tomb of Sir Theanor (11.16): Gorean Greys are agile cats as Theanor learned to late. [B](The Duchy of Thring)[/B] -The Hill of the Swordsage (11.20): the home of a master of the sword who sees things not as they are but as they might be. [B](The Hills of Gore)[/B] -Skeleton of a Great Bird, Sunken in Sand (11.32): an enormous avian skeleton and a hermit who makes it his home. [B](The Singing Wastes)[/B] -The Sounding Snows (12.00): attempting to travel through this pass through the mountains will often be met with goblin ambushes. [B](The Grey Mountains)[/B] -Swine Ravine (12.22): the swine harpies that live in this ravine are a constant plague to any trapped within its walls. [B](The Hills of Gore)[/B] -The Breath of the Earth (12.28): a great sinkhole in which the vulture creatures called Nekh congregate. [B](The Singing Wastes)[/B] -The Skullcrusher Orcs (13.01): a village of strangely-peaceable orcs. [B](The Grey Mountains)[/B] -The Glade of Cerelaine (13.02): the retreat of an elf who is conducting experiments on humans. [B](The Freeholds)[/B] -The Timberlode (13.03): a strange community of xenophobic elves who don’t seem to like anyone, not even trees. [B](The Freeholds)[/B] -Ettin Castle (13.06): the home of the first ettin, which was created by grafting heads onto one body in order to smooth over election irregulars. [B](The Freeholds)[/B] -The Tangled Web (13.08): once the home of Severard of the Seven Chins, now the home of the giant spider that killed him. [B](The Freeholds)[/B] -The Tasty Tomb of the Thaumaturge (13.09): Severard of the Seven Circles is slowly being mummified in the honey of strange bees. [B](The Freeholds)[/B] -Lochgate Lodge (13.10): the rambling home of a clan of werebears. [B](The Duchy of Thring)[/B] -The Piss-and-:):):):) Castle (13.12): as a result of a religious dispute this ruined castle is the home to the most ancient and putrid garbage in [B]Thring[/B]. [B](The Duchy of Thring)[/B] -Castle Karandur (13.17): when disputed with the men and women of Karandur confidently reply that they ride bears. [B](The Duchy of Thring)[/B] -The Sunken Cathedral of Master Memin (13.20): an ancient stone giant instructor in the Stern Way. [B](The Duchy of Thring)[/B] -The Nameless Mountain (13.24): Old Black slumbers here, but perhaps not for long. [B](The Devil’s Fingers)[/B] -The Tomb of the Giggling Ghoul (13.30): the home of a ghoul who is now kept in a gilded cage in Jahur. [B](The Singing Wastes)[/B] -The Cave of the Winterjarl (14.00): the home of a great nordabjorn and his people who claim dominion over nearby lands. [B](The Grey Mountains)[/B] -The Frozen Jarl (14.01): the icy body of the previous nodabjorn jarl can be found here encased in ice. [B](The Grey Mountains)[/B] -The Farthest Hermitage (14.02): a small hermitage in which monks stare into a glowing ball of light and slowly die. [B](The Grey Mountains)[/B] -The March of the Clay Golem (14.09): it would not be wise to impede its progress. [B](The Freeholds)[/B] -The Lornfields (14.11): a demon-haunted forest. [B](The Duchy of Thring)[/B] -The Village of Shotwick (14.14): keeping a bloodthirsty rat idol fed is a small price to pay for relief from vermin infestation. [B](The Duchy of Thring)[/B] -The Colossal Wreck (14.23): the crash site of a giant balloon is patrolled by flesh golems. [B](The Singing Wastes)[/B] -Ogo Tassak, the Temple of the Hunt (14.27): above ancient ruins, gnolls and vulture men perform rites to bring game to these wasted lands. [B](The Singing Wastes)[/B] -Those Vexatious Caves (15.00): a cave system beneath a dwarven ruin inhabited by a baffling array of humanoids. [B](The Grey Mountains)[/B] -The Monolith of Grahakzahak (15.01): a monument to a troll god whose prophet insists on sharing the sacrament of his flesh with all he meets. [B](The Grey Mountains)[/B] -The Breen Holding (15.04): nothing fertilizes a field like an ankheg, shame about how they eat the farmhands. [B](The Freeholds)[/B] -KFE! (15.07): the home of the best fried entrails in all of these lands. [B](The Freeholds)[/B] -The Keep of Draenach (15.11): not being able to find a more suitable candidate, Lady Anghart plans to marry herself. [B](The Duchy of Thring)[/B] -Archet (15.13): a village with serious rodent problems. [B](The Duchy of Thring)[/B] -The Sepulchure of the Sword (15.15): the resting place of Duke Ulthar the Loved, his son and slayer Broderick and the great sword Caledbrand. [B](The Duchy of Thring)[/B] -The Shrine of the First God (15.16): a grubby shrine to what Brother Humphries claims is the first god: man. [B](The Duchy of Thring)[/B] -The Graves of Heroes (15.19): the grave of a legendary paladin. [B](The Duchy of Thring)[/B] -The Grotto of Uriza the Solemn (15.24): it is not wise to gaze too deeply into the sins of ones neighbors. [B](The Devil’s Fingers)[/B] -Abbalah-doon, Village of Outcasts (15.28): the gnolls are this village are using more welcoming than those of the [B]Burning Lands[/B]. [B](The Singing Wastes)[/B] -The Quieted Mine (16.01): a dark and abandoned mind where the Hunting Dark lurks. [B](The Grey Mountains)[/B] -The Hobgoblin Caves (16.04): the best place to buy shoes or shroomwine in all of these lands. [B](The Freeholds)[/B] -Alphonse's War Ostrich Ranch (16.09): Alphonse’s black war ostriches have been bred large enough to carry an armored knight. [B](The Freeholds)[/B] -The Haunted Isle (16.15): is not actually haunted, just home to feuding blink dogs and displacer beasts. [B](The Duchy of Thring)[/B] -Castle Tarengael (16.16): the seat of the Dukes of [B]Thring[/B] and home to many strange sights. [B](The Duchy of Thring)[/B] -The Shield of Alberon (16.17): is the size of a castle. [B](The Duchy of Thring)[/B] -The Skinsack Shed (16.18): there are ways to return the dead to life; this is one of the less pleasant ones. [B](The Duchy of Thring)[/B] -Jar Town (16.20): a few hundred halflings live among and within a bizarre collection of jars. [B](The Duchy of Thring)[/B] -The Haunt of the Mud Dragons (16.23): all that remains of a lizardman caravan. [B](The Devil’s Fingers)[/B] -The Last Skirmish (17.03): the haunted site of a bungled battle that never should’ve been. [B](The Freeholds)[/B] -Furfoot Freehold (17.05): a wealthy halfling holding whose heir seems to have been driven mad by his adventuring experiences. [B](The Freeholds)[/B] -The Lamplighters (17.06): brave men keep the lamps lit to ward of elementals and other things from a local road. [B](The Freeholds)[/B] -Newhill (17.07): 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. [B](The Freeholds)[/B] -Castle Dinivar (17.11): 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. [B](The Duchy of Thring)[/B] -The Missing Children of Millhaven (17.14): have been stolen by bugbears at the behest of the Sack Man. [B](The Duchy of Thring)[/B] -Smuggler’s Isle (17.16): a caravan of lizardmen that the Duke tried to extort has seized this island and is disrupting river traffit. [B](The Duchy of Thring)[/B] -The Forked Castle (17.18): the local counts are famous for their stubbornness. [B](The Duchy of Thring)[/B] -Hill of Fist and Fang (17.21): here a knight can win a lion or a lion pride can win a knight. [B](The Duchy of Thring)[/B] -Cradle of Fire Centipedes (17.30): the home of the fire centipedes that have been weaponized by the men of Jahur. [B](The Singing Wastes)[/B] -The Lair of the Ostrlich(18.01): here lies the ostrlich, which possesses great power but none of the ageless cunning of a true lich. [B](The Grey Mountains)[/B] -The Steading of the Minotaurs (18.02): Lastmaze is a hard bitten minotaur outpost founded by minotaur embassy staff after their nation’s conquest. [B](The Freeholds)[/B] -Ritethal (18.03): any who drink from a nearby lake will do as they are told. [B](The Freeholds)[/B] -The Town Beyond the Lamps: Aggoth (18.06): the villagers know several rituals that they say placate the fey of the woods. [B](The Freeholds)[/B] -The Shattered Citadel of the Verlimes (18.07): the elemental-infested ruins of the proud seat of the Verlime dukes. [B](The Freeholds)[/B] -The Weremen of Brindlebrook Swamp (18.10): when the full moon rises those infected transform into clones of Barnabus Bluenose, a wizard who has thus obtained a curious form of immortality. [B](The Freeholds)[/B] -The Thief-Lord of the Fourth Castle (18.11): there is more than one way to become a lord of [B]Thring[/B]. [B](The Duchy of Thring)[/B] -The Champion of [B]Thring[/B] (18.17): the current jousting champion of the Duchy is technically a large crocodile. [B](The Duchy of Thring)[/B] -Of Lions and Lambs (18.19): here the legendary lion Cuddles enjoys his retirement with his lady. [B](The Duchy of Thring)[/B] -The Black Ziggurat (18.26): a strange ruin that cares little about local concepts of space and time. [B](The Devil’s Fingers)[/B] -Canyon of the Cactogre (18.28): Grandfather Cactus is not pleased with the theft of his nymph. [B](The Singing Wastes)[/B] -Hearthwright Green (19.01): a cave system that is home to the tiny villages of the jermaalines. [B](The Grey Mountains)[/B] -Stargazer Keep (19.04): the home of Lord Ward and his famous exorcist dogs. [B](The Freeholds)[/B] -The Sowing Path (19.05): a track used by the villagers of Aggoth in their rituals. [B](The Freeholds)[/B] -The Wrath of the Chicken Dragon (19.15): one of the chickens that Sir Codwise the Old has polymorphed into a dragon has gotten loose. [B](The Duchy of Thring)[/B] -Jahur, City of Jewels (19.31): an ancient city, well past its peak, but still one of the greatest centers of humanity in these lands. [B](The Singing Wastes)[/B] -Caslte Greymere (20.00): you can pass safely through the [B]Grey Mountains[/B] if you pay the stone golems the toll. [B](The Grey Mountains)[/B] -The Skibart Holding (20.03): a well-defended halfling holding known for its exceptionally potent pipeweed. [B](The Freeholds)[/B] -The Keepers of the Sainted Foot (20.04): a strange gathering of monks who produce holy beer that is not only refreshing but useful in warding off the undead. [B](The Freeholds)[/B] -The Village of Treebrush (20.08): little is left here now but travelers can still hear the story of Lisbet in the inn. [B](The Freeholds)[/B] -Flea of the Daggerfeet (20.10): a colorful local bandit and the leaping terrors that he has tamed. [B](The Freeholds)[/B] -The Cuckoo Count of Castle Steadfast (20.13): a story of love and legal loopholes. [B](The Duchy of Thring)[/B] -Castle Spiriwin (20.16): a thoroughly unpleasant place due to its boards and its boorish lord. [B](The Duchy of Thring)[/B] -The Foolish Sages of Border's Hill (20.18): the Foolish Sages are curious and voracious for knowledge which often gets them into trouble. [B](The Duchy of Thring)[/B] -The Inverted Temple (20.20): this flooded temple ha some strange aquatic inhabitants. [B](The Duchy of Thring)[/B] -Abyss of the Prism Crabs (20.32): not all diamonds are mined; some are plucked from the backs of abyssal crabs by madmen driving lobster-like apparatuses. [B](The Singing Wastes)[/B] -The Lair of Tharaxes, the Blue Death (20.24): the terror of these deserts, no hero has been able to slay him because he does not exist. [B](The Devil’s Fingers)[/B] -The Sweat Lodges (21.02): orcs sweat out the filth of foreign lands here at the border when they return from raids. [B](The Grey Mountains)[/B] -The Abandoned Beacon (21.06): a ruined beacon tower that should’ve warned the Verlimes against the approach of the elven army. [B](The Freeholds)[/B] -Lair of Ushcka and Her Family (21.15): an ogress’s inability to have children has driven her insane. [B](The Barrier Range)[/B] -The Gravewatch Moors (21.12): the Counts of Castle Steadfast are interred here. [B](The Duchy of Thring)[/B] -Birlwood Hold (21.14): the bastion of the Spellknights, who guards the eastern borders of [B]Thring[/B] against the Witch Clans. [B](The Duchy of Thring)[/B] -The Catacombs of St. Dulaine (21.16): where the great saint once summoned demons to steel himself against temptation. [B](The Barrier Range)[/B] -The Dismal Mine (21.27): the duergar that live here are humorless, but what is one to expect from dwarves for whom alcohol is poisonous? [B](The Singing Wastes)[/B] -The Scent Barrier (21.29): a network of geysers that form a pungent deterrent to gnolls from the east. [B](The Singing Wastes)[/B] -The Stairs of the Sun (22.00): every midsummer the rays of the sun become stairs that reach skywards. [B](The Grey Mountains)[/B] -The Changelings of Northburn Holding (22.03): the people here pay a steep price for their immunity to orcish raids. [B](The Freeholds)[/B] -The Door at Dun's End (22.04): an attempt to open a dimensional door into the elven Holt lead to a door that leads elsewhere. [B](The Kingswood)[/B] -The Western Edge of the Kingswood (22.06): it is not wise for outsiders to walk beneath the trees when the sun is in the sky. [B](The Kingswood)[/B] -The Night of Falling Stars (22.10): true evil comes from above, not below. [B](The Freeholds)[/B] -Longspear Bridge (22.11): the site of Hardrald Longspear’s heroic defense against an orcish horde. [B](The Freeholds)[/B] -The Cave of Sinda the Cursed (22.15): another ogress is cursed to assume the form of a human woman each day. [B](The Barrier Range)[/B] -The Witch-Hounds (22.16): the lair of strange hounds shaped of mud and straw to serve the Witch Queen. [B](The Barrier Range)[/B] -Where the Levee Breaks (22.18): transit along the River of Crystal Waters has become imperiled. [B](The Duchy of Thring)[/B] -The Forgotten City-State (22.25): 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. [B](The Devil’s Fingers)[/B] -The Gloompatch (23.08): in this dark patch of woods the local spiders are considerate enough to draw up the horoscopes of outsides. [B](The Kingswood)[/B] -Sir Alard's Bower (23.10): longs years ago Sir Alard jilted an elven lady here and has never found his way out of the woods since. [B](The Kingswood)[/B] -Winds (23.11): a trading town built on a crossroads, with one of those crossing roads providing useful undead moans. [B](The Freeholds)[/B] -Haunt of the Witch Queen (23.16): there are many rumors about her but all agree that that she can return the dead to a sort of life in her cauldron. [B](The Barrier Range)[/B] -The Land That Wasn't There (23.18): a land full of mad illusions. [B](The Barrier Range)[/B] -The Ruins of Maddlow Castle (23.19): the remains of a castle built on geases and mad paranoia. [B](The Barrier Range)[/B] -The Caves of the Dust Walkers (23.23): a village of stunted desert gnomes. They are not forgiving of the sins that you have surely committed. [B](The Devil’s Fingers)[/B] -Kraken's Beak Isles (23.32): the home of the octopi’s whose Cephalopedic Emperor once conquered Jahur. [B](The Singing Wastes)[/B] -The Ten Thousand Stumps (24.02): the petrified remains of what was once a goblin forest. [B](The Grey Mountains)[/B] -The Scab (24.05): in this cavern an impoverished community of gnomes lives in igloo-like structures made out of blocks of raw clay. [B](The Kingswood)[/B] -The Sleeping Vale (24.07): here human ladies who have caught the eye of elven lords lie dreaming the centuries away. [B](The Kingswood)[/B] -The Stolen Hills (24.11): the very place where Tiamat’s severed black head fell to the earth. [B](The Freeholds)[/B] -The Grey Comedy (24.12): the current location of a famous circus troupe. [B](The Freeholds)[/B] -The Lords Under the Mountain (24.13): the ruined hold of Clan Penderghast, the only of the Witch Clans to swear fealty to the Dukes of [B]Thring[/B]. [B](The Duchy of Thring)[/B] -The Ashberry Mountains (24.18): the Ossorys are famous for their fiery fingers and their fiery wines. [B](The Barrier Range)[/B] -The Hidden Village of the Wrannows (24.20): an extra dimensional space built on the confluence of a huge number of rope tricks. [B](The Barrier Range)[/B] -The Sandalwood Groves (24.23): all gnomes wear sandals because illusionists can never get the feet quite right. [B](The Devil’s Fingers)[/B] -Azumay (24.26): this southern dwarven city is under the thumb of a cabal of well operators. [B](The Burning Lands)[/B] -The Sundial Inn (25.04): the best place to stop for travellers making their way through the winding tunnels of the Welt Road is the subterranean Sundial Inn. [B](The Kingswood)[/B] -The Nest of the Mockingbird (25.07): There is a mockingbird that lives in the [B]Kingswood[/B] that repeats the last words of those who have died within. [B](The Kingswood)[/B] -The Gnomes of Mazy Hollow (25.14): the descendants of Gertja Traitor’s-Daughter keep the peace between feuding gods. [B](The Barrier Range)[/B] -The Monastery of the Temple Invisible (25.15): the mountain monastery of the assassin-monks of the [B]City of Shuttered Windows[/B]. [B](The Barrier Range)[/B] -Dragon Lake (25.16): the mountain Witch Clans dive for peacockatrice eggs here. [B](The Barrier Range)[/B] -The Village of Clan Dunger (25.17): as unpleasant as you’d expect the home of a clan in which every member can cast stinking cloud at will to be. [B](The Barrier Range)[/B] -The Glutinous Mudplain (25.18): the mud’s corpse fusing properties are of great interest to necromancers. [B](Blind Midshotgatepool)[/B] -The Pit of the Waker Worms (25.19): they remain sleeping as long as they are buried under running water. [B](Blind Midshotgatepool)[/B] -Pilgrim’s Spire (25.31): the mountain home of monks that learn how to spet through shadows when not trying to get themselves petrified. [B](The Singing Wastes)[/B] -Hoth Achaar, the Returned Fortress (26.01): the greatest orcish stronghold in the north. [B](The Grey Mountains)[/B] -The Potato Fields (26.02): keep the orcs fed with their famous potato-stuffed orc pies. [B](The Grey Mountains)[/B] -The White Road, The Wailing Road (26.13): the bone dust that the White Road is paved of does not always rest quietly. [B](The City of Shuttered Windows)[/B] -Canes Sanguis, the Templars Indivisibles (26.15): the mountain fortress where the feared Templars train. [B](The Barrier Range)[/B] -The Daemons of the Faustys (26.16): each can summon a different monster. [B](The Barrier Range)[/B] -The Chequered Room (26.17): great pieces are engaged in what appears to be an ongoing chess game. [B](The Barrier Range)[/B] -The August City of Blind Midshotgatepool (26.20): a town riven by division and mad bureaucracy. [B](Blind Midshotgatepool)[/B] -Bucket Kelp Forest (26.33): once of the few things that can bring people to enjoy accordion music is this synesthesia-inducing narcotic. [B](The Singing Wastes)[/B] -The Death of Cows (27.03): a bizarre tree that feeds on cows. [B](The Kingswood)[/B] -The Order of the Broken Chain (27.04): becoming the leader of a growing slave rebellion was never part of his plans. [B](The Lands of the Night Cattle)[/B] -The Orphan’s March (27.09): along path road elven pipers once lead the copperhair children that were tithed to them in the woods. [B](The Kingswood)[/B] -The Mind Chambers of the Infidel (27.12): an ancient prison of nightmares from which kobolds once emerged. [B](The City of Shuttered Windows)[/B] -The Fanged Cliffs (27.18): the mating dance of flying snakes is quite a sight to see to keep your distance. [B](Blind Midshotgatepool)[/B] -The Drowned Temple (27.19): due to ancient compact the pews must always be full, which it now lying completely under water makes somewhat difficult. [B](Blind Midshotgatepool)[/B] -Death’s Lovelies (27.23): a community of plague-afflicted bandits who seek out death. [B](The Burning Lands)[/B] -The Pigdog Sept (27.27): these fierce but ugly beasts help keep their dwarven masters safe. [B](The Burning Lands)[/B] -The Market Pits (28.04): cultists and sorcerers come from across the lands to buy the unblemished Night Cattle. [B](The Lands of the Night Cattle)[/B] -The Library without a Floor (28.07): 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. [B](The Kingswood)[/B] -Goss Hall (28.11): Lord Goss is a famous hunting who does more with his prizes than just mount them on the wall. [B](The City of Shuttered Windows)[/B] -The Angler (28.21): a unique and hungry mermaid. [B](Blind Midshotgatepool)[/B] -The Rustler’s Guild (29.01): 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. [B](The Lands of the Night Cattle)[/B] -The Holt of the Bloodied King (29.07): the beating heart of the [B]Kingswood[/B] and the hall of the Bloodied King himself. [B](The Kingswood)[/B] -Tehaar's Hunting Grounds (29.10): the haunt of one of the most feared hunters of the [B]Kingswood[/B]. [B](The Kingswood)[/B] -The White Road (29.13): those too poor to be entombed have their bones ground down to the dust that is used to pave this road. [B](The City of Shuttered Windows)[/B] -The City Itself (29.14): the great [B]City of Shuttered Windows[/B] that reaches up to the sky and sinks down into the mud. [B](The City of Shuttered Windows)[/B] -The Gardens of the Sea (29.15): the bellies o the [B]City[/B] must be filled so people have taken to farming the sea. [B](The City of Shuttered Windows)[/B] -The Holding of Nororak (29.24): 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. [B](The Burning Lands)[/B] -The Wyvern of the Waste (29.29): this revered beast is one of the most voracious hunters of this land.[B] (The Burning Lands)[/B] -The Blackhorn Keep(30.03): a sleeping princess, attempted cannibalism, burning stakes, decapitation, flying cats, what more could you possibly want? [B](The Lands of the Night Cattle)[/B] -The Estate of Count Seutorian (30.12): the august Count never sets foot on the ground but people from throughout these lands come to him. [B](The City of Shuttered Windows)[/B] -The Wedding Band (30.15): this great band of strange metal allows no magic to pass, so of course it is used as a gladiatorial arena. [B](The City of Shuttered Windows)[/B] -Olmsted Keep (31.04): the home of the half-elves who monopolize trade between the elves and the outside world. [B](The Lands of the Night Cattle)[/B] -The Rockery (31.07): an enormous cairn that is raised year by year for a lost giant lady. [B](The Kingswood)[/B] -The Spawning Grounds of the Stirges (31.15): a stirge never takes only blood, it can take poisons, memories and even unborn children. [B](The City of Shuttered Windows)[/B] -Khannah’s Leap (31.27): the site of a dwarven victory over invading gnolls after the fall of Bergolast. [B](The Burning Lands)[/B] -The Dryad’s Bridge (32.05): the dryad’s tree lies fallen across the stream, leaving the dryad mad and ravenous. [B](The Kingswood)[/B] -The Sanatorium of the Damned (32.12): a cursed place where those who are infected by the courting death are kept. [B](The City of Shuttered Windows)[/B] -The Drowning Place (32.22): a fortress of the Whispering Sisters, it is not a good place for men to be. [B](The Burning Lands)[/B] -The Song of Dust and Flame (32.32): the starting point of a gnollish path that winds through the [B]Burning Lands[/B] to the Keening Sea. [B](The Burning Lands)[/B] -The Dwarves of the Titan’s Skull (33.00): here slaves mine and toil in the service of the rich and decadent dwarves of the north. [B](The Grey Mountains)[/B] -Titan's Rest (33.01): the greatest of the dwarven mines is built around the bones of an ancient god that have been turned to silver. [B](The Grey Mountains)[/B] -The Goblin Markets (33.04): litte trafficked here can be acquired elsewhere. [B](The Kingswood)[/B] -The Pool of Telanar the White (33.08): the pool of a demigoddess of healing and stasis. [B](The Kingswood)[/B] -The Isle of Dolyeades, the Sacred Grove (33.16): the home to the sacred cows that play an important role in the election of the [B]City’s[/B] doges. [B](The City of Shuttered Windows)[/B] -The Eyeless Watchers (34.00): desecrated statues of the great dwarven lords of old. [B](The Grey Mountains)[/B] -The Long Graves (34.01): a graveyard for non-dwarves paid for by the metals that accumulate in the bodies of the slaves that dig for silver. [B](The Grey Mountains)[/B] -The Tower of the Bastard Prince (34.04): 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. [B](The Kingswood)[/B] -The Cat Tree (34.05): here the rare fruit from which winged cats are born can be plucked. [B](The Kingswood)[/B] -Green Iron Mushrooms (34.10): iron rations do grow on trees, or at least on men hanged in them. [B](The Kingswood)[/B] -Where the Razorgrass Grows (34.25): it’s sharp. [B](The Burning Lands)[/B] -The Rhyming Bear (35.04): the home of an exiled nordabjorn. [B](The Kingswood)[/B] -The Ferryman (35.06): a finger bone is a reasonable fare. [B](The Kingswood)[/B] -The Garden of Amelar (36.04): a rose maze filled with strange plants and fierce hawks. [B](The Kingswood)[/B] -The Fugitive Gods (36.09): the resting place of the little gods that have been exiled from the [B]City of Shuttered Windows[/B]. [B](The Kingswood)[/B] -Traxa Wood (36.11): an exiled noble family suffering from the curse of lycanthropy. [B](The City of Shuttered Windows)[/B] -Mirror Lake (37.01): the temple-girded lake where the Prince of Men sleeps. [B](The Grey Mountains)[/B] -The Wildmen of the Wood (37.06): eschewing metal and clothes the wild men live in the [B]Kingswood[/B] under the very noses of the elves. [B](The Kingswood)[/B] -Zor’s Home (37.07): Zor is a vatborn creature of uncommon beauty that belies the flaw in his mind. [B](The Kingswood)[/B] -Hairy Jack’s Tower (37.21): a man of [B]Shuttered[/B] who raises cattle and pays tribute to the gnolls. [B](The Burning Lands)[/B] -The Kobold Bolt Hole (38.05): a dead tree where kobolds hole up during the day while travelling through the woods. [B](The Kingswood)[/B] -The Wood that Won the War (38.06): where the hawthorn that all elves despise grows. [B](The Kingswood)[/B] -The Gibbering Hills (38.26): a strange mechanism transports an army of cloned heroes here each month to attack dead Bergolast. [B](The Burning Lands)[/B] -The Boneyard (38.27): where thousands of shards of tarrasque bone have been driven into the ground. [B](The Burning Lands)[/B] -The Doom That Was in Bergolast (38.28): perhaps it was not wise to keep the Tarrasque chained within their city. [B](The Burning Lands)[/B] -The Long Prayer (39.00): The priests have prophesized that their god will be reborn as a dwarf-child to parents who have never touched iron. [B](The Grey Mountains)[/B] -The Spawn (39.08): possibly the most magically-accomplished community of tadpoles in all of these lands. [B](The Kingswood)[/B] -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. [B](The Kingswood)[/B] -The Lost Folio (39.12): the strange dungeon where the famed poet Trimueil lost his greatest manuscript. [B](The City of Shuttered Windows)[/B] -Veerhaven and Hostwick (39.14): two remote villages known for their elfskin drums and strange bloated radishes. [B](The City of Shuttered Windows)[/B] -The Cavern Out of Time (39.31): a remnant of the ancient Lands of Verdant Snow. [B](The Burning Lands)[/B] -Blackhorn’s Maze (39.32): the resting place of the red dragon head of Tiamat. [B](The Burning Lands)[/B] -The Broken Spear (40.06): a tower of strange and twisted metal that, if stories can believe, was once wielded by a god to slay dread Tiamat herself. [B](The Kingswood)[/B] -The Frogs of the Witchwater (40.09): a few still retain the human speech of their ancestor. [B](The Kingswood)[/B] -The Town of Hyfalls (40.20): built on an old Bergolasti colony, the town of Hyfalls is the terminus of many of the caravans that travel across the [B]Burning Lands[/B]. [B](The Burning Lands)[/B] -Crossbow Henry’s Hut (41.02): the old trader lies won’t give in to fate without a fight. [B](The Withered Moors)[/B] -The Grandmother of the Ford (41.09): a crone that asks travellers to take her across the ford on her back could not possibly be a trap, could she? [B](The Kingswood)[/B] -The Bone Field (41.24): thousands of lizardman bones and a few snakes that have escaped from their libraries. [B](The Burning Lands)[/B] -The Tomb of the Nameless (42.02): 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. [B](The Withered Moors)[/B] -The West Reach (42.07): one of the easier placed to climb down the [B]World’s Edge[/B]. [B](The World’s Edge and Beyond)[/B] -Master Var’s Cave (43.03): 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? [B](The Withered Moors)[/B] -The Weeper’s Tower (43.08): the wisest of elven sages lives here at the top of a mile-high waterfall. [B](The World’s Edge and Beyond)[/B] -The Falling Walls of Monatheron (43.12): the only cyclops city left in these lands. [B](The City of Shuttered Windows)[/B] -The Breeding Grounds of the Daggerfeet (43.22): hope to the vicious leaping predators. [B](The Burning Lands)[/B] -The Wood of Suicides (43.27): suicides that are hung from these trees rise as Grey Revenants. [B](The Burning Lands)[/B] -The Ruined Hut (44.01): lies abandoned due to a surfeit of spider monkeys. [B](The Withered Moors)[/B] -The Fallsalt Mines (44.03): something is going wrong in this remote salt mine. [B](The World’s Edge and Beyond)[/B] -Sladder, the Isle of Crows (44.17): the ancient home of the crowfolk. [B](The Burning Lands)[/B] -Where the Fire-Line Meets the Sea (44.19): the leylines erupt in steam and magic where they meet. [B](The Burning Lands)[/B] -The Hungers of the Hippopotami (44.22): beware their gaping jaws and the crushing feet. [B](The Burning Lands)[/B] -The Kobold Exodus (45.09): a huge migration of kobolds is swarming up this segment of the [B]World’s Edge[/B]. [B](The World’s Edge and Beyond)[/B] -The Great Skull (45.24): the largest of the many skulls of the Tarrasque serves as a bridge here. [B](The Burning Lands)[/B] -The Maw (46.00): a great canyon in which winds from beyond the [B]World’s Edge[/B] howl. [B](The Grey Mountains)[/B] -The Misplaced Obelisk (46.01): strange creatures are seen around this Jahari obelisk. [B](The World’s Edge and Beyond)[/B] -The Disciples of Cleramon (46.02): bards and enchanted table salt can be a dangerous combination. [B](The World’s Edge and Beyond)[/B] -The Lair of the Grey Worm (46.06): it feeds on the su-giraffes that water here. [B](The World’s Edge and Beyond)[/B] -The Lost Lighthouse (46.10): an ancient lighthouse now lying in ruin with mad anti-elven graffiti marking the walls. [B](The World’s Edge and Beyond)[/B] -The Isle of the Heget (46.15): the home of the enchanting Heget and her stunted children. [B](The Lost Colony)[/B] -The Cloud Forests (47.00): the source of the poisons favored by the Smiling Men. [B](The World’s Edge and Beyond)[/B] -The Wedge-Stone (47.11): the stone prevents the Keening Sea from draining down and drowning the jungles beyond the World’s Edge. [B](The World’s Edge and Beyond)[/B] -The People of the Claw (48.13): a lost colony of the [B]Shuttered City[/B], they worship a large crayfish that has grown vast on their prayers and offering. [B](The Lost Colony)[/B] [B]-[/B]The Long Dock (48.14): best not to walk it. [B](The Lost Colony)[/B] -The Footprints of the Tarrasque (48.24): flowers with strange properties grow within. [B](The Burning Lands)[/B] -Sosaria, the Conjured City (48.18): Imorcar the Many commanded the djinn to build him a city. [B](The Burning Lands)[/B] -Elharda (48.32): a strange dwarven village. [B](The Burning Lands)[/B] -Grasthifal (48.33): a strange gnomish village. [B](The Burning Lands)[/B] -Strike the Earth (49.03): the most remote outpost of the dwarven Hoard. [B](The World’s Edge and Beyond)[/B] -The Forest of Falling Bears (49.09): better wear a hat. [B](The World’s Edge and Beyond)[/B] -Asrigh Portal (49.11): this ruined temple swarms with harpies. [B](The World’s Edge and Beyond)[/B] -Vivsophal (49.32): a strange elven village. [B](The Burning Lands)[/B] -The Bone Heap (50.03): due to the habits of carnivorous constipated hoarlephants there is a vast pile of bones here from many species. [B](The World’s Edge and Beyond)[/B] -Gatherer-of-Bones (50.04): bone golems are busy at work sorting the bones of the Bone Heap. [B](The World’s Edge and Beyond)[/B] -Birds of Paradise (50.11): all who harm them are cursed, which is exploited by men of devious minds. [B](The World’s Edge and Beyond)[/B] -The Last Moon Elephants (50.20): the last of these elusive elephants can be found here. [B](The Burning Lands)[/B] -The Whistling Reeds (50.26): where the gnolls gather reeds that produce sound high-pitched enough to allow the gnolls to whistle in lizardman. [B](The Burning Lands)[/B] -The Gates of Official Travel Pass Sanction (50.29): the entrance to the City of Smoke. [B](The Burning Lands)[/B] -Teodo, the Iron Lion (50.30): certainly the largest prize that Great Mother of the gnolls has won. [B](The Burning Lands)[/B] -Melnir’s Mount (51.12): the ancient mage raised a volcano here to keep the Keening Sea in its bed. [B](The World’s Edge and Beyond)[/B] -The Haunt of Jackalweres (51.17): these strange beasts take on aspects of what they eat. [B](The Burning Lands)[/B] -The City of Smoke (51.29): the gnollish capital ruled by the tyrannical Great Mother. [B](The Burning Lands)[/B] [/QUOTE]
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