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1 | x | y | Hex | Terrain | Settlement | Author | Description | More Info URL | Themes | ||
2 | 01 | 01 | 0101 | tundra | James Young | Steppe, abandoned village of partially melted igloos. | |||||
3 | 01 | 02 | 0102 | tundra | PEAT | Casey Garske | The villagers of [[PEAT]] put their dead warriors in the nearby bogs. Under a waxing gibbous moon, the peat-wights rise and seek the enemies that slew them. | UNDEAD, WIGHTS | |||
4 | 01 | 03 | 0103 | tundra | Ramanan Sivaranjan | A circle of 12 dead mountain goats, their throats slit open. Each is missing a different organ and has a gold coin in its mouth. | |||||
5 | 01 | 04 | 0104 | tundra | Reynaldo Madriñan | This area is mostly desolate save for a single gravestone, entirely unadorned save for a keyhole in the center of it. This is actually the prison of an extremely powerful Death Knight who will slay one thing of his liberator's choosing. | KEYS & KEYHOLES | ||||
6 | 01 | 05 | 0105 | hill | FROSTSTONE | Brian Green | [[FROSTSTONE]] - Dwarven trading outpost, mostly low buildings made of stone. Inhabitants are unusually welcoming to outsiders. | DWARFS | |||
7 | 01 | 06 | 0106 | hill | Jeremy Friesen | A stranded children's choir enroute to Hex [[0101]]. Time does not appear to pass within the confines of the tower where they have sought refuge. | |||||
8 | 01 | 07 | 0107 | hill | REPUBLIC OF FANG | Chris Kutalik | Palisaded village of 83 Dogmen (2 HD) and human Roofdrak 0-level worshipers grandiloquently called the [[REPUBLIC OF FANG]]. Party may become citizens of the micro-state (and use the hex as a base), but are only counted as a 1/5 vote. | ||||
9 | 01 | 07 | 0107 | hill | Vincent Quigley | 1d6 artic owlbears scavenging the ruins of an ancient Ice dwarf settlement. An entry to an underground complex can be found in the ruins. It leads to an exit in Hex [[0206]]. | |||||
10 | 01 | 08 | 0108 | hill | Jacob Hurst | Gently rolling steppes give way to a limestone bluff pocked with 1d6 caves and 3d10 harpy nests. | |||||
11 | 01 | 09 | 0109 | forest | Christopher Wood | A frost-rimed pool sits within this glade. Tunnels below the waterline are home to a family of giant otters. | |||||
12 | 01 | 10 | 0110 | forest | James Young | Snowy forest. Bare limbed trees whistle soft music to the wind. | |||||
13 | 01 | 11 | 0111 | forest | Zak Smith | Buried beneath a tree which birds refuse to touch is the Cask of Ancient Winters. It contains all the cold from all previous centuries. | CASK OF THE ANCIENT WINTERS | ||||
14 | 01 | 12 | 0112 | forest | C. W. Marshall | A stand of elms grows together, as if woven to produce a large dome. The trees enclose one of the three embodiments of Despair. | THE THREE DESPAIRS | ||||
15 | 01 | 13 | 0113 | forest | James Young | Dense forest costs double to move through, parties sleeping in this hex will wake to find their packs picked through by squirrels. | |||||
16 | 01 | 14 | 0114 | hill | GLACE | Vincent Quigley | The fortified human city of [[GLACE]] ruled by the Cold Witch. She often send her white knight in search of the Cask of Ancient Winters in Hex [[0111]]. She hopes it will allow her to become immortal. | CASK OF THE ANCIENT WINTERS | |||
17 | 01 | 15 | 0115 | hill | Zak Smith | Mixed party of half-elves and northern amazons. They are accompanied by a white tiger. | ELVES, AMAZONS, WHITE TIGERS | ||||
18 | 01 | 16 | 0116 | hill | Ramanan Sivaranjan | 12 spies from the mountain city of [[MYTHILLI]] in Hex [[1009]] make their way towards [[GLACE]], disguised as the gruff mountain men known to inhabits these parts. They are dressed in simple garb and wield clubs and hammers, but each carries 500 GP in gems concealed on their person. | GRUFF MOUNTAIN MEN | ||||
19 | 01 | 17 | 0117 | hill | NIXELSTRATH | Brendan Strejcek | Village of [[NIXELSTRATH]], the foundation of which is a dwarven bunker, ruled with an iron fist by the northern amazon queen Nuriel, who is 213 years old. Her consort is an elf. Likely some of the half-elves in Hex [[0115]] are her offspring. They have begun suspecting someone is innhabiting the [[WINTER PALACE]] in [[0420]] that appears to be in [[0418]] . | ELVES, WINTER PALACE, AMAZONS | |||
20 | 01 | 18 | 0118 | hill | VOREIGJN | Zak Smith | [[VOREIGJN]] This settlement is built on terraced decks around a cluster of very large (50 ft diameter) ever-burning bonfire pits in the remains of an old fortress. It is ruled by dwarves who wear spiked shoes and make wine from the blood of smilodons. | DWARFS | |||
21 | 01 | 19 | 0119 | tundra | Brendan Strejcek | Frozen marshes. A warband of intelligent zombies are trapped in the permafrost; they will perform one service for any who free them given a somewhat decent reaction roll. | UNDEAD, ZOMBIES | ||||
22 | 01 | 20 | 0120 | tundra | Anthony Picaro | Three basalt statues of wailing women stand here, marking the historic northeastern boundary of the territory of the Smoke-Swallower tribe of cannibals, whose warriors split their tongues and bind their forms into bizarre, contorted shapes. These statues represent the three pathetic Goddesses of the Defeated, They Whose Husbands Are Eternally Eaten, and mark a holy place where Smoke-Swallowers come to deposit their victims’ bones in view of their enemies to the northeast. | SMOKE-SWALLOWERS | ||||
23 | 02 | 01 | 0201 | tundra | Jason Sholtis | Firgax the fire giant witch doctor and a gaggle of unnaturals follow his semi-reliable divining skull in a meandering path towards Hex [[0111]]. He intends to find and destroy the Cask of Ancient Winters. | FIRE GIANTS, GIANTS, CASK OF THE ANCIENT WINTERS | ||||
24 | 02 | 02 | 0202 | tundra | Reece Carter | The footsteps of ice giants are in the snow here, following them leads you to a group of ice giants | GIANTS, ICE GIANTS | ||||
25 | 02 | 03 | 0203 | hill | PALACE OF FROZEN TEARS | Zak Smith | [[PALACE OF FROZEN TEARS]]. Home to the Spite Priests, abandoned by their god. They seek the Death Knight in Hex [[0104]]. | SPITE PRIESTS | |||
26 | 02 | 04 | 0204 | hill | Jez Gordon | The Godhammer, a 30' long stone hammer, rests atop the tallest crags. It is sought by the dwarfs in Hex [[0302]]. | GODHAMMER | ||||
27 | 02 | 05 | 0205 | hill | James Young | An albino bear. | |||||
28 | 02 | 06 | 0206 | hill | Alex Williamson | Many of the rocky overhangs here are inhabited by icicle-mimicking piercers of extra large size. | |||||
29 | 02 | 07 | 0207 | forest | Reece Carter | A raiding party of ice goblins who inhabit the mountains in this area. They are working for the mountain king who lives in Hex [[0415]]. | ICE GOBLINS, GOBLINS | ||||
30 | 02 | 08 | 0208 | forest | Zak Smith | The Fifth Monument of the Toad Gods sits unevenly on a rocky hillside—a hideously smiling stone sculpture of a squatting Slaad, weathered and cracked. Stonewise adventurers or long time residents may notice new rock has been freshly quarried to fill old gaps in the ancient landmark. | TOAD GODS | ||||
31 | 02 | 09 | 0209 | forest | Random Wizard | The trees grow particularly tall here, their branches dangling massive icicles. The spirits of the forest will causes a rain of razor sharp icicles to fall down upon any who defile the white purity of the winter goddess. | |||||
32 | 02 | 10 | 0210 | forest | Random Wizard | A strange abandoned temple has an enormous metallic tower with no visible means to enter. On nights when the aurora borealis is particularly strong, the tower glows a soft blue colour and can be seen from miles around. | |||||
33 | 02 | 11 | 0211 | forest | Reece Carter | Ice spiders. They attack the party when they get close to the center of the hex. | |||||
34 | 02 | 12 | 0212 | forest | Christopher Helton | A deep, dark hole that emits a sulfurous gas. | |||||
35 | 02 | 13 | 0213 | forest | Henry Ulrich | Amongst withered and crooked trees, the body of a party of adventures that were overcome by the element of Despair in Hex [[0112]]. They have clearly been slain by each other, the final survivor simply laying down to die in the cold. | THE THREE DESPAIRS | ||||
36 | 02 | 14 | 0214 | hill | Jason Sholtis | Kladun Oziriphan the sorcerer shelters here in an illusion-shrouded ice cave, summoning and binding foul outer entities to aid him in assassinating the white knight of [[GLACE]] in Hex [[0114]] | |||||
37 | 02 | 15 | 0215 | hill | James Young | A statue of an attractive begging man kneels on the highest hill of this hex. Placing an offering of coins into his proffered hands grants a +d4 bonus to reaction rolls for d4 days. If equal offerings are given to its brother-statues in Hex [[1405]] and Hex [[1718]] before the next moonrise, the supplicant is granted a permanent +1 to charisma. The elf from Hex [[0216]] knows the location of the other statues. | OFFERING STATUES | ||||
38 | 02 | 16 | 0216 | hill | Zak Smith | White elf naturalist wearing a scarf and insect-shaped windmask examining a frozen gelatinous cube. | ELVES, WHITE ELVES | ||||
39 | 02 | 17 | 0217 | hill | Jez Gordon | The curious natural deformation and of the hills and caves steals all echoes, and sends them to Hex [[0218]]. | |||||
40 | 02 | 18 | 0218 | tundra | Jez Gordon | The echoes from Hex [[0217]] emerge amplified one-hundred fold through sinkholes here. | |||||
41 | 02 | 19 | 0219 | tundra | THE VILLAGE OF RESTLESS SOULS | Reece Carter | [[THE VILLAGE OF RESTLESS SOULS]], this village is completely abandoned. There is evidence of a fight, though the belongings of everyone who once lived here are untouched. If anyone touches any of the belongings they are attacked by a restless spirit. | UNDEAD, RESTLESS SPIRIT | |||
42 | 02 | 20 | 0220 | tundra | Ramanan Sivaranjan | 6 Smoke-Swallowers tribesman (see also: [[0120]]) feast on an adventuring party they captured earlier in the day. 1-4 of the captives are alive, but bound and gagged, waiting to be cooked and eaten. A straggler from their group is in Hex [[0320]]. | SMOKE-SWALLOWERS | ||||
43 | 02 | 20 | 0220 | tundra | Wayne Rossi | Frozen marshes. Ice alligators leap through the surface to capture prey that they track through sound. | |||||
44 | 03 | 01 | 0301 | tundra | Ian Burns | 52 overly cautious nomads stalk this frozen tundra. They will pay 50 GP mastodon bones for wolf pelts. | MASTODONS | ||||
45 | 03 | 02 | 0302 | tundra | Ian Burns | 8 dwarves travelers seeking the Godhammer in Hex [[0204]]. | DWARFS, GODHAMMER | ||||
46 | 03 | 03 | 0303 | hill | James Young | Group of 2d4 gruff mountain teenagers from the village in Hex [[1401]] undergoing their Coming of Age ritual - they must each take the head or pelt of a dangerous white beast to complete their initiation into adulthood. They will pay for information on the location of such beasts with necklaces of carved white fangs, but will not accept help. | GRUFF MOUNTAIN MEN | ||||
47 | 03 | 04 | 0304 | hill | Ian Burns | An icy lake covers and conceals a marble statue holding a raised trident. Every new moon 31 cultists migrate to perform a series of sex-rites before the single spike poking out of the ice. | |||||
48 | 03 | 05 | 0305 | hill | Ian Burns | Roaming in this hex can be found 42 white elk (3 HD) with cobalt horns (worth 15 GP each) | |||||
49 | 03 | 06 | 0306 | forest | Ian Burns | Two tribes of warring cave men caught in an uneasy alliance to rid themselves of the piercers in Hex [[0206]] and the white elves in Hex [[0308]]. | |||||
50 | 03 | 07 | 0307 | forest | Wayne Rossi | White elves consider human logging here a threat. They have trapped trees to explode when the center ring is cut in vengeance. | WHITE ELVES, ELVES | ||||
51 | 03 | 08 | 0308 | forest | Ben Djarum | A small tribe (12-18) of white elves hide here among the trees. Lead by Ulivan the Steward, the elves carry out attacks on the human loggers in Hex [[0307]]. | WHITE ELVES, ELVES | ||||
52 | 03 | 08 | 0308 | forest | Craig Brasco | Bromgrush the ancient ironwood ent lurks here, tired and wounded after accidentally setting off an exploding tree in Hex [[0307]]. He needs a special ritual performed on him by a druid to heal his wounds. He has an ornate scroll tube containing an elvish map to dark ruins in the nearby swamps which he will offer to those that aid in finding the druid. | |||||
53 | 03 | 09 | 0309 | forest | Ian Burns | Statue garden. Basalt sculptured of humanoid figures with fox-, bear-, and raven-heads. Small offerings of meat and bones can be found at the bases of several statues. | |||||
54 | 03 | 10 | 0310 | forest | James Young | An unassuming shrub grows tart red berries on the winter solstice. Each berry is sufficient to feed a man for a whole day. During that time, the base of the shrub is littered with the corpses of birds who became too fat to move. | |||||
55 | 03 | 11 | 0311 | forest | Ian Burns | Inside a rotting stump a gold ring (100 GP) can be found, upon which the Symbol of Thor has been engraved. | |||||
56 | 03 | 12 | 0312 | forest | Ben Djarum | A marble fountain in a ring of trees. The water is clean, clear and icy cold. At the bottom of the fountain is a silver key. It opens the eye of the Toad Statue in Hex [[0614]]. | TOAD GODS, KEYS & KEYHOLES | ||||
57 | 03 | 13 | 0313 | forest | George E. Williams IV | Empty of all but tundra and ice weasels. | |||||
58 | 03 | 13 | 0313 | forest | Henry Ulrich | An enormous hole opens into the ground. From deep within, the sound of cracking ice and flowing water can be heard. | |||||
59 | 03 | 14 | 0314 | forest | George E. Williams IV | roaming this hex is a band of four Gnomish ice weasel hunters. Also roaming the hex are a trio of frost giants who are hunting the gnomes. | GNOMES | ||||
60 | 03 | 15 | 0315 | hill | Ian Burns | 3 mummies encased in sarcophagi of ice lie in this cave. The mummies themselves are adorned in gold, though melting the ice will cause them to break through and attack. | UNDEAD, MUMMIES | ||||
61 | 03 | 16 | 0316 | hill | Brian Green | An ice giant merchant has made a camp here. He sells various supplies, and has the hide of a white dragon for trade for other magical goods. | ICE GIANTS, GIANTS | ||||
62 | 03 | 17 | 0317 | hill | Ian Burns | The wiry hermit, Mordiki, meditates naked within the cave. He is a 9th level cleric with 3 constitution but can cast only reincarnate (as a Druid) rather than raise dead. | |||||
63 | 03 | 18 | 0318 | tundra | Reece Carter | Frozen warriors stand trapped within blocks of ice. Many of them are still alive, and freeing them will give you infomation about nearby hexes or a follower for 1D4 days. | |||||
64 | 03 | 19 | 0319 | tundra | Alex Williamson | Colossal mated pairs of axebeaks hunt mastodons on the icy tundra here. | MASTODONS | ||||
65 | 03 | 20 | 0320 | tundra | James Young | A straggler from the adventuring party in Hex [[0220]], making his way back to the group after missing a session. | |||||
66 | 04 | 01 | 0401 | tundra | Matt Maranda | Peeking just above the tundra is the top of a tower. Delving down into the tower via the battlements reveals several frost zombies and key in a chest. The key unlocks a dwarven tower in Hex [[0607]]. | KEYS & KEYHOLES, UNDEAD, ZOMBIES | ||||
67 | 04 | 02 | 0402 | hill | James Smith | Garmthos, a 5th lvl MU awaits the coming of The Lord of Bitter Winds. The omens may indicate a Fighter PC (1% Chance, each.) | |||||
68 | 04 | 03 | 0403 | hill | Matt Maranda | Carved into the rock in the northeast face of a hill is a sigil of 2 interlocking circles with 3 parallel spears above and below each alternating direction. This is the sign that the territory belongs to [[ZSITHAMK ICECALLER]] located in Hex [[0504]]. | |||||
69 | 04 | 04 | 0404 | hill | STONE ABBEY | Brendan Strejcek | The cultists from Hex [[0304]] live here, in a great [[STONE ABBEY]]. They conceal themselves as worshippers of Sol Invictus, but are unable to perform appropriate miracles. | ||||
70 | 04 | 05 | 0405 | forest | Brendan Strejcek | Grey ironwood grows here that makes the finest longbows. The ironwood roots also carve out natural catacombs as they swell and shrink in the rhythm of the seasons (sometimes the branches of the ironwood trees also move jerkily even when there is no wind). | |||||
71 | 04 | 06 | 0406 | forest | George E. Williams IV | A cave entrance belches forth smoke that smells of anisette, it leads to the catacombs in Hex [[0405]]. Spite priests (see: [[0203]]) are roasting a small fey from which the odor exudes. | SPITE PRIESTS | ||||
72 | 04 | 07 | 0407 | tundra | RUINS OF PAZULVAN | Ben Djarum | [[RUINS OF PAZULVAN]] The dark ruined citadel moulders in the swamp. Only Bromgrush's Map from Hex [[0308]] will reveal safe passage to untold treasure inside. | ||||
73 | 04 | 08 | 0408 | forest | Matt Maranda | In the middle of the woods is great Ice Wyrme skeleton. Several fey have lined it with leather and converted into a commune. | |||||
74 | 04 | 09 | 0409 | forest | Henry Ulrich | A series of ancient standing stones, untouched by the ice or stone around them. Sleeping within their bounds will protect travelers from the elements, except on any solstice or equinox, when the stones will set the Undying King upon trespassers. | |||||
75 | 04 | 10 | 0410 | forest | Ian Burns | 8 Mastodons | MASTODONS | ||||
76 | 04 | 11 | 0411 | tundra | Reece Carter | There is a bunch of ice goblin corpses here, the have been stripped of anything useful. if the PC's stay around too long they will be attacked by a search party sent after these ice goblins (so 1D10 ice goblins attack) | ICE GOBLINS, GOBLINS | ||||
77 | 04 | 12 | 0412 | tundra | James Smith | A Rival Adventuring Party. Hamuz - FT 3, Boze - FT 1, Umar - MU 2, Thaize - C 3. Lawful, but not affable. Travelling South. | |||||
78 | 04 | 13 | 0413 | forest | Joshua Macy | Ancient evergreen forest. No form of scrying or divination will penetrate this hex or work within it, nor does anything passing through leave track or trace. | |||||
79 | 04 | 14 | 0414 | hill | Matt Maranda | A banked fire and 2 dozen smoke curing ice weasels can be found around a campsite built for 3 large creatures. | |||||
80 | 04 | 15 | 0415 | mountain | THE HALL OF THE MOUNTAIN KING | Reece Carter | [[THE HALL OF THE MOUNTAIN KING]], this was once a very nice dwarf kingdom and is now taken over by a bunch of ice goblins. The Ice Goblin King lives here and is trying to slowly take over the general area around him. He has a fierce hatred for giants. | ICE GOBLINS, GOBLINS, DWARFS | |||
81 | 04 | 16 | 0416 | mountain | C. W. Marshall | Blades made from the obsidian from the wintry slopes of Destiny's Anvil are said to lead their owner to his or her true love. It's superstition, of course: it always ends with blood. | |||||
82 | 04 | 17 | 0417 | hill | Chris F | A pack of Winter Gnolls dwells in the frozen hills, led by a highly intelligent, albino Chimera. The Chimera possesses a Hyena head in place of it's goat head. | |||||
83 | 04 | 18 | 0418 | hill | Joey Lindsey | Automatons that speak in chirps and lights raise then destroy a crop of flowers on these hills year-round with their drugged, barely-alive human work force. The shredded flowers and pollen are psychotropic, and responsible for the paranoia in [[0519]] , [[0719]] , the unsettling presence in [[0819]] , and the visions caused by the water in [[0820]] . A trick of the wind keeps the pollen and petals well above [[0619]] . (The [[WINTER PALACE]] from [[0420]] appears to be in this hex but it's an illusion.) | WINTER PALACE | ||||
84 | 04 | 19 | 0419 | hill | Ben Djarum | A ruined cemetery, covered in drifts of snow. There is a small house on the outskirts where the caretaker lives. He is a cannibal and servant of a death cult. A tunnel beneath his house is filled with bones, remains, and bone-chewing ghouls. | |||||
85 | 04 | 20 | 0420 | tundra | WINTER PALACE | Joey Lindsey | A cabal of twisted grey Deep Gnomes live in an ancient [[WINTER PALACE]] that is glamoured to appear as if in [[0418]] from afar. They sneak through Smoke Eater camps to maintain the automatons in [[0418]] , and set traps to leave victims for the Smoke-Eaters with results such as the village in [[0219]] , warriors in [[0318]] , and undead in [[0520]] . They may have built the skull in [[0620]] , tower in [[0713]] , or stairway in [[0808]] hundreds of years ago. | SMOKE-SWALLOWERS, GNOMES, DEEP GNOMES, WINTER PALACE | |||
86 | 05 | 01 | 0501 | tundra | Matt Maranda | A hunting party of 5 humans covered in woad. They will attack any dwarves or parties that seem weak, not wearing the woad of ZSITHAMK, but otherwise are looking for Ice Weasels. They hail from the territory of [[ZSITHAMK ICECALLER]] Hex [[0504]], | |||||
87 | 05 | 02 | 0502 | hill | George E. Williams IV | Hot springs inhabited by a friendly water spirit, drinking from it cures 1d6 damage. Drinking from it a second time drains 1 point of Intelligence. | |||||
88 | 05 | 03 | 0503 | hill | George E. Williams IV | Signs of bloody battle but no bodies. A holy symbol of the toad god concealed in the snow is the only thing other than blood. | TOAD GODS | ||||
89 | 05 | 04 | 0504 | hill | ZSITHAMK ICECALLER | Matt Maranda | The village and domain of [[ZSITHAMK ICECALLER]]. All the villagers wear woad to look like their leader and god, the permanently frozen corpse of a Frost Giant once called Zisthamk Icecaller. His priests still hear him speak.. | FROST GIANTS, GIANTS | |||
90 | 05 | 05 | 0505 | forest | Joey Lindsey | The Sloth Fruit trees here are metallic, and sweat and steam in the cold. Villagers from [[0504]] who wander here tend to stay, never rejoining the village after their new grey dreams. Travelers through this area are sometimes found missing the tops of their heads and brains. | |||||
91 | 05 | 06 | 0506 | forest | Ben Djarum | A party of 8 dwarf Mastodon Hunters. They have pelts, dried meat, and other goods to trade. They also have a few jugs of sloth fruit wine sourced from Hex [[0505]] which the dwarves attribute to their past successes. | DWARFS, MASTODONS | ||||
92 | 05 | 07 | 0507 | tundra | Joey Lindsey | White apes wander here, worshiping a frozen rotting mastodon head, which their chief must wear over his own head at all times. Their oracle can speak with the dead if she has their face and tongue, and can tell your future by floating one of your teeth in a pool of blood. | MASTODONS | ||||
93 | 05 | 08 | 0508 | tundra | Richard G | A great metal triangle with channels in it has been overgrown by lichens and poverty grasses. Sighting along the main channel allows you to see and hear everything on Mt. CURALL in Hex [[1007]]. A combined strength of 50 can turn the stone a few degrees to spy instead on the town of [[MYTHILLI]] in Hex [[1009]]. | |||||
94 | 05 | 09 | 0509 | forest | Richard G | A family of 3 polar bears will trade iron rations or information for smokes. The tree roots here have grown around machine parts, scattered over a wide area. A black box can be seen clasped in high branches. | |||||
95 | 05 | 10 | 0510 | tundra | Brian Green | A snow-covered treasure chest sits in the middle of a field. It's a very lost mimic. | |||||
96 | 05 | 11 | 0511 | tundra | Joey Lindsey | A lone Amazon is sneaking among a group of slumbering frost giants. A 30 ft sack is writhing near them. | AMAZONS, FROST GIANTS, GIANTS | ||||
97 | 05 | 12 | 0512 | tundra | GLANIS TOP | Ian Burns | [[GLANIS TOP]] A watchtower of 18 stranded soldiers. | ||||
98 | 05 | 13 | 0513 | tundra | Dan Cassar | A vast, frozen plain. The only notable thing is the remains of half-eaten horse. | |||||
99 | 05 | 14 | 0514 | hill | Brian Green | A hidden terrace farm, growing various root vegetables. Tended by members from [[ILLY'S HAVEN]] in [[0515]]. | |||||
100 | 05 | 15 | 0515 | mountain | ILLY'S HAVEN | Brian Green | [[ILLY'S HAVEN]] is a small town hidden within a cave system in the mountains. The townspeople are suspicious and potentially even hostile to outsiders; everyone here is a lycanthrope trying to control their condition far away from civilization. | LYCANTHROPES |