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	<title>RPGnet - User contributions [en]</title>
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	<updated>2026-05-15T02:20:53Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.rpg.net/index.php?title=Volker_Spiegelman&amp;diff=282893</id>
		<title>Volker Spiegelman</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Volker_Spiegelman&amp;diff=282893"/>
		<updated>2015-05-19T23:03:47Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: /* Gear */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[East_March]]&lt;br /&gt;
&lt;br /&gt;
==Personal Data==&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Gunther &#039;&#039;&#039;Volker&#039;&#039;&#039; Spiegelman &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Male &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class/Level:&#039;&#039;&#039; Rogue 4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Lawful &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description/Background:&#039;&#039;&#039; A skinny, balding man with a magnificent golden mustache. His small stature makes his heavy crossbow look even bigger.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
&#039;&#039;&#039;Strength&#039;&#039;&#039; 10/+0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity&#039;&#039;&#039; 18/+4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution&#039;&#039;&#039; 8/-1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence&#039;&#039;&#039; 16/+3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom&#039;&#039;&#039; 12/+1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma&#039;&#039;&#039; 13/+1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&#039;&#039;&#039;Senses:&#039;&#039;&#039; Perception +8 (+10 vs traps)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Init:&#039;&#039;&#039; +4 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 4d8-4 (17hp) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 17 (Touch 14 Flatfooted 13) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee:&#039;&#039;&#039; +3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; +7&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CMB:&#039;&#039;&#039; +3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CMD:&#039;&#039;&#039; 17&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort:&#039;&#039;&#039; 0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ref:&#039;&#039;&#039; +8&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Will:&#039;&#039;&#039; +4 (+1 wis, +2 iron will) (+1 vs fear, immune to fear from that source for 24h on success)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill !! Stat !! Total !! Ranks&lt;br /&gt;
|-&lt;br /&gt;
| Acrobatic|| Dex || 9  || 2&lt;br /&gt;
|-&lt;br /&gt;
| Appraise || Int || 7  || 1&lt;br /&gt;
|-&lt;br /&gt;
| Bluff || Cha || 6  || 2&lt;br /&gt;
|-&lt;br /&gt;
| Climb || Str || 6  || 3&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy || Cha || 7 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Disable Device || Int || 10 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Disguise || Cha || 6 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Escape Artist || Dex || 8 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Handle Animal || Cha || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Intimidate || Cha || 5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Linguistics || Int || 7 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Perception || Wis || 8 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Ride || Dex || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Sense Motive || Wis || 6 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Sleight of Hand || Dex || 9 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Spellcraft || Int || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Stealth || Dex || 11 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Swim || Str || 6 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Use Magic Device || Cha || 6 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Knowledge: Dungeoneering || Int || 7 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Knowledge: History || Int || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Knowledge: Local || Int || 7 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Knowledge: Religion || Int || 6 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Knowledge: The Planes || Int || 4 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
&#039;&#039;&#039;Human 1:&#039;&#039;&#039; &#039;&#039;Iron Will&#039;&#039; +2 on will saves &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 1:&#039;&#039;&#039; &#039;&#039;Stoic&#039;&#039; +1 on save vs fear, on success immune to fear from that source for 24h &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
&#039;&#039;Skilled&#039;&#039; +1 skill at 1st level, and each time you go up a level&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Schooled inquisitor&#039;&#039; You gain a +2 trait bonus on all Knowledge (planes) and Knowledge (religion) checks made to identify the abilities and weaknesses of creatures.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spirits in the Stone&#039;&#039; Whenever you’re in ruins, you gain a +2 trait bonus on Initiative checks and a +1 trait bonus on saving throws against traps and natural hazards.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
&#039;&#039;Weapon/Armor Proficiencies:&#039;&#039; Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Trapfinding&#039;&#039; A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The golden dial&#039;&#039; May use each of these abilities once per day:&lt;br /&gt;
 * Turn Undead. As level I cleric with no cha bonus.&lt;br /&gt;
 * Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.&lt;br /&gt;
 * Detect Undead: Reveals undead within 60 ft.&lt;br /&gt;
 * Hide from Undead: Undead can’t perceive one subject/level.&lt;br /&gt;
 * Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Evasion (Ex)&#039;&#039; At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Minor Magic (disrupt undead)&#039;&#039; May cast &#039;&#039;Disrupt Undead&#039;&#039; 3 times per day as a spell like ability (ranged touch, 1d6 damage, no save)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Trap Sense&#039;&#039; At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Uncanny Dodge&#039;&#039; Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Major Magic (gravity bow)&#039;&#039; May cast &#039;&#039;Gravity Bow&#039;&#039; 2 times per day as a spell like ability (increases bow/crossbow damage by 1 size category for 1 minute per level - e.g. a heavy crossbow does 2d8 damage instead of 1d10)&lt;br /&gt;
&lt;br /&gt;
==Racial Features==&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039; Humanoid (Human) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Size:&#039;&#039;&#039; Medium &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30 feet &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bonus Feat:&#039;&#039;&#039; Humans select one extra feat at 1st level. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skilled:&#039;&#039;&#039; Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
&#039;&#039;Masterwork&#039;&#039; Leather armour (160gp) &amp;lt;br&amp;gt;&lt;br /&gt;
3 daggers / 1d4 slashing piercing thrown (6gp) &amp;lt;br&amp;gt;&lt;br /&gt;
short sword / 1d6 piercing (10gp) &amp;lt;br&amp;gt;&lt;br /&gt;
light mace / 1d6 blunt (5gp) &amp;lt;br&amp;gt;&lt;br /&gt;
heavy crossbow / 1d10 piercing ranged slow reload (50gp) &amp;lt;br&amp;gt;&lt;br /&gt;
heavy stonebow +1 / 1d10 blunt ranged slow reload &amp;lt;br&amp;gt;&lt;br /&gt;
10 crossbow quarrels (1gp) &amp;lt;br&amp;gt;&lt;br /&gt;
Thieves Tools / common (30gp) &amp;lt;br&amp;gt;&lt;br /&gt;
Light horse (75gp) &amp;lt;br&amp;gt;&lt;br /&gt;
Hemp rope / 50 ft (1gp) &amp;lt;br&amp;gt;&lt;br /&gt;
String / 50ft (1cp) &amp;lt;br&amp;gt;&lt;br /&gt;
5 torches (5cp) &amp;lt;br&amp;gt;&lt;br /&gt;
Golden dial &amp;lt;br&amp;gt;&lt;br /&gt;
Drith&#039;s golden dial &amp;lt;br&amp;gt;&lt;br /&gt;
4 potions of cure light wounds &amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Volker_Spiegelman&amp;diff=282892</id>
		<title>Volker Spiegelman</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Volker_Spiegelman&amp;diff=282892"/>
		<updated>2015-05-19T23:02:47Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: /* Class Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[East_March]]&lt;br /&gt;
&lt;br /&gt;
==Personal Data==&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Gunther &#039;&#039;&#039;Volker&#039;&#039;&#039; Spiegelman &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Male &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class/Level:&#039;&#039;&#039; Rogue 4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Lawful &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description/Background:&#039;&#039;&#039; A skinny, balding man with a magnificent golden mustache. His small stature makes his heavy crossbow look even bigger.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
&#039;&#039;&#039;Strength&#039;&#039;&#039; 10/+0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity&#039;&#039;&#039; 18/+4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution&#039;&#039;&#039; 8/-1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence&#039;&#039;&#039; 16/+3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom&#039;&#039;&#039; 12/+1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma&#039;&#039;&#039; 13/+1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&#039;&#039;&#039;Senses:&#039;&#039;&#039; Perception +8 (+10 vs traps)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Init:&#039;&#039;&#039; +4 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 4d8-4 (17hp) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 17 (Touch 14 Flatfooted 13) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee:&#039;&#039;&#039; +3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; +7&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CMB:&#039;&#039;&#039; +3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CMD:&#039;&#039;&#039; 17&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort:&#039;&#039;&#039; 0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ref:&#039;&#039;&#039; +8&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Will:&#039;&#039;&#039; +4 (+1 wis, +2 iron will) (+1 vs fear, immune to fear from that source for 24h on success)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill !! Stat !! Total !! Ranks&lt;br /&gt;
|-&lt;br /&gt;
| Acrobatic|| Dex || 9  || 2&lt;br /&gt;
|-&lt;br /&gt;
| Appraise || Int || 7  || 1&lt;br /&gt;
|-&lt;br /&gt;
| Bluff || Cha || 6  || 2&lt;br /&gt;
|-&lt;br /&gt;
| Climb || Str || 6  || 3&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy || Cha || 7 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Disable Device || Int || 10 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Disguise || Cha || 6 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Escape Artist || Dex || 8 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Handle Animal || Cha || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Intimidate || Cha || 5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Linguistics || Int || 7 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Perception || Wis || 8 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Ride || Dex || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Sense Motive || Wis || 6 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Sleight of Hand || Dex || 9 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Spellcraft || Int || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Stealth || Dex || 11 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Swim || Str || 6 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Use Magic Device || Cha || 6 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Knowledge: Dungeoneering || Int || 7 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Knowledge: History || Int || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Knowledge: Local || Int || 7 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Knowledge: Religion || Int || 6 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Knowledge: The Planes || Int || 4 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
&#039;&#039;&#039;Human 1:&#039;&#039;&#039; &#039;&#039;Iron Will&#039;&#039; +2 on will saves &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 1:&#039;&#039;&#039; &#039;&#039;Stoic&#039;&#039; +1 on save vs fear, on success immune to fear from that source for 24h &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
&#039;&#039;Skilled&#039;&#039; +1 skill at 1st level, and each time you go up a level&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Schooled inquisitor&#039;&#039; You gain a +2 trait bonus on all Knowledge (planes) and Knowledge (religion) checks made to identify the abilities and weaknesses of creatures.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spirits in the Stone&#039;&#039; Whenever you’re in ruins, you gain a +2 trait bonus on Initiative checks and a +1 trait bonus on saving throws against traps and natural hazards.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
&#039;&#039;Weapon/Armor Proficiencies:&#039;&#039; Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Trapfinding&#039;&#039; A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The golden dial&#039;&#039; May use each of these abilities once per day:&lt;br /&gt;
 * Turn Undead. As level I cleric with no cha bonus.&lt;br /&gt;
 * Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.&lt;br /&gt;
 * Detect Undead: Reveals undead within 60 ft.&lt;br /&gt;
 * Hide from Undead: Undead can’t perceive one subject/level.&lt;br /&gt;
 * Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Evasion (Ex)&#039;&#039; At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Minor Magic (disrupt undead)&#039;&#039; May cast &#039;&#039;Disrupt Undead&#039;&#039; 3 times per day as a spell like ability (ranged touch, 1d6 damage, no save)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Trap Sense&#039;&#039; At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Uncanny Dodge&#039;&#039; Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Major Magic (gravity bow)&#039;&#039; May cast &#039;&#039;Gravity Bow&#039;&#039; 2 times per day as a spell like ability (increases bow/crossbow damage by 1 size category for 1 minute per level - e.g. a heavy crossbow does 2d8 damage instead of 1d10)&lt;br /&gt;
&lt;br /&gt;
==Racial Features==&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039; Humanoid (Human) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Size:&#039;&#039;&#039; Medium &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30 feet &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bonus Feat:&#039;&#039;&#039; Humans select one extra feat at 1st level. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skilled:&#039;&#039;&#039; Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
&#039;&#039;Masterwork&#039;&#039; Leather armour (160gp) &amp;lt;br&amp;gt;&lt;br /&gt;
3 daggers / 1d4 slashing piercing thrown (6gp) &amp;lt;br&amp;gt;&lt;br /&gt;
short sword / 1d6 piercing (10gp) &amp;lt;br&amp;gt;&lt;br /&gt;
light mace / 1d6 blunt (5gp) &amp;lt;br&amp;gt;&lt;br /&gt;
heavy crossbow / 1d10 piercing ranged slow reload (50gp) &amp;lt;br&amp;gt;&lt;br /&gt;
10 crossbow quarrels (1gp) &amp;lt;br&amp;gt;&lt;br /&gt;
Thieves Tools / common (30gp) &amp;lt;br&amp;gt;&lt;br /&gt;
Light horse (75gp) &amp;lt;br&amp;gt;&lt;br /&gt;
Hemp rope / 50 ft (1gp) &amp;lt;br&amp;gt;&lt;br /&gt;
String / 50ft (1cp) &amp;lt;br&amp;gt;&lt;br /&gt;
5 torches (5cp) &amp;lt;br&amp;gt;&lt;br /&gt;
Golden dial &amp;lt;br&amp;gt;&lt;br /&gt;
Drith&#039;s golden dial &amp;lt;br&amp;gt;&lt;br /&gt;
4 potions of cure light wounds &amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Volker_Spiegelman&amp;diff=282891</id>
		<title>Volker Spiegelman</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Volker_Spiegelman&amp;diff=282891"/>
		<updated>2015-05-19T22:55:36Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[East_March]]&lt;br /&gt;
&lt;br /&gt;
==Personal Data==&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Gunther &#039;&#039;&#039;Volker&#039;&#039;&#039; Spiegelman &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Male &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class/Level:&#039;&#039;&#039; Rogue 4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Lawful &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description/Background:&#039;&#039;&#039; A skinny, balding man with a magnificent golden mustache. His small stature makes his heavy crossbow look even bigger.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
&#039;&#039;&#039;Strength&#039;&#039;&#039; 10/+0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity&#039;&#039;&#039; 18/+4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution&#039;&#039;&#039; 8/-1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence&#039;&#039;&#039; 16/+3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom&#039;&#039;&#039; 12/+1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma&#039;&#039;&#039; 13/+1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&#039;&#039;&#039;Senses:&#039;&#039;&#039; Perception +8 (+10 vs traps)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Init:&#039;&#039;&#039; +4 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 4d8-4 (17hp) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 17 (Touch 14 Flatfooted 13) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee:&#039;&#039;&#039; +3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; +7&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CMB:&#039;&#039;&#039; +3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CMD:&#039;&#039;&#039; 17&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort:&#039;&#039;&#039; 0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ref:&#039;&#039;&#039; +8&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Will:&#039;&#039;&#039; +4 (+1 wis, +2 iron will) (+1 vs fear, immune to fear from that source for 24h on success)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill !! Stat !! Total !! Ranks&lt;br /&gt;
|-&lt;br /&gt;
| Acrobatic|| Dex || 9  || 2&lt;br /&gt;
|-&lt;br /&gt;
| Appraise || Int || 7  || 1&lt;br /&gt;
|-&lt;br /&gt;
| Bluff || Cha || 6  || 2&lt;br /&gt;
|-&lt;br /&gt;
| Climb || Str || 6  || 3&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy || Cha || 7 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Disable Device || Int || 10 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Disguise || Cha || 6 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Escape Artist || Dex || 8 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Handle Animal || Cha || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Intimidate || Cha || 5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Linguistics || Int || 7 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Perception || Wis || 8 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Ride || Dex || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Sense Motive || Wis || 6 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Sleight of Hand || Dex || 9 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Spellcraft || Int || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Stealth || Dex || 11 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Swim || Str || 6 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Use Magic Device || Cha || 6 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Knowledge: Dungeoneering || Int || 7 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Knowledge: History || Int || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Knowledge: Local || Int || 7 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Knowledge: Religion || Int || 6 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Knowledge: The Planes || Int || 4 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
&#039;&#039;&#039;Human 1:&#039;&#039;&#039; &#039;&#039;Iron Will&#039;&#039; +2 on will saves &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 1:&#039;&#039;&#039; &#039;&#039;Stoic&#039;&#039; +1 on save vs fear, on success immune to fear from that source for 24h &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
&#039;&#039;Skilled&#039;&#039; +1 skill at 1st level, and each time you go up a level&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Schooled inquisitor&#039;&#039; You gain a +2 trait bonus on all Knowledge (planes) and Knowledge (religion) checks made to identify the abilities and weaknesses of creatures.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spirits in the Stone&#039;&#039; Whenever you’re in ruins, you gain a +2 trait bonus on Initiative checks and a +1 trait bonus on saving throws against traps and natural hazards.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
&#039;&#039;Weapon/Armor Proficiencies:&#039;&#039; Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Trapfinding&#039;&#039; A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The golden dial&#039;&#039; May use each of these abilities once per day:&lt;br /&gt;
 * Turn Undead. As level I cleric with no cha bonus.&lt;br /&gt;
 * Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.&lt;br /&gt;
 * Detect Undead: Reveals undead within 60 ft.&lt;br /&gt;
 * Hide from Undead: Undead can’t perceive one subject/level.&lt;br /&gt;
 * Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Evasion (Ex)&#039;&#039; At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Minor Magic (disrupt undead)&#039;&#039; May cast &#039;&#039;Disrupt Undead&#039;&#039; 3 times per day as a spell like ability (ranged touch, 1d6 damage, no save)&lt;br /&gt;
&lt;br /&gt;
==Racial Features==&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039; Humanoid (Human) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Size:&#039;&#039;&#039; Medium &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30 feet &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bonus Feat:&#039;&#039;&#039; Humans select one extra feat at 1st level. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skilled:&#039;&#039;&#039; Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
&#039;&#039;Masterwork&#039;&#039; Leather armour (160gp) &amp;lt;br&amp;gt;&lt;br /&gt;
3 daggers / 1d4 slashing piercing thrown (6gp) &amp;lt;br&amp;gt;&lt;br /&gt;
short sword / 1d6 piercing (10gp) &amp;lt;br&amp;gt;&lt;br /&gt;
light mace / 1d6 blunt (5gp) &amp;lt;br&amp;gt;&lt;br /&gt;
heavy crossbow / 1d10 piercing ranged slow reload (50gp) &amp;lt;br&amp;gt;&lt;br /&gt;
10 crossbow quarrels (1gp) &amp;lt;br&amp;gt;&lt;br /&gt;
Thieves Tools / common (30gp) &amp;lt;br&amp;gt;&lt;br /&gt;
Light horse (75gp) &amp;lt;br&amp;gt;&lt;br /&gt;
Hemp rope / 50 ft (1gp) &amp;lt;br&amp;gt;&lt;br /&gt;
String / 50ft (1cp) &amp;lt;br&amp;gt;&lt;br /&gt;
5 torches (5cp) &amp;lt;br&amp;gt;&lt;br /&gt;
Golden dial &amp;lt;br&amp;gt;&lt;br /&gt;
Drith&#039;s golden dial &amp;lt;br&amp;gt;&lt;br /&gt;
4 potions of cure light wounds &amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Volker_Spiegelman&amp;diff=282890</id>
		<title>Volker Spiegelman</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Volker_Spiegelman&amp;diff=282890"/>
		<updated>2015-05-19T22:51:29Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: /* Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[East_March]]&lt;br /&gt;
&lt;br /&gt;
==Personal Data==&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Gunther &#039;&#039;&#039;Volker&#039;&#039;&#039; Spiegelman &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Male &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class/Level:&#039;&#039;&#039; Rogue 4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Lawful &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description/Background:&#039;&#039;&#039; A skinny, balding man with a magnificent golden mustache. His small stature makes his heavy crossbow look even bigger.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
&#039;&#039;&#039;Strength&#039;&#039;&#039; 10/+0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity&#039;&#039;&#039; 18/+4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution&#039;&#039;&#039; 8/-1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence&#039;&#039;&#039; 16/+3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom&#039;&#039;&#039; 12/+1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma&#039;&#039;&#039; 13/+1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&#039;&#039;&#039;Senses:&#039;&#039;&#039; Perception +8 (+10 vs traps)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Init:&#039;&#039;&#039; +4 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 4d8-4 (17hp) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 17 (Touch 14 Flatfooted 13) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee:&#039;&#039;&#039; +3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; +7&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CMB:&#039;&#039;&#039; +3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CMD:&#039;&#039;&#039; 17&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort:&#039;&#039;&#039; 0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ref:&#039;&#039;&#039; +8&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Will:&#039;&#039;&#039; +4 (+1 wis, +2 iron will) (+1 vs fear, immune to fear from that source for 24h on success)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill !! Stat !! Total !! Ranks&lt;br /&gt;
|-&lt;br /&gt;
| Acrobatic|| Dex || 7  || 1&lt;br /&gt;
|-&lt;br /&gt;
| Appraise || Int || 7  || 1&lt;br /&gt;
|-&lt;br /&gt;
| Bluff || Cha || 5  || 1&lt;br /&gt;
|-&lt;br /&gt;
| Climb || Str || 4  || 1&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy || Cha || 6 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Disable Device || Int || 7 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Disguise || Cha || 5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Linguistics || Int || 7 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Perception || Wis || 6 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Ride || Dex || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Sense Motive || Wis || 5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Sleight of Hand || Dex || 8 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Stealth || Dex || 8 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Swim || Str || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Use Magic Device || Cha || 5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Knowledge: Dungeoneering || Int || 7 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Knowledge: History || Int || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Knowledge: Religion || Int || 5 || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
&#039;&#039;&#039;Human 1:&#039;&#039;&#039; &#039;&#039;Iron Will&#039;&#039; +2 on will saves &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 1:&#039;&#039;&#039; &#039;&#039;Stoic&#039;&#039; +1 on save vs fear, on success immune to fear from that source for 24h &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
&#039;&#039;Skilled&#039;&#039; +1 skill at 1st level, and each time you go up a level&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Schooled inquisitor&#039;&#039; You gain a +2 trait bonus on all Knowledge (planes) and Knowledge (religion) checks made to identify the abilities and weaknesses of creatures.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spirits in the Stone&#039;&#039; Whenever you’re in ruins, you gain a +2 trait bonus on Initiative checks and a +1 trait bonus on saving throws against traps and natural hazards.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
&#039;&#039;Weapon/Armor Proficiencies:&#039;&#039; Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Trapfinding&#039;&#039; A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The golden dial&#039;&#039; May use each of these abilities once per day:&lt;br /&gt;
 * Turn Undead. As level I cleric with no cha bonus.&lt;br /&gt;
 * Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.&lt;br /&gt;
 * Detect Undead: Reveals undead within 60 ft.&lt;br /&gt;
 * Hide from Undead: Undead can’t perceive one subject/level.&lt;br /&gt;
 * Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Evasion (Ex)&#039;&#039; At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Minor Magic (disrupt undead)&#039;&#039; May cast &#039;&#039;Disrupt Undead&#039;&#039; 3 times per day as a spell like ability (ranged touch, 1d6 damage, no save)&lt;br /&gt;
&lt;br /&gt;
==Racial Features==&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039; Humanoid (Human) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Size:&#039;&#039;&#039; Medium &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30 feet &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bonus Feat:&#039;&#039;&#039; Humans select one extra feat at 1st level. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skilled:&#039;&#039;&#039; Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
&#039;&#039;Masterwork&#039;&#039; Leather armour (160gp) &amp;lt;br&amp;gt;&lt;br /&gt;
3 daggers / 1d4 slashing piercing thrown (6gp) &amp;lt;br&amp;gt;&lt;br /&gt;
short sword / 1d6 piercing (10gp) &amp;lt;br&amp;gt;&lt;br /&gt;
light mace / 1d6 blunt (5gp) &amp;lt;br&amp;gt;&lt;br /&gt;
heavy crossbow / 1d10 piercing ranged slow reload (50gp) &amp;lt;br&amp;gt;&lt;br /&gt;
10 crossbow quarrels (1gp) &amp;lt;br&amp;gt;&lt;br /&gt;
Thieves Tools / common (30gp) &amp;lt;br&amp;gt;&lt;br /&gt;
Light horse (75gp) &amp;lt;br&amp;gt;&lt;br /&gt;
Hemp rope / 50 ft (1gp) &amp;lt;br&amp;gt;&lt;br /&gt;
String / 50ft (1cp) &amp;lt;br&amp;gt;&lt;br /&gt;
5 torches (5cp) &amp;lt;br&amp;gt;&lt;br /&gt;
Golden dial &amp;lt;br&amp;gt;&lt;br /&gt;
Drith&#039;s golden dial &amp;lt;br&amp;gt;&lt;br /&gt;
4 potions of cure light wounds &amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Volker_Spiegelman&amp;diff=282889</id>
		<title>Volker Spiegelman</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Volker_Spiegelman&amp;diff=282889"/>
		<updated>2015-05-19T22:47:16Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: /* Personal Data */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[East_March]]&lt;br /&gt;
&lt;br /&gt;
==Personal Data==&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Gunther &#039;&#039;&#039;Volker&#039;&#039;&#039; Spiegelman &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Male &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class/Level:&#039;&#039;&#039; Rogue 4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Lawful &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description/Background:&#039;&#039;&#039; A skinny, balding man with a magnificent golden mustache. His small stature makes his heavy crossbow look even bigger.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
&#039;&#039;&#039;Strength&#039;&#039;&#039; 10/+0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity&#039;&#039;&#039; 18/+4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution&#039;&#039;&#039; 8/-1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence&#039;&#039;&#039; 16/+3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom&#039;&#039;&#039; 12/+1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma&#039;&#039;&#039; 13/+1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&#039;&#039;&#039;Senses:&#039;&#039;&#039; Perception +5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Init:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 2d8-2 (10hp) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 16 (Touch 13 Flatfooted 13) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee:&#039;&#039;&#039; 0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; +3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CMB:&#039;&#039;&#039; 0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CMD:&#039;&#039;&#039; 13 (base 10 +3 Dex) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort:&#039;&#039;&#039; -1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ref:&#039;&#039;&#039; +5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Will:&#039;&#039;&#039; +3 (+1 wis, +2 iron will) (+1 vs fear, immune to fear from that source for 24h on success)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill !! Stat !! Total !! Ranks&lt;br /&gt;
|-&lt;br /&gt;
| Acrobatic|| Dex || 7  || 1&lt;br /&gt;
|-&lt;br /&gt;
| Appraise || Int || 7  || 1&lt;br /&gt;
|-&lt;br /&gt;
| Bluff || Cha || 5  || 1&lt;br /&gt;
|-&lt;br /&gt;
| Climb || Str || 4  || 1&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy || Cha || 6 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Disable Device || Int || 7 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Disguise || Cha || 5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Linguistics || Int || 7 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Perception || Wis || 6 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Ride || Dex || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Sense Motive || Wis || 5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Sleight of Hand || Dex || 8 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Stealth || Dex || 8 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Swim || Str || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Use Magic Device || Cha || 5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Knowledge: Dungeoneering || Int || 7 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Knowledge: History || Int || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Knowledge: Religion || Int || 5 || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
&#039;&#039;&#039;Human 1:&#039;&#039;&#039; &#039;&#039;Iron Will&#039;&#039; +2 on will saves &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 1:&#039;&#039;&#039; &#039;&#039;Stoic&#039;&#039; +1 on save vs fear, on success immune to fear from that source for 24h &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
&#039;&#039;Skilled&#039;&#039; +1 skill at 1st level, and each time you go up a level&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Schooled inquisitor&#039;&#039; You gain a +2 trait bonus on all Knowledge (planes) and Knowledge (religion) checks made to identify the abilities and weaknesses of creatures.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spirits in the Stone&#039;&#039; Whenever you’re in ruins, you gain a +2 trait bonus on Initiative checks and a +1 trait bonus on saving throws against traps and natural hazards.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
&#039;&#039;Weapon/Armor Proficiencies:&#039;&#039; Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Trapfinding&#039;&#039; A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The golden dial&#039;&#039; May use each of these abilities once per day:&lt;br /&gt;
 * Turn Undead. As level I cleric with no cha bonus.&lt;br /&gt;
 * Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.&lt;br /&gt;
 * Detect Undead: Reveals undead within 60 ft.&lt;br /&gt;
 * Hide from Undead: Undead can’t perceive one subject/level.&lt;br /&gt;
 * Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Evasion (Ex)&#039;&#039; At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Minor Magic (disrupt undead)&#039;&#039; May cast &#039;&#039;Disrupt Undead&#039;&#039; 3 times per day as a spell like ability (ranged touch, 1d6 damage, no save)&lt;br /&gt;
&lt;br /&gt;
==Racial Features==&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039; Humanoid (Human) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Size:&#039;&#039;&#039; Medium &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30 feet &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bonus Feat:&#039;&#039;&#039; Humans select one extra feat at 1st level. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skilled:&#039;&#039;&#039; Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
&#039;&#039;Masterwork&#039;&#039; Leather armour (160gp) &amp;lt;br&amp;gt;&lt;br /&gt;
3 daggers / 1d4 slashing piercing thrown (6gp) &amp;lt;br&amp;gt;&lt;br /&gt;
short sword / 1d6 piercing (10gp) &amp;lt;br&amp;gt;&lt;br /&gt;
light mace / 1d6 blunt (5gp) &amp;lt;br&amp;gt;&lt;br /&gt;
heavy crossbow / 1d10 piercing ranged slow reload (50gp) &amp;lt;br&amp;gt;&lt;br /&gt;
10 crossbow quarrels (1gp) &amp;lt;br&amp;gt;&lt;br /&gt;
Thieves Tools / common (30gp) &amp;lt;br&amp;gt;&lt;br /&gt;
Light horse (75gp) &amp;lt;br&amp;gt;&lt;br /&gt;
Hemp rope / 50 ft (1gp) &amp;lt;br&amp;gt;&lt;br /&gt;
String / 50ft (1cp) &amp;lt;br&amp;gt;&lt;br /&gt;
5 torches (5cp) &amp;lt;br&amp;gt;&lt;br /&gt;
Golden dial &amp;lt;br&amp;gt;&lt;br /&gt;
Drith&#039;s golden dial &amp;lt;br&amp;gt;&lt;br /&gt;
4 potions of cure light wounds &amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Volker_Spiegelman&amp;diff=282888</id>
		<title>Volker Spiegelman</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Volker_Spiegelman&amp;diff=282888"/>
		<updated>2015-05-19T22:47:05Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[East_March]]&lt;br /&gt;
&lt;br /&gt;
==Personal Data==&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Gunther &#039;&#039;&#039;Volker&#039;&#039;&#039; Spiegelman &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Male &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class/Level:&#039;&#039;&#039; Rogue 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Lawful &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description/Background:&#039;&#039;&#039; A skinny, balding man with a magnificent golden mustache. His small stature makes his heavy crossbow look even bigger.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
&#039;&#039;&#039;Strength&#039;&#039;&#039; 10/+0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity&#039;&#039;&#039; 18/+4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution&#039;&#039;&#039; 8/-1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence&#039;&#039;&#039; 16/+3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom&#039;&#039;&#039; 12/+1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma&#039;&#039;&#039; 13/+1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&#039;&#039;&#039;Senses:&#039;&#039;&#039; Perception +5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Init:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 2d8-2 (10hp) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 16 (Touch 13 Flatfooted 13) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee:&#039;&#039;&#039; 0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; +3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CMB:&#039;&#039;&#039; 0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CMD:&#039;&#039;&#039; 13 (base 10 +3 Dex) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort:&#039;&#039;&#039; -1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ref:&#039;&#039;&#039; +5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Will:&#039;&#039;&#039; +3 (+1 wis, +2 iron will) (+1 vs fear, immune to fear from that source for 24h on success)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill !! Stat !! Total !! Ranks&lt;br /&gt;
|-&lt;br /&gt;
| Acrobatic|| Dex || 7  || 1&lt;br /&gt;
|-&lt;br /&gt;
| Appraise || Int || 7  || 1&lt;br /&gt;
|-&lt;br /&gt;
| Bluff || Cha || 5  || 1&lt;br /&gt;
|-&lt;br /&gt;
| Climb || Str || 4  || 1&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy || Cha || 6 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Disable Device || Int || 7 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Disguise || Cha || 5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Linguistics || Int || 7 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Perception || Wis || 6 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Ride || Dex || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Sense Motive || Wis || 5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Sleight of Hand || Dex || 8 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Stealth || Dex || 8 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Swim || Str || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Use Magic Device || Cha || 5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Knowledge: Dungeoneering || Int || 7 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Knowledge: History || Int || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Knowledge: Religion || Int || 5 || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
&#039;&#039;&#039;Human 1:&#039;&#039;&#039; &#039;&#039;Iron Will&#039;&#039; +2 on will saves &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 1:&#039;&#039;&#039; &#039;&#039;Stoic&#039;&#039; +1 on save vs fear, on success immune to fear from that source for 24h &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
&#039;&#039;Skilled&#039;&#039; +1 skill at 1st level, and each time you go up a level&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Schooled inquisitor&#039;&#039; You gain a +2 trait bonus on all Knowledge (planes) and Knowledge (religion) checks made to identify the abilities and weaknesses of creatures.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spirits in the Stone&#039;&#039; Whenever you’re in ruins, you gain a +2 trait bonus on Initiative checks and a +1 trait bonus on saving throws against traps and natural hazards.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
&#039;&#039;Weapon/Armor Proficiencies:&#039;&#039; Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Trapfinding&#039;&#039; A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The golden dial&#039;&#039; May use each of these abilities once per day:&lt;br /&gt;
 * Turn Undead. As level I cleric with no cha bonus.&lt;br /&gt;
 * Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.&lt;br /&gt;
 * Detect Undead: Reveals undead within 60 ft.&lt;br /&gt;
 * Hide from Undead: Undead can’t perceive one subject/level.&lt;br /&gt;
 * Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Evasion (Ex)&#039;&#039; At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Minor Magic (disrupt undead)&#039;&#039; May cast &#039;&#039;Disrupt Undead&#039;&#039; 3 times per day as a spell like ability (ranged touch, 1d6 damage, no save)&lt;br /&gt;
&lt;br /&gt;
==Racial Features==&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039; Humanoid (Human) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Size:&#039;&#039;&#039; Medium &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30 feet &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bonus Feat:&#039;&#039;&#039; Humans select one extra feat at 1st level. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skilled:&#039;&#039;&#039; Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
&#039;&#039;Masterwork&#039;&#039; Leather armour (160gp) &amp;lt;br&amp;gt;&lt;br /&gt;
3 daggers / 1d4 slashing piercing thrown (6gp) &amp;lt;br&amp;gt;&lt;br /&gt;
short sword / 1d6 piercing (10gp) &amp;lt;br&amp;gt;&lt;br /&gt;
light mace / 1d6 blunt (5gp) &amp;lt;br&amp;gt;&lt;br /&gt;
heavy crossbow / 1d10 piercing ranged slow reload (50gp) &amp;lt;br&amp;gt;&lt;br /&gt;
10 crossbow quarrels (1gp) &amp;lt;br&amp;gt;&lt;br /&gt;
Thieves Tools / common (30gp) &amp;lt;br&amp;gt;&lt;br /&gt;
Light horse (75gp) &amp;lt;br&amp;gt;&lt;br /&gt;
Hemp rope / 50 ft (1gp) &amp;lt;br&amp;gt;&lt;br /&gt;
String / 50ft (1cp) &amp;lt;br&amp;gt;&lt;br /&gt;
5 torches (5cp) &amp;lt;br&amp;gt;&lt;br /&gt;
Golden dial &amp;lt;br&amp;gt;&lt;br /&gt;
Drith&#039;s golden dial &amp;lt;br&amp;gt;&lt;br /&gt;
4 potions of cure light wounds &amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Volker_Spiegelman&amp;diff=282072</id>
		<title>Volker Spiegelman</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Volker_Spiegelman&amp;diff=282072"/>
		<updated>2015-05-03T00:18:21Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: /* Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[East_March]]&lt;br /&gt;
&lt;br /&gt;
==Personal Data==&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Gunther &#039;&#039;&#039;Volker&#039;&#039;&#039; Spiegelman &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Male &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class/Level:&#039;&#039;&#039; Rogue 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Lawful &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description/Background:&#039;&#039;&#039; A skinny, balding man with a magnificent golden mustache. His small stature makes his heavy crossbow look even bigger.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
&#039;&#039;&#039;Strength&#039;&#039;&#039; 10/+0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity&#039;&#039;&#039; 17/+3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution&#039;&#039;&#039; 8/-1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence&#039;&#039;&#039; 16/+3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom&#039;&#039;&#039; 12/+1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma&#039;&#039;&#039; 13/+1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&#039;&#039;&#039;Senses:&#039;&#039;&#039; Perception +5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Init:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 2d8-2 (10hp) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 15 (Touch 13 Flatfooted 12) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee:&#039;&#039;&#039; 0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; +3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CMB:&#039;&#039;&#039; 0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CMD:&#039;&#039;&#039; 13 (base 10 +3 Dex) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort:&#039;&#039;&#039; -1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ref:&#039;&#039;&#039; +5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Will:&#039;&#039;&#039; +3 (+1 wis, +2 iron will) (+1 vs fear, immune to fear from that source for 24h on success)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill !! Stat !! Total !! Ranks&lt;br /&gt;
|-&lt;br /&gt;
| Acrobatic|| Dex || 7  || 1&lt;br /&gt;
|-&lt;br /&gt;
| Appraise || Int || 7  || 1&lt;br /&gt;
|-&lt;br /&gt;
| Bluff || Cha || 5  || 1&lt;br /&gt;
|-&lt;br /&gt;
| Climb || Str || 4  || 1&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy || Cha || 6 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Disable Device || Int || 7 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Disguise || Cha || 5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Linguistics || Int || 7 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Perception || Wis || 6 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Ride || Dex || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Sense Motive || Wis || 5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Sleight of Hand || Dex || 8 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Stealth || Dex || 8 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Swim || Str || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Use Magic Device || Cha || 5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Knowledge: Dungeoneering || Int || 7 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Knowledge: History || Int || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Knowledge: Religion || Int || 5 || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
&#039;&#039;&#039;Human 1:&#039;&#039;&#039; &#039;&#039;Iron Will&#039;&#039; +2 on will saves &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 1:&#039;&#039;&#039; &#039;&#039;Stoic&#039;&#039; +1 on save vs fear, on success immune to fear from that source for 24h &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
&#039;&#039;Skilled&#039;&#039; +1 skill at 1st level, and each time you go up a level&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Schooled inquisitor&#039;&#039; You gain a +2 trait bonus on all Knowledge (planes) and Knowledge (religion) checks made to identify the abilities and weaknesses of creatures.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spirits in the Stone&#039;&#039; Whenever you’re in ruins, you gain a +2 trait bonus on Initiative checks and a +1 trait bonus on saving throws against traps and natural hazards.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
&#039;&#039;Weapon/Armor Proficiencies:&#039;&#039; Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Trapfinding&#039;&#039; A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The golden dial&#039;&#039; May use each of these abilities once per day:&lt;br /&gt;
 * Turn Undead. As level I cleric with no cha bonus.&lt;br /&gt;
 * Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.&lt;br /&gt;
 * Detect Undead: Reveals undead within 60 ft.&lt;br /&gt;
 * Hide from Undead: Undead can’t perceive one subject/level.&lt;br /&gt;
 * Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Evasion (Ex)&#039;&#039; At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Minor Magic (disrupt undead)&#039;&#039; May cast &#039;&#039;Disrupt Undead&#039;&#039; 3 times per day as a spell like ability (ranged touch, 1d6 damage, no save)&lt;br /&gt;
&lt;br /&gt;
==Racial Features==&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039; Humanoid (Human) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Size:&#039;&#039;&#039; Medium &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30 feet &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bonus Feat:&#039;&#039;&#039; Humans select one extra feat at 1st level. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skilled:&#039;&#039;&#039; Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
Leather armour (10gp) &amp;lt;br&amp;gt;&lt;br /&gt;
3 daggers / 1d4 slashing piercing thrown (6gp) &amp;lt;br&amp;gt;&lt;br /&gt;
short sword / 1d6 piercing (10gp) &amp;lt;br&amp;gt;&lt;br /&gt;
light mace / 1d6 blunt (5gp) &amp;lt;br&amp;gt;&lt;br /&gt;
heavy crossbow / 1d10 piercing ranged slow reload (50gp) &amp;lt;br&amp;gt;&lt;br /&gt;
10 crossbow quarrels (1gp) &amp;lt;br&amp;gt;&lt;br /&gt;
Thieves Tools / common (30gp) &amp;lt;br&amp;gt;&lt;br /&gt;
Light horse (75gp) &amp;lt;br&amp;gt;&lt;br /&gt;
Hemp rope / 50 ft (1gp) &amp;lt;br&amp;gt;&lt;br /&gt;
String / 50ft (1cp) &amp;lt;br&amp;gt;&lt;br /&gt;
5 torches (5cp) &amp;lt;br&amp;gt;&lt;br /&gt;
Golden dial &amp;lt;br&amp;gt;&lt;br /&gt;
Drith&#039;s golden dial &amp;lt;br&amp;gt;&lt;br /&gt;
4 potions of cure light wounds &amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Volker_Spiegelman&amp;diff=282071</id>
		<title>Volker Spiegelman</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Volker_Spiegelman&amp;diff=282071"/>
		<updated>2015-05-03T00:17:37Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: /* Personal Data */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[East_March]]&lt;br /&gt;
&lt;br /&gt;
==Personal Data==&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Gunther &#039;&#039;&#039;Volker&#039;&#039;&#039; Spiegelman &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Male &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class/Level:&#039;&#039;&#039; Rogue 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Lawful &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description/Background:&#039;&#039;&#039; A skinny, balding man with a magnificent golden mustache. His small stature makes his heavy crossbow look even bigger.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
&#039;&#039;&#039;Strength&#039;&#039;&#039; 10/+0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity&#039;&#039;&#039; 17/+3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution&#039;&#039;&#039; 8/-1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence&#039;&#039;&#039; 16/+3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom&#039;&#039;&#039; 12/+1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma&#039;&#039;&#039; 13/+1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&#039;&#039;&#039;Senses:&#039;&#039;&#039; Perception +5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Init:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 1d8-1 (7hp) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 15 (Touch 13 Flatfooted 12) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee:&#039;&#039;&#039; 0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; +3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CMB:&#039;&#039;&#039; 0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CMD:&#039;&#039;&#039; 13 (base 10 +3 Dex) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort:&#039;&#039;&#039; -1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ref:&#039;&#039;&#039; +5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Will:&#039;&#039;&#039; +3 (+1 wis, +2 iron will) (+1 vs fear, immune to fear from that source for 24h on success)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill !! Stat !! Total !! Ranks&lt;br /&gt;
|-&lt;br /&gt;
| Acrobatic|| Dex || 7  || 1&lt;br /&gt;
|-&lt;br /&gt;
| Appraise || Int || 7  || 1&lt;br /&gt;
|-&lt;br /&gt;
| Bluff || Cha || 5  || 1&lt;br /&gt;
|-&lt;br /&gt;
| Climb || Str || 4  || 1&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy || Cha || 6 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Disable Device || Int || 7 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Disguise || Cha || 5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Linguistics || Int || 7 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Perception || Wis || 6 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Ride || Dex || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Sense Motive || Wis || 5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Sleight of Hand || Dex || 8 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Stealth || Dex || 8 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Swim || Str || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Use Magic Device || Cha || 5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Knowledge: Dungeoneering || Int || 7 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Knowledge: History || Int || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Knowledge: Religion || Int || 5 || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
&#039;&#039;&#039;Human 1:&#039;&#039;&#039; &#039;&#039;Iron Will&#039;&#039; +2 on will saves &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 1:&#039;&#039;&#039; &#039;&#039;Stoic&#039;&#039; +1 on save vs fear, on success immune to fear from that source for 24h &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
&#039;&#039;Skilled&#039;&#039; +1 skill at 1st level, and each time you go up a level&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Schooled inquisitor&#039;&#039; You gain a +2 trait bonus on all Knowledge (planes) and Knowledge (religion) checks made to identify the abilities and weaknesses of creatures.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spirits in the Stone&#039;&#039; Whenever you’re in ruins, you gain a +2 trait bonus on Initiative checks and a +1 trait bonus on saving throws against traps and natural hazards.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
&#039;&#039;Weapon/Armor Proficiencies:&#039;&#039; Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Trapfinding&#039;&#039; A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The golden dial&#039;&#039; May use each of these abilities once per day:&lt;br /&gt;
 * Turn Undead. As level I cleric with no cha bonus.&lt;br /&gt;
 * Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.&lt;br /&gt;
 * Detect Undead: Reveals undead within 60 ft.&lt;br /&gt;
 * Hide from Undead: Undead can’t perceive one subject/level.&lt;br /&gt;
 * Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Evasion (Ex)&#039;&#039; At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Minor Magic (disrupt undead)&#039;&#039; May cast &#039;&#039;Disrupt Undead&#039;&#039; 3 times per day as a spell like ability (ranged touch, 1d6 damage, no save)&lt;br /&gt;
&lt;br /&gt;
==Racial Features==&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039; Humanoid (Human) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Size:&#039;&#039;&#039; Medium &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30 feet &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bonus Feat:&#039;&#039;&#039; Humans select one extra feat at 1st level. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skilled:&#039;&#039;&#039; Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
Leather armour (10gp) &amp;lt;br&amp;gt;&lt;br /&gt;
3 daggers / 1d4 slashing piercing thrown (6gp) &amp;lt;br&amp;gt;&lt;br /&gt;
short sword / 1d6 piercing (10gp) &amp;lt;br&amp;gt;&lt;br /&gt;
light mace / 1d6 blunt (5gp) &amp;lt;br&amp;gt;&lt;br /&gt;
heavy crossbow / 1d10 piercing ranged slow reload (50gp) &amp;lt;br&amp;gt;&lt;br /&gt;
10 crossbow quarrels (1gp) &amp;lt;br&amp;gt;&lt;br /&gt;
Thieves Tools / common (30gp) &amp;lt;br&amp;gt;&lt;br /&gt;
Light horse (75gp) &amp;lt;br&amp;gt;&lt;br /&gt;
Hemp rope / 50 ft (1gp) &amp;lt;br&amp;gt;&lt;br /&gt;
String / 50ft (1cp) &amp;lt;br&amp;gt;&lt;br /&gt;
5 torches (5cp) &amp;lt;br&amp;gt;&lt;br /&gt;
Golden dial &amp;lt;br&amp;gt;&lt;br /&gt;
Drith&#039;s golden dial &amp;lt;br&amp;gt;&lt;br /&gt;
4 potions of cure light wounds &amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Volker_Spiegelman&amp;diff=282070</id>
		<title>Volker Spiegelman</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Volker_Spiegelman&amp;diff=282070"/>
		<updated>2015-05-03T00:17:14Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: /* Class Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[East_March]]&lt;br /&gt;
&lt;br /&gt;
==Personal Data==&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Gunther &#039;&#039;&#039;Volker&#039;&#039;&#039; Spiegelman &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Male &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class/Level:&#039;&#039;&#039; Rogue 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Lawful &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description/Background:&#039;&#039;&#039; A skinny, balding man with a magnificent golden mustache. His small stature makes his heavy crossbow look even bigger.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
&#039;&#039;&#039;Strength&#039;&#039;&#039; 10/+0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity&#039;&#039;&#039; 17/+3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution&#039;&#039;&#039; 8/-1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence&#039;&#039;&#039; 16/+3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom&#039;&#039;&#039; 12/+1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma&#039;&#039;&#039; 13/+1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&#039;&#039;&#039;Senses:&#039;&#039;&#039; Perception +5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Init:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 1d8-1 (7hp) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 15 (Touch 13 Flatfooted 12) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee:&#039;&#039;&#039; 0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; +3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CMB:&#039;&#039;&#039; 0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CMD:&#039;&#039;&#039; 13 (base 10 +3 Dex) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort:&#039;&#039;&#039; -1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ref:&#039;&#039;&#039; +5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Will:&#039;&#039;&#039; +3 (+1 wis, +2 iron will) (+1 vs fear, immune to fear from that source for 24h on success)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill !! Stat !! Total !! Ranks&lt;br /&gt;
|-&lt;br /&gt;
| Acrobatic|| Dex || 7  || 1&lt;br /&gt;
|-&lt;br /&gt;
| Appraise || Int || 7  || 1&lt;br /&gt;
|-&lt;br /&gt;
| Bluff || Cha || 5  || 1&lt;br /&gt;
|-&lt;br /&gt;
| Climb || Str || 4  || 1&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy || Cha || 6 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Disable Device || Int || 7 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Disguise || Cha || 5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Linguistics || Int || 7 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Perception || Wis || 6 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Ride || Dex || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Sense Motive || Wis || 5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Sleight of Hand || Dex || 8 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Stealth || Dex || 8 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Swim || Str || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Use Magic Device || Cha || 5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Knowledge: Dungeoneering || Int || 7 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Knowledge: History || Int || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Knowledge: Religion || Int || 5 || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
&#039;&#039;&#039;Human 1:&#039;&#039;&#039; &#039;&#039;Iron Will&#039;&#039; +2 on will saves &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 1:&#039;&#039;&#039; &#039;&#039;Stoic&#039;&#039; +1 on save vs fear, on success immune to fear from that source for 24h &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
&#039;&#039;Skilled&#039;&#039; +1 skill at 1st level, and each time you go up a level&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Schooled inquisitor&#039;&#039; You gain a +2 trait bonus on all Knowledge (planes) and Knowledge (religion) checks made to identify the abilities and weaknesses of creatures.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spirits in the Stone&#039;&#039; Whenever you’re in ruins, you gain a +2 trait bonus on Initiative checks and a +1 trait bonus on saving throws against traps and natural hazards.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
&#039;&#039;Weapon/Armor Proficiencies:&#039;&#039; Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Trapfinding&#039;&#039; A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The golden dial&#039;&#039; May use each of these abilities once per day:&lt;br /&gt;
 * Turn Undead. As level I cleric with no cha bonus.&lt;br /&gt;
 * Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.&lt;br /&gt;
 * Detect Undead: Reveals undead within 60 ft.&lt;br /&gt;
 * Hide from Undead: Undead can’t perceive one subject/level.&lt;br /&gt;
 * Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Evasion (Ex)&#039;&#039; At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Minor Magic (disrupt undead)&#039;&#039; May cast &#039;&#039;Disrupt Undead&#039;&#039; 3 times per day as a spell like ability (ranged touch, 1d6 damage, no save)&lt;br /&gt;
&lt;br /&gt;
==Racial Features==&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039; Humanoid (Human) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Size:&#039;&#039;&#039; Medium &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30 feet &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bonus Feat:&#039;&#039;&#039; Humans select one extra feat at 1st level. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skilled:&#039;&#039;&#039; Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
Leather armour (10gp) &amp;lt;br&amp;gt;&lt;br /&gt;
3 daggers / 1d4 slashing piercing thrown (6gp) &amp;lt;br&amp;gt;&lt;br /&gt;
short sword / 1d6 piercing (10gp) &amp;lt;br&amp;gt;&lt;br /&gt;
light mace / 1d6 blunt (5gp) &amp;lt;br&amp;gt;&lt;br /&gt;
heavy crossbow / 1d10 piercing ranged slow reload (50gp) &amp;lt;br&amp;gt;&lt;br /&gt;
10 crossbow quarrels (1gp) &amp;lt;br&amp;gt;&lt;br /&gt;
Thieves Tools / common (30gp) &amp;lt;br&amp;gt;&lt;br /&gt;
Light horse (75gp) &amp;lt;br&amp;gt;&lt;br /&gt;
Hemp rope / 50 ft (1gp) &amp;lt;br&amp;gt;&lt;br /&gt;
String / 50ft (1cp) &amp;lt;br&amp;gt;&lt;br /&gt;
5 torches (5cp) &amp;lt;br&amp;gt;&lt;br /&gt;
Golden dial &amp;lt;br&amp;gt;&lt;br /&gt;
Drith&#039;s golden dial &amp;lt;br&amp;gt;&lt;br /&gt;
4 potions of cure light wounds &amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Volker_Spiegelman&amp;diff=282069</id>
		<title>Volker Spiegelman</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Volker_Spiegelman&amp;diff=282069"/>
		<updated>2015-05-02T23:47:22Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[East_March]]&lt;br /&gt;
&lt;br /&gt;
==Personal Data==&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Gunther &#039;&#039;&#039;Volker&#039;&#039;&#039; Spiegelman &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Male &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class/Level:&#039;&#039;&#039; Rogue 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Lawful &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description/Background:&#039;&#039;&#039; A skinny, balding man with a magnificent golden mustache. His small stature makes his heavy crossbow look even bigger.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
&#039;&#039;&#039;Strength&#039;&#039;&#039; 10/+0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity&#039;&#039;&#039; 17/+3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution&#039;&#039;&#039; 8/-1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence&#039;&#039;&#039; 16/+3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom&#039;&#039;&#039; 12/+1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma&#039;&#039;&#039; 13/+1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&#039;&#039;&#039;Senses:&#039;&#039;&#039; Perception +5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Init:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 1d8-1 (7hp) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 15 (Touch 13 Flatfooted 12) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee:&#039;&#039;&#039; 0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; +3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CMB:&#039;&#039;&#039; 0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CMD:&#039;&#039;&#039; 13 (base 10 +3 Dex) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort:&#039;&#039;&#039; -1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ref:&#039;&#039;&#039; +5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Will:&#039;&#039;&#039; +3 (+1 wis, +2 iron will) (+1 vs fear, immune to fear from that source for 24h on success)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill !! Stat !! Total !! Ranks&lt;br /&gt;
|-&lt;br /&gt;
| Acrobatic|| Dex || 7  || 1&lt;br /&gt;
|-&lt;br /&gt;
| Appraise || Int || 7  || 1&lt;br /&gt;
|-&lt;br /&gt;
| Bluff || Cha || 5  || 1&lt;br /&gt;
|-&lt;br /&gt;
| Climb || Str || 4  || 1&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy || Cha || 6 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Disable Device || Int || 7 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Disguise || Cha || 5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Linguistics || Int || 7 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Perception || Wis || 6 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Ride || Dex || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Sense Motive || Wis || 5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Sleight of Hand || Dex || 8 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Stealth || Dex || 8 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Swim || Str || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Use Magic Device || Cha || 5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Knowledge: Dungeoneering || Int || 7 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Knowledge: History || Int || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Knowledge: Religion || Int || 5 || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
&#039;&#039;&#039;Human 1:&#039;&#039;&#039; &#039;&#039;Iron Will&#039;&#039; +2 on will saves &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 1:&#039;&#039;&#039; &#039;&#039;Stoic&#039;&#039; +1 on save vs fear, on success immune to fear from that source for 24h &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
&#039;&#039;Skilled&#039;&#039; +1 skill at 1st level, and each time you go up a level&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Schooled inquisitor&#039;&#039; You gain a +2 trait bonus on all Knowledge (planes) and Knowledge (religion) checks made to identify the abilities and weaknesses of creatures.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spirits in the Stone&#039;&#039; Whenever you’re in ruins, you gain a +2 trait bonus on Initiative checks and a +1 trait bonus on saving throws against traps and natural hazards.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
&#039;&#039;Weapon/Armor Proficiencies:&#039;&#039; Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Trapfinding&#039;&#039; A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The golden dial&#039;&#039; May use each of these abilities once per day:&lt;br /&gt;
 * Turn Undead. As level I cleric with no cha bonus.&lt;br /&gt;
 * Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.&lt;br /&gt;
 * Detect Undead: Reveals undead within 60 ft.&lt;br /&gt;
 * Hide from Undead: Undead can’t perceive one subject/level.&lt;br /&gt;
 * Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Racial Features==&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039; Humanoid (Human) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Size:&#039;&#039;&#039; Medium &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30 feet &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bonus Feat:&#039;&#039;&#039; Humans select one extra feat at 1st level. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skilled:&#039;&#039;&#039; Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
Leather armour (10gp) &amp;lt;br&amp;gt;&lt;br /&gt;
3 daggers / 1d4 slashing piercing thrown (6gp) &amp;lt;br&amp;gt;&lt;br /&gt;
short sword / 1d6 piercing (10gp) &amp;lt;br&amp;gt;&lt;br /&gt;
light mace / 1d6 blunt (5gp) &amp;lt;br&amp;gt;&lt;br /&gt;
heavy crossbow / 1d10 piercing ranged slow reload (50gp) &amp;lt;br&amp;gt;&lt;br /&gt;
10 crossbow quarrels (1gp) &amp;lt;br&amp;gt;&lt;br /&gt;
Thieves Tools / common (30gp) &amp;lt;br&amp;gt;&lt;br /&gt;
Light horse (75gp) &amp;lt;br&amp;gt;&lt;br /&gt;
Hemp rope / 50 ft (1gp) &amp;lt;br&amp;gt;&lt;br /&gt;
String / 50ft (1cp) &amp;lt;br&amp;gt;&lt;br /&gt;
5 torches (5cp) &amp;lt;br&amp;gt;&lt;br /&gt;
Golden dial &amp;lt;br&amp;gt;&lt;br /&gt;
Drith&#039;s golden dial &amp;lt;br&amp;gt;&lt;br /&gt;
4 potions of cure light wounds &amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=East_March&amp;diff=281947</id>
		<title>East March</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=East_March&amp;diff=281947"/>
		<updated>2015-04-30T21:05:04Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Pathfinder. E6: Monster Slayers of East March ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Concept:&#039;&#039;&#039; Tough monster hunters patrol the borders of East March, the last best defence of the population against the monsters of wald and mountain. The hunters seek to gain bounty enough to retire, flush with gold, to live a life of freedom and honour. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; Pathfinder E6. Players cannot advance beyond L6, but the Seven Provinces are ruled by a clique of mystic theurges (the wizard/ cleric prestige class) , who are able to pass beyond the E6 cap and become immortal. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chargen:&#039;&#039;&#039; 20 build points , full hps and gold at L1. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Play&#039;&#039;&#039;: We&#039;d play selected levels : L1 , briefly L2 -&amp;gt; L4 and -&amp;gt; briefly L6. It is assumed that progression through levels 3 and 5 occur &#039;off screen&#039; as the result of several months&#039; or years&#039; grind and experience. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
All players would be asked to use Invisible Castle for rolls, entering game and character details for every roll so there is an observable trail. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
DAILY posting is normal, though characters can be put on ice easily for shorter or longer periods. I will puppet absent players&#039; characters assuming average rolls (e.g. 10 on d20) if the time limit is reached. This is a practical, not a punitive measure. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&#039;&#039;&#039;PCs (Active)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
[[&amp;quot;Heidi&amp;quot; Mooskind]], Wilder Guild wanderer [player Silent Wayfarer] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[&amp;quot;Leafscale&amp;quot;]] female Lizardfolk Druid [player JeStor]&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Yona Piper]], young human woman with bow and pipes, Knife-Juggler&#039;s Guild [player Mindstalk]&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Kloth IronTongue]], Hobgoblin guilder Shaman [player Navaren]&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Volker Spiegelman]], human man with a magnificent mustache, Tomb-raiders guild [player Coelocanth]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;party NPCs (Active)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
--none--&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;party NPCs (Inactive)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Axer]], hobgoblin berserker (subjected in combat, served, has left in good cheer)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Drith Kaxarix]], hobgoblin guilder from the outsider Greenskin Guild -ha ha! really TombRaiders&#039; Club[not player OMG] (PC, then NPC, now dead)&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Vandari_Torvalsdottir]] arcanist, apprentice theurge [original player Escalation Lad] (AWOL) &amp;lt;br&amp;gt;&lt;br /&gt;
[[Alabaster Of Bak-Tsing]], dwarf member of the Order of Fists [Player Knighthawk] (AWOL)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;other NPCs of note&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
sundry Gallifreyan theurges, who&#039;ve commissioned us to do our job harder &amp;lt;br&amp;gt;&lt;br /&gt;
Gunther, guy who tried to get us killed by a wyvern, at large &amp;lt;br&amp;gt;&lt;br /&gt;
Steward of the Griffon riders, trying to recruit us for the Heroes&#039; Company&amp;lt;br&amp;gt;&lt;br /&gt;
3 novices Heidi has adopted &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Party Kitty&#039;&#039;&#039; &lt;br /&gt;
40 goldhearts from captured weapons.&amp;lt;br/&amp;gt;&lt;br /&gt;
200 goldhearts bounty (2*hobgoblins)&amp;lt;br/&amp;gt;&lt;br /&gt;
400 loot and bounty from raider camp &amp;lt;br/&amp;gt;&lt;br /&gt;
500 bounty for upper chamber trogs &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-75ghs, accommodation and fun in SS&amp;lt;br/&amp;gt;&lt;br /&gt;
-150ghs for 4 CLWs, an antiplague, and an antitoxin [for the party]&amp;lt;br/&amp;gt;&lt;br /&gt;
-500ghs for bow, on scratch [Heidi] &amp;lt;br/&amp;gt;&lt;br /&gt;
-30ghs for horse and supplies [party] &amp;lt;br/&amp;gt;&lt;br /&gt;
-150ghs for 1 endure elements, 1 hide from undead, 4 cure light potions. [for Yona, out of her share]&amp;lt;br/&amp;gt;&lt;br /&gt;
-320ghs for masterwork rapier as a gift to the youth grill&amp;lt;br&amp;gt;&lt;br /&gt;
-150ghs for 6x CLW potions&amp;lt;br&amp;gt;&lt;br /&gt;
-100ghs for 4x CLW potions (for volker)&amp;lt;br&amp;gt;&lt;br /&gt;
Silver flasks. Each Slayer has a flask that maximises the healing potion placed into it.&amp;lt;br/&amp;gt;&lt;br /&gt;
1000 ghs from river crypts (1,000 share to NPCs)&amp;lt;br/&amp;gt;&lt;br /&gt;
1000 ghs from bounty on slain zombies, including those killed in drith&#039;s expedition&amp;lt;br/&amp;gt;&lt;br /&gt;
500 in grave goods&amp;lt;br/&amp;gt;&lt;br /&gt;
100 from drith&#039;s stuff &amp;lt;br/&amp;gt;&lt;br /&gt;
Drith&#039;s &#039;&#039;&#039;Dial&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
a potion of flying , +1 bracers of defence and a +1 dart.&amp;lt;br/&amp;gt;&lt;br /&gt;
a +2 arrow from the Schwinthorpe guild room, taken by Yona &amp;lt;br&amp;gt;&lt;br /&gt;
a magical sword taken from the pirate mayor skeletoid... (+2 greatsword, claimed by Heidi) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Setting: East March ==&lt;br /&gt;
The Seven Provinces is a Medieval German-feel setting, with cheery cobbled towns and turreted castles, but bounded by monster-infested walds and mountains. The theurges rule as wise, benevolent (or at least non-predatory) caste of rulers, able to use healing and other helpful magic to tend to their population of well-kept serfs. They have managed to dominate society entirely; other magic-user and fighter classes are subordinate to them; not least because it is only the theurges who can emerge [by breaking the E6 cap] as uber-mortals. &amp;lt;br/&amp;gt;&lt;br /&gt;
Fearful of military strife , they depend on the peasantry to form their own easily-dispersed militia. These companies of barely-trained slingers deal with low-level threats. Since the local milita are no match for the likes of ogres, dire animals or other larger monsters,the theurges licence specialist slayers to kill more dangerous monsters.&amp;lt;br/&amp;gt;&lt;br /&gt;
Most, perhaps all of the action takes place in one mountainous province, &#039;&#039;&#039;East March&#039;&#039;&#039;, which lies on the eastern borderlands of the known world. East March consists of small villages and a large town, Silver Spires, that nestle close to a large central lake. Mountain valleys run from the lake in all four directions of the compass. A red dragon, Crimsonos, resides in the mountains further to the east of East March. Crimsonos tends not to prey on people but his younger, smaller sister ravages the land, preferring humanfolk as fodder. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Currency:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
*&#039;Coppers&#039;= 1cp&lt;br /&gt;
*&#039;Silverhearts&#039;=1sp. Copper coin with silver stud centre.&lt;br /&gt;
*&#039;Goldhearts&#039; =1 gp. Same, with gold centre. &lt;br /&gt;
* &#039;Allgolds&#039;=10gps Fully gold coins. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Days&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Moon Day, Second day, Third day, Fourth day , Devils day, Angels day &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Months&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
(March=) First spring, middle spring,  late spring , first summer, etc..&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Post/ Communications:&#039;&#039;&#039; the guilds and theurges have sophisticated measures for communications.&amp;lt;br/&amp;gt;&lt;br /&gt;
Guilds, esp the UG: All guilders can be required to carry notes from town to town, usually when they are planning to head that way anyhoos. Refusing this task, or opening or losing a message, would be considered a serious misdemeanour.&amp;lt;br/&amp;gt;&lt;br /&gt;
Theurges: have &#039;owl riders&#039;, novice boys and girls who carry urgent messages between towns. The griffon riders can also be employed where there is a threat of interception.&lt;br /&gt;
&lt;br /&gt;
== Player Class Types ==&lt;br /&gt;
&#039;&#039;&#039;Available races:&#039;&#039;&#039;There are no elves or half-orcs (because there are no orcs) in the setting; common races are human, hobgoblin, halfling, tielfling, gnome, dwarf, lizardfolk. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Available classes:&#039;&#039;&#039; There is no paladin class available. The cleric class is only available to wannabe mystic theurges, or members of the Ghost Layers’ Guild (see below). The druid or barbarian class is only available to non-human races who escape human conventions (see below).&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Characters can be either i) guild slayers; ii) trainee theurges , iii) Grey Wizards (non-theurge magicians) , or iv) outsiders (unrestricted by the social/ class system).&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== i) Slayers Guilds===&lt;br /&gt;
Most human characters will belong to a Slayer&#039;s Guild. Slayers have been freed by dispensation from their status as peasants or artisans, and live free, dangerous lives as outsiders. They are paid generous bounties to kill the more dangerous beasts that threaten the borders. Slayers can be men or women, but guilds rarely accept non-humans. There are two types of guild: &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Universal Guild&#039;&#039;&#039;. Based in the far-off City of Gold, the Confederation’s bustling capital. The UG has arrangements with inns in larger towns and even some smaller settlements. It also has smaller guild houses in the capital town of each Province (in East March, Silver Spires). Through these the UG provides its members with basic lodging and (at guild houses) services like weapon smithing. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Specialist guilds&#039;&#039;&#039;: offer training and equipping of particular specialists (archer heroes, furious fists [=monks], two handed swordsmen, etc). Are generally based in the City of Gold or a provincial capital and have few or no branches. In East March one such guild is the Silver Spires Sword School (two-handed sword fighting guild). &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Characters gain levels within a particular guild/class identity. Training must occur at the start of each new level within a specific guild to gain a class level. Membership of a new guild is usually free but may be based on selection, and carry obligations. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important guilds/classes:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Universal Guild&#039;&#039;&#039;. Use ranger class but: &lt;br /&gt;
*	gains Universal Guild membership (free board and travel rations; free or cheap limited debt for mounting expeditions&lt;br /&gt;
*	gains class skills: Appraise (Int), Bluff(Cha), Gather Information (Cha) and Sense Motive (Wis).&lt;br /&gt;
*	loses wild empathy and animal companion &lt;br /&gt;
*	Common chosen enemy categories: Undead, Dragonsish (drakes, dragons, etc), Giant, Goblin, Lycanthropes, Animals,Vermin &lt;br /&gt;
Note that Universal Guild members are not rangers , really, but tough, capable wandering slayers. A character has to be a wandering slayer to belong to the UG, rather than a fancy pants fighter specialist type.  UG guilders learn their trade on the road, sneering at the weapons guilders in their cloistered training halls. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wilders’ Lodge&#039;&#039;&#039;: use Ranger class as per core rules. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Various Weapons] Guilds&#039;&#039;&#039; :use Fighter class. Players start with a free +1 magic weapon. Examples: &lt;br /&gt;
*	Fellowship of the Quarterstaff&lt;br /&gt;
*	Archers’ Company &lt;br /&gt;
*	Axeman’s Union, etc...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Breakers Guild&#039;&#039;&#039;: use rogue class&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ghostslayer’s Guild&#039;&#039;&#039;: Use cleric class but:&lt;br /&gt;
*	healing spells cannot be selected from the character’s highest spell level &lt;br /&gt;
*	lose aura. Not always the holiest of men, they use the theurges&#039; own charms and religio-magical paraphernalia to instrumental effect.&lt;br /&gt;
*	Are proficient in all martial weapons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tomb robbers Guild&#039;&#039;&#039;: use rogue but :&lt;br /&gt;
*	Loses Sneak Attack&lt;br /&gt;
*	Gains and learns to use the Golden Dial of Zox, each point of which can be used once/ day: &lt;br /&gt;
** Turn Undead. As level I cleric with no cha bonus. &lt;br /&gt;
** Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment. &lt;br /&gt;
** Detect Undead: Reveals undead within 60 ft. &lt;br /&gt;
** Hide from Undead: Undead can’t perceive one subject/level. &lt;br /&gt;
** Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Order of Fists&#039;&#039;&#039;: use Monk class, naginata-like glaive is counted as a monk’s weapon. &lt;br /&gt;
*Guild HQ is in the capital city of the known world, The City of Gold, far from East March&lt;br /&gt;
*martial arts of the &#039;Fists&#039; variety were learned from the [Klingon-like] hobgoblins ; few humans seem to be resilient enough to learn them&lt;br /&gt;
*The Fists style, learned from the hobgoblins , includes the use of the (naginata, really) glaive. Glaives can thus be included as a martial arts weapon.&lt;br /&gt;
*You have no Universal Guild membership, and may be regarded as an &amp;quot;exotic&amp;quot; by the UG folk&lt;br /&gt;
*Unlike most humans , Fists guilds folk tend to have a higher opinion of hobgoblins due to the origin of their art&lt;br /&gt;
*Start with max hps and gold&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knife-juggler’s Guild&#039;&#039;&#039; : use bard class, plus extra feat. Morale boosters, tricksters, and collectors of lore who support elite slayer teams and spread word of their fame. (Maybe:) The Knife Jugglers&#039; guild is the most secretive and the least trusted by the theurges. The theurges fear that they collect lore and news to establish an alternative account of the world and its workings, free of theurge control. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outsider&#039; Guilds&#039;&#039;&#039; : &#039;Outsider&#039; guilds, based in the capital city, were founded as a safe way to recruit dangerous but useful non-human slayers. They include a  Lizardfolk guild (the Bogland Band?) , for LF , and a Greenskin Guild for hobgoblins. They are treated with a measure of disdain (perhaps like &#039;native&#039; companies in a colonial force) but also have some cachet and mystique.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
OTHER GUILDS CAN BE INVENTED BY PLAYERS TO SUIT A NEW CONCEPT....&lt;br /&gt;
&lt;br /&gt;
=== ii)Theurges ===&lt;br /&gt;
A powerful, supposedly immortal (if they ‘transcend’) overclass of mystics who rule the Seven Provinces. Men and women usually from the same families. Wear the archetypal robes of a wizard; pointed hat and flowing gorgeous star-studded cloaks. Follow a rigid path, (lower college) Wiz 1-3 followed by(upper college) Cler 1-3. Can transcend in a perilous ceremony to become (immortal?) mystic theurges. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beliefs:&#039;&#039;&#039;  The theurges profess a kind of gnosticsim based on the idea of a shared universal sentience. Their gods and saints are  theurge heroes/ martyrs/ leaders from the past , who are capable of superhuman prowess in a few cases [as the only class able to burst out of the E6 cap]. Perhaps even able to persist as long-lived (or even immortal?) leaders. The peasantry are happy to accept the theurges&#039; word that there is a universal consciousness that looks after the world, and requires their obedience and goodness. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Origins:&#039;&#039;&#039;  The world was once disunified and ruled by a ruthless military feudal order, like medieval europe&#039;s , with a totalitarian church. The theurges saw that this led to continuous warfare, crusade, etc., so managed somehow to wrest control from both the battle-obsessed barons and the hobgoblin warlords they struggled with. The tipping point was a huge inter racial war which threatened to cause chaos and death. Until then lesser players in the society, they intervened [we don&#039;t really know how, yet, nudge, nudge] and won control for themselves. They are  anti-military, which is the reason the guilds exist- they do the job of fighting but have no political power. &lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?752713-Pathfinder-E6-The-Monster-Slayers-of-East-March&amp;amp;p=18956082#post18956082 history post]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranks:&#039;&#039;&#039;theurges end to come from the same families, though  talented individuals from the populace are also inducted. A typical life path:&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
*Initiated by ‘the Spark’ into the  Lower College&lt;br /&gt;
*Wizard 1. “Initiates”. Wear  light blue robes without hats. &lt;br /&gt;
*Wizard 2+.  “Magicians”. Are formally ‘hatted’ and given  dark blue robes.&lt;br /&gt;
*At entry to level 4 initiated via the ‘Mystery’ into the Upper College  &lt;br /&gt;
*Wizard3/ Cleric 1-2 : “Mysterion” . Wear black robes. &lt;br /&gt;
*Wizard 3/ Cleric 3: “Master” . Wear white robes.&lt;br /&gt;
*At entry to level 7 initiated by the Ascendancy to the Infinite College&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*Mystic Theurge 1-3: wear white  robes, as Masters. Higher levels wear scarlet, silver or rainbow robes according to mysterious codes. &amp;lt;br/&amp;gt;&lt;br /&gt;
Theurges who are not initiated into the upper college continue to gain ranks at Wizards but can never thereafter enter the Upper College [ ‘capping’ at level 6].  Those who leave must adopt the grey robes of  unaffiliated wizards and sorcerers.&lt;br /&gt;
&lt;br /&gt;
===iii)Grey Wizards ===&lt;br /&gt;
&lt;br /&gt;
Non –theurge magic users : sorcerers (natural magic-users)or independent wizards who become active outside the supervision of the theurges. They are required to wear grey robes to show their lack of affiliation to the theurges (and cap at L6). &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== iv) Outsiders ===&lt;br /&gt;
&lt;br /&gt;
*Hobgoblins. Klingon-like adversaries of humankind. Unlike humans can be barbarians or druids; are frequently monks. &lt;br /&gt;
*Lizardfolk (also can be barbarians, druids) &lt;br /&gt;
*Dwarves and Gnomes can be almost any (non divine magic using) class- do not need to belong to a guild&lt;br /&gt;
*Halflings are gypsy-like wanderers; tend to be rogues or bards&lt;br /&gt;
*Human outsiders and outlaws.&lt;br /&gt;
*Tieflings are treated like humans .&lt;br /&gt;
&lt;br /&gt;
== Map of East March ==&lt;br /&gt;
[[File:EastMarch.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Guild Records of East March Bounties and Sightings ==&lt;br /&gt;
symbols:&amp;lt;br/&amp;gt;&lt;br /&gt;
dagger symbol:local defences &amp;lt;br/&amp;gt;&lt;br /&gt;
triangle symbol: guild facilities&amp;lt;br/&amp;gt;&lt;br /&gt;
Colours: High Bounty Threats. Goblinoid (green), Undead (grey), Giants (yellow), Dragonish (red). &lt;br /&gt;
[[File:table1.jpg]]&lt;br /&gt;
[[File:table2.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Game Summary/Timeline ==&lt;br /&gt;
&lt;br /&gt;
[[East March Timeline]]&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Volker_Spiegelman&amp;diff=281946</id>
		<title>Volker Spiegelman</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Volker_Spiegelman&amp;diff=281946"/>
		<updated>2015-04-30T21:04:26Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: /* Gear */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[East_March]]&lt;br /&gt;
&lt;br /&gt;
==Personal Data==&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Gunther &#039;&#039;&#039;Volker&#039;&#039;&#039; Spiegelman &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Male &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class/Level:&#039;&#039;&#039; Rogue 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Lawful &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description/Background:&#039;&#039;&#039; A skinny, balding man with a magnificent golden mustache. His small stature makes his heavy crossbow look even bigger.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
&#039;&#039;&#039;Strength&#039;&#039;&#039; 10/+0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity&#039;&#039;&#039; 17/+3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution&#039;&#039;&#039; 8/-1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence&#039;&#039;&#039; 16/+3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom&#039;&#039;&#039; 12/+1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma&#039;&#039;&#039; 13/+1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&#039;&#039;&#039;Senses:&#039;&#039;&#039; Perception +5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Init:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 1d8-1 (7hp) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 15 (Touch 13 Flatfooted 12) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee:&#039;&#039;&#039; 0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; +3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CMB:&#039;&#039;&#039; 0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CMD:&#039;&#039;&#039; 13 (base 10 +3 Dex) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort:&#039;&#039;&#039; -1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ref:&#039;&#039;&#039; +5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Will:&#039;&#039;&#039; +3 (+1 wis, +2 iron will) (+1 vs fear, immune to fear from that source for 24h on success)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill !! Stat !! Total !! Ranks&lt;br /&gt;
|-&lt;br /&gt;
| Appraise || Int || 7  || 1&lt;br /&gt;
|-&lt;br /&gt;
| Climb || Str || 4  || 1&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy || Cha || 5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Disable Device || Int || 7 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Linguistics || Int || 7 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Perception || Wis || 5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Ride || Dex || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Sleight of Hand || Dex || 7 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Stealth || Dex || 7 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Knowledge: Dungeoneering || Int || 7 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Knowledge: History || Int || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Knowledge: Religion || Int || 4 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
&#039;&#039;&#039;Human 1:&#039;&#039;&#039; &#039;&#039;Iron Will&#039;&#039; +2 on will saves &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 1:&#039;&#039;&#039; &#039;&#039;Stoic&#039;&#039; +1 on save vs fear, on success immune to fear from that source for 24h &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
&#039;&#039;Skilled&#039;&#039; +1 skill at 1st level, and each time you go up a level&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Schooled inquisitor&#039;&#039; You gain a +2 trait bonus on all Knowledge (planes) and Knowledge (religion) checks made to identify the abilities and weaknesses of creatures.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spirits in the Stone&#039;&#039; Whenever you’re in ruins, you gain a +2 trait bonus on Initiative checks and a +1 trait bonus on saving throws against traps and natural hazards.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
&#039;&#039;Weapon/Armor Proficiencies:&#039;&#039; Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Trapfinding&#039;&#039; A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The golden dial&#039;&#039; May use each of these abilities once per day:&lt;br /&gt;
 * Turn Undead. As level I cleric with no cha bonus.&lt;br /&gt;
 * Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.&lt;br /&gt;
 * Detect Undead: Reveals undead within 60 ft.&lt;br /&gt;
 * Hide from Undead: Undead can’t perceive one subject/level.&lt;br /&gt;
 * Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Racial Features==&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039; Humanoid (Human) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Size:&#039;&#039;&#039; Medium &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30 feet &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bonus Feat:&#039;&#039;&#039; Humans select one extra feat at 1st level. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skilled:&#039;&#039;&#039; Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
Leather armour (10gp) &amp;lt;br&amp;gt;&lt;br /&gt;
3 daggers / 1d4 slashing piercing thrown (6gp) &amp;lt;br&amp;gt;&lt;br /&gt;
short sword / 1d6 piercing (10gp) &amp;lt;br&amp;gt;&lt;br /&gt;
light mace / 1d6 blunt (5gp) &amp;lt;br&amp;gt;&lt;br /&gt;
heavy crossbow / 1d10 piercing ranged slow reload (50gp) &amp;lt;br&amp;gt;&lt;br /&gt;
10 crossbow quarrels (1gp) &amp;lt;br&amp;gt;&lt;br /&gt;
Thieves Tools / common (30gp) &amp;lt;br&amp;gt;&lt;br /&gt;
Light horse (75gp) &amp;lt;br&amp;gt;&lt;br /&gt;
Hemp rope / 50 ft (1gp) &amp;lt;br&amp;gt;&lt;br /&gt;
String / 50ft (1cp) &amp;lt;br&amp;gt;&lt;br /&gt;
5 torches (5cp) &amp;lt;br&amp;gt;&lt;br /&gt;
Golden dial &amp;lt;br&amp;gt;&lt;br /&gt;
Drith&#039;s golden dial &amp;lt;br&amp;gt;&lt;br /&gt;
4 potions of cure light wounds &amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Volker_Spiegelman&amp;diff=281519</id>
		<title>Volker Spiegelman</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Volker_Spiegelman&amp;diff=281519"/>
		<updated>2015-04-22T20:39:32Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: Created page with &amp;quot;Back to East_March  ==Personal Data== &amp;#039;&amp;#039;&amp;#039;Name:&amp;#039;&amp;#039;&amp;#039; Gunther &amp;#039;&amp;#039;&amp;#039;Volker&amp;#039;&amp;#039;&amp;#039; Spiegelman &amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Gender:&amp;#039;&amp;#039;&amp;#039; Male &amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Race:&amp;#039;&amp;#039;&amp;#039; Human &amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Class/Level:&amp;#039;&amp;#039;&amp;#039; Rogue 1&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Ali...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[East_March]]&lt;br /&gt;
&lt;br /&gt;
==Personal Data==&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Gunther &#039;&#039;&#039;Volker&#039;&#039;&#039; Spiegelman &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Male &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class/Level:&#039;&#039;&#039; Rogue 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Lawful &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description/Background:&#039;&#039;&#039; A skinny, balding man with a magnificent golden mustache. His small stature makes his heavy crossbow look even bigger.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
&#039;&#039;&#039;Strength&#039;&#039;&#039; 10/+0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity&#039;&#039;&#039; 17/+3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution&#039;&#039;&#039; 8/-1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence&#039;&#039;&#039; 16/+3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom&#039;&#039;&#039; 12/+1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma&#039;&#039;&#039; 13/+1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&#039;&#039;&#039;Senses:&#039;&#039;&#039; Perception +5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Init:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 1d8-1 (7hp) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 15 (Touch 13 Flatfooted 12) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee:&#039;&#039;&#039; 0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; +3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CMB:&#039;&#039;&#039; 0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CMD:&#039;&#039;&#039; 13 (base 10 +3 Dex) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort:&#039;&#039;&#039; -1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ref:&#039;&#039;&#039; +5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Will:&#039;&#039;&#039; +3 (+1 wis, +2 iron will) (+1 vs fear, immune to fear from that source for 24h on success)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill !! Stat !! Total !! Ranks&lt;br /&gt;
|-&lt;br /&gt;
| Appraise || Int || 7  || 1&lt;br /&gt;
|-&lt;br /&gt;
| Climb || Str || 4  || 1&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy || Cha || 5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Disable Device || Int || 7 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Linguistics || Int || 7 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Perception || Wis || 5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Ride || Dex || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Sleight of Hand || Dex || 7 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Stealth || Dex || 7 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Knowledge: Dungeoneering || Int || 7 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Knowledge: History || Int || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Knowledge: Religion || Int || 4 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
&#039;&#039;&#039;Human 1:&#039;&#039;&#039; &#039;&#039;Iron Will&#039;&#039; +2 on will saves &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 1:&#039;&#039;&#039; &#039;&#039;Stoic&#039;&#039; +1 on save vs fear, on success immune to fear from that source for 24h &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
&#039;&#039;Skilled&#039;&#039; +1 skill at 1st level, and each time you go up a level&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Schooled inquisitor&#039;&#039; You gain a +2 trait bonus on all Knowledge (planes) and Knowledge (religion) checks made to identify the abilities and weaknesses of creatures.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spirits in the Stone&#039;&#039; Whenever you’re in ruins, you gain a +2 trait bonus on Initiative checks and a +1 trait bonus on saving throws against traps and natural hazards.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
&#039;&#039;Weapon/Armor Proficiencies:&#039;&#039; Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Trapfinding&#039;&#039; A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The golden dial&#039;&#039; May use each of these abilities once per day:&lt;br /&gt;
 * Turn Undead. As level I cleric with no cha bonus.&lt;br /&gt;
 * Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.&lt;br /&gt;
 * Detect Undead: Reveals undead within 60 ft.&lt;br /&gt;
 * Hide from Undead: Undead can’t perceive one subject/level.&lt;br /&gt;
 * Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Racial Features==&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039; Humanoid (Human) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Size:&#039;&#039;&#039; Medium &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30 feet &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bonus Feat:&#039;&#039;&#039; Humans select one extra feat at 1st level. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skilled:&#039;&#039;&#039; Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
Leather armour (10gp) &amp;lt;br&amp;gt;&lt;br /&gt;
3 daggers / 1d4 slashing piercing thrown (6gp) &amp;lt;br&amp;gt;&lt;br /&gt;
short sword / 1d6 piercing (10gp) &amp;lt;br&amp;gt;&lt;br /&gt;
light mace / 1d6 blunt (5gp) &amp;lt;br&amp;gt;&lt;br /&gt;
heavy crossbow / 1d10 piercing ranged slow reload (50gp) &amp;lt;br&amp;gt;&lt;br /&gt;
10 crossbow quarrels (1gp) &amp;lt;br&amp;gt;&lt;br /&gt;
Thieves Tools / common (30gp) &amp;lt;br&amp;gt;&lt;br /&gt;
Light horse (75gp) &amp;lt;br&amp;gt;&lt;br /&gt;
Hemp rope / 50 ft (1gp) &amp;lt;br&amp;gt;&lt;br /&gt;
String / 50ft (1cp) &amp;lt;br&amp;gt;&lt;br /&gt;
5 torches (5cp) &amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=XCOM_-_The_Beginning/Characters/Kate_Reeves&amp;diff=270279</id>
		<title>XCOM - The Beginning/Characters/Kate Reeves</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=XCOM_-_The_Beginning/Characters/Kate_Reeves&amp;diff=270279"/>
		<updated>2014-09-16T23:24:52Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:XCOM - The Beginning Characters Kate.jpg|right|Lawkie cosplaying Kate]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-variant: small-caps;&amp;quot;&lt;br /&gt;
|+ Kate Reeve, Level 1 Warrior&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | Score &lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | Mod&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Strength&lt;br /&gt;
| 8 ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Attack Bonus&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Intelligence&lt;br /&gt;
| 10 ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Physical Effect Save&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Dexterity&lt;br /&gt;
| 14 || +1&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Mental Effect Save&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Wisdom&lt;br /&gt;
| 11 ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Evasion Save&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Constitution&lt;br /&gt;
| 17 || +1&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Technology Save&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Charisma&lt;br /&gt;
| 10 ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Luck Save&lt;br /&gt;
| 13&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | Max&lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | Current&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Hit Points&lt;br /&gt;
| 9 || 9&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Armor Class&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Psi Points&lt;br /&gt;
| ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | (vs tech 3+)&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | System Strain&lt;br /&gt;
| || &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Weapons&lt;br /&gt;
! Weapon !! AB !! Damage !! Range !! Ammo&lt;br /&gt;
|-&lt;br /&gt;
| Knife || +2 || 1d4 || 6/9 || -&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed || -1 || 1d2 || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Skills&lt;br /&gt;
! Skills !! Level !! Class?&lt;br /&gt;
|-&lt;br /&gt;
| Culture/North American* || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| Profession/Barmaid || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Vehicle/Land || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| Athletics || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Business || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| Combat/Primitive || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Culture/Criminal || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| Gambling || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| Perception || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Persuade || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| Security || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| Stealth || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Tech/Mechanical || 0 || hobby&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Miscellaneous&lt;br /&gt;
|-&lt;br /&gt;
! Appearance&lt;br /&gt;
| Late 20s/early 30s, 5&#039;3&amp;quot;, athletic build, fair skin, dark hair cut in a long bob (or tied back), fashionable but cheap clothing.&lt;br /&gt;
|-&lt;br /&gt;
! Gear&lt;br /&gt;
| Leather Jack, Knife, Messenger bag (as backpack), Original model iPhone with cracked screen, mechanic&#039;s toolkit, small toolkit, lockpick set&lt;br /&gt;
|-&lt;br /&gt;
! $&lt;br /&gt;
| broke, skint, behind on rent&lt;br /&gt;
|-&lt;br /&gt;
! Background notes&lt;br /&gt;
| Do you know Kate? Maybe she sold you a Latte in the Black Bean, that trendy cafe in the college district?&lt;br /&gt;
Do you remember the short lady with the dark hair tied back? Did you tip?&lt;br /&gt;
Perhaps we all look the same in uniform. &#039;&#039;It doesn&#039;t pay to stand out.&#039;&#039;&lt;br /&gt;
Perhaps we spoke. After the morning rush of students and office workers looking to get their fix, it&#039;s a friendly place.&lt;br /&gt;
&#039;&#039;Friendly but professional Kate, you need this job.&#039;&#039;&lt;br /&gt;
There&#039;s a professor who&#039;s a regular, never looks like they got a good night&#039;s sleep. &#039;&#039;I know the feeling.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Trendy cafes not your thing? Perhaps you&#039;ve been to the Forester&#039;s on a Friday night?&lt;br /&gt;
Did you come for the local brand of rock bands doing a passable Guns&amp;amp;Roses cover, or just a dark beer in a dark corner?&lt;br /&gt;
Do you remember the cute barmaid in the blue jeans and pretty top? &#039;&#039;Cute gets tips, sexy gets trouble&#039;&#039;&lt;br /&gt;
Were you still there at closing time when that junkie asshole tried to rob the place?&lt;br /&gt;
Bet you didn&#039;t expect Kate to be pulling him off the security and sending him on his way with a fresh scar to remember not to come back.&lt;br /&gt;
&#039;&#039;I don&#039;t start trouble, I just end it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Maybe you&#039;ve just seen Kate.&lt;br /&gt;
Running on the sidewalk, head up and eyes forward. Not a jog, a run with purpose. She even makes it look effortless.&lt;br /&gt;
If you follow such things, she did quite well in the city marathon. Nothing like the pros, but well enough to make the local paper.&lt;br /&gt;
Perhaps you saw her on that beaten up deathtrap of a bike, running a red light. &#039;&#039;I was late for work! Better fined than fired.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Family and close friends&lt;br /&gt;
|&lt;br /&gt;
* Annie Reeves (mother) - Denver Suburbs&lt;br /&gt;
* Peter Reeves (father) - Location Unknown&lt;br /&gt;
* Lucy Trent (older sister), her husband Mike and son Tyler (9) - Boulder&lt;br /&gt;
* Callum Stevenson (boyfriend) - Denver Inner-city&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=XCOM_-_The_Beginning/Characters/Kate_Reeves&amp;diff=270221</id>
		<title>XCOM - The Beginning/Characters/Kate Reeves</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=XCOM_-_The_Beginning/Characters/Kate_Reeves&amp;diff=270221"/>
		<updated>2014-09-15T22:14:43Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: lost motorbike&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:XCOM - The Beginning Characters Kate.jpg|right|Lawkie cosplaying Kate]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-variant: small-caps;&amp;quot;&lt;br /&gt;
|+ Kate Reeve, Level 1 Warrior&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | Score &lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | Mod&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Strength&lt;br /&gt;
| 8 ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Attack Bonus&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Intelligence&lt;br /&gt;
| 10 ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Physical Effect Save&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Dexterity&lt;br /&gt;
| 14 || +1&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Mental Effect Save&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Wisdom&lt;br /&gt;
| 11 ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Evasion Save&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Constitution&lt;br /&gt;
| 17 || +1&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Technology Save&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Charisma&lt;br /&gt;
| 10 ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Luck Save&lt;br /&gt;
| 13&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | Max&lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | Current&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Hit Points&lt;br /&gt;
| 9 || 9&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Armor Class&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Psi Points&lt;br /&gt;
| ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | (vs tech 3+)&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | System Strain&lt;br /&gt;
| || &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Weapons&lt;br /&gt;
! Weapon !! AB !! Damage !! Range !! Ammo&lt;br /&gt;
|-&lt;br /&gt;
| Knife || +2 || 1d4 || 6/9 || -&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed || -1 || 1d2 || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Skills&lt;br /&gt;
! Skills !! Level !! Class?&lt;br /&gt;
|-&lt;br /&gt;
| Culture/North American* || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| Profession/Barmaid || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Vehicle/Land || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| Athletics || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Business || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| Combat/Primitive || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Culture/Criminal || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| Gambling || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| Perception || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Persuade || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| Security || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| Stealth || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Tech/Mechanical || 0 || hobby&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Miscellaneous&lt;br /&gt;
|-&lt;br /&gt;
! Appearance&lt;br /&gt;
| Late 20s/early 30s, 5&#039;3&amp;quot;, athletic build, fair skin, dark hair cut in a long bob (or tied back), fashionable but cheap clothing.&lt;br /&gt;
|-&lt;br /&gt;
! Gear&lt;br /&gt;
| Leather Jack, Knife, Messenger bag (as backpack), Original model iPhone with cracked screen, mechanic&#039;s toolkit, small toolkit, lockpick set&lt;br /&gt;
|-&lt;br /&gt;
! $&lt;br /&gt;
| broke, skint, behind on rent&lt;br /&gt;
|-&lt;br /&gt;
! Background notes&lt;br /&gt;
| Do you know Kate? Maybe she sold you a Latte in the Black Bean, that trendy cafe in the college district?&lt;br /&gt;
Do you remember the short lady with the dark hair tied back? Did you tip?&lt;br /&gt;
Perhaps we all look the same in uniform. &#039;&#039;It doesn&#039;t pay to stand out.&#039;&#039;&lt;br /&gt;
Perhaps we spoke. After the morning rush of students and office workers looking to get their fix, it&#039;s a friendly place.&lt;br /&gt;
&#039;&#039;Friendly but professional Kate, you need this job.&#039;&#039;&lt;br /&gt;
There&#039;s a professor who&#039;s a regular, never looks like they got a good night&#039;s sleep. &#039;&#039;I know the feeling.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Trendy cafes not your thing? Perhaps you&#039;ve been to the Forester&#039;s on a Friday night?&lt;br /&gt;
Did you come for the local brand of rock bands doing a passable Guns&amp;amp;Roses cover, or just a dark beer in a dark corner?&lt;br /&gt;
Do you remember the cute barmaid in the blue jeans and pretty top? &#039;&#039;Cute gets tips, sexy gets trouble&#039;&#039;&lt;br /&gt;
Were you still there at closing time when that junkie asshole tried to rob the place?&lt;br /&gt;
Bet you didn&#039;t expect Kate to be pulling him off the security and sending him on his way with a fresh scar to remember not to come back.&lt;br /&gt;
&#039;&#039;I don&#039;t start trouble, I just end it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Maybe you&#039;ve just seen Kate.&lt;br /&gt;
Running on the sidewalk, head up and eyes forward. Not a jog, a run with purpose. She even makes it look effortless.&lt;br /&gt;
If you follow such things, she did quite well in the city marathon. Nothing like the pros, but well enough to make the local paper.&lt;br /&gt;
Perhaps you saw her on that beaten up deathtrap of a bike, running a red light. &#039;&#039;I was late for work! Better fined than fired.&#039;&#039;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=XCOM_-_The_Beginning/Characters/Kate_Reeves&amp;diff=269701</id>
		<title>XCOM - The Beginning/Characters/Kate Reeves</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=XCOM_-_The_Beginning/Characters/Kate_Reeves&amp;diff=269701"/>
		<updated>2014-09-06T01:26:00Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:XCOM - The Beginning Characters Kate.jpg|right|Lawkie cosplaying Kate]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-variant: small-caps;&amp;quot;&lt;br /&gt;
|+ Kate Reeve, Level 1 Warrior&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | Score &lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | Mod&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Strength&lt;br /&gt;
| 8 ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Attack Bonus&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Intelligence&lt;br /&gt;
| 10 ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Physical Effect Save&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Dexterity&lt;br /&gt;
| 14 || +1&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Mental Effect Save&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Wisdom&lt;br /&gt;
| 11 ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Evasion Save&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Constitution&lt;br /&gt;
| 17 || +1&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Technology Save&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Charisma&lt;br /&gt;
| 10 ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Luck Save&lt;br /&gt;
| 13&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | Max&lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | Current&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Hit Points&lt;br /&gt;
| 9 || 9&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Armor Class&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Psi Points&lt;br /&gt;
| ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | (vs tech 3+)&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | System Strain&lt;br /&gt;
| || &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Weapons&lt;br /&gt;
! Weapon !! AB !! Damage !! Range !! Ammo&lt;br /&gt;
|-&lt;br /&gt;
| Knife || +2 || 1d4 || 6/9 || -&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed || -1 || 1d2 || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Skills&lt;br /&gt;
! Skills !! Level !! Class?&lt;br /&gt;
|-&lt;br /&gt;
| Culture/North American* || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| Profession/Barmaid || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Vehicle/Land || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| Athletics || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Business || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| Combat/Primitive || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Culture/Criminal || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| Gambling || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| Perception || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Persuade || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| Security || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| Stealth || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Tech/Mechanical || 0 || hobby&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Miscellaneous&lt;br /&gt;
|-&lt;br /&gt;
! Appearance&lt;br /&gt;
| Late 20s/early 30s, 5&#039;3&amp;quot;, athletic build, fair skin, dark hair cut in a long bob (or tied back), fashionable but cheap clothing.&lt;br /&gt;
|-&lt;br /&gt;
! Gear&lt;br /&gt;
| Leather Jack, Knife, Messenger bag (as backpack), Original model iPhone with cracked screen, 75cc motorbike (almost out of gas), mechanic&#039;s toolkit, small toolkit, lockpick set&lt;br /&gt;
|-&lt;br /&gt;
! $&lt;br /&gt;
| broke, skint, behind on rent&lt;br /&gt;
|-&lt;br /&gt;
! Background notes&lt;br /&gt;
| Do you know Kate? Maybe she sold you a Latte in the Black Bean, that trendy cafe in the college district?&lt;br /&gt;
Do you remember the short lady with the dark hair tied back? Did you tip?&lt;br /&gt;
Perhaps we all look the same in uniform. &#039;&#039;It doesn&#039;t pay to stand out.&#039;&#039;&lt;br /&gt;
Perhaps we spoke. After the morning rush of students and office workers looking to get their fix, it&#039;s a friendly place.&lt;br /&gt;
&#039;&#039;Friendly but professional Kate, you need this job.&#039;&#039;&lt;br /&gt;
There&#039;s a professor who&#039;s a regular, never looks like they got a good night&#039;s sleep. &#039;&#039;I know the feeling.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Trendy cafes not your thing? Perhaps you&#039;ve been to the Forester&#039;s on a Friday night?&lt;br /&gt;
Did you come for the local brand of rock bands doing a passable Guns&amp;amp;Roses cover, or just a dark beer in a dark corner?&lt;br /&gt;
Do you remember the cute barmaid in the blue jeans and pretty top? &#039;&#039;Cute gets tips, sexy gets trouble&#039;&#039;&lt;br /&gt;
Were you still there at closing time when that junkie asshole tried to rob the place?&lt;br /&gt;
Bet you didn&#039;t expect Kate to be pulling him off the security and sending him on his way with a fresh scar to remember not to come back.&lt;br /&gt;
&#039;&#039;I don&#039;t start trouble, I just end it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Maybe you&#039;ve just seen Kate.&lt;br /&gt;
Running on the sidewalk, head up and eyes forward. Not a jog, a run with purpose. She even makes it look effortless.&lt;br /&gt;
If you follow such things, she did quite well in the city marathon. Nothing like the pros, but well enough to make the local paper.&lt;br /&gt;
Perhaps you saw her on that beaten up deathtrap of a bike, running a red light. &#039;&#039;I was late for work! Better fined than fired.&#039;&#039;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=XCOM_-_The_Beginning/Characters/Chae_Seon_%22Jason%22_Im&amp;diff=269664</id>
		<title>XCOM - The Beginning/Characters/Chae Seon &quot;Jason&quot; Im</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=XCOM_-_The_Beginning/Characters/Chae_Seon_%22Jason%22_Im&amp;diff=269664"/>
		<updated>2014-09-05T19:28:05Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:XCOM - The Beginning Characters Jason.jpg|right|Brightbeam cosplays Jason]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-variant: small-caps;&amp;quot;&lt;br /&gt;
|+ Jason (Chae Seon) Im, Level 1 Expert&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | Score &lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | Mod&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Strength&lt;br /&gt;
| 13 ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Attack Bonus&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Intelligence&lt;br /&gt;
| 16 || +1&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Physical Effect Save&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Dexterity&lt;br /&gt;
| 13 ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Mental Effect Save&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Wisdom&lt;br /&gt;
| 10 ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Evasion Save&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Constitution&lt;br /&gt;
| 12 ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Technology Save&lt;br /&gt;
| 11&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Charisma&lt;br /&gt;
| 15 || +1&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Luck Save&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | Max&lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | Current&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Hit Points&lt;br /&gt;
| 6 || 6&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Armor Class&lt;br /&gt;
| 9&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Psi Points&lt;br /&gt;
| ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | (vs tech 3+)&lt;br /&gt;
| 9&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | System Strain&lt;br /&gt;
| || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Weapons&lt;br /&gt;
! Weapon !! AB !! Damage !! Range !! Ammo&lt;br /&gt;
|-&lt;br /&gt;
| Rifle || 0 || 1d10+2 || 200/400 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed || 0 || 1d2 || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Skills&lt;br /&gt;
! Skills !! Level !! Class?&lt;br /&gt;
|-&lt;br /&gt;
| Artist (musician) || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Language (Korean and English) || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Steward || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Combat/unarmed || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| Bureaucracy|| 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Culture/Traveller || 0 || n/a&lt;br /&gt;
|-&lt;br /&gt;
| Perception || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Science|| 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Tech/Mechanical|| 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Tech/Medical|| 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Vehicle/Land|| 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Leadership || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Combat/projectile || 0 || hobby&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Miscellaneous&lt;br /&gt;
|-&lt;br /&gt;
! Appearance&lt;br /&gt;
| Early 20s, tall by east Asian standards, average for an American. Thin build. Clean shaven with short black hair in a conservative style. Tends to wear shirt and trousers when not in scrubs.&lt;br /&gt;
|-&lt;br /&gt;
! Gear&lt;br /&gt;
| hunting rifle + 20 rounds, backpack full of notes and textbooks, Samsung Galaxy smartphone, medkit, Hyundai compact car.&lt;br /&gt;
|-&lt;br /&gt;
! $&lt;br /&gt;
| 7000&lt;br /&gt;
|-&lt;br /&gt;
! Background notes&lt;br /&gt;
| Born to Korean parents in northern California, Jason (only his family use the korean pronunciation) enjoyed a wealthy middle class upbringing and attended good private schools. Unfortunately the mild racism due to even a wealthy immigrant family is matched by being treated as a foreigner when visiting Korea as well. While proud of his heritage, he considers himself American if pressed on the matter.&lt;br /&gt;
As a final year medical student, his time is split between study at the college and internship at the nearby hospital&#039;s minor injury clinic, leaving little time for leisure.&lt;br /&gt;
He is a member of a local firing range and the NRA. While he sees no conflict with the Hippocratic oath, he takes safe handling of firearms very seriously and you can expect a stern lecture if you show poor trigger discipline or leave the safety off in the holster.&lt;br /&gt;
Was captain of the baseball &#039;B&#039; team in the 2nd year of college, but gave it up due to time pressure; choosing to put his studies first. His physical fitness has declined a little since then. &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:XCOM_-_The_Beginning_Characters_Jason.jpg&amp;diff=269663</id>
		<title>File:XCOM - The Beginning Characters Jason.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:XCOM_-_The_Beginning_Characters_Jason.jpg&amp;diff=269663"/>
		<updated>2014-09-05T19:26:31Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=XCOM_-_The_Beginning/Characters/Kate_Reeves&amp;diff=269662</id>
		<title>XCOM - The Beginning/Characters/Kate Reeves</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=XCOM_-_The_Beginning/Characters/Kate_Reeves&amp;diff=269662"/>
		<updated>2014-09-05T18:59:42Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:XCOM - The Beginning Characters Kate.jpg|right|Lawkie cosplaying Kate]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-variant: small-caps;&amp;quot;&lt;br /&gt;
|+ Kate Reeve, Level 1 Warrior&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | Score &lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | Mod&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Strength&lt;br /&gt;
| 8 ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Attack Bonus&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Intelligence&lt;br /&gt;
| 10 ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Physical Effect Save&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Dexterity&lt;br /&gt;
| 14 || +1&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Mental Effect Save&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Wisdom&lt;br /&gt;
| 11 ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Evasion Save&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Constitution&lt;br /&gt;
| 17 || +1&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Technology Save&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Charisma&lt;br /&gt;
| 10 ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Luck Save&lt;br /&gt;
| 13&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | Max&lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | Current&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Hit Points&lt;br /&gt;
| 9 || 9&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Armor Class&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Psi Points&lt;br /&gt;
| ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | (vs tech 3+)&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | System Strain&lt;br /&gt;
| || &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Weapons&lt;br /&gt;
! Weapon !! AB !! Damage !! Range !! Ammo&lt;br /&gt;
|-&lt;br /&gt;
| Knife || +2 || 1d4 || 6/9 || -&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed || -1 || 1d2 || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Skills&lt;br /&gt;
! Skills !! Level !! Class?&lt;br /&gt;
|-&lt;br /&gt;
| Culture/North American* || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| Profession/Barmaid || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Vehicle/Land || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| Athletics || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Business || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| Combat/Primitive || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Culture/Criminal || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| Gambling || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| Perception || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Persuade || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| Security || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| Stealth || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Tech/Mechanical || 0 || hobby&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Miscellaneous&lt;br /&gt;
|-&lt;br /&gt;
! Appearance&lt;br /&gt;
| Late 20s/early 30s, 5&#039;3&amp;quot;, athletic build, fair skin, dark hair cut in a long bob (or tied back), fashionable but cheap clothing.&lt;br /&gt;
|-&lt;br /&gt;
! Gear&lt;br /&gt;
| Leather Jack, Knife, Messenger bag (as backpack), Original model iPhone with cracked screen, 75cc motorbike (almost out of gas), mechanic&#039;s toolkit&lt;br /&gt;
|-&lt;br /&gt;
! $&lt;br /&gt;
| broke, skint, behind on rent&lt;br /&gt;
|-&lt;br /&gt;
! Background notes&lt;br /&gt;
| Do you know Kate? Maybe she sold you a Latte in the Black Bean, that trendy cafe in the college district?&lt;br /&gt;
Do you remember the short lady with the dark hair tied back? Did you tip?&lt;br /&gt;
Perhaps we all look the same in uniform. &#039;&#039;It doesn&#039;t pay to stand out.&#039;&#039;&lt;br /&gt;
Perhaps we spoke. After the morning rush of students and office workers looking to get their fix, it&#039;s a friendly place.&lt;br /&gt;
&#039;&#039;Friendly but professional Kate, you need this job.&#039;&#039;&lt;br /&gt;
There&#039;s a professor who&#039;s a regular, never looks like they got a good night&#039;s sleep. &#039;&#039;I know the feeling.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Trendy cafes not your thing? Perhaps you&#039;ve been to the Forester&#039;s on a Friday night?&lt;br /&gt;
Did you come for the local brand of rock bands doing a passable Guns&amp;amp;Roses cover, or just a dark beer in a dark corner?&lt;br /&gt;
Do you remember the cute barmaid in the blue jeans and pretty top? &#039;&#039;Cute gets tips, sexy gets trouble&#039;&#039;&lt;br /&gt;
Were you still there at closing time when that junkie asshole tried to rob the place?&lt;br /&gt;
Bet you didn&#039;t expect Kate to be pulling him off the security and sending him on his way with a fresh scar to remember not to come back.&lt;br /&gt;
&#039;&#039;I don&#039;t start trouble, I just end it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Maybe you&#039;ve just seen Kate.&lt;br /&gt;
Running on the sidewalk, head up and eyes forward. Not a jog, a run with purpose. She even makes it look effortless.&lt;br /&gt;
If you follow such things, she did quite well in the city marathon. Nothing like the pros, but well enough to make the local paper.&lt;br /&gt;
Perhaps you saw her on that beaten up deathtrap of a bike, running a red light. &#039;&#039;I was late for work! Better fined than fired.&#039;&#039;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:XCOM_-_The_Beginning_Characters_Kate.jpg&amp;diff=269661</id>
		<title>File:XCOM - The Beginning Characters Kate.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:XCOM_-_The_Beginning_Characters_Kate.jpg&amp;diff=269661"/>
		<updated>2014-09-05T18:55:32Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=XCOM_-_The_Beginning/Characters/Chae_Seon_%22Jason%22_Im&amp;diff=269624</id>
		<title>XCOM - The Beginning/Characters/Chae Seon &quot;Jason&quot; Im</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=XCOM_-_The_Beginning/Characters/Chae_Seon_%22Jason%22_Im&amp;diff=269624"/>
		<updated>2014-09-05T02:16:15Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: Created page with &amp;quot;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-variant: small-caps;&amp;quot; |+ Jason (Chae Seon) Im, Level 1 Expert |- | style=&amp;quot;border: none;&amp;quot; |  | style=&amp;quot;border: none;&amp;quot; | Score  | style=&amp;quot;border: ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-variant: small-caps;&amp;quot;&lt;br /&gt;
|+ Jason (Chae Seon) Im, Level 1 Expert&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | Score &lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | Mod&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Strength&lt;br /&gt;
| 13 ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Attack Bonus&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Intelligence&lt;br /&gt;
| 16 || +1&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Physical Effect Save&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Dexterity&lt;br /&gt;
| 13 ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Mental Effect Save&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Wisdom&lt;br /&gt;
| 10 ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Evasion Save&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Constitution&lt;br /&gt;
| 12 ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Technology Save&lt;br /&gt;
| 11&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Charisma&lt;br /&gt;
| 15 || +1&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Luck Save&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | Max&lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | Current&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Hit Points&lt;br /&gt;
| 6 || 6&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Armor Class&lt;br /&gt;
| 9&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Psi Points&lt;br /&gt;
| ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | (vs tech 3+)&lt;br /&gt;
| 9&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | System Strain&lt;br /&gt;
| || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Weapons&lt;br /&gt;
! Weapon !! AB !! Damage !! Range !! Ammo&lt;br /&gt;
|-&lt;br /&gt;
| Rifle || 0 || 1d10+2 || 200/400 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed || 0 || 1d2 || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Skills&lt;br /&gt;
! Skills !! Level !! Class?&lt;br /&gt;
|-&lt;br /&gt;
| Artist (musician) || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Language (Korean and English) || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Steward || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Combat/unarmed || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| Bureaucracy|| 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Culture/Traveller || 0 || n/a&lt;br /&gt;
|-&lt;br /&gt;
| Perception || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Science|| 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Tech/Mechanical|| 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Tech/Medical|| 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Vehicle/Land|| 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Leadership || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Combat/projectile || 0 || hobby&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Miscellaneous&lt;br /&gt;
|-&lt;br /&gt;
! Appearance&lt;br /&gt;
| Early 20s, tall by east Asian standards, average for an American. Thin build. Clean shaven with short black hair in a conservative style. Tends to wear shirt and trousers when not in scrubs.&lt;br /&gt;
|-&lt;br /&gt;
! Gear&lt;br /&gt;
| hunting rifle + 20 rounds, backpack full of notes and textbooks, Samsung Galaxy smartphone, medkit, Hyundai compact car.&lt;br /&gt;
|-&lt;br /&gt;
! $&lt;br /&gt;
| 7000&lt;br /&gt;
|-&lt;br /&gt;
! Background notes&lt;br /&gt;
| Born to Korean parents in northern California, Jason (only his family use the korean pronunciation) enjoyed a wealthy middle class upbringing and attended good private schools. Unfortunately the mild racism due to even a wealthy immigrant family is matched by being treated as a foreigner when visiting Korea as well. While proud of his heritage, he considers himself American if pressed on the matter.&lt;br /&gt;
As a final year medical student, his time is split between study at the college and internship at the nearby hospital&#039;s minor injury clinic, leaving little time for leisure.&lt;br /&gt;
He is a member of a local firing range and the NRA. While he sees no conflict with the Hippocratic oath, he takes safe handling of firearms very seriously and you can expect a stern lecture if you show poor trigger discipline or leave the safety off in the holster.&lt;br /&gt;
Was captain of the baseball &#039;B&#039; team in the 2nd year of college, but gave it up due to time pressure; choosing to put his studies first. His physical fitness has declined a little since then. &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=XCOM_-_The_Beginning/Characters/Kate_Reeves&amp;diff=269623</id>
		<title>XCOM - The Beginning/Characters/Kate Reeves</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=XCOM_-_The_Beginning/Characters/Kate_Reeves&amp;diff=269623"/>
		<updated>2014-09-05T02:05:33Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-variant: small-caps;&amp;quot;&lt;br /&gt;
|+ Kate Reeve, Level 1 Warrior&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | Score &lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | Mod&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Strength&lt;br /&gt;
| 8 ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Attack Bonus&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Intelligence&lt;br /&gt;
| 10 ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Physical Effect Save&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Dexterity&lt;br /&gt;
| 14 || +1&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Mental Effect Save&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Wisdom&lt;br /&gt;
| 11 ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Evasion Save&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Constitution&lt;br /&gt;
| 17 || +1&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Technology Save&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Charisma&lt;br /&gt;
| 10 ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Luck Save&lt;br /&gt;
| 13&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | Max&lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | Current&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Hit Points&lt;br /&gt;
| 9 || 9&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Armor Class&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Psi Points&lt;br /&gt;
| ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | (vs tech 3+)&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | System Strain&lt;br /&gt;
| || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Weapons&lt;br /&gt;
! Weapon !! AB !! Damage !! Range !! Ammo&lt;br /&gt;
|-&lt;br /&gt;
| Knife || +2 || 1d4 || 6/9 || -&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed || -1 || 1d2 || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Skills&lt;br /&gt;
! Skills !! Level !! Class?&lt;br /&gt;
|-&lt;br /&gt;
| Culture/North American* || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| Profession/Barmaid || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Vehicle/Land || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| Athletics || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Business || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| Combat/Primitive || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Culture/Criminal || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| Gambling || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| Perception || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Persuade || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| Security || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| Stealth || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Tech/Mechanical || 0 || hobby&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Miscellaneous&lt;br /&gt;
|-&lt;br /&gt;
! Appearance&lt;br /&gt;
| Late 20s/early 30s, 5&#039;3&amp;quot;, athletic build, fair skin, dark hair cut in a long bob (or tied back), fashionable but cheap clothing.&lt;br /&gt;
|-&lt;br /&gt;
! Gear&lt;br /&gt;
| Leather Jack, Knife, Messenger bag (as backpack), Original model iPhone with cracked screen, 75cc motorbike (almost out of gas), mechanic&#039;s toolkit&lt;br /&gt;
|-&lt;br /&gt;
! $&lt;br /&gt;
| broke, skint, behind on rent&lt;br /&gt;
|-&lt;br /&gt;
! Background notes&lt;br /&gt;
| Do you know Kate? Maybe she sold you a Latte in the Black Bean, that trendy cafe in the college district?&lt;br /&gt;
Do you remember the short lady with the dark hair tied back? Did you tip?&lt;br /&gt;
Perhaps we all look the same in uniform. &#039;&#039;It doesn&#039;t pay to stand out.&#039;&#039;&lt;br /&gt;
Perhaps we spoke. After the morning rush of students and office workers looking to get their fix, it&#039;s a friendly place.&lt;br /&gt;
&#039;&#039;Friendly but professional Kate, you need this job.&#039;&#039;&lt;br /&gt;
There&#039;s a professor who&#039;s a regular, never looks like they got a good night&#039;s sleep. &#039;&#039;I know the feeling.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Trendy cafes not your thing? Perhaps you&#039;ve been to the Forester&#039;s on a Friday night?&lt;br /&gt;
Did you come for the local brand of rock bands doing a passable Guns&amp;amp;Roses cover, or just a dark beer in a dark corner?&lt;br /&gt;
Do you remember the cute barmaid in the blue jeans and pretty top? &#039;&#039;Cute gets tips, sexy gets trouble&#039;&#039;&lt;br /&gt;
Were you still there at closing time when that junkie asshole tried to rob the place?&lt;br /&gt;
Bet you didn&#039;t expect Kate to be pulling him off the security and sending him on his way with a fresh scar to remember not to come back.&lt;br /&gt;
&#039;&#039;I don&#039;t start trouble, I just end it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Maybe you&#039;ve just seen Kate.&lt;br /&gt;
Running on the sidewalk, head up and eyes forward. Not a jog, a run with purpose. She even makes it look effortless.&lt;br /&gt;
If you follow such things, she did quite well in the city marathon. Nothing like the pros, but well enough to make the local paper.&lt;br /&gt;
Perhaps you saw her on that beaten up deathtrap of a bike, running a red light. &#039;&#039;I was late for work! Better fined than fired.&#039;&#039;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=XCOM_-_The_Beginning/Characters/Kate_Reeves&amp;diff=269622</id>
		<title>XCOM - The Beginning/Characters/Kate Reeves</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=XCOM_-_The_Beginning/Characters/Kate_Reeves&amp;diff=269622"/>
		<updated>2014-09-05T02:01:58Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: Created page with &amp;quot;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-variant: small-caps;&amp;quot; |+ Kate Reeve, Level 1 Warrior |- | style=&amp;quot;border: none;&amp;quot; |  | style=&amp;quot;border: none;&amp;quot; | Score  | style=&amp;quot;border: none;&amp;quot; | ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-variant: small-caps;&amp;quot;&lt;br /&gt;
|+ Kate Reeve, Level 1 Warrior&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | Score &lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | Mod&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Strength&lt;br /&gt;
| 8 ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Attack Bonus&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Intelligence&lt;br /&gt;
| 10 ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Physical Effect Save&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Dexterity&lt;br /&gt;
| 14 || +1&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Mental Effect Save&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Wisdom&lt;br /&gt;
| 11 ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Evasion Save&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Constitution&lt;br /&gt;
| 17 || +1&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Technology Save&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Charisma&lt;br /&gt;
| 10 ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Luck Save&lt;br /&gt;
| 13&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | Max&lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | Current&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Hit Points&lt;br /&gt;
| 9 || 9&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Armor Class&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Psi Points&lt;br /&gt;
| ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | (vs tech 3+)&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | System Strain&lt;br /&gt;
| || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Weapons&lt;br /&gt;
! Weapon !! AB !! Damage !! Range !! Ammo&lt;br /&gt;
|-&lt;br /&gt;
| Knife || +2 || 1d4 || 6/9 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Skills&lt;br /&gt;
! Skills !! Level !! Class?&lt;br /&gt;
|-&lt;br /&gt;
| Culture/North American* || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| Profession/Barmaid || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Vehicle/Land || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| Athletics || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Business || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| Combat/Primitive || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Culture/Criminal || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| Gambling || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| Perception || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Persuade || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| Security || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| Stealth || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Tech/Mechanical || 0 || hobby&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Miscellaneous&lt;br /&gt;
|-&lt;br /&gt;
! Appearance&lt;br /&gt;
| Late 20s/early 30s, 5&#039;3&amp;quot;, athletic build, fair skin, dark hair cut in a long bob (or tied back), fashionable but cheap clothing.&lt;br /&gt;
|-&lt;br /&gt;
! Gear&lt;br /&gt;
| Leather Jack, Knife, Messenger bag (as backpack), Original model iPhone with cracked screen, 75cc motorbike (almost out of gas), mechanic&#039;s toolkit&lt;br /&gt;
|-&lt;br /&gt;
! $&lt;br /&gt;
| broke, skint, behind on rent&lt;br /&gt;
|-&lt;br /&gt;
! Background notes&lt;br /&gt;
| Do you know Kate? Maybe she sold you a Latte in the Black Bean, that trendy cafe in the college district?&lt;br /&gt;
Do you remember the short lady with the dark hair tied back? Did you tip?&lt;br /&gt;
Perhaps we all look the same in uniform. &#039;&#039;It doesn&#039;t pay to stand out.&#039;&#039;&lt;br /&gt;
Perhaps we spoke. After the morning rush of students and office workers looking to get their fix, it&#039;s a friendly place.&lt;br /&gt;
&#039;&#039;Friendly but professional Kate, you need this job.&#039;&#039;&lt;br /&gt;
There&#039;s a professor who&#039;s a regular, never looks like they got a good night&#039;s sleep. &#039;&#039;I know the feeling.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Trendy cafes not your thing? Perhaps you&#039;ve been to the Forester&#039;s on a Friday night?&lt;br /&gt;
Did you come for the local brand of rock bands doing a passable Guns&amp;amp;Roses cover, or just a dark beer in a dark corner?&lt;br /&gt;
Do you remember the cute barmaid in the blue jeans and pretty top? &#039;&#039;Cute gets tips, sexy gets trouble&#039;&#039;&lt;br /&gt;
Were you still there at closing time when that junkie asshole tried to rob the place?&lt;br /&gt;
Bet you didn&#039;t expect Kate to be pulling him off the security and sending him on his way with a fresh scar to remember not to come back.&lt;br /&gt;
&#039;&#039;I don&#039;t start trouble, I just end it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Maybe you&#039;ve just seen Kate.&lt;br /&gt;
Running on the sidewalk, head up and eyes forward. Not a jog, a run with purpose. She even makes it look effortless.&lt;br /&gt;
If you follow such things, she did quite well in the city marathon. Nothing like the pros, but well enough to make the local paper.&lt;br /&gt;
Perhaps you saw her on that beaten up deathtrap of a bike, running a red light. &#039;&#039;I was late for work! Better fined than fired.&#039;&#039;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Cedric_Gudricsson&amp;diff=169767</id>
		<title>Cedric Gudricsson</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Cedric_Gudricsson&amp;diff=169767"/>
		<updated>2011-01-20T22:15:11Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: /* Gear and Treasure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Campaign Link:&#039;&#039;&#039; [[RC_Zeroes2Heroes | RC D&amp;amp;D: Zeroes to Heroes]]&lt;br /&gt;
&lt;br /&gt;
==Biographical Info==&lt;br /&gt;
*&#039;&#039;&#039;Name&#039;&#039;&#039; Cedric Gudricsson&lt;br /&gt;
*&#039;&#039;&#039;Sex&#039;&#039;&#039; Male&lt;br /&gt;
*&#039;&#039;&#039;Age&#039;&#039;&#039; 16&lt;br /&gt;
*&#039;&#039;&#039;Height&#039;&#039;&#039; 5&#039; 7&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Weight&#039;&#039;&#039; 62kg&lt;br /&gt;
*&#039;&#039;&#039;Hair&#039;&#039;&#039; Mousy, short cropped curls. No facial hair.&lt;br /&gt;
*&#039;&#039;&#039;Eyes&#039;&#039;&#039; Blue&lt;br /&gt;
*&#039;&#039;&#039;Skin&#039;&#039;&#039; Lightly tanned&lt;br /&gt;
*&#039;&#039;&#039;History and Personality&#039;&#039;&#039; Cedric was the youngest son of a farming family. He had no patience for pulling up weeds though, and was always in trouble for running off when there was work to be done. After being taught hunting and fishing by his uncle, he could often get forgiveness for skipped chores by bringing home a salmon or rabbit for the table.&lt;br /&gt;
Too young to have learnt the boar spear, when hunting big game he was only carrying equipment for the more experienced huntsmen.&lt;br /&gt;
*&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
Lightly built, healthy looking.&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
*&#039;&#039;&#039;Class&#039;&#039;&#039; Thief&lt;br /&gt;
*&#039;&#039;&#039;Level&#039;&#039;&#039; 1&lt;br /&gt;
*&#039;&#039;&#039;EXP&#039;&#039;&#039; 500 (Req for Next Level: 1200)&lt;br /&gt;
*&#039;&#039;&#039;Alignment&#039;&#039;&#039; Neutral&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;STR&#039;&#039;&#039; 10&lt;br /&gt;
*&#039;&#039;&#039;INT&#039;&#039;&#039; 13 (+1)&lt;br /&gt;
*&#039;&#039;&#039;WIS&#039;&#039;&#039; 10&lt;br /&gt;
*&#039;&#039;&#039;DEX&#039;&#039;&#039; 15 (+1)&lt;br /&gt;
*&#039;&#039;&#039;CON&#039;&#039;&#039; 13 (+1)&lt;br /&gt;
*&#039;&#039;&#039;CHR&#039;&#039;&#039; 13 (+1, +1 reaction mod)&lt;br /&gt;
&lt;br /&gt;
==Combat Stats==&lt;br /&gt;
*&#039;&#039;&#039;THAC0&#039;&#039;&#039; 19 (+1 missiles)&lt;br /&gt;
*&#039;&#039;&#039;AC&#039;&#039;&#039; 7 -1(dex) = 6&lt;br /&gt;
*&#039;&#039;&#039;HP&#039;&#039;&#039; 7/7&lt;br /&gt;
*&#039;&#039;&#039;Move&#039;&#039;&#039; 40&#039;&lt;br /&gt;
*&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;Death Ray or Poison&#039;&#039; 13&lt;br /&gt;
**&#039;&#039;Magic Wands&#039;&#039; 14&lt;br /&gt;
**&#039;&#039;Paralysis or Turn to Stone&#039;&#039; 13&lt;br /&gt;
**&#039;&#039;Dragon Breath&#039;&#039; 16&lt;br /&gt;
**&#039;&#039;Rod, Staff, or Spell&#039;&#039; 15&lt;br /&gt;
&lt;br /&gt;
==Race and Class Abilities==&lt;br /&gt;
Profession: Hunter/Fisher&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: One handed melee weapons and all missile weapons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thief Abilities&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Open Locks&#039;&#039; 15&lt;br /&gt;
* &#039;&#039;Find Traps&#039;&#039; 10&lt;br /&gt;
* &#039;&#039;Remove Traps&#039;&#039; 10&lt;br /&gt;
* &#039;&#039;Climb Walls&#039;&#039; 87&lt;br /&gt;
* &#039;&#039;Move Silently&#039;&#039; 20&lt;br /&gt;
* &#039;&#039;Hide in Shadows&#039;&#039; 10&lt;br /&gt;
* &#039;&#039;Pick Pockets&#039;&#039; 20&lt;br /&gt;
* &#039;&#039;Hear Noise&#039;&#039; 30&lt;br /&gt;
* &#039;&#039;Read Languages&#039;&#039; -&lt;br /&gt;
* &#039;&#039;Use Scroll&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
==Gear and Treasure==&lt;br /&gt;
*&#039;&#039;&#039;Coins&#039;&#039;&#039; 100 &#039;&#039;GP&#039;&#039; 0 &#039;&#039;EP&#039;&#039; 7 &#039;&#039;SP&#039;&#039; 4 &#039;&#039;CP&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
** Normal Sword (1d8)&lt;br /&gt;
** Dagger (1d4)&lt;br /&gt;
** Club (1d4)&lt;br /&gt;
** Sling (1d4, Range 40/80/160) (+1 to hit)&lt;br /&gt;
** 4 pebbles (10cn)&lt;br /&gt;
** 30 pellets&lt;br /&gt;
*&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
** Dark brown Leather Armor (AC 7)&lt;br /&gt;
*&#039;&#039;&#039;Mysterious Items&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Gear&#039;&#039;&#039;&lt;br /&gt;
** Work knife&lt;br /&gt;
** Peasant clothes&lt;br /&gt;
** Belt&lt;br /&gt;
** NEW brown leather boots&lt;br /&gt;
** Short woodland green woollen cloak&lt;br /&gt;
** Brown waxed cloth hat&lt;br /&gt;
** Fishing line&lt;br /&gt;
*** 2 bait hooks&lt;br /&gt;
*** 1 float&lt;br /&gt;
*** 2 snatch hooks&lt;br /&gt;
** tinder box (5cn)&lt;br /&gt;
** leather backpack&lt;br /&gt;
*** small hammer&lt;br /&gt;
*** 6 iron spikes&lt;br /&gt;
*** grappling hook&lt;br /&gt;
*** 50&#039; rope&lt;br /&gt;
*** 3 flasks of oil&lt;br /&gt;
** purse&lt;br /&gt;
** lantern&lt;br /&gt;
** small hessian sack, holds 200cn (1cn)&lt;br /&gt;
*&#039;&#039;&#039;Transportation&#039;&#039;&#039;&lt;br /&gt;
** Chestnut riding horse with white feet &amp;quot;Socks&amp;quot;&lt;br /&gt;
*** Saddle &amp;amp; harness&lt;br /&gt;
*** Saddle bags&lt;br /&gt;
**** tent&lt;br /&gt;
**** 1 week&#039;s dried rations&lt;br /&gt;
**** 1 week&#039;s fresh rations&lt;br /&gt;
**** 3 torches&lt;br /&gt;
** River canoe&lt;br /&gt;
** Suffolk punch (draft horse) &amp;quot;Red&amp;quot;&lt;br /&gt;
** Cart&lt;br /&gt;
*&#039;&#039;&#039;Treasure&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;p&amp;gt; Character in the [[RC Zeroes2Heroes]] campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
($) = party loot&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Cedric_Gudricsson&amp;diff=169766</id>
		<title>Cedric Gudricsson</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Cedric_Gudricsson&amp;diff=169766"/>
		<updated>2011-01-20T22:09:44Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: /* Race and Class Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Campaign Link:&#039;&#039;&#039; [[RC_Zeroes2Heroes | RC D&amp;amp;D: Zeroes to Heroes]]&lt;br /&gt;
&lt;br /&gt;
==Biographical Info==&lt;br /&gt;
*&#039;&#039;&#039;Name&#039;&#039;&#039; Cedric Gudricsson&lt;br /&gt;
*&#039;&#039;&#039;Sex&#039;&#039;&#039; Male&lt;br /&gt;
*&#039;&#039;&#039;Age&#039;&#039;&#039; 16&lt;br /&gt;
*&#039;&#039;&#039;Height&#039;&#039;&#039; 5&#039; 7&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Weight&#039;&#039;&#039; 62kg&lt;br /&gt;
*&#039;&#039;&#039;Hair&#039;&#039;&#039; Mousy, short cropped curls. No facial hair.&lt;br /&gt;
*&#039;&#039;&#039;Eyes&#039;&#039;&#039; Blue&lt;br /&gt;
*&#039;&#039;&#039;Skin&#039;&#039;&#039; Lightly tanned&lt;br /&gt;
*&#039;&#039;&#039;History and Personality&#039;&#039;&#039; Cedric was the youngest son of a farming family. He had no patience for pulling up weeds though, and was always in trouble for running off when there was work to be done. After being taught hunting and fishing by his uncle, he could often get forgiveness for skipped chores by bringing home a salmon or rabbit for the table.&lt;br /&gt;
Too young to have learnt the boar spear, when hunting big game he was only carrying equipment for the more experienced huntsmen.&lt;br /&gt;
*&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
Lightly built, healthy looking.&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
*&#039;&#039;&#039;Class&#039;&#039;&#039; Thief&lt;br /&gt;
*&#039;&#039;&#039;Level&#039;&#039;&#039; 1&lt;br /&gt;
*&#039;&#039;&#039;EXP&#039;&#039;&#039; 500 (Req for Next Level: 1200)&lt;br /&gt;
*&#039;&#039;&#039;Alignment&#039;&#039;&#039; Neutral&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;STR&#039;&#039;&#039; 10&lt;br /&gt;
*&#039;&#039;&#039;INT&#039;&#039;&#039; 13 (+1)&lt;br /&gt;
*&#039;&#039;&#039;WIS&#039;&#039;&#039; 10&lt;br /&gt;
*&#039;&#039;&#039;DEX&#039;&#039;&#039; 15 (+1)&lt;br /&gt;
*&#039;&#039;&#039;CON&#039;&#039;&#039; 13 (+1)&lt;br /&gt;
*&#039;&#039;&#039;CHR&#039;&#039;&#039; 13 (+1, +1 reaction mod)&lt;br /&gt;
&lt;br /&gt;
==Combat Stats==&lt;br /&gt;
*&#039;&#039;&#039;THAC0&#039;&#039;&#039; 19 (+1 missiles)&lt;br /&gt;
*&#039;&#039;&#039;AC&#039;&#039;&#039; 7 -1(dex) = 6&lt;br /&gt;
*&#039;&#039;&#039;HP&#039;&#039;&#039; 7/7&lt;br /&gt;
*&#039;&#039;&#039;Move&#039;&#039;&#039; 40&#039;&lt;br /&gt;
*&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;Death Ray or Poison&#039;&#039; 13&lt;br /&gt;
**&#039;&#039;Magic Wands&#039;&#039; 14&lt;br /&gt;
**&#039;&#039;Paralysis or Turn to Stone&#039;&#039; 13&lt;br /&gt;
**&#039;&#039;Dragon Breath&#039;&#039; 16&lt;br /&gt;
**&#039;&#039;Rod, Staff, or Spell&#039;&#039; 15&lt;br /&gt;
&lt;br /&gt;
==Race and Class Abilities==&lt;br /&gt;
Profession: Hunter/Fisher&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: One handed melee weapons and all missile weapons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thief Abilities&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Open Locks&#039;&#039; 15&lt;br /&gt;
* &#039;&#039;Find Traps&#039;&#039; 10&lt;br /&gt;
* &#039;&#039;Remove Traps&#039;&#039; 10&lt;br /&gt;
* &#039;&#039;Climb Walls&#039;&#039; 87&lt;br /&gt;
* &#039;&#039;Move Silently&#039;&#039; 20&lt;br /&gt;
* &#039;&#039;Hide in Shadows&#039;&#039; 10&lt;br /&gt;
* &#039;&#039;Pick Pockets&#039;&#039; 20&lt;br /&gt;
* &#039;&#039;Hear Noise&#039;&#039; 30&lt;br /&gt;
* &#039;&#039;Read Languages&#039;&#039; -&lt;br /&gt;
* &#039;&#039;Use Scroll&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
==Gear and Treasure==&lt;br /&gt;
*&#039;&#039;&#039;Coins&#039;&#039;&#039; 100 &#039;&#039;GP&#039;&#039; 0 &#039;&#039;EP&#039;&#039; 7 &#039;&#039;SP&#039;&#039; 4 &#039;&#039;CP&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
** Club (50cn, 1d4)&lt;br /&gt;
** Sling (20cn, 1d4, Range 40/80/160) (+1 to hit)&lt;br /&gt;
** 4 pebbles (10cn)&lt;br /&gt;
** 30 pellets&lt;br /&gt;
*&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
** Dark brown Leather Armor (AC 7)&lt;br /&gt;
*&#039;&#039;&#039;Mysterious Items&#039;&#039;&#039;&lt;br /&gt;
** bone scroll case, containing scroll with wierd shifty writing ($)&lt;br /&gt;
*&#039;&#039;&#039;Gear&#039;&#039;&#039;&lt;br /&gt;
** Work knife (5cn)&lt;br /&gt;
** Peasant clothes (20cn*)&lt;br /&gt;
** Belt (5cn*)&lt;br /&gt;
** NEW brown leather boots (10cn*)&lt;br /&gt;
** Short woodland green woollen cloak (10cn*)&lt;br /&gt;
** Brown waxed cloth hat&lt;br /&gt;
** Fishing line&lt;br /&gt;
*** 2 bait hooks&lt;br /&gt;
*** 1 float&lt;br /&gt;
*** 2 snatch hooks&lt;br /&gt;
** tinder box (5cn)&lt;br /&gt;
** leather backpack&lt;br /&gt;
*** small hammer&lt;br /&gt;
*** 6 iron spikes&lt;br /&gt;
*** grappling hook&lt;br /&gt;
*** 50&#039; rope&lt;br /&gt;
*** 3 flasks of oil&lt;br /&gt;
** purse&lt;br /&gt;
** lantern&lt;br /&gt;
** small hessian sack, holds 200cn (1cn)&lt;br /&gt;
*&#039;&#039;&#039;Transportation&#039;&#039;&#039;&lt;br /&gt;
** Chestnut riding horse with white feet &amp;quot;Socks&amp;quot;&lt;br /&gt;
*** Saddle &amp;amp; harness&lt;br /&gt;
*** Saddle bags&lt;br /&gt;
**** tent&lt;br /&gt;
**** 1 week&#039;s dried rations&lt;br /&gt;
**** 1 week&#039;s fresh rations&lt;br /&gt;
**** 3 torches&lt;br /&gt;
** River canoe&lt;br /&gt;
** Suffolk punch (draft horse) &amp;quot;Red&amp;quot;&lt;br /&gt;
** Cart&lt;br /&gt;
*&#039;&#039;&#039;Treasure&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;p&amp;gt; Character in the [[RC Zeroes2Heroes]] campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
($) = party loot&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Cedric_Gudricsson&amp;diff=169728</id>
		<title>Cedric Gudricsson</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Cedric_Gudricsson&amp;diff=169728"/>
		<updated>2011-01-19T21:57:50Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: /* Gear and Treasure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Campaign Link:&#039;&#039;&#039; [[RC_Zeroes2Heroes | RC D&amp;amp;D: Zeroes to Heroes]]&lt;br /&gt;
&lt;br /&gt;
==Biographical Info==&lt;br /&gt;
*&#039;&#039;&#039;Name&#039;&#039;&#039; Cedric Gudricsson&lt;br /&gt;
*&#039;&#039;&#039;Sex&#039;&#039;&#039; Male&lt;br /&gt;
*&#039;&#039;&#039;Age&#039;&#039;&#039; 16&lt;br /&gt;
*&#039;&#039;&#039;Height&#039;&#039;&#039; 5&#039; 7&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Weight&#039;&#039;&#039; 62kg&lt;br /&gt;
*&#039;&#039;&#039;Hair&#039;&#039;&#039; Mousy, short cropped curls. No facial hair.&lt;br /&gt;
*&#039;&#039;&#039;Eyes&#039;&#039;&#039; Blue&lt;br /&gt;
*&#039;&#039;&#039;Skin&#039;&#039;&#039; Lightly tanned&lt;br /&gt;
*&#039;&#039;&#039;History and Personality&#039;&#039;&#039; Cedric was the youngest son of a farming family. He had no patience for pulling up weeds though, and was always in trouble for running off when there was work to be done. After being taught hunting and fishing by his uncle, he could often get forgiveness for skipped chores by bringing home a salmon or rabbit for the table.&lt;br /&gt;
Too young to have learnt the boar spear, when hunting big game he was only carrying equipment for the more experienced huntsmen.&lt;br /&gt;
*&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
Lightly built, healthy looking.&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
*&#039;&#039;&#039;Class&#039;&#039;&#039; Thief&lt;br /&gt;
*&#039;&#039;&#039;Level&#039;&#039;&#039; 1&lt;br /&gt;
*&#039;&#039;&#039;EXP&#039;&#039;&#039; 500&lt;br /&gt;
*&#039;&#039;&#039;Alignment&#039;&#039;&#039; Neutral&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;STR&#039;&#039;&#039; 10&lt;br /&gt;
*&#039;&#039;&#039;INT&#039;&#039;&#039; 13 (+1)&lt;br /&gt;
*&#039;&#039;&#039;WIS&#039;&#039;&#039; 10&lt;br /&gt;
*&#039;&#039;&#039;DEX&#039;&#039;&#039; 15 (+1)&lt;br /&gt;
*&#039;&#039;&#039;CON&#039;&#039;&#039; 13 (+1)&lt;br /&gt;
*&#039;&#039;&#039;CHR&#039;&#039;&#039; 13 (+1, +1 reaction mod)&lt;br /&gt;
&lt;br /&gt;
==Combat Stats==&lt;br /&gt;
*&#039;&#039;&#039;THAC0&#039;&#039;&#039; 19 (+1 missiles)&lt;br /&gt;
*&#039;&#039;&#039;AC&#039;&#039;&#039; 7 -1(dex) = 6&lt;br /&gt;
*&#039;&#039;&#039;HP&#039;&#039;&#039; 7/7&lt;br /&gt;
*&#039;&#039;&#039;Move&#039;&#039;&#039; 40&#039;&lt;br /&gt;
*&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;Death Ray or Poison&#039;&#039; 13&lt;br /&gt;
**&#039;&#039;Magic Wands&#039;&#039; 14&lt;br /&gt;
**&#039;&#039;Paralysis or Turn to Stone&#039;&#039; 13&lt;br /&gt;
**&#039;&#039;Dragon Breath&#039;&#039; 16&lt;br /&gt;
**&#039;&#039;Rod, Staff, or Spell&#039;&#039; 15&lt;br /&gt;
&lt;br /&gt;
==Race and Class Abilities==&lt;br /&gt;
Profession: Hunter/Fisher&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Club, Sling&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thief Abilities&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Open Locks&#039;&#039; 15&lt;br /&gt;
* &#039;&#039;Find Traps&#039;&#039; 10&lt;br /&gt;
* &#039;&#039;Remove Traps&#039;&#039; 10&lt;br /&gt;
* &#039;&#039;Climb Walls&#039;&#039; 87&lt;br /&gt;
* &#039;&#039;Move Silently&#039;&#039; 20&lt;br /&gt;
* &#039;&#039;Hide in Shadows&#039;&#039; 10&lt;br /&gt;
* &#039;&#039;Pick Pockets&#039;&#039; 20&lt;br /&gt;
* &#039;&#039;Hear Noise&#039;&#039; 30&lt;br /&gt;
* &#039;&#039;Read Languages&#039;&#039; -&lt;br /&gt;
* &#039;&#039;Use Scroll&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills (4 + 1)&#039;&#039;&#039;&lt;br /&gt;
* Bluff&lt;br /&gt;
* First Aid&lt;br /&gt;
* Nature Lore&lt;br /&gt;
* Swimming&lt;br /&gt;
* Tracking&lt;br /&gt;
&lt;br /&gt;
==Gear and Treasure==&lt;br /&gt;
*&#039;&#039;&#039;Coins&#039;&#039;&#039; 100 &#039;&#039;GP&#039;&#039; 0 &#039;&#039;EP&#039;&#039; 7 &#039;&#039;SP&#039;&#039; 4 &#039;&#039;CP&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
** Club (50cn, 1d4)&lt;br /&gt;
** Sling (20cn, 1d4, Range 40/80/160) (+1 to hit)&lt;br /&gt;
** 4 pebbles (10cn)&lt;br /&gt;
** 30 pellets&lt;br /&gt;
*&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
** Dark brown Leather Armor (AC 7)&lt;br /&gt;
*&#039;&#039;&#039;Mysterious Items&#039;&#039;&#039;&lt;br /&gt;
** bone scroll case, containing scroll with wierd shifty writing ($)&lt;br /&gt;
*&#039;&#039;&#039;Gear&#039;&#039;&#039;&lt;br /&gt;
** Work knife (5cn)&lt;br /&gt;
** Peasant clothes (20cn*)&lt;br /&gt;
** Belt (5cn*)&lt;br /&gt;
** NEW brown leather boots (10cn*)&lt;br /&gt;
** Short woodland green woollen cloak (10cn*)&lt;br /&gt;
** Brown waxed cloth hat&lt;br /&gt;
** Fishing line&lt;br /&gt;
*** 2 bait hooks&lt;br /&gt;
*** 1 float&lt;br /&gt;
*** 2 snatch hooks&lt;br /&gt;
** tinder box (5cn)&lt;br /&gt;
** leather backpack&lt;br /&gt;
*** small hammer&lt;br /&gt;
*** 6 iron spikes&lt;br /&gt;
*** grappling hook&lt;br /&gt;
*** 50&#039; rope&lt;br /&gt;
*** 3 flasks of oil&lt;br /&gt;
** purse&lt;br /&gt;
** lantern&lt;br /&gt;
** small hessian sack, holds 200cn (1cn)&lt;br /&gt;
*&#039;&#039;&#039;Transportation&#039;&#039;&#039;&lt;br /&gt;
** Chestnut riding horse with white feet &amp;quot;Socks&amp;quot;&lt;br /&gt;
*** Saddle &amp;amp; harness&lt;br /&gt;
*** Saddle bags&lt;br /&gt;
**** tent&lt;br /&gt;
**** 1 week&#039;s dried rations&lt;br /&gt;
**** 1 week&#039;s fresh rations&lt;br /&gt;
**** 3 torches&lt;br /&gt;
** River canoe&lt;br /&gt;
** Suffolk punch (draft horse) &amp;quot;Red&amp;quot;&lt;br /&gt;
** Cart&lt;br /&gt;
*&#039;&#039;&#039;Treasure&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;p&amp;gt; Character in the [[RC Zeroes2Heroes]] campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
($) = party loot&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Cedric_Gudricsson&amp;diff=169723</id>
		<title>Cedric Gudricsson</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Cedric_Gudricsson&amp;diff=169723"/>
		<updated>2011-01-19T20:55:33Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: /* Race and Class Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Campaign Link:&#039;&#039;&#039; [[RC_Zeroes2Heroes | RC D&amp;amp;D: Zeroes to Heroes]]&lt;br /&gt;
&lt;br /&gt;
==Biographical Info==&lt;br /&gt;
*&#039;&#039;&#039;Name&#039;&#039;&#039; Cedric Gudricsson&lt;br /&gt;
*&#039;&#039;&#039;Sex&#039;&#039;&#039; Male&lt;br /&gt;
*&#039;&#039;&#039;Age&#039;&#039;&#039; 16&lt;br /&gt;
*&#039;&#039;&#039;Height&#039;&#039;&#039; 5&#039; 7&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Weight&#039;&#039;&#039; 62kg&lt;br /&gt;
*&#039;&#039;&#039;Hair&#039;&#039;&#039; Mousy, short cropped curls. No facial hair.&lt;br /&gt;
*&#039;&#039;&#039;Eyes&#039;&#039;&#039; Blue&lt;br /&gt;
*&#039;&#039;&#039;Skin&#039;&#039;&#039; Lightly tanned&lt;br /&gt;
*&#039;&#039;&#039;History and Personality&#039;&#039;&#039; Cedric was the youngest son of a farming family. He had no patience for pulling up weeds though, and was always in trouble for running off when there was work to be done. After being taught hunting and fishing by his uncle, he could often get forgiveness for skipped chores by bringing home a salmon or rabbit for the table.&lt;br /&gt;
Too young to have learnt the boar spear, when hunting big game he was only carrying equipment for the more experienced huntsmen.&lt;br /&gt;
*&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
Lightly built, healthy looking.&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
*&#039;&#039;&#039;Class&#039;&#039;&#039; Thief&lt;br /&gt;
*&#039;&#039;&#039;Level&#039;&#039;&#039; 1&lt;br /&gt;
*&#039;&#039;&#039;EXP&#039;&#039;&#039; 500&lt;br /&gt;
*&#039;&#039;&#039;Alignment&#039;&#039;&#039; Neutral&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;STR&#039;&#039;&#039; 10&lt;br /&gt;
*&#039;&#039;&#039;INT&#039;&#039;&#039; 13 (+1)&lt;br /&gt;
*&#039;&#039;&#039;WIS&#039;&#039;&#039; 10&lt;br /&gt;
*&#039;&#039;&#039;DEX&#039;&#039;&#039; 15 (+1)&lt;br /&gt;
*&#039;&#039;&#039;CON&#039;&#039;&#039; 13 (+1)&lt;br /&gt;
*&#039;&#039;&#039;CHR&#039;&#039;&#039; 13 (+1, +1 reaction mod)&lt;br /&gt;
&lt;br /&gt;
==Combat Stats==&lt;br /&gt;
*&#039;&#039;&#039;THAC0&#039;&#039;&#039; 19 (+1 missiles)&lt;br /&gt;
*&#039;&#039;&#039;AC&#039;&#039;&#039; 7 -1(dex) = 6&lt;br /&gt;
*&#039;&#039;&#039;HP&#039;&#039;&#039; 7/7&lt;br /&gt;
*&#039;&#039;&#039;Move&#039;&#039;&#039; 40&#039;&lt;br /&gt;
*&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;Death Ray or Poison&#039;&#039; 13&lt;br /&gt;
**&#039;&#039;Magic Wands&#039;&#039; 14&lt;br /&gt;
**&#039;&#039;Paralysis or Turn to Stone&#039;&#039; 13&lt;br /&gt;
**&#039;&#039;Dragon Breath&#039;&#039; 16&lt;br /&gt;
**&#039;&#039;Rod, Staff, or Spell&#039;&#039; 15&lt;br /&gt;
&lt;br /&gt;
==Race and Class Abilities==&lt;br /&gt;
Profession: Hunter/Fisher&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Club, Sling&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thief Abilities&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Open Locks&#039;&#039; 15&lt;br /&gt;
* &#039;&#039;Find Traps&#039;&#039; 10&lt;br /&gt;
* &#039;&#039;Remove Traps&#039;&#039; 10&lt;br /&gt;
* &#039;&#039;Climb Walls&#039;&#039; 87&lt;br /&gt;
* &#039;&#039;Move Silently&#039;&#039; 20&lt;br /&gt;
* &#039;&#039;Hide in Shadows&#039;&#039; 10&lt;br /&gt;
* &#039;&#039;Pick Pockets&#039;&#039; 20&lt;br /&gt;
* &#039;&#039;Hear Noise&#039;&#039; 30&lt;br /&gt;
* &#039;&#039;Read Languages&#039;&#039; -&lt;br /&gt;
* &#039;&#039;Use Scroll&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills (4 + 1)&#039;&#039;&#039;&lt;br /&gt;
* Bluff&lt;br /&gt;
* First Aid&lt;br /&gt;
* Nature Lore&lt;br /&gt;
* Swimming&lt;br /&gt;
* Tracking&lt;br /&gt;
&lt;br /&gt;
==Gear and Treasure==&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance&#039;&#039;&#039; 109/400 - unencumbered&lt;br /&gt;
*&#039;&#039;&#039;Coins&#039;&#039;&#039; 0 &#039;&#039;GP&#039;&#039; 0 &#039;&#039;EP&#039;&#039; 0 &#039;&#039;SP&#039;&#039; 1 &#039;&#039;CP&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
** Club (50cn, 1d4)&lt;br /&gt;
** Sling (20cn, 1d4, Range 40/80/160) (-1 to hit, 1/2 damage)&lt;br /&gt;
** 4 pebbles (10cn)&lt;br /&gt;
*&#039;&#039;&#039;Gear&#039;&#039;&#039;&lt;br /&gt;
** Work knife (5cn)&lt;br /&gt;
** Peasant clothes (20cn*)&lt;br /&gt;
** Belt (5cn*)&lt;br /&gt;
** Worn leather boots (10cn*)&lt;br /&gt;
** Short black sheepswool cloak (10cn*)&lt;br /&gt;
** emerald pendant on a gold chain ($)&lt;br /&gt;
** Fishing line&lt;br /&gt;
*** 2 bait hooks&lt;br /&gt;
*** 1 float&lt;br /&gt;
*** 2 snatch hooks&lt;br /&gt;
** tinder box (5cn)&lt;br /&gt;
** small hessian sack, holds 200cn (1cn)&lt;br /&gt;
*** corked jar (contains 1/2 pint fresh water) (10cn)&lt;br /&gt;
*** sausage (2cn)&lt;br /&gt;
*** half a loaf of bread (5cn)&lt;br /&gt;
*** half a candle (1cn)&lt;br /&gt;
*** topaz ($)&lt;br /&gt;
*** garnet ($)&lt;br /&gt;
*** small pearl ($)&lt;br /&gt;
*** 13cp, 18sp, 18gp ($)&lt;br /&gt;
*** bone scroll case, containing scroll with wierd shifty writing ($)&lt;br /&gt;
*** diamond necklace ($)&lt;br /&gt;
*** gold bracelet studded with rubies ($)&lt;br /&gt;
*&#039;&#039;&#039;Treasure&#039;&#039;&#039;&lt;br /&gt;
**From Rats Nest: A garnet and a small pearl, a double handful of coins (13 cp, 18 sp, 18 gp), unidentified scroll&lt;br /&gt;
&amp;lt;p&amp;gt; Character in the [[RC Zeroes2Heroes]] campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
($) = party loot&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Cedric_Gudricsson&amp;diff=169722</id>
		<title>Cedric Gudricsson</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Cedric_Gudricsson&amp;diff=169722"/>
		<updated>2011-01-19T20:50:19Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: /* Race and Class Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Campaign Link:&#039;&#039;&#039; [[RC_Zeroes2Heroes | RC D&amp;amp;D: Zeroes to Heroes]]&lt;br /&gt;
&lt;br /&gt;
==Biographical Info==&lt;br /&gt;
*&#039;&#039;&#039;Name&#039;&#039;&#039; Cedric Gudricsson&lt;br /&gt;
*&#039;&#039;&#039;Sex&#039;&#039;&#039; Male&lt;br /&gt;
*&#039;&#039;&#039;Age&#039;&#039;&#039; 16&lt;br /&gt;
*&#039;&#039;&#039;Height&#039;&#039;&#039; 5&#039; 7&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Weight&#039;&#039;&#039; 62kg&lt;br /&gt;
*&#039;&#039;&#039;Hair&#039;&#039;&#039; Mousy, short cropped curls. No facial hair.&lt;br /&gt;
*&#039;&#039;&#039;Eyes&#039;&#039;&#039; Blue&lt;br /&gt;
*&#039;&#039;&#039;Skin&#039;&#039;&#039; Lightly tanned&lt;br /&gt;
*&#039;&#039;&#039;History and Personality&#039;&#039;&#039; Cedric was the youngest son of a farming family. He had no patience for pulling up weeds though, and was always in trouble for running off when there was work to be done. After being taught hunting and fishing by his uncle, he could often get forgiveness for skipped chores by bringing home a salmon or rabbit for the table.&lt;br /&gt;
Too young to have learnt the boar spear, when hunting big game he was only carrying equipment for the more experienced huntsmen.&lt;br /&gt;
*&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
Lightly built, healthy looking.&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
*&#039;&#039;&#039;Class&#039;&#039;&#039; Thief&lt;br /&gt;
*&#039;&#039;&#039;Level&#039;&#039;&#039; 1&lt;br /&gt;
*&#039;&#039;&#039;EXP&#039;&#039;&#039; 500&lt;br /&gt;
*&#039;&#039;&#039;Alignment&#039;&#039;&#039; Neutral&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;STR&#039;&#039;&#039; 10&lt;br /&gt;
*&#039;&#039;&#039;INT&#039;&#039;&#039; 13 (+1)&lt;br /&gt;
*&#039;&#039;&#039;WIS&#039;&#039;&#039; 10&lt;br /&gt;
*&#039;&#039;&#039;DEX&#039;&#039;&#039; 15 (+1)&lt;br /&gt;
*&#039;&#039;&#039;CON&#039;&#039;&#039; 13 (+1)&lt;br /&gt;
*&#039;&#039;&#039;CHR&#039;&#039;&#039; 13 (+1, +1 reaction mod)&lt;br /&gt;
&lt;br /&gt;
==Combat Stats==&lt;br /&gt;
*&#039;&#039;&#039;THAC0&#039;&#039;&#039; 19 (+1 missiles)&lt;br /&gt;
*&#039;&#039;&#039;AC&#039;&#039;&#039; 7 -1(dex) = 6&lt;br /&gt;
*&#039;&#039;&#039;HP&#039;&#039;&#039; 7/7&lt;br /&gt;
*&#039;&#039;&#039;Move&#039;&#039;&#039; 40&#039;&lt;br /&gt;
*&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;Death Ray or Poison&#039;&#039; 13&lt;br /&gt;
**&#039;&#039;Magic Wands&#039;&#039; 14&lt;br /&gt;
**&#039;&#039;Paralysis or Turn to Stone&#039;&#039; 13&lt;br /&gt;
**&#039;&#039;Dragon Breath&#039;&#039; 16&lt;br /&gt;
**&#039;&#039;Rod, Staff, or Spell&#039;&#039; 15&lt;br /&gt;
&lt;br /&gt;
==Race and Class Abilities==&lt;br /&gt;
Profession: Hunter/Fisher&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Club, Sling&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thief Abilities&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Open Locks&#039;&#039; 15&lt;br /&gt;
&#039;&#039;Find Traps&#039;&#039; 10&lt;br /&gt;
&#039;&#039;Remove Traps&#039;&#039; 10&lt;br /&gt;
&#039;&#039;Climb Walls&#039;&#039; 87&lt;br /&gt;
&#039;&#039;Move Silently&#039;&#039; 20&lt;br /&gt;
&#039;&#039;Hide in Shadows&#039;&#039; 10&lt;br /&gt;
&#039;&#039;Pick Pockets&#039;&#039; 20&lt;br /&gt;
&#039;&#039;Hear Noise&#039;&#039; 30&lt;br /&gt;
&#039;&#039;Read Languages&#039;&#039; -&lt;br /&gt;
&#039;&#039;Use Scroll&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
Skills (4):&lt;br /&gt;
Bluff&lt;br /&gt;
First Aid&lt;br /&gt;
Nature Lore&lt;br /&gt;
Tracking&lt;br /&gt;
&lt;br /&gt;
==Gear and Treasure==&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance&#039;&#039;&#039; 109/400 - unencumbered&lt;br /&gt;
*&#039;&#039;&#039;Coins&#039;&#039;&#039; 0 &#039;&#039;GP&#039;&#039; 0 &#039;&#039;EP&#039;&#039; 0 &#039;&#039;SP&#039;&#039; 1 &#039;&#039;CP&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
** Club (50cn, 1d4)&lt;br /&gt;
** Sling (20cn, 1d4, Range 40/80/160) (-1 to hit, 1/2 damage)&lt;br /&gt;
** 4 pebbles (10cn)&lt;br /&gt;
*&#039;&#039;&#039;Gear&#039;&#039;&#039;&lt;br /&gt;
** Work knife (5cn)&lt;br /&gt;
** Peasant clothes (20cn*)&lt;br /&gt;
** Belt (5cn*)&lt;br /&gt;
** Worn leather boots (10cn*)&lt;br /&gt;
** Short black sheepswool cloak (10cn*)&lt;br /&gt;
** emerald pendant on a gold chain ($)&lt;br /&gt;
** Fishing line&lt;br /&gt;
*** 2 bait hooks&lt;br /&gt;
*** 1 float&lt;br /&gt;
*** 2 snatch hooks&lt;br /&gt;
** tinder box (5cn)&lt;br /&gt;
** small hessian sack, holds 200cn (1cn)&lt;br /&gt;
*** corked jar (contains 1/2 pint fresh water) (10cn)&lt;br /&gt;
*** sausage (2cn)&lt;br /&gt;
*** half a loaf of bread (5cn)&lt;br /&gt;
*** half a candle (1cn)&lt;br /&gt;
*** topaz ($)&lt;br /&gt;
*** garnet ($)&lt;br /&gt;
*** small pearl ($)&lt;br /&gt;
*** 13cp, 18sp, 18gp ($)&lt;br /&gt;
*** bone scroll case, containing scroll with wierd shifty writing ($)&lt;br /&gt;
*** diamond necklace ($)&lt;br /&gt;
*** gold bracelet studded with rubies ($)&lt;br /&gt;
*&#039;&#039;&#039;Treasure&#039;&#039;&#039;&lt;br /&gt;
**From Rats Nest: A garnet and a small pearl, a double handful of coins (13 cp, 18 sp, 18 gp), unidentified scroll&lt;br /&gt;
&amp;lt;p&amp;gt; Character in the [[RC Zeroes2Heroes]] campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
($) = party loot&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Cedric_Gudricsson&amp;diff=169721</id>
		<title>Cedric Gudricsson</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Cedric_Gudricsson&amp;diff=169721"/>
		<updated>2011-01-19T20:37:59Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: /* Combat Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Campaign Link:&#039;&#039;&#039; [[RC_Zeroes2Heroes | RC D&amp;amp;D: Zeroes to Heroes]]&lt;br /&gt;
&lt;br /&gt;
==Biographical Info==&lt;br /&gt;
*&#039;&#039;&#039;Name&#039;&#039;&#039; Cedric Gudricsson&lt;br /&gt;
*&#039;&#039;&#039;Sex&#039;&#039;&#039; Male&lt;br /&gt;
*&#039;&#039;&#039;Age&#039;&#039;&#039; 16&lt;br /&gt;
*&#039;&#039;&#039;Height&#039;&#039;&#039; 5&#039; 7&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Weight&#039;&#039;&#039; 62kg&lt;br /&gt;
*&#039;&#039;&#039;Hair&#039;&#039;&#039; Mousy, short cropped curls. No facial hair.&lt;br /&gt;
*&#039;&#039;&#039;Eyes&#039;&#039;&#039; Blue&lt;br /&gt;
*&#039;&#039;&#039;Skin&#039;&#039;&#039; Lightly tanned&lt;br /&gt;
*&#039;&#039;&#039;History and Personality&#039;&#039;&#039; Cedric was the youngest son of a farming family. He had no patience for pulling up weeds though, and was always in trouble for running off when there was work to be done. After being taught hunting and fishing by his uncle, he could often get forgiveness for skipped chores by bringing home a salmon or rabbit for the table.&lt;br /&gt;
Too young to have learnt the boar spear, when hunting big game he was only carrying equipment for the more experienced huntsmen.&lt;br /&gt;
*&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
Lightly built, healthy looking.&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
*&#039;&#039;&#039;Class&#039;&#039;&#039; Thief&lt;br /&gt;
*&#039;&#039;&#039;Level&#039;&#039;&#039; 1&lt;br /&gt;
*&#039;&#039;&#039;EXP&#039;&#039;&#039; 500&lt;br /&gt;
*&#039;&#039;&#039;Alignment&#039;&#039;&#039; Neutral&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;STR&#039;&#039;&#039; 10&lt;br /&gt;
*&#039;&#039;&#039;INT&#039;&#039;&#039; 13 (+1)&lt;br /&gt;
*&#039;&#039;&#039;WIS&#039;&#039;&#039; 10&lt;br /&gt;
*&#039;&#039;&#039;DEX&#039;&#039;&#039; 15 (+1)&lt;br /&gt;
*&#039;&#039;&#039;CON&#039;&#039;&#039; 13 (+1)&lt;br /&gt;
*&#039;&#039;&#039;CHR&#039;&#039;&#039; 13 (+1, +1 reaction mod)&lt;br /&gt;
&lt;br /&gt;
==Combat Stats==&lt;br /&gt;
*&#039;&#039;&#039;THAC0&#039;&#039;&#039; 19 (+1 missiles)&lt;br /&gt;
*&#039;&#039;&#039;AC&#039;&#039;&#039; 7 -1(dex) = 6&lt;br /&gt;
*&#039;&#039;&#039;HP&#039;&#039;&#039; 7/7&lt;br /&gt;
*&#039;&#039;&#039;Move&#039;&#039;&#039; 40&#039;&lt;br /&gt;
*&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;Death Ray or Poison&#039;&#039; 13&lt;br /&gt;
**&#039;&#039;Magic Wands&#039;&#039; 14&lt;br /&gt;
**&#039;&#039;Paralysis or Turn to Stone&#039;&#039; 13&lt;br /&gt;
**&#039;&#039;Dragon Breath&#039;&#039; 16&lt;br /&gt;
**&#039;&#039;Rod, Staff, or Spell&#039;&#039; 15&lt;br /&gt;
&lt;br /&gt;
==Race and Class Abilities==&lt;br /&gt;
Profession: Hunter/Fisher&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Club&lt;br /&gt;
&lt;br /&gt;
==Gear and Treasure==&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance&#039;&#039;&#039; 109/400 - unencumbered&lt;br /&gt;
*&#039;&#039;&#039;Coins&#039;&#039;&#039; 0 &#039;&#039;GP&#039;&#039; 0 &#039;&#039;EP&#039;&#039; 0 &#039;&#039;SP&#039;&#039; 1 &#039;&#039;CP&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
** Club (50cn, 1d4)&lt;br /&gt;
** Sling (20cn, 1d4, Range 40/80/160) (-1 to hit, 1/2 damage)&lt;br /&gt;
** 4 pebbles (10cn)&lt;br /&gt;
*&#039;&#039;&#039;Gear&#039;&#039;&#039;&lt;br /&gt;
** Work knife (5cn)&lt;br /&gt;
** Peasant clothes (20cn*)&lt;br /&gt;
** Belt (5cn*)&lt;br /&gt;
** Worn leather boots (10cn*)&lt;br /&gt;
** Short black sheepswool cloak (10cn*)&lt;br /&gt;
** emerald pendant on a gold chain ($)&lt;br /&gt;
** Fishing line&lt;br /&gt;
*** 2 bait hooks&lt;br /&gt;
*** 1 float&lt;br /&gt;
*** 2 snatch hooks&lt;br /&gt;
** tinder box (5cn)&lt;br /&gt;
** small hessian sack, holds 200cn (1cn)&lt;br /&gt;
*** corked jar (contains 1/2 pint fresh water) (10cn)&lt;br /&gt;
*** sausage (2cn)&lt;br /&gt;
*** half a loaf of bread (5cn)&lt;br /&gt;
*** half a candle (1cn)&lt;br /&gt;
*** topaz ($)&lt;br /&gt;
*** garnet ($)&lt;br /&gt;
*** small pearl ($)&lt;br /&gt;
*** 13cp, 18sp, 18gp ($)&lt;br /&gt;
*** bone scroll case, containing scroll with wierd shifty writing ($)&lt;br /&gt;
*** diamond necklace ($)&lt;br /&gt;
*** gold bracelet studded with rubies ($)&lt;br /&gt;
*&#039;&#039;&#039;Treasure&#039;&#039;&#039;&lt;br /&gt;
**From Rats Nest: A garnet and a small pearl, a double handful of coins (13 cp, 18 sp, 18 gp), unidentified scroll&lt;br /&gt;
&amp;lt;p&amp;gt; Character in the [[RC Zeroes2Heroes]] campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
($) = party loot&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Hex_by_Hex&amp;diff=110477</id>
		<title>Hex by Hex</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Hex_by_Hex&amp;diff=110477"/>
		<updated>2009-06-06T21:32:19Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: /* Unclaimed 12 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;From this [http://forum.rpg.net/showthread.php?t=453831 thread], creating a 16 by 12 hex sandbox campaign setting.  This wikipage collects the entries and the  map:&lt;br /&gt;
&lt;br /&gt;
[[Image:sandbox2.png]]&lt;br /&gt;
&lt;br /&gt;
Map is created using [http://inkwellideas.com/?page_id=160 Hexographer] using this [[Hex_by_Hex:mapsource|source data]]&lt;br /&gt;
&lt;br /&gt;
=1=&lt;br /&gt;
&lt;br /&gt;
==Siren Tower==&lt;br /&gt;
&lt;br /&gt;
Siren Tower was home of the mermaids until Serina died from a back-stabbing air-creature. It&#039;s five floors above water and five floors below water--not counting the sea-level floor.&lt;br /&gt;
&lt;br /&gt;
Secret:&lt;br /&gt;
&lt;br /&gt;
The air-creature is a Harpy named Khersa. She&#039;s been using the tower has home while looking for treasures. Khersa was the one that killed Serina.&lt;br /&gt;
&lt;br /&gt;
==Pirate&#039;s Island==&lt;br /&gt;
Pirate&#039;s Island is located here. It&#039;s been a haven for pirates since the beginning of the time. Pirate&#039;s Island&#039;s present pirate is the half-dragon: Capt. Zakira Oryekini.&lt;br /&gt;
&lt;br /&gt;
==Pirate&#039;s Alley==&lt;br /&gt;
A bit of ocean that pirates always use to attack ships.&lt;br /&gt;
&lt;br /&gt;
==Andaur bay==&lt;br /&gt;
&lt;br /&gt;
The sleepy fishing village of Andaur lies in the shelter of Andaur bay, where the Feyline hills meet the sea. The bay has a gently sloped beach of brown sand and forms a natural harbour, but submerged rocks at the entrance make it suitable only for small boats.&lt;br /&gt;
&lt;br /&gt;
Smugglers wanting to avoid Windhook&#039;s taxes and harbour fees land here from time to time, welcomed by the locals for the silver they spend on poteen (a spirit made from potato or other root vegetables).&lt;br /&gt;
&lt;br /&gt;
Outside the bay, in deep water, lies the shipwreck of the Yellow Rose.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Aire&#039;ennyn==&lt;br /&gt;
&lt;br /&gt;
This is a massive coral fortress that lies in the waters a few miles away from the towering coastal cliffs of Jaeger&#039;s Point and serves as a border post for the sea elves who rule a small domain in the western ocean.&lt;br /&gt;
&lt;br /&gt;
The elves are very territorial but have been known to interact with the merchants of windhook and also to serve as guides-for-hire through the Dagger Reefs.&lt;br /&gt;
&lt;br /&gt;
==Dagger Reefs==&lt;br /&gt;
&lt;br /&gt;
Access to the harbour at nearby Windhook is treacherous through this region, and many an inattentive captain has found his ship wrecked on the rocks that lie just below the surface.&lt;br /&gt;
&lt;br /&gt;
==Harbor Approach==&lt;br /&gt;
&lt;br /&gt;
This is the safe passage to the Windhook harbors, avoiding the dagger reefs. The Great Desert of Ashok verges on the waters of the Windswept Sea here. This relatively constricted access to Windhook makes it an attractive area for pirates, so the Windhook governing employs a number of small, fast fighting ships to patrol the harbor approach. &lt;br /&gt;
&lt;br /&gt;
Still, one must always be on the lookout for cutthroats and privateers.&lt;br /&gt;
&lt;br /&gt;
==The Desert Wastes==&lt;br /&gt;
&lt;br /&gt;
Once a fertile grassland, in recent generations the Great Desert of Ashok to the west has encroached on this area, driving out the farmers who resided here. In their place, nomad tribes now prowl amongst the dunes and wind-blown ruins of past settlement.&lt;br /&gt;
&lt;br /&gt;
Though occasional oases may still be found here, voyaging further west into the heart of the desert is considered a dangerous proposition.&lt;br /&gt;
&lt;br /&gt;
==The Desert Wastes, Continued==&lt;br /&gt;
&lt;br /&gt;
The desert continues southwards here.&lt;br /&gt;
&lt;br /&gt;
==The Oasis of Esau==&lt;br /&gt;
&lt;br /&gt;
This unnaturally large oasis is the size of a small lake and fed by several fresh water springs that spring, seemingly magically, from a series of rocky outcroppings that poke out of the surrounding desert sands.&lt;br /&gt;
&lt;br /&gt;
It not only serves as an important water resource for all the creatures of the desert, but is also held sacred by the desert centaur tribes. They claim that it was created millenia ago when an ancient human prophet, leading his tribesman out of captivity from the south, smote the rocky outcroppings with his staff and presented the oasis as a treaty offering between his people and the centaurs.&lt;br /&gt;
&lt;br /&gt;
The Desert Centaur Tribes all meet and drink from the oasis, but none may fight, however much they may hate their tribal enemies. Non-centaur races are not allowed to drink from the oasis without first gaining the protection and escort of one of the centaur tribes. This can be obtained many ways and certain merchant caravans have long standing and profitable agreements with specific tribes to allow them to use the oasis on their trips north and south...&lt;br /&gt;
&lt;br /&gt;
=2=&lt;br /&gt;
&lt;br /&gt;
==Fayline Falls==&lt;br /&gt;
&lt;br /&gt;
This is a huge fall that makes Delnair Falls look like small potatoes. Behind the waterfall is a huge dungeon--about eight floors above and below the sea level--not counting the sea level entrance floor. In the center of the bottom eight sub-floor, lives a white dragon named Kortoniara. Kortoniara is a young dragoness who had a hatred for her teacher: Onsamiath. They is one thing she hates more then Onsamaith is the near-by werewolf and his skeleton pals. They had causing death of her monsters--usually for werewolf to use as food on his travel to Floorboard.&lt;br /&gt;
&lt;br /&gt;
Kortoniara appears to a shining example of dragonkind. She appears to a very large female dragon. Unlike most female dragon, she doesn&#039;t have a temper. Kortoniara has protected her home with the following monsters: succumbs, water elements, skeletons of dead sirens, a tribe of drows, and two beholders who in charge of her home&#039;s monster.&lt;br /&gt;
&lt;br /&gt;
Khersa has attacked this place many times--but the forces send her back.&lt;br /&gt;
&lt;br /&gt;
==Siren&#039;s Dam==&lt;br /&gt;
&lt;br /&gt;
Year ago, a famous mermaid Serina used magic to become a human. Serina had a rival with air creatures. One of them killed her. Her human lover researched mermaid death rituals and discover that the mermaids killed underwater would be cooked--while above the water, they would be buried. He built a dam on &lt;br /&gt;
Feyline river.&lt;br /&gt;
&lt;br /&gt;
The tomb is home to a crazy werewolf and his skeleton pals. This is the same werewolf that&#039;s been causing problems in Floorboards.&lt;br /&gt;
&lt;br /&gt;
The tomb/dam no longer fully contains the Feyline river.&lt;br /&gt;
&lt;br /&gt;
==Feyline Traders==&lt;br /&gt;
&lt;br /&gt;
The Feyline river flooded this area when the tome/dam first ceased to fully hold it back. A number of markets and trading outposts have opened here on top of the water ruined villages. Riverboats routinely make a course with exotic goods down towards Whitewater Junction.&lt;br /&gt;
&lt;br /&gt;
Many of these boats ask little from their passengers except the money of passage, and it is known that fugitives from northern communities as well as monsters able to masquerade as (demi)human make use of these boats to travel south to escape justice or find new victims.&lt;br /&gt;
&lt;br /&gt;
Exotic furs and preserved meats are what primarily get sent down. There is a strong trapper community living side by side with the merchants that ply the rivers. While the trapper camps and communities are mostly adjacent to this territory, there are a number of taverns and meeting halls amongst the market where the two mingle after discussing wares.&lt;br /&gt;
&lt;br /&gt;
Recently, a new sort of pelt, that seems to be actual gold, has been trickling in to the markets and the first few have just arrived to the south, to the delight of all involved.&lt;br /&gt;
&lt;br /&gt;
Half of Khersa&#039;s attacks had use the help of the werewolf and his skeleton pals.&lt;br /&gt;
&lt;br /&gt;
==Feyline hills==&lt;br /&gt;
&lt;br /&gt;
A dirt track known in Bachmaur as the coast road connects Bachmaur in the east with Andaur bay in the west. Travellers should beware of wolves that roam the area.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Jaeger&#039;s Point==&lt;br /&gt;
&lt;br /&gt;
This massive cliff is a mile wide, half a mile high and sheer except in the center where a massive carving of some hero of old juts out from the cliff face. Who he is and what he did is lost to antiquity, only his name remains.&lt;br /&gt;
&lt;br /&gt;
SECRET: The entire rock outcropping is only the face of a massive underground lair built as a fortress-tomb for the ancient warrior who saw his kingdom razed to the ground and his family slaughtered by usurpers before being slain himself. His followers managed to spirit his body away to his tomb along with that of his family, but their spirits never moved on and await the day when they can take back their kingdom and claim vengence on the descendants of their conquerers.&lt;br /&gt;
&lt;br /&gt;
Recently, faint emanations of paranoia and hate have reached his sleeping corpse and have revived him. As his power slowly grows, he sends forth sentinels of darkness to scout the land and prepare the way to reclaim his rightful throne...&lt;br /&gt;
&lt;br /&gt;
==Windhook==&lt;br /&gt;
&lt;br /&gt;
This thriving maritime settlement on the Great Windswept Sea bustles with members of all races and cultures, goods from a dozen lands, and no shortage of jobs for eager adventurers. Join a ship&#039;s crew and see new lands; escort a caravan to the interior, facing who knows what peril; sign on with a mercenary company to pacify rebellious settlements...the possibilities are endless.&lt;br /&gt;
&lt;br /&gt;
Lately, Windhook has been under pressure from several shipping guilds to adjust their tariffs, or face a trade war. At the same time, mysterious thefts, murders, and accidents have been happening to ships at the Windhook port. The governing council thinks the accidents are the work of the Guilds, but are they?&lt;br /&gt;
&lt;br /&gt;
Places to be sure to visit: The Bilge Rat, Lady Nerissa&#039;s Lounge, the Leeward, and Mad Mindros General Store.&lt;br /&gt;
&lt;br /&gt;
Windhook also marks the mouth of the Delnar river, where its waters empty into the Windswept Sea.&lt;br /&gt;
&lt;br /&gt;
==Wetlands Meet Desert==&lt;br /&gt;
&lt;br /&gt;
This area, marking the point where the wetlands around the Delnar basin meet the northern edge of the western desert, is home largely to scrabbly low-growing grasses and plants.&lt;br /&gt;
&lt;br /&gt;
==Council Stone==&lt;br /&gt;
&lt;br /&gt;
This vast field of desperate grass has a giant slab of stone at the center.  Here tribes of desert centaurs come to meet, feeling safe in the mutual risk of the writhing sands nearby.  It is also where the centaurs come to deal with those from  Windhook.&lt;br /&gt;
&lt;br /&gt;
Beyond meeting centaurs conducting business here, those traveling through often encounter the ghosts of centaurs who are drawn here and more able to speak near the stone, giving council to their descendants.  There are darker spirits as well in this area, sorcerers who have sought to assault the mystic tower deeper in the desert and djinn who have dwindled due to being bound to earthly elements.  The centaurs remove all dead bodies from this place, and many say it is for more than simple fear of providing an easy host to the ghosts that reside here.&lt;br /&gt;
&lt;br /&gt;
There are a few animate skeletons in this area, and they are possessed of a keen and terrible intelligence, one that often surpasses the living mind that once resided there. &lt;br /&gt;
&lt;br /&gt;
==The writhing sands==&lt;br /&gt;
&lt;br /&gt;
A region of desert covered in silt sands that flow and move across ever moving windstorms. A navigation piece used by those traveling the desert to gain their barrings from a distance. The winds are surely unnatural and many a caravan has seen on relatively clear days a shining spire of glass and mirrors within. Through rumor it has recently been heard that for one week every five years, the storm dies, raining tons of sand around the region that billow out in a dust cloud...and reveal the shining spire in its smooth and sunlit glory, along with a tattered tent and windswept clay city at it&#039;s base.&lt;br /&gt;
&lt;br /&gt;
When the winds die, men and women in robes fly by their own magic or that of another as riders from the place burst from below aback cruel beasts that glide through the sand like sharks on the sea, some leaving claiming to have finished their studies, others off to find the next class for this secure and sequestered school of Wizardry, Boraro&#039;s tower.&lt;br /&gt;
&lt;br /&gt;
==Desert==&lt;br /&gt;
&lt;br /&gt;
=3=&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 1==&lt;br /&gt;
&lt;br /&gt;
==Pillar of Onath==&lt;br /&gt;
&lt;br /&gt;
A large stone piller juts up from the broken ground here. The piller resists all attempts to damage it and appears in remarkable good condition despite being in place for a long, long time.&lt;br /&gt;
&lt;br /&gt;
SECRET: The Pillar of Onath was built years ago to contain the mighty power of the White Dragon Kortoniara by not allowing her to out of the Feyline falls, trapping her within. She will go to any lengths to see it destroyed and at any point has a dozen plots in progress to see it gone. So far, none have worked, so far.&lt;br /&gt;
&lt;br /&gt;
SUPER SECRET:&lt;br /&gt;
&lt;br /&gt;
About half of any of those dozen plots to do in this landmark--comes from beholders under the command of Kortoniara.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Kalim&#039;s ferry==&lt;br /&gt;
&lt;br /&gt;
The Bachmaur coast road, a grand name for what is a mule track through the hills, encounters the river Feyline here. One Mr Kalim Useferos runs a ferry service and riverboat repairs. His fares are 1 copper penny per passenger, 5 pennies for a mule, and a silver crown for a horse. His family live in a nearby cottage and have a small vegetable plot, chickens and a milking cow.&lt;br /&gt;
&lt;br /&gt;
==Feyline Rapids==&lt;br /&gt;
&lt;br /&gt;
Here the Feyline river is at it&#039;s most violent, it&#039;s crashing, churning waters have claimed many a life over the years. No bridges cross the river here.&lt;br /&gt;
&lt;br /&gt;
==Bullywugs&#039; Cavern==&lt;br /&gt;
&lt;br /&gt;
Just above the black dragon&#039;s lair before the Fayline-for a back of better words-smashes into Delnair at White Junction. Bullywug&#039;s Cavern is home of the black dragon&#039;s favorite food.&lt;br /&gt;
&lt;br /&gt;
Bullywugs aren&#039;t too happy with the black dragon--and trying to locate good creatures of the land to take care of that annoying black dragon.&lt;br /&gt;
&lt;br /&gt;
The Bullywugs&#039; caverns are located in the hills that rise up, semi-circular, near the stench fens and Whitewater Junction and help give Jaegar&#039;s Point its elevation.&lt;br /&gt;
&lt;br /&gt;
==Onsamiath&#039;s Lair==&lt;br /&gt;
&lt;br /&gt;
An extension of the Stench Fens, the old black dragon Onsamiath lives in this tract of swamplands. It is a sorcerer of some repute and is fascinated by the magical energies in the Stench Fens. In pursuing his study of the Fens, Onsamiath has developed a wasting disease that is sapping the life out of him.* Not knowing the cause Onsamiath is seriously contemplating dracolichdom to avoid an ignoble death.&lt;br /&gt;
&lt;br /&gt;
In the past Onsamiath attempted to exact tolls from river traffic to build his horde but after an encounter with a band of adventurers near five decades ago still has him extremely cautious about exposing himself to outsiders. Bullywugs, on the other hand, are his prime food source.&lt;br /&gt;
&lt;br /&gt;
*Currently Onsamiath looks very gaunt and exemplifies the blakc dragon epithet of, &amp;quot;skull dragon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Ruins of Grey==&lt;br /&gt;
&lt;br /&gt;
Here, along rolling hills on the banks of the Delnar lie the ruins of Grey. This accursed place has been abandoned for the past fifty years after it was destroyed in the titanic struggle between a band of adventurers and the near by Black Dragon. Some say these &amp;quot;Heroes&amp;quot; deliberately used Grey as bait for the Dragon, ensuring the deaths of all it&#039;s people.&lt;br /&gt;
&lt;br /&gt;
At night some people say you can hear the wails of pain and agony of the towns residence crying out for vengeance. Nearly everywhere else the adventurers are hailed as true heroes for &amp;quot;killing&amp;quot; the Dragon.&lt;br /&gt;
&lt;br /&gt;
==Silent Fens==&lt;br /&gt;
&lt;br /&gt;
These wetlands are eerily quiet.  Periodically the foolishly adventurous try to uncover ruins or other items of value from it.  Most come away with disease one expects from digging about in muck and nothing more.&lt;br /&gt;
&lt;br /&gt;
==Gormok&#039;s Lair==&lt;br /&gt;
&lt;br /&gt;
Among the many hazrds of the desert, the Brown Dragon Gormok can now be counted amongst them. as wth much of his kind, Gormok is a gourmand, ever watchful for new and undiscovered tastes, and to this end has chosen his lair (hidden benath the sand and gravel where desert meets wasteland) for its proximity to the drake fissure.&lt;br /&gt;
&lt;br /&gt;
For Now, Gormok hunts the beasts of the fissure and desert, with the occaissional bullywug from the silent fens and things sent by his &#039;neighbors&#039; from Crownfall. for the long term, Gormok is considering becoming the patron of Freetowns by granting their caravans safe passage through his territory (IE: a one-hex radius of his lair) toand from windhook, providing they give him proper tribute (IE: food from windhook or foolish adventurrs sent to their doom).&lt;br /&gt;
&lt;br /&gt;
For his part, Osminiath is well aware of this potential rival encroaching on his hunting grounds, but his current condition (and Gormok&#039;s obliviousness towards the true value of the fens past the texture of pickled bullywugs) has led the elder wyrm to take a &#039;wait and see&#039; approach for the time being.&lt;br /&gt;
&lt;br /&gt;
==Desert==&lt;br /&gt;
&lt;br /&gt;
==The Tower of Al-Jazeera==&lt;br /&gt;
&lt;br /&gt;
Surrounding Terrain (2.12, 3.11, 4.11, 4.12) : Desert&lt;br /&gt;
&lt;br /&gt;
This ancient wizard&#039;s tower was long abandoned and almost completely buried until rediscovered by a fugitive sorceror from the southern desert kingdoms. Having conquered the magical defenses of the tower and raised it back above the sands, the renegade, one Ali Ababba Al-Jazeera, has enacted a cunning plan.&lt;br /&gt;
&lt;br /&gt;
The tower grants its owner control over 8 enslaved Djinn, one for each of the 8 cardinal directions. He has tasked these Djinn with transmitting thoughts of paranoia and hatred into the ether surrounding the tower. As the transmissions emanate further and further from the tower, Al-Jazeera is hoping it will incite the surrounding kingdoms to eventually start fighting amongst each other and start an age of war and bloodshed.&lt;br /&gt;
&lt;br /&gt;
As the kingdoms are weakened, he will take them over one by one until he has all the kingdoms of men under his thumb as a Grand Sorceror Sultan and can exact slow, excruciating revenge upon those who dared to exile him...&lt;br /&gt;
&lt;br /&gt;
SECRET: This tower was originally built for the same purpose by the fox-were magus Perrut Dochrum, whose soul is trapped in a sky-blue topaz encased in a lead box and buried beneath a flagstone on the lowest floor. If the gem is ever broken, he will manifest as a lich and regain control of the djinn.&lt;br /&gt;
&lt;br /&gt;
=4=&lt;br /&gt;
&lt;br /&gt;
==Ruins of Pillar of Kort==&lt;br /&gt;
Centuries ago, this item kept Onsamiath in check by keeping him in check. Somehow, a group of heroes had a battle with some owlbears here - the result of the the wreck of this pillar.&lt;br /&gt;
&lt;br /&gt;
Disguised as a elf, Onsamiath analyzed it - and make a similar on for Kortoniara at 3.2.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Bachmaur==&lt;br /&gt;
&lt;br /&gt;
This city&#039;s fortune is barely apparent in its modest buildings and stinking places of business.  It is a famed source of leather goods, taking animals herded in the surrounding area by skinning them.  As such it also has a healthy butchery business, including making famed jerky.&lt;br /&gt;
&lt;br /&gt;
While the skinning focuses on conventional animals in the area, the town is well aware of how to skin and tan far more exotic creatures.&lt;br /&gt;
&lt;br /&gt;
==Bachmaur woods==&lt;br /&gt;
Open woods, mostly oak and birch. It is a good place for hunting boar and collecting mushrooms. Recently dire boar have moved into the area, making hunting a more dangerous proposition than it used to be.&lt;br /&gt;
&lt;br /&gt;
==Thornhold==&lt;br /&gt;
&lt;br /&gt;
The woods thicken into a forest choked with bramble and firethorn bushes. The trees are gnarled oaks, ash and hornbeams. In the depths of this forest lies the citadel of Thornhold, now overgrown but the stonework is in good condition.&lt;br /&gt;
Thornhold was the capital of the old kingdom, but has been abandoned and forgotten by the world of men.&lt;br /&gt;
Onsamiath or Perrut Dochrum are the only powers in the region who would remember its secrets.&lt;br /&gt;
Many of the treasures of Thornhold are cursed with a &#039;&#039;geas&#039;&#039; to restore the royal family.&lt;br /&gt;
&lt;br /&gt;
==Whitewater Junction==&lt;br /&gt;
&lt;br /&gt;
Here, the Feyline River feeds into the Delnar, and the meeting is anything but peaceful. Rocky terrain in the riverbeds forms a series of powerful, fast-moving rapids that make passage up- and downriver impossible for many of the heavily laden river barges that travel the Delnar and the Feyline. An industrious and entrepreneurial halfling family, the Doskins, set up Camp Whitewater decades ago to offer their services in moving cargo across the rapids - or around them - on cargo trains. The business rapidly grew, and with it the camp. &lt;br /&gt;
&lt;br /&gt;
Now a major town, Whitewater Junction offers services of all kinds to the river crews and travelers who use the Delnar and Feyline rivers to cross the wilds. However, their core business - getting boats around, through, or over the rapids - remains a thriving endeavor, and visitors to Whitewater Junction will see seemingly endless convoys of porters, wagons, and sleds carrying cargo of all sorts from the docks on Lowside - below the rapids - to the Highside docks. The Doskins oversee the operation of all of the Portage Companies in Whitewater Junction, acting as a &amp;quot;guild&amp;quot; to preserve competition...and to rake in a handsome profit.&lt;br /&gt;
&lt;br /&gt;
==Stench Fens==&lt;br /&gt;
&lt;br /&gt;
This swampy area, just south of where the Feyline River joins the Delnar*, is suffused with the stink of decay; bubbles slowly rise through the loose mud to loose a gut-churning miasma over the area. Wizards and scholars do not believe the smell in this place could be natural, and some scholars believe it is the remnants of a curse or a mighty magical weapon used eons ago, leaving the earth here hopelessly corrupted. Fortunately, whatever ancient plague corrupts this site does not seem to contaminate the waters of the Delnar...yet. &lt;br /&gt;
&lt;br /&gt;
The Stench Fens are home to several Bullywug tribes, including one led by Krebbok, a Tribal Shaman of great power. It is said that Krebbok wears amulets of power recovered from numerous burial mounds that lie beneath the mud and greasy water of the fens. &lt;br /&gt;
&lt;br /&gt;
==black lake==&lt;br /&gt;
&lt;br /&gt;
Water stained from the surrounding fens collects in a depression here. The dark brown water is impossible to see deeper than a few inches through. Freshwater crayfish can be caught here, but the mosquitos (normal and giant varieties) like to lay their eggs in these still waters.&lt;br /&gt;
A tribe of lizardmen inhabit the area.&lt;br /&gt;
&lt;br /&gt;
==Crownfall==&lt;br /&gt;
&lt;br /&gt;
Description: A crater in the midst of barren wasteland. The crater was formed when the golden star that shone in the crown of the constellation of the Conqueror fell from the heavens a century ago. The area was once a marsh and the impact drained it, leaving a dry wasteland behind, and opened a crack into the caverns of the Underdark. The area has been claimed by various evil humanoids throughout the years, though nobody has been able to hold onto it for very long before being swept aside by the new owners.&lt;br /&gt;
&lt;br /&gt;
Rumors&lt;br /&gt;
&lt;br /&gt;
    * The star is actually an immortal being that grants boons.&lt;br /&gt;
    * The star is an ancient artifact weapon, forged by the gods in their war against the primordials.&lt;br /&gt;
    * The star is a portal to the Astral Sea.&lt;br /&gt;
    * The star is a portal to the Far Realm.&lt;br /&gt;
    * The fall of the star coincides with the fall of Nerath.&lt;br /&gt;
    * The star was called from the heavens by a powerful star pact warlock.&lt;br /&gt;
&lt;br /&gt;
==Desolate Waste==&lt;br /&gt;
&lt;br /&gt;
Here the land is cracked and broken. Ill suited for nearly any purpose this area is almost completely devoid of life.&lt;br /&gt;
&lt;br /&gt;
==Desert==&lt;br /&gt;
&lt;br /&gt;
==Desert==&lt;br /&gt;
&lt;br /&gt;
=5=&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 1==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Bachmaur South Road==&lt;br /&gt;
This road heads southeasterly from Bachmaur across the great plains, eventually turning into the King&#039;s road in the Quiziyak kingdom.&lt;br /&gt;
&lt;br /&gt;
==Bachmaur South Road==&lt;br /&gt;
This road heads southeasterly from Bachmaur across the great plains, eventually turning into the King&#039;s road in the Quiziyak kingdom.&lt;br /&gt;
&lt;br /&gt;
==Old King&#039;s Road Follows River==&lt;br /&gt;
&lt;br /&gt;
Here, Old King&#039;s Road - little more than a rough trail - follows the course of the Delnar for a time before curving northward, heading into parts unknown.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Hag&#039;s Crossroad==&lt;br /&gt;
&lt;br /&gt;
Two ruined roads cross in this bog riddled area.  It is home to brutish creatures that labor under a coven of hags that have maintained control for generations, abducting and inducting girls from surrounding settlements into their dark secrets.  Occasionally a female magic user will seek them out for their arcane secrets, or to join the coven.&lt;br /&gt;
&lt;br /&gt;
The hags occasionally parlay with communities nearby, sending dominated monsters into town and speaking through the brutes.  They do not wish to disrupt the balance of power that allows them to remain there.&lt;br /&gt;
&lt;br /&gt;
Some suspect they wish to usurp control of the Stench Fens nearby, but that some power prevents them from doing so.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 9==&lt;br /&gt;
&lt;br /&gt;
==Drake Fissure==&lt;br /&gt;
&lt;br /&gt;
Between the thinning desert and the thinning plains, the drake fissure runs from northwest to south east, this area being only the widest and deepest.&lt;br /&gt;
&lt;br /&gt;
A great crack in the earth cut not by river or quake, but said to have been carved by a great beast reaching down from the sky in an age long forgotten. Drakes, Wyverns, and lesser creatures of relation to the dragons crawl and fly around and within the shadows of the valley. Some say the fissure itself runs so deep it reaches into the black heart of the world. Even from it&#039;s edge, tunnels can be seen down the fissure walls...but no man has seen it&#039;s bottom here and lived to tell the tale...now the mad Gnome Walber Nik Hausen is another story. They say he has seen down there, if you can find him you&#039;d have the best wealth of information to forming an expedition.&lt;br /&gt;
&lt;br /&gt;
==The Freetowns==&lt;br /&gt;
&lt;br /&gt;
This lightly hilled grassland on the edge of the desert is home to a collection of small villages styling themselves the &amp;quot;Free Towns&amp;quot;. In reality they don&#039;t get visits from tax collectors because they have nothing anyone would want. The villages are home to the wretchedly poor, the most degenerate criminals, and a few starry eyed fools.&lt;br /&gt;
&lt;br /&gt;
One such fool is &amp;quot;Mayor&amp;quot; Hilligar, the self styled ruler of &amp;quot;these fine, free peoples&amp;quot;. Hilligar has been trying to get a road built to connect the villages but so far every tradesmen or builder he has brought in has been repulsed or murdered. Only the most foolish or desperate merchants will enter the area.&lt;br /&gt;
&lt;br /&gt;
==Heroes&#039; Grave==&lt;br /&gt;
&lt;br /&gt;
Tombs and monuments to ancient heroes fill this area, sprawling out into ruined necropoli that bear the brunt of the sands.  Centaurs still come here to deposit their honored dead—even if it is just their bones or ashes.  Many of the crypts and other structures show signs of being forced open, and desperate grave robbers and fledgling necromancers both still come seeking some hidden scrap of wealth or power.&lt;br /&gt;
&lt;br /&gt;
A road extends out to the east from here.  Its old name is the Final Road, but in recent times it is simply called the Southern Road or South Way.  The road is a major thoroughfare still for southern settlements, who use it to reach the Splendor and beyond.  It is considered far safer than other routes to travel.  Some say it is due to the shrines and crumbled statues of heroes that still line some of the way.  Others because it is nestled between a sorcery riddled desert and the power of the Splendor.&lt;br /&gt;
&lt;br /&gt;
=6=&lt;br /&gt;
&lt;br /&gt;
==Tower of Arun Tor==&lt;br /&gt;
&lt;br /&gt;
The Tower of Arun Tor sits atop Dol Arun, a hill in the Highlands of Erenby. Formerly the home of Pertwee Village&#039;s lord, it was abandoned a generation ago when the last resident, Lord Bascom, died without a known heir. &lt;br /&gt;
&lt;br /&gt;
The tower is four stories high, each slightly smaller than the one beneath. Unknown to most, the tower has just as many sub-levels underground, where Lord Bascom plied his second, secret trade-that of a necromancer.&lt;br /&gt;
&lt;br /&gt;
It is uninhabited today and rumored to be haunted-a rumor that may be true, considering its history.&lt;br /&gt;
&lt;br /&gt;
==The Village of Pertwee==&lt;br /&gt;
&lt;br /&gt;
Pertwee Village lies amidst the rolling Hills of Erenby. The primary occupation of its residents is herding goats and sheep on the grassy slopes, though they also forage for mushrooms in the many shallow caves that dot the hills. The village itself is surrounded by a wooden stockade for protection from bandits and lesser humanoids that also inhabit the hills.&lt;br /&gt;
&lt;br /&gt;
A stone tower called Arun Tor rises on a hill overlooking the village, formerly the residence of the local lord. He died a generation ago without an heir, and the tower has been abandoned since.&lt;br /&gt;
&lt;br /&gt;
==Grazing Lands==&lt;br /&gt;
&lt;br /&gt;
==Driving trail and Grazing Lands==&lt;br /&gt;
&lt;br /&gt;
Running through the middle of this large open plain is a major driving trail for the ranchers of Bachmaur. In the middle is a spring-fed lake where the herds are left to winter. This is a peaceful place, but also a prime target for outlaws looking to steal a herd.&lt;br /&gt;
&lt;br /&gt;
==Grazing Lands==&lt;br /&gt;
&lt;br /&gt;
==Old Road Diminishes==&lt;br /&gt;
&lt;br /&gt;
As the old road from King&#039;s Bridge continues to the northwest through this lightly wooded region, weeds, shrubs, and other plants sprouting between the stones become more frequent. Eventually the road becomes little more than a trail, with only the occasional cobblestone or weather-worn marker to tell of what it once was.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 8==&lt;br /&gt;
&lt;br /&gt;
==Melroth&#039;s citadel==&lt;br /&gt;
&lt;br /&gt;
A Highland fortress built across one of the canyons leading into Ragnar&#039;s Glacier, meant to serve as a bulwark against the raids of frost giants and the monsters of the Drake Fissure.&lt;br /&gt;
&lt;br /&gt;
the Citadel was founded by the legendary Dragonborn warrior saint, Melroth Invictus, and the Paladin order he founded is the keep&#039;s de facto Authority, despite the Bellacan-appointed lord mayor. unsurprisingly, many dragonborn come here to follow in the footsteps of this hero&lt;br /&gt;
&lt;br /&gt;
but a warning to travellers. the fortress city of Melroth is said to be a police state, where the law is as swift and harsh as the mountain cold&lt;br /&gt;
&lt;br /&gt;
==EverFreeze==&lt;br /&gt;
&lt;br /&gt;
High in the Baskan range sits a land that is always covered in ice and snow, deemed &amp;quot;Everfreeze&amp;quot; or &amp;quot;The Land of Ice and Snow&amp;quot; by most people, Sages and Scholars call it is &amp;quot;Ragnar&#039;s Glacier.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Whatever it&#039;s name it is a harsh place, cruel and punishing to those who don&#039;t know it&#039;s ways. A tribe of Snow Giants claim dominion over the area and are almost as harsh and cruel as the land they call home. The Great Remorhaz beasts are also a distressingly common sight.&lt;br /&gt;
&lt;br /&gt;
==Dune sea==&lt;br /&gt;
&lt;br /&gt;
Endless, trackless wastes. Here a traveller is confronted with the worst the desert has to offer, endless dunes, scorching heat, no water, and some very fierce beasts.&lt;br /&gt;
&lt;br /&gt;
Recently a young blue dragon has taken up residence in a former Dwarven trading post near the feet of the mighty Baskans and is attracting hardy followers for some purpose. The post served as a stop along a now long defunct &amp;quot;silk road&amp;quot; to the rich south, with the Centaurs serving as middle men.&lt;br /&gt;
&lt;br /&gt;
==Tomb Pass==&lt;br /&gt;
&lt;br /&gt;
Here the Southern Way crosses over part of the Baskin Mountains in what is locally known as &amp;quot;Tomb Pass&amp;quot; due the presence of so many graves near the entrance.&lt;br /&gt;
&lt;br /&gt;
A large population of Dwarfs used to make their home in the Baskins and were a fairly common sight when crossing the passes. About a generation ago the Dwarfs became more and more insular, until finally they drew back from the world entirely. In the last months of their interaction with the world the Dwarfs were more and more fearful, not only for themselves but for anyone they talked to.&lt;br /&gt;
&lt;br /&gt;
No one knows if the Dwarfs are still around, or what ever became of them.&lt;br /&gt;
&lt;br /&gt;
=7=&lt;br /&gt;
&lt;br /&gt;
==Wooded Hills==&lt;br /&gt;
&lt;br /&gt;
The rolling hills in this area are still well forested, with plenty of game.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Grazing Lands==&lt;br /&gt;
&lt;br /&gt;
==Grazing Lands==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==The Kings Bridge==&lt;br /&gt;
&lt;br /&gt;
A large stone bridge across the Deinar which used to carry wagons two abreast in ancient times. Crumbling statues of forgotten kings flank it.&lt;br /&gt;
&lt;br /&gt;
==Vagabond&#039;s Echo==&lt;br /&gt;
&lt;br /&gt;
Taller hills than normal for the area rise up here, a final push for the Vagabond mountain range before only hills remain.  Hunting and farming occurs among the hills, with the territory uneasily shared by the locals from various towns and villages.&lt;br /&gt;
&lt;br /&gt;
The King&#039;s Road passes through the levelest course available in Vagabond&#039;s Echo, including an area that looks as if magic were used to carve a clear course.&lt;br /&gt;
&lt;br /&gt;
==Farmed Hills==&lt;br /&gt;
&lt;br /&gt;
These hills are well farmed, and show old irrigation channels indicating they have been farmed for a great stretch of time.&lt;br /&gt;
&lt;br /&gt;
==Ragnar&#039;s Peak==&lt;br /&gt;
&lt;br /&gt;
The single tallest peak for thousands of miles Ragnar&#039;s peak is named after the famed &amp;quot;King of the High Hills&amp;quot; who reigned here hundreds of years ago. Ragnar is most famous for being the last of the &amp;quot;Great Kings&amp;quot; before the empire begin to rapidly fall apart.&lt;br /&gt;
&lt;br /&gt;
The peak is home to few creatures, some scattered woodsmen and a band of monsters here and there. It is said the peak was once home to a vast Aarakocra aerie.&lt;br /&gt;
&lt;br /&gt;
SECRET: The hero buried at Jaeger&#039;s Point is the grandson of King Ragnar.&lt;br /&gt;
&lt;br /&gt;
==Baskan Range==&lt;br /&gt;
&lt;br /&gt;
The Baskan&#039;s are a high, inhospitable place. With the exception of Tomb Pass the range is extremely difficult to navigate. Any one brave and hardy enough to face the mountain&#039;s will find the mountains home to seemingly countless quarreling tribes of goblinoids. The mountains are also extraordinarily rich in mineral deposits.&lt;br /&gt;
&lt;br /&gt;
Long ago the Range was home to Dwarves, but they are long gone from sight. The ruins of their realm dot the mountains.&lt;br /&gt;
&lt;br /&gt;
==Baskan Range==&lt;br /&gt;
&lt;br /&gt;
The Baskan&#039;s are a high, inhospitable place. With the exception of Tomb Pass the range is extremely difficult to navigate. Any one brave and hardy enough to face the mountain&#039;s will find the mountains home to seemingly countless quarreling tribes of goblinoids. The mountains are also extraordinarily rich in mineral deposits.&lt;br /&gt;
&lt;br /&gt;
Long ago the Range was home to Dwarves, but they are long gone from sight. The ruins of their realm dot the mountains.&lt;br /&gt;
&lt;br /&gt;
=8=&lt;br /&gt;
&lt;br /&gt;
==A Cold Swamp==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Desolate Fields==&lt;br /&gt;
&lt;br /&gt;
The abandoned farm land here begins to give way to resurgent forest.  Wild animals are the major threat here, followed by outlaws passing through to richer pickings.&lt;br /&gt;
&lt;br /&gt;
==Silkweed Plantation==&lt;br /&gt;
&lt;br /&gt;
The ruins of a manor farm house, of the sort a noble or wealthy merchant might own, occupy the center of this area. Fallow fields overgrown with silkweed surround it. There are an abundance of large, healthy insects and serpents in the fields who hunt animals that come for the grains and vegetables that grow wild closer to the ruins.&lt;br /&gt;
&lt;br /&gt;
Inside, the ruins host a colony of giant, intelligent spiders who search endlessly for a way out of the haunted estate that has become a prison as much as a home.&lt;br /&gt;
&lt;br /&gt;
==Hills Flanking Delnar==&lt;br /&gt;
&lt;br /&gt;
Here low rolling hills flank the River Delnar, creating an ideal site for farmland if anyone would bother. The remains of farmsteds can be found throughout the area. Once settled the newcomers invariably leave for within a generation for reasons they keep to themselves.&lt;br /&gt;
&lt;br /&gt;
Only one creature makes this area it&#039;s home. A monstrously huge, powerfully ugly and astoundingly dim-witted Troll.&lt;br /&gt;
&lt;br /&gt;
==The village of Floorboards.==&lt;br /&gt;
&lt;br /&gt;
Population: ~150&lt;br /&gt;
Major trade: Fishing&lt;br /&gt;
Government: Lord Anglethorn&lt;br /&gt;
&lt;br /&gt;
Floorboards is a small fishing community on the banks of the River Delnar. Somewhat prosperous but suffering under high taxes and the heavy hand of the local sheriff. Floorboards boasts a small tavern and a very skilled master glassblower.&lt;br /&gt;
&lt;br /&gt;
In recent months the town has been plagued by a werewolf.&lt;br /&gt;
&lt;br /&gt;
Scholar Artemis Thorn is staying at the village tavern. He is taking drawings of the remaining statues on the bridge, and avoiding the sherrif as much as possible for some reason.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Quziyak==&lt;br /&gt;
&lt;br /&gt;
Quiziyak is large wall city. It&#039;s home to a zillion subject. King Road goes throw it. Some of the landmarks in the city includes the following:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Queen Annabelle&#039;s Castle&lt;br /&gt;
&lt;br /&gt;
In the center of the wall city is the castle of Queen Annabelle. Annabelle is being getting critics for claiming that hatred is done by magic from the dessert. Annabelle been trying to get adventurers to defeat Al-Jazeera and proof her point. Beside trying to get red of Al-Jazeera, Annabelle is backing Windhook&#039;s large taxes--as she believes she&#039;s the cousin of the previous king. Baron Tyran Bellicose doesn&#039;t believe her story and consider her to a pain in the--for lack of better universe words--&amp;quot;a royal pain in the royal neck.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Temple of the Planes:&lt;br /&gt;
&lt;br /&gt;
This temple contains portals that lead to many different planes in the universe.&lt;br /&gt;
&lt;br /&gt;
Stergur&#039;s Library:&lt;br /&gt;
&lt;br /&gt;
Looking for a book? It doesn&#039;t matter if you looking a recent new scroll or some so ancient that it was only written by a god or goddess: Stergur, the most famous wizard has it all.&lt;br /&gt;
&lt;br /&gt;
Eyen&#039;s Inn:&lt;br /&gt;
&lt;br /&gt;
The largest inn in city. Eyen, a dragon in human form, is on a mission from a far-away dragon land to study the land. It has a dinner theater room. The theater writes plays. The most recent plays had been the following:&lt;br /&gt;
&lt;br /&gt;
1. &amp;quot;High Death For A Water Creature&amp;quot;, which tells how Sirena died&lt;br /&gt;
2. &amp;quot;Ona and Kort&amp;quot;, which deals with the long feud between Kortoniara &amp;amp; Onsamiath&lt;br /&gt;
3. &amp;quot;Anna, the Good Queen&amp;quot;, a play about Anna. It&#039;s becoming infamous for treating Baron Tyran Bellicose as so dumb that he makes a &amp;quot;dumb orc smart&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Farmed Hills==&lt;br /&gt;
&lt;br /&gt;
These hills are well farmed, and show old irrigation channels indicating they have been farmed for a great stretch of time.&lt;br /&gt;
&lt;br /&gt;
==Withaive hills==&lt;br /&gt;
&lt;br /&gt;
Here, west of Hobb&#039;s shire, the gentle rolling foothills of the Baskan Mountains begin in ernest. Two small towns nestle in the hills below Ragnar&#039;s Peak, both competing for the rich mineral resources of the nearby mountains. Recently the mood has grown grim as the citizens of each town have grown ever more distrustful of their neighbors. Unheard of before the townsfolk have started raiding each other, so far only a few buildings have burned but the situation is getting worse by the day.&lt;br /&gt;
&lt;br /&gt;
SECRET: the recent conflicts are the result of the waves of hatred and paranoia coming from the desert in the west.&lt;br /&gt;
&lt;br /&gt;
==The Southern Gate==&lt;br /&gt;
&lt;br /&gt;
A small community remains within the remnants of a walled city.  Primarily made up of traveler services, the Southern Gate is named for the one remaining gate that stands in the wall, facing the Final Road, which sends an offshoot up through this community.&lt;br /&gt;
&lt;br /&gt;
The community is deeply jealous of the mining wealth of its northern neighbors, but lacks the strength to do anything about it.  Most of the able bodied and quick witted children of the Southern Gate leave with travelers and caravans passing through, or head north to work in the mines.&lt;br /&gt;
&lt;br /&gt;
Due to the desperation, the Splendor&#039;s influence is strong here, with families offering children to the service of the temple-city and priests given free access to the ruins and the extensive catacombs beneath the community.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=9=&lt;br /&gt;
&lt;br /&gt;
==Red Woods==&lt;br /&gt;
&lt;br /&gt;
This region is a dense needleleaf forest intermixed with bogs. Originally inhabited by small villages of wood elves and shifters, the recent incursion of a covey of hags* and their lycantropic minions have pushed the elves back to Ionavalon. The shifters remain and fight a low intensity war with the hag. The shifters, led by a werebear, are allied with treants, dryads, wood woads and local spirits; while the hags command many plant creatures (shamblers, battlebriars, assassin vines, predatory vines and vine horrors), otyughs, a tribe of werewolves and a group of trolls from the Black Muskeg 8.1, a cold swamp to the west.&lt;br /&gt;
&lt;br /&gt;
Secret: Deep below the Red Woods is a bound deity of rot and corruption whom the hags seek to revive.&lt;br /&gt;
&lt;br /&gt;
*Two green hags and an annis.&lt;br /&gt;
&lt;br /&gt;
==Highlands of Erenby==&lt;br /&gt;
&lt;br /&gt;
A spur of small, densely wooded mountains, an offshoot of the Vagabonds, separates the Red Woods and the Heartwood Forest. The source of the Sadhur bubbles up under a lake located on a high plateau here, and falls down towards Ionavalon to the east. (See the description of [[#Ionavalon|10.2]] for more details on the Sadhur.)&lt;br /&gt;
&lt;br /&gt;
A traveller who braves the slopes to find the lake will be struck by the beauty as the sun strikes its crystal waters, casting shimmering light everywhere. It may be this very beauty that caused unknown hands to raise a temple on its shores. Long abandoned, locals can not recall who built it or who it was dedicated to. Wind and rain have obliterated carvings that may have given a clue to the answer, but a single statue remains that retains enough of its form to tell that the deity was at least humanoid in form; all other features -- race, age, gender -- have been since lost to the elements.&lt;br /&gt;
&lt;br /&gt;
==Heartwood Forest, cont==&lt;br /&gt;
&lt;br /&gt;
Here the Heartwood covers the land with think trees and heavy undergrowth. Still the forest has a groomed quality, belying the influence of the nearby elves.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Forest==&lt;br /&gt;
&lt;br /&gt;
The forest is thin on these rolling hills, and the river Delnar meanders through the dales.&lt;br /&gt;
&lt;br /&gt;
==Farmland==&lt;br /&gt;
&lt;br /&gt;
Though sparsely populated, this area has been cleared of major vegetation, and the local inhabitants have made use of the waters of the Delnar in order to provide irrigation for the fields that now cover the landscape.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 8==&lt;br /&gt;
&lt;br /&gt;
==Grasslands==&lt;br /&gt;
&lt;br /&gt;
Rolling grasslands broken only occasionally by sparse clumps of trees mark this section of Old Kings&#039; Road.&lt;br /&gt;
&lt;br /&gt;
==Ore Road==&lt;br /&gt;
&lt;br /&gt;
Here a small road leads from the nearby mining towns to Hob&#039;s shire, where they meet merchants to sell their ore.&lt;br /&gt;
&lt;br /&gt;
The road has become dangerous of late as the guards the mining towns used to patrol the path have been recalled to fight their internal struggle. A group of Hobgoblins, drawn to the area by tales of glory from their people&#039;s history, has made camp in the area.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 11==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=10=&lt;br /&gt;
&lt;br /&gt;
==The Heartwood==&lt;br /&gt;
&lt;br /&gt;
Here the Heartwood is thick and lush, groomed and beautiful. This area is rumored to be under the protection of Unicorn who the Elves of Ionavalon often consult.&lt;br /&gt;
&lt;br /&gt;
Few evil beings dare enter this portion of the forest, but from time to time the Unicorn will be forced to deal harshly with intruders.&lt;br /&gt;
&lt;br /&gt;
Most recently a band of Gnolls, under pay from the Hags in the Red Woods has been causing some head aches, the Unicorn has been considering asking the elves, or perhaps a group of adventurers, for help.&lt;br /&gt;
&lt;br /&gt;
==Ionavalon==&lt;br /&gt;
&lt;br /&gt;
In a forest glade lies Ionavalon, Citadel of Dreyal, Queen of the Bright Elves of Heartwood. The Citadel sits on the Sadhur River, which flows out of the Highlands of Erenby to the west and joins the Delnar further east.&lt;br /&gt;
&lt;br /&gt;
Ionavalon is not so much built as grown, through careful cultivation and tending of the forest-and a small amount of magic as well. Similar, though much smaller, houses surround it on all sides.&lt;br /&gt;
&lt;br /&gt;
Though the Bright Elves have dwelt in Heartwood since before the coming of other races, throughout their history they have sought neither to expand their holdings or conquer others, but have been content to merely keep and watch over their small territory. They do not often seek contact with outsiders, but are welcoming to those of good heart who find themselves in the Heartwood.&lt;br /&gt;
&lt;br /&gt;
==The Deepening Forest==&lt;br /&gt;
&lt;br /&gt;
The forests south of Iovanalon deepen and thicken, blocking out the sun in places. Eventually, the woods grow nearly impenetrable as travelers approach the Skittering Dark.&lt;br /&gt;
&lt;br /&gt;
==The Skittering Dark==&lt;br /&gt;
&lt;br /&gt;
A section of deep forest no longer traveled by local huntsman and trappers after a wave of disappearances a few years ago. Foresters keep their distance and speak of the unnaturally large insects and spiders which give this area its name.&lt;br /&gt;
&lt;br /&gt;
SECRET:&lt;br /&gt;
&lt;br /&gt;
Actually it&#039;s just spiders. They have multiplied in this area under the influence of a Shrine to Lolth. A Drow priestess emerged from the Underdark to build the shrine here because of ancient magical power in the location. This is due to an ancient temple to a fallen god (or primordial) which resonates with magical power for those who can claim it.&lt;br /&gt;
&lt;br /&gt;
After building the shrine, the priestess contracted with Duergar to construct a temple around it. Their hatred for the surface world has made this process painfully slow, but she does not have the means to do the stonework herself. There is a seemingly innocuous forested hill cave in this hex, which is deceptively deep and acts as the highway to the Underdark which brings the Duergar workers to the surface. The path between here and the temple itself has become increasingly well-worn over the years.&lt;br /&gt;
&lt;br /&gt;
Hazards: giant spiders (including demonic variants), duergar parties, the long-buried temple beneath the shrine (now with surrounded by the skeleton of its own temple under construction), a passageway to the Underdark and all that it contains...&lt;br /&gt;
&lt;br /&gt;
==Delnar River==&lt;br /&gt;
&lt;br /&gt;
The Delnar River passes just south of the Skittering Dark.&lt;br /&gt;
&lt;br /&gt;
South of the river is fertile grassland with scattered groups of ranchers and herders being the major occupants. North is the deep ominous forest.&lt;br /&gt;
&lt;br /&gt;
Between the river and the Skittering Dark, however, is a line of imposingly large stone menhirs whose origin is unknown. They are hewn from granite which is obviously not local to the area, and each one weighs several tons, so whoever originally placed them went to a lot of trouble to do so.&lt;br /&gt;
&lt;br /&gt;
Magical runes glow on the menhirs in unpredictable patterns that change as the weather shifts. The monuments otherwise don&#039;t appear to actually do anything.&lt;br /&gt;
&lt;br /&gt;
Theories abound as to what they are, who originally placed them, and what purpose they have. Popular stories include: they keep the Delnar river from shifting its course South, they prevent evil things in the Skittering Dark from moving south across the river, and they predict the weather in advance, if only someone knew how to read them.&lt;br /&gt;
&lt;br /&gt;
This part of the forest was never cleared, even though it approaches close to the north of Wheatsea. People often hunt wild animals up to the riverbank, but are superstitious about crossing to the north. Hunters tell tall tales of spiders the size of rats north of the river, but few people believe them in the taverns of Wheatsea.&lt;br /&gt;
&lt;br /&gt;
==Wheatsea==&lt;br /&gt;
&lt;br /&gt;
Situated in the midst of farmland, Wheatsea is a thriving city that enjoys the advantages of its location.&lt;br /&gt;
&lt;br /&gt;
In addition to its sizable human population, Wheatsea hosts a number of elves and half elves.  The elves arrived during the founding of the city, wandering away from a homeland they were cast out of, and agreeing to aid the fledgling city in exchange for a place to live.&lt;br /&gt;
&lt;br /&gt;
Human industry at building and farming combined with elven baking has led to Wheatsea being a valuable strategic resource for the local government.&lt;br /&gt;
&lt;br /&gt;
A supply road runs from Wheatsea to Bellicose Castle.&lt;br /&gt;
&lt;br /&gt;
==Tournament Grounds==&lt;br /&gt;
&lt;br /&gt;
This area of gently rolling hills and lush grass is empty most of the time but every five years it plays host to the Grand Tournament, a fantastic contest of jousting, melee, archery and nearly every game and competition imaginable. Warriors, fame seekers, and spectators come from nearly every land to take part. Around the Tournament a huge carnival takes place, playing host to every entertainment imaginable. It&#039;s a week that people look forward to for years before and talk about for years after.&lt;br /&gt;
&lt;br /&gt;
==UWallach&#039;s Fields==&lt;br /&gt;
&lt;br /&gt;
This region was held by Lady Wallach for a time during the Winter Siege; it contains the sites where her armies camped while they laid siege to Castle Bellicose. Though they were ultimately thrown back by the armies of King Bellicose, monuments were erected along the King&#039;s Road marking the locations of the various brigades and battalions.&lt;br /&gt;
&lt;br /&gt;
==Hobs Shire==&lt;br /&gt;
&lt;br /&gt;
Named for the infestation of hobgoblins that long ago kept this fertile land from being used, numerous hamlets and villages crowd in to take advantage of the pleasing fruit trees and good growing conditions.&lt;br /&gt;
&lt;br /&gt;
Notable settlements include Apple Hall, Cherry Pond, and Kaitlen&#039;s Walk.  These small communities offer up a &amp;quot;fair&amp;quot; share of their bounty to the Splendor, with most of the rest going to secular leaders.  Still, there is enough to avoid starvation during all but the worst growing seasons.&lt;br /&gt;
&lt;br /&gt;
Dangers of Hobs Shire include cults that worship the native gods, including the alien and twisted fertility goddess (and goddess of centipedes and other such creatures) that the hobgoblins once venerated.  There are also a few degenerate communities where human and hobgoblin blood have mixed.&lt;br /&gt;
&lt;br /&gt;
Marisee the Peddlar travels in the rural communities around the shire, and can be found anywhere within 2 hexes of this one. Occasionally, she goes past those boundaries, but never into the bigger cities, such as Splendor. How she has managed to survive alone in these travels for the last decade is unknown, though many an isolated hamlet has appreciated a visit.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 10==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 11==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=11=&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 1==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Dragon Hollow==&lt;br /&gt;
&lt;br /&gt;
Near the Eastern edge of the Heartwood Forest lies the petrified bones of a great Red Dragon, half-buried in a hill-side. The origin of the bones have been lost even in legend, but it is said that under the lies what was once the great horde of the Dragon, waiting to be claimed by one brave enough. Even still, very few people find reason to approach the site, as few who go ever return.&lt;br /&gt;
&lt;br /&gt;
SECRET: The hill is, in fact, the home-base for the Bardinian Rangers, a group of primarily Human and Half-Elf outcasts who have withdrawn from society to roam the Wilderness.&lt;br /&gt;
&lt;br /&gt;
The Rangers are, for the most part, good folk, and hold an uneasy truce with the Elves of Lonavalon, mostly ignoring each other. The Rangers are made up of people of many different skill sets. From actual Rangers and Druids, to Artisans and Bards.&lt;br /&gt;
&lt;br /&gt;
The lair of the Rangers is accessed through the mouth of the dragon, and includes an underground stream and many large Caverns.&lt;br /&gt;
&lt;br /&gt;
The area around the hill is well-defended, and the main reason few return is that those who have found the lair never leave, being required to join the Rangers.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Farmland==&lt;br /&gt;
&lt;br /&gt;
The Delnar spills out of the hills into fertile plains. Both Wheatsea and Aelwyd graze their herds on the flood plain during summer, and outlying farms of Wheatsea grow arable crops south of the river.&lt;br /&gt;
&lt;br /&gt;
==Farmland==&lt;br /&gt;
&lt;br /&gt;
This entire area is given over to farmland to feed the City of Bellaca. The Farmers in this area are forever annoyed at what they consider low prices of grain in Bellaca. The grumbling has gotten louder of late with some farmers talking about withholding grain or selling it elsewhere.&lt;br /&gt;
&lt;br /&gt;
==Bellicose Castle==&lt;br /&gt;
&lt;br /&gt;
The current Lord of the area, Baron Tyran Bellicose, lives in a mighty fortress overlooking the Old King&#039;s Road. He is a iron-fisted Lord in many respects, but fair. He does not tolerate disobedience, dealing harshly with any sort of challenge to his authourity, but he doesn&#039;t squeeze the locals mercilessly and deals squarely with all regarding taxes, treaties and the like, so he is generally well respected, if not actively adored, by his subjects.&lt;br /&gt;
&lt;br /&gt;
Recently, however, these subjects have started to adopt a much more aggressive attitude towards the Baron&#039;s soldiers and tax-collectors, and in some areas, such as the Withaive hills, they&#039;ve actually dared to attack them. The Baron grows increasinlgy paranoid that a usurper is working behind the scenes to incite the people against him and remove him from power. Perhaps one of his brothers or maybe his son. His spys are even now keeping tabs on his entire family.&lt;br /&gt;
&lt;br /&gt;
Perhaps he has been too soft on the commoners and needs to visit such destruction on these Winterhaivian rebels so as to leave no doubt about his power and then, maybe, he&#039;ll figure out who in his family is responsible for stirring them up and deal with them in turn...&lt;br /&gt;
&lt;br /&gt;
==Crossroads==&lt;br /&gt;
&lt;br /&gt;
A crossroads exists here where Old King&#039;s Road meets roads leading south towards Splendor and north towards Aerth Aelwyd and the Vagabond Mountains.&lt;br /&gt;
&lt;br /&gt;
==Grasslands==&lt;br /&gt;
&lt;br /&gt;
East of Hob&#039;s Shire, the land is uncultivated grasslands verging on the forests of Ehlonna&#039;s Splendor.&lt;br /&gt;
&lt;br /&gt;
==Ehlonna&#039;s Splendor==&lt;br /&gt;
&lt;br /&gt;
Situated amongst lightly forested areas giving way to meadows is a grand, open air temple-city dedicated to nature and fertility. Several regional gods and goddesses have representations among the statuary, with the current primary goddess venerated being Ehlonna.&lt;br /&gt;
&lt;br /&gt;
Near by communities pay tithes to receive the blessings of fertility and good hunting. The priests who serve in the Splendor (as the temple-city is called) serve as unofficial advisors to many nearby governments.&lt;br /&gt;
&lt;br /&gt;
While the surface of life there is focused on the business of venerating the deities and serving surrounding communities, as well as educating the next generation of priests and priestesses, there is constant rivalry between the loose and conflicting hierarchies of worship. Schisms and heresies occur beneath the surface, occasionally erupting to the surface in the prayer sessions and scriptural study that makes up civic discourse for the Splendor.&lt;br /&gt;
&lt;br /&gt;
Rumor has it that the reach of the Splendor was once far greater, and that the desert south of Windhook was blighted into its current form by the priestesses of that time. To those spreading this rumor, the current arrangement of gods--especially with Ehlonna as chief goddess--is a compromise that purposefully cripples the power of the Splendor.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=12=&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 1==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Delnar Woods==&lt;br /&gt;
&lt;br /&gt;
Though the river does not touch these woods, save for a few small streams and creaks that split off of the main body, it shares the namesake.  A few logging communities work in these woods, feeding lumber to those nearby.  It is dangerous work, as the trees are hardy and often resist being chopped down through means not always natural.&lt;br /&gt;
&lt;br /&gt;
SECRET: A group of druids died to preserve the natural divinity of this place from a wizard eager for its power.  Their spirits have infused the woods, creating treants, dryads, and other arboreal creatures to continue protecting the slumbering divinity and its power.&lt;br /&gt;
&lt;br /&gt;
==Delnar Woods==&lt;br /&gt;
&lt;br /&gt;
The Delnar Woods thin here, as centuries of logging causes the trees to slowly give way to the rolling hills around Arth Aelwyd.&lt;br /&gt;
&lt;br /&gt;
==Arth Aelwyd, the Hollow Hill Inn==&lt;br /&gt;
&lt;br /&gt;
There is a bend in the Delnar River where it takes a turn to the west around a single, low hill. Formally named Arth Aelwyd, it is oft called simply the Hollow Hill after the riverside inn that has been built inside it by the Strongberry Halflings (they are also known for their potent wine, and they tend a small but productive vineyard in the vicinity as well). It is a pleasant stopping place for those journeying through the area-as long as one doesn’t inquire of their hosts why they have chosen to dwell so far from established Halfling territory, or venture into the lower levels of the Hollow Hill.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Bellaca==&lt;br /&gt;
&lt;br /&gt;
The effective capital city of the region is intensely loyal (at least in appearance) to its native son and inheritor to ancestral rule, Baron Tyron Bellicose.  This city is also the edge of the Splendor&#039;s influence, with a few priests and representatives sitting on the council of nobles that manage details that the Baron does not care to.&lt;br /&gt;
&lt;br /&gt;
Soldiers of the Baron not in his fortress are often here, and there are barracks within the city.  Parades of the soldiers are quite common.&lt;br /&gt;
&lt;br /&gt;
Recently, however, the unrest has come here.  Not in the form of outright rebellion from the citizens, but in mysterious acts of vandalism and petty violence that has set the city on edge against outsiders.&lt;br /&gt;
&lt;br /&gt;
==Bandit Run==&lt;br /&gt;
In this hex the Old King&#039;s Road travels just past the foothills of the Dragon Back Mountains. Trade along this route is continually hampered by bandit gangs. The many caves that riddle this broken region are perfect for temporary hideouts, making the area chronically lawless.&lt;br /&gt;
&lt;br /&gt;
Merchants rarely travel this route unless absolutely necessary, cutting off most trade to the East, isolating the region and promoting the abandonment of smaller settlements inland of the more bustling regions to the West.&lt;br /&gt;
&lt;br /&gt;
The bandits are virtually immune from the law, but are still kept in check by dwindling targets, inter-gang warfare and occasional raids by goblinoid tribes from the larger mountains extending Southeast. The gangs have become increasingly desperate in recent years and their highway robberies have evolved to murderous, pillaging raids farther afield. Their targets have expanded to small settlements for several hexes around.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 9==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 10==&lt;br /&gt;
&lt;br /&gt;
==Unnamed Meadow==&lt;br /&gt;
&lt;br /&gt;
An unnamed empty meadow. It&#039;s lovely, and there are wildflowers.&lt;br /&gt;
&lt;br /&gt;
==Orestes&#039;s Pit==&lt;br /&gt;
Legend tells of the Bard Orestes whose greatest love (a fair maiden of 1 and 20 years) was dying of a terrible disease. Forsaking the world, he built a cabin at the edge of the continent, and sat by her side playing the most beautiful music, desperate to try to soothe her passing. As she wasted away, a passing trader heard his astounding music, and tried to pay him with gold, silver, and gemstones to travel with him and play for his customers - but although Orestes&#039;s love told him to leave her and go live his life, he refused.&lt;br /&gt;
&lt;br /&gt;
The trader moved on, heartbroken that he would never hear the bard&#039;s music again, and shared this tale of the love sick bard with all he met. It resonated with the people of the nearby towns and cities, and word spread across the realm.&lt;br /&gt;
&lt;br /&gt;
Over the months his love lay dying, Orestes dealt with many more offers, including appointment to the royal court and even his own ship laden with servants and gold to take his music to the next continent. He refused all comers despite his lady&#039;s protests, and continued to sit by her side, his music (though still beautiful) becoming sadder and sadder.&lt;br /&gt;
&lt;br /&gt;
Finally, an unholy creature deep in the Underdark heard Orestes singing his sad songs. It found the depth of Orestes&#039;s misery to be the most pleasant thing it&#039;d ever heard. The creature appeared before Orestes in smoke and sulfur and offered him a deal - he would save Orestes&#039;s lady&#039;s life, curing her illness, but Orestes would have to come with him and serve him deep in the Underdark, singing his sad songs forever. To ensure Orestes&#039;s eternal grief (and thus his beautiful melancholy music), the creature stipulated that Orestes would never be allowed to see his lady love again.&lt;br /&gt;
&lt;br /&gt;
Desperate to stop him, she screamed her violent rejections of the creature and the offer, but Orestes mad with love refused her, and agreed to the monster&#039;s bargain. The woman immediately felt stronger, breathing clearly she was cured of her illness. With one final look at Orestes of pained anguish, she disappeared from the cabin, spirited to who knows where.&lt;br /&gt;
&lt;br /&gt;
The entirety of the cabin (and many miles of ground surrounding) sunk into the Underdark, creating what has been since known as Orestes&#039;s Pit. It is a dark and foreboding sloped hole, honeycombed with tunnels and chambers, and filled with vile servants of the creature. Orestes&#039;s melancholy songs reverberate perfectly in this damned echo-chamber, and can be heard from miles around, fainter and fainter as you get further from the source deep at the center. Centuries have passed, and many adventurers have died deep in Orestes&#039;s Pit, their belongings scattered by the creatures clamoring to listen to Orestes&#039;s music. To this day, unholy creatures of all sorts still make their homes in and around Orestes&#039;s Pit, drawn by the music, and vying with each other for deeper homes within the pit.&lt;br /&gt;
&lt;br /&gt;
=13=&lt;br /&gt;
&lt;br /&gt;
==Hermago Heights==&lt;br /&gt;
&lt;br /&gt;
The lowest peaks of the Vagabond range, covered in evergreens save for the gray tips. Isolated and unexplored wilderness and rumored to be the home of the lost and untamed, and some say primordially bestial ancestors, of the elves. Recently, somewhere within the range a hive of giant wasps has begun construction...these flying beasts have begun terrorizing those who come to close and nearby settlements and might be driving out the primordial elves...whose shadows have begun being spotted in the south and to the west.&lt;br /&gt;
&lt;br /&gt;
==Kaunite&#039;s Peak==&lt;br /&gt;
&lt;br /&gt;
Part of the Vagabond mountain range, the peak is a tall mountain surrounded by its siblings whose natural springs and melting caps feed the Delnar Falls and River. Along these high streams near where the waters gather a number of mill hamlets have sprung and over time may connect into a city in on the slope of the high mountain, not often traveled to from beyond in part both to the fey creatures at the bottom of the falls and the terrible things that sleep deep in the mountain. While the lower platueas of this peak are lush with flora, fauna, and small civilization, the caverns beneath the mountain feed into a foul and monstrous worm nest, sometimes the hunting ground of a civilization not yet seen so deep in the ground that it is the perfect inverse of Kaunite&#039;s Peak.&lt;br /&gt;
&lt;br /&gt;
3 main Milling hamlets: Morrisston, Valenshold, Nearfall.&lt;br /&gt;
&lt;br /&gt;
Features: Mountainside, worm caverns, Kaunite&#039;s Depths undercity.&lt;br /&gt;
&lt;br /&gt;
==Delnar Falls==&lt;br /&gt;
&lt;br /&gt;
Here, the river Delnar tumbles down from its high mountain vale to the plains. The area is known for its prosperous mountainside forest, populated by fey things and containing many herbs sought by human mages and apothecaries. Beyond the waterfalls, an entrance leads into a system of caverns (naturally!).&lt;br /&gt;
&lt;br /&gt;
==Forests Flank Delnar==&lt;br /&gt;
&lt;br /&gt;
Heavy forest flanks the banks of the Delnar in this region, providing refuge for numerous herbivores but also cover for those creatures that hunt them.&lt;br /&gt;
&lt;br /&gt;
(Encounters: Packs of wolves and occasionally 2-3 dire wolves, herds of deer, solitary bears, goblinoid hunting party)&lt;br /&gt;
&lt;br /&gt;
==Spire Lake==&lt;br /&gt;
&lt;br /&gt;
In the foothills, the Delnar river spills into a valley lake. The forests reach the north shore, but to the south is open hillside where halfling shepherds can often be seen leading their flocks. The lake itself it flat and calm, almost having a mirror surface except when whipped up by an autumn wind. Near the centre of the lake, a cracked stone spire breaks the surface. The druid Aedelraed knows its history, but is rarely seen these days.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 8==&lt;br /&gt;
&lt;br /&gt;
==Foothills==&lt;br /&gt;
&lt;br /&gt;
The King&#039;s road connects Broken Cart with the west, although the road has fallen into disrepair and few merchants will risk the bandits to the west.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 10==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 11==&lt;br /&gt;
&lt;br /&gt;
==Badlands==&lt;br /&gt;
&lt;br /&gt;
the verdant meadows abruptly give way after 12.11, giving way to rocky highlands, and later badlands formed by the volcanic south. &lt;br /&gt;
&lt;br /&gt;
of particular prominence is a high-walled ravine, where the ancient highway called Tiamat&#039;s Gullet starts, marking the safest route through the volcanic southern mountains (eventually hooks up with 15.12).&lt;br /&gt;
&lt;br /&gt;
Belleca is in talks with Splendor to consder linking Tiamat&#039;s Gullet to the main roads&lt;br /&gt;
&lt;br /&gt;
=14=&lt;br /&gt;
&lt;br /&gt;
==The Charred Ridge==&lt;br /&gt;
&lt;br /&gt;
A section of the Vagabond mountain range with few distinguishing peaks or passes. Named for the damage done during past volcanic activity that has left the range looking singed. A few settlements eek out existence in the foot hills, under the heel of bandits who find the desolate mountains excellent for a base of operation.&lt;br /&gt;
&lt;br /&gt;
==Abandoned silver mines==&lt;br /&gt;
&lt;br /&gt;
The mountains next to Kaunite&#039;s Peak used to contain rich veins of silver but almost all of these mines were exhausted a generation ago. The mine were then abandoned and the human and dwarven miners moved on to other parts. The area is studded with ghost towns built during the first rush and now empty. There are occasional rumors of miner&#039;s treasure hidden up in the mountains or a vein that wasn&#039;t completely mined out but investigating these rumors is dangerous as several tribes of goblins have moved into the area.&lt;br /&gt;
&lt;br /&gt;
When the area was populated it was home to several gangs of bandits. The largest of these, the Red Jacks, were eventually all caught and hung but they died without telling where their loot was stored.&lt;br /&gt;
&lt;br /&gt;
Terrain type: Mountainous/conifer forest &lt;br /&gt;
Settlements: Calamity (abandoned)&lt;br /&gt;
Encounter ideas: Goblins in abandoned mine, ghosts of miners, old prospector, bandits&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Goblin Village==&lt;br /&gt;
&lt;br /&gt;
In this area, goblins have cleared some of the woods to build a village where they tend to barely domesticated boars and fend off natural predators from the nearby woods. Their youth occasionally get swept up in war parties, but generally the village keeps to itself. On occasion, human or elven travelers enter the area and spot the village. The goblins deal with these individuals as best they can, fearing revelation.&lt;br /&gt;
&lt;br /&gt;
It is generally known that goblins and such creatures exist in the area, but most aren&#039;t aware of the permanent settlement.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Broken Cart Tavern==&lt;br /&gt;
&lt;br /&gt;
This section of the road is treacherous and not as well maintained as it was when the border was more seriously contested.  Away from most settlements, a traveler&#039;s tavern provides for the needs of the soldiers and others who come by this way.  The son of the owner is quite handy at repairing the damage done to wagons and other vehicles that pass through this unpleasant stretch of road, while his twin sister is excellent at mending travel worn garments and performing repairs on smaller goods, from knives to ancient books that need to be meticulously pieced together again.&lt;br /&gt;
&lt;br /&gt;
==Dragon Back Mountains==&lt;br /&gt;
&lt;br /&gt;
==Dawn&#039;s Shame==&lt;br /&gt;
&lt;br /&gt;
This city on a hill is renowned for its delights.  The splendid sunrises are the least of them, and one really seen by the soldiers and adventurers who come to Dawn&#039;s Shame.  In addition to ways to spend a day&#039;s wage in a few minutes, the city hosts tournaments and bloodsport of all sort.  No impulse is without its outlet at Dawn&#039;s Shame.&lt;br /&gt;
&lt;br /&gt;
Even those who seek forbidden lore can appease their hunger in the libraries, or delve into the ancient structures the riddle the hills and mountains around the city.&lt;br /&gt;
&lt;br /&gt;
The city itself is built on the highest hill, with a few satellite towns and villages that aid in supporting it.&lt;br /&gt;
&lt;br /&gt;
==Basalt Crags==&lt;br /&gt;
&lt;br /&gt;
These mountains are rough black volcanic rock, with many cliffs and loose slopes formed of ash and pumice. Only an experienced mountaineer could cross this region.&lt;br /&gt;
&lt;br /&gt;
==Tiamat&#039;s Gullet==&lt;br /&gt;
&lt;br /&gt;
The fissure formed by the volcano at 15.12 cleaves through the basalt crags, making a passable road from east to west.&lt;br /&gt;
&lt;br /&gt;
=15=&lt;br /&gt;
&lt;br /&gt;
==Horn Holds==&lt;br /&gt;
&lt;br /&gt;
The remains of a large stratovolcano that erupted cataclysmically many years ago. The collapsed cone formed a lake in the caldera with an island in the middle. This island serves as the main entrance to the Horn Hold, a dwarven settlement renowned for thier metal smithing. Deep within the old lava tubes and vents are veins of rare and wonderful metals and minerals.&lt;br /&gt;
&lt;br /&gt;
The dwarves have not mapped all of the tunnels as of yet and will not in the near future as long range exploration parties have come under attack from worm like creatures. It is quite possible that due to past seismic activity fissures and magam tunnels have made connections to the tunnels under Kaunite&#039;s Peak.&lt;br /&gt;
&lt;br /&gt;
Horn Hold is a fairly new dwarven settlement and is not as closed to outsiders as more established holds. Being founded by a priest of Moradin there is a strong religious feel to the city, and while areas are open to traders the wrokings of the foudaries and furnaces are strictly limited to the dwarves. The forges have made major advancements in metallurgy including the working of alloys of various metals* and treatments not used by humans.&lt;br /&gt;
&lt;br /&gt;
*Equvalent metals would be aluminum, nickel, manganese and magnesium.&lt;br /&gt;
&lt;br /&gt;
==The sheer cliffs==&lt;br /&gt;
&lt;br /&gt;
When the caldera was formed in volcanic eruption long ago, a portion of one of the neighboring mountains in the range was split in half, one half crumbling into the lake leaving the other as a sheer face along a long stretch of the Vagabond mountain range. In this region are treacherous mountain passes in the western portion, but in the northern and the eastern portion of the area there is stability. The lake town of Grabben&#039;s Shore is the primary source of trade to the hold across the lake, access to this fishing and trade town from the south is through a stable, if sometimes bandit laden, mountain pass that leads into the east Delnar Road.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Roamer&#039;s Woods==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 8==&lt;br /&gt;
&lt;br /&gt;
==Stone Fort==&lt;br /&gt;
&lt;br /&gt;
This point marks both the eastern end of Old King&#039;s Road as well as part of the historic border between this land and the Eastern Kingdoms. A small stone fort, manned but falling into disrepair, stands testament to this fact.&lt;br /&gt;
&lt;br /&gt;
Terrain type: Grassland (any forest that was once present has been cleared so as to provide an unobstructed view of the land on either side of the border).&lt;br /&gt;
Potential encounters: border raiders, smugglers, invading armies if the GM so wishes&lt;br /&gt;
&lt;br /&gt;
==Dragon Back Mountains==&lt;br /&gt;
&lt;br /&gt;
==Broken Pass==&lt;br /&gt;
&lt;br /&gt;
A well supported pass, complete with arched gates to hold it up, once stood here. Now it is in ruin, with broken statuary and architecture blocking the way through the mountains.&lt;br /&gt;
&lt;br /&gt;
==Tiamat&#039;s Gullet==&lt;br /&gt;
&lt;br /&gt;
A desolate valley road carved along a volcanic mountain range which stretches east to west, eventually joins up with the Dragon Back mountains, with spurs of black rock jutting up like feindish claws, lined with rivers and even &#039;lakes&#039; of molten lava that flow from the mountains. because of this hellish landscape, both the valley and centuries-old road are named for the Dragon Goddess&lt;br /&gt;
&lt;br /&gt;
but perilous as the Gullet is, the depradations of the Orange horde have awoken Algrim The Strong, A dwarven Death Knight. Algrim considers himself the undisputed warlord of the Gullet, and from the volcanic hall that was once his tomb, has begun to assemble an army of his own, bolstered by the walking dead, with wich he shall support his ally, Shan-Yur&lt;br /&gt;
&lt;br /&gt;
It is the hope of interested parties that somebody disrupt this alliance, and turn the two warlords against each other&lt;br /&gt;
&lt;br /&gt;
While it was (until recently) the safest route for pilgrims to reach the Monastery of the Celestial Dragon, the road through Tiamat&#039;s Gullet eventually swings north towards Broken Pass (and presumably, Dawn&#039;s Shame)&lt;br /&gt;
&lt;br /&gt;
=16=&lt;br /&gt;
&lt;br /&gt;
==Vagabond Mountains==&lt;br /&gt;
&lt;br /&gt;
It is rumoured that griffins make their homes among the peaks found in this otherwise uninhabited section of the Vagabonds.&lt;br /&gt;
&lt;br /&gt;
==The Keeper&#039;s Keep==&lt;br /&gt;
&lt;br /&gt;
Atop the highest mountain in the region, and in fact taking up most of the hex is a giant&#039;s keep. It has seven sides, one for each era of history plus another three for the eras said to come. The top of the walls are often surrounded by clouds which become more storm-laden the closer someone approaches. The walls are said to be seven miles thick, but no mortal has ever entered or left in known history. It is said that dragons have flown over the walls and have seen what lies in the courtyards and towers within, but they rarely speak of such things (for free). Climbers face many days of vertical ascent through a thunder storm on a wall with no real handholds. Others who have tried to fly over the walls have choked, breathless before reaching the top.&lt;br /&gt;
&lt;br /&gt;
Secret: Dragons, when pressed, will tell that the keep is filled with &#039;timelessness&#039; and know rumours of unobtainable treasures within.&lt;br /&gt;
&lt;br /&gt;
Secret: The Keeper is a giant who keeps people and things until they are needed at the end of time. The few people who live there cannot die, but they cannot leave.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Roamer&#039;s Woods==&lt;br /&gt;
&lt;br /&gt;
==Tower of Thorns==&lt;br /&gt;
&lt;br /&gt;
A dense forest starts in this area, extending up in a line of savage woods that civilization has not yet tamed (16.5 and 15.5).  It is known as Roamer&#039;s Woods.&lt;br /&gt;
&lt;br /&gt;
Fae creatures and elemental forces gather here, delighting in the mystic power that emanates from the Tower of Thorns: a school of sorcery and primal magic has stood since giants erected it at the behest of its founder.&lt;br /&gt;
&lt;br /&gt;
Roamer&#039;s Woods are expansive and confusing, with oddly intelligent animals and passages that lead into faerie worlds.  All of these serve to help conceal the Tower of Thorns from meddlesome fools and enemies.&lt;br /&gt;
&lt;br /&gt;
The Tower of Thorns accepts applicants in two ways.  Anyone with sufficient mystical skill to reach the Tower and gain entry is allowed to study.  It is not uncommon for wizards who have come by their power in more conventional ways to spend several years tutoring less experiences magic users while being instructed in the special spell craft of the Tower.  The other way is to be destined to reach the Tower.  Some who travel in the area seem pushed towards the tower instead of away from it, no matter what the obstacle.  These individuals gain entry by fate&#039;s decree and they provide the small classes that learn under the wizards who seek to unlock the secrets woven into the Tower&#039;s very structure.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==White Plains==&lt;br /&gt;
&lt;br /&gt;
This grassland was once the site of a massive battle with the Eastern Kingdom. Where is surrounding lands are fairly flat (16.7, 16.9 and 15.8) this area is hilly. All of the hills are fairly low and flat as they are man made. Huge barrows for all of the dead killed in the long forgotten battle. The bones of the weathered mounds have begun peaking through give the name, White Plains. Many non corporal undead roam this haunted region. Along with treasure hunters seeking ancient magical panoplies that are sure to be still buried here.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 9==&lt;br /&gt;
&lt;br /&gt;
==Fangula==&lt;br /&gt;
&lt;br /&gt;
A old city called Fangula sits. People who visit it had found nothing but a enough fog to give a dragon a chill. Anyone sent to Fangula at night disappears for ever--never to return!&lt;br /&gt;
&lt;br /&gt;
SECRET: Fangula is home town of evil monsters. Count Volexa is the latest monster ruler of this time. He tossed out the last ruler of town a werewolf. Fangula has been plotting on getting rid of all the humans and turning this country into a evil monster--for lack of better words--factory.&lt;br /&gt;
&lt;br /&gt;
==Dragon Back Mountains==&lt;br /&gt;
&lt;br /&gt;
==The Monastery of the Celestial Dragon==&lt;br /&gt;
&lt;br /&gt;
Located high in the spine of the Dragonback Mountains (which wind in a serpentine fashion through 14.9, 15.10, 15.11, 16.11 and 16.12) lies what was once the westernmost outpost of a sect of warrior-monks known as the &amp;quot;Order of the Celestial Dragon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Six years ago, however, the monastery was invaded by the &#039;Orange Horde,&#039; a massive nomadic tribe of Hobgoblin Warg Riders and ogres led by a cunning Ogre Mage named Shan Yur. The ogre has decided to establish the monastery as the center of a new empire and is gathering evil humanoids from all across the land to burgeon his armies. He has sent out ogre hunters to gather the most dangerous beasts and monsters to master and unleash upon his enemies.&lt;br /&gt;
&lt;br /&gt;
The monks were not all killed during the invasion, however, and many roam the lands trying to gather their strength to retake their home. In their desperation, they&#039;ve even begun training westerners and some of the non-human races in their mystical arts to bolster their numbers. Soon all the members of the order will gather with their new pupils and the Celestial Dragon will reach out to consume the hordes of Shan Yur...&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Hex_by_Hex:mapsource&amp;diff=110196</id>
		<title>Hex by Hex:mapsource</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Hex_by_Hex:mapsource&amp;diff=110196"/>
		<updated>2009-06-03T21:53:47Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;16,12,72x64,truecolumns Hexographer http://www.inkwellideas.com/ version .86&lt;br /&gt;
line_template	political maj_border 	-65536	5.0&lt;br /&gt;
line_template	political min_border 	-65536	3.0&lt;br /&gt;
line_template	natural sea_fill	-6697729	21.0&lt;br /&gt;
line_template	natural coastline 	-6697729	9.0&lt;br /&gt;
line_template	natural river 	-6697729	3.0&lt;br /&gt;
line_template	infrastructure road 	-16711423	3.0&lt;br /&gt;
line_template	infrastructure trail 	-1321362	3.0&lt;br /&gt;
text_template	title 	Times New Roman	32.0	1	-16777216&lt;br /&gt;
text_template	natural continent 	Arial	26.0	1	-16777216&lt;br /&gt;
text_template	natural ocean 	Arial	26.0	1	-1&lt;br /&gt;
text_template	natural river 	Arial	14.0	0	-16777216&lt;br /&gt;
text_template	natural other 	Arial	14.0	0	-16777216&lt;br /&gt;
text_template	natural other minor 	Arial	14.0	0	-16777216&lt;br /&gt;
text_template	political nation 	Courier New	22.0	1	-16777216&lt;br /&gt;
text_template	political state 	Courier New	20.0	1	-16777216&lt;br /&gt;
text_template	political other 	Courier New	16.0	0	-16777216&lt;br /&gt;
text_template	political other minor 	Courier New	16.0	0	-16777216&lt;br /&gt;
text_template	infrastructure road 	Times New Roman	14.0	0	-16777216&lt;br /&gt;
text_template	infrastructure other	Times New Roman	14.0	0	-1&lt;br /&gt;
terrain_template	Reefs	Water	0.82	-6697729	false	false	true	true	&lt;br /&gt;
terrain_template	Black Hole	Cosmic	0.82	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Border Only	Other	0.82	-16777216	false	true	false	true	&lt;br /&gt;
terrain_template	Heavy Forest	Forests	0.82	-8737469	false	false	true	true	&lt;br /&gt;
terrain_template	Forested Hills	Forests	0.82	-7422638	false	false	true	true	&lt;br /&gt;
terrain_template	Forested Mountain	Forests	0.82	-7953869	false	false	true	true	&lt;br /&gt;
terrain_template	Ringed Planet	Cosmic	0.82	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Mountains	Other Land	0.82	-5079040	false	false	true	true	&lt;br /&gt;
terrain_template	Empty	Other	0.82	-16777216	false	false	false	true	&lt;br /&gt;
terrain_template	Marsh	Other Land	0.82	-8073580	false	false	true	true	&lt;br /&gt;
terrain_template	Farmland	Other Land	0.82	-6236309	false	false	true	true	&lt;br /&gt;
terrain_template	Radiation	Symbol	0.82	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Dungeon	Symbol	0.5	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Modern Capital	Settlement	0.82	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Ruins	Settlement	0.82	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Whaling	Symbol	0.82	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Swamp	Other Land	0.82	-5382491	false	false	true	true	&lt;br /&gt;
terrain_template	Modern City	Settlement	0.82	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Capital	Settlement	0.82	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Mines	Symbol	0.5	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Light Forest	Forests	0.82	-6961565	false	false	true	true	&lt;br /&gt;
terrain_template	Grassland	Other Land	0.82	-1575012	false	false	true	true	&lt;br /&gt;
terrain_template	Cactus	Rough Land	0.82	-3355648	false	false	true	true	&lt;br /&gt;
terrain_template	Evergreen Mountains	Forests	0.82	-10062303	false	false	true	true	&lt;br /&gt;
terrain_template	Space Station	Cosmic	0.82	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Town	Settlement	0.82	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Forested Mountains	Forests	0.82	-7892429	false	false	true	true	&lt;br /&gt;
terrain_template	Blank	Other Land	0.82	-1447447	false	false	true	true	&lt;br /&gt;
terrain_template	Nebula	Cosmic	0.82	-10672286	false	false	true	true	&lt;br /&gt;
terrain_template	Heavy Cactus	Rough Land	0.82	-5066240	false	false	true	true	&lt;br /&gt;
terrain_template	Stars	Cosmic	0.82	-15724528	false	false	true	true	&lt;br /&gt;
terrain_template	Village	Settlement	0.82	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Jungle	Forests	0.82	-11694246	false	false	true	true	&lt;br /&gt;
terrain_template	Castle	Settlement	0.82	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Evergreen Mountain	Forests	0.82	-11045343	false	false	true	true	&lt;br /&gt;
terrain_template	Battle	Symbol	0.5	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Heavy Evergreen	Forests	0.82	-13666783	false	false	true	true	&lt;br /&gt;
terrain_template	Sandy Desert	Rough Land	0.82	-462715	false	false	true	true	&lt;br /&gt;
terrain_template	Jump Gate	Cosmic	0.82	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Asteroids	Cosmic	0.82	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Sand Dunes	Rough Land	0.82	-103	false	false	true	true	&lt;br /&gt;
terrain_template	Tower	Settlement	0.82	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Rocky Desert	Rough Land	0.82	-990863	false	false	true	true	&lt;br /&gt;
terrain_template	Sun	Cosmic	0.82	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Fort	Settlement	0.82	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Shipwreck	Symbol	0.5	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Ocean	Water	0.82	-16750951	false	false	true	true	&lt;br /&gt;
terrain_template	Evergreen Hills	Forests	0.82	-12023263	false	false	true	true	&lt;br /&gt;
terrain_template	Light Evergreen	Forests	0.82	-13004499	false	false	true	true	&lt;br /&gt;
terrain_template	Cave	Symbol	0.5	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	City	Settlement	0.82	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Planet	Cosmic	0.82	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Badlands	Rough Land	0.82	-26368	false	false	true	true	&lt;br /&gt;
terrain_template	Sea	Water	0.82	-6697729	false	false	true	true	&lt;br /&gt;
terrain_template	Jungle Hills	Forests	0.82	-10383526	false	false	true	true	&lt;br /&gt;
terrain_template	Shoals	Water	0.82	-3348993	false	false	true	true	&lt;br /&gt;
terrain_template	Lighthouse	Symbol	0.82	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Camp	Settlement	0.82	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Volcano	Other Land	0.82	-2453760	false	false	true	true	&lt;br /&gt;
terrain_template	Mountain	Other Land	0.82	-5079040	false	false	true	true	&lt;br /&gt;
terrain_template	Hills	Other Land	0.82	-7422638	false	false	true	true	&lt;br /&gt;
hexes	Arial	15	0	-16777216	Col Row	Bottom	1	.	1&lt;br /&gt;
Sea	Tower		&lt;br /&gt;
Sea			&lt;br /&gt;
Sea			&lt;br /&gt;
Shoals	Shipwreck		&lt;br /&gt;
Sea			&lt;br /&gt;
Sea			&lt;br /&gt;
Sea	Castle		&lt;br /&gt;
Reefs			&lt;br /&gt;
Sea			&lt;br /&gt;
Sandy Desert			&lt;br /&gt;
Sandy Desert			&lt;br /&gt;
Rocky Desert			&lt;br /&gt;
Forested Mountain			&lt;br /&gt;
Forested Hills			&lt;br /&gt;
Reefs	Camp		&lt;br /&gt;
Hills	Village		&lt;br /&gt;
Hills			&lt;br /&gt;
Hills			&lt;br /&gt;
Hills			&lt;br /&gt;
Marsh	City		&lt;br /&gt;
Marsh			&lt;br /&gt;
Rocky Desert	Cave	-6710887	&lt;br /&gt;
Sand Dunes			&lt;br /&gt;
Sandy Desert			&lt;br /&gt;
Forested Hills			&lt;br /&gt;
Farmland	Modern City		&lt;br /&gt;
Forested Hills			&lt;br /&gt;
Hills			&lt;br /&gt;
Hills			&lt;br /&gt;
Hills	Cave		&lt;br /&gt;
Swamp	Dungeon		&lt;br /&gt;
Forested Hills	Ruins		&lt;br /&gt;
Marsh			&lt;br /&gt;
Rocky Desert	Cave		&lt;br /&gt;
Sandy Desert			&lt;br /&gt;
Rocky Desert	Tower		&lt;br /&gt;
Farmland	Ruins		&lt;br /&gt;
Forested Hills			&lt;br /&gt;
Grassland	City	-16777216	&lt;br /&gt;
Light Forest			&lt;br /&gt;
Heavy Forest	Ruins		&lt;br /&gt;
Hills	Town		&lt;br /&gt;
Swamp	Battle		&lt;br /&gt;
Swamp			&lt;br /&gt;
Badlands	Black Hole		&lt;br /&gt;
Badlands			&lt;br /&gt;
Sandy Desert			&lt;br /&gt;
Sandy Desert			&lt;br /&gt;
Forested Hills			&lt;br /&gt;
Forested Hills			&lt;br /&gt;
Grassland			&lt;br /&gt;
Grassland			&lt;br /&gt;
Grassland			&lt;br /&gt;
Light Forest			&lt;br /&gt;
Forested Hills			&lt;br /&gt;
Swamp			&lt;br /&gt;
Grassland			&lt;br /&gt;
Badlands			&lt;br /&gt;
Hills	Town		&lt;br /&gt;
Sandy Desert	Ruins		&lt;br /&gt;
Farmland	Tower		&lt;br /&gt;
Forested Hills	Village		&lt;br /&gt;
Grassland			&lt;br /&gt;
Grassland			&lt;br /&gt;
Grassland			&lt;br /&gt;
Light Forest			&lt;br /&gt;
Hills			&lt;br /&gt;
Hills			&lt;br /&gt;
Mountains	Fort		&lt;br /&gt;
Blank			icy&lt;br /&gt;
Sand Dunes			&lt;br /&gt;
Sand Dunes			&lt;br /&gt;
Evergreen Hills			&lt;br /&gt;
Forested Hills			&lt;br /&gt;
Forested Hills			&lt;br /&gt;
Grassland			&lt;br /&gt;
Grassland			&lt;br /&gt;
Grassland			&lt;br /&gt;
Farmland			&lt;br /&gt;
Hills			&lt;br /&gt;
Hills			&lt;br /&gt;
Mountain			&lt;br /&gt;
Mountains			&lt;br /&gt;
Mountains			&lt;br /&gt;
Evergreen Hills			&lt;br /&gt;
Light Evergreen			&lt;br /&gt;
Grassland			&lt;br /&gt;
Farmland	Ruins		&lt;br /&gt;
Hills			&lt;br /&gt;
Grassland	Village		&lt;br /&gt;
Hills			&lt;br /&gt;
Farmland	City		&lt;br /&gt;
Hills			&lt;br /&gt;
Hills	Town		&lt;br /&gt;
Grassland	Village		&lt;br /&gt;
Hills			&lt;br /&gt;
Heavy Evergreen			&lt;br /&gt;
Evergreen Mountain			&lt;br /&gt;
Heavy Evergreen			&lt;br /&gt;
Light Evergreen			&lt;br /&gt;
Evergreen Hills			&lt;br /&gt;
Farmland			&lt;br /&gt;
Farmland			&lt;br /&gt;
Hills			&lt;br /&gt;
Grassland			&lt;br /&gt;
Farmland			&lt;br /&gt;
Grassland			&lt;br /&gt;
Grassland			&lt;br /&gt;
Heavy Evergreen			&lt;br /&gt;
Heavy Evergreen	Castle		&lt;br /&gt;
Heavy Evergreen			&lt;br /&gt;
Heavy Evergreen			&lt;br /&gt;
Light Evergreen			&lt;br /&gt;
Farmland	City		&lt;br /&gt;
Hills	Camp		&lt;br /&gt;
Grassland	Battle		&lt;br /&gt;
Farmland	Village		&lt;br /&gt;
Farmland			&lt;br /&gt;
Farmland			&lt;br /&gt;
Grassland			&lt;br /&gt;
Evergreen Mountains			&lt;br /&gt;
Evergreen Mountains			&lt;br /&gt;
Evergreen Hills	Cave		&lt;br /&gt;
Heavy Evergreen			&lt;br /&gt;
Heavy Evergreen			&lt;br /&gt;
Farmland			&lt;br /&gt;
Farmland			&lt;br /&gt;
Mountain	Castle		&lt;br /&gt;
Farmland			&lt;br /&gt;
Grassland			&lt;br /&gt;
Light Forest	Capital	-16777216	&lt;br /&gt;
Grassland			&lt;br /&gt;
Mountain			&lt;br /&gt;
Evergreen Hills	Village		&lt;br /&gt;
Heavy Evergreen			&lt;br /&gt;
Evergreen Hills			&lt;br /&gt;
Forested Hills	Camp		&lt;br /&gt;
Farmland			&lt;br /&gt;
Farmland	Capital		&lt;br /&gt;
Hills			&lt;br /&gt;
Hills			&lt;br /&gt;
Forested Hills			&lt;br /&gt;
Grassland			&lt;br /&gt;
Grassland			&lt;br /&gt;
Evergreen Mountains			&lt;br /&gt;
Mountain	Mines		&lt;br /&gt;
Evergreen Mountain			&lt;br /&gt;
Heavy Evergreen			&lt;br /&gt;
Light Evergreen			&lt;br /&gt;
Light Forest			&lt;br /&gt;
Farmland			&lt;br /&gt;
Farmland			&lt;br /&gt;
Hills			&lt;br /&gt;
Hills			&lt;br /&gt;
Forested Mountains			&lt;br /&gt;
Badlands			&lt;br /&gt;
Mountains	Cave		&lt;br /&gt;
Evergreen Mountains	Mines		&lt;br /&gt;
Evergreen Hills			&lt;br /&gt;
Heavy Evergreen			&lt;br /&gt;
Light Evergreen	Village		&lt;br /&gt;
Heavy Forest			&lt;br /&gt;
Grassland			&lt;br /&gt;
Grassland	Village		&lt;br /&gt;
Mountains			&lt;br /&gt;
Hills	City		&lt;br /&gt;
Mountains			&lt;br /&gt;
Mountains			&lt;br /&gt;
Sea	Dungeon		&lt;br /&gt;
Mountains	Town		&lt;br /&gt;
Evergreen Mountains			&lt;br /&gt;
Evergreen Hills			&lt;br /&gt;
Heavy Evergreen			&lt;br /&gt;
Heavy Evergreen			&lt;br /&gt;
Grassland			&lt;br /&gt;
Farmland			&lt;br /&gt;
Farmland	Fort		&lt;br /&gt;
Mountains			&lt;br /&gt;
Mountains			&lt;br /&gt;
Volcano			&lt;br /&gt;
Mountains			&lt;br /&gt;
Mountain	Fort		&lt;br /&gt;
Evergreen Mountains			&lt;br /&gt;
Evergreen Hills			&lt;br /&gt;
Heavy Evergreen			&lt;br /&gt;
Heavy Evergreen	Tower		&lt;br /&gt;
Farmland			&lt;br /&gt;
Hills	Battle		&lt;br /&gt;
Farmland			&lt;br /&gt;
Farmland	City		&lt;br /&gt;
Mountains			&lt;br /&gt;
Mountains	Capital	-16777216	&lt;br /&gt;
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Line	infrastructure road 	-16711423	12.5	1875.0,2400.0	2025.0,2400.0&lt;br /&gt;
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Line	infrastructure road 	-16711423	12.5	1950.0,1950.0&lt;br /&gt;
Line	infrastructure road 	-16711423	12.5&lt;br /&gt;
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Line	infrastructure 	-16777216	8.333333333333334	3258.0,3182.0	3258.0,3173.0	3279.0,3145.0	3283.0,3140.0	3291.0,3126.0	3295.0,3121.0	3308.0,3112.0	3308.0,3107.0	3312.0,3107.0	3312.0,3107.0&lt;br /&gt;
Line	infrastructure 	-16777216	8.333333333333334	3237.0,3135.0	3241.0,3135.0	3262.0,3135.0	3300.0,3135.0	3325.0,3135.0	3325.0,3135.0&lt;br /&gt;
Line	infrastructure trail 	-1321362	12.5	3404.0,3539.0	3400.0,3534.0	3383.0,3525.0	3370.0,3525.0	3362.0,3525.0	3345.0,3525.0	3341.0,3525.0	3320.0,3525.0	3316.0,3525.0	3316.0,3520.0	3312.0,3520.0	3308.0,3520.0	3283.0,3520.0	3279.0,3520.0	3266.0,3520.0	3262.0,3520.0	3241.0,3525.0	3237.0,3525.0	3195.0,3539.0	3183.0,3543.0	3179.0,3543.0	3145.0,3562.0	3141.0,3567.0	3137.0,3567.0	3104.0,3581.0	3091.0,3581.0	3075.0,3581.0	3062.0,3581.0	3058.0,3581.0	3037.0,3576.0	3025.0,3576.0	3008.0,3576.0	3004.0,3576.0	2995.0,3571.0	2962.0,3557.0	2950.0,3553.0	2933.0,3548.0	2916.0,3543.0	2900.0,3539.0	2895.0,3534.0	2883.0,3529.0	2879.0,3525.0	2875.0,3525.0	2858.0,3510.0	2858.0,3506.0	2850.0,3506.0	2841.0,3501.0	2841.0,3501.0&lt;br /&gt;
Line	natural sea_fill	-6697729	87.5	120.0,421.0	125.0,421.0	129.0,417.0	150.0,421.0	166.0,435.0	170.0,454.0	150.0,473.0	133.0,473.0	133.0,473.0&lt;br /&gt;
Line	natural sea_fill	-6697729	87.5	83.0,421.0	87.0,421.0	200.0,398.0	141.0,431.0	70.0,468.0	258.0,445.0	258.0,445.0&lt;br /&gt;
Line	natural 	-7422638	12.5	112.0,440.0	112.0,435.0	133.0,431.0	154.0,431.0	175.0,445.0	158.0,478.0	129.0,468.0	125.0,454.0	141.0,450.0	158.0,450.0	162.0,450.0	158.0,440.0	137.0,435.0	116.0,440.0	116.0,454.0	133.0,468.0	141.0,454.0	150.0,454.0	145.0,450.0	137.0,435.0	133.0,435.0	133.0,440.0	112.0,440.0	108.0,440.0	125.0,445.0	125.0,440.0	125.0,431.0	141.0,440.0	158.0,450.0	150.0,459.0	141.0,464.0	150.0,464.0	158.0,450.0	145.0,450.0	129.0,440.0	129.0,435.0	137.0,426.0	145.0,426.0	141.0,426.0	125.0,412.0	129.0,412.0	154.0,412.0	158.0,412.0	158.0,417.0	158.0,421.0	162.0,426.0	162.0,431.0	166.0,431.0	170.0,435.0	158.0,426.0	150.0,417.0	145.0,417.0	141.0,412.0	141.0,412.0&lt;br /&gt;
Text	natural other 	56.25	0	-16777216	2634	369&lt;br /&gt;
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text-value															] [&lt;br /&gt;
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Text	natural other minor 	65.625	0	-16777216	415	2786&lt;br /&gt;
text-font			Arial&lt;br /&gt;
text-value			Gormok&#039;s Lair&lt;br /&gt;
Text	natural other minor 	65.625	0	-16777216	2890	3504&lt;br /&gt;
text-font			Arial&lt;br /&gt;
text-value			Tiamat&#039;s Gullet&lt;br /&gt;
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text-font			Agency FB&lt;br /&gt;
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Text	n/a	56.25	0	-16777216	703	217&lt;br /&gt;
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text-value		Pillar of Kort&lt;br /&gt;
Text	n/a	56.25	0	-16777216	27	475&lt;br /&gt;
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text-value		Pirate Isle&lt;br /&gt;
Text	infrastructure road 	65.625	0	-16777216	1822	2477&lt;br /&gt;
text-font		Times New Roman&lt;br /&gt;
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Text	n/a	56.25	0	-16777216	713	1427&lt;br /&gt;
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Text	n/a	56.25	0	-16777216	2582	565&lt;br /&gt;
text-font	Agency FB&lt;br /&gt;
text-value	Saxet&lt;br /&gt;
Text	n/a	56.25	0	-16777216	2548	232&lt;br /&gt;
text-font	Agency FB&lt;br /&gt;
text-value	Black Flame&lt;br /&gt;
Text	n/a	56.25	0	-16777216	2567	303&lt;br /&gt;
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text-value	Mountain&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Hex_by_Hex&amp;diff=110097</id>
		<title>Hex by Hex</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Hex_by_Hex&amp;diff=110097"/>
		<updated>2009-05-30T13:46:14Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: /* Unclaimed 4 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;From this [http://forum.rpg.net/showthread.php?t=453831 thread], creating a 16 by 12 hex sandbox campaign setting.  This wikipage collects the entries and the  map:&lt;br /&gt;
&lt;br /&gt;
[[Image:sandbox2.png]]&lt;br /&gt;
&lt;br /&gt;
Map is created using [http://inkwellideas.com/?page_id=160 Hexographer] using this [[Hex_by_Hex:mapsource|source data]]&lt;br /&gt;
&lt;br /&gt;
=1=&lt;br /&gt;
&lt;br /&gt;
==Siren Tower==&lt;br /&gt;
&lt;br /&gt;
Siren Tower was home of the mermaids until Serina died from a back-stabbing air-creature. It&#039;s five floors above water and five floors below water--not counting the sea-level floor.&lt;br /&gt;
&lt;br /&gt;
Secret:&lt;br /&gt;
&lt;br /&gt;
The air-creature is a Harpy named Khersa. She&#039;s been using the tower has home while looking for treasures. Khersa was the one that killed Serina.&lt;br /&gt;
&lt;br /&gt;
==Pirate&#039;s Island==&lt;br /&gt;
Pirate&#039;s Island is located here. It&#039;s been a haven for pirates since the beginning of the time. Pirate&#039;s Island&#039;s present pirate is the half-dragon: Capt. Zakira Oryekini.&lt;br /&gt;
&lt;br /&gt;
==Pirate&#039;s Alley==&lt;br /&gt;
A bit of ocean that pirates always use to attack ships.&lt;br /&gt;
&lt;br /&gt;
==Andaur bay==&lt;br /&gt;
&lt;br /&gt;
The sleepy fishing village of Andaur lies in the shelter of Andaur bay, where the Feyline hills meet the sea. The bay has a gently sloped beach of brown sand and forms a natural harbour, but submerged rocks at the entrance make it suitable only for small boats.&lt;br /&gt;
&lt;br /&gt;
Smugglers wanting to avoid Windhook&#039;s taxes and harbour fees land here from time to time, welcomed by the locals for the silver they spend on poteen (a spirit made from potato or other root vegetables).&lt;br /&gt;
&lt;br /&gt;
Outside the bay, in deep water, lies the shipwreck of the Yellow Rose.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Aire&#039;ennyn==&lt;br /&gt;
&lt;br /&gt;
This is a massive coral fortress that lies in the waters a few miles away from the towering coastal cliffs of Jaeger&#039;s Point and serves as a border post for the sea elves who rule a small domain in the western ocean.&lt;br /&gt;
&lt;br /&gt;
The elves are very territorial but have been known to interact with the merchants of windhook and also to serve as guides-for-hire through the Dagger Reefs.&lt;br /&gt;
&lt;br /&gt;
==Dagger Reefs==&lt;br /&gt;
&lt;br /&gt;
Access to the harbour at nearby Windhook is treacherous through this region, and many an inattentive captain has found his ship wrecked on the rocks that lie just below the surface.&lt;br /&gt;
&lt;br /&gt;
==Harbor Approach==&lt;br /&gt;
&lt;br /&gt;
This is the safe passage to the Windhook harbors, avoiding the dagger reefs. The Great Desert of Ashok verges on the waters of the Windswept Sea here. This relatively constricted access to Windhook makes it an attractive area for pirates, so the Windhook governing employs a number of small, fast fighting ships to patrol the harbor approach. &lt;br /&gt;
&lt;br /&gt;
Still, one must always be on the lookout for cutthroats and privateers.&lt;br /&gt;
&lt;br /&gt;
==The Desert Wastes==&lt;br /&gt;
&lt;br /&gt;
Once a fertile grassland, in recent generations the Great Desert of Ashok to the west has encroached on this area, driving out the farmers who resided here. In their place, nomad tribes now prowl amongst the dunes and wind-blown ruins of past settlement.&lt;br /&gt;
&lt;br /&gt;
Though occasional oases may still be found here, voyaging further west into the heart of the desert is considered a dangerous proposition.&lt;br /&gt;
&lt;br /&gt;
==The Desert Wastes, Continued==&lt;br /&gt;
&lt;br /&gt;
The desert continues southwards here.&lt;br /&gt;
&lt;br /&gt;
==The Oasis of Esau==&lt;br /&gt;
&lt;br /&gt;
This unnaturally large oasis is the size of a small lake and fed by several fresh water springs that spring, seemingly magically, from a series of rocky outcroppings that poke out of the surrounding desert sands.&lt;br /&gt;
&lt;br /&gt;
It not only serves as an important water resource for all the creatures of the desert, but is also held sacred by the desert centaur tribes. They claim that it was created millenia ago when an ancient human prophet, leading his tribesman out of captivity from the south, smote the rocky outcroppings with his staff and presented the oasis as a treaty offering between his people and the centaurs.&lt;br /&gt;
&lt;br /&gt;
The Desert Centaur Tribes all meet and drink from the oasis, but none may fight, however much they may hate their tribal enemies. Non-centaur races are not allowed to drink from the oasis without first gaining the protection and escort of one of the centaur tribes. This can be obtained many ways and certain merchant caravans have long standing and profitable agreements with specific tribes to allow them to use the oasis on their trips north and south...&lt;br /&gt;
&lt;br /&gt;
=2=&lt;br /&gt;
&lt;br /&gt;
==Fayline Falls==&lt;br /&gt;
&lt;br /&gt;
This is a huge fall that makes Delnair Falls look like small potatoes. Behind the waterfall is a huge dungeon--about eight floors above and below the sea level--not counting the sea level entrance floor. In the center of the bottom eight sub-floor, lives a white dragon named Kortoniara. Kortoniara is a young dragoness who had a hatred for her teacher: Onsamiath. They is one thing she hates more then Onsamaith is the near-by werewolf and his skeleton pals. They had causing death of her monsters--usually for werewolf to use as food on his travel to Floorboard.&lt;br /&gt;
&lt;br /&gt;
Kortoniara appears to a shining example of dragonkind. She appears to a very large female dragon. Unlike most female dragon, she doesn&#039;t have a temper. Kortoniara has protected her home with the following monsters: succumbs, water elements, skeletons of dead sirens, a tribe of drows, and two beholders who in charge of her home&#039;s monster.&lt;br /&gt;
&lt;br /&gt;
Khersa has attacked this place many times--but the forces send her back.&lt;br /&gt;
&lt;br /&gt;
==Siren&#039;s Dam==&lt;br /&gt;
&lt;br /&gt;
Year ago, a famous mermaid Serina used magic to become a human. Serina had a rival with air creatures. One of them killed her. Her human lover researched mermaid death rituals and discover that the mermaids killed underwater would be cooked--while above the water, they would be buried. He built a dam on &lt;br /&gt;
Feyline river.&lt;br /&gt;
&lt;br /&gt;
The tomb is home to a crazy werewolf and his skeleton pals. This is the same werewolf that&#039;s been causing problems in Floorboards.&lt;br /&gt;
&lt;br /&gt;
The tomb/dam no longer fully contains the Feyline river.&lt;br /&gt;
&lt;br /&gt;
==Feyline Traders==&lt;br /&gt;
&lt;br /&gt;
The Feyline river flooded this area when the tome/dam first ceased to fully hold it back. A number of markets and trading outposts have opened here on top of the water ruined villages. Riverboats routinely make a course with exotic goods down towards Whitewater Junction.&lt;br /&gt;
&lt;br /&gt;
Many of these boats ask little from their passengers except the money of passage, and it is known that fugitives from northern communities as well as monsters able to masquerade as (demi)human make use of these boats to travel south to escape justice or find new victims.&lt;br /&gt;
&lt;br /&gt;
Exotic furs and preserved meats are what primarily get sent down. There is a strong trapper community living side by side with the merchants that ply the rivers. While the trapper camps and communities are mostly adjacent to this territory, there are a number of taverns and meeting halls amongst the market where the two mingle after discussing wares.&lt;br /&gt;
&lt;br /&gt;
Recently, a new sort of pelt, that seems to be actual gold, has been trickling in to the markets and the first few have just arrived to the south, to the delight of all involved.&lt;br /&gt;
&lt;br /&gt;
Half of Khersa&#039;s attacks had use the help of the werewolf and his skeleton pals.&lt;br /&gt;
&lt;br /&gt;
==Feyline hills==&lt;br /&gt;
&lt;br /&gt;
A dirt track known in Bachmaur as the coast road connects Bachmaur in the east with Andaur bay in the west. Travellers should beware of wolves that roam the area.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Jaeger&#039;s Point==&lt;br /&gt;
&lt;br /&gt;
This massive cliff is a mile wide, half a mile high and sheer except in the center where a massive carving of some hero of old juts out from the cliff face. Who he is and what he did is lost to antiquity, only his name remains.&lt;br /&gt;
&lt;br /&gt;
SECRET: The entire rock outcropping is only the face of a massive underground lair built as a fortress-tomb for the ancient warrior who saw his kingdom razed to the ground and his family slaughtered by usurpers before being slain himself. His followers managed to spirit his body away to his tomb along with that of his family, but their spirits never moved on and await the day when they can take back their kingdom and claim vengence on the descendants of their conquerers.&lt;br /&gt;
&lt;br /&gt;
Recently, faint emanations of paranoia and hate have reached his sleeping corpse and have revived him. As his power slowly grows, he sends forth sentinels of darkness to scout the land and prepare the way to reclaim his rightful throne...&lt;br /&gt;
&lt;br /&gt;
==Windhook==&lt;br /&gt;
&lt;br /&gt;
This thriving maritime settlement on the Great Windswept Sea bustles with members of all races and cultures, goods from a dozen lands, and no shortage of jobs for eager adventurers. Join a ship&#039;s crew and see new lands; escort a caravan to the interior, facing who knows what peril; sign on with a mercenary company to pacify rebellious settlements...the possibilities are endless.&lt;br /&gt;
&lt;br /&gt;
Lately, Windhook has been under pressure from several shipping guilds to adjust their tariffs, or face a trade war. At the same time, mysterious thefts, murders, and accidents have been happening to ships at the Windhook port. The governing council thinks the accidents are the work of the Guilds, but are they?&lt;br /&gt;
&lt;br /&gt;
Places to be sure to visit: The Bilge Rat, Lady Nerissa&#039;s Lounge, the Leeward, and Mad Mindros General Store.&lt;br /&gt;
&lt;br /&gt;
Windhook also marks the mouth of the Delnar river, where its waters empty into the Windswept Sea.&lt;br /&gt;
&lt;br /&gt;
==Wetlands Meet Desert==&lt;br /&gt;
&lt;br /&gt;
This area, marking the point where the wetlands around the Delnar basin meet the northern edge of the western desert, is home largely to scrabbly low-growing grasses and plants.&lt;br /&gt;
&lt;br /&gt;
==Council Stone==&lt;br /&gt;
&lt;br /&gt;
This vast field of desperate grass has a giant slab of stone at the center.  Here tribes of desert centaurs come to meet, feeling safe in the mutual risk of the writhing sands nearby.  It is also where the centaurs come to deal with those from  Windhook.&lt;br /&gt;
&lt;br /&gt;
Beyond meeting centaurs conducting business here, those traveling through often encounter the ghosts of centaurs who are drawn here and more able to speak near the stone, giving council to their descendants.  There are darker spirits as well in this area, sorcerers who have sought to assault the mystic tower deeper in the desert and djinn who have dwindled due to being bound to earthly elements.  The centaurs remove all dead bodies from this place, and many say it is for more than simple fear of providing an easy host to the ghosts that reside here.&lt;br /&gt;
&lt;br /&gt;
There are a few animate skeletons in this area, and they are possessed of a keen and terrible intelligence, one that often surpasses the living mind that once resided there. &lt;br /&gt;
&lt;br /&gt;
==The writhing sands==&lt;br /&gt;
&lt;br /&gt;
A region of desert covered in silt sands that flow and move across ever moving windstorms. A navigation piece used by those traveling the desert to gain their barrings from a distance. The winds are surely unnatural and many a caravan has seen on relatively clear days a shining spire of glass and mirrors within. Through rumor it has recently been heard that for one week every five years, the storm dies, raining tons of sand around the region that billow out in a dust cloud...and reveal the shining spire in its smooth and sunlit glory, along with a tattered tent and windswept clay city at it&#039;s base.&lt;br /&gt;
&lt;br /&gt;
When the winds die, men and women in robes fly by their own magic or that of another as riders from the place burst from below aback cruel beasts that glide through the sand like sharks on the sea, some leaving claiming to have finished their studies, others off to find the next class for this secure and sequestered school of Wizardry, Boraro&#039;s tower.&lt;br /&gt;
&lt;br /&gt;
==Desert==&lt;br /&gt;
&lt;br /&gt;
=3=&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 1==&lt;br /&gt;
&lt;br /&gt;
==Pillar of Onath==&lt;br /&gt;
&lt;br /&gt;
A large stone piller juts up from the broken ground here. The piller resists all attempts to damage it and appears in remarkable good condition despite being in place for a long, long time.&lt;br /&gt;
&lt;br /&gt;
SECRET: The Pillar of Onath was built years ago to contain the mighty power of the White Dragon Kortoniara by not allowing her to out of the Feyline falls, trapping her within. She will go to any lengths to see it destroyed and at any point has a dozen plots in progress to see it gone. So far, none have worked, so far.&lt;br /&gt;
&lt;br /&gt;
SUPER SECRET:&lt;br /&gt;
&lt;br /&gt;
About half of any of those dozen plots to do in this landmark--comes from beholders under the command of Kortoniara.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Kalim&#039;s ferry==&lt;br /&gt;
&lt;br /&gt;
The Bachmaur coast road, a grand name for what is a mule track through the hills, encounters the river Feyline here. One Mr Kalim Useferos runs a ferry service and riverboat repairs. His fares are 1 copper penny per passenger, 5 pennies for a mule, and a silver crown for a horse. His family live in a nearby cottage and have a small vegetable plot, chickens and a milking cow.&lt;br /&gt;
&lt;br /&gt;
==Feyline Rapids==&lt;br /&gt;
&lt;br /&gt;
Here the Feyline river is at it&#039;s most violent, it&#039;s crashing, churning waters have claimed many a life over the years. No bridges cross the river here.&lt;br /&gt;
&lt;br /&gt;
==Bullywugs&#039; Cavern==&lt;br /&gt;
&lt;br /&gt;
Just above the black dragon&#039;s lair before the Fayline-for a back of better words-smashes into Delnair at White Junction. Bullywug&#039;s Cavern is home of the black dragon&#039;s favorite food.&lt;br /&gt;
&lt;br /&gt;
Bullywugs aren&#039;t too happy with the black dragon--and trying to locate good creatures of the land to take care of that annoying black dragon.&lt;br /&gt;
&lt;br /&gt;
The Bullywugs&#039; caverns are located in the hills that rise up, semi-circular, near the stench fens and Whitewater Junction and help give Jaegar&#039;s Point its elevation.&lt;br /&gt;
&lt;br /&gt;
==Onsamiath&#039;s Lair==&lt;br /&gt;
&lt;br /&gt;
An extension of the Stench Fens, the old black dragon Onsamiath lives in this tract of swamplands. It is a sorcerer of some repute and is fascinated by the magical energies in the Stench Fens. In pursuing his study of the Fens, Onsamiath has developed a wasting disease that is sapping the life out of him.* Not knowing the cause Onsamiath is seriously contemplating dracolichdom to avoid an ignoble death.&lt;br /&gt;
&lt;br /&gt;
In the past Onsamiath attempted to exact tolls from river traffic to build his horde but after an encounter with a band of adventurers near five decades ago still has him extremely cautious about exposing himself to outsiders. Bullywugs, on the other hand, are his prime food source.&lt;br /&gt;
&lt;br /&gt;
*Currently Onsamiath looks very gaunt and exemplifies the blakc dragon epithet of, &amp;quot;skull dragon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Ruins of Grey==&lt;br /&gt;
&lt;br /&gt;
Here, along rolling hills on the banks of the Delnar lie the ruins of Grey. This accursed place has been abandoned for the past fifty years after it was destroyed in the titanic struggle between a band of adventurers and the near by Black Dragon. Some say these &amp;quot;Heroes&amp;quot; deliberately used Grey as bait for the Dragon, ensuring the deaths of all it&#039;s people.&lt;br /&gt;
&lt;br /&gt;
At night some people say you can hear the wails of pain and agony of the towns residence crying out for vengeance. Nearly everywhere else the adventurers are hailed as true heroes for &amp;quot;killing&amp;quot; the Dragon.&lt;br /&gt;
&lt;br /&gt;
==Silent Fens==&lt;br /&gt;
&lt;br /&gt;
These wetlands are eerily quiet.  Periodically the foolishly adventurous try to uncover ruins or other items of value from it.  Most come away with disease one expects from digging about in muck and nothing more.&lt;br /&gt;
&lt;br /&gt;
==Gormok&#039;s Lair==&lt;br /&gt;
&lt;br /&gt;
Among the many hazrds of the desert, the Brown Dragon Gormok can now be counted amongst them. as wth much of his kind, Gormok is a gourmand, ever watchful for new and undiscovered tastes, and to this end has chosen his lair (hidden benath the sand and gravel where desert meets wasteland) for its proximity to the drake fissure.&lt;br /&gt;
&lt;br /&gt;
For Now, Gormok hunts the beasts of the fissure and desert, with the occaissional bullywug from the silent fens and things sent by his &#039;neighbors&#039; from Crownfall. for the long term, Gormok is considering becoming the patron of Freetowns by granting their caravans safe passage through his territory (IE: a one-hex radius of his lair) toand from windhook, providing they give him proper tribute (IE: food from windhook or foolish adventurrs sent to their doom).&lt;br /&gt;
&lt;br /&gt;
For his part, Osminiath is well aware of this potential rival encroaching on his hunting grounds, but his current condition (and Gormok&#039;s obliviousness towards the true value of the fens past the texture of pickled bullywugs) has led the elder wyrm to take a &#039;wait and see&#039; approach for the time being.&lt;br /&gt;
&lt;br /&gt;
==Desert==&lt;br /&gt;
&lt;br /&gt;
==The Tower of Al-Jazeera==&lt;br /&gt;
&lt;br /&gt;
Surrounding Terrain (2.12, 3.11, 4.11, 4.12) : Desert&lt;br /&gt;
&lt;br /&gt;
This ancient wizard&#039;s tower was long abandoned and almost completely buried until rediscovered by a fugitive sorceror from the southern desert kingdoms. Having conquered the magical defenses of the tower and raised it back above the sands, the renegade, one Ali Ababba Al-Jazeera, has enacted a cunning plan.&lt;br /&gt;
&lt;br /&gt;
The tower grants its owner control over 8 enslaved Djinn, one for each of the 8 cardinal directions. He has tasked these Djinn with transmitting thoughts of paranoia and hatred into the ether surrounding the tower. As the transmissions emanate further and further from the tower, Al-Jazeera is hoping it will incite the surrounding kingdoms to eventually start fighting amongst each other and start an age of war and bloodshed.&lt;br /&gt;
&lt;br /&gt;
As the kingdoms are weakened, he will take them over one by one until he has all the kingdoms of men under his thumb as a Grand Sorceror Sultan and can exact slow, excruciating revenge upon those who dared to exile him...&lt;br /&gt;
&lt;br /&gt;
SECRET: This tower was originally built for the same purpose by the fox-were magus Perrut Dochrum, whose soul is trapped in a sky-blue topaz encased in a lead box and buried beneath a flagstone on the lowest floor. If the gem is ever broken, he will manifest as a lich and regain control of the djinn.&lt;br /&gt;
&lt;br /&gt;
=4=&lt;br /&gt;
&lt;br /&gt;
==Ruins of Pillar of Kort==&lt;br /&gt;
Centuries ago, this item kept Onsamiath in check by keeping him in check. Somehow, a group of heroes had a battle with some owlbears here - the result of the the wreck of this pillar.&lt;br /&gt;
&lt;br /&gt;
Disguised as a elf, Onsamiath analyzed it - and make a similar on for Kortoniara at 3.2.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Bachmaur==&lt;br /&gt;
&lt;br /&gt;
This city&#039;s fortune is barely apparent in its modest buildings and stinking places of business.  It is a famed source of leather goods, taking animals herded in the surrounding area by skinning them.  As such it also has a healthy butchery business, including making famed jerky.&lt;br /&gt;
&lt;br /&gt;
While the skinning focuses on conventional animals in the area, the town is well aware of how to skin and tan far more exotic creatures.&lt;br /&gt;
&lt;br /&gt;
==Bachmaur woods==&lt;br /&gt;
Open woods, mostly oak and birch. It is a good place for hunting boar and collecting mushrooms. Recently dire boar have moved into the area, making hunting a more dangerous proposition than it used to be.&lt;br /&gt;
&lt;br /&gt;
==Thornhold==&lt;br /&gt;
&lt;br /&gt;
The woods thicken into a forest choked with bramble and firethorn bushes. The trees are gnarled oaks, ash and hornbeams. In the depths of this forest lies the citadel of Thornhold, now overgrown but the stonework is in good condition.&lt;br /&gt;
Thornhold was the capital of the old kingdom, but has been abandoned and forgotten by the world of men.&lt;br /&gt;
Onsamiath or Perrut Dochrum are the only powers in the region who would remember its secrets.&lt;br /&gt;
Many of the treasures of Thornhold are cursed with a &#039;&#039;geas&#039;&#039; to restore the royal family.&lt;br /&gt;
&lt;br /&gt;
==Whitewater Junction==&lt;br /&gt;
&lt;br /&gt;
Here, the Feyline River feeds into the Delnar, and the meeting is anything but peaceful. Rocky terrain in the riverbeds forms a series of powerful, fast-moving rapids that make passage up- and downriver impossible for many of the heavily laden river barges that travel the Delnar and the Feyline. An industrious and entrepreneurial halfling family, the Doskins, set up Camp Whitewater decades ago to offer their services in moving cargo across the rapids - or around them - on cargo trains. The business rapidly grew, and with it the camp. &lt;br /&gt;
&lt;br /&gt;
Now a major town, Whitewater Junction offers services of all kinds to the river crews and travelers who use the Delnar and Feyline rivers to cross the wilds. However, their core business - getting boats around, through, or over the rapids - remains a thriving endeavor, and visitors to Whitewater Junction will see seemingly endless convoys of porters, wagons, and sleds carrying cargo of all sorts from the docks on Lowside - below the rapids - to the Highside docks. The Doskins oversee the operation of all of the Portage Companies in Whitewater Junction, acting as a &amp;quot;guild&amp;quot; to preserve competition...and to rake in a handsome profit.&lt;br /&gt;
&lt;br /&gt;
==Stench Fens==&lt;br /&gt;
&lt;br /&gt;
This swampy area, just south of where the Feyline River joins the Delnar*, is suffused with the stink of decay; bubbles slowly rise through the loose mud to loose a gut-churning miasma over the area. Wizards and scholars do not believe the smell in this place could be natural, and some scholars believe it is the remnants of a curse or a mighty magical weapon used eons ago, leaving the earth here hopelessly corrupted. Fortunately, whatever ancient plague corrupts this site does not seem to contaminate the waters of the Delnar...yet. &lt;br /&gt;
&lt;br /&gt;
The Stench Fens are home to several Bullywug tribes, including one led by Krebbok, a Tribal Shaman of great power. It is said that Krebbok wears amulets of power recovered from numerous burial mounds that lie beneath the mud and greasy water of the fens. &lt;br /&gt;
&lt;br /&gt;
==black lake==&lt;br /&gt;
&lt;br /&gt;
Water stained from the surrounding fens collects in a depression here. The dark brown water is impossible to see deeper than a few inches through. Freshwater crayfish can be caught here, but the mosquitos (normal and giant varieties) like to lay their eggs in these still waters.&lt;br /&gt;
A tribe of lizardmen inhabit the area.&lt;br /&gt;
&lt;br /&gt;
==Crownfall==&lt;br /&gt;
&lt;br /&gt;
Description: A crater in the midst of barren wasteland. The crater was formed when the golden star that shone in the crown of the constellation of the Conqueror fell from the heavens a century ago. The area was once a marsh and the impact drained it, leaving a dry wasteland behind, and opened a crack into the caverns of the Underdark. The area has been claimed by various evil humanoids throughout the years, though nobody has been able to hold onto it for very long before being swept aside by the new owners.&lt;br /&gt;
&lt;br /&gt;
Rumors&lt;br /&gt;
&lt;br /&gt;
    * The star is actually an immortal being that grants boons.&lt;br /&gt;
    * The star is an ancient artifact weapon, forged by the gods in their war against the primordials.&lt;br /&gt;
    * The star is a portal to the Astral Sea.&lt;br /&gt;
    * The star is a portal to the Far Realm.&lt;br /&gt;
    * The fall of the star coincides with the fall of Nerath.&lt;br /&gt;
    * The star was called from the heavens by a powerful star pact warlock.&lt;br /&gt;
&lt;br /&gt;
==Desolate Waste==&lt;br /&gt;
&lt;br /&gt;
Here the land is cracked and broken. Ill suited for nearly any purpose this area is almost completely devoid of life.&lt;br /&gt;
&lt;br /&gt;
==Desert==&lt;br /&gt;
&lt;br /&gt;
==Desert==&lt;br /&gt;
&lt;br /&gt;
=5=&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 1==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Bachmaur South Road==&lt;br /&gt;
This road heads southeasterly from Bachmaur across the great plains, eventually turning into the King&#039;s road in the Quiziyak kingdom.&lt;br /&gt;
&lt;br /&gt;
==Bachmaur South Road==&lt;br /&gt;
This road heads southeasterly from Bachmaur across the great plains, eventually turning into the King&#039;s road in the Quiziyak kingdom.&lt;br /&gt;
&lt;br /&gt;
==Old King&#039;s Road Follows River==&lt;br /&gt;
&lt;br /&gt;
Here, Old King&#039;s Road - little more than a rough trail - follows the course of the Delnar for a time before curving northward, heading into parts unknown.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Hag&#039;s Crossroad==&lt;br /&gt;
&lt;br /&gt;
Two ruined roads cross in this bog riddled area.  It is home to brutish creatures that labor under a coven of hags that have maintained control for generations, abducting and inducting girls from surrounding settlements into their dark secrets.  Occasionally a female magic user will seek them out for their arcane secrets, or to join the coven.&lt;br /&gt;
&lt;br /&gt;
The hags occasionally parlay with communities nearby, sending dominated monsters into town and speaking through the brutes.  They do not wish to disrupt the balance of power that allows them to remain there.&lt;br /&gt;
&lt;br /&gt;
Some suspect they wish to usurp control of the Stench Fens nearby, but that some power prevents them from doing so.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 9==&lt;br /&gt;
&lt;br /&gt;
==Drake Fissure==&lt;br /&gt;
&lt;br /&gt;
Between the thinning desert and the thinning plains, the drake fissure runs from northwest to south east, this area being only the widest and deepest.&lt;br /&gt;
&lt;br /&gt;
A great crack in the earth cut not by river or quake, but said to have been carved by a great beast reaching down from the sky in an age long forgotten. Drakes, Wyverns, and lesser creatures of relation to the dragons crawl and fly around and within the shadows of the valley. Some say the fissure itself runs so deep it reaches into the black heart of the world. Even from it&#039;s edge, tunnels can be seen down the fissure walls...but no man has seen it&#039;s bottom here and lived to tell the tale...now the mad Gnome Walber Nik Hausen is another story. They say he has seen down there, if you can find him you&#039;d have the best wealth of information to forming an expedition.&lt;br /&gt;
&lt;br /&gt;
==The Freetowns==&lt;br /&gt;
&lt;br /&gt;
This lightly hilled grassland on the edge of the desert is home to a collection of small villages styling themselves the &amp;quot;Free Towns&amp;quot;. In reality they don&#039;t get visits from tax collectors because they have nothing anyone would want. The villages are home to the wretchedly poor, the most degenerate criminals, and a few starry eyed fools.&lt;br /&gt;
&lt;br /&gt;
One such fool is &amp;quot;Mayor&amp;quot; Hilligar, the self styled ruler of &amp;quot;these fine, free peoples&amp;quot;. Hilligar has been trying to get a road built to connect the villages but so far every tradesmen or builder he has brought in has been repulsed or murdered. Only the most foolish or desperate merchants will enter the area.&lt;br /&gt;
&lt;br /&gt;
==Heroes&#039; Grave==&lt;br /&gt;
&lt;br /&gt;
Tombs and monuments to ancient heroes fill this area, sprawling out into ruined necropoli that bear the brunt of the sands.  Centaurs still come here to deposit their honored dead—even if it is just their bones or ashes.  Many of the crypts and other structures show signs of being forced open, and desperate grave robbers and fledgling necromancers both still come seeking some hidden scrap of wealth or power.&lt;br /&gt;
&lt;br /&gt;
A road extends out to the east from here.  Its old name is the Final Road, but in recent times it is simply called the Southern Road or South Way.  The road is a major thoroughfare still for southern settlements, who use it to reach the Splendor and beyond.  It is considered far safer than other routes to travel.  Some say it is due to the shrines and crumbled statues of heroes that still line some of the way.  Others because it is nestled between a sorcery riddled desert and the power of the Splendor.&lt;br /&gt;
&lt;br /&gt;
=6=&lt;br /&gt;
&lt;br /&gt;
==Tower of Arun Tor==&lt;br /&gt;
&lt;br /&gt;
The Tower of Arun Tor sits atop Dol Arun, a hill in the Highlands of Erenby. Formerly the home of Pertwee Village&#039;s lord, it was abandoned a generation ago when the last resident, Lord Bascom, died without a known heir. &lt;br /&gt;
&lt;br /&gt;
The tower is four stories high, each slightly smaller than the one beneath. Unknown to most, the tower has just as many sub-levels underground, where Lord Bascom plied his second, secret trade-that of a necromancer.&lt;br /&gt;
&lt;br /&gt;
It is uninhabited today and rumored to be haunted-a rumor that may be true, considering its history.&lt;br /&gt;
&lt;br /&gt;
==The Village of Pertwee==&lt;br /&gt;
&lt;br /&gt;
Pertwee Village lies amidst the rolling Hills of Erenby. The primary occupation of its residents is herding goats and sheep on the grassy slopes, though they also forage for mushrooms in the many shallow caves that dot the hills. The village itself is surrounded by a wooden stockade for protection from bandits and lesser humanoids that also inhabit the hills.&lt;br /&gt;
&lt;br /&gt;
A stone tower called Arun Tor rises on a hill overlooking the village, formerly the residence of the local lord. He died a generation ago without an heir, and the tower has been abandoned since.&lt;br /&gt;
&lt;br /&gt;
==Grazing Lands==&lt;br /&gt;
&lt;br /&gt;
==Driving trail and Grazing Lands==&lt;br /&gt;
&lt;br /&gt;
Running through the middle of this large open plain is a major driving trail for the ranchers of Bachmaur. In the middle is a spring-fed lake where the herds are left to winter. This is a peaceful place, but also a prime target for outlaws looking to steal a herd.&lt;br /&gt;
&lt;br /&gt;
==Grazing Lands==&lt;br /&gt;
&lt;br /&gt;
==Old Road Diminishes==&lt;br /&gt;
&lt;br /&gt;
As the old road from King&#039;s Bridge continues to the northwest through this lightly wooded region, weeds, shrubs, and other plants sprouting between the stones become more frequent. Eventually the road becomes little more than a trail, with only the occasional cobblestone or weather-worn marker to tell of what it once was.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 8==&lt;br /&gt;
&lt;br /&gt;
==Melroth&#039;s citadel==&lt;br /&gt;
&lt;br /&gt;
A Highland fortress built across one of the canyons leading into Ragnar&#039;s Glacier, meant to serve as a bulwark against the raids of frost giants and the monsters of the Drake Fissure.&lt;br /&gt;
&lt;br /&gt;
the Citadel was founded by the legendary Dragonborn warrior saint, Melroth Invictus, and the Paladin order he founded is the keep&#039;s de facto Authority, despite the Bellacan-appointed lord mayor. unsurprisingly, many dragonborn come here to follow in the footsteps of this hero&lt;br /&gt;
&lt;br /&gt;
but a warning to travellers. the fortress city of Melroth is said to be a police state, where the law is as swift and harsh as the mountain cold&lt;br /&gt;
&lt;br /&gt;
==EverFreeze==&lt;br /&gt;
&lt;br /&gt;
High in the Baskan range sits a land that is always covered in ice and snow, deemed &amp;quot;Everfreeze&amp;quot; or &amp;quot;The Land of Ice and Snow&amp;quot; by most people, Sages and Scholars call it is &amp;quot;Ragnar&#039;s Glacier.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Whatever it&#039;s name it is a harsh place, cruel and punishing to those who don&#039;t know it&#039;s ways. A tribe of Snow Giants claim dominion over the area and are almost as harsh and cruel as the land they call home. The Great Remorhaz beasts are also a distressingly common sight.&lt;br /&gt;
&lt;br /&gt;
==Dune sea==&lt;br /&gt;
&lt;br /&gt;
Endless, trackless wastes. Here a traveller is confronted with the worst the desert has to offer, endless dunes, scorching heat, no water, and some very fierce beasts.&lt;br /&gt;
&lt;br /&gt;
Recently a young blue dragon has taken up residence in a former Dwarven trading post near the feet of the mighty Baskans and is attracting hardy followers for some purpose. The post served as a stop along a now long defunct &amp;quot;silk road&amp;quot; to the rich south, with the Centaurs serving as middle men.&lt;br /&gt;
&lt;br /&gt;
==Tomb Pass==&lt;br /&gt;
&lt;br /&gt;
Here the Southern Way crosses over part of the Baskin Mountains in what is locally known as &amp;quot;Tomb Pass&amp;quot; due the presence of so many graves near the entrance.&lt;br /&gt;
&lt;br /&gt;
A large population of Dwarfs used to make their home in the Baskins and were a fairly common sight when crossing the passes. About a generation ago the Dwarfs became more and more insular, until finally they drew back from the world entirely. In the last months of their interaction with the world the Dwarfs were more and more fearful, not only for themselves but for anyone they talked to.&lt;br /&gt;
&lt;br /&gt;
No one knows if the Dwarfs are still around, or what ever became of them.&lt;br /&gt;
&lt;br /&gt;
=7=&lt;br /&gt;
&lt;br /&gt;
==Wooded Hills==&lt;br /&gt;
&lt;br /&gt;
The rolling hills in this area are still well forested, with plenty of game.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Grazing Lands==&lt;br /&gt;
&lt;br /&gt;
==Grazing Lands==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==The Kings Bridge==&lt;br /&gt;
&lt;br /&gt;
A large stone bridge across the Deinar which used to carry wagons two abreast in ancient times. Crumbling statues of forgotten kings flank it.&lt;br /&gt;
&lt;br /&gt;
==Vagabond&#039;s Echo==&lt;br /&gt;
&lt;br /&gt;
Taller hills than normal for the area rise up here, a final push for the Vagabond mountain range before only hills remain.  Hunting and farming occurs among the hills, with the territory uneasily shared by the locals from various towns and villages.&lt;br /&gt;
&lt;br /&gt;
The King&#039;s Road passes through the levelest course available in Vagabond&#039;s Echo, including an area that looks as if magic were used to carve a clear course.&lt;br /&gt;
&lt;br /&gt;
==Farmed Hills==&lt;br /&gt;
&lt;br /&gt;
These hills are well farmed, and show old irrigation channels indicating they have been farmed for a great stretch of time.&lt;br /&gt;
&lt;br /&gt;
==Ragnar&#039;s Peak==&lt;br /&gt;
&lt;br /&gt;
The single tallest peak for thousands of miles Ragnar&#039;s peak is named after the famed &amp;quot;King of the High Hills&amp;quot; who reigned here hundreds of years ago. Ragnar is most famous for being the last of the &amp;quot;Great Kings&amp;quot; before the empire begin to rapidly fall apart.&lt;br /&gt;
&lt;br /&gt;
The peak is home to few creatures, some scattered woodsmen and a band of monsters here and there. It is said the peak was once home to a vast Aarakocra aerie.&lt;br /&gt;
&lt;br /&gt;
SECRET: The hero buried at Jaeger&#039;s Point is the grandson of King Ragnar.&lt;br /&gt;
&lt;br /&gt;
==Baskan Range==&lt;br /&gt;
&lt;br /&gt;
The Baskan&#039;s are a high, inhospitable place. With the exception of Tomb Pass the range is extremely difficult to navigate. Any one brave and hardy enough to face the mountain&#039;s will find the mountains home to seemingly countless quarreling tribes of goblinoids. The mountains are also extraordinarily rich in mineral deposits.&lt;br /&gt;
&lt;br /&gt;
Long ago the Range was home to Dwarves, but they are long gone from sight. The ruins of their realm dot the mountains.&lt;br /&gt;
&lt;br /&gt;
==Baskan Range==&lt;br /&gt;
&lt;br /&gt;
The Baskan&#039;s are a high, inhospitable place. With the exception of Tomb Pass the range is extremely difficult to navigate. Any one brave and hardy enough to face the mountain&#039;s will find the mountains home to seemingly countless quarreling tribes of goblinoids. The mountains are also extraordinarily rich in mineral deposits.&lt;br /&gt;
&lt;br /&gt;
Long ago the Range was home to Dwarves, but they are long gone from sight. The ruins of their realm dot the mountains.&lt;br /&gt;
&lt;br /&gt;
=8=&lt;br /&gt;
&lt;br /&gt;
==A Cold Swamp==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Desolate Fields==&lt;br /&gt;
&lt;br /&gt;
The abandoned farm land here begins to give way to resurgent forest.  Wild animals are the major threat here, followed by outlaws passing through to richer pickings.&lt;br /&gt;
&lt;br /&gt;
==Silkweed Plantation==&lt;br /&gt;
&lt;br /&gt;
The ruins of a manor farm house, of the sort a noble or wealthy merchant might own, occupy the center of this area. Fallow fields overgrown with silkweed surround it. There are an abundance of large, healthy insects and serpents in the fields who hunt animals that come for the grains and vegetables that grow wild closer to the ruins.&lt;br /&gt;
&lt;br /&gt;
Inside, the ruins host a colony of giant, intelligent spiders who search endlessly for a way out of the haunted estate that has become a prison as much as a home.&lt;br /&gt;
&lt;br /&gt;
==Hills Flanking Delnar==&lt;br /&gt;
&lt;br /&gt;
Here low rolling hills flank the River Delnar, creating an ideal site for farmland if anyone would bother. The remains of farmsteds can be found throughout the area. Once settled the newcomers invariably leave for within a generation for reasons they keep to themselves.&lt;br /&gt;
&lt;br /&gt;
Only one creature makes this area it&#039;s home. A monstrously huge, powerfully ugly and astoundingly dim-witted Troll.&lt;br /&gt;
&lt;br /&gt;
==The village of Floorboards.==&lt;br /&gt;
&lt;br /&gt;
Population: ~150&lt;br /&gt;
Major trade: Fishing&lt;br /&gt;
Government: Lord Anglethorn&lt;br /&gt;
&lt;br /&gt;
Floorboards is a small fishing community on the banks of the River Delnar. Somewhat prosperous but suffering under high taxes and the heavy hand of the local sheriff. Floorboards boasts a small tavern and a very skilled master glassblower.&lt;br /&gt;
&lt;br /&gt;
In recent months the town has been plagued by a werewolf.&lt;br /&gt;
&lt;br /&gt;
Scholar Artemis Thorn is staying at the village tavern. He is taking drawings of the remaining statues on the bridge, and avoiding the sherrif as much as possible for some reason.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Quziyak==&lt;br /&gt;
&lt;br /&gt;
Quiziyak is large wall city. It&#039;s home to a zillion subject. King Road goes throw it. Some of the landmarks in the city includes the following:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Queen Annabelle&#039;s Castle&lt;br /&gt;
&lt;br /&gt;
In the center of the wall city is the castle of Queen Annabelle. Annabelle is being getting critics for claiming that hatred is done by magic from the dessert. Annabelle been trying to get adventurers to defeat Al-Jazeera and proof her point. Beside trying to get red of Al-Jazeera, Annabelle is backing Windhook&#039;s large taxes--as she believes she&#039;s the cousin of the previous king. Baron Tyran Bellicose doesn&#039;t believe her story and consider her to a pain in the--for lack of better universe words--&amp;quot;a royal pain in the royal neck.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Temple of the Planes:&lt;br /&gt;
&lt;br /&gt;
This temple contains portals that lead to many different planes in the universe.&lt;br /&gt;
&lt;br /&gt;
Stergur&#039;s Library:&lt;br /&gt;
&lt;br /&gt;
Looking for a book? It doesn&#039;t matter if you looking a recent new scroll or some so ancient that it was only written by a god or goddess: Stergur, the most famous wizard has it all.&lt;br /&gt;
&lt;br /&gt;
Eyen&#039;s Inn:&lt;br /&gt;
&lt;br /&gt;
The largest inn in city. Eyen, a dragon in human form, is on a mission from a far-away dragon land to study the land. It has a dinner theater room. The theater writes plays. The most recent plays had been the following:&lt;br /&gt;
&lt;br /&gt;
1. &amp;quot;High Death For A Water Creature&amp;quot;, which tells how Sirena died&lt;br /&gt;
2. &amp;quot;Ona and Kort&amp;quot;, which deals with the long feud between Kortoniara &amp;amp; Onsamiath&lt;br /&gt;
3. &amp;quot;Anna, the Good Queen&amp;quot;, a play about Anna. It&#039;s becoming infamous for treating Baron Tyran Bellicose as so dumb that he makes a &amp;quot;dumb orc smart&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Farmed Hills==&lt;br /&gt;
&lt;br /&gt;
These hills are well farmed, and show old irrigation channels indicating they have been farmed for a great stretch of time.&lt;br /&gt;
&lt;br /&gt;
==Withaive hills==&lt;br /&gt;
&lt;br /&gt;
Here, west of Hobb&#039;s shire, the gentle rolling foothills of the Baskan Mountains begin in ernest. Two small towns nestle in the hills below Ragnar&#039;s Peak, both competing for the rich mineral resources of the nearby mountains. Recently the mood has grown grim as the citizens of each town have grown ever more distrustful of their neighbors. Unheard of before the townsfolk have started raiding each other, so far only a few buildings have burned but the situation is getting worse by the day.&lt;br /&gt;
&lt;br /&gt;
SECRET: the recent conflicts are the result of the waves of hatred and paranoia coming from the desert in the west.&lt;br /&gt;
&lt;br /&gt;
==The Southern Gate==&lt;br /&gt;
&lt;br /&gt;
A small community remains within the remnants of a walled city.  Primarily made up of traveler services, the Southern Gate is named for the one remaining gate that stands in the wall, facing the Final Road, which sends an offshoot up through this community.&lt;br /&gt;
&lt;br /&gt;
The community is deeply jealous of the mining wealth of its northern neighbors, but lacks the strength to do anything about it.  Most of the able bodied and quick witted children of the Southern Gate leave with travelers and caravans passing through, or head north to work in the mines.&lt;br /&gt;
&lt;br /&gt;
Due to the desperation, the Splendor&#039;s influence is strong here, with families offering children to the service of the temple-city and priests given free access to the ruins and the extensive catacombs beneath the community.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=9=&lt;br /&gt;
&lt;br /&gt;
==Red Woods==&lt;br /&gt;
&lt;br /&gt;
This region is a dense needleleaf forest intermixed with bogs. Originally inhabited by small villages of wood elves and shifters, the recent incursion of a covey of hags* and their lycantropic minions have pushed the elves back to Ionavalon. The shifters remain and fight a low intensity war with the hag. The shifters, led by a werebear, are allied with treants, dryads, wood woads and local spirits; while the hags command many plant creatures (shamblers, battlebriars, assassin vines, predatory vines and vine horrors), otyughs, a tribe of werewolves and a group of trolls from the Black Muskeg 8.1, a cold swamp to the west.&lt;br /&gt;
&lt;br /&gt;
Secret: Deep below the Red Woods is a bound deity of rot and corruption whom the hags seek to revive.&lt;br /&gt;
&lt;br /&gt;
*Two green hags and an annis.&lt;br /&gt;
&lt;br /&gt;
==Highlands of Erenby==&lt;br /&gt;
&lt;br /&gt;
A spur of small, densely wooded mountains, an offshoot of the Vagabonds, separates the Red Woods and the Heartwood Forest. The source of the Sadhur bubbles up under a lake located on a high plateau here, and falls down towards Ionavalon to the east. (See the description of [[#Ionavalon|10.2]] for more details on the Sadhur.)&lt;br /&gt;
&lt;br /&gt;
A traveller who braves the slopes to find the lake will be struck by the beauty as the sun strikes its crystal waters, casting shimmering light everywhere. It may be this very beauty that caused unknown hands to raise a temple on its shores. Long abandoned, locals can not recall who built it or who it was dedicated to. Wind and rain have obliterated carvings that may have given a clue to the answer, but a single statue remains that retains enough of its form to tell that the deity was at least humanoid in form; all other features -- race, age, gender -- have been since lost to the elements.&lt;br /&gt;
&lt;br /&gt;
==Heartwood Forest, cont==&lt;br /&gt;
&lt;br /&gt;
Here the Heartwood covers the land with think trees and heavy undergrowth. Still the forest has a groomed quality, belying the influence of the nearby elves.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Forest==&lt;br /&gt;
&lt;br /&gt;
The forest is thin on these rolling hills, and the river Delnar meanders through the dales.&lt;br /&gt;
&lt;br /&gt;
==Farmland==&lt;br /&gt;
&lt;br /&gt;
Though sparsely populated, this area has been cleared of major vegetation, and the local inhabitants have made use of the waters of the Delnar in order to provide irrigation for the fields that now cover the landscape.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 8==&lt;br /&gt;
&lt;br /&gt;
==Grasslands==&lt;br /&gt;
&lt;br /&gt;
Rolling grasslands broken only occasionally by sparse clumps of trees mark this section of Old Kings&#039; Road.&lt;br /&gt;
&lt;br /&gt;
==Ore Road==&lt;br /&gt;
&lt;br /&gt;
Here a small road leads from the nearby mining towns to Hob&#039;s shire, where they meet merchants to sell their ore.&lt;br /&gt;
&lt;br /&gt;
The road has become dangerous of late as the guards the mining towns used to patrol the path have been recalled to fight their internal struggle. A group of Hobgoblins, drawn to the area by tales of glory from their people&#039;s history, has made camp in the area.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 11==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=10=&lt;br /&gt;
&lt;br /&gt;
==The Heartwood==&lt;br /&gt;
&lt;br /&gt;
Here the Heartwood is thick and lush, groomed and beautiful. This area is rumored to be under the protection of Unicorn who the Elves of Ionavalon often consult.&lt;br /&gt;
&lt;br /&gt;
Few evil beings dare enter this portion of the forest, but from time to time the Unicorn will be forced to deal harshly with intruders.&lt;br /&gt;
&lt;br /&gt;
Most recently a band of Gnolls, under pay from the Hags in the Red Woods has been causing some head aches, the Unicorn has been considering asking the elves, or perhaps a group of adventurers, for help.&lt;br /&gt;
&lt;br /&gt;
==Ionavalon==&lt;br /&gt;
&lt;br /&gt;
In a forest glade lies Ionavalon, Citadel of Dreyal, Queen of the Bright Elves of Heartwood. The Citadel sits on the Sadhur River, which flows out of the Highlands of Erenby to the west and joins the Delnar further east.&lt;br /&gt;
&lt;br /&gt;
Ionavalon is not so much built as grown, through careful cultivation and tending of the forest-and a small amount of magic as well. Similar, though much smaller, houses surround it on all sides.&lt;br /&gt;
&lt;br /&gt;
Though the Bright Elves have dwelt in Heartwood since before the coming of other races, throughout their history they have sought neither to expand their holdings or conquer others, but have been content to merely keep and watch over their small territory. They do not often seek contact with outsiders, but are welcoming to those of good heart who find themselves in the Heartwood.&lt;br /&gt;
&lt;br /&gt;
==The Deepening Forest==&lt;br /&gt;
&lt;br /&gt;
The forests south of Iovanalon deepen and thicken, blocking out the sun in places. Eventually, the woods grow nearly impenetrable as travelers approach the Skittering Dark.&lt;br /&gt;
&lt;br /&gt;
==The Skittering Dark==&lt;br /&gt;
&lt;br /&gt;
A section of deep forest no longer traveled by local huntsman and trappers after a wave of disappearances a few years ago. Foresters keep their distance and speak of the unnaturally large insects and spiders which give this area its name.&lt;br /&gt;
&lt;br /&gt;
SECRET:&lt;br /&gt;
&lt;br /&gt;
Actually it&#039;s just spiders. They have multiplied in this area under the influence of a Shrine to Lolth. A Drow priestess emerged from the Underdark to build the shrine here because of ancient magical power in the location. This is due to an ancient temple to a fallen god (or primordial) which resonates with magical power for those who can claim it.&lt;br /&gt;
&lt;br /&gt;
After building the shrine, the priestess contracted with Duergar to construct a temple around it. Their hatred for the surface world has made this process painfully slow, but she does not have the means to do the stonework herself. There is a seemingly innocuous forested hill cave in this hex, which is deceptively deep and acts as the highway to the Underdark which brings the Duergar workers to the surface. The path between here and the temple itself has become increasingly well-worn over the years.&lt;br /&gt;
&lt;br /&gt;
Hazards: giant spiders (including demonic variants), duergar parties, the long-buried temple beneath the shrine (now with surrounded by the skeleton of its own temple under construction), a passageway to the Underdark and all that it contains...&lt;br /&gt;
&lt;br /&gt;
==Delnar River==&lt;br /&gt;
&lt;br /&gt;
The Delnar River passes just south of the Skittering Dark.&lt;br /&gt;
&lt;br /&gt;
South of the river is fertile grassland with scattered groups of ranchers and herders being the major occupants. North is the deep ominous forest.&lt;br /&gt;
&lt;br /&gt;
Between the river and the Skittering Dark, however, is a line of imposingly large stone menhirs whose origin is unknown. They are hewn from granite which is obviously not local to the area, and each one weighs several tons, so whoever originally placed them went to a lot of trouble to do so.&lt;br /&gt;
&lt;br /&gt;
Magical runes glow on the menhirs in unpredictable patterns that change as the weather shifts. The monuments otherwise don&#039;t appear to actually do anything.&lt;br /&gt;
&lt;br /&gt;
Theories abound as to what they are, who originally placed them, and what purpose they have. Popular stories include: they keep the Delnar river from shifting its course South, they prevent evil things in the Skittering Dark from moving south across the river, and they predict the weather in advance, if only someone knew how to read them.&lt;br /&gt;
&lt;br /&gt;
This part of the forest was never cleared, even though it approaches close to the north of Wheatsea. People often hunt wild animals up to the riverbank, but are superstitious about crossing to the north. Hunters tell tall tales of spiders the size of rats north of the river, but few people believe them in the taverns of Wheatsea.&lt;br /&gt;
&lt;br /&gt;
==Wheatsea==&lt;br /&gt;
&lt;br /&gt;
Situated in the midst of farmland, Wheatsea is a thriving city that enjoys the advantages of its location.&lt;br /&gt;
&lt;br /&gt;
In addition to its sizable human population, Wheatsea hosts a number of elves and half elves.  The elves arrived during the founding of the city, wandering away from a homeland they were cast out of, and agreeing to aid the fledgling city in exchange for a place to live.&lt;br /&gt;
&lt;br /&gt;
Human industry at building and farming combined with elven baking has led to Wheatsea being a valuable strategic resource for the local government.&lt;br /&gt;
&lt;br /&gt;
A supply road runs from Wheatsea to Bellicose Castle.&lt;br /&gt;
&lt;br /&gt;
==Tournament Grounds==&lt;br /&gt;
&lt;br /&gt;
This area of gently rolling hills and lush grass is empty most of the time but every five years it plays host to the Grand Tournament, a fantastic contest of jousting, melee, archery and nearly every game and competition imaginable. Warriors, fame seekers, and spectators come from nearly every land to take part. Around the Tournament a huge carnival takes place, playing host to every entertainment imaginable. It&#039;s a week that people look forward to for years before and talk about for years after.&lt;br /&gt;
&lt;br /&gt;
==UWallach&#039;s Fields==&lt;br /&gt;
&lt;br /&gt;
This region was held by Lady Wallach for a time during the Winter Siege; it contains the sites where her armies camped while they laid siege to Castle Bellicose. Though they were ultimately thrown back by the armies of King Bellicose, monuments were erected along the King&#039;s Road marking the locations of the various brigades and battalions.&lt;br /&gt;
&lt;br /&gt;
==Hobs Shire==&lt;br /&gt;
&lt;br /&gt;
Named for the infestation of hobgoblins that long ago kept this fertile land from being used, numerous hamlets and villages crowd in to take advantage of the pleasing fruit trees and good growing conditions.&lt;br /&gt;
&lt;br /&gt;
Notable settlements include Apple Hall, Cherry Pond, and Kaitlen&#039;s Walk.  These small communities offer up a &amp;quot;fair&amp;quot; share of their bounty to the Splendor, with most of the rest going to secular leaders.  Still, there is enough to avoid starvation during all but the worst growing seasons.&lt;br /&gt;
&lt;br /&gt;
Dangers of Hobs Shire include cults that worship the native gods, including the alien and twisted fertility goddess (and goddess of centipedes and other such creatures) that the hobgoblins once venerated.  There are also a few degenerate communities where human and hobgoblin blood have mixed.&lt;br /&gt;
&lt;br /&gt;
Marisee the Peddlar travels in the rural communities around the shire, and can be found anywhere within 2 hexes of this one. Occasionally, she goes past those boundaries, but never into the bigger cities, such as Splendor. How she has managed to survive alone in these travels for the last decade is unknown, though many an isolated hamlet has appreciated a visit.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 10==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 11==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=11=&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 1==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Dragon Hollow==&lt;br /&gt;
&lt;br /&gt;
Near the Eastern edge of the Heartwood Forest lies the petrified bones of a great Red Dragon, half-buried in a hill-side. The origin of the bones have been lost even in legend, but it is said that under the lies what was once the great horde of the Dragon, waiting to be claimed by one brave enough. Even still, very few people find reason to approach the site, as few who go ever return.&lt;br /&gt;
&lt;br /&gt;
SECRET: The hill is, in fact, the home-base for the Bardinian Rangers, a group of primarily Human and Half-Elf outcasts who have withdrawn from society to roam the Wilderness.&lt;br /&gt;
&lt;br /&gt;
The Rangers are, for the most part, good folk, and hold an uneasy truce with the Elves of Lonavalon, mostly ignoring each other. The Rangers are made up of people of many different skill sets. From actual Rangers and Druids, to Artisans and Bards.&lt;br /&gt;
&lt;br /&gt;
The lair of the Rangers is accessed through the mouth of the dragon, and includes an underground stream and many large Caverns.&lt;br /&gt;
&lt;br /&gt;
The area around the hill is well-defended, and the main reason few return is that those who have found the lair never leave, being required to join the Rangers.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Farmland==&lt;br /&gt;
&lt;br /&gt;
The Delnar spills out of the hills into fertile plains. Both Wheatsea and Aelwyd graze their herds on the flood plain during summer, and outlying farms of Wheatsea grow arable crops south of the river.&lt;br /&gt;
&lt;br /&gt;
==Farmland==&lt;br /&gt;
&lt;br /&gt;
This entire area is given over to farmland to feed the City of Bellaca. The Farmers in this area are forever annoyed at what they consider low prices of grain in Bellaca. The grumbling has gotten louder of late with some farmers talking about withholding grain or selling it elsewhere.&lt;br /&gt;
&lt;br /&gt;
==Bellicose Castle==&lt;br /&gt;
&lt;br /&gt;
The current Lord of the area, Baron Tyran Bellicose, lives in a mighty fortress overlooking the Old King&#039;s Road. He is a iron-fisted Lord in many respects, but fair. He does not tolerate disobedience, dealing harshly with any sort of challenge to his authourity, but he doesn&#039;t squeeze the locals mercilessly and deals squarely with all regarding taxes, treaties and the like, so he is generally well respected, if not actively adored, by his subjects.&lt;br /&gt;
&lt;br /&gt;
Recently, however, these subjects have started to adopt a much more aggressive attitude towards the Baron&#039;s soldiers and tax-collectors, and in some areas, such as the Withaive hills, they&#039;ve actually dared to attack them. The Baron grows increasinlgy paranoid that a usurper is working behind the scenes to incite the people against him and remove him from power. Perhaps one of his brothers or maybe his son. His spys are even now keeping tabs on his entire family.&lt;br /&gt;
&lt;br /&gt;
Perhaps he has been too soft on the commoners and needs to visit such destruction on these Winterhaivian rebels so as to leave no doubt about his power and then, maybe, he&#039;ll figure out who in his family is responsible for stirring them up and deal with them in turn...&lt;br /&gt;
&lt;br /&gt;
==Crossroads==&lt;br /&gt;
&lt;br /&gt;
A crossroads exists here where Old King&#039;s Road meets roads leading south towards Splendor and north towards Aerth Aelwyd and the Vagabond Mountains.&lt;br /&gt;
&lt;br /&gt;
==Grasslands==&lt;br /&gt;
&lt;br /&gt;
East of Hob&#039;s Shire, the land is uncultivated grasslands verging on the forests of Ehlonna&#039;s Splendor.&lt;br /&gt;
&lt;br /&gt;
==Ehlonna&#039;s Splendor==&lt;br /&gt;
&lt;br /&gt;
Situated amongst lightly forested areas giving way to meadows is a grand, open air temple-city dedicated to nature and fertility. Several regional gods and goddesses have representations among the statuary, with the current primary goddess venerated being Ehlonna.&lt;br /&gt;
&lt;br /&gt;
Near by communities pay tithes to receive the blessings of fertility and good hunting. The priests who serve in the Splendor (as the temple-city is called) serve as unofficial advisors to many nearby governments.&lt;br /&gt;
&lt;br /&gt;
While the surface of life there is focused on the business of venerating the deities and serving surrounding communities, as well as educating the next generation of priests and priestesses, there is constant rivalry between the loose and conflicting hierarchies of worship. Schisms and heresies occur beneath the surface, occasionally erupting to the surface in the prayer sessions and scriptural study that makes up civic discourse for the Splendor.&lt;br /&gt;
&lt;br /&gt;
Rumor has it that the reach of the Splendor was once far greater, and that the desert south of Windhook was blighted into its current form by the priestesses of that time. To those spreading this rumor, the current arrangement of gods--especially with Ehlonna as chief goddess--is a compromise that purposefully cripples the power of the Splendor.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=12=&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 1==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Delnar Woods==&lt;br /&gt;
&lt;br /&gt;
Though the river does not touch these woods, save for a few small streams and creaks that split off of the main body, it shares the namesake.  A few logging communities work in these woods, feeding lumber to those nearby.  It is dangerous work, as the trees are hardy and often resist being chopped down through means not always natural.&lt;br /&gt;
&lt;br /&gt;
SECRET: A group of druids died to preserve the natural divinity of this place from a wizard eager for its power.  Their spirits have infused the woods, creating treants, dryads, and other arboreal creatures to continue protecting the slumbering divinity and its power.&lt;br /&gt;
&lt;br /&gt;
==Delnar Woods==&lt;br /&gt;
&lt;br /&gt;
The Delnar Woods thin here, as centuries of logging causes the trees to slowly give way to the rolling hills around Arth Aelwyd.&lt;br /&gt;
&lt;br /&gt;
==Arth Aelwyd, the Hollow Hill Inn==&lt;br /&gt;
&lt;br /&gt;
There is a bend in the Delnar River where it takes a turn to the west around a single, low hill. Formally named Arth Aelwyd, it is oft called simply the Hollow Hill after the riverside inn that has been built inside it by the Strongberry Halflings (they are also known for their potent wine, and they tend a small but productive vineyard in the vicinity as well). It is a pleasant stopping place for those journeying through the area-as long as one doesn’t inquire of their hosts why they have chosen to dwell so far from established Halfling territory, or venture into the lower levels of the Hollow Hill.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Bellaca==&lt;br /&gt;
&lt;br /&gt;
The effective capital city of the region is intensely loyal (at least in appearance) to its native son and inheritor to ancestral rule, Baron Tyron Bellicose.  This city is also the edge of the Splendor&#039;s influence, with a few priests and representatives sitting on the council of nobles that manage details that the Baron does not care to.&lt;br /&gt;
&lt;br /&gt;
Soldiers of the Baron not in his fortress are often here, and there are barracks within the city.  Parades of the soldiers are quite common.&lt;br /&gt;
&lt;br /&gt;
Recently, however, the unrest has come here.  Not in the form of outright rebellion from the citizens, but in mysterious acts of vandalism and petty violence that has set the city on edge against outsiders.&lt;br /&gt;
&lt;br /&gt;
==Bandit Run==&lt;br /&gt;
In this hex the Old King&#039;s Road travels just past the foothills of the Dragon Back Mountains. Trade along this route is continually hampered by bandit gangs. The many caves that riddle this broken region are perfect for temporary hideouts, making the area chronically lawless.&lt;br /&gt;
&lt;br /&gt;
Merchants rarely travel this route unless absolutely necessary, cutting off most trade to the East, isolating the region and promoting the abandonment of smaller settlements inland of the more bustling regions to the West.&lt;br /&gt;
&lt;br /&gt;
The bandits are virtually immune from the law, but are still kept in check by dwindling targets, inter-gang warfare and occasional raids by goblinoid tribes from the larger mountains extending Southeast. The gangs have become increasingly desperate in recent years and their highway robberies have evolved to murderous, pillaging raids farther afield. Their targets have expanded to small settlements for several hexes around.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 9==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 10==&lt;br /&gt;
&lt;br /&gt;
==Unnamed Meadow==&lt;br /&gt;
&lt;br /&gt;
An unnamed empty meadow. It&#039;s lovely, and there are wildflowers.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=13=&lt;br /&gt;
&lt;br /&gt;
==Hermago Heights==&lt;br /&gt;
&lt;br /&gt;
The lowest peaks of the Vagabond range, covered in evergreens save for the gray tips. Isolated and unexplored wilderness and rumored to be the home of the lost and untamed, and some say primordially bestial ancestors, of the elves. Recently, somewhere within the range a hive of giant wasps has begun construction...these flying beasts have begun terrorizing those who come to close and nearby settlements and might be driving out the primordial elves...whose shadows have begun being spotted in the south and to the west.&lt;br /&gt;
&lt;br /&gt;
==Kaunite&#039;s Peak==&lt;br /&gt;
&lt;br /&gt;
Part of the Vagabond mountain range, the peak is a tall mountain surrounded by its siblings whose natural springs and melting caps feed the Delnar Falls and River. Along these high streams near where the waters gather a number of mill hamlets have sprung and over time may connect into a city in on the slope of the high mountain, not often traveled to from beyond in part both to the fey creatures at the bottom of the falls and the terrible things that sleep deep in the mountain. While the lower platueas of this peak are lush with flora, fauna, and small civilization, the caverns beneath the mountain feed into a foul and monstrous worm nest, sometimes the hunting ground of a civilization not yet seen so deep in the ground that it is the perfect inverse of Kaunite&#039;s Peak.&lt;br /&gt;
&lt;br /&gt;
3 main Milling hamlets: Morrisston, Valenshold, Nearfall.&lt;br /&gt;
&lt;br /&gt;
Features: Mountainside, worm caverns, Kaunite&#039;s Depths undercity.&lt;br /&gt;
&lt;br /&gt;
==Delnar Falls==&lt;br /&gt;
&lt;br /&gt;
Here, the river Delnar tumbles down from its high mountain vale to the plains. The area is known for its prosperous mountainside forest, populated by fey things and containing many herbs sought by human mages and apothecaries. Beyond the waterfalls, an entrance leads into a system of caverns (naturally!).&lt;br /&gt;
&lt;br /&gt;
==Forests Flank Delnar==&lt;br /&gt;
&lt;br /&gt;
Heavy forest flanks the banks of the Delnar in this region, providing refuge for numerous herbivores but also cover for those creatures that hunt them.&lt;br /&gt;
&lt;br /&gt;
(Encounters: Packs of wolves and occasionally 2-3 dire wolves, herds of deer, solitary bears, goblinoid hunting party)&lt;br /&gt;
&lt;br /&gt;
==Spire Lake==&lt;br /&gt;
&lt;br /&gt;
In the foothills, the Delnar river spills into a valley lake. The forests reach the north shore, but to the south is open hillside where halfling shepherds can often be seen leading their flocks. The lake itself it flat and calm, almost having a mirror surface except when whipped up by an autumn wind. Near the centre of the lake, a cracked stone spire breaks the surface. The druid Aedelraed knows its history, but is rarely seen these days.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 8==&lt;br /&gt;
&lt;br /&gt;
==Foothills==&lt;br /&gt;
&lt;br /&gt;
The King&#039;s road connects Broken Cart with the west, although the road has fallen into disrepair and few merchants will risk the bandits to the west.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 10==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 11==&lt;br /&gt;
&lt;br /&gt;
==Badlands==&lt;br /&gt;
&lt;br /&gt;
the verdant meadows abruptly give way after 12.11, giving way to rocky highlands, and later badlands formed by the volcanic south. &lt;br /&gt;
&lt;br /&gt;
of particular prominence is a high-walled ravine, where the ancient highway called Tiamat&#039;s Gullet starts, marking the safest route through the volcanic southern mountains (eventually hooks up with 15.12).&lt;br /&gt;
&lt;br /&gt;
Belleca is in talks with Splendor to consder linking Tiamat&#039;s Gullet to the main roads&lt;br /&gt;
&lt;br /&gt;
=14=&lt;br /&gt;
&lt;br /&gt;
==The Charred Ridge==&lt;br /&gt;
&lt;br /&gt;
A section of the Vagabond mountain range with few distinguishing peaks or passes. Named for the damage done during past volcanic activity that has left the range looking singed. A few settlements eek out existence in the foot hills, under the heel of bandits who find the desolate mountains excellent for a base of operation.&lt;br /&gt;
&lt;br /&gt;
==Abandoned silver mines==&lt;br /&gt;
&lt;br /&gt;
The mountains next to Kaunite&#039;s Peak used to contain rich veins of silver but almost all of these mines were exhausted a generation ago. The mine were then abandoned and the human and dwarven miners moved on to other parts. The area is studded with ghost towns built during the first rush and now empty. There are occasional rumors of miner&#039;s treasure hidden up in the mountains or a vein that wasn&#039;t completely mined out but investigating these rumors is dangerous as several tribes of goblins have moved into the area.&lt;br /&gt;
&lt;br /&gt;
When the area was populated it was home to several gangs of bandits. The largest of these, the Red Jacks, were eventually all caught and hung but they died without telling where their loot was stored.&lt;br /&gt;
&lt;br /&gt;
Terrain type: Mountainous/conifer forest &lt;br /&gt;
Settlements: Calamity (abandoned)&lt;br /&gt;
Encounter ideas: Goblins in abandoned mine, ghosts of miners, old prospector, bandits&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Goblin Village==&lt;br /&gt;
&lt;br /&gt;
In this area, goblins have cleared some of the woods to build a village where they tend to barely domesticated boars and fend off natural predators from the nearby woods. Their youth occasionally get swept up in war parties, but generally the village keeps to itself. On occasion, human or elven travelers enter the area and spot the village. The goblins deal with these individuals as best they can, fearing revelation.&lt;br /&gt;
&lt;br /&gt;
It is generally known that goblins and such creatures exist in the area, but most aren&#039;t aware of the permanent settlement.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Broken Cart Tavern==&lt;br /&gt;
&lt;br /&gt;
This section of the road is treacherous and not as well maintained as it was when the border was more seriously contested.  Away from most settlements, a traveler&#039;s tavern provides for the needs of the soldiers and others who come by this way.  The son of the owner is quite handy at repairing the damage done to wagons and other vehicles that pass through this unpleasant stretch of road, while his twin sister is excellent at mending travel worn garments and performing repairs on smaller goods, from knives to ancient books that need to be meticulously pieced together again.&lt;br /&gt;
&lt;br /&gt;
==Dragon Back Mountains==&lt;br /&gt;
&lt;br /&gt;
==Dawn&#039;s Shame==&lt;br /&gt;
&lt;br /&gt;
This city on a hill is renowned for its delights.  The splendid sunrises are the least of them, and one really seen by the soldiers and adventurers who come to Dawn&#039;s Shame.  In addition to ways to spend a day&#039;s wage in a few minutes, the city hosts tournaments and bloodsport of all sort.  No impulse is without its outlet at Dawn&#039;s Shame.&lt;br /&gt;
&lt;br /&gt;
Even those who seek forbidden lore can appease their hunger in the libraries, or delve into the ancient structures the riddle the hills and mountains around the city.&lt;br /&gt;
&lt;br /&gt;
The city itself is built on the highest hill, with a few satellite towns and villages that aid in supporting it.&lt;br /&gt;
&lt;br /&gt;
==Basalt Crags==&lt;br /&gt;
&lt;br /&gt;
These mountains are rough black volcanic rock, with many cliffs and loose slopes formed of ash and pumice. Only an experienced mountaineer could cross this region.&lt;br /&gt;
&lt;br /&gt;
==Tiamat&#039;s Gullet==&lt;br /&gt;
&lt;br /&gt;
The fissure formed by the volcano at 15.12 cleaves through the basalt crags, making a passable road from east to west.&lt;br /&gt;
&lt;br /&gt;
=15=&lt;br /&gt;
&lt;br /&gt;
==Horn Holds==&lt;br /&gt;
&lt;br /&gt;
The remains of a large stratovolcano that erupted cataclysmically many years ago. The collapsed cone formed a lake in the caldera with an island in the middle. This island serves as the main entrance to the Horn Hold, a dwarven settlement renowned for thier metal smithing. Deep within the old lava tubes and vents are veins of rare and wonderful metals and minerals.&lt;br /&gt;
&lt;br /&gt;
The dwarves have not mapped all of the tunnels as of yet and will not in the near future as long range exploration parties have come under attack from worm like creatures. It is quite possible that due to past seismic activity fissures and magam tunnels have made connections to the tunnels under Kaunite&#039;s Peak.&lt;br /&gt;
&lt;br /&gt;
Horn Hold is a fairly new dwarven settlement and is not as closed to outsiders as more established holds. Being founded by a priest of Moradin there is a strong religious feel to the city, and while areas are open to traders the wrokings of the foudaries and furnaces are strictly limited to the dwarves. The forges have made major advancements in metallurgy including the working of alloys of various metals* and treatments not used by humans.&lt;br /&gt;
&lt;br /&gt;
*Equvalent metals would be aluminum, nickel, manganese and magnesium.&lt;br /&gt;
&lt;br /&gt;
==The sheer cliffs==&lt;br /&gt;
&lt;br /&gt;
When the caldera was formed in volcanic eruption long ago, a portion of one of the neighboring mountains in the range was split in half, one half crumbling into the lake leaving the other as a sheer face along a long stretch of the Vagabond mountain range. In this region are treacherous mountain passes in the western portion, but in the northern and the eastern portion of the area there is stability. The lake town of Grabben&#039;s Shore is the primary source of trade to the hold across the lake, access to this fishing and trade town from the south is through a stable, if sometimes bandit laden, mountain pass that leads into the east Delnar Road.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Roamer&#039;s Woods==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 8==&lt;br /&gt;
&lt;br /&gt;
==Stone Fort==&lt;br /&gt;
&lt;br /&gt;
This point marks both the eastern end of Old King&#039;s Road as well as part of the historic border between this land and the Eastern Kingdoms. A small stone fort, manned but falling into disrepair, stands testament to this fact.&lt;br /&gt;
&lt;br /&gt;
Terrain type: Grassland (any forest that was once present has been cleared so as to provide an unobstructed view of the land on either side of the border).&lt;br /&gt;
Potential encounters: border raiders, smugglers, invading armies if the GM so wishes&lt;br /&gt;
&lt;br /&gt;
==Dragon Back Mountains==&lt;br /&gt;
&lt;br /&gt;
==Broken Pass==&lt;br /&gt;
&lt;br /&gt;
A well supported pass, complete with arched gates to hold it up, once stood here. Now it is in ruin, with broken statuary and architecture blocking the way through the mountains.&lt;br /&gt;
&lt;br /&gt;
==Tiamat&#039;s Gullet==&lt;br /&gt;
&lt;br /&gt;
A desolate valley road carved along a volcanic mountain range which stretches east to west, eventually joins up with the Dragon Back mountains, with spurs of black rock jutting up like feindish claws, lined with rivers and even &#039;lakes&#039; of molten lava that flow from the mountains. because of this hellish landscape, both the valley and centuries-old road are named for the Dragon Goddess&lt;br /&gt;
&lt;br /&gt;
but perilous as the Gullet is, the depradations of the Orange horde have awoken Algrim The Strong, A dwarven Death Knight. Algrim considers himself the undisputed warlord of the Gullet, and from the volcanic hall that was once his tomb, has begun to assemble an army of his own, bolstered by the walking dead, with wich he shall support his ally, Shan-Yur&lt;br /&gt;
&lt;br /&gt;
It is the hope of interested parties that somebody disrupt this alliance, and turn the two warlords against each other&lt;br /&gt;
&lt;br /&gt;
While it was (until recently) the safest route for pilgrims to reach the Monastery of the Celestial Dragon, the road through Tiamat&#039;s Gullet eventually swings north towards Broken Pass (and presumably, Dawn&#039;s Shame)&lt;br /&gt;
&lt;br /&gt;
=16=&lt;br /&gt;
&lt;br /&gt;
==Vagabond Mountains==&lt;br /&gt;
&lt;br /&gt;
It is rumoured that griffins make their homes among the peaks found in this otherwise uninhabited section of the Vagabonds.&lt;br /&gt;
&lt;br /&gt;
==The Keeper&#039;s Keep==&lt;br /&gt;
&lt;br /&gt;
Atop the highest mountain in the region, and in fact taking up most of the hex is a giant&#039;s keep. It has seven sides, one for each era of history plus another three for the eras said to come. The top of the walls are often surrounded by clouds which become more storm-laden the closer someone approaches. The walls are said to be seven miles thick, but no mortal has ever entered or left in known history. It is said that dragons have flown over the walls and have seen what lies in the courtyards and towers within, but they rarely speak of such things (for free). Climbers face many days of vertical ascent through a thunder storm on a wall with no real handholds. Others who have tried to fly over the walls have choked, breathless before reaching the top.&lt;br /&gt;
&lt;br /&gt;
Secret: Dragons, when pressed, will tell that the keep is filled with &#039;timelessness&#039; and know rumours of unobtainable treasures within.&lt;br /&gt;
&lt;br /&gt;
Secret: The Keeper is a giant who keeps people and things until they are needed at the end of time. The few people who live there cannot die, but they cannot leave.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Roamer&#039;s Woods==&lt;br /&gt;
&lt;br /&gt;
==Tower of Thorns==&lt;br /&gt;
&lt;br /&gt;
A dense forest starts in this area, extending up in a line of savage woods that civilization has not yet tamed (16.5 and 15.5).  It is known as Roamer&#039;s Woods.&lt;br /&gt;
&lt;br /&gt;
Fae creatures and elemental forces gather here, delighting in the mystic power that emanates from the Tower of Thorns: a school of sorcery and primal magic has stood since giants erected it at the behest of its founder.&lt;br /&gt;
&lt;br /&gt;
Roamer&#039;s Woods are expansive and confusing, with oddly intelligent animals and passages that lead into faerie worlds.  All of these serve to help conceal the Tower of Thorns from meddlesome fools and enemies.&lt;br /&gt;
&lt;br /&gt;
The Tower of Thorns accepts applicants in two ways.  Anyone with sufficient mystical skill to reach the Tower and gain entry is allowed to study.  It is not uncommon for wizards who have come by their power in more conventional ways to spend several years tutoring less experiences magic users while being instructed in the special spell craft of the Tower.  The other way is to be destined to reach the Tower.  Some who travel in the area seem pushed towards the tower instead of away from it, no matter what the obstacle.  These individuals gain entry by fate&#039;s decree and they provide the small classes that learn under the wizards who seek to unlock the secrets woven into the Tower&#039;s very structure.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==White Plains==&lt;br /&gt;
&lt;br /&gt;
This grassland was once the site of a massive battle with the Eastern Kingdom. Where is surrounding lands are fairly flat (16.7, 16.9 and 15.8) this area is hilly. All of the hills are fairly low and flat as they are man made. Huge barrows for all of the dead killed in the long forgotten battle. The bones of the weathered mounds have begun peaking through give the name, White Plains. Many non corporal undead roam this haunted region. Along with treasure hunters seeking ancient magical panoplies that are sure to be still buried here.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 9==&lt;br /&gt;
&lt;br /&gt;
==Fangula==&lt;br /&gt;
&lt;br /&gt;
A old city called Fangula sits. People who visit it had found nothing but a enough fog to give a dragon a chill. Anyone sent to Fangula at night disappears for ever--never to return!&lt;br /&gt;
&lt;br /&gt;
SECRET: Fangula is home town of evil monsters. Count Volexa is the latest monster ruler of this time. He tossed out the last ruler of town a werewolf. Fangula has been plotting on getting rid of all the humans and turning this country into a evil monster--for lack of better words--factory.&lt;br /&gt;
&lt;br /&gt;
==Dragon Back Mountains==&lt;br /&gt;
&lt;br /&gt;
==The Monastery of the Celestial Dragon==&lt;br /&gt;
&lt;br /&gt;
Located high in the spine of the Dragonback Mountains (which wind in a serpentine fashion through 14.9, 15.10, 15.11, 16.11 and 16.12) lies what was once the westernmost outpost of a sect of warrior-monks known as the &amp;quot;Order of the Celestial Dragon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Six years ago, however, the monastery was invaded by the &#039;Orange Horde,&#039; a massive nomadic tribe of Hobgoblin Warg Riders and ogres led by a cunning Ogre Mage named Shan Yur. The ogre has decided to establish the monastery as the center of a new empire and is gathering evil humanoids from all across the land to burgeon his armies. He has sent out ogre hunters to gather the most dangerous beasts and monsters to master and unleash upon his enemies.&lt;br /&gt;
&lt;br /&gt;
The monks were not all killed during the invasion, however, and many roam the lands trying to gather their strength to retake their home. In their desperation, they&#039;ve even begun training westerners and some of the non-human races in their mystical arts to bolster their numbers. Soon all the members of the order will gather with their new pupils and the Celestial Dragon will reach out to consume the hordes of Shan Yur...&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Hex_by_Hex&amp;diff=110095</id>
		<title>Hex by Hex</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Hex_by_Hex&amp;diff=110095"/>
		<updated>2009-05-30T11:49:51Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: /* Unclaimed 3 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;From this [http://forum.rpg.net/showthread.php?t=453831 thread], creating a 16 by 12 hex sandbox campaign setting.  This wikipage collects the entries and the  map:&lt;br /&gt;
&lt;br /&gt;
[[Image:sandbox2.png]]&lt;br /&gt;
&lt;br /&gt;
Map is created using [http://inkwellideas.com/?page_id=160 Hexographer] using this [[Hex_by_Hex:mapsource|source data]]&lt;br /&gt;
&lt;br /&gt;
=1=&lt;br /&gt;
&lt;br /&gt;
==Siren Tower==&lt;br /&gt;
&lt;br /&gt;
Siren Tower was home of the mermaids until Serina died from a back-stabbing air-creature. It&#039;s five floors above water and five floors below water--not counting the sea-level floor.&lt;br /&gt;
&lt;br /&gt;
Secret:&lt;br /&gt;
&lt;br /&gt;
The air-creature is a Harpy named Khersa. She&#039;s been using the tower has home while looking for treasures. Khersa was the one that killed Serina.&lt;br /&gt;
&lt;br /&gt;
==Pirate&#039;s Island==&lt;br /&gt;
Pirate&#039;s Island is located here. It&#039;s been a haven for pirates since the beginning of the time. Pirate&#039;s Island&#039;s present pirate is the half-dragon: Capt. Zakira Oryekini.&lt;br /&gt;
&lt;br /&gt;
==Pirate&#039;s Alley==&lt;br /&gt;
A bit of ocean that pirates always use to attack ships.&lt;br /&gt;
&lt;br /&gt;
==Andaur bay==&lt;br /&gt;
&lt;br /&gt;
The sleepy fishing village of Andaur lies in the shelter of Andaur bay, where the Feyline hills meet the sea. The bay has a gently sloped beach of brown sand and forms a natural harbour, but submerged rocks at the entrance make it suitable only for small boats.&lt;br /&gt;
&lt;br /&gt;
Smugglers wanting to avoid Windhook&#039;s taxes and harbour fees land here from time to time, welcomed by the locals for the silver they spend on poteen (a spirit made from potato or other root vegetables).&lt;br /&gt;
&lt;br /&gt;
Outside the bay, in deep water, lies the shipwreck of the Yellow Rose.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Aire&#039;ennyn==&lt;br /&gt;
&lt;br /&gt;
This is a massive coral fortress that lies in the waters a few miles away from the towering coastal cliffs of Jaeger&#039;s Point and serves as a border post for the sea elves who rule a small domain in the western ocean.&lt;br /&gt;
&lt;br /&gt;
The elves are very territorial but have been known to interact with the merchants of windhook and also to serve as guides-for-hire through the Dagger Reefs.&lt;br /&gt;
&lt;br /&gt;
==Dagger Reefs==&lt;br /&gt;
&lt;br /&gt;
Access to the harbour at nearby Windhook is treacherous through this region, and many an inattentive captain has found his ship wrecked on the rocks that lie just below the surface.&lt;br /&gt;
&lt;br /&gt;
==Harbor Approach==&lt;br /&gt;
&lt;br /&gt;
This is the safe passage to the Windhook harbors, avoiding the dagger reefs. The Great Desert of Ashok verges on the waters of the Windswept Sea here. This relatively constricted access to Windhook makes it an attractive area for pirates, so the Windhook governing employs a number of small, fast fighting ships to patrol the harbor approach. &lt;br /&gt;
&lt;br /&gt;
Still, one must always be on the lookout for cutthroats and privateers.&lt;br /&gt;
&lt;br /&gt;
==The Desert Wastes==&lt;br /&gt;
&lt;br /&gt;
Once a fertile grassland, in recent generations the Great Desert of Ashok to the west has encroached on this area, driving out the farmers who resided here. In their place, nomad tribes now prowl amongst the dunes and wind-blown ruins of past settlement.&lt;br /&gt;
&lt;br /&gt;
Though occasional oases may still be found here, voyaging further west into the heart of the desert is considered a dangerous proposition.&lt;br /&gt;
&lt;br /&gt;
==The Desert Wastes, Continued==&lt;br /&gt;
&lt;br /&gt;
The desert continues southwards here.&lt;br /&gt;
&lt;br /&gt;
==The Oasis of Esau==&lt;br /&gt;
&lt;br /&gt;
This unnaturally large oasis is the size of a small lake and fed by several fresh water springs that spring, seemingly magically, from a series of rocky outcroppings that poke out of the surrounding desert sands.&lt;br /&gt;
&lt;br /&gt;
It not only serves as an important water resource for all the creatures of the desert, but is also held sacred by the desert centaur tribes. They claim that it was created millenia ago when an ancient human prophet, leading his tribesman out of captivity from the south, smote the rocky outcroppings with his staff and presented the oasis as a treaty offering between his people and the centaurs.&lt;br /&gt;
&lt;br /&gt;
The Desert Centaur Tribes all meet and drink from the oasis, but none may fight, however much they may hate their tribal enemies. Non-centaur races are not allowed to drink from the oasis without first gaining the protection and escort of one of the centaur tribes. This can be obtained many ways and certain merchant caravans have long standing and profitable agreements with specific tribes to allow them to use the oasis on their trips north and south...&lt;br /&gt;
&lt;br /&gt;
=2=&lt;br /&gt;
&lt;br /&gt;
==Fayline Falls==&lt;br /&gt;
&lt;br /&gt;
This is a huge fall that makes Delnair Falls look like small potatoes. Behind the waterfall is a huge dungeon--about eight floors above and below the sea level--not counting the sea level entrance floor. In the center of the bottom eight sub-floor, lives a white dragon named Kortoniara. Kortoniara is a young dragoness who had a hatred for her teacher: Onsamiath. They is one thing she hates more then Onsamaith is the near-by werewolf and his skeleton pals. They had causing death of her monsters--usually for werewolf to use as food on his travel to Floorboard.&lt;br /&gt;
&lt;br /&gt;
Kortoniara appears to a shining example of dragonkind. She appears to a very large female dragon. Unlike most female dragon, she doesn&#039;t have a temper. Kortoniara has protected her home with the following monsters: succumbs, water elements, skeletons of dead sirens, a tribe of drows, and two beholders who in charge of her home&#039;s monster.&lt;br /&gt;
&lt;br /&gt;
Khersa has attacked this place many times--but the forces send her back.&lt;br /&gt;
&lt;br /&gt;
==Siren&#039;s Dam==&lt;br /&gt;
&lt;br /&gt;
Year ago, a famous mermaid Serina used magic to become a human. Serina had a rival with air creatures. One of them killed her. Her human lover researched mermaid death rituals and discover that the mermaids killed underwater would be cooked--while above the water, they would be buried. He built a dam on &lt;br /&gt;
Feyline river.&lt;br /&gt;
&lt;br /&gt;
The tomb is home to a crazy werewolf and his skeleton pals. This is the same werewolf that&#039;s been causing problems in Floorboards.&lt;br /&gt;
&lt;br /&gt;
The tomb/dam no longer fully contains the Feyline river.&lt;br /&gt;
&lt;br /&gt;
==Feyline Traders==&lt;br /&gt;
&lt;br /&gt;
The Feyline river flooded this area when the tome/dam first ceased to fully hold it back. A number of markets and trading outposts have opened here on top of the water ruined villages. Riverboats routinely make a course with exotic goods down towards Whitewater Junction.&lt;br /&gt;
&lt;br /&gt;
Many of these boats ask little from their passengers except the money of passage, and it is known that fugitives from northern communities as well as monsters able to masquerade as (demi)human make use of these boats to travel south to escape justice or find new victims.&lt;br /&gt;
&lt;br /&gt;
Exotic furs and preserved meats are what primarily get sent down. There is a strong trapper community living side by side with the merchants that ply the rivers. While the trapper camps and communities are mostly adjacent to this territory, there are a number of taverns and meeting halls amongst the market where the two mingle after discussing wares.&lt;br /&gt;
&lt;br /&gt;
Recently, a new sort of pelt, that seems to be actual gold, has been trickling in to the markets and the first few have just arrived to the south, to the delight of all involved.&lt;br /&gt;
&lt;br /&gt;
Half of Khersa&#039;s attacks had use the help of the werewolf and his skeleton pals.&lt;br /&gt;
&lt;br /&gt;
==Feyline hills==&lt;br /&gt;
&lt;br /&gt;
A dirt track known in Bachmaur as the coast road connects Bachmaur in the east with Andaur bay in the west. Travellers should beware of wolves that roam the area.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Jaeger&#039;s Point==&lt;br /&gt;
&lt;br /&gt;
This massive cliff is a mile wide, half a mile high and sheer except in the center where a massive carving of some hero of old juts out from the cliff face. Who he is and what he did is lost to antiquity, only his name remains.&lt;br /&gt;
&lt;br /&gt;
SECRET: The entire rock outcropping is only the face of a massive underground lair built as a fortress-tomb for the ancient warrior who saw his kingdom razed to the ground and his family slaughtered by usurpers before being slain himself. His followers managed to spirit his body away to his tomb along with that of his family, but their spirits never moved on and await the day when they can take back their kingdom and claim vengence on the descendants of their conquerers.&lt;br /&gt;
&lt;br /&gt;
Recently, faint emanations of paranoia and hate have reached his sleeping corpse and have revived him. As his power slowly grows, he sends forth sentinels of darkness to scout the land and prepare the way to reclaim his rightful throne...&lt;br /&gt;
&lt;br /&gt;
==Windhook==&lt;br /&gt;
&lt;br /&gt;
This thriving maritime settlement on the Great Windswept Sea bustles with members of all races and cultures, goods from a dozen lands, and no shortage of jobs for eager adventurers. Join a ship&#039;s crew and see new lands; escort a caravan to the interior, facing who knows what peril; sign on with a mercenary company to pacify rebellious settlements...the possibilities are endless.&lt;br /&gt;
&lt;br /&gt;
Lately, Windhook has been under pressure from several shipping guilds to adjust their tariffs, or face a trade war. At the same time, mysterious thefts, murders, and accidents have been happening to ships at the Windhook port. The governing council thinks the accidents are the work of the Guilds, but are they?&lt;br /&gt;
&lt;br /&gt;
Places to be sure to visit: The Bilge Rat, Lady Nerissa&#039;s Lounge, the Leeward, and Mad Mindros General Store.&lt;br /&gt;
&lt;br /&gt;
Windhook also marks the mouth of the Delnar river, where its waters empty into the Windswept Sea.&lt;br /&gt;
&lt;br /&gt;
==Wetlands Meet Desert==&lt;br /&gt;
&lt;br /&gt;
This area, marking the point where the wetlands around the Delnar basin meet the northern edge of the western desert, is home largely to scrabbly low-growing grasses and plants.&lt;br /&gt;
&lt;br /&gt;
==Council Stone==&lt;br /&gt;
&lt;br /&gt;
This vast field of desperate grass has a giant slab of stone at the center.  Here tribes of desert centaurs come to meet, feeling safe in the mutual risk of the writhing sands nearby.  It is also where the centaurs come to deal with those from  Windhook.&lt;br /&gt;
&lt;br /&gt;
Beyond meeting centaurs conducting business here, those traveling through often encounter the ghosts of centaurs who are drawn here and more able to speak near the stone, giving council to their descendants.  There are darker spirits as well in this area, sorcerers who have sought to assault the mystic tower deeper in the desert and djinn who have dwindled due to being bound to earthly elements.  The centaurs remove all dead bodies from this place, and many say it is for more than simple fear of providing an easy host to the ghosts that reside here.&lt;br /&gt;
&lt;br /&gt;
There are a few animate skeletons in this area, and they are possessed of a keen and terrible intelligence, one that often surpasses the living mind that once resided there. &lt;br /&gt;
&lt;br /&gt;
==The writhing sands==&lt;br /&gt;
&lt;br /&gt;
A region of desert covered in silt sands that flow and move across ever moving windstorms. A navigation piece used by those traveling the desert to gain their barrings from a distance. The winds are surely unnatural and many a caravan has seen on relatively clear days a shining spire of glass and mirrors within. Through rumor it has recently been heard that for one week every five years, the storm dies, raining tons of sand around the region that billow out in a dust cloud...and reveal the shining spire in its smooth and sunlit glory, along with a tattered tent and windswept clay city at it&#039;s base.&lt;br /&gt;
&lt;br /&gt;
When the winds die, men and women in robes fly by their own magic or that of another as riders from the place burst from below aback cruel beasts that glide through the sand like sharks on the sea, some leaving claiming to have finished their studies, others off to find the next class for this secure and sequestered school of Wizardry, Boraro&#039;s tower.&lt;br /&gt;
&lt;br /&gt;
==Desert==&lt;br /&gt;
&lt;br /&gt;
=3=&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 1==&lt;br /&gt;
&lt;br /&gt;
==Pillar of Onath==&lt;br /&gt;
&lt;br /&gt;
A large stone piller juts up from the broken ground here. The piller resists all attempts to damage it and appears in remarkable good condition despite being in place for a long, long time.&lt;br /&gt;
&lt;br /&gt;
SECRET: The Pillar of Onath was built years ago to contain the mighty power of the White Dragon Kortoniara by not allowing her to out of the Feyline falls, trapping her within. She will go to any lengths to see it destroyed and at any point has a dozen plots in progress to see it gone. So far, none have worked, so far.&lt;br /&gt;
&lt;br /&gt;
SUPER SECRET:&lt;br /&gt;
&lt;br /&gt;
About half of any of those dozen plots to do in this landmark--comes from beholders under the command of Kortoniara.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Kalim&#039;s ferry==&lt;br /&gt;
&lt;br /&gt;
The Bachmaur coast road, a grand name for what is a mule track through the hills, encounters the river Feyline here. One Mr Kalim Useferos runs a ferry service and riverboat repairs. His fares are 1 copper penny per passenger, 5 pennies for a mule, and a silver crown for a horse. His family live in a nearby cottage and have a small vegetable plot, chickens and a milking cow.&lt;br /&gt;
&lt;br /&gt;
==Feyline Rapids==&lt;br /&gt;
&lt;br /&gt;
Here the Feyline river is at it&#039;s most violent, it&#039;s crashing, churning waters have claimed many a life over the years. No bridges cross the river here.&lt;br /&gt;
&lt;br /&gt;
==Bullywugs&#039; Cavern==&lt;br /&gt;
&lt;br /&gt;
Just above the black dragon&#039;s lair before the Fayline-for a back of better words-smashes into Delnair at White Junction. Bullywug&#039;s Cavern is home of the black dragon&#039;s favorite food.&lt;br /&gt;
&lt;br /&gt;
Bullywugs aren&#039;t too happy with the black dragon--and trying to locate good creatures of the land to take care of that annoying black dragon.&lt;br /&gt;
&lt;br /&gt;
The Bullywugs&#039; caverns are located in the hills that rise up, semi-circular, near the stench fens and Whitewater Junction and help give Jaegar&#039;s Point its elevation.&lt;br /&gt;
&lt;br /&gt;
==Onsamiath&#039;s Lair==&lt;br /&gt;
&lt;br /&gt;
An extension of the Stench Fens, the old black dragon Onsamiath lives in this tract of swamplands. It is a sorcerer of some repute and is fascinated by the magical energies in the Stench Fens. In pursuing his study of the Fens, Onsamiath has developed a wasting disease that is sapping the life out of him.* Not knowing the cause Onsamiath is seriously contemplating dracolichdom to avoid an ignoble death.&lt;br /&gt;
&lt;br /&gt;
In the past Onsamiath attempted to exact tolls from river traffic to build his horde but after an encounter with a band of adventurers near five decades ago still has him extremely cautious about exposing himself to outsiders. Bullywugs, on the other hand, are his prime food source.&lt;br /&gt;
&lt;br /&gt;
*Currently Onsamiath looks very gaunt and exemplifies the blakc dragon epithet of, &amp;quot;skull dragon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Ruins of Grey==&lt;br /&gt;
&lt;br /&gt;
Here, along rolling hills on the banks of the Delnar lie the ruins of Grey. This accursed place has been abandoned for the past fifty years after it was destroyed in the titanic struggle between a band of adventurers and the near by Black Dragon. Some say these &amp;quot;Heroes&amp;quot; deliberately used Grey as bait for the Dragon, ensuring the deaths of all it&#039;s people.&lt;br /&gt;
&lt;br /&gt;
At night some people say you can hear the wails of pain and agony of the towns residence crying out for vengeance. Nearly everywhere else the adventurers are hailed as true heroes for &amp;quot;killing&amp;quot; the Dragon.&lt;br /&gt;
&lt;br /&gt;
==Silent Fens==&lt;br /&gt;
&lt;br /&gt;
These wetlands are eerily quiet.  Periodically the foolishly adventurous try to uncover ruins or other items of value from it.  Most come away with disease one expects from digging about in muck and nothing more.&lt;br /&gt;
&lt;br /&gt;
==Gormok&#039;s Lair==&lt;br /&gt;
&lt;br /&gt;
Among the many hazrds of the desert, the Brown Dragon Gormok can now be counted amongst them. as wth much of his kind, Gormok is a gourmand, ever watchful for new and undiscovered tastes, and to this end has chosen his lair (hidden benath the sand and gravel where desert meets wasteland) for its proximity to the drake fissure.&lt;br /&gt;
&lt;br /&gt;
For Now, Gormok hunts the beasts of the fissure and desert, with the occaissional bullywug from the silent fens and things sent by his &#039;neighbors&#039; from Crownfall. for the long term, Gormok is considering becoming the patron of Freetowns by granting their caravans safe passage through his territory (IE: a one-hex radius of his lair) toand from windhook, providing they give him proper tribute (IE: food from windhook or foolish adventurrs sent to their doom).&lt;br /&gt;
&lt;br /&gt;
For his part, Osminiath is well aware of this potential rival encroaching on his hunting grounds, but his current condition (and Gormok&#039;s obliviousness towards the true value of the fens past the texture of pickled bullywugs) has led the elder wyrm to take a &#039;wait and see&#039; approach for the time being.&lt;br /&gt;
&lt;br /&gt;
==Desert==&lt;br /&gt;
&lt;br /&gt;
==The Tower of Al-Jazeera==&lt;br /&gt;
&lt;br /&gt;
Surrounding Terrain (2.12, 3.11, 4.11, 4.12) : Desert&lt;br /&gt;
&lt;br /&gt;
This ancient wizard&#039;s tower was long abandoned and almost completely buried until rediscovered by a fugitive sorceror from the southern desert kingdoms. Having conquered the magical defenses of the tower and raised it back above the sands, the renegade, one Ali Ababba Al-Jazeera, has enacted a cunning plan.&lt;br /&gt;
&lt;br /&gt;
The tower grants its owner control over 8 enslaved Djinn, one for each of the 8 cardinal directions. He has tasked these Djinn with transmitting thoughts of paranoia and hatred into the ether surrounding the tower. As the transmissions emanate further and further from the tower, Al-Jazeera is hoping it will incite the surrounding kingdoms to eventually start fighting amongst each other and start an age of war and bloodshed.&lt;br /&gt;
&lt;br /&gt;
As the kingdoms are weakened, he will take them over one by one until he has all the kingdoms of men under his thumb as a Grand Sorceror Sultan and can exact slow, excruciating revenge upon those who dared to exile him...&lt;br /&gt;
&lt;br /&gt;
SECRET: This tower was originally built for the same purpose by the fox-were magus Perrut Dochrum, whose soul is trapped in a sky-blue topaz encased in a lead box and buried beneath a flagstone on the lowest floor. If the gem is ever broken, he will manifest as a lich and regain control of the djinn.&lt;br /&gt;
&lt;br /&gt;
=4=&lt;br /&gt;
&lt;br /&gt;
==Ruins of Pillar of Kort==&lt;br /&gt;
Centuries ago, this item kept Onsamiath in check by keeping him in check. Somehow, a group of heroes had a battle with some owlbears here - the result of the the wreck of this pillar.&lt;br /&gt;
&lt;br /&gt;
Disguised as a elf, Onsamiath analyzed it - and make a similar on for Kortoniara at 3.2.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Bachmaur==&lt;br /&gt;
&lt;br /&gt;
This city&#039;s fortune is barely apparent in its modest buildings and stinking places of business.  It is a famed source of leather goods, taking animals herded in the surrounding area by skinning them.  As such it also has a healthy butchery business, including making famed jerky.&lt;br /&gt;
&lt;br /&gt;
While the skinning focuses on conventional animals in the area, the town is well aware of how to skin and tan far more exotic creatures.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Thornhold==&lt;br /&gt;
&lt;br /&gt;
The woods thicken into a forest choked with bramble and firethorn bushes. The trees are gnarled oaks, ash and hornbeams. In the depths of this forest lies the citadel of Thornhold, now overgrown but the stonework is in good condition.&lt;br /&gt;
Thornhold was the capital of the old kingdom, but has been abandoned and forgotten by the world of men.&lt;br /&gt;
Onsamiath or Perrut Dochrum are the only powers in the region who would remember its secrets.&lt;br /&gt;
Many of the treasures of Thornhold are cursed with a &#039;&#039;geas&#039;&#039; to restore the royal family.&lt;br /&gt;
&lt;br /&gt;
==Whitewater Junction==&lt;br /&gt;
&lt;br /&gt;
Here, the Feyline River feeds into the Delnar, and the meeting is anything but peaceful. Rocky terrain in the riverbeds forms a series of powerful, fast-moving rapids that make passage up- and downriver impossible for many of the heavily laden river barges that travel the Delnar and the Feyline. An industrious and entrepreneurial halfling family, the Doskins, set up Camp Whitewater decades ago to offer their services in moving cargo across the rapids - or around them - on cargo trains. The business rapidly grew, and with it the camp. &lt;br /&gt;
&lt;br /&gt;
Now a major town, Whitewater Junction offers services of all kinds to the river crews and travelers who use the Delnar and Feyline rivers to cross the wilds. However, their core business - getting boats around, through, or over the rapids - remains a thriving endeavor, and visitors to Whitewater Junction will see seemingly endless convoys of porters, wagons, and sleds carrying cargo of all sorts from the docks on Lowside - below the rapids - to the Highside docks. The Doskins oversee the operation of all of the Portage Companies in Whitewater Junction, acting as a &amp;quot;guild&amp;quot; to preserve competition...and to rake in a handsome profit.&lt;br /&gt;
&lt;br /&gt;
==Stench Fens==&lt;br /&gt;
&lt;br /&gt;
This swampy area, just south of where the Feyline River joins the Delnar*, is suffused with the stink of decay; bubbles slowly rise through the loose mud to loose a gut-churning miasma over the area. Wizards and scholars do not believe the smell in this place could be natural, and some scholars believe it is the remnants of a curse or a mighty magical weapon used eons ago, leaving the earth here hopelessly corrupted. Fortunately, whatever ancient plague corrupts this site does not seem to contaminate the waters of the Delnar...yet. &lt;br /&gt;
&lt;br /&gt;
The Stench Fens are home to several Bullywug tribes, including one led by Krebbok, a Tribal Shaman of great power. It is said that Krebbok wears amulets of power recovered from numerous burial mounds that lie beneath the mud and greasy water of the fens. &lt;br /&gt;
&lt;br /&gt;
==black lake==&lt;br /&gt;
&lt;br /&gt;
Water stained from the surrounding fens collects in a depression here. The dark brown water is impossible to see deeper than a few inches through. Freshwater crayfish can be caught here, but the mosquitos (normal and giant varieties) like to lay their eggs in these still waters.&lt;br /&gt;
A tribe of lizardmen inhabit the area.&lt;br /&gt;
&lt;br /&gt;
==Crownfall==&lt;br /&gt;
&lt;br /&gt;
Description: A crater in the midst of barren wasteland. The crater was formed when the golden star that shone in the crown of the constellation of the Conqueror fell from the heavens a century ago. The area was once a marsh and the impact drained it, leaving a dry wasteland behind, and opened a crack into the caverns of the Underdark. The area has been claimed by various evil humanoids throughout the years, though nobody has been able to hold onto it for very long before being swept aside by the new owners.&lt;br /&gt;
&lt;br /&gt;
Rumors&lt;br /&gt;
&lt;br /&gt;
    * The star is actually an immortal being that grants boons.&lt;br /&gt;
    * The star is an ancient artifact weapon, forged by the gods in their war against the primordials.&lt;br /&gt;
    * The star is a portal to the Astral Sea.&lt;br /&gt;
    * The star is a portal to the Far Realm.&lt;br /&gt;
    * The fall of the star coincides with the fall of Nerath.&lt;br /&gt;
    * The star was called from the heavens by a powerful star pact warlock.&lt;br /&gt;
&lt;br /&gt;
==Desolate Waste==&lt;br /&gt;
&lt;br /&gt;
Here the land is cracked and broken. Ill suited for nearly any purpose this area is almost completely devoid of life.&lt;br /&gt;
&lt;br /&gt;
==Desert==&lt;br /&gt;
&lt;br /&gt;
==Desert==&lt;br /&gt;
&lt;br /&gt;
=5=&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 1==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Bachmaur South Road==&lt;br /&gt;
This road heads southeasterly from Bachmaur across the great plains, eventually turning into the King&#039;s road in the Quiziyak kingdom.&lt;br /&gt;
&lt;br /&gt;
==Bachmaur South Road==&lt;br /&gt;
This road heads southeasterly from Bachmaur across the great plains, eventually turning into the King&#039;s road in the Quiziyak kingdom.&lt;br /&gt;
&lt;br /&gt;
==Old King&#039;s Road Follows River==&lt;br /&gt;
&lt;br /&gt;
Here, Old King&#039;s Road - little more than a rough trail - follows the course of the Delnar for a time before curving northward, heading into parts unknown.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Hag&#039;s Crossroad==&lt;br /&gt;
&lt;br /&gt;
Two ruined roads cross in this bog riddled area.  It is home to brutish creatures that labor under a coven of hags that have maintained control for generations, abducting and inducting girls from surrounding settlements into their dark secrets.  Occasionally a female magic user will seek them out for their arcane secrets, or to join the coven.&lt;br /&gt;
&lt;br /&gt;
The hags occasionally parlay with communities nearby, sending dominated monsters into town and speaking through the brutes.  They do not wish to disrupt the balance of power that allows them to remain there.&lt;br /&gt;
&lt;br /&gt;
Some suspect they wish to usurp control of the Stench Fens nearby, but that some power prevents them from doing so.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 9==&lt;br /&gt;
&lt;br /&gt;
==Drake Fissure==&lt;br /&gt;
&lt;br /&gt;
Between the thinning desert and the thinning plains, the drake fissure runs from northwest to south east, this area being only the widest and deepest.&lt;br /&gt;
&lt;br /&gt;
A great crack in the earth cut not by river or quake, but said to have been carved by a great beast reaching down from the sky in an age long forgotten. Drakes, Wyverns, and lesser creatures of relation to the dragons crawl and fly around and within the shadows of the valley. Some say the fissure itself runs so deep it reaches into the black heart of the world. Even from it&#039;s edge, tunnels can be seen down the fissure walls...but no man has seen it&#039;s bottom here and lived to tell the tale...now the mad Gnome Walber Nik Hausen is another story. They say he has seen down there, if you can find him you&#039;d have the best wealth of information to forming an expedition.&lt;br /&gt;
&lt;br /&gt;
==The Freetowns==&lt;br /&gt;
&lt;br /&gt;
This lightly hilled grassland on the edge of the desert is home to a collection of small villages styling themselves the &amp;quot;Free Towns&amp;quot;. In reality they don&#039;t get visits from tax collectors because they have nothing anyone would want. The villages are home to the wretchedly poor, the most degenerate criminals, and a few starry eyed fools.&lt;br /&gt;
&lt;br /&gt;
One such fool is &amp;quot;Mayor&amp;quot; Hilligar, the self styled ruler of &amp;quot;these fine, free peoples&amp;quot;. Hilligar has been trying to get a road built to connect the villages but so far every tradesmen or builder he has brought in has been repulsed or murdered. Only the most foolish or desperate merchants will enter the area.&lt;br /&gt;
&lt;br /&gt;
==Heroes&#039; Grave==&lt;br /&gt;
&lt;br /&gt;
Tombs and monuments to ancient heroes fill this area, sprawling out into ruined necropoli that bear the brunt of the sands.  Centaurs still come here to deposit their honored dead—even if it is just their bones or ashes.  Many of the crypts and other structures show signs of being forced open, and desperate grave robbers and fledgling necromancers both still come seeking some hidden scrap of wealth or power.&lt;br /&gt;
&lt;br /&gt;
A road extends out to the east from here.  Its old name is the Final Road, but in recent times it is simply called the Southern Road or South Way.  The road is a major thoroughfare still for southern settlements, who use it to reach the Splendor and beyond.  It is considered far safer than other routes to travel.  Some say it is due to the shrines and crumbled statues of heroes that still line some of the way.  Others because it is nestled between a sorcery riddled desert and the power of the Splendor.&lt;br /&gt;
&lt;br /&gt;
=6=&lt;br /&gt;
&lt;br /&gt;
==Tower of Arun Tor==&lt;br /&gt;
&lt;br /&gt;
The Tower of Arun Tor sits atop Dol Arun, a hill in the Highlands of Erenby. Formerly the home of Pertwee Village&#039;s lord, it was abandoned a generation ago when the last resident, Lord Bascom, died without a known heir. &lt;br /&gt;
&lt;br /&gt;
The tower is four stories high, each slightly smaller than the one beneath. Unknown to most, the tower has just as many sub-levels underground, where Lord Bascom plied his second, secret trade-that of a necromancer.&lt;br /&gt;
&lt;br /&gt;
It is uninhabited today and rumored to be haunted-a rumor that may be true, considering its history.&lt;br /&gt;
&lt;br /&gt;
==The Village of Pertwee==&lt;br /&gt;
&lt;br /&gt;
Pertwee Village lies amidst the rolling Hills of Erenby. The primary occupation of its residents is herding goats and sheep on the grassy slopes, though they also forage for mushrooms in the many shallow caves that dot the hills. The village itself is surrounded by a wooden stockade for protection from bandits and lesser humanoids that also inhabit the hills.&lt;br /&gt;
&lt;br /&gt;
A stone tower called Arun Tor rises on a hill overlooking the village, formerly the residence of the local lord. He died a generation ago without an heir, and the tower has been abandoned since.&lt;br /&gt;
&lt;br /&gt;
==Grazing Lands==&lt;br /&gt;
&lt;br /&gt;
==Driving trail and Grazing Lands==&lt;br /&gt;
&lt;br /&gt;
Running through the middle of this large open plain is a major driving trail for the ranchers of Bachmaur. In the middle is a spring-fed lake where the herds are left to winter. This is a peaceful place, but also a prime target for outlaws looking to steal a herd.&lt;br /&gt;
&lt;br /&gt;
==Grazing Lands==&lt;br /&gt;
&lt;br /&gt;
==Old Road Diminishes==&lt;br /&gt;
&lt;br /&gt;
As the old road from King&#039;s Bridge continues to the northwest through this lightly wooded region, weeds, shrubs, and other plants sprouting between the stones become more frequent. Eventually the road becomes little more than a trail, with only the occasional cobblestone or weather-worn marker to tell of what it once was.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 8==&lt;br /&gt;
&lt;br /&gt;
==Melroth&#039;s citadel==&lt;br /&gt;
&lt;br /&gt;
A Highland fortress built across one of the canyons leading into Ragnar&#039;s Glacier, meant to serve as a bulwark against the raids of frost giants and the monsters of the Drake Fissure.&lt;br /&gt;
&lt;br /&gt;
the Citadel was founded by the legendary Dragonborn warrior saint, Melroth Invictus, and the Paladin order he founded is the keep&#039;s de facto Authority, despite the Bellacan-appointed lord mayor. unsurprisingly, many dragonborn come here to follow in the footsteps of this hero&lt;br /&gt;
&lt;br /&gt;
but a warning to travellers. the fortress city of Melroth is said to be a police state, where the law is as swift and harsh as the mountain cold&lt;br /&gt;
&lt;br /&gt;
==EverFreeze==&lt;br /&gt;
&lt;br /&gt;
High in the Baskan range sits a land that is always covered in ice and snow, deemed &amp;quot;Everfreeze&amp;quot; or &amp;quot;The Land of Ice and Snow&amp;quot; by most people, Sages and Scholars call it is &amp;quot;Ragnar&#039;s Glacier.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Whatever it&#039;s name it is a harsh place, cruel and punishing to those who don&#039;t know it&#039;s ways. A tribe of Snow Giants claim dominion over the area and are almost as harsh and cruel as the land they call home. The Great Remorhaz beasts are also a distressingly common sight.&lt;br /&gt;
&lt;br /&gt;
==Dune sea==&lt;br /&gt;
&lt;br /&gt;
Endless, trackless wastes. Here a traveller is confronted with the worst the desert has to offer, endless dunes, scorching heat, no water, and some very fierce beasts.&lt;br /&gt;
&lt;br /&gt;
Recently a young blue dragon has taken up residence in a former Dwarven trading post near the feet of the mighty Baskans and is attracting hardy followers for some purpose. The post served as a stop along a now long defunct &amp;quot;silk road&amp;quot; to the rich south, with the Centaurs serving as middle men.&lt;br /&gt;
&lt;br /&gt;
==Tomb Pass==&lt;br /&gt;
&lt;br /&gt;
Here the Southern Way crosses over part of the Baskin Mountains in what is locally known as &amp;quot;Tomb Pass&amp;quot; due the presence of so many graves near the entrance.&lt;br /&gt;
&lt;br /&gt;
A large population of Dwarfs used to make their home in the Baskins and were a fairly common sight when crossing the passes. About a generation ago the Dwarfs became more and more insular, until finally they drew back from the world entirely. In the last months of their interaction with the world the Dwarfs were more and more fearful, not only for themselves but for anyone they talked to.&lt;br /&gt;
&lt;br /&gt;
No one knows if the Dwarfs are still around, or what ever became of them.&lt;br /&gt;
&lt;br /&gt;
=7=&lt;br /&gt;
&lt;br /&gt;
==Wooded Hills==&lt;br /&gt;
&lt;br /&gt;
The rolling hills in this area are still well forested, with plenty of game.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Grazing Lands==&lt;br /&gt;
&lt;br /&gt;
==Grazing Lands==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==The Kings Bridge==&lt;br /&gt;
&lt;br /&gt;
A large stone bridge across the Deinar which used to carry wagons two abreast in ancient times. Crumbling statues of forgotten kings flank it.&lt;br /&gt;
&lt;br /&gt;
==Vagabond&#039;s Echo==&lt;br /&gt;
&lt;br /&gt;
Taller hills than normal for the area rise up here, a final push for the Vagabond mountain range before only hills remain.  Hunting and farming occurs among the hills, with the territory uneasily shared by the locals from various towns and villages.&lt;br /&gt;
&lt;br /&gt;
The King&#039;s Road passes through the levelest course available in Vagabond&#039;s Echo, including an area that looks as if magic were used to carve a clear course.&lt;br /&gt;
&lt;br /&gt;
==Farmed Hills==&lt;br /&gt;
&lt;br /&gt;
These hills are well farmed, and show old irrigation channels indicating they have been farmed for a great stretch of time.&lt;br /&gt;
&lt;br /&gt;
==Ragnar&#039;s Peak==&lt;br /&gt;
&lt;br /&gt;
The single tallest peak for thousands of miles Ragnar&#039;s peak is named after the famed &amp;quot;King of the High Hills&amp;quot; who reigned here hundreds of years ago. Ragnar is most famous for being the last of the &amp;quot;Great Kings&amp;quot; before the empire begin to rapidly fall apart.&lt;br /&gt;
&lt;br /&gt;
The peak is home to few creatures, some scattered woodsmen and a band of monsters here and there. It is said the peak was once home to a vast Aarakocra aerie.&lt;br /&gt;
&lt;br /&gt;
SECRET: The hero buried at Jaeger&#039;s Point is the grandson of King Ragnar.&lt;br /&gt;
&lt;br /&gt;
==Baskan Range==&lt;br /&gt;
&lt;br /&gt;
The Baskan&#039;s are a high, inhospitable place. With the exception of Tomb Pass the range is extremely difficult to navigate. Any one brave and hardy enough to face the mountain&#039;s will find the mountains home to seemingly countless quarreling tribes of goblinoids. The mountains are also extraordinarily rich in mineral deposits.&lt;br /&gt;
&lt;br /&gt;
Long ago the Range was home to Dwarves, but they are long gone from sight. The ruins of their realm dot the mountains.&lt;br /&gt;
&lt;br /&gt;
==Baskan Range==&lt;br /&gt;
&lt;br /&gt;
The Baskan&#039;s are a high, inhospitable place. With the exception of Tomb Pass the range is extremely difficult to navigate. Any one brave and hardy enough to face the mountain&#039;s will find the mountains home to seemingly countless quarreling tribes of goblinoids. The mountains are also extraordinarily rich in mineral deposits.&lt;br /&gt;
&lt;br /&gt;
Long ago the Range was home to Dwarves, but they are long gone from sight. The ruins of their realm dot the mountains.&lt;br /&gt;
&lt;br /&gt;
=8=&lt;br /&gt;
&lt;br /&gt;
==A Cold Swamp==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Desolate Fields==&lt;br /&gt;
&lt;br /&gt;
The abandoned farm land here begins to give way to resurgent forest.  Wild animals are the major threat here, followed by outlaws passing through to richer pickings.&lt;br /&gt;
&lt;br /&gt;
==Silkweed Plantation==&lt;br /&gt;
&lt;br /&gt;
The ruins of a manor farm house, of the sort a noble or wealthy merchant might own, occupy the center of this area. Fallow fields overgrown with silkweed surround it. There are an abundance of large, healthy insects and serpents in the fields who hunt animals that come for the grains and vegetables that grow wild closer to the ruins.&lt;br /&gt;
&lt;br /&gt;
Inside, the ruins host a colony of giant, intelligent spiders who search endlessly for a way out of the haunted estate that has become a prison as much as a home.&lt;br /&gt;
&lt;br /&gt;
==Hills Flanking Delnar==&lt;br /&gt;
&lt;br /&gt;
Here low rolling hills flank the River Delnar, creating an ideal site for farmland if anyone would bother. The remains of farmsteds can be found throughout the area. Once settled the newcomers invariably leave for within a generation for reasons they keep to themselves.&lt;br /&gt;
&lt;br /&gt;
Only one creature makes this area it&#039;s home. A monstrously huge, powerfully ugly and astoundingly dim-witted Troll.&lt;br /&gt;
&lt;br /&gt;
==The village of Floorboards.==&lt;br /&gt;
&lt;br /&gt;
Population: ~150&lt;br /&gt;
Major trade: Fishing&lt;br /&gt;
Government: Lord Anglethorn&lt;br /&gt;
&lt;br /&gt;
Floorboards is a small fishing community on the banks of the River Delnar. Somewhat prosperous but suffering under high taxes and the heavy hand of the local sheriff. Floorboards boasts a small tavern and a very skilled master glassblower.&lt;br /&gt;
&lt;br /&gt;
In recent months the town has been plagued by a werewolf.&lt;br /&gt;
&lt;br /&gt;
Scholar Artemis Thorn is staying at the village tavern. He is taking drawings of the remaining statues on the bridge, and avoiding the sherrif as much as possible for some reason.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Quziyak==&lt;br /&gt;
&lt;br /&gt;
Quiziyak is large wall city. It&#039;s home to a zillion subject. King Road goes throw it. Some of the landmarks in the city includes the following:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Queen Annabelle&#039;s Castle&lt;br /&gt;
&lt;br /&gt;
In the center of the wall city is the castle of Queen Annabelle. Annabelle is being getting critics for claiming that hatred is done by magic from the dessert. Annabelle been trying to get adventurers to defeat Al-Jazeera and proof her point. Beside trying to get red of Al-Jazeera, Annabelle is backing Windhook&#039;s large taxes--as she believes she&#039;s the cousin of the previous king. Baron Tyran Bellicose doesn&#039;t believe her story and consider her to a pain in the--for lack of better universe words--&amp;quot;a royal pain in the royal neck.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Temple of the Planes:&lt;br /&gt;
&lt;br /&gt;
This temple contains portals that lead to many different planes in the universe.&lt;br /&gt;
&lt;br /&gt;
Stergur&#039;s Library:&lt;br /&gt;
&lt;br /&gt;
Looking for a book? It doesn&#039;t matter if you looking a recent new scroll or some so ancient that it was only written by a god or goddess: Stergur, the most famous wizard has it all.&lt;br /&gt;
&lt;br /&gt;
Eyen&#039;s Inn:&lt;br /&gt;
&lt;br /&gt;
The largest inn in city. Eyen, a dragon in human form, is on a mission from a far-away dragon land to study the land. It has a dinner theater room. The theater writes plays. The most recent plays had been the following:&lt;br /&gt;
&lt;br /&gt;
1. &amp;quot;High Death For A Water Creature&amp;quot;, which tells how Sirena died&lt;br /&gt;
2. &amp;quot;Ona and Kort&amp;quot;, which deals with the long feud between Kortoniara &amp;amp; Onsamiath&lt;br /&gt;
3. &amp;quot;Anna, the Good Queen&amp;quot;, a play about Anna. It&#039;s becoming infamous for treating Baron Tyran Bellicose as so dumb that he makes a &amp;quot;dumb orc smart&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Farmed Hills==&lt;br /&gt;
&lt;br /&gt;
These hills are well farmed, and show old irrigation channels indicating they have been farmed for a great stretch of time.&lt;br /&gt;
&lt;br /&gt;
==Withaive hills==&lt;br /&gt;
&lt;br /&gt;
Here, west of Hobb&#039;s shire, the gentle rolling foothills of the Baskan Mountains begin in ernest. Two small towns nestle in the hills below Ragnar&#039;s Peak, both competing for the rich mineral resources of the nearby mountains. Recently the mood has grown grim as the citizens of each town have grown ever more distrustful of their neighbors. Unheard of before the townsfolk have started raiding each other, so far only a few buildings have burned but the situation is getting worse by the day.&lt;br /&gt;
&lt;br /&gt;
SECRET: the recent conflicts are the result of the waves of hatred and paranoia coming from the desert in the west.&lt;br /&gt;
&lt;br /&gt;
==The Southern Gate==&lt;br /&gt;
&lt;br /&gt;
A small community remains within the remnants of a walled city.  Primarily made up of traveler services, the Southern Gate is named for the one remaining gate that stands in the wall, facing the Final Road, which sends an offshoot up through this community.&lt;br /&gt;
&lt;br /&gt;
The community is deeply jealous of the mining wealth of its northern neighbors, but lacks the strength to do anything about it.  Most of the able bodied and quick witted children of the Southern Gate leave with travelers and caravans passing through, or head north to work in the mines.&lt;br /&gt;
&lt;br /&gt;
Due to the desperation, the Splendor&#039;s influence is strong here, with families offering children to the service of the temple-city and priests given free access to the ruins and the extensive catacombs beneath the community.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=9=&lt;br /&gt;
&lt;br /&gt;
==Red Woods==&lt;br /&gt;
&lt;br /&gt;
This region is a dense needleleaf forest intermixed with bogs. Originally inhabited by small villages of wood elves and shifters, the recent incursion of a covey of hags* and their lycantropic minions have pushed the elves back to Ionavalon. The shifters remain and fight a low intensity war with the hag. The shifters, led by a werebear, are allied with treants, dryads, wood woads and local spirits; while the hags command many plant creatures (shamblers, battlebriars, assassin vines, predatory vines and vine horrors), otyughs, a tribe of werewolves and a group of trolls from the Black Muskeg 8.1, a cold swamp to the west.&lt;br /&gt;
&lt;br /&gt;
Secret: Deep below the Red Woods is a bound deity of rot and corruption whom the hags seek to revive.&lt;br /&gt;
&lt;br /&gt;
*Two green hags and an annis.&lt;br /&gt;
&lt;br /&gt;
==Highlands of Erenby==&lt;br /&gt;
&lt;br /&gt;
A spur of small, densely wooded mountains, an offshoot of the Vagabonds, separates the Red Woods and the Heartwood Forest. The source of the Sadhur bubbles up under a lake located on a high plateau here, and falls down towards Ionavalon to the east. (See the description of [[#Ionavalon|10.2]] for more details on the Sadhur.)&lt;br /&gt;
&lt;br /&gt;
A traveller who braves the slopes to find the lake will be struck by the beauty as the sun strikes its crystal waters, casting shimmering light everywhere. It may be this very beauty that caused unknown hands to raise a temple on its shores. Long abandoned, locals can not recall who built it or who it was dedicated to. Wind and rain have obliterated carvings that may have given a clue to the answer, but a single statue remains that retains enough of its form to tell that the deity was at least humanoid in form; all other features -- race, age, gender -- have been since lost to the elements.&lt;br /&gt;
&lt;br /&gt;
==Heartwood Forest, cont==&lt;br /&gt;
&lt;br /&gt;
Here the Heartwood covers the land with think trees and heavy undergrowth. Still the forest has a groomed quality, belying the influence of the nearby elves.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Forest==&lt;br /&gt;
&lt;br /&gt;
The forest is thin on these rolling hills, and the river Delnar meanders through the dales.&lt;br /&gt;
&lt;br /&gt;
==Farmland==&lt;br /&gt;
&lt;br /&gt;
Though sparsely populated, this area has been cleared of major vegetation, and the local inhabitants have made use of the waters of the Delnar in order to provide irrigation for the fields that now cover the landscape.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 8==&lt;br /&gt;
&lt;br /&gt;
==Grasslands==&lt;br /&gt;
&lt;br /&gt;
Rolling grasslands broken only occasionally by sparse clumps of trees mark this section of Old Kings&#039; Road.&lt;br /&gt;
&lt;br /&gt;
==Ore Road==&lt;br /&gt;
&lt;br /&gt;
Here a small road leads from the nearby mining towns to Hob&#039;s shire, where they meet merchants to sell their ore.&lt;br /&gt;
&lt;br /&gt;
The road has become dangerous of late as the guards the mining towns used to patrol the path have been recalled to fight their internal struggle. A group of Hobgoblins, drawn to the area by tales of glory from their people&#039;s history, has made camp in the area.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 11==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=10=&lt;br /&gt;
&lt;br /&gt;
==The Heartwood==&lt;br /&gt;
&lt;br /&gt;
Here the Heartwood is thick and lush, groomed and beautiful. This area is rumored to be under the protection of Unicorn who the Elves of Ionavalon often consult.&lt;br /&gt;
&lt;br /&gt;
Few evil beings dare enter this portion of the forest, but from time to time the Unicorn will be forced to deal harshly with intruders.&lt;br /&gt;
&lt;br /&gt;
Most recently a band of Gnolls, under pay from the Hags in the Red Woods has been causing some head aches, the Unicorn has been considering asking the elves, or perhaps a group of adventurers, for help.&lt;br /&gt;
&lt;br /&gt;
==Ionavalon==&lt;br /&gt;
&lt;br /&gt;
In a forest glade lies Ionavalon, Citadel of Dreyal, Queen of the Bright Elves of Heartwood. The Citadel sits on the Sadhur River, which flows out of the Highlands of Erenby to the west and joins the Delnar further east.&lt;br /&gt;
&lt;br /&gt;
Ionavalon is not so much built as grown, through careful cultivation and tending of the forest-and a small amount of magic as well. Similar, though much smaller, houses surround it on all sides.&lt;br /&gt;
&lt;br /&gt;
Though the Bright Elves have dwelt in Heartwood since before the coming of other races, throughout their history they have sought neither to expand their holdings or conquer others, but have been content to merely keep and watch over their small territory. They do not often seek contact with outsiders, but are welcoming to those of good heart who find themselves in the Heartwood.&lt;br /&gt;
&lt;br /&gt;
==The Deepening Forest==&lt;br /&gt;
&lt;br /&gt;
The forests south of Iovanalon deepen and thicken, blocking out the sun in places. Eventually, the woods grow nearly impenetrable as travelers approach the Skittering Dark.&lt;br /&gt;
&lt;br /&gt;
==The Skittering Dark==&lt;br /&gt;
&lt;br /&gt;
A section of deep forest no longer traveled by local huntsman and trappers after a wave of disappearances a few years ago. Foresters keep their distance and speak of the unnaturally large insects and spiders which give this area its name.&lt;br /&gt;
&lt;br /&gt;
SECRET:&lt;br /&gt;
&lt;br /&gt;
Actually it&#039;s just spiders. They have multiplied in this area under the influence of a Shrine to Lolth. A Drow priestess emerged from the Underdark to build the shrine here because of ancient magical power in the location. This is due to an ancient temple to a fallen god (or primordial) which resonates with magical power for those who can claim it.&lt;br /&gt;
&lt;br /&gt;
After building the shrine, the priestess contracted with Duergar to construct a temple around it. Their hatred for the surface world has made this process painfully slow, but she does not have the means to do the stonework herself. There is a seemingly innocuous forested hill cave in this hex, which is deceptively deep and acts as the highway to the Underdark which brings the Duergar workers to the surface. The path between here and the temple itself has become increasingly well-worn over the years.&lt;br /&gt;
&lt;br /&gt;
Hazards: giant spiders (including demonic variants), duergar parties, the long-buried temple beneath the shrine (now with surrounded by the skeleton of its own temple under construction), a passageway to the Underdark and all that it contains...&lt;br /&gt;
&lt;br /&gt;
==Delnar River==&lt;br /&gt;
&lt;br /&gt;
The Delnar River passes just south of the Skittering Dark.&lt;br /&gt;
&lt;br /&gt;
South of the river is fertile grassland with scattered groups of ranchers and herders being the major occupants. North is the deep ominous forest.&lt;br /&gt;
&lt;br /&gt;
Between the river and the Skittering Dark, however, is a line of imposingly large stone menhirs whose origin is unknown. They are hewn from granite which is obviously not local to the area, and each one weighs several tons, so whoever originally placed them went to a lot of trouble to do so.&lt;br /&gt;
&lt;br /&gt;
Magical runes glow on the menhirs in unpredictable patterns that change as the weather shifts. The monuments otherwise don&#039;t appear to actually do anything.&lt;br /&gt;
&lt;br /&gt;
Theories abound as to what they are, who originally placed them, and what purpose they have. Popular stories include: they keep the Delnar river from shifting its course South, they prevent evil things in the Skittering Dark from moving south across the river, and they predict the weather in advance, if only someone knew how to read them.&lt;br /&gt;
&lt;br /&gt;
This part of the forest was never cleared, even though it approaches close to the north of Wheatsea. People often hunt wild animals up to the riverbank, but are superstitious about crossing to the north. Hunters tell tall tales of spiders the size of rats north of the river, but few people believe them in the taverns of Wheatsea.&lt;br /&gt;
&lt;br /&gt;
==Wheatsea==&lt;br /&gt;
&lt;br /&gt;
Situated in the midst of farmland, Wheatsea is a thriving city that enjoys the advantages of its location.&lt;br /&gt;
&lt;br /&gt;
In addition to its sizable human population, Wheatsea hosts a number of elves and half elves.  The elves arrived during the founding of the city, wandering away from a homeland they were cast out of, and agreeing to aid the fledgling city in exchange for a place to live.&lt;br /&gt;
&lt;br /&gt;
Human industry at building and farming combined with elven baking has led to Wheatsea being a valuable strategic resource for the local government.&lt;br /&gt;
&lt;br /&gt;
A supply road runs from Wheatsea to Bellicose Castle.&lt;br /&gt;
&lt;br /&gt;
==Tournament Grounds==&lt;br /&gt;
&lt;br /&gt;
This area of gently rolling hills and lush grass is empty most of the time but every five years it plays host to the Grand Tournament, a fantastic contest of jousting, melee, archery and nearly every game and competition imaginable. Warriors, fame seekers, and spectators come from nearly every land to take part. Around the Tournament a huge carnival takes place, playing host to every entertainment imaginable. It&#039;s a week that people look forward to for years before and talk about for years after.&lt;br /&gt;
&lt;br /&gt;
==UWallach&#039;s Fields==&lt;br /&gt;
&lt;br /&gt;
This region was held by Lady Wallach for a time during the Winter Siege; it contains the sites where her armies camped while they laid siege to Castle Bellicose. Though they were ultimately thrown back by the armies of King Bellicose, monuments were erected along the King&#039;s Road marking the locations of the various brigades and battalions.&lt;br /&gt;
&lt;br /&gt;
==Hobs Shire==&lt;br /&gt;
&lt;br /&gt;
Named for the infestation of hobgoblins that long ago kept this fertile land from being used, numerous hamlets and villages crowd in to take advantage of the pleasing fruit trees and good growing conditions.&lt;br /&gt;
&lt;br /&gt;
Notable settlements include Apple Hall, Cherry Pond, and Kaitlen&#039;s Walk.  These small communities offer up a &amp;quot;fair&amp;quot; share of their bounty to the Splendor, with most of the rest going to secular leaders.  Still, there is enough to avoid starvation during all but the worst growing seasons.&lt;br /&gt;
&lt;br /&gt;
Dangers of Hobs Shire include cults that worship the native gods, including the alien and twisted fertility goddess (and goddess of centipedes and other such creatures) that the hobgoblins once venerated.  There are also a few degenerate communities where human and hobgoblin blood have mixed.&lt;br /&gt;
&lt;br /&gt;
Marisee the Peddlar travels in the rural communities around the shire, and can be found anywhere within 2 hexes of this one. Occasionally, she goes past those boundaries, but never into the bigger cities, such as Splendor. How she has managed to survive alone in these travels for the last decade is unknown, though many an isolated hamlet has appreciated a visit.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 10==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 11==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=11=&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 1==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Dragon Hollow==&lt;br /&gt;
&lt;br /&gt;
Near the Eastern edge of the Heartwood Forest lies the petrified bones of a great Red Dragon, half-buried in a hill-side. The origin of the bones have been lost even in legend, but it is said that under the lies what was once the great horde of the Dragon, waiting to be claimed by one brave enough. Even still, very few people find reason to approach the site, as few who go ever return.&lt;br /&gt;
&lt;br /&gt;
SECRET: The hill is, in fact, the home-base for the Bardinian Rangers, a group of primarily Human and Half-Elf outcasts who have withdrawn from society to roam the Wilderness.&lt;br /&gt;
&lt;br /&gt;
The Rangers are, for the most part, good folk, and hold an uneasy truce with the Elves of Lonavalon, mostly ignoring each other. The Rangers are made up of people of many different skill sets. From actual Rangers and Druids, to Artisans and Bards.&lt;br /&gt;
&lt;br /&gt;
The lair of the Rangers is accessed through the mouth of the dragon, and includes an underground stream and many large Caverns.&lt;br /&gt;
&lt;br /&gt;
The area around the hill is well-defended, and the main reason few return is that those who have found the lair never leave, being required to join the Rangers.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Farmland==&lt;br /&gt;
&lt;br /&gt;
The Delnar spills out of the hills into fertile plains. Both Wheatsea and Aelwyd graze their herds on the flood plain during summer, and outlying farms of Wheatsea grow arable crops south of the river.&lt;br /&gt;
&lt;br /&gt;
==Farmland==&lt;br /&gt;
&lt;br /&gt;
This entire area is given over to farmland to feed the City of Bellaca. The Farmers in this area are forever annoyed at what they consider low prices of grain in Bellaca. The grumbling has gotten louder of late with some farmers talking about withholding grain or selling it elsewhere.&lt;br /&gt;
&lt;br /&gt;
==Bellicose Castle==&lt;br /&gt;
&lt;br /&gt;
The current Lord of the area, Baron Tyran Bellicose, lives in a mighty fortress overlooking the Old King&#039;s Road. He is a iron-fisted Lord in many respects, but fair. He does not tolerate disobedience, dealing harshly with any sort of challenge to his authourity, but he doesn&#039;t squeeze the locals mercilessly and deals squarely with all regarding taxes, treaties and the like, so he is generally well respected, if not actively adored, by his subjects.&lt;br /&gt;
&lt;br /&gt;
Recently, however, these subjects have started to adopt a much more aggressive attitude towards the Baron&#039;s soldiers and tax-collectors, and in some areas, such as the Withaive hills, they&#039;ve actually dared to attack them. The Baron grows increasinlgy paranoid that a usurper is working behind the scenes to incite the people against him and remove him from power. Perhaps one of his brothers or maybe his son. His spys are even now keeping tabs on his entire family.&lt;br /&gt;
&lt;br /&gt;
Perhaps he has been too soft on the commoners and needs to visit such destruction on these Winterhaivian rebels so as to leave no doubt about his power and then, maybe, he&#039;ll figure out who in his family is responsible for stirring them up and deal with them in turn...&lt;br /&gt;
&lt;br /&gt;
==Crossroads==&lt;br /&gt;
&lt;br /&gt;
A crossroads exists here where Old King&#039;s Road meets roads leading south towards Splendor and north towards Aerth Aelwyd and the Vagabond Mountains.&lt;br /&gt;
&lt;br /&gt;
==Grasslands==&lt;br /&gt;
&lt;br /&gt;
East of Hob&#039;s Shire, the land is uncultivated grasslands verging on the forests of Ehlonna&#039;s Splendor.&lt;br /&gt;
&lt;br /&gt;
==Ehlonna&#039;s Splendor==&lt;br /&gt;
&lt;br /&gt;
Situated amongst lightly forested areas giving way to meadows is a grand, open air temple-city dedicated to nature and fertility. Several regional gods and goddesses have representations among the statuary, with the current primary goddess venerated being Ehlonna.&lt;br /&gt;
&lt;br /&gt;
Near by communities pay tithes to receive the blessings of fertility and good hunting. The priests who serve in the Splendor (as the temple-city is called) serve as unofficial advisors to many nearby governments.&lt;br /&gt;
&lt;br /&gt;
While the surface of life there is focused on the business of venerating the deities and serving surrounding communities, as well as educating the next generation of priests and priestesses, there is constant rivalry between the loose and conflicting hierarchies of worship. Schisms and heresies occur beneath the surface, occasionally erupting to the surface in the prayer sessions and scriptural study that makes up civic discourse for the Splendor.&lt;br /&gt;
&lt;br /&gt;
Rumor has it that the reach of the Splendor was once far greater, and that the desert south of Windhook was blighted into its current form by the priestesses of that time. To those spreading this rumor, the current arrangement of gods--especially with Ehlonna as chief goddess--is a compromise that purposefully cripples the power of the Splendor.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=12=&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 1==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Delnar Woods==&lt;br /&gt;
&lt;br /&gt;
Though the river does not touch these woods, save for a few small streams and creaks that split off of the main body, it shares the namesake.  A few logging communities work in these woods, feeding lumber to those nearby.  It is dangerous work, as the trees are hardy and often resist being chopped down through means not always natural.&lt;br /&gt;
&lt;br /&gt;
SECRET: A group of druids died to preserve the natural divinity of this place from a wizard eager for its power.  Their spirits have infused the woods, creating treants, dryads, and other arboreal creatures to continue protecting the slumbering divinity and its power.&lt;br /&gt;
&lt;br /&gt;
==Delnar Woods==&lt;br /&gt;
&lt;br /&gt;
The Delnar Woods thin here, as centuries of logging causes the trees to slowly give way to the rolling hills around Arth Aelwyd.&lt;br /&gt;
&lt;br /&gt;
==Arth Aelwyd, the Hollow Hill Inn==&lt;br /&gt;
&lt;br /&gt;
There is a bend in the Delnar River where it takes a turn to the west around a single, low hill. Formally named Arth Aelwyd, it is oft called simply the Hollow Hill after the riverside inn that has been built inside it by the Strongberry Halflings (they are also known for their potent wine, and they tend a small but productive vineyard in the vicinity as well). It is a pleasant stopping place for those journeying through the area-as long as one doesn’t inquire of their hosts why they have chosen to dwell so far from established Halfling territory, or venture into the lower levels of the Hollow Hill.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Bellaca==&lt;br /&gt;
&lt;br /&gt;
The effective capital city of the region is intensely loyal (at least in appearance) to its native son and inheritor to ancestral rule, Baron Tyron Bellicose.  This city is also the edge of the Splendor&#039;s influence, with a few priests and representatives sitting on the council of nobles that manage details that the Baron does not care to.&lt;br /&gt;
&lt;br /&gt;
Soldiers of the Baron not in his fortress are often here, and there are barracks within the city.  Parades of the soldiers are quite common.&lt;br /&gt;
&lt;br /&gt;
Recently, however, the unrest has come here.  Not in the form of outright rebellion from the citizens, but in mysterious acts of vandalism and petty violence that has set the city on edge against outsiders.&lt;br /&gt;
&lt;br /&gt;
==Bandit Run==&lt;br /&gt;
In this hex the Old King&#039;s Road travels just past the foothills of the Dragon Back Mountains. Trade along this route is continually hampered by bandit gangs. The many caves that riddle this broken region are perfect for temporary hideouts, making the area chronically lawless.&lt;br /&gt;
&lt;br /&gt;
Merchants rarely travel this route unless absolutely necessary, cutting off most trade to the East, isolating the region and promoting the abandonment of smaller settlements inland of the more bustling regions to the West.&lt;br /&gt;
&lt;br /&gt;
The bandits are virtually immune from the law, but are still kept in check by dwindling targets, inter-gang warfare and occasional raids by goblinoid tribes from the larger mountains extending Southeast. The gangs have become increasingly desperate in recent years and their highway robberies have evolved to murderous, pillaging raids farther afield. Their targets have expanded to small settlements for several hexes around.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 9==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 10==&lt;br /&gt;
&lt;br /&gt;
==Unnamed Meadow==&lt;br /&gt;
&lt;br /&gt;
An unnamed empty meadow. It&#039;s lovely, and there are wildflowers.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=13=&lt;br /&gt;
&lt;br /&gt;
==Hermago Heights==&lt;br /&gt;
&lt;br /&gt;
The lowest peaks of the Vagabond range, covered in evergreens save for the gray tips. Isolated and unexplored wilderness and rumored to be the home of the lost and untamed, and some say primordially bestial ancestors, of the elves. Recently, somewhere within the range a hive of giant wasps has begun construction...these flying beasts have begun terrorizing those who come to close and nearby settlements and might be driving out the primordial elves...whose shadows have begun being spotted in the south and to the west.&lt;br /&gt;
&lt;br /&gt;
==Kaunite&#039;s Peak==&lt;br /&gt;
&lt;br /&gt;
Part of the Vagabond mountain range, the peak is a tall mountain surrounded by its siblings whose natural springs and melting caps feed the Delnar Falls and River. Along these high streams near where the waters gather a number of mill hamlets have sprung and over time may connect into a city in on the slope of the high mountain, not often traveled to from beyond in part both to the fey creatures at the bottom of the falls and the terrible things that sleep deep in the mountain. While the lower platueas of this peak are lush with flora, fauna, and small civilization, the caverns beneath the mountain feed into a foul and monstrous worm nest, sometimes the hunting ground of a civilization not yet seen so deep in the ground that it is the perfect inverse of Kaunite&#039;s Peak.&lt;br /&gt;
&lt;br /&gt;
3 main Milling hamlets: Morrisston, Valenshold, Nearfall.&lt;br /&gt;
&lt;br /&gt;
Features: Mountainside, worm caverns, Kaunite&#039;s Depths undercity.&lt;br /&gt;
&lt;br /&gt;
==Delnar Falls==&lt;br /&gt;
&lt;br /&gt;
Here, the river Delnar tumbles down from its high mountain vale to the plains. The area is known for its prosperous mountainside forest, populated by fey things and containing many herbs sought by human mages and apothecaries. Beyond the waterfalls, an entrance leads into a system of caverns (naturally!).&lt;br /&gt;
&lt;br /&gt;
==Forests Flank Delnar==&lt;br /&gt;
&lt;br /&gt;
Heavy forest flanks the banks of the Delnar in this region, providing refuge for numerous herbivores but also cover for those creatures that hunt them.&lt;br /&gt;
&lt;br /&gt;
(Encounters: Packs of wolves and occasionally 2-3 dire wolves, herds of deer, solitary bears, goblinoid hunting party)&lt;br /&gt;
&lt;br /&gt;
==Spire Lake==&lt;br /&gt;
&lt;br /&gt;
In the foothills, the Delnar river spills into a valley lake. The forests reach the north shore, but to the south is open hillside where halfling shepherds can often be seen leading their flocks. The lake itself it flat and calm, almost having a mirror surface except when whipped up by an autumn wind. Near the centre of the lake, a cracked stone spire breaks the surface. The druid Aedelraed knows its history, but is rarely seen these days.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 8==&lt;br /&gt;
&lt;br /&gt;
==Foothills==&lt;br /&gt;
&lt;br /&gt;
The King&#039;s road connects Broken Cart with the west, although the road has fallen into disrepair and few merchants will risk the bandits to the west.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 10==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 11==&lt;br /&gt;
&lt;br /&gt;
==Badlands==&lt;br /&gt;
&lt;br /&gt;
the verdant meadows abruptly give way after 12.11, giving way to rocky highlands, and later badlands formed by the volcanic south. &lt;br /&gt;
&lt;br /&gt;
of particular prominence is a high-walled ravine, where the ancient highway called Tiamat&#039;s Gullet starts, marking the safest route through the volcanic southern mountains (eventually hooks up with 15.12).&lt;br /&gt;
&lt;br /&gt;
Belleca is in talks with Splendor to consder linking Tiamat&#039;s Gullet to the main roads&lt;br /&gt;
&lt;br /&gt;
=14=&lt;br /&gt;
&lt;br /&gt;
==The Charred Ridge==&lt;br /&gt;
&lt;br /&gt;
A section of the Vagabond mountain range with few distinguishing peaks or passes. Named for the damage done during past volcanic activity that has left the range looking singed. A few settlements eek out existence in the foot hills, under the heel of bandits who find the desolate mountains excellent for a base of operation.&lt;br /&gt;
&lt;br /&gt;
==Abandoned silver mines==&lt;br /&gt;
&lt;br /&gt;
The mountains next to Kaunite&#039;s Peak used to contain rich veins of silver but almost all of these mines were exhausted a generation ago. The mine were then abandoned and the human and dwarven miners moved on to other parts. The area is studded with ghost towns built during the first rush and now empty. There are occasional rumors of miner&#039;s treasure hidden up in the mountains or a vein that wasn&#039;t completely mined out but investigating these rumors is dangerous as several tribes of goblins have moved into the area.&lt;br /&gt;
&lt;br /&gt;
When the area was populated it was home to several gangs of bandits. The largest of these, the Red Jacks, were eventually all caught and hung but they died without telling where their loot was stored.&lt;br /&gt;
&lt;br /&gt;
Terrain type: Mountainous/conifer forest &lt;br /&gt;
Settlements: Calamity (abandoned)&lt;br /&gt;
Encounter ideas: Goblins in abandoned mine, ghosts of miners, old prospector, bandits&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Goblin Village==&lt;br /&gt;
&lt;br /&gt;
In this area, goblins have cleared some of the woods to build a village where they tend to barely domesticated boars and fend off natural predators from the nearby woods. Their youth occasionally get swept up in war parties, but generally the village keeps to itself. On occasion, human or elven travelers enter the area and spot the village. The goblins deal with these individuals as best they can, fearing revelation.&lt;br /&gt;
&lt;br /&gt;
It is generally known that goblins and such creatures exist in the area, but most aren&#039;t aware of the permanent settlement.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Broken Cart Tavern==&lt;br /&gt;
&lt;br /&gt;
This section of the road is treacherous and not as well maintained as it was when the border was more seriously contested.  Away from most settlements, a traveler&#039;s tavern provides for the needs of the soldiers and others who come by this way.  The son of the owner is quite handy at repairing the damage done to wagons and other vehicles that pass through this unpleasant stretch of road, while his twin sister is excellent at mending travel worn garments and performing repairs on smaller goods, from knives to ancient books that need to be meticulously pieced together again.&lt;br /&gt;
&lt;br /&gt;
==Dragon Back Mountains==&lt;br /&gt;
&lt;br /&gt;
==Dawn&#039;s Shame==&lt;br /&gt;
&lt;br /&gt;
This city on a hill is renowned for its delights.  The splendid sunrises are the least of them, and one really seen by the soldiers and adventurers who come to Dawn&#039;s Shame.  In addition to ways to spend a day&#039;s wage in a few minutes, the city hosts tournaments and bloodsport of all sort.  No impulse is without its outlet at Dawn&#039;s Shame.&lt;br /&gt;
&lt;br /&gt;
Even those who seek forbidden lore can appease their hunger in the libraries, or delve into the ancient structures the riddle the hills and mountains around the city.&lt;br /&gt;
&lt;br /&gt;
The city itself is built on the highest hill, with a few satellite towns and villages that aid in supporting it.&lt;br /&gt;
&lt;br /&gt;
==Basalt Crags==&lt;br /&gt;
&lt;br /&gt;
These mountains are rough black volcanic rock, with many cliffs and loose slopes formed of ash and pumice. Only an experienced mountaineer could cross this region.&lt;br /&gt;
&lt;br /&gt;
==Tiamat&#039;s Gullet==&lt;br /&gt;
&lt;br /&gt;
The fissure formed by the volcano at 15.12 cleaves through the basalt crags, making a passable road from east to west.&lt;br /&gt;
&lt;br /&gt;
=15=&lt;br /&gt;
&lt;br /&gt;
==Horn Holds==&lt;br /&gt;
&lt;br /&gt;
The remains of a large stratovolcano that erupted cataclysmically many years ago. The collapsed cone formed a lake in the caldera with an island in the middle. This island serves as the main entrance to the Horn Hold, a dwarven settlement renowned for thier metal smithing. Deep within the old lava tubes and vents are veins of rare and wonderful metals and minerals.&lt;br /&gt;
&lt;br /&gt;
The dwarves have not mapped all of the tunnels as of yet and will not in the near future as long range exploration parties have come under attack from worm like creatures. It is quite possible that due to past seismic activity fissures and magam tunnels have made connections to the tunnels under Kaunite&#039;s Peak.&lt;br /&gt;
&lt;br /&gt;
Horn Hold is a fairly new dwarven settlement and is not as closed to outsiders as more established holds. Being founded by a priest of Moradin there is a strong religious feel to the city, and while areas are open to traders the wrokings of the foudaries and furnaces are strictly limited to the dwarves. The forges have made major advancements in metallurgy including the working of alloys of various metals* and treatments not used by humans.&lt;br /&gt;
&lt;br /&gt;
*Equvalent metals would be aluminum, nickel, manganese and magnesium.&lt;br /&gt;
&lt;br /&gt;
==The sheer cliffs==&lt;br /&gt;
&lt;br /&gt;
When the caldera was formed in volcanic eruption long ago, a portion of one of the neighboring mountains in the range was split in half, one half crumbling into the lake leaving the other as a sheer face along a long stretch of the Vagabond mountain range. In this region are treacherous mountain passes in the western portion, but in the northern and the eastern portion of the area there is stability. The lake town of Grabben&#039;s Shore is the primary source of trade to the hold across the lake, access to this fishing and trade town from the south is through a stable, if sometimes bandit laden, mountain pass that leads into the east Delnar Road.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Roamer&#039;s Woods==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 8==&lt;br /&gt;
&lt;br /&gt;
==Stone Fort==&lt;br /&gt;
&lt;br /&gt;
This point marks both the eastern end of Old King&#039;s Road as well as part of the historic border between this land and the Eastern Kingdoms. A small stone fort, manned but falling into disrepair, stands testament to this fact.&lt;br /&gt;
&lt;br /&gt;
Terrain type: Grassland (any forest that was once present has been cleared so as to provide an unobstructed view of the land on either side of the border).&lt;br /&gt;
Potential encounters: border raiders, smugglers, invading armies if the GM so wishes&lt;br /&gt;
&lt;br /&gt;
==Dragon Back Mountains==&lt;br /&gt;
&lt;br /&gt;
==Broken Pass==&lt;br /&gt;
&lt;br /&gt;
A well supported pass, complete with arched gates to hold it up, once stood here. Now it is in ruin, with broken statuary and architecture blocking the way through the mountains.&lt;br /&gt;
&lt;br /&gt;
==Tiamat&#039;s Gullet==&lt;br /&gt;
&lt;br /&gt;
A desolate valley road carved along a volcanic mountain range which stretches east to west, eventually joins up with the Dragon Back mountains, with spurs of black rock jutting up like feindish claws, lined with rivers and even &#039;lakes&#039; of molten lava that flow from the mountains. because of this hellish landscape, both the valley and centuries-old road are named for the Dragon Goddess&lt;br /&gt;
&lt;br /&gt;
but perilous as the Gullet is, the depradations of the Orange horde have awoken Algrim The Strong, A dwarven Death Knight. Algrim considers himself the undisputed warlord of the Gullet, and from the volcanic hall that was once his tomb, has begun to assemble an army of his own, bolstered by the walking dead, with wich he shall support his ally, Shan-Yur&lt;br /&gt;
&lt;br /&gt;
It is the hope of interested parties that somebody disrupt this alliance, and turn the two warlords against each other&lt;br /&gt;
&lt;br /&gt;
While it was (until recently) the safest route for pilgrims to reach the Monastery of the Celestial Dragon, the road through Tiamat&#039;s Gullet eventually swings north towards Broken Pass (and presumably, Dawn&#039;s Shame)&lt;br /&gt;
&lt;br /&gt;
=16=&lt;br /&gt;
&lt;br /&gt;
==Vagabond Mountains==&lt;br /&gt;
&lt;br /&gt;
It is rumoured that griffins make their homes among the peaks found in this otherwise uninhabited section of the Vagabonds.&lt;br /&gt;
&lt;br /&gt;
==The Keeper&#039;s Keep==&lt;br /&gt;
&lt;br /&gt;
Atop the highest mountain in the region, and in fact taking up most of the hex is a giant&#039;s keep. It has seven sides, one for each era of history plus another three for the eras said to come. The top of the walls are often surrounded by clouds which become more storm-laden the closer someone approaches. The walls are said to be seven miles thick, but no mortal has ever entered or left in known history. It is said that dragons have flown over the walls and have seen what lies in the courtyards and towers within, but they rarely speak of such things (for free). Climbers face many days of vertical ascent through a thunder storm on a wall with no real handholds. Others who have tried to fly over the walls have choked, breathless before reaching the top.&lt;br /&gt;
&lt;br /&gt;
Secret: Dragons, when pressed, will tell that the keep is filled with &#039;timelessness&#039; and know rumours of unobtainable treasures within.&lt;br /&gt;
&lt;br /&gt;
Secret: The Keeper is a giant who keeps people and things until they are needed at the end of time. The few people who live there cannot die, but they cannot leave.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Roamer&#039;s Woods==&lt;br /&gt;
&lt;br /&gt;
==Tower of Thorns==&lt;br /&gt;
&lt;br /&gt;
A dense forest starts in this area, extending up in a line of savage woods that civilization has not yet tamed (16.5 and 15.5).  It is known as Roamer&#039;s Woods.&lt;br /&gt;
&lt;br /&gt;
Fae creatures and elemental forces gather here, delighting in the mystic power that emanates from the Tower of Thorns: a school of sorcery and primal magic has stood since giants erected it at the behest of its founder.&lt;br /&gt;
&lt;br /&gt;
Roamer&#039;s Woods are expansive and confusing, with oddly intelligent animals and passages that lead into faerie worlds.  All of these serve to help conceal the Tower of Thorns from meddlesome fools and enemies.&lt;br /&gt;
&lt;br /&gt;
The Tower of Thorns accepts applicants in two ways.  Anyone with sufficient mystical skill to reach the Tower and gain entry is allowed to study.  It is not uncommon for wizards who have come by their power in more conventional ways to spend several years tutoring less experiences magic users while being instructed in the special spell craft of the Tower.  The other way is to be destined to reach the Tower.  Some who travel in the area seem pushed towards the tower instead of away from it, no matter what the obstacle.  These individuals gain entry by fate&#039;s decree and they provide the small classes that learn under the wizards who seek to unlock the secrets woven into the Tower&#039;s very structure.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==White Plains==&lt;br /&gt;
&lt;br /&gt;
This grassland was once the site of a massive battle with the Eastern Kingdom. Where is surrounding lands are fairly flat (16.7, 16.9 and 15.8) this area is hilly. All of the hills are fairly low and flat as they are man made. Huge barrows for all of the dead killed in the long forgotten battle. The bones of the weathered mounds have begun peaking through give the name, White Plains. Many non corporal undead roam this haunted region. Along with treasure hunters seeking ancient magical panoplies that are sure to be still buried here.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 9==&lt;br /&gt;
&lt;br /&gt;
==Fangula==&lt;br /&gt;
&lt;br /&gt;
A old city called Fangula sits. People who visit it had found nothing but a enough fog to give a dragon a chill. Anyone sent to Fangula at night disappears for ever--never to return!&lt;br /&gt;
&lt;br /&gt;
SECRET: Fangula is home town of evil monsters. Count Volexa is the latest monster ruler of this time. He tossed out the last ruler of town a werewolf. Fangula has been plotting on getting rid of all the humans and turning this country into a evil monster--for lack of better words--factory.&lt;br /&gt;
&lt;br /&gt;
==Dragon Back Mountains==&lt;br /&gt;
&lt;br /&gt;
==The Monastery of the Celestial Dragon==&lt;br /&gt;
&lt;br /&gt;
Located high in the spine of the Dragonback Mountains (which wind in a serpentine fashion through 14.9, 15.10, 15.11, 16.11 and 16.12) lies what was once the westernmost outpost of a sect of warrior-monks known as the &amp;quot;Order of the Celestial Dragon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Six years ago, however, the monastery was invaded by the &#039;Orange Horde,&#039; a massive nomadic tribe of Hobgoblin Warg Riders and ogres led by a cunning Ogre Mage named Shan Yur. The ogre has decided to establish the monastery as the center of a new empire and is gathering evil humanoids from all across the land to burgeon his armies. He has sent out ogre hunters to gather the most dangerous beasts and monsters to master and unleash upon his enemies.&lt;br /&gt;
&lt;br /&gt;
The monks were not all killed during the invasion, however, and many roam the lands trying to gather their strength to retake their home. In their desperation, they&#039;ve even begun training westerners and some of the non-human races in their mystical arts to bolster their numbers. Soon all the members of the order will gather with their new pupils and the Celestial Dragon will reach out to consume the hordes of Shan Yur...&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Hex_by_Hex&amp;diff=110094</id>
		<title>Hex by Hex</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Hex_by_Hex&amp;diff=110094"/>
		<updated>2009-05-30T11:49:22Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: /* Unclaimed 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;From this [http://forum.rpg.net/showthread.php?t=453831 thread], creating a 16 by 12 hex sandbox campaign setting.  This wikipage collects the entries and the  map:&lt;br /&gt;
&lt;br /&gt;
[[Image:sandbox2.png]]&lt;br /&gt;
&lt;br /&gt;
Map is created using [http://inkwellideas.com/?page_id=160 Hexographer] using this [[Hex_by_Hex:mapsource|source data]]&lt;br /&gt;
&lt;br /&gt;
=1=&lt;br /&gt;
&lt;br /&gt;
==Siren Tower==&lt;br /&gt;
&lt;br /&gt;
Siren Tower was home of the mermaids until Serina died from a back-stabbing air-creature. It&#039;s five floors above water and five floors below water--not counting the sea-level floor.&lt;br /&gt;
&lt;br /&gt;
Secret:&lt;br /&gt;
&lt;br /&gt;
The air-creature is a Harpy named Khersa. She&#039;s been using the tower has home while looking for treasures. Khersa was the one that killed Serina.&lt;br /&gt;
&lt;br /&gt;
==Pirate&#039;s Island==&lt;br /&gt;
Pirate&#039;s Island is located here. It&#039;s been a haven for pirates since the beginning of the time. Pirate&#039;s Island&#039;s present pirate is the half-dragon: Capt. Zakira Oryekini.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Andaur bay==&lt;br /&gt;
&lt;br /&gt;
The sleepy fishing village of Andaur lies in the shelter of Andaur bay, where the Feyline hills meet the sea. The bay has a gently sloped beach of brown sand and forms a natural harbour, but submerged rocks at the entrance make it suitable only for small boats.&lt;br /&gt;
&lt;br /&gt;
Smugglers wanting to avoid Windhook&#039;s taxes and harbour fees land here from time to time, welcomed by the locals for the silver they spend on poteen (a spirit made from potato or other root vegetables).&lt;br /&gt;
&lt;br /&gt;
Outside the bay, in deep water, lies the shipwreck of the Yellow Rose.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Aire&#039;ennyn==&lt;br /&gt;
&lt;br /&gt;
This is a massive coral fortress that lies in the waters a few miles away from the towering coastal cliffs of Jaeger&#039;s Point and serves as a border post for the sea elves who rule a small domain in the western ocean.&lt;br /&gt;
&lt;br /&gt;
The elves are very territorial but have been known to interact with the merchants of windhook and also to serve as guides-for-hire through the Dagger Reefs.&lt;br /&gt;
&lt;br /&gt;
==Dagger Reefs==&lt;br /&gt;
&lt;br /&gt;
Access to the harbour at nearby Windhook is treacherous through this region, and many an inattentive captain has found his ship wrecked on the rocks that lie just below the surface.&lt;br /&gt;
&lt;br /&gt;
==Harbor Approach==&lt;br /&gt;
&lt;br /&gt;
This is the safe passage to the Windhook harbors, avoiding the dagger reefs. The Great Desert of Ashok verges on the waters of the Windswept Sea here. This relatively constricted access to Windhook makes it an attractive area for pirates, so the Windhook governing employs a number of small, fast fighting ships to patrol the harbor approach. &lt;br /&gt;
&lt;br /&gt;
Still, one must always be on the lookout for cutthroats and privateers.&lt;br /&gt;
&lt;br /&gt;
==The Desert Wastes==&lt;br /&gt;
&lt;br /&gt;
Once a fertile grassland, in recent generations the Great Desert of Ashok to the west has encroached on this area, driving out the farmers who resided here. In their place, nomad tribes now prowl amongst the dunes and wind-blown ruins of past settlement.&lt;br /&gt;
&lt;br /&gt;
Though occasional oases may still be found here, voyaging further west into the heart of the desert is considered a dangerous proposition.&lt;br /&gt;
&lt;br /&gt;
==The Desert Wastes, Continued==&lt;br /&gt;
&lt;br /&gt;
The desert continues southwards here.&lt;br /&gt;
&lt;br /&gt;
==The Oasis of Esau==&lt;br /&gt;
&lt;br /&gt;
This unnaturally large oasis is the size of a small lake and fed by several fresh water springs that spring, seemingly magically, from a series of rocky outcroppings that poke out of the surrounding desert sands.&lt;br /&gt;
&lt;br /&gt;
It not only serves as an important water resource for all the creatures of the desert, but is also held sacred by the desert centaur tribes. They claim that it was created millenia ago when an ancient human prophet, leading his tribesman out of captivity from the south, smote the rocky outcroppings with his staff and presented the oasis as a treaty offering between his people and the centaurs.&lt;br /&gt;
&lt;br /&gt;
The Desert Centaur Tribes all meet and drink from the oasis, but none may fight, however much they may hate their tribal enemies. Non-centaur races are not allowed to drink from the oasis without first gaining the protection and escort of one of the centaur tribes. This can be obtained many ways and certain merchant caravans have long standing and profitable agreements with specific tribes to allow them to use the oasis on their trips north and south...&lt;br /&gt;
&lt;br /&gt;
=2=&lt;br /&gt;
&lt;br /&gt;
==Fayline Falls==&lt;br /&gt;
&lt;br /&gt;
This is a huge fall that makes Delnair Falls look like small potatoes. Behind the waterfall is a huge dungeon--about eight floors above and below the sea level--not counting the sea level entrance floor. In the center of the bottom eight sub-floor, lives a white dragon named Kortoniara. Kortoniara is a young dragoness who had a hatred for her teacher: Onsamiath. They is one thing she hates more then Onsamaith is the near-by werewolf and his skeleton pals. They had causing death of her monsters--usually for werewolf to use as food on his travel to Floorboard.&lt;br /&gt;
&lt;br /&gt;
Kortoniara appears to a shining example of dragonkind. She appears to a very large female dragon. Unlike most female dragon, she doesn&#039;t have a temper. Kortoniara has protected her home with the following monsters: succumbs, water elements, skeletons of dead sirens, a tribe of drows, and two beholders who in charge of her home&#039;s monster.&lt;br /&gt;
&lt;br /&gt;
Khersa has attacked this place many times--but the forces send her back.&lt;br /&gt;
&lt;br /&gt;
==Siren&#039;s Dam==&lt;br /&gt;
&lt;br /&gt;
Year ago, a famous mermaid Serina used magic to become a human. Serina had a rival with air creatures. One of them killed her. Her human lover researched mermaid death rituals and discover that the mermaids killed underwater would be cooked--while above the water, they would be buried. He built a dam on &lt;br /&gt;
Feyline river.&lt;br /&gt;
&lt;br /&gt;
The tomb is home to a crazy werewolf and his skeleton pals. This is the same werewolf that&#039;s been causing problems in Floorboards.&lt;br /&gt;
&lt;br /&gt;
The tomb/dam no longer fully contains the Feyline river.&lt;br /&gt;
&lt;br /&gt;
==Feyline Traders==&lt;br /&gt;
&lt;br /&gt;
The Feyline river flooded this area when the tome/dam first ceased to fully hold it back. A number of markets and trading outposts have opened here on top of the water ruined villages. Riverboats routinely make a course with exotic goods down towards Whitewater Junction.&lt;br /&gt;
&lt;br /&gt;
Many of these boats ask little from their passengers except the money of passage, and it is known that fugitives from northern communities as well as monsters able to masquerade as (demi)human make use of these boats to travel south to escape justice or find new victims.&lt;br /&gt;
&lt;br /&gt;
Exotic furs and preserved meats are what primarily get sent down. There is a strong trapper community living side by side with the merchants that ply the rivers. While the trapper camps and communities are mostly adjacent to this territory, there are a number of taverns and meeting halls amongst the market where the two mingle after discussing wares.&lt;br /&gt;
&lt;br /&gt;
Recently, a new sort of pelt, that seems to be actual gold, has been trickling in to the markets and the first few have just arrived to the south, to the delight of all involved.&lt;br /&gt;
&lt;br /&gt;
Half of Khersa&#039;s attacks had use the help of the werewolf and his skeleton pals.&lt;br /&gt;
&lt;br /&gt;
==Feyline hills==&lt;br /&gt;
&lt;br /&gt;
A dirt track known in Bachmaur as the coast road connects Bachmaur in the east with Andaur bay in the west. Travellers should beware of wolves that roam the area.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Jaeger&#039;s Point==&lt;br /&gt;
&lt;br /&gt;
This massive cliff is a mile wide, half a mile high and sheer except in the center where a massive carving of some hero of old juts out from the cliff face. Who he is and what he did is lost to antiquity, only his name remains.&lt;br /&gt;
&lt;br /&gt;
SECRET: The entire rock outcropping is only the face of a massive underground lair built as a fortress-tomb for the ancient warrior who saw his kingdom razed to the ground and his family slaughtered by usurpers before being slain himself. His followers managed to spirit his body away to his tomb along with that of his family, but their spirits never moved on and await the day when they can take back their kingdom and claim vengence on the descendants of their conquerers.&lt;br /&gt;
&lt;br /&gt;
Recently, faint emanations of paranoia and hate have reached his sleeping corpse and have revived him. As his power slowly grows, he sends forth sentinels of darkness to scout the land and prepare the way to reclaim his rightful throne...&lt;br /&gt;
&lt;br /&gt;
==Windhook==&lt;br /&gt;
&lt;br /&gt;
This thriving maritime settlement on the Great Windswept Sea bustles with members of all races and cultures, goods from a dozen lands, and no shortage of jobs for eager adventurers. Join a ship&#039;s crew and see new lands; escort a caravan to the interior, facing who knows what peril; sign on with a mercenary company to pacify rebellious settlements...the possibilities are endless.&lt;br /&gt;
&lt;br /&gt;
Lately, Windhook has been under pressure from several shipping guilds to adjust their tariffs, or face a trade war. At the same time, mysterious thefts, murders, and accidents have been happening to ships at the Windhook port. The governing council thinks the accidents are the work of the Guilds, but are they?&lt;br /&gt;
&lt;br /&gt;
Places to be sure to visit: The Bilge Rat, Lady Nerissa&#039;s Lounge, the Leeward, and Mad Mindros General Store.&lt;br /&gt;
&lt;br /&gt;
Windhook also marks the mouth of the Delnar river, where its waters empty into the Windswept Sea.&lt;br /&gt;
&lt;br /&gt;
==Wetlands Meet Desert==&lt;br /&gt;
&lt;br /&gt;
This area, marking the point where the wetlands around the Delnar basin meet the northern edge of the western desert, is home largely to scrabbly low-growing grasses and plants.&lt;br /&gt;
&lt;br /&gt;
==Council Stone==&lt;br /&gt;
&lt;br /&gt;
This vast field of desperate grass has a giant slab of stone at the center.  Here tribes of desert centaurs come to meet, feeling safe in the mutual risk of the writhing sands nearby.  It is also where the centaurs come to deal with those from  Windhook.&lt;br /&gt;
&lt;br /&gt;
Beyond meeting centaurs conducting business here, those traveling through often encounter the ghosts of centaurs who are drawn here and more able to speak near the stone, giving council to their descendants.  There are darker spirits as well in this area, sorcerers who have sought to assault the mystic tower deeper in the desert and djinn who have dwindled due to being bound to earthly elements.  The centaurs remove all dead bodies from this place, and many say it is for more than simple fear of providing an easy host to the ghosts that reside here.&lt;br /&gt;
&lt;br /&gt;
There are a few animate skeletons in this area, and they are possessed of a keen and terrible intelligence, one that often surpasses the living mind that once resided there. &lt;br /&gt;
&lt;br /&gt;
==The writhing sands==&lt;br /&gt;
&lt;br /&gt;
A region of desert covered in silt sands that flow and move across ever moving windstorms. A navigation piece used by those traveling the desert to gain their barrings from a distance. The winds are surely unnatural and many a caravan has seen on relatively clear days a shining spire of glass and mirrors within. Through rumor it has recently been heard that for one week every five years, the storm dies, raining tons of sand around the region that billow out in a dust cloud...and reveal the shining spire in its smooth and sunlit glory, along with a tattered tent and windswept clay city at it&#039;s base.&lt;br /&gt;
&lt;br /&gt;
When the winds die, men and women in robes fly by their own magic or that of another as riders from the place burst from below aback cruel beasts that glide through the sand like sharks on the sea, some leaving claiming to have finished their studies, others off to find the next class for this secure and sequestered school of Wizardry, Boraro&#039;s tower.&lt;br /&gt;
&lt;br /&gt;
==Desert==&lt;br /&gt;
&lt;br /&gt;
=3=&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 1==&lt;br /&gt;
&lt;br /&gt;
==Pillar of Onath==&lt;br /&gt;
&lt;br /&gt;
A large stone piller juts up from the broken ground here. The piller resists all attempts to damage it and appears in remarkable good condition despite being in place for a long, long time.&lt;br /&gt;
&lt;br /&gt;
SECRET: The Pillar of Onath was built years ago to contain the mighty power of the White Dragon Kortoniara by not allowing her to out of the Feyline falls, trapping her within. She will go to any lengths to see it destroyed and at any point has a dozen plots in progress to see it gone. So far, none have worked, so far.&lt;br /&gt;
&lt;br /&gt;
SUPER SECRET:&lt;br /&gt;
&lt;br /&gt;
About half of any of those dozen plots to do in this landmark--comes from beholders under the command of Kortoniara.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Kalim&#039;s ferry==&lt;br /&gt;
&lt;br /&gt;
The Bachmaur coast road, a grand name for what is a mule track through the hills, encounters the river Feyline here. One Mr Kalim Useferos runs a ferry service and riverboat repairs. His fares are 1 copper penny per passenger, 5 pennies for a mule, and a silver crown for a horse. His family live in a nearby cottage and have a small vegetable plot, chickens and a milking cow.&lt;br /&gt;
&lt;br /&gt;
==Feyline Rapids==&lt;br /&gt;
&lt;br /&gt;
Here the Feyline river is at it&#039;s most violent, it&#039;s crashing, churning waters have claimed many a life over the years. No bridges cross the river here.&lt;br /&gt;
&lt;br /&gt;
==Bullywugs&#039; Cavern==&lt;br /&gt;
&lt;br /&gt;
Just above the black dragon&#039;s lair before the Fayline-for a back of better words-smashes into Delnair at White Junction. Bullywug&#039;s Cavern is home of the black dragon&#039;s favorite food.&lt;br /&gt;
&lt;br /&gt;
Bullywugs aren&#039;t too happy with the black dragon--and trying to locate good creatures of the land to take care of that annoying black dragon.&lt;br /&gt;
&lt;br /&gt;
The Bullywugs&#039; caverns are located in the hills that rise up, semi-circular, near the stench fens and Whitewater Junction and help give Jaegar&#039;s Point its elevation.&lt;br /&gt;
&lt;br /&gt;
==Onsamiath&#039;s Lair==&lt;br /&gt;
&lt;br /&gt;
An extension of the Stench Fens, the old black dragon Onsamiath lives in this tract of swamplands. It is a sorcerer of some repute and is fascinated by the magical energies in the Stench Fens. In pursuing his study of the Fens, Onsamiath has developed a wasting disease that is sapping the life out of him.* Not knowing the cause Onsamiath is seriously contemplating dracolichdom to avoid an ignoble death.&lt;br /&gt;
&lt;br /&gt;
In the past Onsamiath attempted to exact tolls from river traffic to build his horde but after an encounter with a band of adventurers near five decades ago still has him extremely cautious about exposing himself to outsiders. Bullywugs, on the other hand, are his prime food source.&lt;br /&gt;
&lt;br /&gt;
*Currently Onsamiath looks very gaunt and exemplifies the blakc dragon epithet of, &amp;quot;skull dragon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Ruins of Grey==&lt;br /&gt;
&lt;br /&gt;
Here, along rolling hills on the banks of the Delnar lie the ruins of Grey. This accursed place has been abandoned for the past fifty years after it was destroyed in the titanic struggle between a band of adventurers and the near by Black Dragon. Some say these &amp;quot;Heroes&amp;quot; deliberately used Grey as bait for the Dragon, ensuring the deaths of all it&#039;s people.&lt;br /&gt;
&lt;br /&gt;
At night some people say you can hear the wails of pain and agony of the towns residence crying out for vengeance. Nearly everywhere else the adventurers are hailed as true heroes for &amp;quot;killing&amp;quot; the Dragon.&lt;br /&gt;
&lt;br /&gt;
==Silent Fens==&lt;br /&gt;
&lt;br /&gt;
These wetlands are eerily quiet.  Periodically the foolishly adventurous try to uncover ruins or other items of value from it.  Most come away with disease one expects from digging about in muck and nothing more.&lt;br /&gt;
&lt;br /&gt;
==Gormok&#039;s Lair==&lt;br /&gt;
&lt;br /&gt;
Among the many hazrds of the desert, the Brown Dragon Gormok can now be counted amongst them. as wth much of his kind, Gormok is a gourmand, ever watchful for new and undiscovered tastes, and to this end has chosen his lair (hidden benath the sand and gravel where desert meets wasteland) for its proximity to the drake fissure.&lt;br /&gt;
&lt;br /&gt;
For Now, Gormok hunts the beasts of the fissure and desert, with the occaissional bullywug from the silent fens and things sent by his &#039;neighbors&#039; from Crownfall. for the long term, Gormok is considering becoming the patron of Freetowns by granting their caravans safe passage through his territory (IE: a one-hex radius of his lair) toand from windhook, providing they give him proper tribute (IE: food from windhook or foolish adventurrs sent to their doom).&lt;br /&gt;
&lt;br /&gt;
For his part, Osminiath is well aware of this potential rival encroaching on his hunting grounds, but his current condition (and Gormok&#039;s obliviousness towards the true value of the fens past the texture of pickled bullywugs) has led the elder wyrm to take a &#039;wait and see&#039; approach for the time being.&lt;br /&gt;
&lt;br /&gt;
==Desert==&lt;br /&gt;
&lt;br /&gt;
==The Tower of Al-Jazeera==&lt;br /&gt;
&lt;br /&gt;
Surrounding Terrain (2.12, 3.11, 4.11, 4.12) : Desert&lt;br /&gt;
&lt;br /&gt;
This ancient wizard&#039;s tower was long abandoned and almost completely buried until rediscovered by a fugitive sorceror from the southern desert kingdoms. Having conquered the magical defenses of the tower and raised it back above the sands, the renegade, one Ali Ababba Al-Jazeera, has enacted a cunning plan.&lt;br /&gt;
&lt;br /&gt;
The tower grants its owner control over 8 enslaved Djinn, one for each of the 8 cardinal directions. He has tasked these Djinn with transmitting thoughts of paranoia and hatred into the ether surrounding the tower. As the transmissions emanate further and further from the tower, Al-Jazeera is hoping it will incite the surrounding kingdoms to eventually start fighting amongst each other and start an age of war and bloodshed.&lt;br /&gt;
&lt;br /&gt;
As the kingdoms are weakened, he will take them over one by one until he has all the kingdoms of men under his thumb as a Grand Sorceror Sultan and can exact slow, excruciating revenge upon those who dared to exile him...&lt;br /&gt;
&lt;br /&gt;
SECRET: This tower was originally built for the same purpose by the fox-were magus Perrut Dochrum, whose soul is trapped in a sky-blue topaz encased in a lead box and buried beneath a flagstone on the lowest floor. If the gem is ever broken, he will manifest as a lich and regain control of the djinn.&lt;br /&gt;
&lt;br /&gt;
=4=&lt;br /&gt;
&lt;br /&gt;
==Ruins of Pillar of Kort==&lt;br /&gt;
Centuries ago, this item kept Onsamiath in check by keeping him in check. Somehow, a group of heroes had a battle with some owlbears here - the result of the the wreck of this pillar.&lt;br /&gt;
&lt;br /&gt;
Disguised as a elf, Onsamiath analyzed it - and make a similar on for Kortoniara at 3.2.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Bachmaur==&lt;br /&gt;
&lt;br /&gt;
This city&#039;s fortune is barely apparent in its modest buildings and stinking places of business.  It is a famed source of leather goods, taking animals herded in the surrounding area by skinning them.  As such it also has a healthy butchery business, including making famed jerky.&lt;br /&gt;
&lt;br /&gt;
While the skinning focuses on conventional animals in the area, the town is well aware of how to skin and tan far more exotic creatures.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Thornhold==&lt;br /&gt;
&lt;br /&gt;
The woods thicken into a forest choked with bramble and firethorn bushes. The trees are gnarled oaks, ash and hornbeams. In the depths of this forest lies the citadel of Thornhold, now overgrown but the stonework is in good condition.&lt;br /&gt;
Thornhold was the capital of the old kingdom, but has been abandoned and forgotten by the world of men.&lt;br /&gt;
Onsamiath or Perrut Dochrum are the only powers in the region who would remember its secrets.&lt;br /&gt;
Many of the treasures of Thornhold are cursed with a &#039;&#039;geas&#039;&#039; to restore the royal family.&lt;br /&gt;
&lt;br /&gt;
==Whitewater Junction==&lt;br /&gt;
&lt;br /&gt;
Here, the Feyline River feeds into the Delnar, and the meeting is anything but peaceful. Rocky terrain in the riverbeds forms a series of powerful, fast-moving rapids that make passage up- and downriver impossible for many of the heavily laden river barges that travel the Delnar and the Feyline. An industrious and entrepreneurial halfling family, the Doskins, set up Camp Whitewater decades ago to offer their services in moving cargo across the rapids - or around them - on cargo trains. The business rapidly grew, and with it the camp. &lt;br /&gt;
&lt;br /&gt;
Now a major town, Whitewater Junction offers services of all kinds to the river crews and travelers who use the Delnar and Feyline rivers to cross the wilds. However, their core business - getting boats around, through, or over the rapids - remains a thriving endeavor, and visitors to Whitewater Junction will see seemingly endless convoys of porters, wagons, and sleds carrying cargo of all sorts from the docks on Lowside - below the rapids - to the Highside docks. The Doskins oversee the operation of all of the Portage Companies in Whitewater Junction, acting as a &amp;quot;guild&amp;quot; to preserve competition...and to rake in a handsome profit.&lt;br /&gt;
&lt;br /&gt;
==Stench Fens==&lt;br /&gt;
&lt;br /&gt;
This swampy area, just south of where the Feyline River joins the Delnar*, is suffused with the stink of decay; bubbles slowly rise through the loose mud to loose a gut-churning miasma over the area. Wizards and scholars do not believe the smell in this place could be natural, and some scholars believe it is the remnants of a curse or a mighty magical weapon used eons ago, leaving the earth here hopelessly corrupted. Fortunately, whatever ancient plague corrupts this site does not seem to contaminate the waters of the Delnar...yet. &lt;br /&gt;
&lt;br /&gt;
The Stench Fens are home to several Bullywug tribes, including one led by Krebbok, a Tribal Shaman of great power. It is said that Krebbok wears amulets of power recovered from numerous burial mounds that lie beneath the mud and greasy water of the fens. &lt;br /&gt;
&lt;br /&gt;
==black lake==&lt;br /&gt;
&lt;br /&gt;
Water stained from the surrounding fens collects in a depression here. The dark brown water is impossible to see deeper than a few inches through. Freshwater crayfish can be caught here, but the mosquitos (normal and giant varieties) like to lay their eggs in these still waters.&lt;br /&gt;
A tribe of lizardmen inhabit the area.&lt;br /&gt;
&lt;br /&gt;
==Crownfall==&lt;br /&gt;
&lt;br /&gt;
Description: A crater in the midst of barren wasteland. The crater was formed when the golden star that shone in the crown of the constellation of the Conqueror fell from the heavens a century ago. The area was once a marsh and the impact drained it, leaving a dry wasteland behind, and opened a crack into the caverns of the Underdark. The area has been claimed by various evil humanoids throughout the years, though nobody has been able to hold onto it for very long before being swept aside by the new owners.&lt;br /&gt;
&lt;br /&gt;
Rumors&lt;br /&gt;
&lt;br /&gt;
    * The star is actually an immortal being that grants boons.&lt;br /&gt;
    * The star is an ancient artifact weapon, forged by the gods in their war against the primordials.&lt;br /&gt;
    * The star is a portal to the Astral Sea.&lt;br /&gt;
    * The star is a portal to the Far Realm.&lt;br /&gt;
    * The fall of the star coincides with the fall of Nerath.&lt;br /&gt;
    * The star was called from the heavens by a powerful star pact warlock.&lt;br /&gt;
&lt;br /&gt;
==Desolate Waste==&lt;br /&gt;
&lt;br /&gt;
Here the land is cracked and broken. Ill suited for nearly any purpose this area is almost completely devoid of life.&lt;br /&gt;
&lt;br /&gt;
==Desert==&lt;br /&gt;
&lt;br /&gt;
==Desert==&lt;br /&gt;
&lt;br /&gt;
=5=&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 1==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Bachmaur South Road==&lt;br /&gt;
This road heads southeasterly from Bachmaur across the great plains, eventually turning into the King&#039;s road in the Quiziyak kingdom.&lt;br /&gt;
&lt;br /&gt;
==Bachmaur South Road==&lt;br /&gt;
This road heads southeasterly from Bachmaur across the great plains, eventually turning into the King&#039;s road in the Quiziyak kingdom.&lt;br /&gt;
&lt;br /&gt;
==Old King&#039;s Road Follows River==&lt;br /&gt;
&lt;br /&gt;
Here, Old King&#039;s Road - little more than a rough trail - follows the course of the Delnar for a time before curving northward, heading into parts unknown.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Hag&#039;s Crossroad==&lt;br /&gt;
&lt;br /&gt;
Two ruined roads cross in this bog riddled area.  It is home to brutish creatures that labor under a coven of hags that have maintained control for generations, abducting and inducting girls from surrounding settlements into their dark secrets.  Occasionally a female magic user will seek them out for their arcane secrets, or to join the coven.&lt;br /&gt;
&lt;br /&gt;
The hags occasionally parlay with communities nearby, sending dominated monsters into town and speaking through the brutes.  They do not wish to disrupt the balance of power that allows them to remain there.&lt;br /&gt;
&lt;br /&gt;
Some suspect they wish to usurp control of the Stench Fens nearby, but that some power prevents them from doing so.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 9==&lt;br /&gt;
&lt;br /&gt;
==Drake Fissure==&lt;br /&gt;
&lt;br /&gt;
Between the thinning desert and the thinning plains, the drake fissure runs from northwest to south east, this area being only the widest and deepest.&lt;br /&gt;
&lt;br /&gt;
A great crack in the earth cut not by river or quake, but said to have been carved by a great beast reaching down from the sky in an age long forgotten. Drakes, Wyverns, and lesser creatures of relation to the dragons crawl and fly around and within the shadows of the valley. Some say the fissure itself runs so deep it reaches into the black heart of the world. Even from it&#039;s edge, tunnels can be seen down the fissure walls...but no man has seen it&#039;s bottom here and lived to tell the tale...now the mad Gnome Walber Nik Hausen is another story. They say he has seen down there, if you can find him you&#039;d have the best wealth of information to forming an expedition.&lt;br /&gt;
&lt;br /&gt;
==The Freetowns==&lt;br /&gt;
&lt;br /&gt;
This lightly hilled grassland on the edge of the desert is home to a collection of small villages styling themselves the &amp;quot;Free Towns&amp;quot;. In reality they don&#039;t get visits from tax collectors because they have nothing anyone would want. The villages are home to the wretchedly poor, the most degenerate criminals, and a few starry eyed fools.&lt;br /&gt;
&lt;br /&gt;
One such fool is &amp;quot;Mayor&amp;quot; Hilligar, the self styled ruler of &amp;quot;these fine, free peoples&amp;quot;. Hilligar has been trying to get a road built to connect the villages but so far every tradesmen or builder he has brought in has been repulsed or murdered. Only the most foolish or desperate merchants will enter the area.&lt;br /&gt;
&lt;br /&gt;
==Heroes&#039; Grave==&lt;br /&gt;
&lt;br /&gt;
Tombs and monuments to ancient heroes fill this area, sprawling out into ruined necropoli that bear the brunt of the sands.  Centaurs still come here to deposit their honored dead—even if it is just their bones or ashes.  Many of the crypts and other structures show signs of being forced open, and desperate grave robbers and fledgling necromancers both still come seeking some hidden scrap of wealth or power.&lt;br /&gt;
&lt;br /&gt;
A road extends out to the east from here.  Its old name is the Final Road, but in recent times it is simply called the Southern Road or South Way.  The road is a major thoroughfare still for southern settlements, who use it to reach the Splendor and beyond.  It is considered far safer than other routes to travel.  Some say it is due to the shrines and crumbled statues of heroes that still line some of the way.  Others because it is nestled between a sorcery riddled desert and the power of the Splendor.&lt;br /&gt;
&lt;br /&gt;
=6=&lt;br /&gt;
&lt;br /&gt;
==Tower of Arun Tor==&lt;br /&gt;
&lt;br /&gt;
The Tower of Arun Tor sits atop Dol Arun, a hill in the Highlands of Erenby. Formerly the home of Pertwee Village&#039;s lord, it was abandoned a generation ago when the last resident, Lord Bascom, died without a known heir. &lt;br /&gt;
&lt;br /&gt;
The tower is four stories high, each slightly smaller than the one beneath. Unknown to most, the tower has just as many sub-levels underground, where Lord Bascom plied his second, secret trade-that of a necromancer.&lt;br /&gt;
&lt;br /&gt;
It is uninhabited today and rumored to be haunted-a rumor that may be true, considering its history.&lt;br /&gt;
&lt;br /&gt;
==The Village of Pertwee==&lt;br /&gt;
&lt;br /&gt;
Pertwee Village lies amidst the rolling Hills of Erenby. The primary occupation of its residents is herding goats and sheep on the grassy slopes, though they also forage for mushrooms in the many shallow caves that dot the hills. The village itself is surrounded by a wooden stockade for protection from bandits and lesser humanoids that also inhabit the hills.&lt;br /&gt;
&lt;br /&gt;
A stone tower called Arun Tor rises on a hill overlooking the village, formerly the residence of the local lord. He died a generation ago without an heir, and the tower has been abandoned since.&lt;br /&gt;
&lt;br /&gt;
==Grazing Lands==&lt;br /&gt;
&lt;br /&gt;
==Driving trail and Grazing Lands==&lt;br /&gt;
&lt;br /&gt;
Running through the middle of this large open plain is a major driving trail for the ranchers of Bachmaur. In the middle is a spring-fed lake where the herds are left to winter. This is a peaceful place, but also a prime target for outlaws looking to steal a herd.&lt;br /&gt;
&lt;br /&gt;
==Grazing Lands==&lt;br /&gt;
&lt;br /&gt;
==Old Road Diminishes==&lt;br /&gt;
&lt;br /&gt;
As the old road from King&#039;s Bridge continues to the northwest through this lightly wooded region, weeds, shrubs, and other plants sprouting between the stones become more frequent. Eventually the road becomes little more than a trail, with only the occasional cobblestone or weather-worn marker to tell of what it once was.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 8==&lt;br /&gt;
&lt;br /&gt;
==Melroth&#039;s citadel==&lt;br /&gt;
&lt;br /&gt;
A Highland fortress built across one of the canyons leading into Ragnar&#039;s Glacier, meant to serve as a bulwark against the raids of frost giants and the monsters of the Drake Fissure.&lt;br /&gt;
&lt;br /&gt;
the Citadel was founded by the legendary Dragonborn warrior saint, Melroth Invictus, and the Paladin order he founded is the keep&#039;s de facto Authority, despite the Bellacan-appointed lord mayor. unsurprisingly, many dragonborn come here to follow in the footsteps of this hero&lt;br /&gt;
&lt;br /&gt;
but a warning to travellers. the fortress city of Melroth is said to be a police state, where the law is as swift and harsh as the mountain cold&lt;br /&gt;
&lt;br /&gt;
==EverFreeze==&lt;br /&gt;
&lt;br /&gt;
High in the Baskan range sits a land that is always covered in ice and snow, deemed &amp;quot;Everfreeze&amp;quot; or &amp;quot;The Land of Ice and Snow&amp;quot; by most people, Sages and Scholars call it is &amp;quot;Ragnar&#039;s Glacier.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Whatever it&#039;s name it is a harsh place, cruel and punishing to those who don&#039;t know it&#039;s ways. A tribe of Snow Giants claim dominion over the area and are almost as harsh and cruel as the land they call home. The Great Remorhaz beasts are also a distressingly common sight.&lt;br /&gt;
&lt;br /&gt;
==Dune sea==&lt;br /&gt;
&lt;br /&gt;
Endless, trackless wastes. Here a traveller is confronted with the worst the desert has to offer, endless dunes, scorching heat, no water, and some very fierce beasts.&lt;br /&gt;
&lt;br /&gt;
Recently a young blue dragon has taken up residence in a former Dwarven trading post near the feet of the mighty Baskans and is attracting hardy followers for some purpose. The post served as a stop along a now long defunct &amp;quot;silk road&amp;quot; to the rich south, with the Centaurs serving as middle men.&lt;br /&gt;
&lt;br /&gt;
==Tomb Pass==&lt;br /&gt;
&lt;br /&gt;
Here the Southern Way crosses over part of the Baskin Mountains in what is locally known as &amp;quot;Tomb Pass&amp;quot; due the presence of so many graves near the entrance.&lt;br /&gt;
&lt;br /&gt;
A large population of Dwarfs used to make their home in the Baskins and were a fairly common sight when crossing the passes. About a generation ago the Dwarfs became more and more insular, until finally they drew back from the world entirely. In the last months of their interaction with the world the Dwarfs were more and more fearful, not only for themselves but for anyone they talked to.&lt;br /&gt;
&lt;br /&gt;
No one knows if the Dwarfs are still around, or what ever became of them.&lt;br /&gt;
&lt;br /&gt;
=7=&lt;br /&gt;
&lt;br /&gt;
==Wooded Hills==&lt;br /&gt;
&lt;br /&gt;
The rolling hills in this area are still well forested, with plenty of game.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Grazing Lands==&lt;br /&gt;
&lt;br /&gt;
==Grazing Lands==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==The Kings Bridge==&lt;br /&gt;
&lt;br /&gt;
A large stone bridge across the Deinar which used to carry wagons two abreast in ancient times. Crumbling statues of forgotten kings flank it.&lt;br /&gt;
&lt;br /&gt;
==Vagabond&#039;s Echo==&lt;br /&gt;
&lt;br /&gt;
Taller hills than normal for the area rise up here, a final push for the Vagabond mountain range before only hills remain.  Hunting and farming occurs among the hills, with the territory uneasily shared by the locals from various towns and villages.&lt;br /&gt;
&lt;br /&gt;
The King&#039;s Road passes through the levelest course available in Vagabond&#039;s Echo, including an area that looks as if magic were used to carve a clear course.&lt;br /&gt;
&lt;br /&gt;
==Farmed Hills==&lt;br /&gt;
&lt;br /&gt;
These hills are well farmed, and show old irrigation channels indicating they have been farmed for a great stretch of time.&lt;br /&gt;
&lt;br /&gt;
==Ragnar&#039;s Peak==&lt;br /&gt;
&lt;br /&gt;
The single tallest peak for thousands of miles Ragnar&#039;s peak is named after the famed &amp;quot;King of the High Hills&amp;quot; who reigned here hundreds of years ago. Ragnar is most famous for being the last of the &amp;quot;Great Kings&amp;quot; before the empire begin to rapidly fall apart.&lt;br /&gt;
&lt;br /&gt;
The peak is home to few creatures, some scattered woodsmen and a band of monsters here and there. It is said the peak was once home to a vast Aarakocra aerie.&lt;br /&gt;
&lt;br /&gt;
SECRET: The hero buried at Jaeger&#039;s Point is the grandson of King Ragnar.&lt;br /&gt;
&lt;br /&gt;
==Baskan Range==&lt;br /&gt;
&lt;br /&gt;
The Baskan&#039;s are a high, inhospitable place. With the exception of Tomb Pass the range is extremely difficult to navigate. Any one brave and hardy enough to face the mountain&#039;s will find the mountains home to seemingly countless quarreling tribes of goblinoids. The mountains are also extraordinarily rich in mineral deposits.&lt;br /&gt;
&lt;br /&gt;
Long ago the Range was home to Dwarves, but they are long gone from sight. The ruins of their realm dot the mountains.&lt;br /&gt;
&lt;br /&gt;
==Baskan Range==&lt;br /&gt;
&lt;br /&gt;
The Baskan&#039;s are a high, inhospitable place. With the exception of Tomb Pass the range is extremely difficult to navigate. Any one brave and hardy enough to face the mountain&#039;s will find the mountains home to seemingly countless quarreling tribes of goblinoids. The mountains are also extraordinarily rich in mineral deposits.&lt;br /&gt;
&lt;br /&gt;
Long ago the Range was home to Dwarves, but they are long gone from sight. The ruins of their realm dot the mountains.&lt;br /&gt;
&lt;br /&gt;
=8=&lt;br /&gt;
&lt;br /&gt;
==A Cold Swamp==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Desolate Fields==&lt;br /&gt;
&lt;br /&gt;
The abandoned farm land here begins to give way to resurgent forest.  Wild animals are the major threat here, followed by outlaws passing through to richer pickings.&lt;br /&gt;
&lt;br /&gt;
==Silkweed Plantation==&lt;br /&gt;
&lt;br /&gt;
The ruins of a manor farm house, of the sort a noble or wealthy merchant might own, occupy the center of this area. Fallow fields overgrown with silkweed surround it. There are an abundance of large, healthy insects and serpents in the fields who hunt animals that come for the grains and vegetables that grow wild closer to the ruins.&lt;br /&gt;
&lt;br /&gt;
Inside, the ruins host a colony of giant, intelligent spiders who search endlessly for a way out of the haunted estate that has become a prison as much as a home.&lt;br /&gt;
&lt;br /&gt;
==Hills Flanking Delnar==&lt;br /&gt;
&lt;br /&gt;
Here low rolling hills flank the River Delnar, creating an ideal site for farmland if anyone would bother. The remains of farmsteds can be found throughout the area. Once settled the newcomers invariably leave for within a generation for reasons they keep to themselves.&lt;br /&gt;
&lt;br /&gt;
Only one creature makes this area it&#039;s home. A monstrously huge, powerfully ugly and astoundingly dim-witted Troll.&lt;br /&gt;
&lt;br /&gt;
==The village of Floorboards.==&lt;br /&gt;
&lt;br /&gt;
Population: ~150&lt;br /&gt;
Major trade: Fishing&lt;br /&gt;
Government: Lord Anglethorn&lt;br /&gt;
&lt;br /&gt;
Floorboards is a small fishing community on the banks of the River Delnar. Somewhat prosperous but suffering under high taxes and the heavy hand of the local sheriff. Floorboards boasts a small tavern and a very skilled master glassblower.&lt;br /&gt;
&lt;br /&gt;
In recent months the town has been plagued by a werewolf.&lt;br /&gt;
&lt;br /&gt;
Scholar Artemis Thorn is staying at the village tavern. He is taking drawings of the remaining statues on the bridge, and avoiding the sherrif as much as possible for some reason.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Quziyak==&lt;br /&gt;
&lt;br /&gt;
Quiziyak is large wall city. It&#039;s home to a zillion subject. King Road goes throw it. Some of the landmarks in the city includes the following:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Queen Annabelle&#039;s Castle&lt;br /&gt;
&lt;br /&gt;
In the center of the wall city is the castle of Queen Annabelle. Annabelle is being getting critics for claiming that hatred is done by magic from the dessert. Annabelle been trying to get adventurers to defeat Al-Jazeera and proof her point. Beside trying to get red of Al-Jazeera, Annabelle is backing Windhook&#039;s large taxes--as she believes she&#039;s the cousin of the previous king. Baron Tyran Bellicose doesn&#039;t believe her story and consider her to a pain in the--for lack of better universe words--&amp;quot;a royal pain in the royal neck.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Temple of the Planes:&lt;br /&gt;
&lt;br /&gt;
This temple contains portals that lead to many different planes in the universe.&lt;br /&gt;
&lt;br /&gt;
Stergur&#039;s Library:&lt;br /&gt;
&lt;br /&gt;
Looking for a book? It doesn&#039;t matter if you looking a recent new scroll or some so ancient that it was only written by a god or goddess: Stergur, the most famous wizard has it all.&lt;br /&gt;
&lt;br /&gt;
Eyen&#039;s Inn:&lt;br /&gt;
&lt;br /&gt;
The largest inn in city. Eyen, a dragon in human form, is on a mission from a far-away dragon land to study the land. It has a dinner theater room. The theater writes plays. The most recent plays had been the following:&lt;br /&gt;
&lt;br /&gt;
1. &amp;quot;High Death For A Water Creature&amp;quot;, which tells how Sirena died&lt;br /&gt;
2. &amp;quot;Ona and Kort&amp;quot;, which deals with the long feud between Kortoniara &amp;amp; Onsamiath&lt;br /&gt;
3. &amp;quot;Anna, the Good Queen&amp;quot;, a play about Anna. It&#039;s becoming infamous for treating Baron Tyran Bellicose as so dumb that he makes a &amp;quot;dumb orc smart&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Farmed Hills==&lt;br /&gt;
&lt;br /&gt;
These hills are well farmed, and show old irrigation channels indicating they have been farmed for a great stretch of time.&lt;br /&gt;
&lt;br /&gt;
==Withaive hills==&lt;br /&gt;
&lt;br /&gt;
Here, west of Hobb&#039;s shire, the gentle rolling foothills of the Baskan Mountains begin in ernest. Two small towns nestle in the hills below Ragnar&#039;s Peak, both competing for the rich mineral resources of the nearby mountains. Recently the mood has grown grim as the citizens of each town have grown ever more distrustful of their neighbors. Unheard of before the townsfolk have started raiding each other, so far only a few buildings have burned but the situation is getting worse by the day.&lt;br /&gt;
&lt;br /&gt;
SECRET: the recent conflicts are the result of the waves of hatred and paranoia coming from the desert in the west.&lt;br /&gt;
&lt;br /&gt;
==The Southern Gate==&lt;br /&gt;
&lt;br /&gt;
A small community remains within the remnants of a walled city.  Primarily made up of traveler services, the Southern Gate is named for the one remaining gate that stands in the wall, facing the Final Road, which sends an offshoot up through this community.&lt;br /&gt;
&lt;br /&gt;
The community is deeply jealous of the mining wealth of its northern neighbors, but lacks the strength to do anything about it.  Most of the able bodied and quick witted children of the Southern Gate leave with travelers and caravans passing through, or head north to work in the mines.&lt;br /&gt;
&lt;br /&gt;
Due to the desperation, the Splendor&#039;s influence is strong here, with families offering children to the service of the temple-city and priests given free access to the ruins and the extensive catacombs beneath the community.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=9=&lt;br /&gt;
&lt;br /&gt;
==Red Woods==&lt;br /&gt;
&lt;br /&gt;
This region is a dense needleleaf forest intermixed with bogs. Originally inhabited by small villages of wood elves and shifters, the recent incursion of a covey of hags* and their lycantropic minions have pushed the elves back to Ionavalon. The shifters remain and fight a low intensity war with the hag. The shifters, led by a werebear, are allied with treants, dryads, wood woads and local spirits; while the hags command many plant creatures (shamblers, battlebriars, assassin vines, predatory vines and vine horrors), otyughs, a tribe of werewolves and a group of trolls from the Black Muskeg 8.1, a cold swamp to the west.&lt;br /&gt;
&lt;br /&gt;
Secret: Deep below the Red Woods is a bound deity of rot and corruption whom the hags seek to revive.&lt;br /&gt;
&lt;br /&gt;
*Two green hags and an annis.&lt;br /&gt;
&lt;br /&gt;
==Highlands of Erenby==&lt;br /&gt;
&lt;br /&gt;
A spur of small, densely wooded mountains, an offshoot of the Vagabonds, separates the Red Woods and the Heartwood Forest. The source of the Sadhur bubbles up under a lake located on a high plateau here, and falls down towards Ionavalon to the east. (See the description of [[#Ionavalon|10.2]] for more details on the Sadhur.)&lt;br /&gt;
&lt;br /&gt;
A traveller who braves the slopes to find the lake will be struck by the beauty as the sun strikes its crystal waters, casting shimmering light everywhere. It may be this very beauty that caused unknown hands to raise a temple on its shores. Long abandoned, locals can not recall who built it or who it was dedicated to. Wind and rain have obliterated carvings that may have given a clue to the answer, but a single statue remains that retains enough of its form to tell that the deity was at least humanoid in form; all other features -- race, age, gender -- have been since lost to the elements.&lt;br /&gt;
&lt;br /&gt;
==Heartwood Forest, cont==&lt;br /&gt;
&lt;br /&gt;
Here the Heartwood covers the land with think trees and heavy undergrowth. Still the forest has a groomed quality, belying the influence of the nearby elves.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Forest==&lt;br /&gt;
&lt;br /&gt;
The forest is thin on these rolling hills, and the river Delnar meanders through the dales.&lt;br /&gt;
&lt;br /&gt;
==Farmland==&lt;br /&gt;
&lt;br /&gt;
Though sparsely populated, this area has been cleared of major vegetation, and the local inhabitants have made use of the waters of the Delnar in order to provide irrigation for the fields that now cover the landscape.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 8==&lt;br /&gt;
&lt;br /&gt;
==Grasslands==&lt;br /&gt;
&lt;br /&gt;
Rolling grasslands broken only occasionally by sparse clumps of trees mark this section of Old Kings&#039; Road.&lt;br /&gt;
&lt;br /&gt;
==Ore Road==&lt;br /&gt;
&lt;br /&gt;
Here a small road leads from the nearby mining towns to Hob&#039;s shire, where they meet merchants to sell their ore.&lt;br /&gt;
&lt;br /&gt;
The road has become dangerous of late as the guards the mining towns used to patrol the path have been recalled to fight their internal struggle. A group of Hobgoblins, drawn to the area by tales of glory from their people&#039;s history, has made camp in the area.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 11==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=10=&lt;br /&gt;
&lt;br /&gt;
==The Heartwood==&lt;br /&gt;
&lt;br /&gt;
Here the Heartwood is thick and lush, groomed and beautiful. This area is rumored to be under the protection of Unicorn who the Elves of Ionavalon often consult.&lt;br /&gt;
&lt;br /&gt;
Few evil beings dare enter this portion of the forest, but from time to time the Unicorn will be forced to deal harshly with intruders.&lt;br /&gt;
&lt;br /&gt;
Most recently a band of Gnolls, under pay from the Hags in the Red Woods has been causing some head aches, the Unicorn has been considering asking the elves, or perhaps a group of adventurers, for help.&lt;br /&gt;
&lt;br /&gt;
==Ionavalon==&lt;br /&gt;
&lt;br /&gt;
In a forest glade lies Ionavalon, Citadel of Dreyal, Queen of the Bright Elves of Heartwood. The Citadel sits on the Sadhur River, which flows out of the Highlands of Erenby to the west and joins the Delnar further east.&lt;br /&gt;
&lt;br /&gt;
Ionavalon is not so much built as grown, through careful cultivation and tending of the forest-and a small amount of magic as well. Similar, though much smaller, houses surround it on all sides.&lt;br /&gt;
&lt;br /&gt;
Though the Bright Elves have dwelt in Heartwood since before the coming of other races, throughout their history they have sought neither to expand their holdings or conquer others, but have been content to merely keep and watch over their small territory. They do not often seek contact with outsiders, but are welcoming to those of good heart who find themselves in the Heartwood.&lt;br /&gt;
&lt;br /&gt;
==The Deepening Forest==&lt;br /&gt;
&lt;br /&gt;
The forests south of Iovanalon deepen and thicken, blocking out the sun in places. Eventually, the woods grow nearly impenetrable as travelers approach the Skittering Dark.&lt;br /&gt;
&lt;br /&gt;
==The Skittering Dark==&lt;br /&gt;
&lt;br /&gt;
A section of deep forest no longer traveled by local huntsman and trappers after a wave of disappearances a few years ago. Foresters keep their distance and speak of the unnaturally large insects and spiders which give this area its name.&lt;br /&gt;
&lt;br /&gt;
SECRET:&lt;br /&gt;
&lt;br /&gt;
Actually it&#039;s just spiders. They have multiplied in this area under the influence of a Shrine to Lolth. A Drow priestess emerged from the Underdark to build the shrine here because of ancient magical power in the location. This is due to an ancient temple to a fallen god (or primordial) which resonates with magical power for those who can claim it.&lt;br /&gt;
&lt;br /&gt;
After building the shrine, the priestess contracted with Duergar to construct a temple around it. Their hatred for the surface world has made this process painfully slow, but she does not have the means to do the stonework herself. There is a seemingly innocuous forested hill cave in this hex, which is deceptively deep and acts as the highway to the Underdark which brings the Duergar workers to the surface. The path between here and the temple itself has become increasingly well-worn over the years.&lt;br /&gt;
&lt;br /&gt;
Hazards: giant spiders (including demonic variants), duergar parties, the long-buried temple beneath the shrine (now with surrounded by the skeleton of its own temple under construction), a passageway to the Underdark and all that it contains...&lt;br /&gt;
&lt;br /&gt;
==Delnar River==&lt;br /&gt;
&lt;br /&gt;
The Delnar River passes just south of the Skittering Dark.&lt;br /&gt;
&lt;br /&gt;
South of the river is fertile grassland with scattered groups of ranchers and herders being the major occupants. North is the deep ominous forest.&lt;br /&gt;
&lt;br /&gt;
Between the river and the Skittering Dark, however, is a line of imposingly large stone menhirs whose origin is unknown. They are hewn from granite which is obviously not local to the area, and each one weighs several tons, so whoever originally placed them went to a lot of trouble to do so.&lt;br /&gt;
&lt;br /&gt;
Magical runes glow on the menhirs in unpredictable patterns that change as the weather shifts. The monuments otherwise don&#039;t appear to actually do anything.&lt;br /&gt;
&lt;br /&gt;
Theories abound as to what they are, who originally placed them, and what purpose they have. Popular stories include: they keep the Delnar river from shifting its course South, they prevent evil things in the Skittering Dark from moving south across the river, and they predict the weather in advance, if only someone knew how to read them.&lt;br /&gt;
&lt;br /&gt;
This part of the forest was never cleared, even though it approaches close to the north of Wheatsea. People often hunt wild animals up to the riverbank, but are superstitious about crossing to the north. Hunters tell tall tales of spiders the size of rats north of the river, but few people believe them in the taverns of Wheatsea.&lt;br /&gt;
&lt;br /&gt;
==Wheatsea==&lt;br /&gt;
&lt;br /&gt;
Situated in the midst of farmland, Wheatsea is a thriving city that enjoys the advantages of its location.&lt;br /&gt;
&lt;br /&gt;
In addition to its sizable human population, Wheatsea hosts a number of elves and half elves.  The elves arrived during the founding of the city, wandering away from a homeland they were cast out of, and agreeing to aid the fledgling city in exchange for a place to live.&lt;br /&gt;
&lt;br /&gt;
Human industry at building and farming combined with elven baking has led to Wheatsea being a valuable strategic resource for the local government.&lt;br /&gt;
&lt;br /&gt;
A supply road runs from Wheatsea to Bellicose Castle.&lt;br /&gt;
&lt;br /&gt;
==Tournament Grounds==&lt;br /&gt;
&lt;br /&gt;
This area of gently rolling hills and lush grass is empty most of the time but every five years it plays host to the Grand Tournament, a fantastic contest of jousting, melee, archery and nearly every game and competition imaginable. Warriors, fame seekers, and spectators come from nearly every land to take part. Around the Tournament a huge carnival takes place, playing host to every entertainment imaginable. It&#039;s a week that people look forward to for years before and talk about for years after.&lt;br /&gt;
&lt;br /&gt;
==UWallach&#039;s Fields==&lt;br /&gt;
&lt;br /&gt;
This region was held by Lady Wallach for a time during the Winter Siege; it contains the sites where her armies camped while they laid siege to Castle Bellicose. Though they were ultimately thrown back by the armies of King Bellicose, monuments were erected along the King&#039;s Road marking the locations of the various brigades and battalions.&lt;br /&gt;
&lt;br /&gt;
==Hobs Shire==&lt;br /&gt;
&lt;br /&gt;
Named for the infestation of hobgoblins that long ago kept this fertile land from being used, numerous hamlets and villages crowd in to take advantage of the pleasing fruit trees and good growing conditions.&lt;br /&gt;
&lt;br /&gt;
Notable settlements include Apple Hall, Cherry Pond, and Kaitlen&#039;s Walk.  These small communities offer up a &amp;quot;fair&amp;quot; share of their bounty to the Splendor, with most of the rest going to secular leaders.  Still, there is enough to avoid starvation during all but the worst growing seasons.&lt;br /&gt;
&lt;br /&gt;
Dangers of Hobs Shire include cults that worship the native gods, including the alien and twisted fertility goddess (and goddess of centipedes and other such creatures) that the hobgoblins once venerated.  There are also a few degenerate communities where human and hobgoblin blood have mixed.&lt;br /&gt;
&lt;br /&gt;
Marisee the Peddlar travels in the rural communities around the shire, and can be found anywhere within 2 hexes of this one. Occasionally, she goes past those boundaries, but never into the bigger cities, such as Splendor. How she has managed to survive alone in these travels for the last decade is unknown, though many an isolated hamlet has appreciated a visit.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 10==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 11==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=11=&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 1==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Dragon Hollow==&lt;br /&gt;
&lt;br /&gt;
Near the Eastern edge of the Heartwood Forest lies the petrified bones of a great Red Dragon, half-buried in a hill-side. The origin of the bones have been lost even in legend, but it is said that under the lies what was once the great horde of the Dragon, waiting to be claimed by one brave enough. Even still, very few people find reason to approach the site, as few who go ever return.&lt;br /&gt;
&lt;br /&gt;
SECRET: The hill is, in fact, the home-base for the Bardinian Rangers, a group of primarily Human and Half-Elf outcasts who have withdrawn from society to roam the Wilderness.&lt;br /&gt;
&lt;br /&gt;
The Rangers are, for the most part, good folk, and hold an uneasy truce with the Elves of Lonavalon, mostly ignoring each other. The Rangers are made up of people of many different skill sets. From actual Rangers and Druids, to Artisans and Bards.&lt;br /&gt;
&lt;br /&gt;
The lair of the Rangers is accessed through the mouth of the dragon, and includes an underground stream and many large Caverns.&lt;br /&gt;
&lt;br /&gt;
The area around the hill is well-defended, and the main reason few return is that those who have found the lair never leave, being required to join the Rangers.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Farmland==&lt;br /&gt;
&lt;br /&gt;
The Delnar spills out of the hills into fertile plains. Both Wheatsea and Aelwyd graze their herds on the flood plain during summer, and outlying farms of Wheatsea grow arable crops south of the river.&lt;br /&gt;
&lt;br /&gt;
==Farmland==&lt;br /&gt;
&lt;br /&gt;
This entire area is given over to farmland to feed the City of Bellaca. The Farmers in this area are forever annoyed at what they consider low prices of grain in Bellaca. The grumbling has gotten louder of late with some farmers talking about withholding grain or selling it elsewhere.&lt;br /&gt;
&lt;br /&gt;
==Bellicose Castle==&lt;br /&gt;
&lt;br /&gt;
The current Lord of the area, Baron Tyran Bellicose, lives in a mighty fortress overlooking the Old King&#039;s Road. He is a iron-fisted Lord in many respects, but fair. He does not tolerate disobedience, dealing harshly with any sort of challenge to his authourity, but he doesn&#039;t squeeze the locals mercilessly and deals squarely with all regarding taxes, treaties and the like, so he is generally well respected, if not actively adored, by his subjects.&lt;br /&gt;
&lt;br /&gt;
Recently, however, these subjects have started to adopt a much more aggressive attitude towards the Baron&#039;s soldiers and tax-collectors, and in some areas, such as the Withaive hills, they&#039;ve actually dared to attack them. The Baron grows increasinlgy paranoid that a usurper is working behind the scenes to incite the people against him and remove him from power. Perhaps one of his brothers or maybe his son. His spys are even now keeping tabs on his entire family.&lt;br /&gt;
&lt;br /&gt;
Perhaps he has been too soft on the commoners and needs to visit such destruction on these Winterhaivian rebels so as to leave no doubt about his power and then, maybe, he&#039;ll figure out who in his family is responsible for stirring them up and deal with them in turn...&lt;br /&gt;
&lt;br /&gt;
==Crossroads==&lt;br /&gt;
&lt;br /&gt;
A crossroads exists here where Old King&#039;s Road meets roads leading south towards Splendor and north towards Aerth Aelwyd and the Vagabond Mountains.&lt;br /&gt;
&lt;br /&gt;
==Grasslands==&lt;br /&gt;
&lt;br /&gt;
East of Hob&#039;s Shire, the land is uncultivated grasslands verging on the forests of Ehlonna&#039;s Splendor.&lt;br /&gt;
&lt;br /&gt;
==Ehlonna&#039;s Splendor==&lt;br /&gt;
&lt;br /&gt;
Situated amongst lightly forested areas giving way to meadows is a grand, open air temple-city dedicated to nature and fertility. Several regional gods and goddesses have representations among the statuary, with the current primary goddess venerated being Ehlonna.&lt;br /&gt;
&lt;br /&gt;
Near by communities pay tithes to receive the blessings of fertility and good hunting. The priests who serve in the Splendor (as the temple-city is called) serve as unofficial advisors to many nearby governments.&lt;br /&gt;
&lt;br /&gt;
While the surface of life there is focused on the business of venerating the deities and serving surrounding communities, as well as educating the next generation of priests and priestesses, there is constant rivalry between the loose and conflicting hierarchies of worship. Schisms and heresies occur beneath the surface, occasionally erupting to the surface in the prayer sessions and scriptural study that makes up civic discourse for the Splendor.&lt;br /&gt;
&lt;br /&gt;
Rumor has it that the reach of the Splendor was once far greater, and that the desert south of Windhook was blighted into its current form by the priestesses of that time. To those spreading this rumor, the current arrangement of gods--especially with Ehlonna as chief goddess--is a compromise that purposefully cripples the power of the Splendor.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=12=&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 1==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Delnar Woods==&lt;br /&gt;
&lt;br /&gt;
Though the river does not touch these woods, save for a few small streams and creaks that split off of the main body, it shares the namesake.  A few logging communities work in these woods, feeding lumber to those nearby.  It is dangerous work, as the trees are hardy and often resist being chopped down through means not always natural.&lt;br /&gt;
&lt;br /&gt;
SECRET: A group of druids died to preserve the natural divinity of this place from a wizard eager for its power.  Their spirits have infused the woods, creating treants, dryads, and other arboreal creatures to continue protecting the slumbering divinity and its power.&lt;br /&gt;
&lt;br /&gt;
==Delnar Woods==&lt;br /&gt;
&lt;br /&gt;
The Delnar Woods thin here, as centuries of logging causes the trees to slowly give way to the rolling hills around Arth Aelwyd.&lt;br /&gt;
&lt;br /&gt;
==Arth Aelwyd, the Hollow Hill Inn==&lt;br /&gt;
&lt;br /&gt;
There is a bend in the Delnar River where it takes a turn to the west around a single, low hill. Formally named Arth Aelwyd, it is oft called simply the Hollow Hill after the riverside inn that has been built inside it by the Strongberry Halflings (they are also known for their potent wine, and they tend a small but productive vineyard in the vicinity as well). It is a pleasant stopping place for those journeying through the area-as long as one doesn’t inquire of their hosts why they have chosen to dwell so far from established Halfling territory, or venture into the lower levels of the Hollow Hill.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Bellaca==&lt;br /&gt;
&lt;br /&gt;
The effective capital city of the region is intensely loyal (at least in appearance) to its native son and inheritor to ancestral rule, Baron Tyron Bellicose.  This city is also the edge of the Splendor&#039;s influence, with a few priests and representatives sitting on the council of nobles that manage details that the Baron does not care to.&lt;br /&gt;
&lt;br /&gt;
Soldiers of the Baron not in his fortress are often here, and there are barracks within the city.  Parades of the soldiers are quite common.&lt;br /&gt;
&lt;br /&gt;
Recently, however, the unrest has come here.  Not in the form of outright rebellion from the citizens, but in mysterious acts of vandalism and petty violence that has set the city on edge against outsiders.&lt;br /&gt;
&lt;br /&gt;
==Bandit Run==&lt;br /&gt;
In this hex the Old King&#039;s Road travels just past the foothills of the Dragon Back Mountains. Trade along this route is continually hampered by bandit gangs. The many caves that riddle this broken region are perfect for temporary hideouts, making the area chronically lawless.&lt;br /&gt;
&lt;br /&gt;
Merchants rarely travel this route unless absolutely necessary, cutting off most trade to the East, isolating the region and promoting the abandonment of smaller settlements inland of the more bustling regions to the West.&lt;br /&gt;
&lt;br /&gt;
The bandits are virtually immune from the law, but are still kept in check by dwindling targets, inter-gang warfare and occasional raids by goblinoid tribes from the larger mountains extending Southeast. The gangs have become increasingly desperate in recent years and their highway robberies have evolved to murderous, pillaging raids farther afield. Their targets have expanded to small settlements for several hexes around.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 9==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 10==&lt;br /&gt;
&lt;br /&gt;
==Unnamed Meadow==&lt;br /&gt;
&lt;br /&gt;
An unnamed empty meadow. It&#039;s lovely, and there are wildflowers.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=13=&lt;br /&gt;
&lt;br /&gt;
==Hermago Heights==&lt;br /&gt;
&lt;br /&gt;
The lowest peaks of the Vagabond range, covered in evergreens save for the gray tips. Isolated and unexplored wilderness and rumored to be the home of the lost and untamed, and some say primordially bestial ancestors, of the elves. Recently, somewhere within the range a hive of giant wasps has begun construction...these flying beasts have begun terrorizing those who come to close and nearby settlements and might be driving out the primordial elves...whose shadows have begun being spotted in the south and to the west.&lt;br /&gt;
&lt;br /&gt;
==Kaunite&#039;s Peak==&lt;br /&gt;
&lt;br /&gt;
Part of the Vagabond mountain range, the peak is a tall mountain surrounded by its siblings whose natural springs and melting caps feed the Delnar Falls and River. Along these high streams near where the waters gather a number of mill hamlets have sprung and over time may connect into a city in on the slope of the high mountain, not often traveled to from beyond in part both to the fey creatures at the bottom of the falls and the terrible things that sleep deep in the mountain. While the lower platueas of this peak are lush with flora, fauna, and small civilization, the caverns beneath the mountain feed into a foul and monstrous worm nest, sometimes the hunting ground of a civilization not yet seen so deep in the ground that it is the perfect inverse of Kaunite&#039;s Peak.&lt;br /&gt;
&lt;br /&gt;
3 main Milling hamlets: Morrisston, Valenshold, Nearfall.&lt;br /&gt;
&lt;br /&gt;
Features: Mountainside, worm caverns, Kaunite&#039;s Depths undercity.&lt;br /&gt;
&lt;br /&gt;
==Delnar Falls==&lt;br /&gt;
&lt;br /&gt;
Here, the river Delnar tumbles down from its high mountain vale to the plains. The area is known for its prosperous mountainside forest, populated by fey things and containing many herbs sought by human mages and apothecaries. Beyond the waterfalls, an entrance leads into a system of caverns (naturally!).&lt;br /&gt;
&lt;br /&gt;
==Forests Flank Delnar==&lt;br /&gt;
&lt;br /&gt;
Heavy forest flanks the banks of the Delnar in this region, providing refuge for numerous herbivores but also cover for those creatures that hunt them.&lt;br /&gt;
&lt;br /&gt;
(Encounters: Packs of wolves and occasionally 2-3 dire wolves, herds of deer, solitary bears, goblinoid hunting party)&lt;br /&gt;
&lt;br /&gt;
==Spire Lake==&lt;br /&gt;
&lt;br /&gt;
In the foothills, the Delnar river spills into a valley lake. The forests reach the north shore, but to the south is open hillside where halfling shepherds can often be seen leading their flocks. The lake itself it flat and calm, almost having a mirror surface except when whipped up by an autumn wind. Near the centre of the lake, a cracked stone spire breaks the surface. The druid Aedelraed knows its history, but is rarely seen these days.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 8==&lt;br /&gt;
&lt;br /&gt;
==Foothills==&lt;br /&gt;
&lt;br /&gt;
The King&#039;s road connects Broken Cart with the west, although the road has fallen into disrepair and few merchants will risk the bandits to the west.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 10==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 11==&lt;br /&gt;
&lt;br /&gt;
==Badlands==&lt;br /&gt;
&lt;br /&gt;
the verdant meadows abruptly give way after 12.11, giving way to rocky highlands, and later badlands formed by the volcanic south. &lt;br /&gt;
&lt;br /&gt;
of particular prominence is a high-walled ravine, where the ancient highway called Tiamat&#039;s Gullet starts, marking the safest route through the volcanic southern mountains (eventually hooks up with 15.12).&lt;br /&gt;
&lt;br /&gt;
Belleca is in talks with Splendor to consder linking Tiamat&#039;s Gullet to the main roads&lt;br /&gt;
&lt;br /&gt;
=14=&lt;br /&gt;
&lt;br /&gt;
==The Charred Ridge==&lt;br /&gt;
&lt;br /&gt;
A section of the Vagabond mountain range with few distinguishing peaks or passes. Named for the damage done during past volcanic activity that has left the range looking singed. A few settlements eek out existence in the foot hills, under the heel of bandits who find the desolate mountains excellent for a base of operation.&lt;br /&gt;
&lt;br /&gt;
==Abandoned silver mines==&lt;br /&gt;
&lt;br /&gt;
The mountains next to Kaunite&#039;s Peak used to contain rich veins of silver but almost all of these mines were exhausted a generation ago. The mine were then abandoned and the human and dwarven miners moved on to other parts. The area is studded with ghost towns built during the first rush and now empty. There are occasional rumors of miner&#039;s treasure hidden up in the mountains or a vein that wasn&#039;t completely mined out but investigating these rumors is dangerous as several tribes of goblins have moved into the area.&lt;br /&gt;
&lt;br /&gt;
When the area was populated it was home to several gangs of bandits. The largest of these, the Red Jacks, were eventually all caught and hung but they died without telling where their loot was stored.&lt;br /&gt;
&lt;br /&gt;
Terrain type: Mountainous/conifer forest &lt;br /&gt;
Settlements: Calamity (abandoned)&lt;br /&gt;
Encounter ideas: Goblins in abandoned mine, ghosts of miners, old prospector, bandits&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Goblin Village==&lt;br /&gt;
&lt;br /&gt;
In this area, goblins have cleared some of the woods to build a village where they tend to barely domesticated boars and fend off natural predators from the nearby woods. Their youth occasionally get swept up in war parties, but generally the village keeps to itself. On occasion, human or elven travelers enter the area and spot the village. The goblins deal with these individuals as best they can, fearing revelation.&lt;br /&gt;
&lt;br /&gt;
It is generally known that goblins and such creatures exist in the area, but most aren&#039;t aware of the permanent settlement.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Broken Cart Tavern==&lt;br /&gt;
&lt;br /&gt;
This section of the road is treacherous and not as well maintained as it was when the border was more seriously contested.  Away from most settlements, a traveler&#039;s tavern provides for the needs of the soldiers and others who come by this way.  The son of the owner is quite handy at repairing the damage done to wagons and other vehicles that pass through this unpleasant stretch of road, while his twin sister is excellent at mending travel worn garments and performing repairs on smaller goods, from knives to ancient books that need to be meticulously pieced together again.&lt;br /&gt;
&lt;br /&gt;
==Dragon Back Mountains==&lt;br /&gt;
&lt;br /&gt;
==Dawn&#039;s Shame==&lt;br /&gt;
&lt;br /&gt;
This city on a hill is renowned for its delights.  The splendid sunrises are the least of them, and one really seen by the soldiers and adventurers who come to Dawn&#039;s Shame.  In addition to ways to spend a day&#039;s wage in a few minutes, the city hosts tournaments and bloodsport of all sort.  No impulse is without its outlet at Dawn&#039;s Shame.&lt;br /&gt;
&lt;br /&gt;
Even those who seek forbidden lore can appease their hunger in the libraries, or delve into the ancient structures the riddle the hills and mountains around the city.&lt;br /&gt;
&lt;br /&gt;
The city itself is built on the highest hill, with a few satellite towns and villages that aid in supporting it.&lt;br /&gt;
&lt;br /&gt;
==Basalt Crags==&lt;br /&gt;
&lt;br /&gt;
These mountains are rough black volcanic rock, with many cliffs and loose slopes formed of ash and pumice. Only an experienced mountaineer could cross this region.&lt;br /&gt;
&lt;br /&gt;
==Tiamat&#039;s Gullet==&lt;br /&gt;
&lt;br /&gt;
The fissure formed by the volcano at 15.12 cleaves through the basalt crags, making a passable road from east to west.&lt;br /&gt;
&lt;br /&gt;
=15=&lt;br /&gt;
&lt;br /&gt;
==Horn Holds==&lt;br /&gt;
&lt;br /&gt;
The remains of a large stratovolcano that erupted cataclysmically many years ago. The collapsed cone formed a lake in the caldera with an island in the middle. This island serves as the main entrance to the Horn Hold, a dwarven settlement renowned for thier metal smithing. Deep within the old lava tubes and vents are veins of rare and wonderful metals and minerals.&lt;br /&gt;
&lt;br /&gt;
The dwarves have not mapped all of the tunnels as of yet and will not in the near future as long range exploration parties have come under attack from worm like creatures. It is quite possible that due to past seismic activity fissures and magam tunnels have made connections to the tunnels under Kaunite&#039;s Peak.&lt;br /&gt;
&lt;br /&gt;
Horn Hold is a fairly new dwarven settlement and is not as closed to outsiders as more established holds. Being founded by a priest of Moradin there is a strong religious feel to the city, and while areas are open to traders the wrokings of the foudaries and furnaces are strictly limited to the dwarves. The forges have made major advancements in metallurgy including the working of alloys of various metals* and treatments not used by humans.&lt;br /&gt;
&lt;br /&gt;
*Equvalent metals would be aluminum, nickel, manganese and magnesium.&lt;br /&gt;
&lt;br /&gt;
==The sheer cliffs==&lt;br /&gt;
&lt;br /&gt;
When the caldera was formed in volcanic eruption long ago, a portion of one of the neighboring mountains in the range was split in half, one half crumbling into the lake leaving the other as a sheer face along a long stretch of the Vagabond mountain range. In this region are treacherous mountain passes in the western portion, but in the northern and the eastern portion of the area there is stability. The lake town of Grabben&#039;s Shore is the primary source of trade to the hold across the lake, access to this fishing and trade town from the south is through a stable, if sometimes bandit laden, mountain pass that leads into the east Delnar Road.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Roamer&#039;s Woods==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 8==&lt;br /&gt;
&lt;br /&gt;
==Stone Fort==&lt;br /&gt;
&lt;br /&gt;
This point marks both the eastern end of Old King&#039;s Road as well as part of the historic border between this land and the Eastern Kingdoms. A small stone fort, manned but falling into disrepair, stands testament to this fact.&lt;br /&gt;
&lt;br /&gt;
Terrain type: Grassland (any forest that was once present has been cleared so as to provide an unobstructed view of the land on either side of the border).&lt;br /&gt;
Potential encounters: border raiders, smugglers, invading armies if the GM so wishes&lt;br /&gt;
&lt;br /&gt;
==Dragon Back Mountains==&lt;br /&gt;
&lt;br /&gt;
==Broken Pass==&lt;br /&gt;
&lt;br /&gt;
A well supported pass, complete with arched gates to hold it up, once stood here. Now it is in ruin, with broken statuary and architecture blocking the way through the mountains.&lt;br /&gt;
&lt;br /&gt;
==Tiamat&#039;s Gullet==&lt;br /&gt;
&lt;br /&gt;
A desolate valley road carved along a volcanic mountain range which stretches east to west, eventually joins up with the Dragon Back mountains, with spurs of black rock jutting up like feindish claws, lined with rivers and even &#039;lakes&#039; of molten lava that flow from the mountains. because of this hellish landscape, both the valley and centuries-old road are named for the Dragon Goddess&lt;br /&gt;
&lt;br /&gt;
but perilous as the Gullet is, the depradations of the Orange horde have awoken Algrim The Strong, A dwarven Death Knight. Algrim considers himself the undisputed warlord of the Gullet, and from the volcanic hall that was once his tomb, has begun to assemble an army of his own, bolstered by the walking dead, with wich he shall support his ally, Shan-Yur&lt;br /&gt;
&lt;br /&gt;
It is the hope of interested parties that somebody disrupt this alliance, and turn the two warlords against each other&lt;br /&gt;
&lt;br /&gt;
While it was (until recently) the safest route for pilgrims to reach the Monastery of the Celestial Dragon, the road through Tiamat&#039;s Gullet eventually swings north towards Broken Pass (and presumably, Dawn&#039;s Shame)&lt;br /&gt;
&lt;br /&gt;
=16=&lt;br /&gt;
&lt;br /&gt;
==Vagabond Mountains==&lt;br /&gt;
&lt;br /&gt;
It is rumoured that griffins make their homes among the peaks found in this otherwise uninhabited section of the Vagabonds.&lt;br /&gt;
&lt;br /&gt;
==The Keeper&#039;s Keep==&lt;br /&gt;
&lt;br /&gt;
Atop the highest mountain in the region, and in fact taking up most of the hex is a giant&#039;s keep. It has seven sides, one for each era of history plus another three for the eras said to come. The top of the walls are often surrounded by clouds which become more storm-laden the closer someone approaches. The walls are said to be seven miles thick, but no mortal has ever entered or left in known history. It is said that dragons have flown over the walls and have seen what lies in the courtyards and towers within, but they rarely speak of such things (for free). Climbers face many days of vertical ascent through a thunder storm on a wall with no real handholds. Others who have tried to fly over the walls have choked, breathless before reaching the top.&lt;br /&gt;
&lt;br /&gt;
Secret: Dragons, when pressed, will tell that the keep is filled with &#039;timelessness&#039; and know rumours of unobtainable treasures within.&lt;br /&gt;
&lt;br /&gt;
Secret: The Keeper is a giant who keeps people and things until they are needed at the end of time. The few people who live there cannot die, but they cannot leave.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Roamer&#039;s Woods==&lt;br /&gt;
&lt;br /&gt;
==Tower of Thorns==&lt;br /&gt;
&lt;br /&gt;
A dense forest starts in this area, extending up in a line of savage woods that civilization has not yet tamed (16.5 and 15.5).  It is known as Roamer&#039;s Woods.&lt;br /&gt;
&lt;br /&gt;
Fae creatures and elemental forces gather here, delighting in the mystic power that emanates from the Tower of Thorns: a school of sorcery and primal magic has stood since giants erected it at the behest of its founder.&lt;br /&gt;
&lt;br /&gt;
Roamer&#039;s Woods are expansive and confusing, with oddly intelligent animals and passages that lead into faerie worlds.  All of these serve to help conceal the Tower of Thorns from meddlesome fools and enemies.&lt;br /&gt;
&lt;br /&gt;
The Tower of Thorns accepts applicants in two ways.  Anyone with sufficient mystical skill to reach the Tower and gain entry is allowed to study.  It is not uncommon for wizards who have come by their power in more conventional ways to spend several years tutoring less experiences magic users while being instructed in the special spell craft of the Tower.  The other way is to be destined to reach the Tower.  Some who travel in the area seem pushed towards the tower instead of away from it, no matter what the obstacle.  These individuals gain entry by fate&#039;s decree and they provide the small classes that learn under the wizards who seek to unlock the secrets woven into the Tower&#039;s very structure.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==White Plains==&lt;br /&gt;
&lt;br /&gt;
This grassland was once the site of a massive battle with the Eastern Kingdom. Where is surrounding lands are fairly flat (16.7, 16.9 and 15.8) this area is hilly. All of the hills are fairly low and flat as they are man made. Huge barrows for all of the dead killed in the long forgotten battle. The bones of the weathered mounds have begun peaking through give the name, White Plains. Many non corporal undead roam this haunted region. Along with treasure hunters seeking ancient magical panoplies that are sure to be still buried here.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 9==&lt;br /&gt;
&lt;br /&gt;
==Fangula==&lt;br /&gt;
&lt;br /&gt;
A old city called Fangula sits. People who visit it had found nothing but a enough fog to give a dragon a chill. Anyone sent to Fangula at night disappears for ever--never to return!&lt;br /&gt;
&lt;br /&gt;
SECRET: Fangula is home town of evil monsters. Count Volexa is the latest monster ruler of this time. He tossed out the last ruler of town a werewolf. Fangula has been plotting on getting rid of all the humans and turning this country into a evil monster--for lack of better words--factory.&lt;br /&gt;
&lt;br /&gt;
==Dragon Back Mountains==&lt;br /&gt;
&lt;br /&gt;
==The Monastery of the Celestial Dragon==&lt;br /&gt;
&lt;br /&gt;
Located high in the spine of the Dragonback Mountains (which wind in a serpentine fashion through 14.9, 15.10, 15.11, 16.11 and 16.12) lies what was once the westernmost outpost of a sect of warrior-monks known as the &amp;quot;Order of the Celestial Dragon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Six years ago, however, the monastery was invaded by the &#039;Orange Horde,&#039; a massive nomadic tribe of Hobgoblin Warg Riders and ogres led by a cunning Ogre Mage named Shan Yur. The ogre has decided to establish the monastery as the center of a new empire and is gathering evil humanoids from all across the land to burgeon his armies. He has sent out ogre hunters to gather the most dangerous beasts and monsters to master and unleash upon his enemies.&lt;br /&gt;
&lt;br /&gt;
The monks were not all killed during the invasion, however, and many roam the lands trying to gather their strength to retake their home. In their desperation, they&#039;ve even begun training westerners and some of the non-human races in their mystical arts to bolster their numbers. Soon all the members of the order will gather with their new pupils and the Celestial Dragon will reach out to consume the hordes of Shan Yur...&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Hex_by_Hex&amp;diff=110068</id>
		<title>Hex by Hex</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Hex_by_Hex&amp;diff=110068"/>
		<updated>2009-05-29T21:19:47Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: /* Unclaimed 5 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;From this [http://forum.rpg.net/showthread.php?t=453831 thread], creating a 16 by 12 hex sandbox campaign setting.  This wikipage collects the entries and the  map:&lt;br /&gt;
&lt;br /&gt;
[[Image:sandbox2.png]]&lt;br /&gt;
&lt;br /&gt;
Map is created using [http://inkwellideas.com/?page_id=160 Hexographer] using this [[Hex_by_Hex:mapsource|source data]]&lt;br /&gt;
&lt;br /&gt;
=1=&lt;br /&gt;
&lt;br /&gt;
==Siren Tower==&lt;br /&gt;
&lt;br /&gt;
Siren Tower was home of the mermaids until Serina died from a back-stabbing air-creature. It&#039;s five floors above water and five floors below water--not counting the sea-level floor.&lt;br /&gt;
&lt;br /&gt;
Secret:&lt;br /&gt;
&lt;br /&gt;
The air-creature is a Harpy named Khersa. She&#039;s been using the tower has home while looking for treasures. Khersa was the one that killed Serina.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Andaur bay==&lt;br /&gt;
&lt;br /&gt;
The sleepy fishing village of Andaur lies in the shelter of Andaur bay, where the Feyline hills meet the sea. The bay has a gently sloped beach of brown sand and forms a natural harbour, but submerged rocks at the entrance make it suitable only for small boats.&lt;br /&gt;
&lt;br /&gt;
Smugglers wanting to avoid Windhook&#039;s taxes and harbour fees land here from time to time, welcomed by the locals for the silver they spend on poteen (a spirit made from potato or other root vegetables).&lt;br /&gt;
&lt;br /&gt;
Outside the bay, in deep water, lies the shipwreck of the Yellow Rose.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Aire&#039;ennyn==&lt;br /&gt;
&lt;br /&gt;
This is a massive coral fortress that lies in the waters a few miles away from the towering coastal cliffs of Jaeger&#039;s Point and serves as a border post for the sea elves who rule a small domain in the western ocean.&lt;br /&gt;
&lt;br /&gt;
The elves are very territorial but have been known to interact with the merchants of windhook and also to serve as guides-for-hire through the Dagger Reefs.&lt;br /&gt;
&lt;br /&gt;
==Dagger Reefs==&lt;br /&gt;
&lt;br /&gt;
Access to the harbour at nearby Windhook is treacherous through this region, and many an inattentive captain has found his ship wrecked on the rocks that lie just below the surface.&lt;br /&gt;
&lt;br /&gt;
==Harbor Approach==&lt;br /&gt;
&lt;br /&gt;
This is the safe passage to the Windhook harbors, avoiding the dagger reefs. The Great Desert of Ashok verges on the waters of the Windswept Sea here. This relatively constricted access to Windhook makes it an attractive area for pirates, so the Windhook governing employs a number of small, fast fighting ships to patrol the harbor approach. &lt;br /&gt;
&lt;br /&gt;
Still, one must always be on the lookout for cutthroats and privateers.&lt;br /&gt;
&lt;br /&gt;
==The Desert Wastes==&lt;br /&gt;
&lt;br /&gt;
Once a fertile grassland, in recent generations the Great Desert of Ashok to the west has encroached on this area, driving out the farmers who resided here. In their place, nomad tribes now prowl amongst the dunes and wind-blown ruins of past settlement.&lt;br /&gt;
&lt;br /&gt;
Though occasional oases may still be found here, voyaging further west into the heart of the desert is considered a dangerous proposition.&lt;br /&gt;
&lt;br /&gt;
==The Desert Wastes, Continued==&lt;br /&gt;
&lt;br /&gt;
The desert continues southwards here.&lt;br /&gt;
&lt;br /&gt;
==The Oasis of Esau==&lt;br /&gt;
&lt;br /&gt;
This unnaturally large oasis is the size of a small lake and fed by several fresh water springs that spring, seemingly magically, from a series of rocky outcroppings that poke out of the surrounding desert sands.&lt;br /&gt;
&lt;br /&gt;
It not only serves as an important water resource for all the creatures of the desert, but is also held sacred by the desert centaur tribes. They claim that it was created millenia ago when an ancient human prophet, leading his tribesman out of captivity from the south, smote the rocky outcroppings with his staff and presented the oasis as a treaty offering between his people and the centaurs.&lt;br /&gt;
&lt;br /&gt;
The Desert Centaur Tribes all meet and drink from the oasis, but none may fight, however much they may hate their tribal enemies. Non-centaur races are not allowed to drink from the oasis without first gaining the protection and escort of one of the centaur tribes. This can be obtained many ways and certain merchant caravans have long standing and profitable agreements with specific tribes to allow them to use the oasis on their trips north and south...&lt;br /&gt;
&lt;br /&gt;
=2=&lt;br /&gt;
&lt;br /&gt;
==Fayline Falls==&lt;br /&gt;
&lt;br /&gt;
This is a huge fall that makes Delnair Falls look like small potatoes. Behind the waterfall is a huge dungeon--about eight floors above and below the sea level--not counting the sea level entrance floor. In the center of the bottom eight sub-floor, lives a white dragon named Kortoniara. Kortoniara is a young dragoness who had a hatred for her teacher: Onsamiath. They is one thing she hates more then Onsamaith is the near-by werewolf and his skeleton pals. They had causing death of her monsters--usually for werewolf to use as food on his travel to Floorboard.&lt;br /&gt;
&lt;br /&gt;
Kortoniara appears to a shining example of dragonkind. She appears to a very large female dragon. Unlike most female dragon, she doesn&#039;t have a temper. Kortoniara has protected her home with the following monsters: succumbs, water elements, skeletons of dead sirens, a tribe of drows, and two beholders who in charge of her home&#039;s monster.&lt;br /&gt;
&lt;br /&gt;
Khersa has attacked this place many times--but the forces send her back.&lt;br /&gt;
&lt;br /&gt;
==Siren&#039;s Dam==&lt;br /&gt;
&lt;br /&gt;
Year ago, a famous mermaid Serina used magic to become a human. Serina had a rival with air creatures. One of them killed her. Her human lover researched mermaid death rituals and discover that the mermaids killed underwater would be cooked--while above the water, they would be buried. He built a dam on &lt;br /&gt;
Feyline river.&lt;br /&gt;
&lt;br /&gt;
The tomb is home to a crazy werewolf and his skeleton pals. This is the same werewolf that&#039;s been causing problems in Floorboards.&lt;br /&gt;
&lt;br /&gt;
The tomb/dam no longer fully contains the Feyline river.&lt;br /&gt;
&lt;br /&gt;
==Feyline Traders==&lt;br /&gt;
&lt;br /&gt;
The Feyline river flooded this area when the tome/dam first ceased to fully hold it back. A number of markets and trading outposts have opened here on top of the water ruined villages. Riverboats routinely make a course with exotic goods down towards Whitewater Junction.&lt;br /&gt;
&lt;br /&gt;
Many of these boats ask little from their passengers except the money of passage, and it is known that fugitives from northern communities as well as monsters able to masquerade as (demi)human make use of these boats to travel south to escape justice or find new victims.&lt;br /&gt;
&lt;br /&gt;
Exotic furs and preserved meats are what primarily get sent down. There is a strong trapper community living side by side with the merchants that ply the rivers. While the trapper camps and communities are mostly adjacent to this territory, there are a number of taverns and meeting halls amongst the market where the two mingle after discussing wares.&lt;br /&gt;
&lt;br /&gt;
Recently, a new sort of pelt, that seems to be actual gold, has been trickling in to the markets and the first few have just arrived to the south, to the delight of all involved.&lt;br /&gt;
&lt;br /&gt;
Half of Khersa&#039;s attacks had use the help of the werewolf and his skeleton pals.&lt;br /&gt;
&lt;br /&gt;
==Feyline hills==&lt;br /&gt;
&lt;br /&gt;
A dirt track known in Bachmaur as the coast road connects Bachmaur in the east with Andaur bay in the west. Travellers should beware of wolves that roam the area.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Jaeger&#039;s Point==&lt;br /&gt;
&lt;br /&gt;
This massive cliff is a mile wide, half a mile high and sheer except in the center where a massive carving of some hero of old juts out from the cliff face. Who he is and what he did is lost to antiquity, only his name remains.&lt;br /&gt;
&lt;br /&gt;
SECRET: The entire rock outcropping is only the face of a massive underground lair built as a fortress-tomb for the ancient warrior who saw his kingdom razed to the ground and his family slaughtered by usurpers before being slain himself. His followers managed to spirit his body away to his tomb along with that of his family, but their spirits never moved on and await the day when they can take back their kingdom and claim vengence on the descendants of their conquerers.&lt;br /&gt;
&lt;br /&gt;
Recently, faint emanations of paranoia and hate have reached his sleeping corpse and have revived him. As his power slowly grows, he sends forth sentinels of darkness to scout the land and prepare the way to reclaim his rightful throne...&lt;br /&gt;
&lt;br /&gt;
==Windhook==&lt;br /&gt;
&lt;br /&gt;
This thriving maritime settlement on the Great Windswept Sea bustles with members of all races and cultures, goods from a dozen lands, and no shortage of jobs for eager adventurers. Join a ship&#039;s crew and see new lands; escort a caravan to the interior, facing who knows what peril; sign on with a mercenary company to pacify rebellious settlements...the possibilities are endless.&lt;br /&gt;
&lt;br /&gt;
Lately, Windhook has been under pressure from several shipping guilds to adjust their tariffs, or face a trade war. At the same time, mysterious thefts, murders, and accidents have been happening to ships at the Windhook port. The governing council thinks the accidents are the work of the Guilds, but are they?&lt;br /&gt;
&lt;br /&gt;
Places to be sure to visit: The Bilge Rat, Lady Nerissa&#039;s Lounge, the Leeward, and Mad Mindros General Store.&lt;br /&gt;
&lt;br /&gt;
Windhook also marks the mouth of the Delnar river, where its waters empty into the Windswept Sea.&lt;br /&gt;
&lt;br /&gt;
==Wetlands Meet Desert==&lt;br /&gt;
&lt;br /&gt;
This area, marking the point where the wetlands around the Delnar basin meet the northern edge of the western desert, is home largely to scrabbly low-growing grasses and plants.&lt;br /&gt;
&lt;br /&gt;
==Council Stone==&lt;br /&gt;
&lt;br /&gt;
This vast field of desperate grass has a giant slab of stone at the center.  Here tribes of desert centaurs come to meet, feeling safe in the mutual risk of the writhing sands nearby.  It is also where the centaurs come to deal with those from  Windhook.&lt;br /&gt;
&lt;br /&gt;
Beyond meeting centaurs conducting business here, those traveling through often encounter the ghosts of centaurs who are drawn here and more able to speak near the stone, giving council to their descendants.  There are darker spirits as well in this area, sorcerers who have sought to assault the mystic tower deeper in the desert and djinn who have dwindled due to being bound to earthly elements.  The centaurs remove all dead bodies from this place, and many say it is for more than simple fear of providing an easy host to the ghosts that reside here.&lt;br /&gt;
&lt;br /&gt;
There are a few animate skeletons in this area, and they are possessed of a keen and terrible intelligence, one that often surpasses the living mind that once resided there. &lt;br /&gt;
&lt;br /&gt;
==The writhing sands==&lt;br /&gt;
&lt;br /&gt;
A region of desert covered in silt sands that flow and move across ever moving windstorms. A navigation piece used by those traveling the desert to gain their barrings from a distance. The winds are surely unnatural and many a caravan has seen on relatively clear days a shining spire of glass and mirrors within. Through rumor it has recently been heard that for one week every five years, the storm dies, raining tons of sand around the region that billow out in a dust cloud...and reveal the shining spire in its smooth and sunlit glory, along with a tattered tent and windswept clay city at it&#039;s base.&lt;br /&gt;
&lt;br /&gt;
When the winds die, men and women in robes fly by their own magic or that of another as riders from the place burst from below aback cruel beasts that glide through the sand like sharks on the sea, some leaving claiming to have finished their studies, others off to find the next class for this secure and sequestered school of Wizardry, Boraro&#039;s tower.&lt;br /&gt;
&lt;br /&gt;
==Desert==&lt;br /&gt;
&lt;br /&gt;
=3=&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 1==&lt;br /&gt;
&lt;br /&gt;
==Pillar of Onath==&lt;br /&gt;
&lt;br /&gt;
A large stone piller juts up from the broken ground here. The piller resists all attempts to damage it and appears in remarkable good condition despite being in place for a long, long time.&lt;br /&gt;
&lt;br /&gt;
SECRET: The Pillar of Onath was built years ago to contain the mighty power of the White Dragon Kortoniara by not allowing her to out of the Feyline falls, trapping her within. She will go to any lengths to see it destroyed and at any point has a dozen plots in progress to see it gone. So far, none have worked, so far.&lt;br /&gt;
&lt;br /&gt;
SUPER SECRET:&lt;br /&gt;
&lt;br /&gt;
About half of any of those dozen plots to do in this landmark--comes from beholders under the command of Kortoniara.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Kalim&#039;s ferry==&lt;br /&gt;
&lt;br /&gt;
The Bachmaur coast road, a grand name for what is a mule track through the hills, encounters the river Feyline here. One Mr Kalim Useferos runs a ferry service and riverboat repairs. His fares are 1 copper penny per passenger, 5 pennies for a mule, and a silver crown for a horse. His family live in a nearby cottage and have a small vegetable plot, chickens and a milking cow.&lt;br /&gt;
&lt;br /&gt;
==Feyline Rapids==&lt;br /&gt;
&lt;br /&gt;
Here the Feyline river is at it&#039;s most violent, it&#039;s crashing, churning waters have claimed many a life over the years. No bridges cross the river here.&lt;br /&gt;
&lt;br /&gt;
==Bullywugs&#039; Cavern==&lt;br /&gt;
&lt;br /&gt;
Just above the black dragon&#039;s lair before the Fayline-for a back of better words-smashes into Delnair at White Junction. Bullywug&#039;s Cavern is home of the black dragon&#039;s favorite food.&lt;br /&gt;
&lt;br /&gt;
Bullywugs aren&#039;t too happy with the black dragon--and trying to locate good creatures of the land to take care of that annoying black dragon.&lt;br /&gt;
&lt;br /&gt;
The Bullywugs&#039; caverns are located in the hills that rise up, semi-circular, near the stench fens and Whitewater Junction and help give Jaegar&#039;s Point its elevation.&lt;br /&gt;
&lt;br /&gt;
==Onsamiath&#039;s Lair==&lt;br /&gt;
&lt;br /&gt;
An extension of the Stench Fens, the old black dragon Onsamiath lives in this tract of swamplands. It is a sorcerer of some repute and is fascinated by the magical energies in the Stench Fens. In pursuing his study of the Fens, Onsamiath has developed a wasting disease that is sapping the life out of him.* Not knowing the cause Onsamiath is seriously contemplating dracolichdom to avoid an ignoble death.&lt;br /&gt;
&lt;br /&gt;
In the past Onsamiath attempted to exact tolls from river traffic to build his horde but after an encounter with a band of adventurers near five decades ago still has him extremely cautious about exposing himself to outsiders. Bullywugs, on the other hand, are his prime food source.&lt;br /&gt;
&lt;br /&gt;
*Currently Onsamiath looks very gaunt and exemplifies the blakc dragon epithet of, &amp;quot;skull dragon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Ruins of Grey==&lt;br /&gt;
&lt;br /&gt;
Here, along rolling hills on the banks of the Delnar lie the ruins of Grey. This accursed place has been abandoned for the past fifty years after it was destroyed in the titanic struggle between a band of adventurers and the near by Black Dragon. Some say these &amp;quot;Heroes&amp;quot; deliberately used Grey as bait for the Dragon, ensuring the deaths of all it&#039;s people.&lt;br /&gt;
&lt;br /&gt;
At night some people say you can hear the wails of pain and agony of the towns residence crying out for vengeance. Nearly everywhere else the adventurers are hailed as true heroes for &amp;quot;killing&amp;quot; the Dragon.&lt;br /&gt;
&lt;br /&gt;
==Silent Fens==&lt;br /&gt;
&lt;br /&gt;
These wetlands are eerily quiet.  Periodically the foolishly adventurous try to uncover ruins or other items of value from it.  Most come away with disease one expects from digging about in muck and nothing more.&lt;br /&gt;
&lt;br /&gt;
==Gormok&#039;s Lair==&lt;br /&gt;
&lt;br /&gt;
Among the many hazrds of the desert, the Brown Dragon Gormok can now be counted amongst them. as wth much of his kind, Gormok is a gourmand, ever watchful for new and undiscovered tastes, and to this end has chosen his lair (hidden benath the sand and gravel where desert meets wasteland) for its proximity to the drake fissure.&lt;br /&gt;
&lt;br /&gt;
For Now, Gormok hunts the beasts of the fissure and desert, with the occaissional bullywug from the silent fens and things sent by his &#039;neighbors&#039; from Crownfall. for the long term, Gormok is considering becoming the patron of Freetowns by granting their caravans safe passage through his territory (IE: a one-hex radius of his lair) toand from windhook, providing they give him proper tribute (IE: food from windhook or foolish adventurrs sent to their doom).&lt;br /&gt;
&lt;br /&gt;
For his part, Osminiath is well aware of this potential rival encroaching on his hunting grounds, but his current condition (and Gormok&#039;s obliviousness towards the true value of the fens past the texture of pickled bullywugs) has led the elder wyrm to take a &#039;wait and see&#039; approach for the time being.&lt;br /&gt;
&lt;br /&gt;
==Desert==&lt;br /&gt;
&lt;br /&gt;
==The Tower of Al-Jazeera==&lt;br /&gt;
&lt;br /&gt;
Surrounding Terrain (2.12, 3.11, 4.11, 4.12) : Desert&lt;br /&gt;
&lt;br /&gt;
This ancient wizard&#039;s tower was long abandoned and almost completely buried until rediscovered by a fugitive sorceror from the southern desert kingdoms. Having conquered the magical defenses of the tower and raised it back above the sands, the renegade, one Ali Ababba Al-Jazeera, has enacted a cunning plan.&lt;br /&gt;
&lt;br /&gt;
The tower grants its owner control over 8 enslaved Djinn, one for each of the 8 cardinal directions. He has tasked these Djinn with transmitting thoughts of paranoia and hatred into the ether surrounding the tower. As the transmissions emanate further and further from the tower, Al-Jazeera is hoping it will incite the surrounding kingdoms to eventually start fighting amongst each other and start an age of war and bloodshed.&lt;br /&gt;
&lt;br /&gt;
As the kingdoms are weakened, he will take them over one by one until he has all the kingdoms of men under his thumb as a Grand Sorceror Sultan and can exact slow, excruciating revenge upon those who dared to exile him...&lt;br /&gt;
&lt;br /&gt;
SECRET: This tower was originally built for the same purpose by the fox-were magus Perrut Dochrum, whose soul is trapped in a sky-blue topaz encased in a lead box and buried beneath a flagstone on the lowest floor. If the gem is ever broken, he will manifest as a lich and regain control of the djinn.&lt;br /&gt;
&lt;br /&gt;
=4=&lt;br /&gt;
&lt;br /&gt;
==Ruins of Pillar of Kort==&lt;br /&gt;
Centuries ago, this item kept Onsamiath in check by keeping him in check. Somehow, a group of heroes had a battle with some owlbears here - the result of the the wreck of this pillar.&lt;br /&gt;
&lt;br /&gt;
Disguised as a elf, Onsamiath analyzed it - and make a similar on for Kortoniara at 3.2.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Bachmaur==&lt;br /&gt;
&lt;br /&gt;
This city&#039;s fortune is barely apparent in its modest buildings and stinking places of business.  It is a famed source of leather goods, taking animals herded in the surrounding area by skinning them.  As such it also has a healthy butchery business, including making famed jerky.&lt;br /&gt;
&lt;br /&gt;
While the skinning focuses on conventional animals in the area, the town is well aware of how to skin and tan far more exotic creatures.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Thornhold==&lt;br /&gt;
&lt;br /&gt;
The woods thicken into a forest choked with bramble and firethorn bushes. The trees are gnarled oaks, ash and hornbeams. In the depths of this forest lies the citadel of Thornhold, now overgrown but the stonework is in good condition.&lt;br /&gt;
Thornhold was the capital of the old kingdom, but has been abandoned and forgotten by the world of men.&lt;br /&gt;
Onsamiath or Perrut Dochrum are the only powers in the region who would remember its secrets.&lt;br /&gt;
Many of the treasures of Thornhold are cursed with a &#039;&#039;geas&#039;&#039; to restore the royal family.&lt;br /&gt;
&lt;br /&gt;
==Whitewater Junction==&lt;br /&gt;
&lt;br /&gt;
Here, the Feyline River feeds into the Delnar, and the meeting is anything but peaceful. Rocky terrain in the riverbeds forms a series of powerful, fast-moving rapids that make passage up- and downriver impossible for many of the heavily laden river barges that travel the Delnar and the Feyline. An industrious and entrepreneurial halfling family, the Doskins, set up Camp Whitewater decades ago to offer their services in moving cargo across the rapids - or around them - on cargo trains. The business rapidly grew, and with it the camp. &lt;br /&gt;
&lt;br /&gt;
Now a major town, Whitewater Junction offers services of all kinds to the river crews and travelers who use the Delnar and Feyline rivers to cross the wilds. However, their core business - getting boats around, through, or over the rapids - remains a thriving endeavor, and visitors to Whitewater Junction will see seemingly endless convoys of porters, wagons, and sleds carrying cargo of all sorts from the docks on Lowside - below the rapids - to the Highside docks. The Doskins oversee the operation of all of the Portage Companies in Whitewater Junction, acting as a &amp;quot;guild&amp;quot; to preserve competition...and to rake in a handsome profit.&lt;br /&gt;
&lt;br /&gt;
==Stench Fens==&lt;br /&gt;
&lt;br /&gt;
This swampy area, just south of where the Feyline River joins the Delnar*, is suffused with the stink of decay; bubbles slowly rise through the loose mud to loose a gut-churning miasma over the area. Wizards and scholars do not believe the smell in this place could be natural, and some scholars believe it is the remnants of a curse or a mighty magical weapon used eons ago, leaving the earth here hopelessly corrupted. Fortunately, whatever ancient plague corrupts this site does not seem to contaminate the waters of the Delnar...yet. &lt;br /&gt;
&lt;br /&gt;
The Stench Fens are home to several Bullywug tribes, including one led by Krebbok, a Tribal Shaman of great power. It is said that Krebbok wears amulets of power recovered from numerous burial mounds that lie beneath the mud and greasy water of the fens. &lt;br /&gt;
&lt;br /&gt;
==black lake==&lt;br /&gt;
&lt;br /&gt;
Water stained from the surrounding fens collects in a depression here. The dark brown water is impossible to see deeper than a few inches through. Freshwater crayfish can be caught here, but the mosquitos (normal and giant varieties) like to lay their eggs in these still waters.&lt;br /&gt;
A tribe of lizardmen inhabit the area.&lt;br /&gt;
&lt;br /&gt;
==Crownfall==&lt;br /&gt;
&lt;br /&gt;
Description: A crater in the midst of barren wasteland. The crater was formed when the golden star that shone in the crown of the constellation of the Conqueror fell from the heavens a century ago. The area was once a marsh and the impact drained it, leaving a dry wasteland behind, and opened a crack into the caverns of the Underdark. The area has been claimed by various evil humanoids throughout the years, though nobody has been able to hold onto it for very long before being swept aside by the new owners.&lt;br /&gt;
&lt;br /&gt;
Rumors&lt;br /&gt;
&lt;br /&gt;
    * The star is actually an immortal being that grants boons.&lt;br /&gt;
    * The star is an ancient artifact weapon, forged by the gods in their war against the primordials.&lt;br /&gt;
    * The star is a portal to the Astral Sea.&lt;br /&gt;
    * The star is a portal to the Far Realm.&lt;br /&gt;
    * The fall of the star coincides with the fall of Nerath.&lt;br /&gt;
    * The star was called from the heavens by a powerful star pact warlock.&lt;br /&gt;
&lt;br /&gt;
==Desolate Waste==&lt;br /&gt;
&lt;br /&gt;
Here the land is cracked and broken. Ill suited for nearly any purpose this area is almost completely devoid of life.&lt;br /&gt;
&lt;br /&gt;
==Desert==&lt;br /&gt;
&lt;br /&gt;
==Desert==&lt;br /&gt;
&lt;br /&gt;
=5=&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 1==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Bachmaur South Road==&lt;br /&gt;
This road heads southeasterly from Bachmaur across the great plains, eventually turning into the King&#039;s road in the Quiziyak kingdom.&lt;br /&gt;
&lt;br /&gt;
==Bachmaur South Road==&lt;br /&gt;
This road heads southeasterly from Bachmaur across the great plains, eventually turning into the King&#039;s road in the Quiziyak kingdom.&lt;br /&gt;
&lt;br /&gt;
==Old King&#039;s Road Follows River==&lt;br /&gt;
&lt;br /&gt;
Here, Old King&#039;s Road - little more than a rough trail - follows the course of the Delnar for a time before curving northward, heading into parts unknown.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Hag&#039;s Crossroad==&lt;br /&gt;
&lt;br /&gt;
Two ruined roads cross in this bog riddled area.  It is home to brutish creatures that labor under a coven of hags that have maintained control for generations, abducting and inducting girls from surrounding settlements into their dark secrets.  Occasionally a female magic user will seek them out for their arcane secrets, or to join the coven.&lt;br /&gt;
&lt;br /&gt;
The hags occasionally parlay with communities nearby, sending dominated monsters into town and speaking through the brutes.  They do not wish to disrupt the balance of power that allows them to remain there.&lt;br /&gt;
&lt;br /&gt;
Some suspect they wish to usurp control of the Stench Fens nearby, but that some power prevents them from doing so.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 9==&lt;br /&gt;
&lt;br /&gt;
==Drake Fissure==&lt;br /&gt;
&lt;br /&gt;
Between the thinning desert and the thinning plains, the drake fissure runs from northwest to south east, this area being only the widest and deepest.&lt;br /&gt;
&lt;br /&gt;
A great crack in the earth cut not by river or quake, but said to have been carved by a great beast reaching down from the sky in an age long forgotten. Drakes, Wyverns, and lesser creatures of relation to the dragons crawl and fly around and within the shadows of the valley. Some say the fissure itself runs so deep it reaches into the black heart of the world. Even from it&#039;s edge, tunnels can be seen down the fissure walls...but no man has seen it&#039;s bottom here and lived to tell the tale...now the mad Gnome Walber Nik Hausen is another story. They say he has seen down there, if you can find him you&#039;d have the best wealth of information to forming an expedition.&lt;br /&gt;
&lt;br /&gt;
==The Freetowns==&lt;br /&gt;
&lt;br /&gt;
This lightly hilled grassland on the edge of the desert is home to a collection of small villages styling themselves the &amp;quot;Free Towns&amp;quot;. In reality they don&#039;t get visits from tax collectors because they have nothing anyone would want. The villages are home to the wretchedly poor, the most degenerate criminals, and a few starry eyed fools.&lt;br /&gt;
&lt;br /&gt;
One such fool is &amp;quot;Mayor&amp;quot; Hilligar, the self styled ruler of &amp;quot;these fine, free peoples&amp;quot;. Hilligar has been trying to get a road built to connect the villages but so far every tradesmen or builder he has brought in has been repulsed or murdered. Only the most foolish or desperate merchants will enter the area.&lt;br /&gt;
&lt;br /&gt;
==Heroes&#039; Grave==&lt;br /&gt;
&lt;br /&gt;
Tombs and monuments to ancient heroes fill this area, sprawling out into ruined necropoli that bear the brunt of the sands.  Centaurs still come here to deposit their honored dead—even if it is just their bones or ashes.  Many of the crypts and other structures show signs of being forced open, and desperate grave robbers and fledgling necromancers both still come seeking some hidden scrap of wealth or power.&lt;br /&gt;
&lt;br /&gt;
A road extends out to the east from here.  Its old name is the Final Road, but in recent times it is simply called the Southern Road or South Way.  The road is a major thoroughfare still for southern settlements, who use it to reach the Splendor and beyond.  It is considered far safer than other routes to travel.  Some say it is due to the shrines and crumbled statues of heroes that still line some of the way.  Others because it is nestled between a sorcery riddled desert and the power of the Splendor.&lt;br /&gt;
&lt;br /&gt;
=6=&lt;br /&gt;
&lt;br /&gt;
==Tower of Arun Tor==&lt;br /&gt;
&lt;br /&gt;
The Tower of Arun Tor sits atop Dol Arun, a hill in the Highlands of Erenby. Formerly the home of Pertwee Village&#039;s lord, it was abandoned a generation ago when the last resident, Lord Bascom, died without a known heir. &lt;br /&gt;
&lt;br /&gt;
The tower is four stories high, each slightly smaller than the one beneath. Unknown to most, the tower has just as many sub-levels underground, where Lord Bascom plied his second, secret trade-that of a necromancer.&lt;br /&gt;
&lt;br /&gt;
It is uninhabited today and rumored to be haunted-a rumor that may be true, considering its history.&lt;br /&gt;
&lt;br /&gt;
==The Village of Pertwee==&lt;br /&gt;
&lt;br /&gt;
Pertwee Village lies amidst the rolling Hills of Erenby. The primary occupation of its residents is herding goats and sheep on the grassy slopes, though they also forage for mushrooms in the many shallow caves that dot the hills. The village itself is surrounded by a wooden stockade for protection from bandits and lesser humanoids that also inhabit the hills.&lt;br /&gt;
&lt;br /&gt;
A stone tower called Arun Tor rises on a hill overlooking the village, formerly the residence of the local lord. He died a generation ago without an heir, and the tower has been abandoned since.&lt;br /&gt;
&lt;br /&gt;
==Grazing Lands==&lt;br /&gt;
&lt;br /&gt;
==Driving trail and Grazing Lands==&lt;br /&gt;
&lt;br /&gt;
Running through the middle of this large open plain is a major driving trail for the ranchers of Bachmaur. In the middle is a spring-fed lake where the herds are left to winter. This is a peaceful place, but also a prime target for outlaws looking to steal a herd.&lt;br /&gt;
&lt;br /&gt;
==Grazing Lands==&lt;br /&gt;
&lt;br /&gt;
==Old Road Diminishes==&lt;br /&gt;
&lt;br /&gt;
As the old road from King&#039;s Bridge continues to the northwest through this lightly wooded region, weeds, shrubs, and other plants sprouting between the stones become more frequent. Eventually the road becomes little more than a trail, with only the occasional cobblestone or weather-worn marker to tell of what it once was.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 8==&lt;br /&gt;
&lt;br /&gt;
==Melroth&#039;s citadel==&lt;br /&gt;
&lt;br /&gt;
A Highland fortress built across one of the canyons leading into Ragnar&#039;s Glacier, meant to serve as a bulwark against the raids of frost giants and the monsters of the Drake Fissure.&lt;br /&gt;
&lt;br /&gt;
the Citadel was founded by the legendary Dragonborn warrior saint, Melroth Invictus, and the Paladin order he founded is the keep&#039;s de facto Authority, despite the Bellacan-appointed lord mayor. unsurprisingly, many dragonborn come here to follow in the footsteps of this hero&lt;br /&gt;
&lt;br /&gt;
but a warning to travellers. the fortress city of Melroth is said to be a police state, where the law is as swift and harsh as the mountain cold&lt;br /&gt;
&lt;br /&gt;
==EverFreeze==&lt;br /&gt;
&lt;br /&gt;
High in the Baskan range sits a land that is always covered in ice and snow, deemed &amp;quot;Everfreeze&amp;quot; or &amp;quot;The Land of Ice and Snow&amp;quot; by most people, Sages and Scholars call it is &amp;quot;Ragnar&#039;s Glacier.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Whatever it&#039;s name it is a harsh place, cruel and punishing to those who don&#039;t know it&#039;s ways. A tribe of Snow Giants claim dominion over the area and are almost as harsh and cruel as the land they call home. The Great Remorhaz beasts are also a distressingly common sight.&lt;br /&gt;
&lt;br /&gt;
==Dune sea==&lt;br /&gt;
&lt;br /&gt;
Endless, trackless wastes. Here a traveller is confronted with the worst the desert has to offer, endless dunes, scorching heat, no water, and some very fierce beasts.&lt;br /&gt;
&lt;br /&gt;
Recently a young blue dragon has taken up residence in a former Dwarven trading post near the feet of the mighty Baskans and is attracting hardy followers for some purpose. The post served as a stop along a now long defunct &amp;quot;silk road&amp;quot; to the rich south, with the Centaurs serving as middle men.&lt;br /&gt;
&lt;br /&gt;
==Tomb Pass==&lt;br /&gt;
&lt;br /&gt;
Here the Southern Way crosses over part of the Baskin Mountains in what is locally known as &amp;quot;Tomb Pass&amp;quot; due the presence of so many graves near the entrance.&lt;br /&gt;
&lt;br /&gt;
A large population of Dwarfs used to make their home in the Baskins and were a fairly common sight when crossing the passes. About a generation ago the Dwarfs became more and more insular, until finally they drew back from the world entirely. In the last months of their interaction with the world the Dwarfs were more and more fearful, not only for themselves but for anyone they talked to.&lt;br /&gt;
&lt;br /&gt;
No one knows if the Dwarfs are still around, or what ever became of them.&lt;br /&gt;
&lt;br /&gt;
=7=&lt;br /&gt;
&lt;br /&gt;
==Wooded Hills==&lt;br /&gt;
&lt;br /&gt;
The rolling hills in this area are still well forested, with plenty of game.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Grazing Lands==&lt;br /&gt;
&lt;br /&gt;
==Grazing Lands==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==The Kings Bridge==&lt;br /&gt;
&lt;br /&gt;
A large stone bridge across the Deinar which used to carry wagons two abreast in ancient times. Crumbling statues of forgotten kings flank it.&lt;br /&gt;
&lt;br /&gt;
==Vagabond&#039;s Echo==&lt;br /&gt;
&lt;br /&gt;
Taller hills than normal for the area rise up here, a final push for the Vagabond mountain range before only hills remain.  Hunting and farming occurs among the hills, with the territory uneasily shared by the locals from various towns and villages.&lt;br /&gt;
&lt;br /&gt;
The King&#039;s Road passes through the levelest course available in Vagabond&#039;s Echo, including an area that looks as if magic were used to carve a clear course.&lt;br /&gt;
&lt;br /&gt;
==Farmed Hills==&lt;br /&gt;
&lt;br /&gt;
These hills are well farmed, and show old irrigation channels indicating they have been farmed for a great stretch of time.&lt;br /&gt;
&lt;br /&gt;
==Ragnar&#039;s Peak==&lt;br /&gt;
&lt;br /&gt;
The single tallest peak for thousands of miles Ragnar&#039;s peak is named after the famed &amp;quot;King of the High Hills&amp;quot; who reigned here hundreds of years ago. Ragnar is most famous for being the last of the &amp;quot;Great Kings&amp;quot; before the empire begin to rapidly fall apart.&lt;br /&gt;
&lt;br /&gt;
The peak is home to few creatures, some scattered woodsmen and a band of monsters here and there. It is said the peak was once home to a vast Aarakocra aerie.&lt;br /&gt;
&lt;br /&gt;
SECRET: The hero buried at Jaeger&#039;s Point is the grandson of King Ragnar.&lt;br /&gt;
&lt;br /&gt;
==Baskan Range==&lt;br /&gt;
&lt;br /&gt;
The Baskan&#039;s are a high, inhospitable place. With the exception of Tomb Pass the range is extremely difficult to navigate. Any one brave and hardy enough to face the mountain&#039;s will find the mountains home to seemingly countless quarreling tribes of goblinoids. The mountains are also extraordinarily rich in mineral deposits.&lt;br /&gt;
&lt;br /&gt;
Long ago the Range was home to Dwarves, but they are long gone from sight. The ruins of their realm dot the mountains.&lt;br /&gt;
&lt;br /&gt;
==Baskan Range==&lt;br /&gt;
&lt;br /&gt;
The Baskan&#039;s are a high, inhospitable place. With the exception of Tomb Pass the range is extremely difficult to navigate. Any one brave and hardy enough to face the mountain&#039;s will find the mountains home to seemingly countless quarreling tribes of goblinoids. The mountains are also extraordinarily rich in mineral deposits.&lt;br /&gt;
&lt;br /&gt;
Long ago the Range was home to Dwarves, but they are long gone from sight. The ruins of their realm dot the mountains.&lt;br /&gt;
&lt;br /&gt;
=8=&lt;br /&gt;
&lt;br /&gt;
==A Cold Swamp==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Desolate Fields==&lt;br /&gt;
&lt;br /&gt;
The abandoned farm land here begins to give way to resurgent forest.  Wild animals are the major threat here, followed by outlaws passing through to richer pickings.&lt;br /&gt;
&lt;br /&gt;
==Silkweed Plantation==&lt;br /&gt;
&lt;br /&gt;
The ruins of a manor farm house, of the sort a noble or wealthy merchant might own, occupy the center of this area. Fallow fields overgrown with silkweed surround it. There are an abundance of large, healthy insects and serpents in the fields who hunt animals that come for the grains and vegetables that grow wild closer to the ruins.&lt;br /&gt;
&lt;br /&gt;
Inside, the ruins host a colony of giant, intelligent spiders who search endlessly for a way out of the haunted estate that has become a prison as much as a home.&lt;br /&gt;
&lt;br /&gt;
==Hills Flanking Delnar==&lt;br /&gt;
&lt;br /&gt;
Here low rolling hills flank the River Delnar, creating an ideal site for farmland if anyone would bother. The remains of farmsteds can be found throughout the area. Once settled the newcomers invariably leave for within a generation for reasons they keep to themselves.&lt;br /&gt;
&lt;br /&gt;
Only one creature makes this area it&#039;s home. A monstrously huge, powerfully ugly and astoundingly dim-witted Troll.&lt;br /&gt;
&lt;br /&gt;
==The village of Floorboards.==&lt;br /&gt;
&lt;br /&gt;
Population: ~150&lt;br /&gt;
Major trade: Fishing&lt;br /&gt;
Government: Lord Anglethorn&lt;br /&gt;
&lt;br /&gt;
Floorboards is a small fishing community on the banks of the River Delnar. Somewhat prosperous but suffering under high taxes and the heavy hand of the local sheriff. Floorboards boasts a small tavern and a very skilled master glassblower.&lt;br /&gt;
&lt;br /&gt;
In recent months the town has been plagued by a werewolf.&lt;br /&gt;
&lt;br /&gt;
Scholar Artemis Thorn is staying at the village tavern. He is taking drawings of the remaining statues on the bridge, and avoiding the sherrif as much as possible for some reason.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Quziyak==&lt;br /&gt;
&lt;br /&gt;
Quiziyak is large wall city. It&#039;s home to a zillion subject. King Road goes throw it. Some of the landmarks in the city includes the following:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Queen Annabelle&#039;s Castle&lt;br /&gt;
&lt;br /&gt;
In the center of the wall city is the castle of Queen Annabelle. Annabelle is being getting critics for claiming that hatred is done by magic from the dessert. Annabelle been trying to get adventurers to defeat Al-Jazeera and proof her point. Beside trying to get red of Al-Jazeera, Annabelle is backing Windhook&#039;s large taxes--as she believes she&#039;s the cousin of the previous king. Baron Tyran Bellicose doesn&#039;t believe her story and consider her to a pain in the--for lack of better universe words--&amp;quot;a royal pain in the royal neck.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Temple of the Planes:&lt;br /&gt;
&lt;br /&gt;
This temple contains portals that lead to many different planes in the universe.&lt;br /&gt;
&lt;br /&gt;
Stergur&#039;s Library:&lt;br /&gt;
&lt;br /&gt;
Looking for a book? It doesn&#039;t matter if you looking a recent new scroll or some so ancient that it was only written by a god or goddess: Stergur, the most famous wizard has it all.&lt;br /&gt;
&lt;br /&gt;
Eyen&#039;s Inn:&lt;br /&gt;
&lt;br /&gt;
The largest inn in city. Eyen, a dragon in human form, is on a mission from a far-away dragon land to study the land. It has a dinner theater room. The theater writes plays. The most recent plays had been the following:&lt;br /&gt;
&lt;br /&gt;
1. &amp;quot;High Death For A Water Creature&amp;quot;, which tells how Sirena died&lt;br /&gt;
2. &amp;quot;Ona and Kort&amp;quot;, which deals with the long feud between Kortoniara &amp;amp; Onsamiath&lt;br /&gt;
3. &amp;quot;Anna, the Good Queen&amp;quot;, a play about Anna. It&#039;s becoming infamous for treating Baron Tyran Bellicose as so dumb that he makes a &amp;quot;dumb orc smart&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Farmed Hills==&lt;br /&gt;
&lt;br /&gt;
These hills are well farmed, and show old irrigation channels indicating they have been farmed for a great stretch of time.&lt;br /&gt;
&lt;br /&gt;
==Withaive hills==&lt;br /&gt;
&lt;br /&gt;
Here, west of Hobb&#039;s shire, the gentle rolling foothills of the Baskan Mountains begin in ernest. Two small towns nestle in the hills below Ragnar&#039;s Peak, both competing for the rich mineral resources of the nearby mountains. Recently the mood has grown grim as the citizens of each town have grown ever more distrustful of their neighbors. Unheard of before the townsfolk have started raiding each other, so far only a few buildings have burned but the situation is getting worse by the day.&lt;br /&gt;
&lt;br /&gt;
SECRET: the recent conflicts are the result of the waves of hatred and paranoia coming from the desert in the west.&lt;br /&gt;
&lt;br /&gt;
==The Southern Gate==&lt;br /&gt;
&lt;br /&gt;
A small community remains within the remnants of a walled city.  Primarily made up of traveler services, the Southern Gate is named for the one remaining gate that stands in the wall, facing the Final Road, which sends an offshoot up through this community.&lt;br /&gt;
&lt;br /&gt;
The community is deeply jealous of the mining wealth of its northern neighbors, but lacks the strength to do anything about it.  Most of the able bodied and quick witted children of the Southern Gate leave with travelers and caravans passing through, or head north to work in the mines.&lt;br /&gt;
&lt;br /&gt;
Due to the desperation, the Splendor&#039;s influence is strong here, with families offering children to the service of the temple-city and priests given free access to the ruins and the extensive catacombs beneath the community.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=9=&lt;br /&gt;
&lt;br /&gt;
==Red Woods==&lt;br /&gt;
&lt;br /&gt;
This region is a dense needleleaf forest intermixed with bogs. Originally inhabited by small villages of wood elves and shifters, the recent incursion of a covey of hags* and their lycantropic minions have pushed the elves back to Ionavalon. The shifters remain and fight a low intensity war with the hag. The shifters, led by a werebear, are allied with treants, dryads, wood woads and local spirits; while the hags command many plant creatures (shamblers, battlebriars, assassin vines, predatory vines and vine horrors), otyughs, a tribe of werewolves and a group of trolls from the Black Muskeg 8.1, a cold swamp to the west.&lt;br /&gt;
&lt;br /&gt;
Secret: Deep below the Red Woods is a bound deity of rot and corruption whom the hags seek to revive.&lt;br /&gt;
&lt;br /&gt;
*Two green hags and an annis.&lt;br /&gt;
&lt;br /&gt;
==Highlands of Erenby==&lt;br /&gt;
&lt;br /&gt;
A spur of small, densely wooded mountains, an offshoot of the Vagabonds, separates the Red Woods and the Heartwood Forest. The source of the Sadhur bubbles up under a lake located on a high plateau here, and falls down towards Ionavalon to the east. (See the description of [[#Ionavalon|10.2]] for more details on the Sadhur.)&lt;br /&gt;
&lt;br /&gt;
A traveller who braves the slopes to find the lake will be struck by the beauty as the sun strikes its crystal waters, casting shimmering light everywhere. It may be this very beauty that caused unknown hands to raise a temple on its shores. Long abandoned, locals can not recall who built it or who it was dedicated to. Wind and rain have obliterated carvings that may have given a clue to the answer, but a single statue remains that retains enough of its form to tell that the deity was at least humanoid in form; all other features -- race, age, gender -- have been since lost to the elements.&lt;br /&gt;
&lt;br /&gt;
==Heartwood Forest, cont==&lt;br /&gt;
&lt;br /&gt;
Here the Heartwood covers the land with think trees and heavy undergrowth. Still the forest has a groomed quality, belying the influence of the nearby elves.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Forest==&lt;br /&gt;
&lt;br /&gt;
The forest is thin on these rolling hills, and the river Delnar meanders through the dales.&lt;br /&gt;
&lt;br /&gt;
==Farmland==&lt;br /&gt;
&lt;br /&gt;
Though sparsely populated, this area has been cleared of major vegetation, and the local inhabitants have made use of the waters of the Delnar in order to provide irrigation for the fields that now cover the landscape.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 8==&lt;br /&gt;
&lt;br /&gt;
==Grasslands==&lt;br /&gt;
&lt;br /&gt;
Rolling grasslands broken only occasionally by sparse clumps of trees mark this section of Old Kings&#039; Road.&lt;br /&gt;
&lt;br /&gt;
==Ore Road==&lt;br /&gt;
&lt;br /&gt;
Here a small road leads from the nearby mining towns to Hob&#039;s shire, where they meet merchants to sell their ore.&lt;br /&gt;
&lt;br /&gt;
The road has become dangerous of late as the guards the mining towns used to patrol the path have been recalled to fight their internal struggle. A group of Hobgoblins, drawn to the area by tales of glory from their people&#039;s history, has made camp in the area.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 11==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=10=&lt;br /&gt;
&lt;br /&gt;
==The Heartwood==&lt;br /&gt;
&lt;br /&gt;
Here the Heartwood is thick and lush, groomed and beautiful. This area is rumored to be under the protection of Unicorn who the Elves of Ionavalon often consult.&lt;br /&gt;
&lt;br /&gt;
Few evil beings dare enter this portion of the forest, but from time to time the Unicorn will be forced to deal harshly with intruders.&lt;br /&gt;
&lt;br /&gt;
Most recently a band of Gnolls, under pay from the Hags in the Red Woods has been causing some head aches, the Unicorn has been considering asking the elves, or perhaps a group of adventurers, for help.&lt;br /&gt;
&lt;br /&gt;
==Ionavalon==&lt;br /&gt;
&lt;br /&gt;
In a forest glade lies Ionavalon, Citadel of Dreyal, Queen of the Bright Elves of Heartwood. The Citadel sits on the Sadhur River, which flows out of the Highlands of Erenby to the west and joins the Delnar further east.&lt;br /&gt;
&lt;br /&gt;
Ionavalon is not so much built as grown, through careful cultivation and tending of the forest-and a small amount of magic as well. Similar, though much smaller, houses surround it on all sides.&lt;br /&gt;
&lt;br /&gt;
Though the Bright Elves have dwelt in Heartwood since before the coming of other races, throughout their history they have sought neither to expand their holdings or conquer others, but have been content to merely keep and watch over their small territory. They do not often seek contact with outsiders, but are welcoming to those of good heart who find themselves in the Heartwood.&lt;br /&gt;
&lt;br /&gt;
==The Deepening Forest==&lt;br /&gt;
&lt;br /&gt;
The forests south of Iovanalon deepen and thicken, blocking out the sun in places. Eventually, the woods grow nearly impenetrable as travelers approach the Skittering Dark.&lt;br /&gt;
&lt;br /&gt;
==The Skittering Dark==&lt;br /&gt;
&lt;br /&gt;
A section of deep forest no longer traveled by local huntsman and trappers after a wave of disappearances a few years ago. Foresters keep their distance and speak of the unnaturally large insects and spiders which give this area its name.&lt;br /&gt;
&lt;br /&gt;
SECRET:&lt;br /&gt;
&lt;br /&gt;
Actually it&#039;s just spiders. They have multiplied in this area under the influence of a Shrine to Lolth. A Drow priestess emerged from the Underdark to build the shrine here because of ancient magical power in the location. This is due to an ancient temple to a fallen god (or primordial) which resonates with magical power for those who can claim it.&lt;br /&gt;
&lt;br /&gt;
After building the shrine, the priestess contracted with Duergar to construct a temple around it. Their hatred for the surface world has made this process painfully slow, but she does not have the means to do the stonework herself. There is a seemingly innocuous forested hill cave in this hex, which is deceptively deep and acts as the highway to the Underdark which brings the Duergar workers to the surface. The path between here and the temple itself has become increasingly well-worn over the years.&lt;br /&gt;
&lt;br /&gt;
Hazards: giant spiders (including demonic variants), duergar parties, the long-buried temple beneath the shrine (now with surrounded by the skeleton of its own temple under construction), a passageway to the Underdark and all that it contains...&lt;br /&gt;
&lt;br /&gt;
==Delnar River==&lt;br /&gt;
&lt;br /&gt;
The Delnar River passes just south of the Skittering Dark.&lt;br /&gt;
&lt;br /&gt;
South of the river is fertile grassland with scattered groups of ranchers and herders being the major occupants. North is the deep ominous forest.&lt;br /&gt;
&lt;br /&gt;
Between the river and the Skittering Dark, however, is a line of imposingly large stone menhirs whose origin is unknown. They are hewn from granite which is obviously not local to the area, and each one weighs several tons, so whoever originally placed them went to a lot of trouble to do so.&lt;br /&gt;
&lt;br /&gt;
Magical runes glow on the menhirs in unpredictable patterns that change as the weather shifts. The monuments otherwise don&#039;t appear to actually do anything.&lt;br /&gt;
&lt;br /&gt;
Theories abound as to what they are, who originally placed them, and what purpose they have. Popular stories include: they keep the Delnar river from shifting its course South, they prevent evil things in the Skittering Dark from moving south across the river, and they predict the weather in advance, if only someone knew how to read them.&lt;br /&gt;
&lt;br /&gt;
This part of the forest was never cleared, even though it approaches close to the north of Wheatsea. People often hunt wild animals up to the riverbank, but are superstitious about crossing to the north. Hunters tell tall tales of spiders the size of rats north of the river, but few people believe them in the taverns of Wheatsea.&lt;br /&gt;
&lt;br /&gt;
==Wheatsea==&lt;br /&gt;
&lt;br /&gt;
Situated in the midst of farmland, Wheatsea is a thriving city that enjoys the advantages of its location.&lt;br /&gt;
&lt;br /&gt;
In addition to its sizable human population, Wheatsea hosts a number of elves and half elves.  The elves arrived during the founding of the city, wandering away from a homeland they were cast out of, and agreeing to aid the fledgling city in exchange for a place to live.&lt;br /&gt;
&lt;br /&gt;
Human industry at building and farming combined with elven baking has led to Wheatsea being a valuable strategic resource for the local government.&lt;br /&gt;
&lt;br /&gt;
A supply road runs from Wheatsea to Bellicose Castle.&lt;br /&gt;
&lt;br /&gt;
==Tournament Grounds==&lt;br /&gt;
&lt;br /&gt;
This area of gently rolling hills and lush grass is empty most of the time but every five years it plays host to the Grand Tournament, a fantastic contest of jousting, melee, archery and nearly every game and competition imaginable. Warriors, fame seekers, and spectators come from nearly every land to take part. Around the Tournament a huge carnival takes place, playing host to every entertainment imaginable. It&#039;s a week that people look forward to for years before and talk about for years after.&lt;br /&gt;
&lt;br /&gt;
==UWallach&#039;s Fields==&lt;br /&gt;
&lt;br /&gt;
This region was held by Lady Wallach for a time during the Winter Siege; it contains the sites where her armies camped while they laid siege to Castle Bellicose. Though they were ultimately thrown back by the armies of King Bellicose, monuments were erected along the King&#039;s Road marking the locations of the various brigades and battalions.&lt;br /&gt;
&lt;br /&gt;
==Hobs Shire==&lt;br /&gt;
&lt;br /&gt;
Named for the infestation of hobgoblins that long ago kept this fertile land from being used, numerous hamlets and villages crowd in to take advantage of the pleasing fruit trees and good growing conditions.&lt;br /&gt;
&lt;br /&gt;
Notable settlements include Apple Hall, Cherry Pond, and Kaitlen&#039;s Walk.  These small communities offer up a &amp;quot;fair&amp;quot; share of their bounty to the Splendor, with most of the rest going to secular leaders.  Still, there is enough to avoid starvation during all but the worst growing seasons.&lt;br /&gt;
&lt;br /&gt;
Dangers of Hobs Shire include cults that worship the native gods, including the alien and twisted fertility goddess (and goddess of centipedes and other such creatures) that the hobgoblins once venerated.  There are also a few degenerate communities where human and hobgoblin blood have mixed.&lt;br /&gt;
&lt;br /&gt;
Marisee the Peddlar travels in the rural communities around the shire, and can be found anywhere within 2 hexes of this one. Occasionally, she goes past those boundaries, but never into the bigger cities, such as Splendor. How she has managed to survive alone in these travels for the last decade is unknown, though many an isolated hamlet has appreciated a visit.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 10==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 11==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=11=&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 1==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Dragon Hollow==&lt;br /&gt;
&lt;br /&gt;
Near the Eastern edge of the Heartwood Forest lies the petrified bones of a great Red Dragon, half-buried in a hill-side. The origin of the bones have been lost even in legend, but it is said that under the lies what was once the great horde of the Dragon, waiting to be claimed by one brave enough. Even still, very few people find reason to approach the site, as few who go ever return.&lt;br /&gt;
&lt;br /&gt;
SECRET: The hill is, in fact, the home-base for the Bardinian Rangers, a group of primarily Human and Half-Elf outcasts who have withdrawn from society to roam the Wilderness.&lt;br /&gt;
&lt;br /&gt;
The Rangers are, for the most part, good folk, and hold an uneasy truce with the Elves of Lonavalon, mostly ignoring each other. The Rangers are made up of people of many different skill sets. From actual Rangers and Druids, to Artisans and Bards.&lt;br /&gt;
&lt;br /&gt;
The lair of the Rangers is accessed through the mouth of the dragon, and includes an underground stream and many large Caverns.&lt;br /&gt;
&lt;br /&gt;
The area around the hill is well-defended, and the main reason few return is that those who have found the lair never leave, being required to join the Rangers.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Farmland==&lt;br /&gt;
&lt;br /&gt;
The Delnar spills out of the hills into fertile plains. Both Wheatsea and Aelwyd graze their herds on the flood plain during summer, and outlying farms of Wheatsea grow arable crops south of the river.&lt;br /&gt;
&lt;br /&gt;
==Farmland==&lt;br /&gt;
&lt;br /&gt;
This entire area is given over to farmland to feed the City of Bellaca. The Farmers in this area are forever annoyed at what they consider low prices of grain in Bellaca. The grumbling has gotten louder of late with some farmers talking about withholding grain or selling it elsewhere.&lt;br /&gt;
&lt;br /&gt;
==Bellicose Castle==&lt;br /&gt;
&lt;br /&gt;
The current Lord of the area, Baron Tyran Bellicose, lives in a mighty fortress overlooking the Old King&#039;s Road. He is a iron-fisted Lord in many respects, but fair. He does not tolerate disobedience, dealing harshly with any sort of challenge to his authourity, but he doesn&#039;t squeeze the locals mercilessly and deals squarely with all regarding taxes, treaties and the like, so he is generally well respected, if not actively adored, by his subjects.&lt;br /&gt;
&lt;br /&gt;
Recently, however, these subjects have started to adopt a much more aggressive attitude towards the Baron&#039;s soldiers and tax-collectors, and in some areas, such as the Withaive hills, they&#039;ve actually dared to attack them. The Baron grows increasinlgy paranoid that a usurper is working behind the scenes to incite the people against him and remove him from power. Perhaps one of his brothers or maybe his son. His spys are even now keeping tabs on his entire family.&lt;br /&gt;
&lt;br /&gt;
Perhaps he has been too soft on the commoners and needs to visit such destruction on these Winterhaivian rebels so as to leave no doubt about his power and then, maybe, he&#039;ll figure out who in his family is responsible for stirring them up and deal with them in turn...&lt;br /&gt;
&lt;br /&gt;
==Crossroads==&lt;br /&gt;
&lt;br /&gt;
A crossroads exists here where Old King&#039;s Road meets roads leading south towards Splendor and north towards Aerth Aelwyd and the Vagabond Mountains.&lt;br /&gt;
&lt;br /&gt;
==Grasslands==&lt;br /&gt;
&lt;br /&gt;
East of Hob&#039;s Shire, the land is uncultivated grasslands verging on the forests of Ehlonna&#039;s Splendor.&lt;br /&gt;
&lt;br /&gt;
==Ehlonna&#039;s Splendor==&lt;br /&gt;
&lt;br /&gt;
Situated amongst lightly forested areas giving way to meadows is a grand, open air temple-city dedicated to nature and fertility. Several regional gods and goddesses have representations among the statuary, with the current primary goddess venerated being Ehlonna.&lt;br /&gt;
&lt;br /&gt;
Near by communities pay tithes to receive the blessings of fertility and good hunting. The priests who serve in the Splendor (as the temple-city is called) serve as unofficial advisors to many nearby governments.&lt;br /&gt;
&lt;br /&gt;
While the surface of life there is focused on the business of venerating the deities and serving surrounding communities, as well as educating the next generation of priests and priestesses, there is constant rivalry between the loose and conflicting hierarchies of worship. Schisms and heresies occur beneath the surface, occasionally erupting to the surface in the prayer sessions and scriptural study that makes up civic discourse for the Splendor.&lt;br /&gt;
&lt;br /&gt;
Rumor has it that the reach of the Splendor was once far greater, and that the desert south of Windhook was blighted into its current form by the priestesses of that time. To those spreading this rumor, the current arrangement of gods--especially with Ehlonna as chief goddess--is a compromise that purposefully cripples the power of the Splendor.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=12=&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 1==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Delnar Woods==&lt;br /&gt;
&lt;br /&gt;
Though the river does not touch these woods, save for a few small streams and creaks that split off of the main body, it shares the namesake.  A few logging communities work in these woods, feeding lumber to those nearby.  It is dangerous work, as the trees are hardy and often resist being chopped down through means not always natural.&lt;br /&gt;
&lt;br /&gt;
SECRET: A group of druids died to preserve the natural divinity of this place from a wizard eager for its power.  Their spirits have infused the woods, creating treants, dryads, and other arboreal creatures to continue protecting the slumbering divinity and its power.&lt;br /&gt;
&lt;br /&gt;
==Delnar Woods==&lt;br /&gt;
&lt;br /&gt;
The Delnar Woods thin here, as centuries of logging causes the trees to slowly give way to the rolling hills around Arth Aelwyd.&lt;br /&gt;
&lt;br /&gt;
==Arth Aelwyd, the Hollow Hill Inn==&lt;br /&gt;
&lt;br /&gt;
There is a bend in the Delnar River where it takes a turn to the west around a single, low hill. Formally named Arth Aelwyd, it is oft called simply the Hollow Hill after the riverside inn that has been built inside it by the Strongberry Halflings (they are also known for their potent wine, and they tend a small but productive vineyard in the vicinity as well). It is a pleasant stopping place for those journeying through the area-as long as one doesn’t inquire of their hosts why they have chosen to dwell so far from established Halfling territory, or venture into the lower levels of the Hollow Hill.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Bellaca==&lt;br /&gt;
&lt;br /&gt;
The effective capital city of the region is intensely loyal (at least in appearance) to its native son and inheritor to ancestral rule, Baron Tyron Bellicose.  This city is also the edge of the Splendor&#039;s influence, with a few priests and representatives sitting on the council of nobles that manage details that the Baron does not care to.&lt;br /&gt;
&lt;br /&gt;
Soldiers of the Baron not in his fortress are often here, and there are barracks within the city.  Parades of the soldiers are quite common.&lt;br /&gt;
&lt;br /&gt;
Recently, however, the unrest has come here.  Not in the form of outright rebellion from the citizens, but in mysterious acts of vandalism and petty violence that has set the city on edge against outsiders.&lt;br /&gt;
&lt;br /&gt;
==Bandit Run==&lt;br /&gt;
In this hex the Old King&#039;s Road travels just past the foothills of the Dragon Back Mountains. Trade along this route is continually hampered by bandit gangs. The many caves that riddle this broken region are perfect for temporary hideouts, making the area chronically lawless.&lt;br /&gt;
&lt;br /&gt;
Merchants rarely travel this route unless absolutely necessary, cutting off most trade to the East, isolating the region and promoting the abandonment of smaller settlements inland of the more bustling regions to the West.&lt;br /&gt;
&lt;br /&gt;
The bandits are virtually immune from the law, but are still kept in check by dwindling targets, inter-gang warfare and occasional raids by goblinoid tribes from the larger mountains extending Southeast. The gangs have become increasingly desperate in recent years and their highway robberies have evolved to murderous, pillaging raids farther afield. Their targets have expanded to small settlements for several hexes around.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 9==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 10==&lt;br /&gt;
&lt;br /&gt;
==Unnamed Meadow==&lt;br /&gt;
&lt;br /&gt;
An unnamed empty meadow. It&#039;s lovely, and there are wildflowers.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=13=&lt;br /&gt;
&lt;br /&gt;
==Hermago Heights==&lt;br /&gt;
&lt;br /&gt;
The lowest peaks of the Vagabond range, covered in evergreens save for the gray tips. Isolated and unexplored wilderness and rumored to be the home of the lost and untamed, and some say primordially bestial ancestors, of the elves. Recently, somewhere within the range a hive of giant wasps has begun construction...these flying beasts have begun terrorizing those who come to close and nearby settlements and might be driving out the primordial elves...whose shadows have begun being spotted in the south and to the west.&lt;br /&gt;
&lt;br /&gt;
==Kaunite&#039;s Peak==&lt;br /&gt;
&lt;br /&gt;
Part of the Vagabond mountain range, the peak is a tall mountain surrounded by its siblings whose natural springs and melting caps feed the Delnar Falls and River. Along these high streams near where the waters gather a number of mill hamlets have sprung and over time may connect into a city in on the slope of the high mountain, not often traveled to from beyond in part both to the fey creatures at the bottom of the falls and the terrible things that sleep deep in the mountain. While the lower platueas of this peak are lush with flora, fauna, and small civilization, the caverns beneath the mountain feed into a foul and monstrous worm nest, sometimes the hunting ground of a civilization not yet seen so deep in the ground that it is the perfect inverse of Kaunite&#039;s Peak.&lt;br /&gt;
&lt;br /&gt;
3 main Milling hamlets: Morrisston, Valenshold, Nearfall.&lt;br /&gt;
&lt;br /&gt;
Features: Mountainside, worm caverns, Kaunite&#039;s Depths undercity.&lt;br /&gt;
&lt;br /&gt;
==Delnar Falls==&lt;br /&gt;
&lt;br /&gt;
Here, the river Delnar tumbles down from its high mountain vale to the plains. The area is known for its prosperous mountainside forest, populated by fey things and containing many herbs sought by human mages and apothecaries. Beyond the waterfalls, an entrance leads into a system of caverns (naturally!).&lt;br /&gt;
&lt;br /&gt;
==Forests Flank Delnar==&lt;br /&gt;
&lt;br /&gt;
Heavy forest flanks the banks of the Delnar in this region, providing refuge for numerous herbivores but also cover for those creatures that hunt them.&lt;br /&gt;
&lt;br /&gt;
(Encounters: Packs of wolves and occasionally 2-3 dire wolves, herds of deer, solitary bears, goblinoid hunting party)&lt;br /&gt;
&lt;br /&gt;
==Spire Lake==&lt;br /&gt;
&lt;br /&gt;
In the foothills, the Delnar river spills into a valley lake. The forests reach the north shore, but to the south is open hillside where halfling shepherds can often be seen leading their flocks. The lake itself it flat and calm, almost having a mirror surface except when whipped up by an autumn wind. Near the centre of the lake, a cracked stone spire breaks the surface. The druid Aedelraed knows its history, but is rarely seen these days.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 8==&lt;br /&gt;
&lt;br /&gt;
==Foothills==&lt;br /&gt;
&lt;br /&gt;
The King&#039;s road connects Broken Cart with the west, although the road has fallen into disrepair and few merchants will risk the bandits to the west.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 10==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 11==&lt;br /&gt;
&lt;br /&gt;
==Badlands==&lt;br /&gt;
&lt;br /&gt;
the verdant meadows abruptly give way after 12.11, giving way to rocky highlands, and later badlands formed by the volcanic south. &lt;br /&gt;
&lt;br /&gt;
of particular prominence is a high-walled ravine, where the ancient highway called Tiamat&#039;s Gullet starts, marking the safest route through the volcanic southern mountains (eventually hooks up with 15.12).&lt;br /&gt;
&lt;br /&gt;
Belleca is in talks with Splendor to consder linking Tiamat&#039;s Gullet to the main roads&lt;br /&gt;
&lt;br /&gt;
=14=&lt;br /&gt;
&lt;br /&gt;
==The Charred Ridge==&lt;br /&gt;
&lt;br /&gt;
A section of the Vagabond mountain range with few distinguishing peaks or passes. Named for the damage done during past volcanic activity that has left the range looking singed. A few settlements eek out existence in the foot hills, under the heel of bandits who find the desolate mountains excellent for a base of operation.&lt;br /&gt;
&lt;br /&gt;
==Abandoned silver mines==&lt;br /&gt;
&lt;br /&gt;
The mountains next to Kaunite&#039;s Peak used to contain rich veins of silver but almost all of these mines were exhausted a generation ago. The mine were then abandoned and the human and dwarven miners moved on to other parts. The area is studded with ghost towns built during the first rush and now empty. There are occasional rumors of miner&#039;s treasure hidden up in the mountains or a vein that wasn&#039;t completely mined out but investigating these rumors is dangerous as several tribes of goblins have moved into the area.&lt;br /&gt;
&lt;br /&gt;
When the area was populated it was home to several gangs of bandits. The largest of these, the Red Jacks, were eventually all caught and hung but they died without telling where their loot was stored.&lt;br /&gt;
&lt;br /&gt;
Terrain type: Mountainous/conifer forest &lt;br /&gt;
Settlements: Calamity (abandoned)&lt;br /&gt;
Encounter ideas: Goblins in abandoned mine, ghosts of miners, old prospector, bandits&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Goblin Village==&lt;br /&gt;
&lt;br /&gt;
In this area, goblins have cleared some of the woods to build a village where they tend to barely domesticated boars and fend off natural predators from the nearby woods. Their youth occasionally get swept up in war parties, but generally the village keeps to itself. On occasion, human or elven travelers enter the area and spot the village. The goblins deal with these individuals as best they can, fearing revelation.&lt;br /&gt;
&lt;br /&gt;
It is generally known that goblins and such creatures exist in the area, but most aren&#039;t aware of the permanent settlement.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Broken Cart Tavern==&lt;br /&gt;
&lt;br /&gt;
This section of the road is treacherous and not as well maintained as it was when the border was more seriously contested.  Away from most settlements, a traveler&#039;s tavern provides for the needs of the soldiers and others who come by this way.  The son of the owner is quite handy at repairing the damage done to wagons and other vehicles that pass through this unpleasant stretch of road, while his twin sister is excellent at mending travel worn garments and performing repairs on smaller goods, from knives to ancient books that need to be meticulously pieced together again.&lt;br /&gt;
&lt;br /&gt;
==Dragon Back Mountains==&lt;br /&gt;
&lt;br /&gt;
==Dawn&#039;s Shame==&lt;br /&gt;
&lt;br /&gt;
This city on a hill is renowned for its delights.  The splendid sunrises are the least of them, and one really seen by the soldiers and adventurers who come to Dawn&#039;s Shame.  In addition to ways to spend a day&#039;s wage in a few minutes, the city hosts tournaments and bloodsport of all sort.  No impulse is without its outlet at Dawn&#039;s Shame.&lt;br /&gt;
&lt;br /&gt;
Even those who seek forbidden lore can appease their hunger in the libraries, or delve into the ancient structures the riddle the hills and mountains around the city.&lt;br /&gt;
&lt;br /&gt;
The city itself is built on the highest hill, with a few satellite towns and villages that aid in supporting it.&lt;br /&gt;
&lt;br /&gt;
==Basalt Crags==&lt;br /&gt;
&lt;br /&gt;
These mountains are rough black volcanic rock, with many cliffs and loose slopes formed of ash and pumice. Only an experienced mountaineer could cross this region.&lt;br /&gt;
&lt;br /&gt;
==Tiamat&#039;s Gullet==&lt;br /&gt;
&lt;br /&gt;
The fissure formed by the volcano at 15.12 cleaves through the basalt crags, making a passable road from east to west.&lt;br /&gt;
&lt;br /&gt;
=15=&lt;br /&gt;
&lt;br /&gt;
==Horn Holds==&lt;br /&gt;
&lt;br /&gt;
The remains of a large stratovolcano that erupted cataclysmically many years ago. The collapsed cone formed a lake in the caldera with an island in the middle. This island serves as the main entrance to the Horn Hold, a dwarven settlement renowned for thier metal smithing. Deep within the old lava tubes and vents are veins of rare and wonderful metals and minerals.&lt;br /&gt;
&lt;br /&gt;
The dwarves have not mapped all of the tunnels as of yet and will not in the near future as long range exploration parties have come under attack from worm like creatures. It is quite possible that due to past seismic activity fissures and magam tunnels have made connections to the tunnels under Kaunite&#039;s Peak.&lt;br /&gt;
&lt;br /&gt;
Horn Hold is a fairly new dwarven settlement and is not as closed to outsiders as more established holds. Being founded by a priest of Moradin there is a strong religious feel to the city, and while areas are open to traders the wrokings of the foudaries and furnaces are strictly limited to the dwarves. The forges have made major advancements in metallurgy including the working of alloys of various metals* and treatments not used by humans.&lt;br /&gt;
&lt;br /&gt;
*Equvalent metals would be aluminum, nickel, manganese and magnesium.&lt;br /&gt;
&lt;br /&gt;
==The sheer cliffs==&lt;br /&gt;
&lt;br /&gt;
When the caldera was formed in volcanic eruption long ago, a portion of one of the neighboring mountains in the range was split in half, one half crumbling into the lake leaving the other as a sheer face along a long stretch of the Vagabond mountain range. In this region are treacherous mountain passes in the western portion, but in the northern and the eastern portion of the area there is stability. The lake town of Grabben&#039;s Shore is the primary source of trade to the hold across the lake, access to this fishing and trade town from the south is through a stable, if sometimes bandit laden, mountain pass that leads into the east Delnar Road.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Roamer&#039;s Woods==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 8==&lt;br /&gt;
&lt;br /&gt;
==Stone Fort==&lt;br /&gt;
&lt;br /&gt;
This point marks both the eastern end of Old King&#039;s Road as well as part of the historic border between this land and the Eastern Kingdoms. A small stone fort, manned but falling into disrepair, stands testament to this fact.&lt;br /&gt;
&lt;br /&gt;
Terrain type: Grassland (any forest that was once present has been cleared so as to provide an unobstructed view of the land on either side of the border).&lt;br /&gt;
Potential encounters: border raiders, smugglers, invading armies if the GM so wishes&lt;br /&gt;
&lt;br /&gt;
==Dragon Back Mountains==&lt;br /&gt;
&lt;br /&gt;
==Broken Pass==&lt;br /&gt;
&lt;br /&gt;
A well supported pass, complete with arched gates to hold it up, once stood here. Now it is in ruin, with broken statuary and architecture blocking the way through the mountains.&lt;br /&gt;
&lt;br /&gt;
==Tiamat&#039;s Gullet==&lt;br /&gt;
&lt;br /&gt;
A desolate valley road carved along a volcanic mountain range which stretches east to west, eventually joins up with the Dragon Back mountains, with spurs of black rock jutting up like feindish claws, lined with rivers and even &#039;lakes&#039; of molten lava that flow from the mountains. because of this hellish landscape, both the valley and centuries-old road are named for the Dragon Goddess&lt;br /&gt;
&lt;br /&gt;
but perilous as the Gullet is, the depradations of the Orange horde have awoken Algrim The Strong, A dwarven Death Knight. Algrim considers himself the undisputed warlord of the Gullet, and from the volcanic hall that was once his tomb, has begun to assemble an army of his own, bolstered by the walking dead, with wich he shall support his ally, Shan-Yur&lt;br /&gt;
&lt;br /&gt;
It is the hope of interested parties that somebody disrupt this alliance, and turn the two warlords against each other&lt;br /&gt;
&lt;br /&gt;
While it was (until recently) the safest route for pilgrims to reach the Monastery of the Celestial Dragon, the road through Tiamat&#039;s Gullet eventually swings north towards Broken Pass (and presumably, Dawn&#039;s Shame)&lt;br /&gt;
&lt;br /&gt;
=16=&lt;br /&gt;
&lt;br /&gt;
==Vagabond Mountains==&lt;br /&gt;
&lt;br /&gt;
It is rumoured that griffins make their homes among the peaks found in this otherwise uninhabited section of the Vagabonds.&lt;br /&gt;
&lt;br /&gt;
==The Keeper&#039;s Keep==&lt;br /&gt;
&lt;br /&gt;
Atop the highest mountain in the region, and in fact taking up most of the hex is a giant&#039;s keep. It has seven sides, one for each era of history plus another three for the eras said to come. The top of the walls are often surrounded by clouds which become more storm-laden the closer someone approaches. The walls are said to be seven miles thick, but no mortal has ever entered or left in known history. It is said that dragons have flown over the walls and have seen what lies in the courtyards and towers within, but they rarely speak of such things (for free). Climbers face many days of vertical ascent through a thunder storm on a wall with no real handholds. Others who have tried to fly over the walls have choked, breathless before reaching the top.&lt;br /&gt;
&lt;br /&gt;
Secret: Dragons, when pressed, will tell that the keep is filled with &#039;timelessness&#039; and know rumours of unobtainable treasures within.&lt;br /&gt;
&lt;br /&gt;
Secret: The Keeper is a giant who keeps people and things until they are needed at the end of time. The few people who live there cannot die, but they cannot leave.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Roamer&#039;s Woods==&lt;br /&gt;
&lt;br /&gt;
==Tower of Thorns==&lt;br /&gt;
&lt;br /&gt;
A dense forest starts in this area, extending up in a line of savage woods that civilization has not yet tamed (16.5 and 15.5).  It is known as Roamer&#039;s Woods.&lt;br /&gt;
&lt;br /&gt;
Fae creatures and elemental forces gather here, delighting in the mystic power that emanates from the Tower of Thorns: a school of sorcery and primal magic has stood since giants erected it at the behest of its founder.&lt;br /&gt;
&lt;br /&gt;
Roamer&#039;s Woods are expansive and confusing, with oddly intelligent animals and passages that lead into faerie worlds.  All of these serve to help conceal the Tower of Thorns from meddlesome fools and enemies.&lt;br /&gt;
&lt;br /&gt;
The Tower of Thorns accepts applicants in two ways.  Anyone with sufficient mystical skill to reach the Tower and gain entry is allowed to study.  It is not uncommon for wizards who have come by their power in more conventional ways to spend several years tutoring less experiences magic users while being instructed in the special spell craft of the Tower.  The other way is to be destined to reach the Tower.  Some who travel in the area seem pushed towards the tower instead of away from it, no matter what the obstacle.  These individuals gain entry by fate&#039;s decree and they provide the small classes that learn under the wizards who seek to unlock the secrets woven into the Tower&#039;s very structure.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==White Plains==&lt;br /&gt;
&lt;br /&gt;
This grassland was once the site of a massive battle with the Eastern Kingdom. Where is surrounding lands are fairly flat (16.7, 16.9 and 15.8) this area is hilly. All of the hills are fairly low and flat as they are man made. Huge barrows for all of the dead killed in the long forgotten battle. The bones of the weathered mounds have begun peaking through give the name, White Plains. Many non corporal undead roam this haunted region. Along with treasure hunters seeking ancient magical panoplies that are sure to be still buried here.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 9==&lt;br /&gt;
&lt;br /&gt;
==Fangula==&lt;br /&gt;
&lt;br /&gt;
A old city called Fangula sits. People who visit it had found nothing but a enough fog to give a dragon a chill. Anyone sent to Fangula at night disappears for ever--never to return!&lt;br /&gt;
&lt;br /&gt;
SECRET: Fangula is home town of evil monsters. Count Volexa is the latest monster ruler of this time. He tossed out the last ruler of town a werewolf. Fangula has been plotting on getting rid of all the humans and turning this country into a evil monster--for lack of better words--factory.&lt;br /&gt;
&lt;br /&gt;
==Dragon Back Mountains==&lt;br /&gt;
&lt;br /&gt;
==The Monastery of the Celestial Dragon==&lt;br /&gt;
&lt;br /&gt;
Located high in the spine of the Dragonback Mountains (which wind in a serpentine fashion through 14.9, 15.10, 15.11, 16.11 and 16.12) lies what was once the westernmost outpost of a sect of warrior-monks known as the &amp;quot;Order of the Celestial Dragon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Six years ago, however, the monastery was invaded by the &#039;Orange Horde,&#039; a massive nomadic tribe of Hobgoblin Warg Riders and ogres led by a cunning Ogre Mage named Shan Yur. The ogre has decided to establish the monastery as the center of a new empire and is gathering evil humanoids from all across the land to burgeon his armies. He has sent out ogre hunters to gather the most dangerous beasts and monsters to master and unleash upon his enemies.&lt;br /&gt;
&lt;br /&gt;
The monks were not all killed during the invasion, however, and many roam the lands trying to gather their strength to retake their home. In their desperation, they&#039;ve even begun training westerners and some of the non-human races in their mystical arts to bolster their numbers. Soon all the members of the order will gather with their new pupils and the Celestial Dragon will reach out to consume the hordes of Shan Yur...&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Hex_by_Hex&amp;diff=110065</id>
		<title>Hex by Hex</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Hex_by_Hex&amp;diff=110065"/>
		<updated>2009-05-29T20:43:06Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: /* Unclaimed 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;From this [http://forum.rpg.net/showthread.php?t=453831 thread], creating a 16 by 12 hex sandbox campaign setting.  This wikipage collects the entries and the  map:&lt;br /&gt;
&lt;br /&gt;
[[Image:sandbox2.png]]&lt;br /&gt;
&lt;br /&gt;
Map is created using [http://inkwellideas.com/?page_id=160 Hexographer] using this [[Hex_by_Hex:mapsource|source data]]&lt;br /&gt;
&lt;br /&gt;
=1=&lt;br /&gt;
&lt;br /&gt;
==Siren Tower==&lt;br /&gt;
&lt;br /&gt;
Siren Tower was home of the mermaids until Serina died from a back-stabbing air-creature. It&#039;s five floors above water and five floors below water--not counting the sea-level floor.&lt;br /&gt;
&lt;br /&gt;
Secret:&lt;br /&gt;
&lt;br /&gt;
The air-creature is a Harpy named Khersa. She&#039;s been using the tower has home while looking for treasures. Khersa was the one that killed Serina.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Andaur bay==&lt;br /&gt;
&lt;br /&gt;
The sleepy fishing village of Andaur lies in the shelter of Andaur bay, where the Feyline hills meet the sea. The bay has a gently sloped beach of brown sand and forms a natural harbour, but submerged rocks at the entrance make it suitable only for small boats.&lt;br /&gt;
&lt;br /&gt;
Smugglers wanting to avoid Windhook&#039;s taxes and harbour fees land here from time to time, welcomed by the locals for the silver they spend on poteen (a spirit made from potato or other root vegetables).&lt;br /&gt;
&lt;br /&gt;
Outside the bay, in deep water, lies the shipwreck of the Yellow Rose.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Aire&#039;ennyn==&lt;br /&gt;
&lt;br /&gt;
This is a massive coral fortress that lies in the waters a few miles away from the towering coastal cliffs of Jaeger&#039;s Point and serves as a border post for the sea elves who rule a small domain in the western ocean.&lt;br /&gt;
&lt;br /&gt;
The elves are very territorial but have been known to interact with the merchants of windhook and also to serve as guides-for-hire through the Dagger Reefs.&lt;br /&gt;
&lt;br /&gt;
==Dagger Reefs==&lt;br /&gt;
&lt;br /&gt;
Access to the harbour at nearby Windhook is treacherous through this region, and many an inattentive captain has found his ship wrecked on the rocks that lie just below the surface.&lt;br /&gt;
&lt;br /&gt;
==Harbor Approach==&lt;br /&gt;
&lt;br /&gt;
This is the safe passage to the Windhook harbors, avoiding the dagger reefs. The Great Desert of Ashok verges on the waters of the Windswept Sea here. This relatively constricted access to Windhook makes it an attractive area for pirates, so the Windhook governing employs a number of small, fast fighting ships to patrol the harbor approach. &lt;br /&gt;
&lt;br /&gt;
Still, one must always be on the lookout for cutthroats and privateers.&lt;br /&gt;
&lt;br /&gt;
==The Desert Wastes==&lt;br /&gt;
&lt;br /&gt;
Once a fertile grassland, in recent generations the Great Desert of Ashok to the west has encroached on this area, driving out the farmers who resided here. In their place, nomad tribes now prowl amongst the dunes and wind-blown ruins of past settlement.&lt;br /&gt;
&lt;br /&gt;
Though occasional oases may still be found here, voyaging further west into the heart of the desert is considered a dangerous proposition.&lt;br /&gt;
&lt;br /&gt;
==The Desert Wastes, Continued==&lt;br /&gt;
&lt;br /&gt;
The desert continues southwards here.&lt;br /&gt;
&lt;br /&gt;
==The Oasis of Esau==&lt;br /&gt;
&lt;br /&gt;
This unnaturally large oasis is the size of a small lake and fed by several fresh water springs that spring, seemingly magically, from a series of rocky outcroppings that poke out of the surrounding desert sands.&lt;br /&gt;
&lt;br /&gt;
It not only serves as an important water resource for all the creatures of the desert, but is also held sacred by the desert centaur tribes. They claim that it was created millenia ago when an ancient human prophet, leading his tribesman out of captivity from the south, smote the rocky outcroppings with his staff and presented the oasis as a treaty offering between his people and the centaurs.&lt;br /&gt;
&lt;br /&gt;
The Desert Centaur Tribes all meet and drink from the oasis, but none may fight, however much they may hate their tribal enemies. Non-centaur races are not allowed to drink from the oasis without first gaining the protection and escort of one of the centaur tribes. This can be obtained many ways and certain merchant caravans have long standing and profitable agreements with specific tribes to allow them to use the oasis on their trips north and south...&lt;br /&gt;
&lt;br /&gt;
=2=&lt;br /&gt;
&lt;br /&gt;
==Fayline Falls==&lt;br /&gt;
&lt;br /&gt;
This is a huge fall that makes Delnair Falls look like small potatoes. Behind the waterfall is a huge dungeon--about eight floors above and below the sea level--not counting the sea level entrance floor. In the center of the bottom eight sub-floor, lives a white dragon named Kortoniara. Kortoniara is a young dragoness who had a hatred for her teacher: Onsamiath. They is one thing she hates more then Onsamaith is the near-by werewolf and his skeleton pals. They had causing death of her monsters--usually for werewolf to use as food on his travel to Floorboard.&lt;br /&gt;
&lt;br /&gt;
Kortoniara appears to a shining example of dragonkind. She appears to a very large female dragon. Unlike most female dragon, she doesn&#039;t have a temper. Kortoniara has protected her home with the following monsters: succumbs, water elements, skeletons of dead sirens, a tribe of drows, and two beholders who in charge of her home&#039;s monster.&lt;br /&gt;
&lt;br /&gt;
Khersa has attacked this place many times--but the forces send her back.&lt;br /&gt;
&lt;br /&gt;
==Siren&#039;s Dam==&lt;br /&gt;
&lt;br /&gt;
Year ago, a famous mermaid Serina used magic to become a human. Serina had a rival with air creatures. One of them killed her. Her human lover researched mermaid death rituals and discover that the mermaids killed underwater would be cooked--while above the water, they would be buried. He built a dam on &lt;br /&gt;
Feyline river.&lt;br /&gt;
&lt;br /&gt;
The tomb is home to a crazy werewolf and his skeleton pals. This is the same werewolf that&#039;s been causing problems in Floorboards.&lt;br /&gt;
&lt;br /&gt;
The tomb/dam no longer fully contains the Feyline river.&lt;br /&gt;
&lt;br /&gt;
==Feyline Traders==&lt;br /&gt;
&lt;br /&gt;
The Feyline river flooded this area when the tome/dam first ceased to fully hold it back. A number of markets and trading outposts have opened here on top of the water ruined villages. Riverboats routinely make a course with exotic goods down towards Whitewater Junction.&lt;br /&gt;
&lt;br /&gt;
Many of these boats ask little from their passengers except the money of passage, and it is known that fugitives from northern communities as well as monsters able to masquerade as (demi)human make use of these boats to travel south to escape justice or find new victims.&lt;br /&gt;
&lt;br /&gt;
Exotic furs and preserved meats are what primarily get sent down. There is a strong trapper community living side by side with the merchants that ply the rivers. While the trapper camps and communities are mostly adjacent to this territory, there are a number of taverns and meeting halls amongst the market where the two mingle after discussing wares.&lt;br /&gt;
&lt;br /&gt;
Recently, a new sort of pelt, that seems to be actual gold, has been trickling in to the markets and the first few have just arrived to the south, to the delight of all involved.&lt;br /&gt;
&lt;br /&gt;
Half of Khersa&#039;s attacks had use the help of the werewolf and his skeleton pals.&lt;br /&gt;
&lt;br /&gt;
==Feyline hills==&lt;br /&gt;
&lt;br /&gt;
A dirt track known in Bachmaur as the coast road connects Bachmaur in the east with Andaur bay in the west. Travellers should beware of wolves that roam the area.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Jaeger&#039;s Point==&lt;br /&gt;
&lt;br /&gt;
This massive cliff is a mile wide, half a mile high and sheer except in the center where a massive carving of some hero of old juts out from the cliff face. Who he is and what he did is lost to antiquity, only his name remains.&lt;br /&gt;
&lt;br /&gt;
SECRET: The entire rock outcropping is only the face of a massive underground lair built as a fortress-tomb for the ancient warrior who saw his kingdom razed to the ground and his family slaughtered by usurpers before being slain himself. His followers managed to spirit his body away to his tomb along with that of his family, but their spirits never moved on and await the day when they can take back their kingdom and claim vengence on the descendants of their conquerers.&lt;br /&gt;
&lt;br /&gt;
Recently, faint emanations of paranoia and hate have reached his sleeping corpse and have revived him. As his power slowly grows, he sends forth sentinels of darkness to scout the land and prepare the way to reclaim his rightful throne...&lt;br /&gt;
&lt;br /&gt;
==Windhook==&lt;br /&gt;
&lt;br /&gt;
This thriving maritime settlement on the Great Windswept Sea bustles with members of all races and cultures, goods from a dozen lands, and no shortage of jobs for eager adventurers. Join a ship&#039;s crew and see new lands; escort a caravan to the interior, facing who knows what peril; sign on with a mercenary company to pacify rebellious settlements...the possibilities are endless.&lt;br /&gt;
&lt;br /&gt;
Lately, Windhook has been under pressure from several shipping guilds to adjust their tariffs, or face a trade war. At the same time, mysterious thefts, murders, and accidents have been happening to ships at the Windhook port. The governing council thinks the accidents are the work of the Guilds, but are they?&lt;br /&gt;
&lt;br /&gt;
Places to be sure to visit: The Bilge Rat, Lady Nerissa&#039;s Lounge, the Leeward, and Mad Mindros General Store.&lt;br /&gt;
&lt;br /&gt;
Windhook also marks the mouth of the Delnar river, where its waters empty into the Windswept Sea.&lt;br /&gt;
&lt;br /&gt;
==Wetlands Meet Desert==&lt;br /&gt;
&lt;br /&gt;
This area, marking the point where the wetlands around the Delnar basin meet the northern edge of the western desert, is home largely to scrabbly low-growing grasses and plants.&lt;br /&gt;
&lt;br /&gt;
==Council Stone==&lt;br /&gt;
&lt;br /&gt;
This vast field of desperate grass has a giant slab of stone at the center.  Here tribes of desert centaurs come to meet, feeling safe in the mutual risk of the writhing sands nearby.  It is also where the centaurs come to deal with those from  Windhook.&lt;br /&gt;
&lt;br /&gt;
Beyond meeting centaurs conducting business here, those traveling through often encounter the ghosts of centaurs who are drawn here and more able to speak near the stone, giving council to their descendants.  There are darker spirits as well in this area, sorcerers who have sought to assault the mystic tower deeper in the desert and djinn who have dwindled due to being bound to earthly elements.  The centaurs remove all dead bodies from this place, and many say it is for more than simple fear of providing an easy host to the ghosts that reside here.&lt;br /&gt;
&lt;br /&gt;
There are a few animate skeletons in this area, and they are possessed of a keen and terrible intelligence, one that often surpasses the living mind that once resided there. &lt;br /&gt;
&lt;br /&gt;
==The writhing sands==&lt;br /&gt;
&lt;br /&gt;
A region of desert covered in silt sands that flow and move across ever moving windstorms. A navigation piece used by those traveling the desert to gain their barrings from a distance. The winds are surely unnatural and many a caravan has seen on relatively clear days a shining spire of glass and mirrors within. Through rumor it has recently been heard that for one week every five years, the storm dies, raining tons of sand around the region that billow out in a dust cloud...and reveal the shining spire in its smooth and sunlit glory, along with a tattered tent and windswept clay city at it&#039;s base.&lt;br /&gt;
&lt;br /&gt;
When the winds die, men and women in robes fly by their own magic or that of another as riders from the place burst from below aback cruel beasts that glide through the sand like sharks on the sea, some leaving claiming to have finished their studies, others off to find the next class for this secure and sequestered school of Wizardry, Boraro&#039;s tower.&lt;br /&gt;
&lt;br /&gt;
==Desert==&lt;br /&gt;
&lt;br /&gt;
=3=&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 1==&lt;br /&gt;
&lt;br /&gt;
==Pillar of Onath==&lt;br /&gt;
&lt;br /&gt;
A large stone piller juts up from the broken ground here. The piller resists all attempts to damage it and appears in remarkable good condition despite being in place for a long, long time.&lt;br /&gt;
&lt;br /&gt;
SECRET: The Pillar of Onath was built years ago to contain the mighty power of the White Dragon Kortoniara by not allowing her to out of the Feyline falls, trapping her within. She will go to any lengths to see it destroyed and at any point has a dozen plots in progress to see it gone. So far, none have worked, so far.&lt;br /&gt;
&lt;br /&gt;
SUPER SECRET:&lt;br /&gt;
&lt;br /&gt;
About half of any of those dozen plots to do in this landmark--comes from beholders under the command of Kortoniara.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Kalim&#039;s ferry==&lt;br /&gt;
&lt;br /&gt;
The Bachmaur coast road, a grand name for what is a mule track through the hills, encounters the river Feyline here. One Mr Kalim Useferos runs a ferry service and riverboat repairs. His fares are 1 copper penny per passenger, 5 pennies for a mule, and a silver crown for a horse. His family live in a nearby cottage and have a small vegetable plot, chickens and a milking cow.&lt;br /&gt;
&lt;br /&gt;
==Feyline Rapids==&lt;br /&gt;
&lt;br /&gt;
Here the Feyline river is at it&#039;s most violent, it&#039;s crashing, churning waters have claimed many a life over the years. No bridges cross the river here.&lt;br /&gt;
&lt;br /&gt;
==Bullywugs&#039; Cavern==&lt;br /&gt;
&lt;br /&gt;
Just above the black dragon&#039;s lair before the Fayline-for a back of better words-smashes into Delnair at White Junction. Bullywug&#039;s Cavern is home of the black dragon&#039;s favorite food.&lt;br /&gt;
&lt;br /&gt;
Bullywugs aren&#039;t too happy with the black dragon--and trying to locate good creatures of the land to take care of that annoying black dragon.&lt;br /&gt;
&lt;br /&gt;
The Bullywugs&#039; caverns are located in the hills that rise up, semi-circular, near the stench fens and Whitewater Junction and help give Jaegar&#039;s Point its elevation.&lt;br /&gt;
&lt;br /&gt;
==Onsamiath&#039;s Lair==&lt;br /&gt;
&lt;br /&gt;
An extension of the Stench Fens, the old black dragon Onsamiath lives in this tract of swamplands. It is a sorcerer of some repute and is fascinated by the magical energies in the Stench Fens. In pursuing his study of the Fens, Onsamiath has developed a wasting disease that is sapping the life out of him.* Not knowing the cause Onsamiath is seriously contemplating dracolichdom to avoid an ignoble death.&lt;br /&gt;
&lt;br /&gt;
In the past Onsamiath attempted to exact tolls from river traffic to build his horde but after an encounter with a band of adventurers near five decades ago still has him extremely cautious about exposing himself to outsiders. Bullywugs, on the other hand, are his prime food source.&lt;br /&gt;
&lt;br /&gt;
*Currently Onsamiath looks very gaunt and exemplifies the blakc dragon epithet of, &amp;quot;skull dragon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Ruins of Grey==&lt;br /&gt;
&lt;br /&gt;
Here, along rolling hills on the banks of the Delnar lie the ruins of Grey. This accursed place has been abandoned for the past fifty years after it was destroyed in the titanic struggle between a band of adventurers and the near by Black Dragon. Some say these &amp;quot;Heroes&amp;quot; deliberately used Grey as bait for the Dragon, ensuring the deaths of all it&#039;s people.&lt;br /&gt;
&lt;br /&gt;
At night some people say you can hear the wails of pain and agony of the towns residence crying out for vengeance. Nearly everywhere else the adventurers are hailed as true heroes for &amp;quot;killing&amp;quot; the Dragon.&lt;br /&gt;
&lt;br /&gt;
==Silent Fens==&lt;br /&gt;
&lt;br /&gt;
These wetlands are eerily quiet.  Periodically the foolishly adventurous try to uncover ruins or other items of value from it.  Most come away with disease one expects from digging about in muck and nothing more.&lt;br /&gt;
&lt;br /&gt;
==Gormok&#039;s Lair==&lt;br /&gt;
&lt;br /&gt;
Among the many hazrds of the desert, the Brown Dragon Gormok can now be counted amongst them. as wth much of his kind, Gormok is a gourmand, ever watchful for new and undiscovered tastes, and to this end has chosen his lair (hidden benath the sand and gravel where desert meets wasteland) for its proximity to the drake fissure.&lt;br /&gt;
&lt;br /&gt;
For Now, Gormok hunts the beasts of the fissure and desert, with the occaissional bullywug from the silent fens and things sent by his &#039;neighbors&#039; from Crownfall. for the long term, Gormok is considering becoming the patron of Freetowns by granting their caravans safe passage through his territory (IE: a one-hex radius of his lair) toand from windhook, providing they give him proper tribute (IE: food from windhook or foolish adventurrs sent to their doom).&lt;br /&gt;
&lt;br /&gt;
For his part, Osminiath is well aware of this potential rival encroaching on his hunting grounds, but his current condition (and Gormok&#039;s obliviousness towards the true value of the fens past the texture of pickled bullywugs) has led the elder wyrm to take a &#039;wait and see&#039; approach for the time being.&lt;br /&gt;
&lt;br /&gt;
==Desert==&lt;br /&gt;
&lt;br /&gt;
==The Tower of Al-Jazeera==&lt;br /&gt;
&lt;br /&gt;
Surrounding Terrain (2.12, 3.11, 4.11, 4.12) : Desert&lt;br /&gt;
&lt;br /&gt;
This ancient wizard&#039;s tower was long abandoned and almost completely buried until rediscovered by a fugitive sorceror from the southern desert kingdoms. Having conquered the magical defenses of the tower and raised it back above the sands, the renegade, one Ali Ababba Al-Jazeera, has enacted a cunning plan.&lt;br /&gt;
&lt;br /&gt;
The tower grants its owner control over 8 enslaved Djinn, one for each of the 8 cardinal directions. He has tasked these Djinn with transmitting thoughts of paranoia and hatred into the ether surrounding the tower. As the transmissions emanate further and further from the tower, Al-Jazeera is hoping it will incite the surrounding kingdoms to eventually start fighting amongst each other and start an age of war and bloodshed.&lt;br /&gt;
&lt;br /&gt;
As the kingdoms are weakened, he will take them over one by one until he has all the kingdoms of men under his thumb as a Grand Sorceror Sultan and can exact slow, excruciating revenge upon those who dared to exile him...&lt;br /&gt;
&lt;br /&gt;
SECRET: This tower was originally built for the same purpose by the fox-were magus Perrut Dochrum, whose soul is trapped in a sky-blue topaz encased in a lead box and buried beneath a flagstone on the lowest floor. If the gem is ever broken, he will manifest as a lich and regain control of the djinn.&lt;br /&gt;
&lt;br /&gt;
=4=&lt;br /&gt;
&lt;br /&gt;
==Ruins of Pillar of Kort==&lt;br /&gt;
Centuries ago, this item kept Onsamiath in check by keeping him in check. Somehow, a group of heroes had a battle with some owlbears here - the result of the the wreck of this pillar.&lt;br /&gt;
&lt;br /&gt;
Disguised as a elf, Onsamiath analyzed it - and make a similar on for Kortoniara at 3.2.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Bachmaur==&lt;br /&gt;
&lt;br /&gt;
This city&#039;s fortune is barely apparent in its modest buildings and stinking places of business.  It is a famed source of leather goods, taking animals herded in the surrounding area by skinning them.  As such it also has a healthy butchery business, including making famed jerky.&lt;br /&gt;
&lt;br /&gt;
While the skinning focuses on conventional animals in the area, the town is well aware of how to skin and tan far more exotic creatures.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Whitewater Junction==&lt;br /&gt;
&lt;br /&gt;
Here, the Feyline River feeds into the Delnar, and the meeting is anything but peaceful. Rocky terrain in the riverbeds forms a series of powerful, fast-moving rapids that make passage up- and downriver impossible for many of the heavily laden river barges that travel the Delnar and the Feyline. An industrious and entrepreneurial halfling family, the Doskins, set up Camp Whitewater decades ago to offer their services in moving cargo across the rapids - or around them - on cargo trains. The business rapidly grew, and with it the camp. &lt;br /&gt;
&lt;br /&gt;
Now a major town, Whitewater Junction offers services of all kinds to the river crews and travelers who use the Delnar and Feyline rivers to cross the wilds. However, their core business - getting boats around, through, or over the rapids - remains a thriving endeavor, and visitors to Whitewater Junction will see seemingly endless convoys of porters, wagons, and sleds carrying cargo of all sorts from the docks on Lowside - below the rapids - to the Highside docks. The Doskins oversee the operation of all of the Portage Companies in Whitewater Junction, acting as a &amp;quot;guild&amp;quot; to preserve competition...and to rake in a handsome profit.&lt;br /&gt;
&lt;br /&gt;
==Stench Fens==&lt;br /&gt;
&lt;br /&gt;
This swampy area, just south of where the Feyline River joins the Delnar*, is suffused with the stink of decay; bubbles slowly rise through the loose mud to loose a gut-churning miasma over the area. Wizards and scholars do not believe the smell in this place could be natural, and some scholars believe it is the remnants of a curse or a mighty magical weapon used eons ago, leaving the earth here hopelessly corrupted. Fortunately, whatever ancient plague corrupts this site does not seem to contaminate the waters of the Delnar...yet. &lt;br /&gt;
&lt;br /&gt;
The Stench Fens are home to several Bullywug tribes, including one led by Krebbok, a Tribal Shaman of great power. It is said that Krebbok wears amulets of power recovered from numerous burial mounds that lie beneath the mud and greasy water of the fens. &lt;br /&gt;
&lt;br /&gt;
==black lake==&lt;br /&gt;
&lt;br /&gt;
Water stained from the surrounding fens collects in a depression here. The dark brown water is impossible to see deeper than a few inches through. Freshwater crayfish can be caught here, but the mosquitos (normal and giant varieties) like to lay their eggs in these still waters.&lt;br /&gt;
A tribe of lizardmen inhabit the area.&lt;br /&gt;
&lt;br /&gt;
==Crownfall==&lt;br /&gt;
&lt;br /&gt;
Description: A crater in the midst of barren wasteland. The crater was formed when the golden star that shone in the crown of the constellation of the Conqueror fell from the heavens a century ago. The area was once a marsh and the impact drained it, leaving a dry wasteland behind, and opened a crack into the caverns of the Underdark. The area has been claimed by various evil humanoids throughout the years, though nobody has been able to hold onto it for very long before being swept aside by the new owners.&lt;br /&gt;
&lt;br /&gt;
Rumors&lt;br /&gt;
&lt;br /&gt;
    * The star is actually an immortal being that grants boons.&lt;br /&gt;
    * The star is an ancient artifact weapon, forged by the gods in their war against the primordials.&lt;br /&gt;
    * The star is a portal to the Astral Sea.&lt;br /&gt;
    * The star is a portal to the Far Realm.&lt;br /&gt;
    * The fall of the star coincides with the fall of Nerath.&lt;br /&gt;
    * The star was called from the heavens by a powerful star pact warlock.&lt;br /&gt;
&lt;br /&gt;
==Desolate Waste==&lt;br /&gt;
&lt;br /&gt;
Here the land is cracked and broken. Ill suited for nearly any purpose this area is almost completely devoid of life.&lt;br /&gt;
&lt;br /&gt;
==Desert==&lt;br /&gt;
&lt;br /&gt;
==Desert==&lt;br /&gt;
&lt;br /&gt;
=5=&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 1==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Bachmaur South Road==&lt;br /&gt;
This road heads southeasterly from Bachmaur across the great plains, eventually turning into the King&#039;s road in the Quiziyak kingdom.&lt;br /&gt;
&lt;br /&gt;
==Bachmaur South Road==&lt;br /&gt;
This road heads southeasterly from Bachmaur across the great plains, eventually turning into the King&#039;s road in the Quiziyak kingdom.&lt;br /&gt;
&lt;br /&gt;
==Old King&#039;s Road Follows River==&lt;br /&gt;
&lt;br /&gt;
Here, Old King&#039;s Road - little more than a rough trail - follows the course of the Delnar for a time before curving northward, heading into parts unknown.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Hag&#039;s Crossroad==&lt;br /&gt;
&lt;br /&gt;
Two ruined roads cross in this bog riddled area.  It is home to brutish creatures that labor under a coven of hags that have maintained control for generations, abducting and inducting girls from surrounding settlements into their dark secrets.  Occasionally a female magic user will seek them out for their arcane secrets, or to join the coven.&lt;br /&gt;
&lt;br /&gt;
The hags occasionally parlay with communities nearby, sending dominated monsters into town and speaking through the brutes.  They do not wish to disrupt the balance of power that allows them to remain there.&lt;br /&gt;
&lt;br /&gt;
Some suspect they wish to usurp control of the Stench Fens nearby, but that some power prevents them from doing so.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 9==&lt;br /&gt;
&lt;br /&gt;
==Drake Fissure==&lt;br /&gt;
&lt;br /&gt;
Between the thinning desert and the thinning plains, the drake fissure runs from northwest to south east, this area being only the widest and deepest.&lt;br /&gt;
&lt;br /&gt;
A great crack in the earth cut not by river or quake, but said to have been carved by a great beast reaching down from the sky in an age long forgotten. Drakes, Wyverns, and lesser creatures of relation to the dragons crawl and fly around and within the shadows of the valley. Some say the fissure itself runs so deep it reaches into the black heart of the world. Even from it&#039;s edge, tunnels can be seen down the fissure walls...but no man has seen it&#039;s bottom here and lived to tell the tale...now the mad Gnome Walber Nik Hausen is another story. They say he has seen down there, if you can find him you&#039;d have the best wealth of information to forming an expedition.&lt;br /&gt;
&lt;br /&gt;
==The Freetowns==&lt;br /&gt;
&lt;br /&gt;
This lightly hilled grassland on the edge of the desert is home to a collection of small villages styling themselves the &amp;quot;Free Towns&amp;quot;. In reality they don&#039;t get visits from tax collectors because they have nothing anyone would want. The villages are home to the wretchedly poor, the most degenerate criminals, and a few starry eyed fools.&lt;br /&gt;
&lt;br /&gt;
One such fool is &amp;quot;Mayor&amp;quot; Hilligar, the self styled ruler of &amp;quot;these fine, free peoples&amp;quot;. Hilligar has been trying to get a road built to connect the villages but so far every tradesmen or builder he has brought in has been repulsed or murdered. Only the most foolish or desperate merchants will enter the area.&lt;br /&gt;
&lt;br /&gt;
==Heroes&#039; Grave==&lt;br /&gt;
&lt;br /&gt;
Tombs and monuments to ancient heroes fill this area, sprawling out into ruined necropoli that bear the brunt of the sands.  Centaurs still come here to deposit their honored dead—even if it is just their bones or ashes.  Many of the crypts and other structures show signs of being forced open, and desperate grave robbers and fledgling necromancers both still come seeking some hidden scrap of wealth or power.&lt;br /&gt;
&lt;br /&gt;
A road extends out to the east from here.  Its old name is the Final Road, but in recent times it is simply called the Southern Road or South Way.  The road is a major thoroughfare still for southern settlements, who use it to reach the Splendor and beyond.  It is considered far safer than other routes to travel.  Some say it is due to the shrines and crumbled statues of heroes that still line some of the way.  Others because it is nestled between a sorcery riddled desert and the power of the Splendor.&lt;br /&gt;
&lt;br /&gt;
=6=&lt;br /&gt;
&lt;br /&gt;
==Tower of Arun Tor==&lt;br /&gt;
&lt;br /&gt;
The Tower of Arun Tor sits atop Dol Arun, a hill in the Highlands of Erenby. Formerly the home of Pertwee Village&#039;s lord, it was abandoned a generation ago when the last resident, Lord Bascom, died without a known heir. &lt;br /&gt;
&lt;br /&gt;
The tower is four stories high, each slightly smaller than the one beneath. Unknown to most, the tower has just as many sub-levels underground, where Lord Bascom plied his second, secret trade-that of a necromancer.&lt;br /&gt;
&lt;br /&gt;
It is uninhabited today and rumored to be haunted-a rumor that may be true, considering its history.&lt;br /&gt;
&lt;br /&gt;
==The Village of Pertwee==&lt;br /&gt;
&lt;br /&gt;
Pertwee Village lies amidst the rolling Hills of Erenby. The primary occupation of its residents is herding goats and sheep on the grassy slopes, though they also forage for mushrooms in the many shallow caves that dot the hills. The village itself is surrounded by a wooden stockade for protection from bandits and lesser humanoids that also inhabit the hills.&lt;br /&gt;
&lt;br /&gt;
A stone tower called Arun Tor rises on a hill overlooking the village, formerly the residence of the local lord. He died a generation ago without an heir, and the tower has been abandoned since.&lt;br /&gt;
&lt;br /&gt;
==Grazing Lands==&lt;br /&gt;
&lt;br /&gt;
==Driving trail and Grazing Lands==&lt;br /&gt;
&lt;br /&gt;
Running through the middle of this large open plain is a major driving trail for the ranchers of Bachmaur. In the middle is a spring-fed lake where the herds are left to winter. This is a peaceful place, but also a prime target for outlaws looking to steal a herd.&lt;br /&gt;
&lt;br /&gt;
==Grazing Lands==&lt;br /&gt;
&lt;br /&gt;
==Old Road Diminishes==&lt;br /&gt;
&lt;br /&gt;
As the old road from King&#039;s Bridge continues to the northwest through this lightly wooded region, weeds, shrubs, and other plants sprouting between the stones become more frequent. Eventually the road becomes little more than a trail, with only the occasional cobblestone or weather-worn marker to tell of what it once was.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 8==&lt;br /&gt;
&lt;br /&gt;
==Melroth&#039;s citadel==&lt;br /&gt;
&lt;br /&gt;
A Highland fortress built across one of the canyons leading into Ragnar&#039;s Glacier, meant to serve as a bulwark against the raids of frost giants and the monsters of the Drake Fissure.&lt;br /&gt;
&lt;br /&gt;
the Citadel was founded by the legendary Dragonborn warrior saint, Melroth Invictus, and the Paladin order he founded is the keep&#039;s de facto Authority, despite the Bellacan-appointed lord mayor. unsurprisingly, many dragonborn come here to follow in the footsteps of this hero&lt;br /&gt;
&lt;br /&gt;
but a warning to travellers. the fortress city of Melroth is said to be a police state, where the law is as swift and harsh as the mountain cold&lt;br /&gt;
&lt;br /&gt;
==EverFreeze==&lt;br /&gt;
&lt;br /&gt;
High in the Baskan range sits a land that is always covered in ice and snow, deemed &amp;quot;Everfreeze&amp;quot; or &amp;quot;The Land of Ice and Snow&amp;quot; by most people, Sages and Scholars call it is &amp;quot;Ragnar&#039;s Glacier.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Whatever it&#039;s name it is a harsh place, cruel and punishing to those who don&#039;t know it&#039;s ways. A tribe of Snow Giants claim dominion over the area and are almost as harsh and cruel as the land they call home. The Great Remorhaz beasts are also a distressingly common sight.&lt;br /&gt;
&lt;br /&gt;
==Dune sea==&lt;br /&gt;
&lt;br /&gt;
Endless, trackless wastes. Here a traveller is confronted with the worst the desert has to offer, endless dunes, scorching heat, no water, and some very fierce beasts.&lt;br /&gt;
&lt;br /&gt;
Recently a young blue dragon has taken up residence in a former Dwarven trading post near the feet of the mighty Baskans and is attracting hardy followers for some purpose. The post served as a stop along a now long defunct &amp;quot;silk road&amp;quot; to the rich south, with the Centaurs serving as middle men.&lt;br /&gt;
&lt;br /&gt;
==Tomb Pass==&lt;br /&gt;
&lt;br /&gt;
Here the Southern Way crosses over part of the Baskin Mountains in what is locally known as &amp;quot;Tomb Pass&amp;quot; due the presence of so many graves near the entrance.&lt;br /&gt;
&lt;br /&gt;
A large population of Dwarfs used to make their home in the Baskins and were a fairly common sight when crossing the passes. About a generation ago the Dwarfs became more and more insular, until finally they drew back from the world entirely. In the last months of their interaction with the world the Dwarfs were more and more fearful, not only for themselves but for anyone they talked to.&lt;br /&gt;
&lt;br /&gt;
No one knows if the Dwarfs are still around, or what ever became of them.&lt;br /&gt;
&lt;br /&gt;
=7=&lt;br /&gt;
&lt;br /&gt;
==Wooded Hills==&lt;br /&gt;
&lt;br /&gt;
The rolling hills in this area are still well forested, with plenty of game.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Grazing Lands==&lt;br /&gt;
&lt;br /&gt;
==Grazing Lands==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==The Kings Bridge==&lt;br /&gt;
&lt;br /&gt;
A large stone bridge across the Deinar which used to carry wagons two abreast in ancient times. Crumbling statues of forgotten kings flank it.&lt;br /&gt;
&lt;br /&gt;
==Vagabond&#039;s Echo==&lt;br /&gt;
&lt;br /&gt;
Taller hills than normal for the area rise up here, a final push for the Vagabond mountain range before only hills remain.  Hunting and farming occurs among the hills, with the territory uneasily shared by the locals from various towns and villages.&lt;br /&gt;
&lt;br /&gt;
The King&#039;s Road passes through the levelest course available in Vagabond&#039;s Echo, including an area that looks as if magic were used to carve a clear course.&lt;br /&gt;
&lt;br /&gt;
==Farmed Hills==&lt;br /&gt;
&lt;br /&gt;
These hills are well farmed, and show old irrigation channels indicating they have been farmed for a great stretch of time.&lt;br /&gt;
&lt;br /&gt;
==Ragnar&#039;s Peak==&lt;br /&gt;
&lt;br /&gt;
The single tallest peak for thousands of miles Ragnar&#039;s peak is named after the famed &amp;quot;King of the High Hills&amp;quot; who reigned here hundreds of years ago. Ragnar is most famous for being the last of the &amp;quot;Great Kings&amp;quot; before the empire begin to rapidly fall apart.&lt;br /&gt;
&lt;br /&gt;
The peak is home to few creatures, some scattered woodsmen and a band of monsters here and there. It is said the peak was once home to a vast Aarakocra aerie.&lt;br /&gt;
&lt;br /&gt;
SECRET: The hero buried at Jaeger&#039;s Point is the grandson of King Ragnar.&lt;br /&gt;
&lt;br /&gt;
==Baskan Range==&lt;br /&gt;
&lt;br /&gt;
The Baskan&#039;s are a high, inhospitable place. With the exception of Tomb Pass the range is extremely difficult to navigate. Any one brave and hardy enough to face the mountain&#039;s will find the mountains home to seemingly countless quarreling tribes of goblinoids. The mountains are also extraordinarily rich in mineral deposits.&lt;br /&gt;
&lt;br /&gt;
Long ago the Range was home to Dwarves, but they are long gone from sight. The ruins of their realm dot the mountains.&lt;br /&gt;
&lt;br /&gt;
==Baskan Range==&lt;br /&gt;
&lt;br /&gt;
The Baskan&#039;s are a high, inhospitable place. With the exception of Tomb Pass the range is extremely difficult to navigate. Any one brave and hardy enough to face the mountain&#039;s will find the mountains home to seemingly countless quarreling tribes of goblinoids. The mountains are also extraordinarily rich in mineral deposits.&lt;br /&gt;
&lt;br /&gt;
Long ago the Range was home to Dwarves, but they are long gone from sight. The ruins of their realm dot the mountains.&lt;br /&gt;
&lt;br /&gt;
=8=&lt;br /&gt;
&lt;br /&gt;
==A Cold Swamp==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Desolate Fields==&lt;br /&gt;
&lt;br /&gt;
The abandoned farm land here begins to give way to resurgent forest.  Wild animals are the major threat here, followed by outlaws passing through to richer pickings.&lt;br /&gt;
&lt;br /&gt;
==Silkweed Plantation==&lt;br /&gt;
&lt;br /&gt;
The ruins of a manor farm house, of the sort a noble or wealthy merchant might own, occupy the center of this area. Fallow fields overgrown with silkweed surround it. There are an abundance of large, healthy insects and serpents in the fields who hunt animals that come for the grains and vegetables that grow wild closer to the ruins.&lt;br /&gt;
&lt;br /&gt;
Inside, the ruins host a colony of giant, intelligent spiders who search endlessly for a way out of the haunted estate that has become a prison as much as a home.&lt;br /&gt;
&lt;br /&gt;
==Hills Flanking Delnar==&lt;br /&gt;
&lt;br /&gt;
Here low rolling hills flank the River Delnar, creating an ideal site for farmland if anyone would bother. The remains of farmsteds can be found throughout the area. Once settled the newcomers invariably leave for within a generation for reasons they keep to themselves.&lt;br /&gt;
&lt;br /&gt;
Only one creature makes this area it&#039;s home. A monstrously huge, powerfully ugly and astoundingly dim-witted Troll.&lt;br /&gt;
&lt;br /&gt;
==The village of Floorboards.==&lt;br /&gt;
&lt;br /&gt;
Population: ~150&lt;br /&gt;
Major trade: Fishing&lt;br /&gt;
Government: Lord Anglethorn&lt;br /&gt;
&lt;br /&gt;
Floorboards is a small fishing community on the banks of the River Delnar. Somewhat prosperous but suffering under high taxes and the heavy hand of the local sheriff. Floorboards boasts a small tavern and a very skilled master glassblower.&lt;br /&gt;
&lt;br /&gt;
In recent months the town has been plagued by a werewolf.&lt;br /&gt;
&lt;br /&gt;
Scholar Artemis Thorn is staying at the village tavern. He is taking drawings of the remaining statues on the bridge, and avoiding the sherrif as much as possible for some reason.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Quziyak==&lt;br /&gt;
&lt;br /&gt;
Quiziyak is large wall city. It&#039;s home to a zillion subject. King Road goes throw it. Some of the landmarks in the city includes the following:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Queen Annabelle&#039;s Castle&lt;br /&gt;
&lt;br /&gt;
In the center of the wall city is the castle of Queen Annabelle. Annabelle is being getting critics for claiming that hatred is done by magic from the dessert. Annabelle been trying to get adventurers to defeat Al-Jazeera and proof her point. Beside trying to get red of Al-Jazeera, Annabelle is backing Windhook&#039;s large taxes--as she believes she&#039;s the cousin of the previous king. Baron Tyran Bellicose doesn&#039;t believe her story and consider her to a pain in the--for lack of better universe words--&amp;quot;a royal pain in the royal neck.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Temple of the Planes:&lt;br /&gt;
&lt;br /&gt;
This temple contains portals that lead to many different planes in the universe.&lt;br /&gt;
&lt;br /&gt;
Stergur&#039;s Library:&lt;br /&gt;
&lt;br /&gt;
Looking for a book? It doesn&#039;t matter if you looking a recent new scroll or some so ancient that it was only written by a god or goddess: Stergur, the most famous wizard has it all.&lt;br /&gt;
&lt;br /&gt;
Eyen&#039;s Inn:&lt;br /&gt;
&lt;br /&gt;
The largest inn in city. Eyen, a dragon in human form, is on a mission from a far-away dragon land to study the land. It has a dinner theater room. The theater writes plays. The most recent plays had been the following:&lt;br /&gt;
&lt;br /&gt;
1. &amp;quot;High Death For A Water Creature&amp;quot;, which tells how Sirena died&lt;br /&gt;
2. &amp;quot;Ona and Kort&amp;quot;, which deals with the long feud between Kortoniara &amp;amp; Onsamiath&lt;br /&gt;
3. &amp;quot;Anna, the Good Queen&amp;quot;, a play about Anna. It&#039;s becoming infamous for treating Baron Tyran Bellicose as so dumb that he makes a &amp;quot;dumb orc smart&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Farmed Hills==&lt;br /&gt;
&lt;br /&gt;
These hills are well farmed, and show old irrigation channels indicating they have been farmed for a great stretch of time.&lt;br /&gt;
&lt;br /&gt;
==Withaive hills==&lt;br /&gt;
&lt;br /&gt;
Here, west of Hobb&#039;s shire, the gentle rolling foothills of the Baskan Mountains begin in ernest. Two small towns nestle in the hills below Ragnar&#039;s Peak, both competing for the rich mineral resources of the nearby mountains. Recently the mood has grown grim as the citizens of each town have grown ever more distrustful of their neighbors. Unheard of before the townsfolk have started raiding each other, so far only a few buildings have burned but the situation is getting worse by the day.&lt;br /&gt;
&lt;br /&gt;
SECRET: the recent conflicts are the result of the waves of hatred and paranoia coming from the desert in the west.&lt;br /&gt;
&lt;br /&gt;
==The Southern Gate==&lt;br /&gt;
&lt;br /&gt;
A small community remains within the remnants of a walled city.  Primarily made up of traveler services, the Southern Gate is named for the one remaining gate that stands in the wall, facing the Final Road, which sends an offshoot up through this community.&lt;br /&gt;
&lt;br /&gt;
The community is deeply jealous of the mining wealth of its northern neighbors, but lacks the strength to do anything about it.  Most of the able bodied and quick witted children of the Southern Gate leave with travelers and caravans passing through, or head north to work in the mines.&lt;br /&gt;
&lt;br /&gt;
Due to the desperation, the Splendor&#039;s influence is strong here, with families offering children to the service of the temple-city and priests given free access to the ruins and the extensive catacombs beneath the community.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=9=&lt;br /&gt;
&lt;br /&gt;
==Red Woods==&lt;br /&gt;
&lt;br /&gt;
This region is a dense needleleaf forest intermixed with bogs. Originally inhabited by small villages of wood elves and shifters, the recent incursion of a covey of hags* and their lycantropic minions have pushed the elves back to Ionavalon. The shifters remain and fight a low intensity war with the hag. The shifters, led by a werebear, are allied with treants, dryads, wood woads and local spirits; while the hags command many plant creatures (shamblers, battlebriars, assassin vines, predatory vines and vine horrors), otyughs, a tribe of werewolves and a group of trolls from the Black Muskeg 8.1, a cold swamp to the west.&lt;br /&gt;
&lt;br /&gt;
Secret: Deep below the Red Woods is a bound deity of rot and corruption whom the hags seek to revive.&lt;br /&gt;
&lt;br /&gt;
*Two green hags and an annis.&lt;br /&gt;
&lt;br /&gt;
==Highlands of Erenby==&lt;br /&gt;
&lt;br /&gt;
A spur of small, densely wooded mountains, an offshoot of the Vagabonds, separates the Red Woods and the Heartwood Forest. The source of the Sadhur bubbles up under a lake located on a high plateau here, and falls down towards Ionavalon to the east. (See the description of [[#Ionavalon|10.2]] for more details on the Sadhur.)&lt;br /&gt;
&lt;br /&gt;
A traveller who braves the slopes to find the lake will be struck by the beauty as the sun strikes its crystal waters, casting shimmering light everywhere. It may be this very beauty that caused unknown hands to raise a temple on its shores. Long abandoned, locals can not recall who built it or who it was dedicated to. Wind and rain have obliterated carvings that may have given a clue to the answer, but a single statue remains that retains enough of its form to tell that the deity was at least humanoid in form; all other features -- race, age, gender -- have been since lost to the elements.&lt;br /&gt;
&lt;br /&gt;
==Heartwood Forest, cont==&lt;br /&gt;
&lt;br /&gt;
Here the Heartwood covers the land with think trees and heavy undergrowth. Still the forest has a groomed quality, belying the influence of the nearby elves.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Forest==&lt;br /&gt;
&lt;br /&gt;
The forest is thin on these rolling hills, and the river Delnar meanders through the dales.&lt;br /&gt;
&lt;br /&gt;
==Farmland==&lt;br /&gt;
&lt;br /&gt;
Though sparsely populated, this area has been cleared of major vegetation, and the local inhabitants have made use of the waters of the Delnar in order to provide irrigation for the fields that now cover the landscape.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 8==&lt;br /&gt;
&lt;br /&gt;
==Grasslands==&lt;br /&gt;
&lt;br /&gt;
Rolling grasslands broken only occasionally by sparse clumps of trees mark this section of Old Kings&#039; Road.&lt;br /&gt;
&lt;br /&gt;
==Ore Road==&lt;br /&gt;
&lt;br /&gt;
Here a small road leads from the nearby mining towns to Hob&#039;s shire, where they meet merchants to sell their ore.&lt;br /&gt;
&lt;br /&gt;
The road has become dangerous of late as the guards the mining towns used to patrol the path have been recalled to fight their internal struggle. A group of Hobgoblins, drawn to the area by tales of glory from their people&#039;s history, has made camp in the area.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 11==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=10=&lt;br /&gt;
&lt;br /&gt;
==The Heartwood==&lt;br /&gt;
&lt;br /&gt;
Here the Heartwood is thick and lush, groomed and beautiful. This area is rumored to be under the protection of Unicorn who the Elves of Ionavalon often consult.&lt;br /&gt;
&lt;br /&gt;
Few evil beings dare enter this portion of the forest, but from time to time the Unicorn will be forced to deal harshly with intruders.&lt;br /&gt;
&lt;br /&gt;
Most recently a band of Gnolls, under pay from the Hags in the Red Woods has been causing some head aches, the Unicorn has been considering asking the elves, or perhaps a group of adventurers, for help.&lt;br /&gt;
&lt;br /&gt;
==Ionavalon==&lt;br /&gt;
&lt;br /&gt;
In a forest glade lies Ionavalon, Citadel of Dreyal, Queen of the Bright Elves of Heartwood. The Citadel sits on the Sadhur River, which flows out of the Highlands of Erenby to the west and joins the Delnar further east.&lt;br /&gt;
&lt;br /&gt;
Ionavalon is not so much built as grown, through careful cultivation and tending of the forest-and a small amount of magic as well. Similar, though much smaller, houses surround it on all sides.&lt;br /&gt;
&lt;br /&gt;
Though the Bright Elves have dwelt in Heartwood since before the coming of other races, throughout their history they have sought neither to expand their holdings or conquer others, but have been content to merely keep and watch over their small territory. They do not often seek contact with outsiders, but are welcoming to those of good heart who find themselves in the Heartwood.&lt;br /&gt;
&lt;br /&gt;
==The Deepening Forest==&lt;br /&gt;
&lt;br /&gt;
The forests south of Iovanalon deepen and thicken, blocking out the sun in places. Eventually, the woods grow nearly impenetrable as travelers approach the Skittering Dark.&lt;br /&gt;
&lt;br /&gt;
==The Skittering Dark==&lt;br /&gt;
&lt;br /&gt;
A section of deep forest no longer traveled by local huntsman and trappers after a wave of disappearances a few years ago. Foresters keep their distance and speak of the unnaturally large insects and spiders which give this area its name.&lt;br /&gt;
&lt;br /&gt;
SECRET:&lt;br /&gt;
&lt;br /&gt;
Actually it&#039;s just spiders. They have multiplied in this area under the influence of a Shrine to Lolth. A Drow priestess emerged from the Underdark to build the shrine here because of ancient magical power in the location. This is due to an ancient temple to a fallen god (or primordial) which resonates with magical power for those who can claim it.&lt;br /&gt;
&lt;br /&gt;
After building the shrine, the priestess contracted with Duergar to construct a temple around it. Their hatred for the surface world has made this process painfully slow, but she does not have the means to do the stonework herself. There is a seemingly innocuous forested hill cave in this hex, which is deceptively deep and acts as the highway to the Underdark which brings the Duergar workers to the surface. The path between here and the temple itself has become increasingly well-worn over the years.&lt;br /&gt;
&lt;br /&gt;
Hazards: giant spiders (including demonic variants), duergar parties, the long-buried temple beneath the shrine (now with surrounded by the skeleton of its own temple under construction), a passageway to the Underdark and all that it contains...&lt;br /&gt;
&lt;br /&gt;
==Delnar River==&lt;br /&gt;
&lt;br /&gt;
The Delnar River passes just south of the Skittering Dark.&lt;br /&gt;
&lt;br /&gt;
South of the river is fertile grassland with scattered groups of ranchers and herders being the major occupants. North is the deep ominous forest.&lt;br /&gt;
&lt;br /&gt;
Between the river and the Skittering Dark, however, is a line of imposingly large stone menhirs whose origin is unknown. They are hewn from granite which is obviously not local to the area, and each one weighs several tons, so whoever originally placed them went to a lot of trouble to do so.&lt;br /&gt;
&lt;br /&gt;
Magical runes glow on the menhirs in unpredictable patterns that change as the weather shifts. The monuments otherwise don&#039;t appear to actually do anything.&lt;br /&gt;
&lt;br /&gt;
Theories abound as to what they are, who originally placed them, and what purpose they have. Popular stories include: they keep the Delnar river from shifting its course South, they prevent evil things in the Skittering Dark from moving south across the river, and they predict the weather in advance, if only someone knew how to read them.&lt;br /&gt;
&lt;br /&gt;
This part of the forest was never cleared, even though it approaches close to the north of Wheatsea. People often hunt wild animals up to the riverbank, but are superstitious about crossing to the north. Hunters tell tall tales of spiders the size of rats north of the river, but few people believe them in the taverns of Wheatsea.&lt;br /&gt;
&lt;br /&gt;
==Wheatsea==&lt;br /&gt;
&lt;br /&gt;
Situated in the midst of farmland, Wheatsea is a thriving city that enjoys the advantages of its location.&lt;br /&gt;
&lt;br /&gt;
In addition to its sizable human population, Wheatsea hosts a number of elves and half elves.  The elves arrived during the founding of the city, wandering away from a homeland they were cast out of, and agreeing to aid the fledgling city in exchange for a place to live.&lt;br /&gt;
&lt;br /&gt;
Human industry at building and farming combined with elven baking has led to Wheatsea being a valuable strategic resource for the local government.&lt;br /&gt;
&lt;br /&gt;
A supply road runs from Wheatsea to Bellicose Castle.&lt;br /&gt;
&lt;br /&gt;
==Tournament Grounds==&lt;br /&gt;
&lt;br /&gt;
This area of gently rolling hills and lush grass is empty most of the time but every five years it plays host to the Grand Tournament, a fantastic contest of jousting, melee, archery and nearly every game and competition imaginable. Warriors, fame seekers, and spectators come from nearly every land to take part. Around the Tournament a huge carnival takes place, playing host to every entertainment imaginable. It&#039;s a week that people look forward to for years before and talk about for years after.&lt;br /&gt;
&lt;br /&gt;
==UWallach&#039;s Fields==&lt;br /&gt;
&lt;br /&gt;
This region was held by Lady Wallach for a time during the Winter Siege; it contains the sites where her armies camped while they laid siege to Castle Bellicose. Though they were ultimately thrown back by the armies of King Bellicose, monuments were erected along the King&#039;s Road marking the locations of the various brigades and battalions.&lt;br /&gt;
&lt;br /&gt;
==Hobs Shire==&lt;br /&gt;
&lt;br /&gt;
Named for the infestation of hobgoblins that long ago kept this fertile land from being used, numerous hamlets and villages crowd in to take advantage of the pleasing fruit trees and good growing conditions.&lt;br /&gt;
&lt;br /&gt;
Notable settlements include Apple Hall, Cherry Pond, and Kaitlen&#039;s Walk.  These small communities offer up a &amp;quot;fair&amp;quot; share of their bounty to the Splendor, with most of the rest going to secular leaders.  Still, there is enough to avoid starvation during all but the worst growing seasons.&lt;br /&gt;
&lt;br /&gt;
Dangers of Hobs Shire include cults that worship the native gods, including the alien and twisted fertility goddess (and goddess of centipedes and other such creatures) that the hobgoblins once venerated.  There are also a few degenerate communities where human and hobgoblin blood have mixed.&lt;br /&gt;
&lt;br /&gt;
Marisee the Peddlar travels in the rural communities around the shire, and can be found anywhere within 2 hexes of this one. Occasionally, she goes past those boundaries, but never into the bigger cities, such as Splendor. How she has managed to survive alone in these travels for the last decade is unknown, though many an isolated hamlet has appreciated a visit.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 10==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 11==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=11=&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 1==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Dragon Hollow==&lt;br /&gt;
&lt;br /&gt;
Near the Eastern edge of the Heartwood Forest lies the petrified bones of a great Red Dragon, half-buried in a hill-side. The origin of the bones have been lost even in legend, but it is said that under the lies what was once the great horde of the Dragon, waiting to be claimed by one brave enough. Even still, very few people find reason to approach the site, as few who go ever return.&lt;br /&gt;
&lt;br /&gt;
SECRET: The hill is, in fact, the home-base for the Bardinian Rangers, a group of primarily Human and Half-Elf outcasts who have withdrawn from society to roam the Wilderness.&lt;br /&gt;
&lt;br /&gt;
The Rangers are, for the most part, good folk, and hold an uneasy truce with the Elves of Lonavalon, mostly ignoring each other. The Rangers are made up of people of many different skill sets. From actual Rangers and Druids, to Artisans and Bards.&lt;br /&gt;
&lt;br /&gt;
The lair of the Rangers is accessed through the mouth of the dragon, and includes an underground stream and many large Caverns.&lt;br /&gt;
&lt;br /&gt;
The area around the hill is well-defended, and the main reason few return is that those who have found the lair never leave, being required to join the Rangers.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Farmland==&lt;br /&gt;
&lt;br /&gt;
The Delnar spills out of the hills into fertile plains. Both Wheatsea and Aelwyd graze their herds on the flood plain during summer, and outlying farms of Wheatsea grow arable crops south of the river.&lt;br /&gt;
&lt;br /&gt;
==Farmland==&lt;br /&gt;
&lt;br /&gt;
This entire area is given over to farmland to feed the City of Bellaca. The Farmers in this area are forever annoyed at what they consider low prices of grain in Bellaca. The grumbling has gotten louder of late with some farmers talking about withholding grain or selling it elsewhere.&lt;br /&gt;
&lt;br /&gt;
==Bellicose Castle==&lt;br /&gt;
&lt;br /&gt;
The current Lord of the area, Baron Tyran Bellicose, lives in a mighty fortress overlooking the Old King&#039;s Road. He is a iron-fisted Lord in many respects, but fair. He does not tolerate disobedience, dealing harshly with any sort of challenge to his authourity, but he doesn&#039;t squeeze the locals mercilessly and deals squarely with all regarding taxes, treaties and the like, so he is generally well respected, if not actively adored, by his subjects.&lt;br /&gt;
&lt;br /&gt;
Recently, however, these subjects have started to adopt a much more aggressive attitude towards the Baron&#039;s soldiers and tax-collectors, and in some areas, such as the Withaive hills, they&#039;ve actually dared to attack them. The Baron grows increasinlgy paranoid that a usurper is working behind the scenes to incite the people against him and remove him from power. Perhaps one of his brothers or maybe his son. His spys are even now keeping tabs on his entire family.&lt;br /&gt;
&lt;br /&gt;
Perhaps he has been too soft on the commoners and needs to visit such destruction on these Winterhaivian rebels so as to leave no doubt about his power and then, maybe, he&#039;ll figure out who in his family is responsible for stirring them up and deal with them in turn...&lt;br /&gt;
&lt;br /&gt;
==Crossroads==&lt;br /&gt;
&lt;br /&gt;
A crossroads exists here where Old King&#039;s Road meets roads leading south towards Splendor and north towards Aerth Aelwyd and the Vagabond Mountains.&lt;br /&gt;
&lt;br /&gt;
==Grasslands==&lt;br /&gt;
&lt;br /&gt;
East of Hob&#039;s Shire, the land is uncultivated grasslands verging on the forests of Ehlonna&#039;s Splendor.&lt;br /&gt;
&lt;br /&gt;
==Ehlonna&#039;s Splendor==&lt;br /&gt;
&lt;br /&gt;
Situated amongst lightly forested areas giving way to meadows is a grand, open air temple-city dedicated to nature and fertility. Several regional gods and goddesses have representations among the statuary, with the current primary goddess venerated being Ehlonna.&lt;br /&gt;
&lt;br /&gt;
Near by communities pay tithes to receive the blessings of fertility and good hunting. The priests who serve in the Splendor (as the temple-city is called) serve as unofficial advisors to many nearby governments.&lt;br /&gt;
&lt;br /&gt;
While the surface of life there is focused on the business of venerating the deities and serving surrounding communities, as well as educating the next generation of priests and priestesses, there is constant rivalry between the loose and conflicting hierarchies of worship. Schisms and heresies occur beneath the surface, occasionally erupting to the surface in the prayer sessions and scriptural study that makes up civic discourse for the Splendor.&lt;br /&gt;
&lt;br /&gt;
Rumor has it that the reach of the Splendor was once far greater, and that the desert south of Windhook was blighted into its current form by the priestesses of that time. To those spreading this rumor, the current arrangement of gods--especially with Ehlonna as chief goddess--is a compromise that purposefully cripples the power of the Splendor.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=12=&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 1==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Delnar Woods==&lt;br /&gt;
&lt;br /&gt;
Though the river does not touch these woods, save for a few small streams and creaks that split off of the main body, it shares the namesake.  A few logging communities work in these woods, feeding lumber to those nearby.  It is dangerous work, as the trees are hardy and often resist being chopped down through means not always natural.&lt;br /&gt;
&lt;br /&gt;
SECRET: A group of druids died to preserve the natural divinity of this place from a wizard eager for its power.  Their spirits have infused the woods, creating treants, dryads, and other arboreal creatures to continue protecting the slumbering divinity and its power.&lt;br /&gt;
&lt;br /&gt;
==Delnar Woods==&lt;br /&gt;
&lt;br /&gt;
The Delnar Woods thin here, as centuries of logging causes the trees to slowly give way to the rolling hills around Arth Aelwyd.&lt;br /&gt;
&lt;br /&gt;
==Arth Aelwyd, the Hollow Hill Inn==&lt;br /&gt;
&lt;br /&gt;
There is a bend in the Delnar River where it takes a turn to the west around a single, low hill. Formally named Arth Aelwyd, it is oft called simply the Hollow Hill after the riverside inn that has been built inside it by the Strongberry Halflings (they are also known for their potent wine, and they tend a small but productive vineyard in the vicinity as well). It is a pleasant stopping place for those journeying through the area-as long as one doesn’t inquire of their hosts why they have chosen to dwell so far from established Halfling territory, or venture into the lower levels of the Hollow Hill.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Bellaca==&lt;br /&gt;
&lt;br /&gt;
The effective capital city of the region is intensely loyal (at least in appearance) to its native son and inheritor to ancestral rule, Baron Tyron Bellicose.  This city is also the edge of the Splendor&#039;s influence, with a few priests and representatives sitting on the council of nobles that manage details that the Baron does not care to.&lt;br /&gt;
&lt;br /&gt;
Soldiers of the Baron not in his fortress are often here, and there are barracks within the city.  Parades of the soldiers are quite common.&lt;br /&gt;
&lt;br /&gt;
Recently, however, the unrest has come here.  Not in the form of outright rebellion from the citizens, but in mysterious acts of vandalism and petty violence that has set the city on edge against outsiders.&lt;br /&gt;
&lt;br /&gt;
==Bandit Run==&lt;br /&gt;
In this hex the Old King&#039;s Road travels just past the foothills of the Dragon Back Mountains. Trade along this route is continually hampered by bandit gangs. The many caves that riddle this broken region are perfect for temporary hideouts, making the area chronically lawless.&lt;br /&gt;
&lt;br /&gt;
Merchants rarely travel this route unless absolutely necessary, cutting off most trade to the East, isolating the region and promoting the abandonment of smaller settlements inland of the more bustling regions to the West.&lt;br /&gt;
&lt;br /&gt;
The bandits are virtually immune from the law, but are still kept in check by dwindling targets, inter-gang warfare and occasional raids by goblinoid tribes from the larger mountains extending Southeast. The gangs have become increasingly desperate in recent years and their highway robberies have evolved to murderous, pillaging raids farther afield. Their targets have expanded to small settlements for several hexes around.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 9==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 10==&lt;br /&gt;
&lt;br /&gt;
==Unnamed Meadow==&lt;br /&gt;
&lt;br /&gt;
An unnamed empty meadow. It&#039;s lovely, and there are wildflowers.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=13=&lt;br /&gt;
&lt;br /&gt;
==Hermago Heights==&lt;br /&gt;
&lt;br /&gt;
The lowest peaks of the Vagabond range, covered in evergreens save for the gray tips. Isolated and unexplored wilderness and rumored to be the home of the lost and untamed, and some say primordially bestial ancestors, of the elves. Recently, somewhere within the range a hive of giant wasps has begun construction...these flying beasts have begun terrorizing those who come to close and nearby settlements and might be driving out the primordial elves...whose shadows have begun being spotted in the south and to the west.&lt;br /&gt;
&lt;br /&gt;
==Kaunite&#039;s Peak==&lt;br /&gt;
&lt;br /&gt;
Part of the Vagabond mountain range, the peak is a tall mountain surrounded by its siblings whose natural springs and melting caps feed the Delnar Falls and River. Along these high streams near where the waters gather a number of mill hamlets have sprung and over time may connect into a city in on the slope of the high mountain, not often traveled to from beyond in part both to the fey creatures at the bottom of the falls and the terrible things that sleep deep in the mountain. While the lower platueas of this peak are lush with flora, fauna, and small civilization, the caverns beneath the mountain feed into a foul and monstrous worm nest, sometimes the hunting ground of a civilization not yet seen so deep in the ground that it is the perfect inverse of Kaunite&#039;s Peak.&lt;br /&gt;
&lt;br /&gt;
3 main Milling hamlets: Morrisston, Valenshold, Nearfall.&lt;br /&gt;
&lt;br /&gt;
Features: Mountainside, worm caverns, Kaunite&#039;s Depths undercity.&lt;br /&gt;
&lt;br /&gt;
==Delnar Falls==&lt;br /&gt;
&lt;br /&gt;
Here, the river Delnar tumbles down from its high mountain vale to the plains. The area is known for its prosperous mountainside forest, populated by fey things and containing many herbs sought by human mages and apothecaries. Beyond the waterfalls, an entrance leads into a system of caverns (naturally!).&lt;br /&gt;
&lt;br /&gt;
==Forests Flank Delnar==&lt;br /&gt;
&lt;br /&gt;
Heavy forest flanks the banks of the Delnar in this region, providing refuge for numerous herbivores but also cover for those creatures that hunt them.&lt;br /&gt;
&lt;br /&gt;
(Encounters: Packs of wolves and occasionally 2-3 dire wolves, herds of deer, solitary bears, goblinoid hunting party)&lt;br /&gt;
&lt;br /&gt;
==Spire Lake==&lt;br /&gt;
&lt;br /&gt;
In the foothills, the Delnar river spills into a valley lake. The forests reach the north shore, but to the south is open hillside where halfling shepherds can often be seen leading their flocks. The lake itself it flat and calm, almost having a mirror surface except when whipped up by an autumn wind. Near the centre of the lake, a cracked stone spire breaks the surface. The druid Aedelraed knows its history, but is rarely seen these days.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 8==&lt;br /&gt;
&lt;br /&gt;
==Foothills==&lt;br /&gt;
&lt;br /&gt;
The King&#039;s road connects Broken Cart with the west, although the road has fallen into disrepair and few merchants will risk the bandits to the west.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 10==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 11==&lt;br /&gt;
&lt;br /&gt;
==Badlands==&lt;br /&gt;
&lt;br /&gt;
the verdant meadows abruptly give way after 12.11, giving way to rocky highlands, and later badlands formed by the volcanic south. &lt;br /&gt;
&lt;br /&gt;
of particular prominence is a high-walled ravine, where the ancient highway called Tiamat&#039;s Gullet starts, marking the safest route through the volcanic southern mountains (eventually hooks up with 15.12).&lt;br /&gt;
&lt;br /&gt;
Belleca is in talks with Splendor to consder linking Tiamat&#039;s Gullet to the main roads&lt;br /&gt;
&lt;br /&gt;
=14=&lt;br /&gt;
&lt;br /&gt;
==The Charred Ridge==&lt;br /&gt;
&lt;br /&gt;
A section of the Vagabond mountain range with few distinguishing peaks or passes. Named for the damage done during past volcanic activity that has left the range looking singed. A few settlements eek out existence in the foot hills, under the heel of bandits who find the desolate mountains excellent for a base of operation.&lt;br /&gt;
&lt;br /&gt;
==Abandoned silver mines==&lt;br /&gt;
&lt;br /&gt;
The mountains next to Kaunite&#039;s Peak used to contain rich veins of silver but almost all of these mines were exhausted a generation ago. The mine were then abandoned and the human and dwarven miners moved on to other parts. The area is studded with ghost towns built during the first rush and now empty. There are occasional rumors of miner&#039;s treasure hidden up in the mountains or a vein that wasn&#039;t completely mined out but investigating these rumors is dangerous as several tribes of goblins have moved into the area.&lt;br /&gt;
&lt;br /&gt;
When the area was populated it was home to several gangs of bandits. The largest of these, the Red Jacks, were eventually all caught and hung but they died without telling where their loot was stored.&lt;br /&gt;
&lt;br /&gt;
Terrain type: Mountainous/conifer forest &lt;br /&gt;
Settlements: Calamity (abandoned)&lt;br /&gt;
Encounter ideas: Goblins in abandoned mine, ghosts of miners, old prospector, bandits&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Goblin Village==&lt;br /&gt;
&lt;br /&gt;
In this area, goblins have cleared some of the woods to build a village where they tend to barely domesticated boars and fend off natural predators from the nearby woods. Their youth occasionally get swept up in war parties, but generally the village keeps to itself. On occasion, human or elven travelers enter the area and spot the village. The goblins deal with these individuals as best they can, fearing revelation.&lt;br /&gt;
&lt;br /&gt;
It is generally known that goblins and such creatures exist in the area, but most aren&#039;t aware of the permanent settlement.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Broken Cart Tavern==&lt;br /&gt;
&lt;br /&gt;
This section of the road is treacherous and not as well maintained as it was when the border was more seriously contested.  Away from most settlements, a traveler&#039;s tavern provides for the needs of the soldiers and others who come by this way.  The son of the owner is quite handy at repairing the damage done to wagons and other vehicles that pass through this unpleasant stretch of road, while his twin sister is excellent at mending travel worn garments and performing repairs on smaller goods, from knives to ancient books that need to be meticulously pieced together again.&lt;br /&gt;
&lt;br /&gt;
==Dragon Back Mountains==&lt;br /&gt;
&lt;br /&gt;
==Dawn&#039;s Shame==&lt;br /&gt;
&lt;br /&gt;
This city on a hill is renowned for its delights.  The splendid sunrises are the least of them, and one really seen by the soldiers and adventurers who come to Dawn&#039;s Shame.  In addition to ways to spend a day&#039;s wage in a few minutes, the city hosts tournaments and bloodsport of all sort.  No impulse is without its outlet at Dawn&#039;s Shame.&lt;br /&gt;
&lt;br /&gt;
Even those who seek forbidden lore can appease their hunger in the libraries, or delve into the ancient structures the riddle the hills and mountains around the city.&lt;br /&gt;
&lt;br /&gt;
The city itself is built on the highest hill, with a few satellite towns and villages that aid in supporting it.&lt;br /&gt;
&lt;br /&gt;
==Basalt Crags==&lt;br /&gt;
&lt;br /&gt;
These mountains are rough black volcanic rock, with many cliffs and loose slopes formed of ash and pumice. Only an experienced mountaineer could cross this region.&lt;br /&gt;
&lt;br /&gt;
==Tiamat&#039;s Gullet==&lt;br /&gt;
&lt;br /&gt;
The fissure formed by the volcano at 15.12 cleaves through the basalt crags, making a passable road from east to west.&lt;br /&gt;
&lt;br /&gt;
=15=&lt;br /&gt;
&lt;br /&gt;
==Horn Holds==&lt;br /&gt;
&lt;br /&gt;
The remains of a large stratovolcano that erupted cataclysmically many years ago. The collapsed cone formed a lake in the caldera with an island in the middle. This island serves as the main entrance to the Horn Hold, a dwarven settlement renowned for thier metal smithing. Deep within the old lava tubes and vents are veins of rare and wonderful metals and minerals.&lt;br /&gt;
&lt;br /&gt;
The dwarves have not mapped all of the tunnels as of yet and will not in the near future as long range exploration parties have come under attack from worm like creatures. It is quite possible that due to past seismic activity fissures and magam tunnels have made connections to the tunnels under Kaunite&#039;s Peak.&lt;br /&gt;
&lt;br /&gt;
Horn Hold is a fairly new dwarven settlement and is not as closed to outsiders as more established holds. Being founded by a priest of Moradin there is a strong religious feel to the city, and while areas are open to traders the wrokings of the foudaries and furnaces are strictly limited to the dwarves. The forges have made major advancements in metallurgy including the working of alloys of various metals* and treatments not used by humans.&lt;br /&gt;
&lt;br /&gt;
*Equvalent metals would be aluminum, nickel, manganese and magnesium.&lt;br /&gt;
&lt;br /&gt;
==The sheer cliffs==&lt;br /&gt;
&lt;br /&gt;
When the caldera was formed in volcanic eruption long ago, a portion of one of the neighboring mountains in the range was split in half, one half crumbling into the lake leaving the other as a sheer face along a long stretch of the Vagabond mountain range. In this region are treacherous mountain passes in the western portion, but in the northern and the eastern portion of the area there is stability. The lake town of Grabben&#039;s Shore is the primary source of trade to the hold across the lake, access to this fishing and trade town from the south is through a stable, if sometimes bandit laden, mountain pass that leads into the east Delnar Road.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Roamer&#039;s Woods==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 8==&lt;br /&gt;
&lt;br /&gt;
==Stone Fort==&lt;br /&gt;
&lt;br /&gt;
This point marks both the eastern end of Old King&#039;s Road as well as part of the historic border between this land and the Eastern Kingdoms. A small stone fort, manned but falling into disrepair, stands testament to this fact.&lt;br /&gt;
&lt;br /&gt;
Terrain type: Grassland (any forest that was once present has been cleared so as to provide an unobstructed view of the land on either side of the border).&lt;br /&gt;
Potential encounters: border raiders, smugglers, invading armies if the GM so wishes&lt;br /&gt;
&lt;br /&gt;
==Dragon Back Mountains==&lt;br /&gt;
&lt;br /&gt;
==Broken Pass==&lt;br /&gt;
&lt;br /&gt;
A well supported pass, complete with arched gates to hold it up, once stood here. Now it is in ruin, with broken statuary and architecture blocking the way through the mountains.&lt;br /&gt;
&lt;br /&gt;
==Tiamat&#039;s Gullet==&lt;br /&gt;
&lt;br /&gt;
A desolate valley road carved along a volcanic mountain range which stretches east to west, eventually joins up with the Dragon Back mountains, with spurs of black rock jutting up like feindish claws, lined with rivers and even &#039;lakes&#039; of molten lava that flow from the mountains. because of this hellish landscape, both the valley and centuries-old road are named for the Dragon Goddess&lt;br /&gt;
&lt;br /&gt;
but perilous as the Gullet is, the depradations of the Orange horde have awoken Algrim The Strong, A dwarven Death Knight. Algrim considers himself the undisputed warlord of the Gullet, and from the volcanic hall that was once his tomb, has begun to assemble an army of his own, bolstered by the walking dead, with wich he shall support his ally, Shan-Yur&lt;br /&gt;
&lt;br /&gt;
It is the hope of interested parties that somebody disrupt this alliance, and turn the two warlords against each other&lt;br /&gt;
&lt;br /&gt;
While it was (until recently) the safest route for pilgrims to reach the Monastery of the Celestial Dragon, the road through Tiamat&#039;s Gullet eventually swings north towards Broken Pass (and presumably, Dawn&#039;s Shame)&lt;br /&gt;
&lt;br /&gt;
=16=&lt;br /&gt;
&lt;br /&gt;
==Vagabond Mountains==&lt;br /&gt;
&lt;br /&gt;
It is rumoured that griffins make their homes among the peaks found in this otherwise uninhabited section of the Vagabonds.&lt;br /&gt;
&lt;br /&gt;
==The Keeper&#039;s Keep==&lt;br /&gt;
&lt;br /&gt;
Atop the highest mountain in the region, and in fact taking up most of the hex is a giant&#039;s keep. It has seven sides, one for each era of history plus another three for the eras said to come. The top of the walls are often surrounded by clouds which become more storm-laden the closer someone approaches. The walls are said to be seven miles thick, but no mortal has ever entered or left in known history. It is said that dragons have flown over the walls and have seen what lies in the courtyards and towers within, but they rarely speak of such things (for free). Climbers face many days of vertical ascent through a thunder storm on a wall with no real handholds. Others who have tried to fly over the walls have choked, breathless before reaching the top.&lt;br /&gt;
&lt;br /&gt;
Secret: Dragons, when pressed, will tell that the keep is filled with &#039;timelessness&#039; and know rumours of unobtainable treasures within.&lt;br /&gt;
&lt;br /&gt;
Secret: The Keeper is a giant who keeps people and things until they are needed at the end of time. The few people who live there cannot die, but they cannot leave.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Roamer&#039;s Woods==&lt;br /&gt;
&lt;br /&gt;
==Tower of Thorns==&lt;br /&gt;
&lt;br /&gt;
A dense forest starts in this area, extending up in a line of savage woods that civilization has not yet tamed (16.5 and 15.5).  It is known as Roamer&#039;s Woods.&lt;br /&gt;
&lt;br /&gt;
Fae creatures and elemental forces gather here, delighting in the mystic power that emanates from the Tower of Thorns: a school of sorcery and primal magic has stood since giants erected it at the behest of its founder.&lt;br /&gt;
&lt;br /&gt;
Roamer&#039;s Woods are expansive and confusing, with oddly intelligent animals and passages that lead into faerie worlds.  All of these serve to help conceal the Tower of Thorns from meddlesome fools and enemies.&lt;br /&gt;
&lt;br /&gt;
The Tower of Thorns accepts applicants in two ways.  Anyone with sufficient mystical skill to reach the Tower and gain entry is allowed to study.  It is not uncommon for wizards who have come by their power in more conventional ways to spend several years tutoring less experiences magic users while being instructed in the special spell craft of the Tower.  The other way is to be destined to reach the Tower.  Some who travel in the area seem pushed towards the tower instead of away from it, no matter what the obstacle.  These individuals gain entry by fate&#039;s decree and they provide the small classes that learn under the wizards who seek to unlock the secrets woven into the Tower&#039;s very structure.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==White Plains==&lt;br /&gt;
&lt;br /&gt;
This grassland was once the site of a massive battle with the Eastern Kingdom. Where is surrounding lands are fairly flat (16.7, 16.9 and 15.8) this area is hilly. All of the hills are fairly low and flat as they are man made. Huge barrows for all of the dead killed in the long forgotten battle. The bones of the weathered mounds have begun peaking through give the name, White Plains. Many non corporal undead roam this haunted region. Along with treasure hunters seeking ancient magical panoplies that are sure to be still buried here.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 9==&lt;br /&gt;
&lt;br /&gt;
==Fangula==&lt;br /&gt;
&lt;br /&gt;
A old city called Fangula sits. People who visit it had found nothing but a enough fog to give a dragon a chill. Anyone sent to Fangula at night disappears for ever--never to return!&lt;br /&gt;
&lt;br /&gt;
SECRET: Fangula is home town of evil monsters. Count Volexa is the latest monster ruler of this time. He tossed out the last ruler of town a werewolf. Fangula has been plotting on getting rid of all the humans and turning this country into a evil monster--for lack of better words--factory.&lt;br /&gt;
&lt;br /&gt;
==Dragon Back Mountains==&lt;br /&gt;
&lt;br /&gt;
==The Monastery of the Celestial Dragon==&lt;br /&gt;
&lt;br /&gt;
Located high in the spine of the Dragonback Mountains (which wind in a serpentine fashion through 14.9, 15.10, 15.11, 16.11 and 16.12) lies what was once the westernmost outpost of a sect of warrior-monks known as the &amp;quot;Order of the Celestial Dragon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Six years ago, however, the monastery was invaded by the &#039;Orange Horde,&#039; a massive nomadic tribe of Hobgoblin Warg Riders and ogres led by a cunning Ogre Mage named Shan Yur. The ogre has decided to establish the monastery as the center of a new empire and is gathering evil humanoids from all across the land to burgeon his armies. He has sent out ogre hunters to gather the most dangerous beasts and monsters to master and unleash upon his enemies.&lt;br /&gt;
&lt;br /&gt;
The monks were not all killed during the invasion, however, and many roam the lands trying to gather their strength to retake their home. In their desperation, they&#039;ve even begun training westerners and some of the non-human races in their mystical arts to bolster their numbers. Soon all the members of the order will gather with their new pupils and the Celestial Dragon will reach out to consume the hordes of Shan Yur...&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Hex_by_Hex:mapsource&amp;diff=109872</id>
		<title>Hex by Hex:mapsource</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Hex_by_Hex:mapsource&amp;diff=109872"/>
		<updated>2009-05-26T20:43:38Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;16,12,72x64,truecolumns Hexographer http://www.inkwellideas.com/ version .86&lt;br /&gt;
line_template	political maj_border 	-65536	5.0&lt;br /&gt;
line_template	political min_border 	-65536	3.0&lt;br /&gt;
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line_template	natural coastline 	-6697729	9.0&lt;br /&gt;
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terrain_template	Black Hole	Cosmic	0.82	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
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terrain_template	Farmland	Other Land	0.82	-6236309	false	false	true	true	&lt;br /&gt;
terrain_template	Radiation	Symbol	0.82	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Dungeon	Symbol	0.5	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
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terrain_template	Mines	Symbol	0.5	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
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terrain_template	Grassland	Other Land	0.82	-1575012	false	false	true	true	&lt;br /&gt;
terrain_template	Cactus	Rough Land	0.82	-3355648	false	false	true	true	&lt;br /&gt;
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terrain_template	Space Station	Cosmic	0.82	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Town	Settlement	0.82	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Forested Mountains	Forests	0.82	-7892429	false	false	true	true	&lt;br /&gt;
terrain_template	Blank	Other Land	0.82	-1447447	false	false	true	true	&lt;br /&gt;
terrain_template	Nebula	Cosmic	0.82	-10672286	false	false	true	true	&lt;br /&gt;
terrain_template	Heavy Cactus	Rough Land	0.82	-5066240	false	false	true	true	&lt;br /&gt;
terrain_template	Stars	Cosmic	0.82	-15724528	false	false	true	true	&lt;br /&gt;
terrain_template	Village	Settlement	0.82	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Jungle	Forests	0.82	-11694246	false	false	true	true	&lt;br /&gt;
terrain_template	Castle	Settlement	0.82	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Evergreen Mountain	Forests	0.82	-11045343	false	false	true	true	&lt;br /&gt;
terrain_template	Battle	Symbol	0.5	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Heavy Evergreen	Forests	0.82	-13666783	false	false	true	true	&lt;br /&gt;
terrain_template	Sandy Desert	Rough Land	0.82	-462715	false	false	true	true	&lt;br /&gt;
terrain_template	Jump Gate	Cosmic	0.82	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Asteroids	Cosmic	0.82	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Sand Dunes	Rough Land	0.82	-103	false	false	true	true	&lt;br /&gt;
terrain_template	Tower	Settlement	0.82	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Rocky Desert	Rough Land	0.82	-990863	false	false	true	true	&lt;br /&gt;
terrain_template	Sun	Cosmic	0.82	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Fort	Settlement	0.82	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Shipwreck	Symbol	0.5	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Ocean	Water	0.82	-16750951	false	false	true	true	&lt;br /&gt;
terrain_template	Evergreen Hills	Forests	0.82	-12023263	false	false	true	true	&lt;br /&gt;
terrain_template	Light Evergreen	Forests	0.82	-13004499	false	false	true	true	&lt;br /&gt;
terrain_template	Cave	Symbol	0.5	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	City	Settlement	0.82	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Planet	Cosmic	0.82	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Badlands	Rough Land	0.82	-26368	false	false	true	true	&lt;br /&gt;
terrain_template	Sea	Water	0.82	-6697729	false	false	true	true	&lt;br /&gt;
terrain_template	Jungle Hills	Forests	0.82	-10383526	false	false	true	true	&lt;br /&gt;
terrain_template	Shoals	Water	0.82	-3348993	false	false	true	true	&lt;br /&gt;
terrain_template	Lighthouse	Symbol	0.82	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Camp	Settlement	0.82	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Volcano	Other Land	0.82	-2453760	false	false	true	true	&lt;br /&gt;
terrain_template	Mountain	Other Land	0.82	-5079040	false	false	true	true	&lt;br /&gt;
terrain_template	Hills	Other Land	0.82	-7422638	false	false	true	true	&lt;br /&gt;
hexes	Arial	15	0	-16777216	Col Row	Bottom	1	.	1&lt;br /&gt;
Sea	Tower		&lt;br /&gt;
Blank			&lt;br /&gt;
Blank			&lt;br /&gt;
Shoals	Shipwreck		&lt;br /&gt;
Blank			&lt;br /&gt;
Blank			&lt;br /&gt;
Sea	Castle		&lt;br /&gt;
Reefs			&lt;br /&gt;
Sea			&lt;br /&gt;
Sandy Desert			&lt;br /&gt;
Sandy Desert			&lt;br /&gt;
Rocky Desert			&lt;br /&gt;
Forested Mountain			&lt;br /&gt;
Forested Hills			&lt;br /&gt;
Reefs	Camp		&lt;br /&gt;
Hills	Village		&lt;br /&gt;
Blank			&lt;br /&gt;
Hills			&lt;br /&gt;
Hills			&lt;br /&gt;
Marsh	City		&lt;br /&gt;
Marsh			&lt;br /&gt;
Rocky Desert	Cave	-6710887	&lt;br /&gt;
Sand Dunes			&lt;br /&gt;
Sandy Desert			&lt;br /&gt;
Blank			&lt;br /&gt;
Farmland	Ruins		&lt;br /&gt;
Blank			&lt;br /&gt;
Hills			&lt;br /&gt;
Hills			&lt;br /&gt;
Hills	Cave		&lt;br /&gt;
Swamp	Dungeon		&lt;br /&gt;
Forested Hills	Ruins		&lt;br /&gt;
Marsh			&lt;br /&gt;
Rocky Desert			&lt;br /&gt;
Sandy Desert			&lt;br /&gt;
Rocky Desert	Tower		&lt;br /&gt;
Blank			&lt;br /&gt;
Blank			&lt;br /&gt;
Grassland	City	-16777216	&lt;br /&gt;
Blank			&lt;br /&gt;
Blank			&lt;br /&gt;
Hills	Town		&lt;br /&gt;
Swamp	Battle		&lt;br /&gt;
Swamp			&lt;br /&gt;
Badlands	Black Hole		&lt;br /&gt;
Badlands	Cave		&lt;br /&gt;
Sandy Desert			&lt;br /&gt;
Sandy Desert			&lt;br /&gt;
Blank			&lt;br /&gt;
Blank			&lt;br /&gt;
Blank			&lt;br /&gt;
Grassland			&lt;br /&gt;
Grassland			&lt;br /&gt;
Light Forest			&lt;br /&gt;
Blank			&lt;br /&gt;
Swamp			&lt;br /&gt;
Blank			&lt;br /&gt;
Badlands			&lt;br /&gt;
Hills	Town		&lt;br /&gt;
Sandy Desert	Ruins		&lt;br /&gt;
Farmland	Tower		&lt;br /&gt;
Forested Hills	Village		&lt;br /&gt;
Grassland			&lt;br /&gt;
Grassland			&lt;br /&gt;
Grassland			&lt;br /&gt;
Light Forest			&lt;br /&gt;
Blank			&lt;br /&gt;
Blank			&lt;br /&gt;
Mountains	Fort		&lt;br /&gt;
Blank			icy&lt;br /&gt;
Sand Dunes			&lt;br /&gt;
Sand Dunes			&lt;br /&gt;
Evergreen Hills			&lt;br /&gt;
Blank			&lt;br /&gt;
Blank			&lt;br /&gt;
Grassland			&lt;br /&gt;
Grassland			&lt;br /&gt;
Blank			&lt;br /&gt;
Farmland			&lt;br /&gt;
Hills			&lt;br /&gt;
Hills			&lt;br /&gt;
Mountain			&lt;br /&gt;
Mountains			&lt;br /&gt;
Mountains			&lt;br /&gt;
Blank			&lt;br /&gt;
Blank			&lt;br /&gt;
Grassland			&lt;br /&gt;
Farmland	Ruins		&lt;br /&gt;
Hills			&lt;br /&gt;
Grassland	Village		&lt;br /&gt;
Blank			&lt;br /&gt;
Farmland	City		&lt;br /&gt;
Hills			&lt;br /&gt;
Hills	Town		&lt;br /&gt;
Grassland	Village		&lt;br /&gt;
Blank			&lt;br /&gt;
Heavy Evergreen			&lt;br /&gt;
Evergreen Mountain			&lt;br /&gt;
Heavy Evergreen			&lt;br /&gt;
Blank			&lt;br /&gt;
Evergreen Hills			&lt;br /&gt;
Farmland			&lt;br /&gt;
Farmland			&lt;br /&gt;
Blank			&lt;br /&gt;
Grassland			&lt;br /&gt;
Farmland			&lt;br /&gt;
Blank			&lt;br /&gt;
Blank			&lt;br /&gt;
Heavy Evergreen			&lt;br /&gt;
Heavy Evergreen	Castle		&lt;br /&gt;
Heavy Evergreen			&lt;br /&gt;
Heavy Evergreen			&lt;br /&gt;
Light Evergreen			&lt;br /&gt;
Farmland	City		&lt;br /&gt;
Hills	Camp		&lt;br /&gt;
Grassland	Battle		&lt;br /&gt;
Farmland	Village		&lt;br /&gt;
Blank			&lt;br /&gt;
Blank			&lt;br /&gt;
Blank			&lt;br /&gt;
Blank			&lt;br /&gt;
Blank			&lt;br /&gt;
Evergreen Hills	Cave		&lt;br /&gt;
Blank			&lt;br /&gt;
Blank			&lt;br /&gt;
Farmland			&lt;br /&gt;
Farmland			&lt;br /&gt;
Mountain	Castle		&lt;br /&gt;
Farmland			&lt;br /&gt;
Grassland			&lt;br /&gt;
Light Forest	Capital	-16777216	&lt;br /&gt;
Blank			&lt;br /&gt;
Blank			&lt;br /&gt;
Blank			&lt;br /&gt;
Heavy Evergreen			&lt;br /&gt;
Evergreen Hills			&lt;br /&gt;
Forested Hills	Camp		&lt;br /&gt;
Blank			&lt;br /&gt;
Farmland	Capital		&lt;br /&gt;
Hills			&lt;br /&gt;
Blank			&lt;br /&gt;
Blank			&lt;br /&gt;
Grassland			&lt;br /&gt;
Blank			&lt;br /&gt;
Evergreen Mountains			&lt;br /&gt;
Mountain	Mines		&lt;br /&gt;
Evergreen Mountain			&lt;br /&gt;
Heavy Evergreen			&lt;br /&gt;
Light Evergreen			&lt;br /&gt;
Blank			&lt;br /&gt;
Blank			&lt;br /&gt;
Blank			&lt;br /&gt;
Hills			&lt;br /&gt;
Blank			&lt;br /&gt;
Blank			&lt;br /&gt;
Badlands			&lt;br /&gt;
Mountains	Cave		&lt;br /&gt;
Evergreen Mountains	Mines		&lt;br /&gt;
Blank			&lt;br /&gt;
Blank			&lt;br /&gt;
Light Evergreen	Village		&lt;br /&gt;
Blank			&lt;br /&gt;
Blank			&lt;br /&gt;
Grassland	Village		&lt;br /&gt;
Mountains			&lt;br /&gt;
Hills	City		&lt;br /&gt;
Mountains			&lt;br /&gt;
Mountains			&lt;br /&gt;
Sea	Dungeon		&lt;br /&gt;
Mountains	Town		&lt;br /&gt;
Blank			&lt;br /&gt;
Blank			&lt;br /&gt;
Heavy Evergreen			&lt;br /&gt;
Blank			&lt;br /&gt;
Blank			&lt;br /&gt;
Farmland			&lt;br /&gt;
Farmland	Fort		&lt;br /&gt;
Mountains			&lt;br /&gt;
Mountains			&lt;br /&gt;
Volcano			&lt;br /&gt;
Mountains			&lt;br /&gt;
Mountain	Fort		&lt;br /&gt;
Blank			&lt;br /&gt;
Blank			&lt;br /&gt;
Heavy Evergreen			&lt;br /&gt;
Heavy Evergreen	Tower		&lt;br /&gt;
Farmland			&lt;br /&gt;
Hills	Battle		&lt;br /&gt;
Farmland			&lt;br /&gt;
Farmland	City		&lt;br /&gt;
Mountains			&lt;br /&gt;
Mountains	Capital	-16777216	&lt;br /&gt;
Line	natural river 	-6697729	12.5	2845.0,468.0	2845.0,473.0	2845.0,482.0	2845.0,492.0	2845.0,496.0	2845.0,501.0	2845.0,506.0	2845.0,510.0	2845.0,520.0	2845.0,525.0	2845.0,534.0	2845.0,539.0	2845.0,543.0	2845.0,548.0	2845.0,553.0	2845.0,557.0	2845.0,567.0	2845.0,576.0	2845.0,585.0	2850.0,590.0	2854.0,600.0	2862.0,609.0	2866.0,618.0	2870.0,628.0	2875.0,632.0	2879.0,642.0	2883.0,646.0	2883.0,651.0	2883.0,660.0	2883.0,670.0	2883.0,675.0	2883.0,679.0	2879.0,679.0	2879.0,689.0	2879.0,693.0	2879.0,698.0	2879.0,707.0	2879.0,712.0	2879.0,721.0	2879.0,726.0	2879.0,731.0	2879.0,740.0	2879.0,745.0	2879.0,750.0	2879.0,759.0	2879.0,764.0	2879.0,768.0	2879.0,778.0	2875.0,778.0	2875.0,782.0	2875.0,787.0	2875.0,792.0	2875.0,796.0	2875.0,801.0	2875.0,806.0	2875.0,810.0	2870.0,820.0	2866.0,825.0	2866.0,829.0	2866.0,834.0	2866.0,839.0	2862.0,843.0	2862.0,848.0	2862.0,853.0	2858.0,857.0	2858.0,862.0	2858.0,867.0	2858.0,871.0	2854.0,871.0	2854.0,876.0	2854.0,881.0	2854.0,885.0	2854.0,895.0	2850.0,895.0	2850.0,900.0	2850.0,904.0	2850.0,904.0&lt;br /&gt;
Line	natural river 	-6697729	12.5	2720.0,1387.0	2720.0,1392.0	2720.0,1401.0	2720.0,1410.0	2720.0,1420.0	2716.0,1429.0	2716.0,1434.0	2716.0,1439.0	2716.0,1448.0	2712.0,1453.0	2712.0,1457.0	2708.0,1457.0	2708.0,1462.0	2708.0,1467.0	2708.0,1471.0	2708.0,1476.0	2708.0,1481.0	2708.0,1485.0	2708.0,1490.0	2708.0,1495.0	2708.0,1500.0	2708.0,1504.0	2708.0,1509.0	2704.0,1518.0	2700.0,1523.0	2695.0,1528.0	2687.0,1532.0	2683.0,1537.0	2679.0,1542.0	2675.0,1542.0	2670.0,1546.0	2666.0,1551.0	2662.0,1551.0	2658.0,1556.0	2654.0,1556.0	2650.0,1556.0	2641.0,1556.0	2637.0,1556.0	2633.0,1556.0	2629.0,1556.0	2625.0,1556.0	2620.0,1556.0	2616.0,1556.0	2608.0,1556.0	2604.0,1556.0	2600.0,1556.0	2595.0,1556.0	2587.0,1556.0	2583.0,1556.0	2579.0,1556.0	2575.0,1556.0	2570.0,1556.0	2566.0,1556.0	2558.0,1556.0	2550.0,1556.0	2545.0,1551.0	2541.0,1546.0	2537.0,1542.0	2533.0,1537.0	2529.0,1537.0	2525.0,1537.0	2520.0,1537.0	2516.0,1537.0	2504.0,1537.0	2500.0,1537.0	2495.0,1537.0	2495.0,1532.0	2495.0,1532.0&lt;br /&gt;
Line	natural river 	-6697729	12.5	1833.0,1415.0	1812.0,1415.0	1800.0,1415.0	1791.0,1415.0	1783.0,1415.0	1775.0,1420.0	1766.0,1420.0	1758.0,1425.0	1754.0,1434.0	1750.0,1443.0	1745.0,1453.0	1745.0,1462.0	1745.0,1467.0	1745.0,1471.0	1745.0,1481.0	1745.0,1485.0	1745.0,1490.0	1745.0,1500.0	1745.0,1504.0	1745.0,1509.0	1745.0,1518.0	1745.0,1523.0	1745.0,1528.0	1745.0,1537.0	1745.0,1542.0	1741.0,1546.0	1741.0,1551.0	1741.0,1560.0	1741.0,1565.0	1741.0,1575.0	1741.0,1584.0	1737.0,1603.0	1737.0,1612.0	1733.0,1621.0	1733.0,1635.0	1733.0,1645.0	1729.0,1650.0	1729.0,1659.0	1729.0,1668.0	1729.0,1673.0	1729.0,1678.0	1729.0,1682.0	1729.0,1696.0	1729.0,1706.0	1729.0,1715.0	1729.0,1725.0	1729.0,1734.0	1729.0,1748.0	1729.0,1762.0	1729.0,1776.0	1725.0,1790.0	1725.0,1800.0	1720.0,1804.0	1720.0,1814.0	1720.0,1818.0	1712.0,1828.0	1708.0,1832.0	1704.0,1842.0	1695.0,1851.0	1691.0,1860.0	1683.0,1870.0	1679.0,1870.0	1670.0,1875.0	1662.0,1884.0	1654.0,1889.0	1650.0,1889.0	1650.0,1893.0	1645.0,1893.0	1645.0,1898.0	1645.0,1903.0	1641.0,1903.0	1637.0,1907.0	1637.0,1907.0&lt;br /&gt;
Line	natural river 	-6697729	12.5	379.0,450.0	379.0,454.0	375.0,454.0	375.0,459.0	375.0,464.0	375.0,468.0	375.0,478.0	375.0,482.0	375.0,487.0	379.0,492.0	383.0,496.0	383.0,501.0	383.0,506.0	383.0,510.0	383.0,515.0	383.0,520.0	383.0,525.0	383.0,529.0	383.0,534.0	387.0,543.0	391.0,548.0	391.0,553.0	391.0,557.0	391.0,567.0	383.0,576.0	375.0,576.0	370.0,576.0	362.0,576.0	362.0,581.0	362.0,585.0	362.0,590.0	362.0,600.0	362.0,604.0	362.0,609.0	362.0,614.0	366.0,623.0	366.0,628.0	366.0,642.0	366.0,651.0	366.0,660.0	366.0,665.0	366.0,675.0	366.0,679.0	366.0,684.0	366.0,693.0	366.0,703.0	366.0,712.0	366.0,717.0	366.0,721.0	366.0,731.0	366.0,735.0	366.0,740.0	366.0,745.0	366.0,745.0&lt;br /&gt;
Line	infrastructure road 	-16711423	12.5	329.0,623.0	329.0,618.0	333.0,618.0	337.0,618.0	341.0,618.0	345.0,618.0	350.0,618.0	354.0,618.0	358.0,618.0	366.0,618.0	370.0,618.0	375.0,618.0	379.0,618.0	383.0,618.0	387.0,618.0	391.0,618.0	395.0,618.0	395.0,618.0&lt;br /&gt;
Line	infrastructure 	-1	12.5&lt;br /&gt;
Line	natural river 	-6697729	12.5	1629.0,1907.0	1629.0,1912.0	1625.0,1917.0	1625.0,1921.0	1620.0,1926.0	1620.0,1931.0	1612.0,1931.0	1612.0,1935.0	1608.0,1940.0	1604.0,1940.0	1600.0,1940.0	1595.0,1940.0	1591.0,1945.0	1587.0,1950.0	1579.0,1954.0	1575.0,1954.0	1566.0,1954.0	1562.0,1954.0	1558.0,1954.0	1550.0,1954.0	1541.0,1954.0	1533.0,1954.0	1525.0,1954.0	1516.0,1954.0	1508.0,1954.0	1500.0,1954.0	1495.0,1954.0	1491.0,1954.0	1483.0,1954.0	1479.0,1954.0	1462.0,1954.0	1454.0,1954.0	1445.0,1954.0	1437.0,1954.0	1425.0,1954.0	1416.0,1954.0	1408.0,1950.0	1400.0,1950.0	1391.0,1950.0	1383.0,1950.0	1375.0,1950.0	1370.0,1950.0	1366.0,1950.0	1362.0,1950.0	1358.0,1950.0	1358.0,1950.0&lt;br /&gt;
Line	natural river 	-6697729	12.5	2850.0,890.0	2850.0,895.0	2850.0,909.0	2850.0,918.0	2850.0,923.0	2850.0,932.0	2850.0,942.0	2850.0,951.0	2850.0,965.0	2850.0,979.0	2850.0,993.0	2850.0,1003.0	2850.0,1012.0	2854.0,1021.0	2854.0,1031.0	2854.0,1040.0	2854.0,1045.0	2854.0,1050.0	2858.0,1054.0	2858.0,1059.0	2862.0,1068.0	2866.0,1068.0	2866.0,1073.0	2866.0,1078.0	2866.0,1087.0	2866.0,1096.0	2866.0,1101.0	2866.0,1106.0	2866.0,1115.0	2866.0,1120.0	2858.0,1125.0	2845.0,1129.0	2837.0,1134.0	2833.0,1139.0	2829.0,1143.0	2829.0,1148.0	2829.0,1153.0	2829.0,1157.0	2829.0,1167.0	2829.0,1171.0	2820.0,1181.0	2820.0,1190.0	2816.0,1190.0	2812.0,1195.0	2812.0,1200.0	2812.0,1204.0	2812.0,1204.0&lt;br /&gt;
Line	natural 	-6697729	25.0	491.0,2329.0	470.0,2334.0	462.0,2334.0	458.0,2334.0	441.0,2339.0	429.0,2348.0	412.0,2357.0	404.0,2371.0	395.0,2381.0	383.0,2400.0	366.0,2418.0	354.0,2428.0	341.0,2437.0	325.0,2446.0	316.0,2446.0	308.0,2446.0	304.0,2451.0	300.0,2456.0	291.0,2456.0	283.0,2456.0	275.0,2456.0	270.0,2456.0	266.0,2460.0	262.0,2460.0	262.0,2465.0	254.0,2465.0	250.0,2465.0	250.0,2470.0	241.0,2475.0	237.0,2475.0	237.0,2475.0&lt;br /&gt;
Line	natural 	-6697729	25.0&lt;br /&gt;
Line	natural 	-16750951	41.666666666666664&lt;br /&gt;
Line	natural 	-16750951	41.666666666666664&lt;br /&gt;
Line	natural 	-2453760	41.666666666666664	3237.0,182.0	3262.0,187.0	3275.0,187.0	3287.0,187.0	3304.0,187.0	3312.0,187.0	3329.0,187.0	3354.0,187.0	3370.0,187.0	3370.0,187.0&lt;br /&gt;
Line	natural 	-2453760	41.666666666666664	3341.0,187.0	3341.0,192.0	3341.0,196.0	3320.0,196.0	3300.0,196.0	3287.0,196.0	3279.0,196.0	3266.0,196.0	3258.0,196.0	3275.0,196.0	3279.0,196.0	3287.0,201.0	3291.0,206.0	3300.0,206.0	3312.0,206.0	3316.0,206.0	3325.0,206.0	3329.0,206.0	3329.0,206.0&lt;br /&gt;
Line	natural 	-2453760	41.666666666666664	3250.0,145.0	3291.0,150.0	3295.0,150.0	3304.0,150.0	3312.0,150.0	3329.0,150.0	3333.0,150.0	3345.0,150.0	3354.0,150.0	3354.0,150.0&lt;br /&gt;
Line	infrastructure road 	-16711423	12.5	1500.0,1893.0	1483.0,1889.0	1479.0,1884.0	1475.0,1884.0	1462.0,1879.0	1454.0,1875.0	1450.0,1875.0	1445.0,1870.0	1441.0,1865.0	1437.0,1865.0	1433.0,1860.0	1429.0,1856.0	1425.0,1856.0	1425.0,1851.0	1416.0,1851.0	1412.0,1851.0	1400.0,1842.0	1395.0,1842.0	1387.0,1837.0	1383.0,1832.0	1375.0,1828.0	1375.0,1823.0	1362.0,1818.0	1358.0,1818.0	1354.0,1818.0	1354.0,1818.0&lt;br /&gt;
Line	infrastructure road 	-16711423	12.5	1500.0,1884.0	1500.0,1889.0	1500.0,1893.0	1500.0,1898.0	1500.0,1907.0	1500.0,1912.0	1500.0,1917.0	1504.0,1921.0	1500.0,1926.0	1500.0,1931.0	1500.0,1950.0	1500.0,1954.0	1504.0,1964.0	1504.0,1973.0	1504.0,1982.0	1504.0,1987.0	1500.0,2001.0	1500.0,2006.0	1500.0,2010.0	1500.0,2025.0	1500.0,2029.0	1500.0,2034.0	1500.0,2034.0&lt;br /&gt;
Line	natural coastline 	-6697729	37.5&lt;br /&gt;
Line	natural river 	-6697729	12.5	945.0,1734.0	941.0,1739.0	937.0,1739.0	933.0,1739.0	925.0,1748.0	916.0,1748.0	912.0,1753.0	912.0,1757.0	908.0,1767.0	900.0,1776.0	891.0,1776.0	879.0,1776.0	862.0,1781.0	858.0,1785.0	845.0,1790.0	841.0,1795.0	837.0,1795.0	837.0,1800.0	833.0,1804.0	833.0,1814.0	833.0,1828.0	829.0,1832.0	820.0,1837.0	812.0,1842.0	808.0,1846.0	804.0,1846.0	795.0,1851.0	783.0,1860.0	779.0,1865.0	775.0,1875.0	770.0,1879.0	766.0,1884.0	762.0,1884.0	758.0,1889.0	750.0,1898.0	750.0,1903.0	741.0,1907.0	737.0,1907.0	733.0,1907.0	733.0,1907.0&lt;br /&gt;
Line	natural river 	-6697729	12.5	837.0,1790.0	833.0,1795.0	833.0,1800.0	829.0,1809.0	820.0,1814.0	812.0,1814.0	804.0,1818.0	800.0,1828.0	800.0,1832.0	800.0,1837.0	795.0,1837.0	791.0,1842.0	783.0,1842.0	775.0,1851.0	770.0,1860.0	766.0,1870.0	762.0,1875.0	750.0,1879.0	741.0,1884.0	737.0,1889.0	737.0,1893.0	733.0,1893.0	725.0,1893.0	725.0,1893.0&lt;br /&gt;
Line	natural river 	-6697729	12.5	816.0,1818.0	820.0,1818.0	820.0,1809.0	800.0,1818.0	800.0,1828.0	804.0,1828.0	812.0,1828.0	812.0,1823.0	812.0,1818.0	816.0,1814.0	816.0,1814.0&lt;br /&gt;
Line	natural river 	-6697729	12.5	737.0,1673.0	758.0,1673.0	766.0,1678.0	770.0,1682.0	775.0,1687.0	783.0,1692.0	787.0,1696.0	795.0,1701.0	800.0,1706.0	808.0,1715.0	812.0,1720.0	812.0,1729.0	812.0,1734.0	812.0,1743.0	812.0,1767.0	812.0,1781.0	812.0,1795.0	812.0,1804.0	812.0,1814.0	804.0,1823.0	800.0,1828.0	800.0,1832.0	800.0,1832.0&lt;br /&gt;
Line	natural river 	-6697729	12.5	812.0,1823.0	816.0,1814.0	816.0,1804.0	820.0,1800.0	820.0,1809.0	808.0,1818.0	804.0,1823.0	812.0,1823.0	816.0,1823.0	820.0,1823.0	829.0,1823.0	829.0,1823.0&lt;br /&gt;
Line	natural river 	-6697729	12.5	1366.0,1954.0	1354.0,1945.0	1337.0,1921.0	1325.0,1903.0	1312.0,1893.0	1295.0,1870.0	1283.0,1865.0	1275.0,1860.0	1266.0,1856.0	1262.0,1846.0	1250.0,1837.0	1241.0,1823.0	1225.0,1809.0	1216.0,1804.0	1208.0,1804.0	1200.0,1800.0	1187.0,1790.0	1183.0,1790.0	1166.0,1790.0	1145.0,1776.0	1141.0,1776.0	1141.0,1771.0	1141.0,1771.0&lt;br /&gt;
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Line	natural 	-5382491	29.166666666666668	320.0,909.0	320.0,918.0	320.0,918.0&lt;br /&gt;
Line	natural 	-5382491	29.166666666666668	375.0,857.0	383.0,857.0	383.0,857.0&lt;br /&gt;
Line	natural 	-5382491	29.166666666666668	416.0,895.0	416.0,904.0	416.0,904.0&lt;br /&gt;
Line	natural 	-5382491	29.166666666666668	379.0,956.0	379.0,965.0	379.0,970.0	379.0,970.0&lt;br /&gt;
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Line	infrastructure road 	-16711423	12.5	1875.0,2400.0	2025.0,2400.0&lt;br /&gt;
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Line	infrastructure road 	-16711423	12.5	1950.0,1950.0&lt;br /&gt;
Line	infrastructure road 	-16711423	12.5&lt;br /&gt;
Line	infrastructure trail 	-1321362	12.5	1345.0,1804.0	1341.0,1804.0	1325.0,1790.0	1308.0,1776.0	1308.0,1771.0	1283.0,1762.0	1262.0,1748.0	1254.0,1743.0	1212.0,1720.0	1204.0,1715.0	1179.0,1692.0	1162.0,1687.0	1150.0,1673.0	1137.0,1664.0	1129.0,1650.0	1112.0,1631.0	1104.0,1617.0	1095.0,1598.0	1079.0,1579.0	1066.0,1556.0	1058.0,1532.0	1050.0,1514.0	1050.0,1476.0	1045.0,1453.0	1045.0,1425.0	1045.0,1396.0	1045.0,1368.0	1045.0,1340.0	1045.0,1335.0	1045.0,1307.0	1045.0,1275.0	1045.0,1242.0	1045.0,1200.0	1045.0,1171.0	1045.0,1134.0	1045.0,1129.0	1041.0,1078.0	1000.0,1017.0	979.0,993.0	970.0,979.0	966.0,979.0	933.0,965.0	920.0,960.0	916.0,956.0	912.0,956.0	904.0,956.0	904.0,951.0	904.0,951.0&lt;br /&gt;
Line	infrastructure trail 	-1321362	12.5	2950.0,2442.0	2945.0,2446.0	2929.0,2456.0	2929.0,2460.0	2904.0,2475.0	2900.0,2479.0	2887.0,2484.0	2883.0,2489.0	2854.0,2493.0	2850.0,2493.0	2841.0,2498.0	2837.0,2498.0	2833.0,2498.0	2820.0,2503.0	2816.0,2503.0	2787.0,2503.0	2783.0,2503.0	2775.0,2503.0	2750.0,2503.0	2733.0,2503.0	2725.0,2503.0	2716.0,2503.0	2712.0,2503.0	2691.0,2503.0	2670.0,2503.0	2666.0,2503.0	2654.0,2503.0	2616.0,2503.0	2600.0,2503.0	2587.0,2503.0	2583.0,2503.0	2579.0,2503.0	2558.0,2512.0	2554.0,2517.0	2537.0,2521.0	2537.0,2521.0&lt;br /&gt;
Line	infrastructure trail 	-1321362	12.5	3291.0,3520.0	3295.0,3520.0	3300.0,3520.0	3304.0,3515.0	3312.0,3506.0	3320.0,3501.0	3325.0,3496.0	3329.0,3496.0	3329.0,3492.0	3341.0,3478.0	3341.0,3473.0	3345.0,3468.0	3345.0,3459.0	3350.0,3450.0	3350.0,3445.0	3350.0,3440.0	3350.0,3431.0	3350.0,3426.0	3350.0,3421.0	3350.0,3417.0	3350.0,3412.0	3350.0,3403.0	3350.0,3389.0	3350.0,3379.0	3350.0,3375.0	3341.0,3365.0	3337.0,3360.0	3337.0,3356.0	3333.0,3356.0	3329.0,3346.0	3325.0,3342.0	3316.0,3332.0	3312.0,3323.0	3308.0,3323.0	3308.0,3314.0	3300.0,3304.0	3295.0,3300.0	3295.0,3290.0	3295.0,3276.0	3291.0,3262.0	3291.0,3248.0	3291.0,3239.0	3287.0,3229.0	3287.0,3220.0	3287.0,3215.0	3295.0,3206.0	3295.0,3201.0	3295.0,3182.0	3295.0,3178.0	3291.0,3164.0	3291.0,3154.0	3287.0,3150.0	3279.0,3145.0	3279.0,3140.0	3270.0,3135.0	3254.0,3131.0	3237.0,3121.0	3229.0,3112.0	3225.0,3112.0	3204.0,3098.0	3200.0,3098.0	3187.0,3089.0	3187.0,3084.0	3183.0,3084.0	3175.0,3084.0	3166.0,3079.0	3166.0,3075.0	3162.0,3075.0	3162.0,3075.0&lt;br /&gt;
Line	infrastructure 	-16777216	8.333333333333334	3258.0,3182.0	3258.0,3173.0	3279.0,3145.0	3283.0,3140.0	3291.0,3126.0	3295.0,3121.0	3308.0,3112.0	3308.0,3107.0	3312.0,3107.0	3312.0,3107.0&lt;br /&gt;
Line	infrastructure 	-16777216	8.333333333333334	3237.0,3135.0	3241.0,3135.0	3262.0,3135.0	3300.0,3135.0	3325.0,3135.0	3325.0,3135.0&lt;br /&gt;
Line	infrastructure trail 	-1321362	12.5	3404.0,3539.0	3400.0,3534.0	3383.0,3525.0	3370.0,3525.0	3362.0,3525.0	3345.0,3525.0	3341.0,3525.0	3320.0,3525.0	3316.0,3525.0	3316.0,3520.0	3312.0,3520.0	3308.0,3520.0	3283.0,3520.0	3279.0,3520.0	3266.0,3520.0	3262.0,3520.0	3241.0,3525.0	3237.0,3525.0	3195.0,3539.0	3183.0,3543.0	3179.0,3543.0	3145.0,3562.0	3141.0,3567.0	3137.0,3567.0	3104.0,3581.0	3091.0,3581.0	3075.0,3581.0	3062.0,3581.0	3058.0,3581.0	3037.0,3576.0	3025.0,3576.0	3008.0,3576.0	3004.0,3576.0	2995.0,3571.0	2962.0,3557.0	2950.0,3553.0	2933.0,3548.0	2916.0,3543.0	2900.0,3539.0	2895.0,3534.0	2883.0,3529.0	2879.0,3525.0	2875.0,3525.0	2858.0,3510.0	2858.0,3506.0	2850.0,3506.0	2841.0,3501.0	2841.0,3501.0&lt;br /&gt;
Text	natural other 	56.25	0	-16777216	2634	369&lt;br /&gt;
text-font			Arial&lt;br /&gt;
text-value														Kaunite&#039;s Peak&lt;br /&gt;
Text	natural other 	56.25	0	-16777216	2687	786&lt;br /&gt;
text-font			Arial&lt;br /&gt;
text-value														Delnar Falls&lt;br /&gt;
Text	political other minor 	56.25	0	-16777216	2377	1409&lt;br /&gt;
text-font			Courier New&lt;br /&gt;
text-value														Aerth Aelwyd&lt;br /&gt;
Text	political other minor 	56.25	0	-16777216	1555	1735&lt;br /&gt;
text-font			Courier New&lt;br /&gt;
text-value														Floorboards&lt;br /&gt;
Text	natural other minor 	56.25	0	-16777216	216	565&lt;br /&gt;
text-font			Arial&lt;br /&gt;
text-value														Siren&#039;s Dam&lt;br /&gt;
Text	political other minor 	56.25	0	-16777216	269	2298&lt;br /&gt;
text-font			Courier New&lt;br /&gt;
text-value														Windhook&lt;br /&gt;
Text	natural other minor 	56.25	0	-16777216	53	2233&lt;br /&gt;
text-font			Arial&lt;br /&gt;
text-value														Dagger&lt;br /&gt;
Text	natural other minor 	56.25	0	-16777216	74	2313&lt;br /&gt;
text-font			Arial&lt;br /&gt;
text-value														Reefs&lt;br /&gt;
Text	political other minor 	56.25	0	-16777216	1542	1123&lt;br /&gt;
text-font			Courier New&lt;br /&gt;
text-value														Silkweed&lt;br /&gt;
Text	political other minor 	56.25	0	-16777216	1559	1301&lt;br /&gt;
text-font			Courier New&lt;br /&gt;
text-value														Plantation&lt;br /&gt;
Text	political other minor 	56.25	0	-16777216	3164	71&lt;br /&gt;
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text-value														Horn Holds&lt;br /&gt;
Text	infrastructure road 	65.625	0	-16777216	1476	1971&lt;br /&gt;
text-font			Times New Roman&lt;br /&gt;
text-value													] [&lt;br /&gt;
Text	natural other minor 	56.25	0	-16777216	2623	72&lt;br /&gt;
text-font			Arial&lt;br /&gt;
text-value												Hermago Heights&lt;br /&gt;
Text	political other minor 	56.25	0	-16777216	2250	3079&lt;br /&gt;
text-font			Courier New&lt;br /&gt;
text-value											Splendor&lt;br /&gt;
Text	natural other minor 	56.25	0	-16777216	737	2041&lt;br /&gt;
text-font			Arial&lt;br /&gt;
text-value											Stench&lt;br /&gt;
Text	natural other minor 	56.25	0	-16777216	679	1722&lt;br /&gt;
text-font			Arial&lt;br /&gt;
text-value											Whitewater&lt;br /&gt;
Text	natural other minor 	56.25	0	-16777216	717	1783&lt;br /&gt;
text-font			Arial&lt;br /&gt;
text-value											Junction&lt;br /&gt;
Text	political other minor 	56.25	0	-16777216	446	3359&lt;br /&gt;
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text-value											Tower of&lt;br /&gt;
Text	political other minor 	56.25	0	-16777216	409	3659&lt;br /&gt;
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text-value											Al-Jazeera&lt;br /&gt;
Text	natural other minor 	56.25	0	-16777216	200	2946&lt;br /&gt;
text-font			Arial&lt;br /&gt;
text-value										Council Stone&lt;br /&gt;
Text	political other minor 	56.25	0	-16777216	1131	541&lt;br /&gt;
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text-value										Pertwee&lt;br /&gt;
Text	natural other minor 	56.25	0	-16777216	442	1905&lt;br /&gt;
text-font			Arial&lt;br /&gt;
text-value										Onsamiath&#039;s&lt;br /&gt;
Text	natural other minor 	56.25	0	-16777216	554	2055&lt;br /&gt;
text-font			Arial&lt;br /&gt;
text-value										Lair&lt;br /&gt;
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text-font			Arial&lt;br /&gt;
text-value									Fens&lt;br /&gt;
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text-value									Grey&lt;br /&gt;
Text	political other minor 	56.25	0	-16777216	1100	213&lt;br /&gt;
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text-value									Arun Tor&lt;br /&gt;
Text	political other minor 	56.25	0	-16777216	2926	2326&lt;br /&gt;
text-font			Courier New&lt;br /&gt;
text-value									Broken Cart&lt;br /&gt;
Text	natural other minor 	56.25	0	-16777216	48	3438&lt;br /&gt;
text-font			Arial&lt;br /&gt;
text-value								Oasis of&lt;br /&gt;
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text-value							Ionavalon&lt;br /&gt;
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text-value							Aire&#039;ennyn&lt;br /&gt;
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text-font			Arial&lt;br /&gt;
text-value							Point&lt;br /&gt;
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text-value						&lt;br /&gt;
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text-value						Hob&#039;s&lt;br /&gt;
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text-font			Arial&lt;br /&gt;
text-value						Withhaive&lt;br /&gt;
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text-font			Arial&lt;br /&gt;
text-value						Hills&lt;br /&gt;
Text	natural other minor 	56.25	0	-16777216	2800	1277&lt;br /&gt;
text-font			Arial&lt;br /&gt;
text-value						Spire Lake&lt;br /&gt;
Text	political other minor 	56.25	0	-16777216	675	809&lt;br /&gt;
text-font			Courier New&lt;br /&gt;
text-value						Bachmaur&lt;br /&gt;
Text	natural other minor 	56.25	0	-16777216	285	213&lt;br /&gt;
text-font			Arial&lt;br /&gt;
text-value						Feyline&lt;br /&gt;
Text	natural other minor 	56.25	0	-16777216	320	283&lt;br /&gt;
text-font			Arial&lt;br /&gt;
text-value						Falls&lt;br /&gt;
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text-font			Arial&lt;br /&gt;
text-value					Red Woods&lt;br /&gt;
Text	natural other minor 	56.25	0	-16777216	1356	2196&lt;br /&gt;
text-font			Arial&lt;br /&gt;
text-value					Vagabond&#039;s&lt;br /&gt;
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text-font			Arial&lt;br /&gt;
text-value					Echo&lt;br /&gt;
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text-font			Courier New&lt;br /&gt;
text-value					Bellaca&lt;br /&gt;
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text-font			Arial&lt;br /&gt;
text-value					Skittering&lt;br /&gt;
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text-font			Arial&lt;br /&gt;
text-value					Dark&lt;br /&gt;
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text-font			Arial&lt;br /&gt;
text-value					Andaur&lt;br /&gt;
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text-font			Arial&lt;br /&gt;
text-value					Bay&lt;br /&gt;
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text-font			Arial&lt;br /&gt;
text-value					Silent&lt;br /&gt;
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text-font			Arial&lt;br /&gt;
text-value					Fens&lt;br /&gt;
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text-font			Arial&lt;br /&gt;
text-value					Dragon&lt;br /&gt;
Text	natural other minor 	56.25	0	-16777216	2312	860&lt;br /&gt;
text-font			Arial&lt;br /&gt;
text-value					Hollow&lt;br /&gt;
Text	natural other minor 	56.25	0	-16777216	433	382&lt;br /&gt;
text-font			Arial&lt;br /&gt;
text-value					Pillar of Onath&lt;br /&gt;
Text	political other minor 	56.25	0	-16777216	311	1163&lt;br /&gt;
text-font			Courier New&lt;br /&gt;
text-value					Andaur&lt;br /&gt;
Text	political other minor 	56.25	0	-16777216	524	1116&lt;br /&gt;
text-font			Courier New&lt;br /&gt;
text-value					Ferry&lt;br /&gt;
Text	political other minor 	56.25	0	-16777216	507	1041&lt;br /&gt;
text-font			Courier New&lt;br /&gt;
text-value					Kalim&#039;s&lt;br /&gt;
Text	natural other minor 	56.25	0	-16777216	1406	2795&lt;br /&gt;
text-font			Arial&lt;br /&gt;
text-value				Ragnar&#039;s&lt;br /&gt;
Text	natural other minor 	56.25	0	-16777216	1445	2861&lt;br /&gt;
text-font			Arial&lt;br /&gt;
text-value				Peak&lt;br /&gt;
Text	political other minor 	56.25	0	-16777216	2901	2902&lt;br /&gt;
text-font			Courier New&lt;br /&gt;
text-value				Dawn&#039;s Shame&lt;br /&gt;
Text	political other minor 	56.25	0	-16777216	1650	2296&lt;br /&gt;
text-font			Courier New&lt;br /&gt;
text-value				Quiziyak&lt;br /&gt;
Text	natural other minor 	56.25	0	-16777216	3406	278&lt;br /&gt;
text-font			Arial&lt;br /&gt;
text-value			Here there&lt;br /&gt;
Text	natural other minor 	56.25	0	-16777216	3400	358&lt;br /&gt;
text-font			Arial&lt;br /&gt;
text-value			be Griffons&lt;br /&gt;
Text	political other minor 	56.25	0	-16777216	2065	1707&lt;br /&gt;
text-font			Courier New&lt;br /&gt;
text-value			Wheatsea&lt;br /&gt;
Text	natural other minor 	56.25	0	-16777216	1162	3020&lt;br /&gt;
text-font			Arial&lt;br /&gt;
text-value			Everfreeze&lt;br /&gt;
Text	political other minor 	56.25	0	-16777216	923	3118&lt;br /&gt;
text-font			Courier New&lt;br /&gt;
text-value			Freetowns&lt;br /&gt;
Text	political other minor 	56.25	0	-16777216	1156	2598&lt;br /&gt;
text-font			Courier New&lt;br /&gt;
text-value			Melroth&#039;s&lt;br /&gt;
Text	political other minor 	56.25	0	-16777216	1186	2659&lt;br /&gt;
text-font			Courier New&lt;br /&gt;
text-value			Citadel&lt;br /&gt;
Text	natural other minor 	56.25	0	-16777216	2073	2299&lt;br /&gt;
text-font			Arial&lt;br /&gt;
text-value			Wallach&#039;s&lt;br /&gt;
Text	natural other minor 	56.25	0	-16777216	2110	2360&lt;br /&gt;
text-font			Arial&lt;br /&gt;
text-value			Fields&lt;br /&gt;
Text	natural other minor 	65.625	0	-16777216	712	2613&lt;br /&gt;
text-font		Arial&lt;br /&gt;
text-value		Crownfall&lt;br /&gt;
Text	title 	150.0	1	-16777216	2673	1574&lt;br /&gt;
text-font	Times New Roman&lt;br /&gt;
text-value	Goblin Village&lt;br /&gt;
Text	title 	150.0	1	-16777216	3054	1809&lt;br /&gt;
text-font	Times New Roman&lt;br /&gt;
text-value	Goblin Village&lt;br /&gt;
Text	n/a	56.25	0	-16777216	2985	1451&lt;br /&gt;
text-font	Agency FB&lt;br /&gt;
text-value	Tiamat&#039;s Gullet&lt;br /&gt;
Text	natural other minor 	65.625	0	-16777216	611	2936&lt;br /&gt;
text-font	Arial&lt;br /&gt;
text-value	Gormok&#039;s Lair&lt;br /&gt;
Text	natural other minor 	65.625	0	-16777216	2890	3504&lt;br /&gt;
text-font	Arial&lt;br /&gt;
text-value	Tiamat&#039;s Gullet&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Hex_by_Hex&amp;diff=109871</id>
		<title>Hex by Hex</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Hex_by_Hex&amp;diff=109871"/>
		<updated>2009-05-26T20:39:18Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;From this [http://forum.rpg.net/showthread.php?t=453831 thread], creating a 16 by 12 hex sandbox campaign setting.  This wikipage collects the entries and the  map:&lt;br /&gt;
&lt;br /&gt;
[[Image:sandbox2.png]]&lt;br /&gt;
&lt;br /&gt;
Map is created using [http://inkwellideas.com/?page_id=160 Hexographer] using this [[Hex_by_Hex:mapsource|source data]]&lt;br /&gt;
&lt;br /&gt;
=1=&lt;br /&gt;
&lt;br /&gt;
==Siren Tower==&lt;br /&gt;
&lt;br /&gt;
Siren Tower was home of the mermaids until Serina died from a back-stabbing air-creature. It&#039;s five floors above water and five floors below water--not counting the sea-level floor.&lt;br /&gt;
&lt;br /&gt;
Secret:&lt;br /&gt;
&lt;br /&gt;
The air-creature is a Harpy named Khersa. She&#039;s been using the tower has home while looking for treasures. Khersa was the one that killed Serina.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Andaur bay==&lt;br /&gt;
&lt;br /&gt;
The sleepy fishing village of Andaur lies in the shelter of Andaur bay, where the Feyline hills meet the sea. The bay has a gently sloped beach of brown sand and forms a natural harbour, but submerged rocks at the entrance make it suitable only for small boats.&lt;br /&gt;
&lt;br /&gt;
Smugglers wanting to avoid Windhook&#039;s taxes and harbour fees land here from time to time, welcomed by the locals for the silver they spend on poteen (a spirit made from potato or other root vegetables).&lt;br /&gt;
&lt;br /&gt;
Outside the bay, in deep water, lies the shipwreck of the Yellow Rose.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Aire&#039;ennyn==&lt;br /&gt;
&lt;br /&gt;
This is a massive coral fortress that lies in the waters a few miles away from the towering coastal cliffs of Jaeger&#039;s Point and serves as a border post for the sea elves who rule a small domain in the western ocean.&lt;br /&gt;
&lt;br /&gt;
The elves are very territorial but have been known to interact with the merchants of windhook and also to serve as guides-for-hire through the Dagger Reefs.&lt;br /&gt;
&lt;br /&gt;
==Dagger Reefs==&lt;br /&gt;
&lt;br /&gt;
Access to the harbour at nearby Windhook is treacherous through this region, and many an inattentive captain has found his ship wrecked on the rocks that lie just below the surface.&lt;br /&gt;
&lt;br /&gt;
==Harbor Approach==&lt;br /&gt;
&lt;br /&gt;
This is the safe passage to the Windhook harbors, avoiding the dagger reefs. The Great Desert of Ashok verges on the waters of the Windswept Sea here. This relatively constricted access to Windhook makes it an attractive area for pirates, so the Windhook governing employs a number of small, fast fighting ships to patrol the harbor approach. &lt;br /&gt;
&lt;br /&gt;
Still, one must always be on the lookout for cutthroats and privateers.&lt;br /&gt;
&lt;br /&gt;
==The Desert Wastes==&lt;br /&gt;
&lt;br /&gt;
Once a fertile grassland, in recent generations the Great Desert of Ashok to the west has encroached on this area, driving out the farmers who resided here. In their place, nomad tribes now prowl amongst the dunes and wind-blown ruins of past settlement.&lt;br /&gt;
&lt;br /&gt;
Though occasional oases may still be found here, voyaging further west into the heart of the desert is considered a dangerous proposition.&lt;br /&gt;
&lt;br /&gt;
==The Desert Wastes, Continued==&lt;br /&gt;
&lt;br /&gt;
The desert continues southwards here.&lt;br /&gt;
&lt;br /&gt;
==The Oasis of Esau==&lt;br /&gt;
&lt;br /&gt;
This unnaturally large oasis is the size of a small lake and fed by several fresh water springs that spring, seemingly magically, from a series of rocky outcroppings that poke out of the surrounding desert sands.&lt;br /&gt;
&lt;br /&gt;
It not only serves as an important water resource for all the creatures of the desert, but is also held sacred by the desert centaur tribes. They claim that it was created millenia ago when an ancient human prophet, leading his tribesman out of captivity from the south, smote the rocky outcroppings with his staff and presented the oasis as a treaty offering between his people and the centaurs.&lt;br /&gt;
&lt;br /&gt;
The Desert Centaur Tribes all meet and drink from the oasis, but none may fight, however much they may hate their tribal enemies. Non-centaur races are not allowed to drink from the oasis without first gaining the protection and escort of one of the centaur tribes. This can be obtained many ways and certain merchant caravans have long standing and profitable agreements with specific tribes to allow them to use the oasis on their trips north and south...&lt;br /&gt;
&lt;br /&gt;
=2=&lt;br /&gt;
&lt;br /&gt;
==Fayline Falls==&lt;br /&gt;
&lt;br /&gt;
This is a huge fall that makes Delnair Falls look like small potatoes. Behind the waterfall is a huge dungeon--about eight floors above and below the sea level--not counting the sea level entrance floor. In the center of the bottom eight sub-floor, lives a white dragon named Kortoniara. Kortoniara is a young dragoness who had a hatred for her teacher: Onsamiath. They is one thing she hates more then Onsamaith is the near-by werewolf and his skeleton pals. They had causing death of her monsters--usually for werewolf to use as food on his travel to Floorboard.&lt;br /&gt;
&lt;br /&gt;
Kortoniara appears to a shining example of dragonkind. She appears to a very large female dragon. Unlike most female dragon, she doesn&#039;t have a temper. Kortoniara has protected her home with the following monsters: succumbs, water elements, skeletons of dead sirens, a tribe of drows, and two beholders who in charge of her home&#039;s monster.&lt;br /&gt;
&lt;br /&gt;
Khersa has attacked this place many times--but the forces send her back.&lt;br /&gt;
&lt;br /&gt;
==Siren&#039;s Dam==&lt;br /&gt;
&lt;br /&gt;
Year ago, a famous mermaid Serina used magic to become a human. Serina had a rival with air creatures. One of them killed her. Her human lover researched mermaid death rituals and discover that the mermaids killed underwater would be cooked--while above the water, they would be buried. He built a dam on &lt;br /&gt;
Feyline river.&lt;br /&gt;
&lt;br /&gt;
The tomb is home to a crazy werewolf and his skeleton pals. This is the same werewolf that&#039;s been causing problems in Floorboards.&lt;br /&gt;
&lt;br /&gt;
The tomb/dam no longer fully contains the Feyline river.&lt;br /&gt;
&lt;br /&gt;
==Feyline Traders==&lt;br /&gt;
&lt;br /&gt;
The Feyline river flooded this area when the tome/dam first ceased to fully hold it back. A number of markets and trading outposts have opened here on top of the water ruined villages. Riverboats routinely make a course with exotic goods down towards Whitewater Junction.&lt;br /&gt;
&lt;br /&gt;
Many of these boats ask little from their passengers except the money of passage, and it is known that fugitives from northern communities as well as monsters able to masquerade as (demi)human make use of these boats to travel south to escape justice or find new victims.&lt;br /&gt;
&lt;br /&gt;
Exotic furs and preserved meats are what primarily get sent down. There is a strong trapper community living side by side with the merchants that ply the rivers. While the trapper camps and communities are mostly adjacent to this territory, there are a number of taverns and meeting halls amongst the market where the two mingle after discussing wares.&lt;br /&gt;
&lt;br /&gt;
Recently, a new sort of pelt, that seems to be actual gold, has been trickling in to the markets and the first few have just arrived to the south, to the delight of all involved.&lt;br /&gt;
&lt;br /&gt;
Half of Khersa&#039;s attacks had use the help of the werewolf and his skeleton pals.&lt;br /&gt;
&lt;br /&gt;
==Feyline hills==&lt;br /&gt;
&lt;br /&gt;
A dirt track known in Bachmaur as the coast road connects Bachmaur in the east with Andaur bay in the west. Travellers should beware of wolves that roam the area.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Jaeger&#039;s Point==&lt;br /&gt;
&lt;br /&gt;
This massive cliff is a mile wide, half a mile high and sheer except in the center where a massive carving of some hero of old juts out from the cliff face. Who he is and what he did is lost to antiquity, only his name remains.&lt;br /&gt;
&lt;br /&gt;
SECRET: The entire rock outcropping is only the face of a massive underground lair built as a fortress-tomb for the ancient warrior who saw his kingdom razed to the ground and his family slaughtered by usurpers before being slain himself. His followers managed to spirit his body away to his tomb along with that of his family, but their spirits never moved on and await the day when they can take back their kingdom and claim vengence on the descendants of their conquerers.&lt;br /&gt;
&lt;br /&gt;
Recently, faint emanations of paranoia and hate have reached his sleeping corpse and have revived him. As his power slowly grows, he sends forth sentinels of darkness to scout the land and prepare the way to reclaim his rightful throne...&lt;br /&gt;
&lt;br /&gt;
==Windhook==&lt;br /&gt;
&lt;br /&gt;
This thriving maritime settlement on the Great Windswept Sea bustles with members of all races and cultures, goods from a dozen lands, and no shortage of jobs for eager adventurers. Join a ship&#039;s crew and see new lands; escort a caravan to the interior, facing who knows what peril; sign on with a mercenary company to pacify rebellious settlements...the possibilities are endless.&lt;br /&gt;
&lt;br /&gt;
Lately, Windhook has been under pressure from several shipping guilds to adjust their tariffs, or face a trade war. At the same time, mysterious thefts, murders, and accidents have been happening to ships at the Windhook port. The governing council thinks the accidents are the work of the Guilds, but are they?&lt;br /&gt;
&lt;br /&gt;
Places to be sure to visit: The Bilge Rat, Lady Nerissa&#039;s Lounge, the Leeward, and Mad Mindros General Store.&lt;br /&gt;
&lt;br /&gt;
Windhook also marks the mouth of the Delnar river, where its waters empty into the Windswept Sea.&lt;br /&gt;
&lt;br /&gt;
==Wetlands Meet Desert==&lt;br /&gt;
&lt;br /&gt;
This area, marking the point where the wetlands around the Delnar basin meet the northern edge of the western desert, is home largely to scrabbly low-growing grasses and plants.&lt;br /&gt;
&lt;br /&gt;
==Council Stone==&lt;br /&gt;
&lt;br /&gt;
This vast field of desperate grass has a giant slab of stone at the center.  Here tribes of desert centaurs come to meet, feeling safe in the mutual risk of the writhing sands nearby.  It is also where the centaurs come to deal with those from  Windhook.&lt;br /&gt;
&lt;br /&gt;
Beyond meeting centaurs conducting business here, those traveling through often encounter the ghosts of centaurs who are drawn here and more able to speak near the stone, giving council to their descendants.  There are darker spirits as well in this area, sorcerers who have sought to assault the mystic tower deeper in the desert and djinn who have dwindled due to being bound to earthly elements.  The centaurs remove all dead bodies from this place, and many say it is for more than simple fear of providing an easy host to the ghosts that reside here.&lt;br /&gt;
&lt;br /&gt;
There are a few animate skeletons in this area, and they are possessed of a keen and terrible intelligence, one that often surpasses the living mind that once resided there. &lt;br /&gt;
&lt;br /&gt;
==The writhing sands==&lt;br /&gt;
&lt;br /&gt;
A region of desert covered in silt sands that flow and move across ever moving windstorms. A navigation piece used by those traveling the desert to gain their barrings from a distance. The winds are surely unnatural and many a caravan has seen on relatively clear days a shining spire of glass and mirrors within. Through rumor it has recently been heard that for one week every five years, the storm dies, raining tons of sand around the region that billow out in a dust cloud...and reveal the shining spire in its smooth and sunlit glory, along with a tattered tent and windswept clay city at it&#039;s base.&lt;br /&gt;
&lt;br /&gt;
When the winds die, men and women in robes fly by their own magic or that of another as riders from the place burst from below aback cruel beasts that glide through the sand like sharks on the sea, some leaving claiming to have finished their studies, others off to find the next class for this secure and sequestered school of Wizardry, Boraro&#039;s tower.&lt;br /&gt;
&lt;br /&gt;
==Desert==&lt;br /&gt;
&lt;br /&gt;
=3=&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 1==&lt;br /&gt;
&lt;br /&gt;
==Pillar of Onath==&lt;br /&gt;
&lt;br /&gt;
A large stone piller juts up from the broken ground here. The piller resists all attempts to damage it and appears in remarkable good condition despite being in place for a long, long time.&lt;br /&gt;
&lt;br /&gt;
SECRET: The Pillar of Onath was built years ago to contain the mighty power of the White Dragon Kortoniara by not allowing her to out of the Feyline falls, trapping her within. She will go to any lengths to see it destroyed and at any point has a dozen plots in progress to see it gone. So far, none have worked, so far.&lt;br /&gt;
&lt;br /&gt;
SUPER SECRET:&lt;br /&gt;
&lt;br /&gt;
About half of any of those dozen plots to do in this landmark--comes from beholders under the command of Kortoniara.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Kalim&#039;s ferry==&lt;br /&gt;
&lt;br /&gt;
The Bachmaur coast road, a grand name for what is a mule track through the hills, encounters the river Feyline here. One Mr Kalim Useferos runs a ferry service and riverboat repairs. His fares are 1 copper penny per passenger, 5 pennies for a mule, and a silver crown for a horse. His family live in a nearby cottage and have a small vegetable plot, chickens and a milking cow.&lt;br /&gt;
&lt;br /&gt;
==Feyline Rapids==&lt;br /&gt;
&lt;br /&gt;
Here the Feyline river is at it&#039;s most violent, it&#039;s crashing, churning waters have claimed many a life over the years. No bridges cross the river here.&lt;br /&gt;
&lt;br /&gt;
==Bullywugs&#039; Cavern==&lt;br /&gt;
&lt;br /&gt;
Just above the black dragon&#039;s lair before the Fayline-for a back of better words-smashes into Delnair at White Junction. Bullywug&#039;s Cavern is home of the black dragon&#039;s favorite food.&lt;br /&gt;
&lt;br /&gt;
Bullywugs aren&#039;t too happy with the black dragon--and trying to locate good creatures of the land to take care of that annoying black dragon.&lt;br /&gt;
&lt;br /&gt;
The Bullywugs&#039; caverns are located in the hills that rise up, semi-circular, near the stench fens and Whitewater Junction and help give Jaegar&#039;s Point its elevation.&lt;br /&gt;
&lt;br /&gt;
==Onsamiath&#039;s Lair==&lt;br /&gt;
&lt;br /&gt;
An extension of the Stench Fens, the old black dragon Onsamiath lives in this tract of swamplands. It is a sorcerer of some repute and is fascinated by the magical energies in the Stench Fens. In pursuing his study of the Fens, Onsamiath has developed a wasting disease that is sapping the life out of him.* Not knowing the cause Onsamiath is seriously contemplating dracolichdom to avoid an ignoble death.&lt;br /&gt;
&lt;br /&gt;
In the past Onsamiath attempted to exact tolls from river traffic to build his horde but after an encounter with a band of adventurers near five decades ago still has him extremely cautious about exposing himself to outsiders. Bullywugs, on the other hand, are his prime food source.&lt;br /&gt;
&lt;br /&gt;
*Currently Onsamiath looks very gaunt and exemplifies the blakc dragon epithet of, &amp;quot;skull dragon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Ruins of Grey==&lt;br /&gt;
&lt;br /&gt;
Here, along rolling hills on the banks of the Delnar lie the ruins of Grey. This accursed place has been abandoned for the past fifty years after it was destroyed in the titanic struggle between a band of adventurers and the near by Black Dragon. Some say these &amp;quot;Heroes&amp;quot; deliberately used Grey as bait for the Dragon, ensuring the deaths of all it&#039;s people.&lt;br /&gt;
&lt;br /&gt;
At night some people say you can hear the wails of pain and agony of the towns residence crying out for vengeance. Nearly everywhere else the adventurers are hailed as true heroes for &amp;quot;killing&amp;quot; the Dragon.&lt;br /&gt;
&lt;br /&gt;
==Silent Fens==&lt;br /&gt;
&lt;br /&gt;
These wetlands are eerily quiet.  Periodically the foolishly adventurous try to uncover ruins or other items of value from it.  Most come away with disease one expects from digging about in muck and nothing more.&lt;br /&gt;
&lt;br /&gt;
==Gormok&#039;s Lair==&lt;br /&gt;
&lt;br /&gt;
Among the many hazrds of the desert, the Brown Dragon Gormok can now be counted amongst them. as wth much of his kind, Gormok is a gourmand, ever watchful for new and undiscovered tastes, and to this end has chosen his lair (hidden benath the sand and gravel where desert meets wasteland) for its proximity to the drake fissure.&lt;br /&gt;
&lt;br /&gt;
For Now, Gormok hunts the beasts of the fissure and desert, with the occaissional bullywug from the silent fens and things sent by his &#039;neighbors&#039; from Crownfall. for the long term, Gormok is considering becoming the patron of Freetowns by granting their caravans safe passage through his territory (IE: a one-hex radius of his lair) toand from windhook, providing they give him proper tribute (IE: food from windhook or foolish adventurrs sent to their doom).&lt;br /&gt;
&lt;br /&gt;
For his part, Osminiath is well aware of this potential rival encroaching on his hunting grounds, but his current condition (and Gormok&#039;s obliviousness towards the true value of the fens past the texture of pickled bullywugs) has led the elder wyrm to take a &#039;wait and see&#039; approach for the time being.&lt;br /&gt;
&lt;br /&gt;
==Desert==&lt;br /&gt;
&lt;br /&gt;
==The Tower of Al-Jazeera==&lt;br /&gt;
&lt;br /&gt;
Surrounding Terrain (2.12, 3.11, 4.11, 4.12) : Desert&lt;br /&gt;
&lt;br /&gt;
This ancient wizard&#039;s tower was long abandoned and almost completely buried until rediscovered by a fugitive sorceror from the southern desert kingdoms. Having conquered the magical defenses of the tower and raised it back above the sands, the renegade, one Ali Ababba Al-Jazeera, has enacted a cunning plan.&lt;br /&gt;
&lt;br /&gt;
The tower grants its owner control over 8 enslaved Djinn, one for each of the 8 cardinal directions. He has tasked these Djinn with transmitting thoughts of paranoia and hatred into the ether surrounding the tower. As the transmissions emanate further and further from the tower, Al-Jazeera is hoping it will incite the surrounding kingdoms to eventually start fighting amongst each other and start an age of war and bloodshed.&lt;br /&gt;
&lt;br /&gt;
As the kingdoms are weakened, he will take them over one by one until he has all the kingdoms of men under his thumb as a Grand Sorceror Sultan and can exact slow, excruciating revenge upon those who dared to exile him...&lt;br /&gt;
&lt;br /&gt;
SECRET: This tower was originally built for the same purpose by the fox-were magus Perrut Dochrum, whose soul is trapped in a sky-blue topaz encased in a lead box and buried beneath a flagstone on the lowest floor. If the gem is ever broken, he will manifest as a lich and regain control of the djinn.&lt;br /&gt;
&lt;br /&gt;
=4=&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 1==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Bachmaur==&lt;br /&gt;
&lt;br /&gt;
This city&#039;s fortune is barely apparent in its modest buildings and stinking places of business.  It is a famed source of leather goods, taking animals herded in the surrounding area by skinning them.  As such it also has a healthy butchery business, including making famed jerky.&lt;br /&gt;
&lt;br /&gt;
While the skinning focuses on conventional animals in the area, the town is well aware of how to skin and tan far more exotic creatures.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Whitewater Junction==&lt;br /&gt;
&lt;br /&gt;
Here, the Feyline River feeds into the Delnar, and the meeting is anything but peaceful. Rocky terrain in the riverbeds forms a series of powerful, fast-moving rapids that make passage up- and downriver impossible for many of the heavily laden river barges that travel the Delnar and the Feyline. An industrious and entrepreneurial halfling family, the Doskins, set up Camp Whitewater decades ago to offer their services in moving cargo across the rapids - or around them - on cargo trains. The business rapidly grew, and with it the camp. &lt;br /&gt;
&lt;br /&gt;
Now a major town, Whitewater Junction offers services of all kinds to the river crews and travelers who use the Delnar and Feyline rivers to cross the wilds. However, their core business - getting boats around, through, or over the rapids - remains a thriving endeavor, and visitors to Whitewater Junction will see seemingly endless convoys of porters, wagons, and sleds carrying cargo of all sorts from the docks on Lowside - below the rapids - to the Highside docks. The Doskins oversee the operation of all of the Portage Companies in Whitewater Junction, acting as a &amp;quot;guild&amp;quot; to preserve competition...and to rake in a handsome profit.&lt;br /&gt;
&lt;br /&gt;
==Stench Fens==&lt;br /&gt;
&lt;br /&gt;
This swampy area, just south of where the Feyline River joins the Delnar*, is suffused with the stink of decay; bubbles slowly rise through the loose mud to loose a gut-churning miasma over the area. Wizards and scholars do not believe the smell in this place could be natural, and some scholars believe it is the remnants of a curse or a mighty magical weapon used eons ago, leaving the earth here hopelessly corrupted. Fortunately, whatever ancient plague corrupts this site does not seem to contaminate the waters of the Delnar...yet. &lt;br /&gt;
&lt;br /&gt;
The Stench Fens are home to several Bullywug tribes, including one led by Krebbok, a Tribal Shaman of great power. It is said that Krebbok wears amulets of power recovered from numerous burial mounds that lie beneath the mud and greasy water of the fens. &lt;br /&gt;
&lt;br /&gt;
==black lake==&lt;br /&gt;
&lt;br /&gt;
Water stained from the surrounding fens collects in a depression here. The dark brown water is impossible to see deeper than a few inches through. Freshwater crayfish can be caught here, but the mosquitos (normal and giant varieties) like to lay their eggs in these still waters.&lt;br /&gt;
A tribe of lizardmen inhabit the area.&lt;br /&gt;
&lt;br /&gt;
==Crownfall==&lt;br /&gt;
&lt;br /&gt;
Description: A crater in the midst of barren wasteland. The crater was formed when the golden star that shone in the crown of the constellation of the Conqueror fell from the heavens a century ago. The area was once a marsh and the impact drained it, leaving a dry wasteland behind, and opened a crack into the caverns of the Underdark. The area has been claimed by various evil humanoids throughout the years, though nobody has been able to hold onto it for very long before being swept aside by the new owners.&lt;br /&gt;
&lt;br /&gt;
Rumors&lt;br /&gt;
&lt;br /&gt;
    * The star is actually an immortal being that grants boons.&lt;br /&gt;
    * The star is an ancient artifact weapon, forged by the gods in their war against the primordials.&lt;br /&gt;
    * The star is a portal to the Astral Sea.&lt;br /&gt;
    * The star is a portal to the Far Realm.&lt;br /&gt;
    * The fall of the star coincides with the fall of Nerath.&lt;br /&gt;
    * The star was called from the heavens by a powerful star pact warlock.&lt;br /&gt;
&lt;br /&gt;
==Desolate Waste==&lt;br /&gt;
&lt;br /&gt;
Here the land is cracked and broken. Ill suited for nearly any purpose this area is almost completely devoid of life.&lt;br /&gt;
&lt;br /&gt;
==Desert==&lt;br /&gt;
&lt;br /&gt;
==Desert==&lt;br /&gt;
&lt;br /&gt;
=5=&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 1==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Bachmaur South Road==&lt;br /&gt;
This road heads southeasterly from Bachmaur across the great plains, eventually turning into the King&#039;s road in the Quiziyak kingdom.&lt;br /&gt;
&lt;br /&gt;
==Bachmaur South Road==&lt;br /&gt;
This road heads southeasterly from Bachmaur across the great plains, eventually turning into the King&#039;s road in the Quiziyak kingdom.&lt;br /&gt;
&lt;br /&gt;
==Old King&#039;s Road Follows River==&lt;br /&gt;
&lt;br /&gt;
Here, Old King&#039;s Road - little more than a rough trail - follows the course of the Delnar for a time before curving northward, heading into parts unknown.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Hag&#039;s Crossroad==&lt;br /&gt;
&lt;br /&gt;
Two ruined roads cross in this bog riddled area.  It is home to brutish creatures that labor under a coven of hags that have maintained control for generations, abducting and inducting girls from surrounding settlements into their dark secrets.  Occasionally a female magic user will seek them out for their arcane secrets, or to join the coven.&lt;br /&gt;
&lt;br /&gt;
The hags occasionally parlay with communities nearby, sending dominated monsters into town and speaking through the brutes.  They do not wish to disrupt the balance of power that allows them to remain there.&lt;br /&gt;
&lt;br /&gt;
Some suspect they wish to usurp control of the Stench Fens nearby, but that some power prevents them from doing so.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 9==&lt;br /&gt;
&lt;br /&gt;
==Drake Fissure==&lt;br /&gt;
&lt;br /&gt;
Between the thinning desert and the thinning plains, the drake fissure runs from northwest to south east, this area being only the widest and deepest.&lt;br /&gt;
&lt;br /&gt;
A great crack in the earth cut not by river or quake, but said to have been carved by a great beast reaching down from the sky in an age long forgotten. Drakes, Wyverns, and lesser creatures of relation to the dragons crawl and fly around and within the shadows of the valley. Some say the fissure itself runs so deep it reaches into the black heart of the world. Even from it&#039;s edge, tunnels can be seen down the fissure walls...but no man has seen it&#039;s bottom here and lived to tell the tale...now the mad Gnome Walber Nik Hausen is another story. They say he has seen down there, if you can find him you&#039;d have the best wealth of information to forming an expedition.&lt;br /&gt;
&lt;br /&gt;
==The Freetowns==&lt;br /&gt;
&lt;br /&gt;
This lightly hilled grassland on the edge of the desert is home to a collection of small villages styling themselves the &amp;quot;Free Towns&amp;quot;. In reality they don&#039;t get visits from tax collectors because they have nothing anyone would want. The villages are home to the wretchedly poor, the most degenerate criminals, and a few starry eyed fools.&lt;br /&gt;
&lt;br /&gt;
One such fool is &amp;quot;Mayor&amp;quot; Hilligar, the self styled ruler of &amp;quot;these fine, free peoples&amp;quot;. Hilligar has been trying to get a road built to connect the villages but so far every tradesmen or builder he has brought in has been repulsed or murdered. Only the most foolish or desperate merchants will enter the area.&lt;br /&gt;
&lt;br /&gt;
==Heroes&#039; Grave==&lt;br /&gt;
&lt;br /&gt;
Tombs and monuments to ancient heroes fill this area, sprawling out into ruined necropoli that bear the brunt of the sands.  Centaurs still come here to deposit their honored dead—even if it is just their bones or ashes.  Many of the crypts and other structures show signs of being forced open, and desperate grave robbers and fledgling necromancers both still come seeking some hidden scrap of wealth or power.&lt;br /&gt;
&lt;br /&gt;
A road extends out to the east from here.  Its old name is the Final Road, but in recent times it is simply called the Southern Road or South Way.  The road is a major thoroughfare still for southern settlements, who use it to reach the Splendor and beyond.  It is considered far safer than other routes to travel.  Some say it is due to the shrines and crumbled statues of heroes that still line some of the way.  Others because it is nestled between a sorcery riddled desert and the power of the Splendor.&lt;br /&gt;
&lt;br /&gt;
=6=&lt;br /&gt;
&lt;br /&gt;
==Tower of Arun Tor==&lt;br /&gt;
&lt;br /&gt;
The Tower of Arun Tor sits atop Dol Arun, a hill in the Highlands of Erenby. Formerly the home of Pertwee Village&#039;s lord, it was abandoned a generation ago when the last resident, Lord Bascom, died without a known heir. &lt;br /&gt;
&lt;br /&gt;
The tower is four stories high, each slightly smaller than the one beneath. Unknown to most, the tower has just as many sub-levels underground, where Lord Bascom plied his second, secret trade-that of a necromancer.&lt;br /&gt;
&lt;br /&gt;
It is uninhabited today and rumored to be haunted-a rumor that may be true, considering its history.&lt;br /&gt;
&lt;br /&gt;
==The Village of Pertwee==&lt;br /&gt;
&lt;br /&gt;
Pertwee Village lies amidst the rolling Hills of Erenby. The primary occupation of its residents is herding goats and sheep on the grassy slopes, though they also forage for mushrooms in the many shallow caves that dot the hills. The village itself is surrounded by a wooden stockade for protection from bandits and lesser humanoids that also inhabit the hills.&lt;br /&gt;
&lt;br /&gt;
A stone tower called Arun Tor rises on a hill overlooking the village, formerly the residence of the local lord. He died a generation ago without an heir, and the tower has been abandoned since.&lt;br /&gt;
&lt;br /&gt;
==Grazing Lands==&lt;br /&gt;
&lt;br /&gt;
==Driving trail and Grazing Lands==&lt;br /&gt;
&lt;br /&gt;
Running through the middle of this large open plain is a major driving trail for the ranchers of Bachmaur. In the middle is a spring-fed lake where the herds are left to winter. This is a peaceful place, but also a prime target for outlaws looking to steal a herd.&lt;br /&gt;
&lt;br /&gt;
==Grazing Lands==&lt;br /&gt;
&lt;br /&gt;
==Old Road Diminishes==&lt;br /&gt;
&lt;br /&gt;
As the old road from King&#039;s Bridge continues to the northwest through this lightly wooded region, weeds, shrubs, and other plants sprouting between the stones become more frequent. Eventually the road becomes little more than a trail, with only the occasional cobblestone or weather-worn marker to tell of what it once was.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 8==&lt;br /&gt;
&lt;br /&gt;
==Melroth&#039;s citadel==&lt;br /&gt;
&lt;br /&gt;
A Highland fortress built across one of the canyons leading into Ragnar&#039;s Glacier, meant to serve as a bulwark against the raids of frost giants and the monsters of the Drake Fissure.&lt;br /&gt;
&lt;br /&gt;
the Citadel was founded by the legendary Dragonborn warrior saint, Melroth Invictus, and the Paladin order he founded is the keep&#039;s de facto Authority, despite the Bellacan-appointed lord mayor. unsurprisingly, many dragonborn come here to follow in the footsteps of this hero&lt;br /&gt;
&lt;br /&gt;
but a warning to travellers. the fortress city of Melroth is said to be a police state, where the law is as swift and harsh as the mountain cold&lt;br /&gt;
&lt;br /&gt;
==EverFreeze==&lt;br /&gt;
&lt;br /&gt;
High in the Baskan range sits a land that is always covered in ice and snow, deemed &amp;quot;Everfreeze&amp;quot; or &amp;quot;The Land of Ice and Snow&amp;quot; by most people, Sages and Scholars call it is &amp;quot;Ragnar&#039;s Glacier.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Whatever it&#039;s name it is a harsh place, cruel and punishing to those who don&#039;t know it&#039;s ways. A tribe of Snow Giants claim dominion over the area and are almost as harsh and cruel as the land they call home. The Great Remorhaz beasts are also a distressingly common sight.&lt;br /&gt;
&lt;br /&gt;
==Dune sea==&lt;br /&gt;
&lt;br /&gt;
Endless, trackless wastes. Here a traveller is confronted with the worst the desert has to offer, endless dunes, scorching heat, no water, and some very fierce beasts.&lt;br /&gt;
&lt;br /&gt;
Recently a young blue dragon has taken up residence in a former Dwarven trading post near the feet of the mighty Baskans and is attracting hardy followers for some purpose. The post served as a stop along a now long defunct &amp;quot;silk road&amp;quot; to the rich south, with the Centaurs serving as middle men.&lt;br /&gt;
&lt;br /&gt;
==Tomb Pass==&lt;br /&gt;
&lt;br /&gt;
Here the Southern Way crosses over part of the Baskin Mountains in what is locally known as &amp;quot;Tomb Pass&amp;quot; due the presence of so many graves near the entrance.&lt;br /&gt;
&lt;br /&gt;
A large population of Dwarfs used to make their home in the Baskins and were a fairly common sight when crossing the passes. About a generation ago the Dwarfs became more and more insular, until finally they drew back from the world entirely. In the last months of their interaction with the world the Dwarfs were more and more fearful, not only for themselves but for anyone they talked to.&lt;br /&gt;
&lt;br /&gt;
No one knows if the Dwarfs are still around, or what ever became of them.&lt;br /&gt;
&lt;br /&gt;
=7=&lt;br /&gt;
&lt;br /&gt;
==Wooded Hills==&lt;br /&gt;
&lt;br /&gt;
The rolling hills in this area are still well forested, with plenty of game.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Grazing Lands==&lt;br /&gt;
&lt;br /&gt;
==Grazing Lands==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==The Kings Bridge==&lt;br /&gt;
&lt;br /&gt;
A large stone bridge across the Deinar which used to carry wagons two abreast in ancient times. Crumbling statues of forgotten kings flank it.&lt;br /&gt;
&lt;br /&gt;
==Vagabond&#039;s Echo==&lt;br /&gt;
&lt;br /&gt;
Taller hills than normal for the area rise up here, a final push for the Vagabond mountain range before only hills remain.  Hunting and farming occurs among the hills, with the territory uneasily shared by the locals from various towns and villages.&lt;br /&gt;
&lt;br /&gt;
The King&#039;s Road passes through the levelest course available in Vagabond&#039;s Echo, including an area that looks as if magic were used to carve a clear course.&lt;br /&gt;
&lt;br /&gt;
==Farmed Hills==&lt;br /&gt;
&lt;br /&gt;
These hills are well farmed, and show old irrigation channels indicating they have been farmed for a great stretch of time.&lt;br /&gt;
&lt;br /&gt;
==Ragnar&#039;s Peak==&lt;br /&gt;
&lt;br /&gt;
The single tallest peak for thousands of miles Ragnar&#039;s peak is named after the famed &amp;quot;King of the High Hills&amp;quot; who reigned here hundreds of years ago. Ragnar is most famous for being the last of the &amp;quot;Great Kings&amp;quot; before the empire begin to rapidly fall apart.&lt;br /&gt;
&lt;br /&gt;
The peak is home to few creatures, some scattered woodsmen and a band of monsters here and there. It is said the peak was once home to a vast Aarakocra aerie.&lt;br /&gt;
&lt;br /&gt;
SECRET: The hero buried at Jaeger&#039;s Point is the grandson of King Ragnar.&lt;br /&gt;
&lt;br /&gt;
==Baskan Range==&lt;br /&gt;
&lt;br /&gt;
The Baskan&#039;s are a high, inhospitable place. With the exception of Tomb Pass the range is extremely difficult to navigate. Any one brave and hardy enough to face the mountain&#039;s will find the mountains home to seemingly countless quarreling tribes of goblinoids. The mountains are also extraordinarily rich in mineral deposits.&lt;br /&gt;
&lt;br /&gt;
Long ago the Range was home to Dwarves, but they are long gone from sight. The ruins of their realm dot the mountains.&lt;br /&gt;
&lt;br /&gt;
==Baskan Range==&lt;br /&gt;
&lt;br /&gt;
The Baskan&#039;s are a high, inhospitable place. With the exception of Tomb Pass the range is extremely difficult to navigate. Any one brave and hardy enough to face the mountain&#039;s will find the mountains home to seemingly countless quarreling tribes of goblinoids. The mountains are also extraordinarily rich in mineral deposits.&lt;br /&gt;
&lt;br /&gt;
Long ago the Range was home to Dwarves, but they are long gone from sight. The ruins of their realm dot the mountains.&lt;br /&gt;
&lt;br /&gt;
=8=&lt;br /&gt;
&lt;br /&gt;
==A Cold Swamp==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Desolate Fields==&lt;br /&gt;
&lt;br /&gt;
The abandoned farm land here begins to give way to resurgent forest.  Wild animals are the major threat here, followed by outlaws passing through to richer pickings.&lt;br /&gt;
&lt;br /&gt;
==Silkweed Plantation==&lt;br /&gt;
&lt;br /&gt;
The ruins of a manor farm house, of the sort a noble or wealthy merchant might own, occupy the center of this area. Fallow fields overgrown with silkweed surround it. There are an abundance of large, healthy insects and serpents in the fields who hunt animals that come for the grains and vegetables that grow wild closer to the ruins.&lt;br /&gt;
&lt;br /&gt;
Inside, the ruins host a colony of giant, intelligent spiders who search endlessly for a way out of the haunted estate that has become a prison as much as a home.&lt;br /&gt;
&lt;br /&gt;
==Hills Flanking Delnar==&lt;br /&gt;
&lt;br /&gt;
Here low rolling hills flank the River Delnar, creating an ideal site for farmland if anyone would bother. The remains of farmsteds can be found throughout the area. Once settled the newcomers invariably leave for within a generation for reasons they keep to themselves.&lt;br /&gt;
&lt;br /&gt;
Only one creature makes this area it&#039;s home. A monstrously huge, powerfully ugly and astoundingly dim-witted Troll.&lt;br /&gt;
&lt;br /&gt;
==The village of Floorboards.==&lt;br /&gt;
&lt;br /&gt;
Population: ~150&lt;br /&gt;
Major trade: Fishing&lt;br /&gt;
Government: Lord Anglethorn&lt;br /&gt;
&lt;br /&gt;
Floorboards is a small fishing community on the banks of the River Delnar. Somewhat prosperous but suffering under high taxes and the heavy hand of the local sheriff. Floorboards boasts a small tavern and a very skilled master glassblower.&lt;br /&gt;
&lt;br /&gt;
In recent months the town has been plagued by a werewolf.&lt;br /&gt;
&lt;br /&gt;
Scholar Artemis Thorn is staying at the village tavern. He is taking drawings of the remaining statues on the bridge, and avoiding the sherrif as much as possible for some reason.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Quziyak==&lt;br /&gt;
&lt;br /&gt;
Quiziyak is large wall city. It&#039;s home to a zillion subject. King Road goes throw it. Some of the landmarks in the city includes the following:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Queen Annabelle&#039;s Castle&lt;br /&gt;
&lt;br /&gt;
In the center of the wall city is the castle of Queen Annabelle. Annabelle is being getting critics for claiming that hatred is done by magic from the dessert. Annabelle been trying to get adventurers to defeat Al-Jazeera and proof her point. Beside trying to get red of Al-Jazeera, Annabelle is backing Windhook&#039;s large taxes--as she believes she&#039;s the cousin of the previous king. Baron Tyran Bellicose doesn&#039;t believe her story and consider her to a pain in the--for lack of better universe words--&amp;quot;a royal pain in the royal neck.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Temple of the Planes:&lt;br /&gt;
&lt;br /&gt;
This temple contains portals that lead to many different planes in the universe.&lt;br /&gt;
&lt;br /&gt;
Stergur&#039;s Library:&lt;br /&gt;
&lt;br /&gt;
Looking for a book? It doesn&#039;t matter if you looking a recent new scroll or some so ancient that it was only written by a god or goddess: Stergur, the most famous wizard has it all.&lt;br /&gt;
&lt;br /&gt;
Eyen&#039;s Inn:&lt;br /&gt;
&lt;br /&gt;
The largest inn in city. Eyen, a dragon in human form, is on a mission from a far-away dragon land to study the land. It has a dinner theater room. The theater writes plays. The most recent plays had been the following:&lt;br /&gt;
&lt;br /&gt;
1. &amp;quot;High Death For A Water Creature&amp;quot;, which tells how Sirena died&lt;br /&gt;
2. &amp;quot;Ona and Kort&amp;quot;, which deals with the long feud between Kortoniara &amp;amp; Onsamiath&lt;br /&gt;
3. &amp;quot;Anna, the Good Queen&amp;quot;, a play about Anna. It&#039;s becoming infamous for treating Baron Tyran Bellicose as so dumb that he makes a &amp;quot;dumb orc smart&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Farmed Hills==&lt;br /&gt;
&lt;br /&gt;
These hills are well farmed, and show old irrigation channels indicating they have been farmed for a great stretch of time.&lt;br /&gt;
&lt;br /&gt;
==Withaive hills==&lt;br /&gt;
&lt;br /&gt;
Here, west of Hobb&#039;s shire, the gentle rolling foothills of the Baskan Mountains begin in ernest. Two small towns nestle in the hills below Ragnar&#039;s Peak, both competing for the rich mineral resources of the nearby mountains. Recently the mood has grown grim as the citizens of each town have grown ever more distrustful of their neighbors. Unheard of before the townsfolk have started raiding each other, so far only a few buildings have burned but the situation is getting worse by the day.&lt;br /&gt;
&lt;br /&gt;
SECRET: the recent conflicts are the result of the waves of hatred and paranoia coming from the desert in the west.&lt;br /&gt;
&lt;br /&gt;
==The Southern Gate==&lt;br /&gt;
&lt;br /&gt;
A small community remains within the remnants of a walled city.  Primarily made up of traveler services, the Southern Gate is named for the one remaining gate that stands in the wall, facing the Final Road, which sends an offshoot up through this community.&lt;br /&gt;
&lt;br /&gt;
The community is deeply jealous of the mining wealth of its northern neighbors, but lacks the strength to do anything about it.  Most of the able bodied and quick witted children of the Southern Gate leave with travelers and caravans passing through, or head north to work in the mines.&lt;br /&gt;
&lt;br /&gt;
Due to the desperation, the Splendor&#039;s influence is strong here, with families offering children to the service of the temple-city and priests given free access to the ruins and the extensive catacombs beneath the community.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=9=&lt;br /&gt;
&lt;br /&gt;
==Red Woods==&lt;br /&gt;
&lt;br /&gt;
This region is a dense needleleaf forest intermixed with bogs. Originally inhabited by small villages of wood elves and shifters, the recent incursion of a covey of hags* and their lycantropic minions have pushed the elves back to Ionavalon. The shifters remain and fight a low intensity war with the hag. The shifters, led by a werebear, are allied with treants, dryads, wood woads and local spirits; while the hags command many plant creatures (shamblers, battlebriars, assassin vines, predatory vines and vine horrors), otyughs, a tribe of werewolves and a group of trolls from the Black Muskeg 8.1, a cold swamp to the west.&lt;br /&gt;
&lt;br /&gt;
Secret: Deep below the Red Woods is a bound deity of rot and corruption whom the hags seek to revive.&lt;br /&gt;
&lt;br /&gt;
*Two green hags and an annis.&lt;br /&gt;
&lt;br /&gt;
==Highlands of Erenby==&lt;br /&gt;
&lt;br /&gt;
A spur of small, densely wooded mountains, an offshoot of the Vagabonds, separates the Red Woods and the Heartwood Forest. The source of the Sadhur bubbles up under a lake located on a high plateau here, and falls down towards Ionavalon to the east. (See the description of [[#Ionavalon|10.2]] for more details on the Sadhur.)&lt;br /&gt;
&lt;br /&gt;
A traveller who braves the slopes to find the lake will be struck by the beauty as the sun strikes its crystal waters, casting shimmering light everywhere. It may be this very beauty that caused unknown hands to raise a temple on its shores. Long abandoned, locals can not recall who built it or who it was dedicated to. Wind and rain have obliterated carvings that may have given a clue to the answer, but a single statue remains that retains enough of its form to tell that the deity was at least humanoid in form; all other features -- race, age, gender -- have been since lost to the elements.&lt;br /&gt;
&lt;br /&gt;
==Heartwood Forest, cont==&lt;br /&gt;
&lt;br /&gt;
Here the Heartwood covers the land with think trees and heavy undergrowth. Still the forest has a groomed quality, belying the influence of the nearby elves.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Forest==&lt;br /&gt;
&lt;br /&gt;
The forest is thin on these rolling hills, and the river Delnar meanders through the dales.&lt;br /&gt;
&lt;br /&gt;
==Farmland==&lt;br /&gt;
&lt;br /&gt;
Though sparsely populated, this area has been cleared of major vegetation, and the local inhabitants have made use of the waters of the Delnar in order to provide irrigation for the fields that now cover the landscape.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 8==&lt;br /&gt;
&lt;br /&gt;
==Grasslands==&lt;br /&gt;
&lt;br /&gt;
Rolling grasslands broken only occasionally by sparse clumps of trees mark this section of Old Kings&#039; Road.&lt;br /&gt;
&lt;br /&gt;
==Ore Road==&lt;br /&gt;
&lt;br /&gt;
Here a small road leads from the nearby mining towns to Hob&#039;s shire, where they meet merchants to sell their ore.&lt;br /&gt;
&lt;br /&gt;
The road has become dangerous of late as the guards the mining towns used to patrol the path have been recalled to fight their internal struggle. A group of Hobgoblins, drawn to the area by tales of glory from their people&#039;s history, has made camp in the area.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 11==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=10=&lt;br /&gt;
&lt;br /&gt;
==The Heartwood==&lt;br /&gt;
&lt;br /&gt;
Here the Heartwood is thick and lush, groomed and beautiful. This area is rumored to be under the protection of Unicorn who the Elves of Ionavalon often consult.&lt;br /&gt;
&lt;br /&gt;
Few evil beings dare enter this portion of the forest, but from time to time the Unicorn will be forced to deal harshly with intruders.&lt;br /&gt;
&lt;br /&gt;
Most recently a band of Gnolls, under pay from the Hags in the Red Woods has been causing some head aches, the Unicorn has been considering asking the elves, or perhaps a group of adventurers, for help.&lt;br /&gt;
&lt;br /&gt;
==Ionavalon==&lt;br /&gt;
&lt;br /&gt;
In a forest glade lies Ionavalon, Citadel of Dreyal, Queen of the Bright Elves of Heartwood. The Citadel sits on the Sadhur River, which flows out of the Highlands of Erenby to the west and joins the Delnar further east.&lt;br /&gt;
&lt;br /&gt;
Ionavalon is not so much built as grown, through careful cultivation and tending of the forest-and a small amount of magic as well. Similar, though much smaller, houses surround it on all sides.&lt;br /&gt;
&lt;br /&gt;
Though the Bright Elves have dwelt in Heartwood since before the coming of other races, throughout their history they have sought neither to expand their holdings or conquer others, but have been content to merely keep and watch over their small territory. They do not often seek contact with outsiders, but are welcoming to those of good heart who find themselves in the Heartwood.&lt;br /&gt;
&lt;br /&gt;
==The Deepening Forest==&lt;br /&gt;
&lt;br /&gt;
The forests south of Iovanalon deepen and thicken, blocking out the sun in places. Eventually, the woods grow nearly impenetrable as travelers approach the Skittering Dark.&lt;br /&gt;
&lt;br /&gt;
==The Skittering Dark==&lt;br /&gt;
&lt;br /&gt;
A section of deep forest no longer traveled by local huntsman and trappers after a wave of disappearances a few years ago. Foresters keep their distance and speak of the unnaturally large insects and spiders which give this area its name.&lt;br /&gt;
&lt;br /&gt;
SECRET:&lt;br /&gt;
&lt;br /&gt;
Actually it&#039;s just spiders. They have multiplied in this area under the influence of a Shrine to Lolth. A Drow priestess emerged from the Underdark to build the shrine here because of ancient magical power in the location. This is due to an ancient temple to a fallen god (or primordial) which resonates with magical power for those who can claim it.&lt;br /&gt;
&lt;br /&gt;
After building the shrine, the priestess contracted with Duergar to construct a temple around it. Their hatred for the surface world has made this process painfully slow, but she does not have the means to do the stonework herself. There is a seemingly innocuous forested hill cave in this hex, which is deceptively deep and acts as the highway to the Underdark which brings the Duergar workers to the surface. The path between here and the temple itself has become increasingly well-worn over the years.&lt;br /&gt;
&lt;br /&gt;
Hazards: giant spiders (including demonic variants), duergar parties, the long-buried temple beneath the shrine (now with surrounded by the skeleton of its own temple under construction), a passageway to the Underdark and all that it contains...&lt;br /&gt;
&lt;br /&gt;
==Delnar River==&lt;br /&gt;
&lt;br /&gt;
The Delnar River passes just south of the Skittering Dark.&lt;br /&gt;
&lt;br /&gt;
South of the river is fertile grassland with scattered groups of ranchers and herders being the major occupants. North is the deep ominous forest.&lt;br /&gt;
&lt;br /&gt;
Between the river and the Skittering Dark, however, is a line of imposingly large stone menhirs whose origin is unknown. They are hewn from granite which is obviously not local to the area, and each one weighs several tons, so whoever originally placed them went to a lot of trouble to do so.&lt;br /&gt;
&lt;br /&gt;
Magical runes glow on the menhirs in unpredictable patterns that change as the weather shifts. The monuments otherwise don&#039;t appear to actually do anything.&lt;br /&gt;
&lt;br /&gt;
Theories abound as to what they are, who originally placed them, and what purpose they have. Popular stories include: they keep the Delnar river from shifting its course South, they prevent evil things in the Skittering Dark from moving south across the river, and they predict the weather in advance, if only someone knew how to read them.&lt;br /&gt;
&lt;br /&gt;
This part of the forest was never cleared, even though it approaches close to the north of Wheatsea. People often hunt wild animals up to the riverbank, but are superstitious about crossing to the north. Hunters tell tall tales of spiders the size of rats north of the river, but few people believe them in the taverns of Wheatsea.&lt;br /&gt;
&lt;br /&gt;
==Wheatsea==&lt;br /&gt;
&lt;br /&gt;
Situated in the midst of farmland, Wheatsea is a thriving city that enjoys the advantages of its location.&lt;br /&gt;
&lt;br /&gt;
In addition to its sizable human population, Wheatsea hosts a number of elves and half elves.  The elves arrived during the founding of the city, wandering away from a homeland they were cast out of, and agreeing to aid the fledgling city in exchange for a place to live.&lt;br /&gt;
&lt;br /&gt;
Human industry at building and farming combined with elven baking has led to Wheatsea being a valuable strategic resource for the local government.&lt;br /&gt;
&lt;br /&gt;
A supply road runs from Wheatsea to Bellicose Castle.&lt;br /&gt;
&lt;br /&gt;
==Tournament Grounds==&lt;br /&gt;
&lt;br /&gt;
This area of gently rolling hills and lush grass is empty most of the time but every five years it plays host to the Grand Tournament, a fantastic contest of jousting, melee, archery and nearly every game and competition imaginable. Warriors, fame seekers, and spectators come from nearly every land to take part. Around the Tournament a huge carnival takes place, playing host to every entertainment imaginable. It&#039;s a week that people look forward to for years before and talk about for years after.&lt;br /&gt;
&lt;br /&gt;
==UWallach&#039;s Fields==&lt;br /&gt;
&lt;br /&gt;
This region was held by Lady Wallach for a time during the Winter Siege; it contains the sites where her armies camped while they laid siege to Castle Bellicose. Though they were ultimately thrown back by the armies of King Bellicose, monuments were erected along the King&#039;s Road marking the locations of the various brigades and battalions.&lt;br /&gt;
&lt;br /&gt;
==Hobs Shire==&lt;br /&gt;
&lt;br /&gt;
Named for the infestation of hobgoblins that long ago kept this fertile land from being used, numerous hamlets and villages crowd in to take advantage of the pleasing fruit trees and good growing conditions.&lt;br /&gt;
&lt;br /&gt;
Notable settlements include Apple Hall, Cherry Pond, and Kaitlen&#039;s Walk.  These small communities offer up a &amp;quot;fair&amp;quot; share of their bounty to the Splendor, with most of the rest going to secular leaders.  Still, there is enough to avoid starvation during all but the worst growing seasons.&lt;br /&gt;
&lt;br /&gt;
Dangers of Hobs Shire include cults that worship the native gods, including the alien and twisted fertility goddess (and goddess of centipedes and other such creatures) that the hobgoblins once venerated.  There are also a few degenerate communities where human and hobgoblin blood have mixed.&lt;br /&gt;
&lt;br /&gt;
Marisee the Peddlar travels in the rural communities around the shire, and can be found anywhere within 2 hexes of this one. Occasionally, she goes past those boundaries, but never into the bigger cities, such as Splendor. How she has managed to survive alone in these travels for the last decade is unknown, though many an isolated hamlet has appreciated a visit.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 10==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 11==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=11=&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 1==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Dragon Hollow==&lt;br /&gt;
&lt;br /&gt;
Near the Eastern edge of the Heartwood Forest lies the petrified bones of a great Red Dragon, half-buried in a hill-side. The origin of the bones have been lost even in legend, but it is said that under the lies what was once the great horde of the Dragon, waiting to be claimed by one brave enough. Even still, very few people find reason to approach the site, as few who go ever return.&lt;br /&gt;
&lt;br /&gt;
SECRET: The hill is, in fact, the home-base for the Bardinian Rangers, a group of primarily Human and Half-Elf outcasts who have withdrawn from society to roam the Wilderness.&lt;br /&gt;
&lt;br /&gt;
The Rangers are, for the most part, good folk, and hold an uneasy truce with the Elves of Lonavalon, mostly ignoring each other. The Rangers are made up of people of many different skill sets. From actual Rangers and Druids, to Artisans and Bards.&lt;br /&gt;
&lt;br /&gt;
The lair of the Rangers is accessed through the mouth of the dragon, and includes an underground stream and many large Caverns.&lt;br /&gt;
&lt;br /&gt;
The area around the hill is well-defended, and the main reason few return is that those who have found the lair never leave, being required to join the Rangers.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Farmland==&lt;br /&gt;
&lt;br /&gt;
The Delnar spills out of the hills into fertile plains. Both Wheatsea and Aelwyd graze their herds on the flood plain during summer, and outlying farms of Wheatsea grow arable crops south of the river.&lt;br /&gt;
&lt;br /&gt;
==Farmland==&lt;br /&gt;
&lt;br /&gt;
This entire area is given over to farmland to feed the City of Bellaca. The Farmers in this area are forever annoyed at what they consider low prices of grain in Bellaca. The grumbling has gotten louder of late with some farmers talking about withholding grain or selling it elsewhere.&lt;br /&gt;
&lt;br /&gt;
==Bellicose Castle==&lt;br /&gt;
&lt;br /&gt;
The current Lord of the area, Baron Tyran Bellicose, lives in a mighty fortress overlooking the Old King&#039;s Road. He is a iron-fisted Lord in many respects, but fair. He does not tolerate disobedience, dealing harshly with any sort of challenge to his authourity, but he doesn&#039;t squeeze the locals mercilessly and deals squarely with all regarding taxes, treaties and the like, so he is generally well respected, if not actively adored, by his subjects.&lt;br /&gt;
&lt;br /&gt;
Recently, however, these subjects have started to adopt a much more aggressive attitude towards the Baron&#039;s soldiers and tax-collectors, and in some areas, such as the Withaive hills, they&#039;ve actually dared to attack them. The Baron grows increasinlgy paranoid that a usurper is working behind the scenes to incite the people against him and remove him from power. Perhaps one of his brothers or maybe his son. His spys are even now keeping tabs on his entire family.&lt;br /&gt;
&lt;br /&gt;
Perhaps he has been too soft on the commoners and needs to visit such destruction on these Winterhaivian rebels so as to leave no doubt about his power and then, maybe, he&#039;ll figure out who in his family is responsible for stirring them up and deal with them in turn...&lt;br /&gt;
&lt;br /&gt;
==Crossroads==&lt;br /&gt;
&lt;br /&gt;
A crossroads exists here where Old King&#039;s Road meets roads leading south towards Splendor and north towards Aerth Aelwyd and the Vagabond Mountains.&lt;br /&gt;
&lt;br /&gt;
==Grasslands==&lt;br /&gt;
&lt;br /&gt;
East of Hob&#039;s Shire, the land is uncultivated grasslands verging on the forests of Ehlonna&#039;s Splendor.&lt;br /&gt;
&lt;br /&gt;
==Ehlonna&#039;s Splendor==&lt;br /&gt;
&lt;br /&gt;
Situated amongst lightly forested areas giving way to meadows is a grand, open air temple-city dedicated to nature and fertility. Several regional gods and goddesses have representations among the statuary, with the current primary goddess venerated being Ehlonna.&lt;br /&gt;
&lt;br /&gt;
Near by communities pay tithes to receive the blessings of fertility and good hunting. The priests who serve in the Splendor (as the temple-city is called) serve as unofficial advisors to many nearby governments.&lt;br /&gt;
&lt;br /&gt;
While the surface of life there is focused on the business of venerating the deities and serving surrounding communities, as well as educating the next generation of priests and priestesses, there is constant rivalry between the loose and conflicting hierarchies of worship. Schisms and heresies occur beneath the surface, occasionally erupting to the surface in the prayer sessions and scriptural study that makes up civic discourse for the Splendor.&lt;br /&gt;
&lt;br /&gt;
Rumor has it that the reach of the Splendor was once far greater, and that the desert south of Windhook was blighted into its current form by the priestesses of that time. To those spreading this rumor, the current arrangement of gods--especially with Ehlonna as chief goddess--is a compromise that purposefully cripples the power of the Splendor.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=12=&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 1==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Delnar Woods==&lt;br /&gt;
&lt;br /&gt;
Though the river does not touch these woods, save for a few small streams and creaks that split off of the main body, it shares the namesake.  A few logging communities work in these woods, feeding lumber to those nearby.  It is dangerous work, as the trees are hardy and often resist being chopped down through means not always natural.&lt;br /&gt;
&lt;br /&gt;
SECRET: A group of druids died to preserve the natural divinity of this place from a wizard eager for its power.  Their spirits have infused the woods, creating treants, dryads, and other arboreal creatures to continue protecting the slumbering divinity and its power.&lt;br /&gt;
&lt;br /&gt;
==Delnar Woods==&lt;br /&gt;
&lt;br /&gt;
The Delnar Woods thin here, as centuries of logging causes the trees to slowly give way to the rolling hills around Arth Aelwyd.&lt;br /&gt;
&lt;br /&gt;
==Arth Aelwyd, the Hollow Hill Inn==&lt;br /&gt;
&lt;br /&gt;
There is a bend in the Delnar River where it takes a turn to the west around a single, low hill. Formally named Arth Aelwyd, it is oft called simply the Hollow Hill after the riverside inn that has been built inside it by the Strongberry Halflings (they are also known for their potent wine, and they tend a small but productive vineyard in the vicinity as well). It is a pleasant stopping place for those journeying through the area-as long as one doesn’t inquire of their hosts why they have chosen to dwell so far from established Halfling territory, or venture into the lower levels of the Hollow Hill.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Bellaca==&lt;br /&gt;
&lt;br /&gt;
The effective capital city of the region is intensely loyal (at least in appearance) to its native son and inheritor to ancestral rule, Baron Tyron Bellicose.  This city is also the edge of the Splendor&#039;s influence, with a few priests and representatives sitting on the council of nobles that manage details that the Baron does not care to.&lt;br /&gt;
&lt;br /&gt;
Soldiers of the Baron not in his fortress are often here, and there are barracks within the city.  Parades of the soldiers are quite common.&lt;br /&gt;
&lt;br /&gt;
Recently, however, the unrest has come here.  Not in the form of outright rebellion from the citizens, but in mysterious acts of vandalism and petty violence that has set the city on edge against outsiders.&lt;br /&gt;
&lt;br /&gt;
==Bandit Run==&lt;br /&gt;
In this hex the Old King&#039;s Road travels just past the foothills of the Dragon Back Mountains. Trade along this route is continually hampered by bandit gangs. The many caves that riddle this broken region are perfect for temporary hideouts, making the area chronically lawless.&lt;br /&gt;
&lt;br /&gt;
Merchants rarely travel this route unless absolutely necessary, cutting off most trade to the East, isolating the region and promoting the abandonment of smaller settlements inland of the more bustling regions to the West.&lt;br /&gt;
&lt;br /&gt;
The bandits are virtually immune from the law, but are still kept in check by dwindling targets, inter-gang warfare and occasional raids by goblinoid tribes from the larger mountains extending Southeast. The gangs have become increasingly desperate in recent years and their highway robberies have evolved to murderous, pillaging raids farther afield. Their targets have expanded to small settlements for several hexes around.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 9==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 10==&lt;br /&gt;
&lt;br /&gt;
==Unnamed Meadow==&lt;br /&gt;
&lt;br /&gt;
An unnamed empty meadow. It&#039;s lovely, and there are wildflowers.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=13=&lt;br /&gt;
&lt;br /&gt;
==Hermago Heights==&lt;br /&gt;
&lt;br /&gt;
The lowest peaks of the Vagabond range, covered in evergreens save for the gray tips. Isolated and unexplored wilderness and rumored to be the home of the lost and untamed, and some say primordially bestial ancestors, of the elves. Recently, somewhere within the range a hive of giant wasps has begun construction...these flying beasts have begun terrorizing those who come to close and nearby settlements and might be driving out the primordial elves...whose shadows have begun being spotted in the south and to the west.&lt;br /&gt;
&lt;br /&gt;
==Kaunite&#039;s Peak==&lt;br /&gt;
&lt;br /&gt;
Part of the Vagabond mountain range, the peak is a tall mountain surrounded by its siblings whose natural springs and melting caps feed the Delnar Falls and River. Along these high streams near where the waters gather a number of mill hamlets have sprung and over time may connect into a city in on the slope of the high mountain, not often traveled to from beyond in part both to the fey creatures at the bottom of the falls and the terrible things that sleep deep in the mountain. While the lower platueas of this peak are lush with flora, fauna, and small civilization, the caverns beneath the mountain feed into a foul and monstrous worm nest, sometimes the hunting ground of a civilization not yet seen so deep in the ground that it is the perfect inverse of Kaunite&#039;s Peak.&lt;br /&gt;
&lt;br /&gt;
3 main Milling hamlets: Morrisston, Valenshold, Nearfall.&lt;br /&gt;
&lt;br /&gt;
Features: Mountainside, worm caverns, Kaunite&#039;s Depths undercity.&lt;br /&gt;
&lt;br /&gt;
==Delnar Falls==&lt;br /&gt;
&lt;br /&gt;
Here, the river Delnar tumbles down from its high mountain vale to the plains. The area is known for its prosperous mountainside forest, populated by fey things and containing many herbs sought by human mages and apothecaries. Beyond the waterfalls, an entrance leads into a system of caverns (naturally!).&lt;br /&gt;
&lt;br /&gt;
==Forests Flank Delnar==&lt;br /&gt;
&lt;br /&gt;
Heavy forest flanks the banks of the Delnar in this region, providing refuge for numerous herbivores but also cover for those creatures that hunt them.&lt;br /&gt;
&lt;br /&gt;
(Encounters: Packs of wolves and occasionally 2-3 dire wolves, herds of deer, solitary bears, goblinoid hunting party)&lt;br /&gt;
&lt;br /&gt;
==Spire Lake==&lt;br /&gt;
&lt;br /&gt;
In the foothills, the Delnar river spills into a valley lake. The forests reach the north shore, but to the south is open hillside where halfling shepherds can often be seen leading their flocks. The lake itself it flat and calm, almost having a mirror surface except when whipped up by an autumn wind. Near the centre of the lake, a cracked stone spire breaks the surface. The druid Aedelraed knows its history, but is rarely seen these days.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 8==&lt;br /&gt;
&lt;br /&gt;
==Foothills==&lt;br /&gt;
&lt;br /&gt;
The King&#039;s road connects Broken Cart with the west, although the road has fallen into disrepair and few merchants will risk the bandits to the west.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 10==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 11==&lt;br /&gt;
&lt;br /&gt;
==Badlands==&lt;br /&gt;
&lt;br /&gt;
the verdant meadows abruptly give way after 12.11, giving way to rocky highlands, and later badlands formed by the volcanic south. &lt;br /&gt;
&lt;br /&gt;
of particular prominence is a high-walled ravine, where the ancient highway called Tiamat&#039;s Gullet starts, marking the safest route through the volcanic southern mountains (eventually hooks up with 15.12).&lt;br /&gt;
&lt;br /&gt;
Belleca is in talks with Splendor to consder linking Tiamat&#039;s Gullet to the main roads&lt;br /&gt;
&lt;br /&gt;
=14=&lt;br /&gt;
&lt;br /&gt;
==The Charred Ridge==&lt;br /&gt;
&lt;br /&gt;
A section of the Vagabond mountain range with few distinguishing peaks or passes. Named for the damage done during past volcanic activity that has left the range looking singed. A few settlements eek out existence in the foot hills, under the heel of bandits who find the desolate mountains excellent for a base of operation.&lt;br /&gt;
&lt;br /&gt;
==Abandoned silver mines==&lt;br /&gt;
&lt;br /&gt;
The mountains next to Kaunite&#039;s Peak used to contain rich veins of silver but almost all of these mines were exhausted a generation ago. The mine were then abandoned and the human and dwarven miners moved on to other parts. The area is studded with ghost towns built during the first rush and now empty. There are occasional rumors of miner&#039;s treasure hidden up in the mountains or a vein that wasn&#039;t completely mined out but investigating these rumors is dangerous as several tribes of goblins have moved into the area.&lt;br /&gt;
&lt;br /&gt;
When the area was populated it was home to several gangs of bandits. The largest of these, the Red Jacks, were eventually all caught and hung but they died without telling where their loot was stored.&lt;br /&gt;
&lt;br /&gt;
Terrain type: Mountainous/conifer forest &lt;br /&gt;
Settlements: Calamity (abandoned)&lt;br /&gt;
Encounter ideas: Goblins in abandoned mine, ghosts of miners, old prospector, bandits&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Goblin Village==&lt;br /&gt;
&lt;br /&gt;
In this area, goblins have cleared some of the woods to build a village where they tend to barely domesticated boars and fend off natural predators from the nearby woods. Their youth occasionally get swept up in war parties, but generally the village keeps to itself. On occasion, human or elven travelers enter the area and spot the village. The goblins deal with these individuals as best they can, fearing revelation.&lt;br /&gt;
&lt;br /&gt;
It is generally known that goblins and such creatures exist in the area, but most aren&#039;t aware of the permanent settlement.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Broken Cart Tavern==&lt;br /&gt;
&lt;br /&gt;
This section of the road is treacherous and not as well maintained as it was when the border was more seriously contested.  Away from most settlements, a traveler&#039;s tavern provides for the needs of the soldiers and others who come by this way.  The son of the owner is quite handy at repairing the damage done to wagons and other vehicles that pass through this unpleasant stretch of road, while his twin sister is excellent at mending travel worn garments and performing repairs on smaller goods, from knives to ancient books that need to be meticulously pieced together again.&lt;br /&gt;
&lt;br /&gt;
==Dragon Back Mountains==&lt;br /&gt;
&lt;br /&gt;
==Dawn&#039;s Shame==&lt;br /&gt;
&lt;br /&gt;
This city on a hill is renowned for its delights.  The splendid sunrises are the least of them, and one really seen by the soldiers and adventurers who come to Dawn&#039;s Shame.  In addition to ways to spend a day&#039;s wage in a few minutes, the city hosts tournaments and bloodsport of all sort.  No impulse is without its outlet at Dawn&#039;s Shame.&lt;br /&gt;
&lt;br /&gt;
Even those who seek forbidden lore can appease their hunger in the libraries, or delve into the ancient structures the riddle the hills and mountains around the city.&lt;br /&gt;
&lt;br /&gt;
The city itself is built on the highest hill, with a few satellite towns and villages that aid in supporting it.&lt;br /&gt;
&lt;br /&gt;
==Basalt Crags==&lt;br /&gt;
&lt;br /&gt;
These mountains are rough black volcanic rock, with many cliffs and loose slopes formed of ash and pumice. Only an experienced mountaineer could cross this region.&lt;br /&gt;
&lt;br /&gt;
==Tiamat&#039;s Gullet==&lt;br /&gt;
&lt;br /&gt;
The fissure formed by the volcano at 15.12 cleaves through the basalt crags, making a passable road from east to west.&lt;br /&gt;
&lt;br /&gt;
=15=&lt;br /&gt;
&lt;br /&gt;
==Horn Holds==&lt;br /&gt;
&lt;br /&gt;
The remains of a large stratovolcano that erupted cataclysmically many years ago. The collapsed cone formed a lake in the caldera with an island in the middle. This island serves as the main entrance to the Horn Hold, a dwarven settlement renowned for thier metal smithing. Deep within the old lava tubes and vents are veins of rare and wonderful metals and minerals.&lt;br /&gt;
&lt;br /&gt;
The dwarves have not mapped all of the tunnels as of yet and will not in the near future as long range exploration parties have come under attack from worm like creatures. It is quite possible that due to past seismic activity fissures and magam tunnels have made connections to the tunnels under Kaunite&#039;s Peak.&lt;br /&gt;
&lt;br /&gt;
Horn Hold is a fairly new dwarven settlement and is not as closed to outsiders as more established holds. Being founded by a priest of Moradin there is a strong religious feel to the city, and while areas are open to traders the wrokings of the foudaries and furnaces are strictly limited to the dwarves. The forges have made major advancements in metallurgy including the working of alloys of various metals* and treatments not used by humans.&lt;br /&gt;
&lt;br /&gt;
*Equvalent metals would be aluminum, nickel, manganese and magnesium.&lt;br /&gt;
&lt;br /&gt;
==The sheer cliffs==&lt;br /&gt;
&lt;br /&gt;
When the caldera was formed in volcanic eruption long ago, a portion of one of the neighboring mountains in the range was split in half, one half crumbling into the lake leaving the other as a sheer face along a long stretch of the Vagabond mountain range. In this region are treacherous mountain passes in the western portion, but in the northern and the eastern portion of the area there is stability. The lake town of Grabben&#039;s Shore is the primary source of trade to the hold across the lake, access to this fishing and trade town from the south is through a stable, if sometimes bandit laden, mountain pass that leads into the east Delnar Road.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Roamer&#039;s Woods==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 8==&lt;br /&gt;
&lt;br /&gt;
==Stone Fort==&lt;br /&gt;
&lt;br /&gt;
This point marks both the eastern end of Old King&#039;s Road as well as part of the historic border between this land and the Eastern Kingdoms. A small stone fort, manned but falling into disrepair, stands testament to this fact.&lt;br /&gt;
&lt;br /&gt;
Terrain type: Grassland (any forest that was once present has been cleared so as to provide an unobstructed view of the land on either side of the border).&lt;br /&gt;
Potential encounters: border raiders, smugglers, invading armies if the GM so wishes&lt;br /&gt;
&lt;br /&gt;
==Dragon Back Mountains==&lt;br /&gt;
&lt;br /&gt;
==Broken Pass==&lt;br /&gt;
&lt;br /&gt;
A well supported pass, complete with arched gates to hold it up, once stood here. Now it is in ruin, with broken statuary and architecture blocking the way through the mountains.&lt;br /&gt;
&lt;br /&gt;
==Tiamat&#039;s Gullet==&lt;br /&gt;
&lt;br /&gt;
A desolate valley road carved along a volcanic mountain range which stretches east to west, eventually joins up with the Dragon Back mountains, with spurs of black rock jutting up like feindish claws, lined with rivers and even &#039;lakes&#039; of molten lava that flow from the mountains. because of this hellish landscape, both the valley and centuries-old road are named for the Dragon Goddess&lt;br /&gt;
&lt;br /&gt;
but perilous as the Gullet is, the depradations of the Orange horde have awoken Algrim The Strong, A dwarven Death Knight. Algrim considers himself the undisputed warlord of the Gullet, and from the volcanic hall that was once his tomb, has begun to assemble an army of his own, bolstered by the walking dead, with wich he shall support his ally, Shan-Yur&lt;br /&gt;
&lt;br /&gt;
It is the hope of interested parties that somebody disrupt this alliance, and turn the two warlords against each other&lt;br /&gt;
&lt;br /&gt;
While it was (until recently) the safest route for pilgrims to reach the Monastery of the Celestial Dragon, the road through Tiamat&#039;s Gullet eventually swings north towards Broken Pass (and presumably, Dawn&#039;s Shame)&lt;br /&gt;
&lt;br /&gt;
=16=&lt;br /&gt;
&lt;br /&gt;
==Vagabond Mountains==&lt;br /&gt;
&lt;br /&gt;
It is rumoured that griffins make their homes among the peaks found in this otherwise uninhabited section of the Vagabonds.&lt;br /&gt;
&lt;br /&gt;
==The Keeper&#039;s Keep==&lt;br /&gt;
&lt;br /&gt;
Atop the highest mountain in the region, and in fact taking up most of the hex is a giant&#039;s keep. It has seven sides, one for each era of history plus another three for the eras said to come. The top of the walls are often surrounded by clouds which become more storm-laden the closer someone approaches. The walls are said to be seven miles thick, but no mortal has ever entered or left in known history. It is said that dragons have flown over the walls and have seen what lies in the courtyards and towers within, but they rarely speak of such things (for free). Climbers face many days of vertical ascent through a thunder storm on a wall with no real handholds. Others who have tried to fly over the walls have choked, breathless before reaching the top.&lt;br /&gt;
&lt;br /&gt;
Secret: Dragons, when pressed, will tell that the keep is filled with &#039;timelessness&#039; and know rumours of unobtainable treasures within.&lt;br /&gt;
&lt;br /&gt;
Secret: The Keeper is a giant who keeps people and things until they are needed at the end of time. The few people who live there cannot die, but they cannot leave.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Roamer&#039;s Woods==&lt;br /&gt;
&lt;br /&gt;
==Tower of Thorns==&lt;br /&gt;
&lt;br /&gt;
A dense forest starts in this area, extending up in a line of savage woods that civilization has not yet tamed (16.5 and 15.5).  It is known as Roamer&#039;s Woods.&lt;br /&gt;
&lt;br /&gt;
Fae creatures and elemental forces gather here, delighting in the mystic power that emanates from the Tower of Thorns: a school of sorcery and primal magic has stood since giants erected it at the behest of its founder.&lt;br /&gt;
&lt;br /&gt;
Roamer&#039;s Woods are expansive and confusing, with oddly intelligent animals and passages that lead into faerie worlds.  All of these serve to help conceal the Tower of Thorns from meddlesome fools and enemies.&lt;br /&gt;
&lt;br /&gt;
The Tower of Thorns accepts applicants in two ways.  Anyone with sufficient mystical skill to reach the Tower and gain entry is allowed to study.  It is not uncommon for wizards who have come by their power in more conventional ways to spend several years tutoring less experiences magic users while being instructed in the special spell craft of the Tower.  The other way is to be destined to reach the Tower.  Some who travel in the area seem pushed towards the tower instead of away from it, no matter what the obstacle.  These individuals gain entry by fate&#039;s decree and they provide the small classes that learn under the wizards who seek to unlock the secrets woven into the Tower&#039;s very structure.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==White Plains==&lt;br /&gt;
&lt;br /&gt;
This grassland was once the site of a massive battle with the Eastern Kingdom. Where is surrounding lands are fairly flat (16.7, 16.9 and 15.8) this area is hilly. All of the hills are fairly low and flat as they are man made. Huge barrows for all of the dead killed in the long forgotten battle. The bones of the weathered mounds have begun peaking through give the name, White Plains. Many non corporal undead roam this haunted region. Along with treasure hunters seeking ancient magical panoplies that are sure to be still buried here.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 9==&lt;br /&gt;
&lt;br /&gt;
==Fangula==&lt;br /&gt;
&lt;br /&gt;
A old city called Fangula sits. People who visit it had found nothing but a enough fog to give a dragon a chill. Anyone sent to Fangula at night disappears for ever--never to return!&lt;br /&gt;
&lt;br /&gt;
SECRET: Fangula is home town of evil monsters. Count Volexa is the latest monster ruler of this time. He tossed out the last ruler of town a werewolf. Fangula has been plotting on getting rid of all the humans and turning this country into a evil monster--for lack of better words--factory.&lt;br /&gt;
&lt;br /&gt;
==Dragon Back Mountains==&lt;br /&gt;
&lt;br /&gt;
==The Monastery of the Celestial Dragon==&lt;br /&gt;
&lt;br /&gt;
Located high in the spine of the Dragonback Mountains (which wind in a serpentine fashion through 14.9, 15.10, 15.11, 16.11 and 16.12) lies what was once the westernmost outpost of a sect of warrior-monks known as the &amp;quot;Order of the Celestial Dragon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Six years ago, however, the monastery was invaded by the &#039;Orange Horde,&#039; a massive nomadic tribe of Hobgoblin Warg Riders and ogres led by a cunning Ogre Mage named Shan Yur. The ogre has decided to establish the monastery as the center of a new empire and is gathering evil humanoids from all across the land to burgeon his armies. He has sent out ogre hunters to gather the most dangerous beasts and monsters to master and unleash upon his enemies.&lt;br /&gt;
&lt;br /&gt;
The monks were not all killed during the invasion, however, and many roam the lands trying to gather their strength to retake their home. In their desperation, they&#039;ve even begun training westerners and some of the non-human races in their mystical arts to bolster their numbers. Soon all the members of the order will gather with their new pupils and the Celestial Dragon will reach out to consume the hordes of Shan Yur...&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Hex_by_Hex&amp;diff=109867</id>
		<title>Hex by Hex</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Hex_by_Hex&amp;diff=109867"/>
		<updated>2009-05-26T20:30:16Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: /* Bachmaur South Road */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;From this [http://forum.rpg.net/showthread.php?t=453831 thread], creating a 16 by 12 hex sandbox campaign setting.  This wikipage collects the entries and the  map:&lt;br /&gt;
&lt;br /&gt;
[[Image:sandbox2.png]]&lt;br /&gt;
&lt;br /&gt;
Map is created using [http://inkwellideas.com/?page_id=160 Hexographer] using this [[Hex_by_Hex:mapsource|source data]]&lt;br /&gt;
&lt;br /&gt;
=1=&lt;br /&gt;
&lt;br /&gt;
==Siren Tower==&lt;br /&gt;
&lt;br /&gt;
Siren Tower was home of the mermaids until Serina died from a back-stabbing air-creature. It&#039;s five floors above water and five floors below water--not counting the sea-level floor.&lt;br /&gt;
&lt;br /&gt;
Secret:&lt;br /&gt;
&lt;br /&gt;
The air-creature is a Harpy named Khersa. She&#039;s been using the tower has home while looking for treasures. Khersa was the one that killed Serina.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Andaur bay==&lt;br /&gt;
&lt;br /&gt;
The sleepy fishing village of Andaur lies in the shelter of Andaur bay, where the Feyline hills meet the sea. The bay has a gently sloped beach of brown sand and forms a natural harbour, but submerged rocks at the entrance make it suitable only for small boats.&lt;br /&gt;
&lt;br /&gt;
Smugglers wanting to avoid Windhook&#039;s taxes and harbour fees land here from time to time, welcomed by the locals for the silver they spend on poteen (a spirit made from potato or other root vegetables).&lt;br /&gt;
&lt;br /&gt;
Outside the bay, in deep water, lies the shipwreck of the Yellow Rose.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Aire&#039;ennyn==&lt;br /&gt;
&lt;br /&gt;
This is a massive coral fortress that lies in the waters a few miles away from the towering coastal cliffs of Jaeger&#039;s Point and serves as a border post for the sea elves who rule a small domain in the western ocean.&lt;br /&gt;
&lt;br /&gt;
The elves are very territorial but have been known to interact with the merchants of windhook and also to serve as guides-for-hire through the Dagger Reefs.&lt;br /&gt;
&lt;br /&gt;
==Dagger Reefs==&lt;br /&gt;
&lt;br /&gt;
Access to the harbour at nearby Windhook is treacherous through this region, and many an inattentive captain has found his ship wrecked on the rocks that lie just below the surface.&lt;br /&gt;
&lt;br /&gt;
==Harbor Approach==&lt;br /&gt;
&lt;br /&gt;
This is the safe passage to the Windhook harbors, avoiding the dagger reefs. The Great Desert of Ashok verges on the waters of the Windswept Sea here. This relatively constricted access to Windhook makes it an attractive area for pirates, so the Windhook governing employs a number of small, fast fighting ships to patrol the harbor approach. &lt;br /&gt;
&lt;br /&gt;
Still, one must always be on the lookout for cutthroats and privateers.&lt;br /&gt;
&lt;br /&gt;
==The Desert Wastes==&lt;br /&gt;
&lt;br /&gt;
Once a fertile grassland, in recent generations the Great Desert of Ashok to the west has encroached on this area, driving out the farmers who resided here. In their place, nomad tribes now prowl amongst the dunes and wind-blown ruins of past settlement.&lt;br /&gt;
&lt;br /&gt;
Though occasional oases may still be found here, voyaging further west into the heart of the desert is considered a dangerous proposition.&lt;br /&gt;
&lt;br /&gt;
==The Desert Wastes, Continued==&lt;br /&gt;
&lt;br /&gt;
The desert continues southwards here.&lt;br /&gt;
&lt;br /&gt;
==The Oasis of Esau==&lt;br /&gt;
&lt;br /&gt;
This unnaturally large oasis is the size of a small lake and fed by several fresh water springs that spring, seemingly magically, from a series of rocky outcroppings that poke out of the surrounding desert sands.&lt;br /&gt;
&lt;br /&gt;
It not only serves as an important water resource for all the creatures of the desert, but is also held sacred by the desert centaur tribes. They claim that it was created millenia ago when an ancient human prophet, leading his tribesman out of captivity from the south, smote the rocky outcroppings with his staff and presented the oasis as a treaty offering between his people and the centaurs.&lt;br /&gt;
&lt;br /&gt;
The Desert Centaur Tribes all meet and drink from the oasis, but none may fight, however much they may hate their tribal enemies. Non-centaur races are not allowed to drink from the oasis without first gaining the protection and escort of one of the centaur tribes. This can be obtained many ways and certain merchant caravans have long standing and profitable agreements with specific tribes to allow them to use the oasis on their trips north and south...&lt;br /&gt;
&lt;br /&gt;
=2=&lt;br /&gt;
&lt;br /&gt;
==Fayline Falls==&lt;br /&gt;
&lt;br /&gt;
This is a huge fall that makes Delnair Falls look like small potatoes. Behind the waterfall is a huge dungeon--about eight floors above and below the sea level--not counting the sea level entrance floor. In the center of the bottom eight sub-floor, lives a white dragon named Kortoniara. Kortoniara is a young dragoness who had a hatred for her teacher: Onsamiath. They is one thing she hates more then Onsamaith is the near-by werewolf and his skeleton pals. They had causing death of her monsters--usually for werewolf to use as food on his travel to Floorboard.&lt;br /&gt;
&lt;br /&gt;
Kortoniara appears to a shining example of dragonkind. She appears to a very large female dragon. Unlike most female dragon, she doesn&#039;t have a temper. Kortoniara has protected her home with the following monsters: succumbs, water elements, skeletons of dead sirens, a tribe of drows, and two beholders who in charge of her home&#039;s monster.&lt;br /&gt;
&lt;br /&gt;
Khersa has attacked this place many times--but the forces send her back.&lt;br /&gt;
&lt;br /&gt;
==Siren&#039;s Dam==&lt;br /&gt;
&lt;br /&gt;
Year ago, a famous mermaid Serina used magic to become a human. Serina had a rival with air creatures. One of them killed her. Her human lover researched mermaid death rituals and discover that the mermaids killed underwater would be cooked--while above the water, they would be buried. He built a dam on &lt;br /&gt;
Feyline river.&lt;br /&gt;
&lt;br /&gt;
The tomb is home to a crazy werewolf and his skeleton pals. This is the same werewolf that&#039;s been causing problems in Floorboards.&lt;br /&gt;
&lt;br /&gt;
The tomb/dam no longer fully contains the Feyline river.&lt;br /&gt;
&lt;br /&gt;
==Feyline Traders==&lt;br /&gt;
&lt;br /&gt;
The Feyline river flooded this area when the tome/dam first ceased to fully hold it back. A number of markets and trading outposts have opened here on top of the water ruined villages. Riverboats routinely make a course with exotic goods down towards Whitewater Junction.&lt;br /&gt;
&lt;br /&gt;
Many of these boats ask little from their passengers except the money of passage, and it is known that fugitives from northern communities as well as monsters able to masquerade as (demi)human make use of these boats to travel south to escape justice or find new victims.&lt;br /&gt;
&lt;br /&gt;
Exotic furs and preserved meats are what primarily get sent down. There is a strong trapper community living side by side with the merchants that ply the rivers. While the trapper camps and communities are mostly adjacent to this territory, there are a number of taverns and meeting halls amongst the market where the two mingle after discussing wares.&lt;br /&gt;
&lt;br /&gt;
Recently, a new sort of pelt, that seems to be actual gold, has been trickling in to the markets and the first few have just arrived to the south, to the delight of all involved.&lt;br /&gt;
&lt;br /&gt;
Half of Khersa&#039;s attacks had use the help of the werewolf and his skeleton pals.&lt;br /&gt;
&lt;br /&gt;
==Feyline hills==&lt;br /&gt;
&lt;br /&gt;
A dirt track known in Bachmaur as the coast road connects Bachmaur in the east with Andaur bay in the west. Travellers should beware of wolves that roam the area.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Jaeger&#039;s Point==&lt;br /&gt;
&lt;br /&gt;
This massive cliff is a mile wide, half a mile high and sheer except in the center where a massive carving of some hero of old juts out from the cliff face. Who he is and what he did is lost to antiquity, only his name remains.&lt;br /&gt;
&lt;br /&gt;
SECRET: The entire rock outcropping is only the face of a massive underground lair built as a fortress-tomb for the ancient warrior who saw his kingdom razed to the ground and his family slaughtered by usurpers before being slain himself. His followers managed to spirit his body away to his tomb along with that of his family, but their spirits never moved on and await the day when they can take back their kingdom and claim vengence on the descendants of their conquerers.&lt;br /&gt;
&lt;br /&gt;
Recently, faint emanations of paranoia and hate have reached his sleeping corpse and have revived him. As his power slowly grows, he sends forth sentinels of darkness to scout the land and prepare the way to reclaim his rightful throne...&lt;br /&gt;
&lt;br /&gt;
==Windhook==&lt;br /&gt;
&lt;br /&gt;
This thriving maritime settlement on the Great Windswept Sea bustles with members of all races and cultures, goods from a dozen lands, and no shortage of jobs for eager adventurers. Join a ship&#039;s crew and see new lands; escort a caravan to the interior, facing who knows what peril; sign on with a mercenary company to pacify rebellious settlements...the possibilities are endless.&lt;br /&gt;
&lt;br /&gt;
Lately, Windhook has been under pressure from several shipping guilds to adjust their tariffs, or face a trade war. At the same time, mysterious thefts, murders, and accidents have been happening to ships at the Windhook port. The governing council thinks the accidents are the work of the Guilds, but are they?&lt;br /&gt;
&lt;br /&gt;
Places to be sure to visit: The Bilge Rat, Lady Nerissa&#039;s Lounge, the Leeward, and Mad Mindros General Store.&lt;br /&gt;
&lt;br /&gt;
Windhook also marks the mouth of the Delnar river, where its waters empty into the Windswept Sea.&lt;br /&gt;
&lt;br /&gt;
==Wetlands Meet Desert==&lt;br /&gt;
&lt;br /&gt;
This area, marking the point where the wetlands around the Delnar basin meet the northern edge of the western desert, is home largely to scrabbly low-growing grasses and plants.&lt;br /&gt;
&lt;br /&gt;
==Council Stone==&lt;br /&gt;
&lt;br /&gt;
This vast field of desperate grass has a giant slab of stone at the center.  Here tribes of desert centaurs come to meet, feeling safe in the mutual risk of the writhing sands nearby.  It is also where the centaurs come to deal with those from  Windhook.&lt;br /&gt;
&lt;br /&gt;
Beyond meeting centaurs conducting business here, those traveling through often encounter the ghosts of centaurs who are drawn here and more able to speak near the stone, giving council to their descendants.  There are darker spirits as well in this area, sorcerers who have sought to assault the mystic tower deeper in the desert and djinn who have dwindled due to being bound to earthly elements.  The centaurs remove all dead bodies from this place, and many say it is for more than simple fear of providing an easy host to the ghosts that reside here.&lt;br /&gt;
&lt;br /&gt;
There are a few animate skeletons in this area, and they are possessed of a keen and terrible intelligence, one that often surpasses the living mind that once resided there. &lt;br /&gt;
&lt;br /&gt;
==The writhing sands==&lt;br /&gt;
&lt;br /&gt;
A region of desert covered in silt sands that flow and move across ever moving windstorms. A navigation piece used by those traveling the desert to gain their barrings from a distance. The winds are surely unnatural and many a caravan has seen on relatively clear days a shining spire of glass and mirrors within. Through rumor it has recently been heard that for one week every five years, the storm dies, raining tons of sand around the region that billow out in a dust cloud...and reveal the shining spire in its smooth and sunlit glory, along with a tattered tent and windswept clay city at it&#039;s base.&lt;br /&gt;
&lt;br /&gt;
When the winds die, men and women in robes fly by their own magic or that of another as riders from the place burst from below aback cruel beasts that glide through the sand like sharks on the sea, some leaving claiming to have finished their studies, others off to find the next class for this secure and sequestered school of Wizardry, Boraro&#039;s tower.&lt;br /&gt;
&lt;br /&gt;
==Desert==&lt;br /&gt;
&lt;br /&gt;
=3=&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 1==&lt;br /&gt;
&lt;br /&gt;
==Pillar of Onath==&lt;br /&gt;
&lt;br /&gt;
A large stone piller juts up from the broken ground here. The piller resists all attempts to damage it and appears in remarkable good condition despite being in place for a long, long time.&lt;br /&gt;
&lt;br /&gt;
SECRET: The Pillar of Onath was built years ago to contain the mighty power of the White Dragon Kortoniara by not allowing her to out of the Feyline falls, trapping her within. She will go to any lengths to see it destroyed and at any point has a dozen plots in progress to see it gone. So far, none have worked, so far.&lt;br /&gt;
&lt;br /&gt;
SUPER SECRET:&lt;br /&gt;
&lt;br /&gt;
About half of any of those dozen plots to do in this landmark--comes from beholders under the command of Kortoniara.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Kalim&#039;s ferry==&lt;br /&gt;
&lt;br /&gt;
The Bachmaur coast road, a grand name for what is a mule track through the hills, encounters the river Feyline here. One Mr Kalim Useferos runs a ferry service and riverboat repairs. His fares are 1 copper penny per passenger, 5 pennies for a mule, and a silver crown for a horse. His family live in a nearby cottage and have a small vegetable plot, chickens and a milking cow.&lt;br /&gt;
&lt;br /&gt;
==Feyline Rapids==&lt;br /&gt;
&lt;br /&gt;
Here the Feyline river is at it&#039;s most violent, it&#039;s crashing, churning waters have claimed many a life over the years. No bridges cross the river here.&lt;br /&gt;
&lt;br /&gt;
==Bullywugs&#039; Cavern==&lt;br /&gt;
&lt;br /&gt;
Just above the black dragon&#039;s lair before the Fayline-for a back of better words-smashes into Delnair at White Junction. Bullywug&#039;s Cavern is home of the black dragon&#039;s favorite food.&lt;br /&gt;
&lt;br /&gt;
Bullywugs aren&#039;t too happy with the black dragon--and trying to locate good creatures of the land to take care of that annoying black dragon.&lt;br /&gt;
&lt;br /&gt;
The Bullywugs&#039; caverns are located in the hills that rise up, semi-circular, near the stench fens and Whitewater Junction and help give Jaegar&#039;s Point its elevation.&lt;br /&gt;
&lt;br /&gt;
==Onsamiath&#039;s Lair==&lt;br /&gt;
&lt;br /&gt;
An extension of the Stench Fens, the old black dragon Onsamiath lives in this tract of swamplands. It is a sorcerer of some repute and is fascinated by the magical energies in the Stench Fens. In pursuing his study of the Fens, Onsamiath has developed a wasting disease that is sapping the life out of him.* Not knowing the cause Onsamiath is seriously contemplating dracolichdom to avoid an ignoble death.&lt;br /&gt;
&lt;br /&gt;
In the past Onsamiath attempted to exact tolls from river traffic to build his horde but after an encounter with a band of adventurers near five decades ago still has him extremely cautious about exposing himself to outsiders. Bullywugs, on the other hand, are his prime food source.&lt;br /&gt;
&lt;br /&gt;
*Currently Onsamiath looks very gaunt and exemplifies the blakc dragon epithet of, &amp;quot;skull dragon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Ruins of Grey==&lt;br /&gt;
&lt;br /&gt;
Here, along rolling hills on the banks of the Delnar lie the ruins of Grey. This accursed place has been abandoned for the past fifty years after it was destroyed in the titanic struggle between a band of adventurers and the near by Black Dragon. Some say these &amp;quot;Heroes&amp;quot; deliberately used Grey as bait for the Dragon, ensuring the deaths of all it&#039;s people.&lt;br /&gt;
&lt;br /&gt;
At night some people say you can hear the wails of pain and agony of the towns residence crying out for vengeance. Nearly everywhere else the adventurers are hailed as true heroes for &amp;quot;killing&amp;quot; the Dragon.&lt;br /&gt;
&lt;br /&gt;
==Silent Fens==&lt;br /&gt;
&lt;br /&gt;
These wetlands are eerily quiet.  Periodically the foolishly adventurous try to uncover ruins or other items of value from it.  Most come away with disease one expects from digging about in muck and nothing more.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 10==&lt;br /&gt;
&lt;br /&gt;
==Desert==&lt;br /&gt;
&lt;br /&gt;
==The Tower of Al-Jazeera==&lt;br /&gt;
&lt;br /&gt;
Surrounding Terrain (2.12, 3.11, 4.11, 4.12) : Desert&lt;br /&gt;
&lt;br /&gt;
This ancient wizard&#039;s tower was long abandoned and almost completely buried until rediscovered by a fugitive sorceror from the southern desert kingdoms. Having conquered the magical defenses of the tower and raised it back above the sands, the renegade, one Ali Ababba Al-Jazeera, has enacted a cunning plan.&lt;br /&gt;
&lt;br /&gt;
The tower grants its owner control over 8 enslaved Djinn, one for each of the 8 cardinal directions. He has tasked these Djinn with transmitting thoughts of paranoia and hatred into the ether surrounding the tower. As the transmissions emanate further and further from the tower, Al-Jazeera is hoping it will incite the surrounding kingdoms to eventually start fighting amongst each other and start an age of war and bloodshed.&lt;br /&gt;
&lt;br /&gt;
As the kingdoms are weakened, he will take them over one by one until he has all the kingdoms of men under his thumb as a Grand Sorceror Sultan and can exact slow, excruciating revenge upon those who dared to exile him...&lt;br /&gt;
&lt;br /&gt;
SECRET: This tower was originally built for the same purpose by the fox-were magus Perrut Dochrum, whose soul is trapped in a sky-blue topaz encased in a lead box and buried beneath a flagstone on the lowest floor. If the gem is ever broken, he will manifest as a lich and regain control of the djinn.&lt;br /&gt;
&lt;br /&gt;
=4=&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 1==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Bachmaur==&lt;br /&gt;
&lt;br /&gt;
This city&#039;s fortune is barely apparent in its modest buildings and stinking places of business.  It is a famed source of leather goods, taking animals herded in the surrounding area by skinning them.  As such it also has a healthy butchery business, including making famed jerky.&lt;br /&gt;
&lt;br /&gt;
While the skinning focuses on conventional animals in the area, the town is well aware of how to skin and tan far more exotic creatures.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Whitewater Junction==&lt;br /&gt;
&lt;br /&gt;
Here, the Feyline River feeds into the Delnar, and the meeting is anything but peaceful. Rocky terrain in the riverbeds forms a series of powerful, fast-moving rapids that make passage up- and downriver impossible for many of the heavily laden river barges that travel the Delnar and the Feyline. An industrious and entrepreneurial halfling family, the Doskins, set up Camp Whitewater decades ago to offer their services in moving cargo across the rapids - or around them - on cargo trains. The business rapidly grew, and with it the camp. &lt;br /&gt;
&lt;br /&gt;
Now a major town, Whitewater Junction offers services of all kinds to the river crews and travelers who use the Delnar and Feyline rivers to cross the wilds. However, their core business - getting boats around, through, or over the rapids - remains a thriving endeavor, and visitors to Whitewater Junction will see seemingly endless convoys of porters, wagons, and sleds carrying cargo of all sorts from the docks on Lowside - below the rapids - to the Highside docks. The Doskins oversee the operation of all of the Portage Companies in Whitewater Junction, acting as a &amp;quot;guild&amp;quot; to preserve competition...and to rake in a handsome profit.&lt;br /&gt;
&lt;br /&gt;
==Stench Fens==&lt;br /&gt;
&lt;br /&gt;
This swampy area, just south of where the Feyline River joins the Delnar*, is suffused with the stink of decay; bubbles slowly rise through the loose mud to loose a gut-churning miasma over the area. Wizards and scholars do not believe the smell in this place could be natural, and some scholars believe it is the remnants of a curse or a mighty magical weapon used eons ago, leaving the earth here hopelessly corrupted. Fortunately, whatever ancient plague corrupts this site does not seem to contaminate the waters of the Delnar...yet. &lt;br /&gt;
&lt;br /&gt;
The Stench Fens are home to several Bullywug tribes, including one led by Krebbok, a Tribal Shaman of great power. It is said that Krebbok wears amulets of power recovered from numerous burial mounds that lie beneath the mud and greasy water of the fens. &lt;br /&gt;
&lt;br /&gt;
==black lake==&lt;br /&gt;
&lt;br /&gt;
Water stained from the surrounding fens collects in a depression here. The dark brown water is impossible to see deeper than a few inches through. Freshwater crayfish can be caught here, but the mosquitos (normal and giant varieties) like to lay their eggs in these still waters.&lt;br /&gt;
A tribe of lizardmen inhabit the area.&lt;br /&gt;
&lt;br /&gt;
==Crownfall==&lt;br /&gt;
&lt;br /&gt;
Description: A crater in the midst of barren wasteland. The crater was formed when the golden star that shone in the crown of the constellation of the Conqueror fell from the heavens a century ago. The area was once a marsh and the impact drained it, leaving a dry wasteland behind, and opened a crack into the caverns of the Underdark. The area has been claimed by various evil humanoids throughout the years, though nobody has been able to hold onto it for very long before being swept aside by the new owners.&lt;br /&gt;
&lt;br /&gt;
Rumors&lt;br /&gt;
&lt;br /&gt;
    * The star is actually an immortal being that grants boons.&lt;br /&gt;
    * The star is an ancient artifact weapon, forged by the gods in their war against the primordials.&lt;br /&gt;
    * The star is a portal to the Astral Sea.&lt;br /&gt;
    * The star is a portal to the Far Realm.&lt;br /&gt;
    * The fall of the star coincides with the fall of Nerath.&lt;br /&gt;
    * The star was called from the heavens by a powerful star pact warlock.&lt;br /&gt;
&lt;br /&gt;
==Desolate Waste==&lt;br /&gt;
&lt;br /&gt;
Here the land is cracked and broken. Ill suited for nearly any purpose this area is almost completely devoid of life.&lt;br /&gt;
&lt;br /&gt;
==Desert==&lt;br /&gt;
&lt;br /&gt;
==Desert==&lt;br /&gt;
&lt;br /&gt;
=5=&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 1==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Bachmaur South Road==&lt;br /&gt;
This road heads southeasterly from Bachmaur across the great plains, eventually turning into the King&#039;s road in the Quiziyak kingdom.&lt;br /&gt;
&lt;br /&gt;
==Bachmaur South Road==&lt;br /&gt;
This road heads southeasterly from Bachmaur across the great plains, eventually turning into the King&#039;s road in the Quiziyak kingdom.&lt;br /&gt;
&lt;br /&gt;
==Old King&#039;s Road Follows River==&lt;br /&gt;
&lt;br /&gt;
Here, Old King&#039;s Road - little more than a rough trail - follows the course of the Delnar for a time before curving northward, heading into parts unknown.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Hag&#039;s Crossroad==&lt;br /&gt;
&lt;br /&gt;
Two ruined roads cross in this bog riddled area.  It is home to brutish creatures that labor under a coven of hags that have maintained control for generations, abducting and inducting girls from surrounding settlements into their dark secrets.  Occasionally a female magic user will seek them out for their arcane secrets, or to join the coven.&lt;br /&gt;
&lt;br /&gt;
The hags occasionally parlay with communities nearby, sending dominated monsters into town and speaking through the brutes.  They do not wish to disrupt the balance of power that allows them to remain there.&lt;br /&gt;
&lt;br /&gt;
Some suspect they wish to usurp control of the Stench Fens nearby, but that some power prevents them from doing so.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 9==&lt;br /&gt;
&lt;br /&gt;
==Drake Fissure==&lt;br /&gt;
&lt;br /&gt;
Between the thinning desert and the thinning plains, the drake fissure runs from northwest to south east, this area being only the widest and deepest.&lt;br /&gt;
&lt;br /&gt;
A great crack in the earth cut not by river or quake, but said to have been carved by a great beast reaching down from the sky in an age long forgotten. Drakes, Wyverns, and lesser creatures of relation to the dragons crawl and fly around and within the shadows of the valley. Some say the fissure itself runs so deep it reaches into the black heart of the world. Even from it&#039;s edge, tunnels can be seen down the fissure walls...but no man has seen it&#039;s bottom here and lived to tell the tale...now the mad Gnome Walber Nik Hausen is another story. They say he has seen down there, if you can find him you&#039;d have the best wealth of information to forming an expedition.&lt;br /&gt;
&lt;br /&gt;
==The Freetowns==&lt;br /&gt;
&lt;br /&gt;
This lightly hilled grassland on the edge of the desert is home to a collection of small villages styling themselves the &amp;quot;Free Towns&amp;quot;. In reality they don&#039;t get visits from tax collectors because they have nothing anyone would want. The villages are home to the wretchedly poor, the most degenerate criminals, and a few starry eyed fools.&lt;br /&gt;
&lt;br /&gt;
One such fool is &amp;quot;Mayor&amp;quot; Hilligar, the self styled ruler of &amp;quot;these fine, free peoples&amp;quot;. Hilligar has been trying to get a road built to connect the villages but so far every tradesmen or builder he has brought in has been repulsed or murdered. Only the most foolish or desperate merchants will enter the area.&lt;br /&gt;
&lt;br /&gt;
==Heroes&#039; Grave==&lt;br /&gt;
&lt;br /&gt;
Tombs and monuments to ancient heroes fill this area, sprawling out into ruined necropoli that bear the brunt of the sands.  Centaurs still come here to deposit their honored dead—even if it is just their bones or ashes.  Many of the crypts and other structures show signs of being forced open, and desperate grave robbers and fledgling necromancers both still come seeking some hidden scrap of wealth or power.&lt;br /&gt;
&lt;br /&gt;
A road extends out to the east from here.  Its old name is the Final Road, but in recent times it is simply called the Southern Road or South Way.  The road is a major thoroughfare still for southern settlements, who use it to reach the Splendor and beyond.  It is considered far safer than other routes to travel.  Some say it is due to the shrines and crumbled statues of heroes that still line some of the way.  Others because it is nestled between a sorcery riddled desert and the power of the Splendor.&lt;br /&gt;
&lt;br /&gt;
=6=&lt;br /&gt;
&lt;br /&gt;
==Tower of Arun Tor==&lt;br /&gt;
&lt;br /&gt;
The Tower of Arun Tor sits atop Dol Arun, a hill in the Highlands of Erenby. Formerly the home of Pertwee Village&#039;s lord, it was abandoned a generation ago when the last resident, Lord Bascom, died without a known heir. &lt;br /&gt;
&lt;br /&gt;
The tower is four stories high, each slightly smaller than the one beneath. Unknown to most, the tower has just as many sub-levels underground, where Lord Bascom plied his second, secret trade-that of a necromancer.&lt;br /&gt;
&lt;br /&gt;
It is uninhabited today and rumored to be haunted-a rumor that may be true, considering its history.&lt;br /&gt;
&lt;br /&gt;
==The Village of Pertwee==&lt;br /&gt;
&lt;br /&gt;
Pertwee Village lies amidst the rolling Hills of Erenby. The primary occupation of its residents is herding goats and sheep on the grassy slopes, though they also forage for mushrooms in the many shallow caves that dot the hills. The village itself is surrounded by a wooden stockade for protection from bandits and lesser humanoids that also inhabit the hills.&lt;br /&gt;
&lt;br /&gt;
A stone tower called Arun Tor rises on a hill overlooking the village, formerly the residence of the local lord. He died a generation ago without an heir, and the tower has been abandoned since.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Driving trail and Grazing Lands==&lt;br /&gt;
&lt;br /&gt;
Running through the middle of this large open plain is a major driving trail for the ranchers of Bachmaur. In the middle is a spring-fed lake where the herds are left to winter. This is a peaceful place, but also a prime target for outlaws looking to steal a herd.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Old Road Diminishes==&lt;br /&gt;
&lt;br /&gt;
As the old road from King&#039;s Bridge continues to the northwest through this lightly wooded region, weeds, shrubs, and other plants sprouting between the stones become more frequent. Eventually the road becomes little more than a trail, with only the occasional cobblestone or weather-worn marker to tell of what it once was.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 8==&lt;br /&gt;
&lt;br /&gt;
==Melroth&#039;s citadel==&lt;br /&gt;
&lt;br /&gt;
A Highland fortress built across one of the canyons leading into Ragnar&#039;s Glacier, meant to serve as a bulwark against the raids of frost giants and the monsters of the Drake Fissure.&lt;br /&gt;
&lt;br /&gt;
the Citadel was founded by the legendary Dragonborn warrior saint, Melroth Invictus, and the Paladin order he founded is the keep&#039;s de facto Authority, despite the Bellacan-appointed lord mayor. unsurprisingly, many dragonborn come here to follow in the footsteps of this hero&lt;br /&gt;
&lt;br /&gt;
but a warning to travellers. the fortress city of Melroth is said to be a police state, where the law is as swift and harsh as the mountain cold&lt;br /&gt;
&lt;br /&gt;
==EverFreeze==&lt;br /&gt;
&lt;br /&gt;
High in the Baskan range sits a land that is always covered in ice and snow, deemed &amp;quot;Everfreeze&amp;quot; or &amp;quot;The Land of Ice and Snow&amp;quot; by most people, Sages and Scholars call it is &amp;quot;Ragnar&#039;s Glacier.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Whatever it&#039;s name it is a harsh place, cruel and punishing to those who don&#039;t know it&#039;s ways. A tribe of Snow Giants claim dominion over the area and are almost as harsh and cruel as the land they call home. The Great Remorhaz beasts are also a distressingly common sight.&lt;br /&gt;
&lt;br /&gt;
==Dune sea==&lt;br /&gt;
&lt;br /&gt;
Endless, trackless wastes. Here a traveller is confronted with the worst the desert has to offer, endless dunes, scorching heat, no water, and some very fierce beasts.&lt;br /&gt;
&lt;br /&gt;
Recently a young blue dragon has taken up residence in a former Dwarven trading post near the feet of the mighty Baskans and is attracting hardy followers for some purpose. The post served as a stop along a now long defunct &amp;quot;silk road&amp;quot; to the rich south, with the Centaurs serving as middle men.&lt;br /&gt;
&lt;br /&gt;
==Tomb Pass==&lt;br /&gt;
&lt;br /&gt;
Here the Southern Way crosses over part of the Baskin Mountains in what is locally known as &amp;quot;Tomb Pass&amp;quot; due the presence of so many graves near the entrance.&lt;br /&gt;
&lt;br /&gt;
A large population of Dwarfs used to make their home in the Baskins and were a fairly common sight when crossing the passes. About a generation ago the Dwarfs became more and more insular, until finally they drew back from the world entirely. In the last months of their interaction with the world the Dwarfs were more and more fearful, not only for themselves but for anyone they talked to.&lt;br /&gt;
&lt;br /&gt;
No one knows if the Dwarfs are still around, or what ever became of them.&lt;br /&gt;
&lt;br /&gt;
=7=&lt;br /&gt;
&lt;br /&gt;
==Wooded Hills==&lt;br /&gt;
&lt;br /&gt;
The rolling hills in this area are still well forested, with plenty of game.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==The Kings Bridge==&lt;br /&gt;
&lt;br /&gt;
A large stone bridge across the Deinar which used to carry wagons two abreast in ancient times. Crumbling statues of forgotten kings flank it.&lt;br /&gt;
&lt;br /&gt;
==Vagabond&#039;s Echo==&lt;br /&gt;
&lt;br /&gt;
Taller hills than normal for the area rise up here, a final push for the Vagabond mountain range before only hills remain.  Hunting and farming occurs among the hills, with the territory uneasily shared by the locals from various towns and villages.&lt;br /&gt;
&lt;br /&gt;
The King&#039;s Road passes through the levelest course available in Vagabond&#039;s Echo, including an area that looks as if magic were used to carve a clear course.&lt;br /&gt;
&lt;br /&gt;
==Farmed Hills==&lt;br /&gt;
&lt;br /&gt;
These hills are well farmed, and show old irrigation channels indicating they have been farmed for a great stretch of time.&lt;br /&gt;
&lt;br /&gt;
==Ragnar&#039;s Peak==&lt;br /&gt;
&lt;br /&gt;
The single tallest peak for thousands of miles Ragnar&#039;s peak is named after the famed &amp;quot;King of the High Hills&amp;quot; who reigned here hundreds of years ago. Ragnar is most famous for being the last of the &amp;quot;Great Kings&amp;quot; before the empire begin to rapidly fall apart.&lt;br /&gt;
&lt;br /&gt;
The peak is home to few creatures, some scattered woodsmen and a band of monsters here and there. It is said the peak was once home to a vast Aarakocra aerie.&lt;br /&gt;
&lt;br /&gt;
SECRET: The hero buried at Jaeger&#039;s Point is the grandson of King Ragnar.&lt;br /&gt;
&lt;br /&gt;
==Baskan Range==&lt;br /&gt;
&lt;br /&gt;
The Baskan&#039;s are a high, inhospitable place. With the exception of Tomb Pass the range is extremely difficult to navigate. Any one brave and hardy enough to face the mountain&#039;s will find the mountains home to seemingly countless quarreling tribes of goblinoids. The mountains are also extraordinarily rich in mineral deposits.&lt;br /&gt;
&lt;br /&gt;
Long ago the Range was home to Dwarves, but they are long gone from sight. The ruins of their realm dot the mountains.&lt;br /&gt;
&lt;br /&gt;
==Baskan Range==&lt;br /&gt;
&lt;br /&gt;
The Baskan&#039;s are a high, inhospitable place. With the exception of Tomb Pass the range is extremely difficult to navigate. Any one brave and hardy enough to face the mountain&#039;s will find the mountains home to seemingly countless quarreling tribes of goblinoids. The mountains are also extraordinarily rich in mineral deposits.&lt;br /&gt;
&lt;br /&gt;
Long ago the Range was home to Dwarves, but they are long gone from sight. The ruins of their realm dot the mountains.&lt;br /&gt;
&lt;br /&gt;
=8=&lt;br /&gt;
&lt;br /&gt;
==A Cold Swamp==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Desolate Fields==&lt;br /&gt;
&lt;br /&gt;
The abandoned farm land here begins to give way to resurgent forest.  Wild animals are the major threat here, followed by outlaws passing through to richer pickings.&lt;br /&gt;
&lt;br /&gt;
==Silkweed Plantation==&lt;br /&gt;
&lt;br /&gt;
The ruins of a manor farm house, of the sort a noble or wealthy merchant might own, occupy the center of this area. Fallow fields overgrown with silkweed surround it. There are an abundance of large, healthy insects and serpents in the fields who hunt animals that come for the grains and vegetables that grow wild closer to the ruins.&lt;br /&gt;
&lt;br /&gt;
Inside, the ruins host a colony of giant, intelligent spiders who search endlessly for a way out of the haunted estate that has become a prison as much as a home.&lt;br /&gt;
&lt;br /&gt;
==Hills Flanking Delnar==&lt;br /&gt;
&lt;br /&gt;
Here low rolling hills flank the River Delnar, creating an ideal site for farmland if anyone would bother. The remains of farmsteds can be found throughout the area. Once settled the newcomers invariably leave for within a generation for reasons they keep to themselves.&lt;br /&gt;
&lt;br /&gt;
Only one creature makes this area it&#039;s home. A monstrously huge, powerfully ugly and astoundingly dim-witted Troll.&lt;br /&gt;
&lt;br /&gt;
==The village of Floorboards.==&lt;br /&gt;
&lt;br /&gt;
Population: ~150&lt;br /&gt;
Major trade: Fishing&lt;br /&gt;
Government: Lord Anglethorn&lt;br /&gt;
&lt;br /&gt;
Floorboards is a small fishing community on the banks of the River Delnar. Somewhat prosperous but suffering under high taxes and the heavy hand of the local sheriff. Floorboards boasts a small tavern and a very skilled master glassblower.&lt;br /&gt;
&lt;br /&gt;
In recent months the town has been plagued by a werewolf.&lt;br /&gt;
&lt;br /&gt;
Scholar Artemis Thorn is staying at the village tavern. He is taking drawings of the remaining statues on the bridge, and avoiding the sherrif as much as possible for some reason.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Quziyak==&lt;br /&gt;
&lt;br /&gt;
Quiziyak is large wall city. It&#039;s home to a zillion subject. King Road goes throw it. Some of the landmarks in the city includes the following:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Queen Annabelle&#039;s Castle&lt;br /&gt;
&lt;br /&gt;
In the center of the wall city is the castle of Queen Annabelle. Annabelle is being getting critics for claiming that hatred is done by magic from the dessert. Annabelle been trying to get adventurers to defeat Al-Jazeera and proof her point. Beside trying to get red of Al-Jazeera, Annabelle is backing Windhook&#039;s large taxes--as she believes she&#039;s the cousin of the previous king. Baron Tyran Bellicose doesn&#039;t believe her story and consider her to a pain in the--for lack of better universe words--&amp;quot;a royal pain in the royal neck.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Temple of the Planes:&lt;br /&gt;
&lt;br /&gt;
This temple contains portals that lead to many different planes in the universe.&lt;br /&gt;
&lt;br /&gt;
Stergur&#039;s Library:&lt;br /&gt;
&lt;br /&gt;
Looking for a book? It doesn&#039;t matter if you looking a recent new scroll or some so ancient that it was only written by a god or goddess: Stergur, the most famous wizard has it all.&lt;br /&gt;
&lt;br /&gt;
Eyen&#039;s Inn:&lt;br /&gt;
&lt;br /&gt;
The largest inn in city. Eyen, a dragon in human form, is on a mission from a far-away dragon land to study the land. It has a dinner theater room. The theater writes plays. The most recent plays had been the following:&lt;br /&gt;
&lt;br /&gt;
1. &amp;quot;High Death For A Water Creature&amp;quot;, which tells how Sirena died&lt;br /&gt;
2. &amp;quot;Ona and Kort&amp;quot;, which deals with the long feud between Kortoniara &amp;amp; Onsamiath&lt;br /&gt;
3. &amp;quot;Anna, the Good Queen&amp;quot;, a play about Anna. It&#039;s becoming infamous for treating Baron Tyran Bellicose as so dumb that he makes a &amp;quot;dumb orc smart&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Farmed Hills==&lt;br /&gt;
&lt;br /&gt;
These hills are well farmed, and show old irrigation channels indicating they have been farmed for a great stretch of time.&lt;br /&gt;
&lt;br /&gt;
==Withaive hills==&lt;br /&gt;
&lt;br /&gt;
Here, west of Hobb&#039;s shire, the gentle rolling foothills of the Baskan Mountains begin in ernest. Two small towns nestle in the hills below Ragnar&#039;s Peak, both competing for the rich mineral resources of the nearby mountains. Recently the mood has grown grim as the citizens of each town have grown ever more distrustful of their neighbors. Unheard of before the townsfolk have started raiding each other, so far only a few buildings have burned but the situation is getting worse by the day.&lt;br /&gt;
&lt;br /&gt;
SECRET: the recent conflicts are the result of the waves of hatred and paranoia coming from the desert in the west.&lt;br /&gt;
&lt;br /&gt;
==The Southern Gate==&lt;br /&gt;
&lt;br /&gt;
A small community remains within the remnants of a walled city.  Primarily made up of traveler services, the Southern Gate is named for the one remaining gate that stands in the wall, facing the Final Road, which sends an offshoot up through this community.&lt;br /&gt;
&lt;br /&gt;
The community is deeply jealous of the mining wealth of its northern neighbors, but lacks the strength to do anything about it.  Most of the able bodied and quick witted children of the Southern Gate leave with travelers and caravans passing through, or head north to work in the mines.&lt;br /&gt;
&lt;br /&gt;
Due to the desperation, the Splendor&#039;s influence is strong here, with families offering children to the service of the temple-city and priests given free access to the ruins and the extensive catacombs beneath the community.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=9=&lt;br /&gt;
&lt;br /&gt;
==Red Woods==&lt;br /&gt;
&lt;br /&gt;
This region is a dense needleleaf forest intermixed with bogs. Originally inhabited by small villages of wood elves and shifters, the recent incursion of a covey of hags* and their lycantropic minions have pushed the elves back to Ionavalon. The shifters remain and fight a low intensity war with the hag. The shifters, led by a werebear, are allied with treants, dryads, wood woads and local spirits; while the hags command many plant creatures (shamblers, battlebriars, assassin vines, predatory vines and vine horrors), otyughs, a tribe of werewolves and a group of trolls from the Black Muskeg 8.1, a cold swamp to the west.&lt;br /&gt;
&lt;br /&gt;
Secret: Deep below the Red Woods is a bound deity of rot and corruption whom the hags seek to revive.&lt;br /&gt;
&lt;br /&gt;
*Two green hags and an annis.&lt;br /&gt;
&lt;br /&gt;
==Highlands of Erenby==&lt;br /&gt;
&lt;br /&gt;
A spur of small, densely wooded mountains, an offshoot of the Vagabonds, separates the Red Woods and the Heartwood Forest. The source of the Sadhur bubbles up under a lake located on a high plateau here, and falls down towards Ionavalon to the east. (See the description of [[#Ionavalon|10.2]] for more details on the Sadhur.)&lt;br /&gt;
&lt;br /&gt;
A traveller who braves the slopes to find the lake will be struck by the beauty as the sun strikes its crystal waters, casting shimmering light everywhere. It may be this very beauty that caused unknown hands to raise a temple on its shores. Long abandoned, locals can not recall who built it or who it was dedicated to. Wind and rain have obliterated carvings that may have given a clue to the answer, but a single statue remains that retains enough of its form to tell that the deity was at least humanoid in form; all other features -- race, age, gender -- have been since lost to the elements.&lt;br /&gt;
&lt;br /&gt;
==Heartwood Forest, cont==&lt;br /&gt;
&lt;br /&gt;
Here the Heartwood covers the land with think trees and heavy undergrowth. Still the forest has a groomed quality, belying the influence of the nearby elves.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Forest==&lt;br /&gt;
&lt;br /&gt;
The forest is thin on these rolling hills, and the river Delnar meanders through the dales.&lt;br /&gt;
&lt;br /&gt;
==Farmland==&lt;br /&gt;
&lt;br /&gt;
Though sparsely populated, this area has been cleared of major vegetation, and the local inhabitants have made use of the waters of the Delnar in order to provide irrigation for the fields that now cover the landscape.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 8==&lt;br /&gt;
&lt;br /&gt;
==Grasslands==&lt;br /&gt;
&lt;br /&gt;
Rolling grasslands broken only occasionally by sparse clumps of trees mark this section of Old Kings&#039; Road.&lt;br /&gt;
&lt;br /&gt;
==Ore Road==&lt;br /&gt;
&lt;br /&gt;
Here a small road leads from the nearby mining towns to Hob&#039;s shire, where they meet merchants to sell their ore.&lt;br /&gt;
&lt;br /&gt;
The road has become dangerous of late as the guards the mining towns used to patrol the path have been recalled to fight their internal struggle. A group of Hobgoblins, drawn to the area by tales of glory from their people&#039;s history, has made camp in the area.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 11==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=10=&lt;br /&gt;
&lt;br /&gt;
==The Heartwood==&lt;br /&gt;
&lt;br /&gt;
Here the Heartwood is thick and lush, groomed and beautiful. This area is rumored to be under the protection of Unicorn who the Elves of Ionavalon often consult.&lt;br /&gt;
&lt;br /&gt;
Few evil beings dare enter this portion of the forest, but from time to time the Unicorn will be forced to deal harshly with intruders.&lt;br /&gt;
&lt;br /&gt;
Most recently a band of Gnolls, under pay from the Hags in the Red Woods has been causing some head aches, the Unicorn has been considering asking the elves, or perhaps a group of adventurers, for help.&lt;br /&gt;
&lt;br /&gt;
==Ionavalon==&lt;br /&gt;
&lt;br /&gt;
In a forest glade lies Ionavalon, Citadel of Dreyal, Queen of the Bright Elves of Heartwood. The Citadel sits on the Sadhur River, which flows out of the Highlands of Erenby to the west and joins the Delnar further east.&lt;br /&gt;
&lt;br /&gt;
Ionavalon is not so much built as grown, through careful cultivation and tending of the forest-and a small amount of magic as well. Similar, though much smaller, houses surround it on all sides.&lt;br /&gt;
&lt;br /&gt;
Though the Bright Elves have dwelt in Heartwood since before the coming of other races, throughout their history they have sought neither to expand their holdings or conquer others, but have been content to merely keep and watch over their small territory. They do not often seek contact with outsiders, but are welcoming to those of good heart who find themselves in the Heartwood.&lt;br /&gt;
&lt;br /&gt;
==The Deepening Forest==&lt;br /&gt;
&lt;br /&gt;
The forests south of Iovanalon deepen and thicken, blocking out the sun in places. Eventually, the woods grow nearly impenetrable as travelers approach the Skittering Dark.&lt;br /&gt;
&lt;br /&gt;
==The Skittering Dark==&lt;br /&gt;
&lt;br /&gt;
A section of deep forest no longer traveled by local huntsman and trappers after a wave of disappearances a few years ago. Foresters keep their distance and speak of the unnaturally large insects and spiders which give this area its name.&lt;br /&gt;
&lt;br /&gt;
SECRET:&lt;br /&gt;
&lt;br /&gt;
Actually it&#039;s just spiders. They have multiplied in this area under the influence of a Shrine to Lolth. A Drow priestess emerged from the Underdark to build the shrine here because of ancient magical power in the location. This is due to an ancient temple to a fallen god (or primordial) which resonates with magical power for those who can claim it.&lt;br /&gt;
&lt;br /&gt;
After building the shrine, the priestess contracted with Duergar to construct a temple around it. Their hatred for the surface world has made this process painfully slow, but she does not have the means to do the stonework herself. There is a seemingly innocuous forested hill cave in this hex, which is deceptively deep and acts as the highway to the Underdark which brings the Duergar workers to the surface. The path between here and the temple itself has become increasingly well-worn over the years.&lt;br /&gt;
&lt;br /&gt;
Hazards: giant spiders (including demonic variants), duergar parties, the long-buried temple beneath the shrine (now with surrounded by the skeleton of its own temple under construction), a passageway to the Underdark and all that it contains...&lt;br /&gt;
&lt;br /&gt;
==Delnar River==&lt;br /&gt;
&lt;br /&gt;
The Delnar River passes just south of the Skittering Dark.&lt;br /&gt;
&lt;br /&gt;
South of the river is fertile grassland with scattered groups of ranchers and herders being the major occupants. North is the deep ominous forest.&lt;br /&gt;
&lt;br /&gt;
Between the river and the Skittering Dark, however, is a line of imposingly large stone menhirs whose origin is unknown. They are hewn from granite which is obviously not local to the area, and each one weighs several tons, so whoever originally placed them went to a lot of trouble to do so.&lt;br /&gt;
&lt;br /&gt;
Magical runes glow on the menhirs in unpredictable patterns that change as the weather shifts. The monuments otherwise don&#039;t appear to actually do anything.&lt;br /&gt;
&lt;br /&gt;
Theories abound as to what they are, who originally placed them, and what purpose they have. Popular stories include: they keep the Delnar river from shifting its course South, they prevent evil things in the Skittering Dark from moving south across the river, and they predict the weather in advance, if only someone knew how to read them.&lt;br /&gt;
&lt;br /&gt;
This part of the forest was never cleared, even though it approaches close to the north of Wheatsea. People often hunt wild animals up to the riverbank, but are superstitious about crossing to the north. Hunters tell tall tales of spiders the size of rats north of the river, but few people believe them in the taverns of Wheatsea.&lt;br /&gt;
&lt;br /&gt;
==Wheatsea==&lt;br /&gt;
&lt;br /&gt;
Situated in the midst of farmland, Wheatsea is a thriving city that enjoys the advantages of its location.&lt;br /&gt;
&lt;br /&gt;
In addition to its sizable human population, Wheatsea hosts a number of elves and half elves.  The elves arrived during the founding of the city, wandering away from a homeland they were cast out of, and agreeing to aid the fledgling city in exchange for a place to live.&lt;br /&gt;
&lt;br /&gt;
Human industry at building and farming combined with elven baking has led to Wheatsea being a valuable strategic resource for the local government.&lt;br /&gt;
&lt;br /&gt;
A supply road runs from Wheatsea to Bellicose Castle.&lt;br /&gt;
&lt;br /&gt;
==Tournament Grounds==&lt;br /&gt;
&lt;br /&gt;
This area of gently rolling hills and lush grass is empty most of the time but every five years it plays host to the Grand Tournament, a fantastic contest of jousting, melee, archery and nearly every game and competition imaginable. Warriors, fame seekers, and spectators come from nearly every land to take part. Around the Tournament a huge carnival takes place, playing host to every entertainment imaginable. It&#039;s a week that people look forward to for years before and talk about for years after.&lt;br /&gt;
&lt;br /&gt;
==UWallach&#039;s Fields==&lt;br /&gt;
&lt;br /&gt;
This region was held by Lady Wallach for a time during the Winter Siege; it contains the sites where her armies camped while they laid siege to Castle Bellicose. Though they were ultimately thrown back by the armies of King Bellicose, monuments were erected along the King&#039;s Road marking the locations of the various brigades and battalions.&lt;br /&gt;
&lt;br /&gt;
==Hobs Shire==&lt;br /&gt;
&lt;br /&gt;
Named for the infestation of hobgoblins that long ago kept this fertile land from being used, numerous hamlets and villages crowd in to take advantage of the pleasing fruit trees and good growing conditions.&lt;br /&gt;
&lt;br /&gt;
Notable settlements include Apple Hall, Cherry Pond, and Kaitlen&#039;s Walk.  These small communities offer up a &amp;quot;fair&amp;quot; share of their bounty to the Splendor, with most of the rest going to secular leaders.  Still, there is enough to avoid starvation during all but the worst growing seasons.&lt;br /&gt;
&lt;br /&gt;
Dangers of Hobs Shire include cults that worship the native gods, including the alien and twisted fertility goddess (and goddess of centipedes and other such creatures) that the hobgoblins once venerated.  There are also a few degenerate communities where human and hobgoblin blood have mixed.&lt;br /&gt;
&lt;br /&gt;
Marisee the Peddlar travels in the rural communities around the shire, and can be found anywhere within 2 hexes of this one. Occasionally, she goes past those boundaries, but never into the bigger cities, such as Splendor. How she has managed to survive alone in these travels for the last decade is unknown, though many an isolated hamlet has appreciated a visit.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 10==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 11==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=11=&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 1==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Dragon Hollow==&lt;br /&gt;
&lt;br /&gt;
Near the Eastern edge of the Heartwood Forest lies the petrified bones of a great Red Dragon, half-buried in a hill-side. The origin of the bones have been lost even in legend, but it is said that under the lies what was once the great horde of the Dragon, waiting to be claimed by one brave enough. Even still, very few people find reason to approach the site, as few who go ever return.&lt;br /&gt;
&lt;br /&gt;
SECRET: The hill is, in fact, the home-base for the Bardinian Rangers, a group of primarily Human and Half-Elf outcasts who have withdrawn from society to roam the Wilderness.&lt;br /&gt;
&lt;br /&gt;
The Rangers are, for the most part, good folk, and hold an uneasy truce with the Elves of Lonavalon, mostly ignoring each other. The Rangers are made up of people of many different skill sets. From actual Rangers and Druids, to Artisans and Bards.&lt;br /&gt;
&lt;br /&gt;
The lair of the Rangers is accessed through the mouth of the dragon, and includes an underground stream and many large Caverns.&lt;br /&gt;
&lt;br /&gt;
The area around the hill is well-defended, and the main reason few return is that those who have found the lair never leave, being required to join the Rangers.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Farmland==&lt;br /&gt;
&lt;br /&gt;
The Delnar spills out of the hills into fertile plains. Both Wheatsea and Aelwyd graze their herds on the flood plain during summer, and outlying farms of Wheatsea grow arable crops south of the river.&lt;br /&gt;
&lt;br /&gt;
==Farmland==&lt;br /&gt;
&lt;br /&gt;
This entire area is given over to farmland to feed the City of Bellaca. The Farmers in this area are forever annoyed at what they consider low prices of grain in Bellaca. The grumbling has gotten louder of late with some farmers talking about withholding grain or selling it elsewhere.&lt;br /&gt;
&lt;br /&gt;
==Bellicose Castle==&lt;br /&gt;
&lt;br /&gt;
The current Lord of the area, Baron Tyran Bellicose, lives in a mighty fortress overlooking the Old King&#039;s Road. He is a iron-fisted Lord in many respects, but fair. He does not tolerate disobedience, dealing harshly with any sort of challenge to his authourity, but he doesn&#039;t squeeze the locals mercilessly and deals squarely with all regarding taxes, treaties and the like, so he is generally well respected, if not actively adored, by his subjects.&lt;br /&gt;
&lt;br /&gt;
Recently, however, these subjects have started to adopt a much more aggressive attitude towards the Baron&#039;s soldiers and tax-collectors, and in some areas, such as the Withaive hills, they&#039;ve actually dared to attack them. The Baron grows increasinlgy paranoid that a usurper is working behind the scenes to incite the people against him and remove him from power. Perhaps one of his brothers or maybe his son. His spys are even now keeping tabs on his entire family.&lt;br /&gt;
&lt;br /&gt;
Perhaps he has been too soft on the commoners and needs to visit such destruction on these Winterhaivian rebels so as to leave no doubt about his power and then, maybe, he&#039;ll figure out who in his family is responsible for stirring them up and deal with them in turn...&lt;br /&gt;
&lt;br /&gt;
==Crossroads==&lt;br /&gt;
&lt;br /&gt;
A crossroads exists here where Old King&#039;s Road meets roads leading south towards Splendor and north towards Aerth Aelwyd and the Vagabond Mountains.&lt;br /&gt;
&lt;br /&gt;
==Grasslands==&lt;br /&gt;
&lt;br /&gt;
East of Hob&#039;s Shire, the land is uncultivated grasslands verging on the forests of Ehlonna&#039;s Splendor.&lt;br /&gt;
&lt;br /&gt;
==Ehlonna&#039;s Splendor==&lt;br /&gt;
&lt;br /&gt;
Situated amongst lightly forested areas giving way to meadows is a grand, open air temple-city dedicated to nature and fertility. Several regional gods and goddesses have representations among the statuary, with the current primary goddess venerated being Ehlonna.&lt;br /&gt;
&lt;br /&gt;
Near by communities pay tithes to receive the blessings of fertility and good hunting. The priests who serve in the Splendor (as the temple-city is called) serve as unofficial advisors to many nearby governments.&lt;br /&gt;
&lt;br /&gt;
While the surface of life there is focused on the business of venerating the deities and serving surrounding communities, as well as educating the next generation of priests and priestesses, there is constant rivalry between the loose and conflicting hierarchies of worship. Schisms and heresies occur beneath the surface, occasionally erupting to the surface in the prayer sessions and scriptural study that makes up civic discourse for the Splendor.&lt;br /&gt;
&lt;br /&gt;
Rumor has it that the reach of the Splendor was once far greater, and that the desert south of Windhook was blighted into its current form by the priestesses of that time. To those spreading this rumor, the current arrangement of gods--especially with Ehlonna as chief goddess--is a compromise that purposefully cripples the power of the Splendor.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=12=&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 1==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Delnar Woods==&lt;br /&gt;
&lt;br /&gt;
Though the river does not touch these woods, save for a few small streams and creaks that split off of the main body, it shares the namesake.  A few logging communities work in these woods, feeding lumber to those nearby.  It is dangerous work, as the trees are hardy and often resist being chopped down through means not always natural.&lt;br /&gt;
&lt;br /&gt;
SECRET: A group of druids died to preserve the natural divinity of this place from a wizard eager for its power.  Their spirits have infused the woods, creating treants, dryads, and other arboreal creatures to continue protecting the slumbering divinity and its power.&lt;br /&gt;
&lt;br /&gt;
==Delnar Woods==&lt;br /&gt;
&lt;br /&gt;
The Delnar Woods thin here, as centuries of logging causes the trees to slowly give way to the rolling hills around Arth Aelwyd.&lt;br /&gt;
&lt;br /&gt;
==Arth Aelwyd, the Hollow Hill Inn==&lt;br /&gt;
&lt;br /&gt;
There is a bend in the Delnar River where it takes a turn to the west around a single, low hill. Formally named Arth Aelwyd, it is oft called simply the Hollow Hill after the riverside inn that has been built inside it by the Strongberry Halflings (they are also known for their potent wine, and they tend a small but productive vineyard in the vicinity as well). It is a pleasant stopping place for those journeying through the area-as long as one doesn’t inquire of their hosts why they have chosen to dwell so far from established Halfling territory, or venture into the lower levels of the Hollow Hill.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Bellaca==&lt;br /&gt;
&lt;br /&gt;
The effective capital city of the region is intensely loyal (at least in appearance) to its native son and inheritor to ancestral rule, Baron Tyron Bellicose.  This city is also the edge of the Splendor&#039;s influence, with a few priests and representatives sitting on the council of nobles that manage details that the Baron does not care to.&lt;br /&gt;
&lt;br /&gt;
Soldiers of the Baron not in his fortress are often here, and there are barracks within the city.  Parades of the soldiers are quite common.&lt;br /&gt;
&lt;br /&gt;
Recently, however, the unrest has come here.  Not in the form of outright rebellion from the citizens, but in mysterious acts of vandalism and petty violence that has set the city on edge against outsiders.&lt;br /&gt;
&lt;br /&gt;
==Bandit Run==&lt;br /&gt;
In this hex the Old King&#039;s Road travels just past the foothills of the Dragon Back Mountains. Trade along this route is continually hampered by bandit gangs. The many caves that riddle this broken region are perfect for temporary hideouts, making the area chronically lawless.&lt;br /&gt;
&lt;br /&gt;
Merchants rarely travel this route unless absolutely necessary, cutting off most trade to the East, isolating the region and promoting the abandonment of smaller settlements inland of the more bustling regions to the West.&lt;br /&gt;
&lt;br /&gt;
The bandits are virtually immune from the law, but are still kept in check by dwindling targets, inter-gang warfare and occasional raids by goblinoid tribes from the larger mountains extending Southeast. The gangs have become increasingly desperate in recent years and their highway robberies have evolved to murderous, pillaging raids farther afield. Their targets have expanded to small settlements for several hexes around.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 9==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 10==&lt;br /&gt;
&lt;br /&gt;
==Unnamed Meadow==&lt;br /&gt;
&lt;br /&gt;
An unnamed empty meadow. It&#039;s lovely, and there are wildflowers.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=13=&lt;br /&gt;
&lt;br /&gt;
==Hermago Heights==&lt;br /&gt;
&lt;br /&gt;
The lowest peaks of the Vagabond range, covered in evergreens save for the gray tips. Isolated and unexplored wilderness and rumored to be the home of the lost and untamed, and some say primordially bestial ancestors, of the elves. Recently, somewhere within the range a hive of giant wasps has begun construction...these flying beasts have begun terrorizing those who come to close and nearby settlements and might be driving out the primordial elves...whose shadows have begun being spotted in the south and to the west.&lt;br /&gt;
&lt;br /&gt;
==Kaunite&#039;s Peak==&lt;br /&gt;
&lt;br /&gt;
Part of the Vagabond mountain range, the peak is a tall mountain surrounded by its siblings whose natural springs and melting caps feed the Delnar Falls and River. Along these high streams near where the waters gather a number of mill hamlets have sprung and over time may connect into a city in on the slope of the high mountain, not often traveled to from beyond in part both to the fey creatures at the bottom of the falls and the terrible things that sleep deep in the mountain. While the lower platueas of this peak are lush with flora, fauna, and small civilization, the caverns beneath the mountain feed into a foul and monstrous worm nest, sometimes the hunting ground of a civilization not yet seen so deep in the ground that it is the perfect inverse of Kaunite&#039;s Peak.&lt;br /&gt;
&lt;br /&gt;
3 main Milling hamlets: Morrisston, Valenshold, Nearfall.&lt;br /&gt;
&lt;br /&gt;
Features: Mountainside, worm caverns, Kaunite&#039;s Depths undercity.&lt;br /&gt;
&lt;br /&gt;
==Delnar Falls==&lt;br /&gt;
&lt;br /&gt;
Here, the river Delnar tumbles down from its high mountain vale to the plains. The area is known for its prosperous mountainside forest, populated by fey things and containing many herbs sought by human mages and apothecaries. Beyond the waterfalls, an entrance leads into a system of caverns (naturally!).&lt;br /&gt;
&lt;br /&gt;
==Forests Flank Delnar==&lt;br /&gt;
&lt;br /&gt;
Heavy forest flanks the banks of the Delnar in this region, providing refuge for numerous herbivores but also cover for those creatures that hunt them.&lt;br /&gt;
&lt;br /&gt;
(Encounters: Packs of wolves and occasionally 2-3 dire wolves, herds of deer, solitary bears, goblinoid hunting party)&lt;br /&gt;
&lt;br /&gt;
==Spire Lake==&lt;br /&gt;
&lt;br /&gt;
In the foothills, the Delnar river spills into a valley lake. The forests reach the north shore, but to the south is open hillside where halfling shepherds can often be seen leading their flocks. The lake itself it flat and calm, almost having a mirror surface except when whipped up by an autumn wind. Near the centre of the lake, a cracked stone spire breaks the surface. The druid Aedelraed knows its history, but is rarely seen these days.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 8==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 9==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 10==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 11==&lt;br /&gt;
&lt;br /&gt;
==Badlands==&lt;br /&gt;
&lt;br /&gt;
the verdant meadows abruptly give way after 12.11, giving way to rocky highlands, and later badlands formed by the volcanic south. &lt;br /&gt;
&lt;br /&gt;
of particular prominence is a high-walled ravine, where the ancient highway called Tiamat&#039;s Gullet starts, marking the safest route through the volcanic southern mountains (eventually hooks up with 15.12).&lt;br /&gt;
&lt;br /&gt;
Belleca is in talks with Splendor to consder linking Tiamat&#039;s Gullet to the main roads&lt;br /&gt;
&lt;br /&gt;
=14=&lt;br /&gt;
&lt;br /&gt;
==The Charred Ridge==&lt;br /&gt;
&lt;br /&gt;
A section of the Vagabond mountain range with few distinguishing peaks or passes. Named for the damage done during past volcanic activity that has left the range looking singed. A few settlements eek out existence in the foot hills, under the heel of bandits who find the desolate mountains excellent for a base of operation.&lt;br /&gt;
&lt;br /&gt;
==Abandoned silver mines==&lt;br /&gt;
&lt;br /&gt;
The mountains next to Kaunite&#039;s Peak used to contain rich veins of silver but almost all of these mines were exhausted a generation ago. The mine were then abandoned and the human and dwarven miners moved on to other parts. The area is studded with ghost towns built during the first rush and now empty. There are occasional rumors of miner&#039;s treasure hidden up in the mountains or a vein that wasn&#039;t completely mined out but investigating these rumors is dangerous as several tribes of goblins have moved into the area.&lt;br /&gt;
&lt;br /&gt;
When the area was populated it was home to several gangs of bandits. The largest of these, the Red Jacks, were eventually all caught and hung but they died without telling where their loot was stored.&lt;br /&gt;
&lt;br /&gt;
Terrain type: Mountainous/conifer forest &lt;br /&gt;
Settlements: Calamity (abandoned)&lt;br /&gt;
Encounter ideas: Goblins in abandoned mine, ghosts of miners, old prospector, bandits&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Goblin Village==&lt;br /&gt;
&lt;br /&gt;
In this area, goblins have cleared some of the woods to build a village where they tend to barely domesticated boars and fend off natural predators from the nearby woods. Their youth occasionally get swept up in war parties, but generally the village keeps to itself. On occasion, human or elven travelers enter the area and spot the village. The goblins deal with these individuals as best they can, fearing revelation.&lt;br /&gt;
&lt;br /&gt;
It is generally known that goblins and such creatures exist in the area, but most aren&#039;t aware of the permanent settlement.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Broken Cart Tavern==&lt;br /&gt;
&lt;br /&gt;
This section of the road is treacherous and not as well maintained as it was when the border was more seriously contested.  Away from most settlements, a traveler&#039;s tavern provides for the needs of the soldiers and others who come by this way.  The son of the owner is quite handy at repairing the damage done to wagons and other vehicles that pass through this unpleasant stretch of road, while his twin sister is excellent at mending travel worn garments and performing repairs on smaller goods, from knives to ancient books that need to be meticulously pieced together again.&lt;br /&gt;
&lt;br /&gt;
==Dragon Back Mountains==&lt;br /&gt;
&lt;br /&gt;
==Dawn&#039;s Shame==&lt;br /&gt;
&lt;br /&gt;
This city on a hill is renowned for its delights.  The splendid sunrises are the least of them, and one really seen by the soldiers and adventurers who come to Dawn&#039;s Shame.  In addition to ways to spend a day&#039;s wage in a few minutes, the city hosts tournaments and bloodsport of all sort.  No impulse is without its outlet at Dawn&#039;s Shame.&lt;br /&gt;
&lt;br /&gt;
Even those who seek forbidden lore can appease their hunger in the libraries, or delve into the ancient structures the riddle the hills and mountains around the city.&lt;br /&gt;
&lt;br /&gt;
The city itself is built on the highest hill, with a few satellite towns and villages that aid in supporting it.&lt;br /&gt;
&lt;br /&gt;
==Basalt Crags==&lt;br /&gt;
&lt;br /&gt;
These mountains are rough black volcanic rock, with many cliffs and loose slopes formed of ash and pumice. Only an experienced mountaineer could cross this region.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=15=&lt;br /&gt;
&lt;br /&gt;
==Horn Holds==&lt;br /&gt;
&lt;br /&gt;
The remains of a large stratovolcano that erupted cataclysmically many years ago. The collapsed cone formed a lake in the caldera with an island in the middle. This island serves as the main entrance to the Horn Hold, a dwarven settlement renowned for thier metal smithing. Deep within the old lava tubes and vents are veins of rare and wonderful metals and minerals.&lt;br /&gt;
&lt;br /&gt;
The dwarves have not mapped all of the tunnels as of yet and will not in the near future as long range exploration parties have come under attack from worm like creatures. It is quite possible that due to past seismic activity fissures and magam tunnels have made connections to the tunnels under Kaunite&#039;s Peak.&lt;br /&gt;
&lt;br /&gt;
Horn Hold is a fairly new dwarven settlement and is not as closed to outsiders as more established holds. Being founded by a priest of Moradin there is a strong religious feel to the city, and while areas are open to traders the wrokings of the foudaries and furnaces are strictly limited to the dwarves. The forges have made major advancements in metallurgy including the working of alloys of various metals* and treatments not used by humans.&lt;br /&gt;
&lt;br /&gt;
*Equvalent metals would be aluminum, nickel, manganese and magnesium.&lt;br /&gt;
&lt;br /&gt;
==The sheer cliffs==&lt;br /&gt;
&lt;br /&gt;
When the caldera was formed in volcanic eruption long ago, a portion of one of the neighboring mountains in the range was split in half, one half crumbling into the lake leaving the other as a sheer face along a long stretch of the Vagabond mountain range. In this region are treacherous mountain passes in the western portion, but in the northern and the eastern portion of the area there is stability. The lake town of Grabben&#039;s Shore is the primary source of trade to the hold across the lake, access to this fishing and trade town from the south is through a stable, if sometimes bandit laden, mountain pass that leads into the east Delnar Road.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Roamer&#039;s Woods==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 8==&lt;br /&gt;
&lt;br /&gt;
==Stone Fort==&lt;br /&gt;
&lt;br /&gt;
This point marks both the eastern end of Old King&#039;s Road as well as part of the historic border between this land and the Eastern Kingdoms. A small stone fort, manned but falling into disrepair, stands testament to this fact.&lt;br /&gt;
&lt;br /&gt;
Terrain type: Grassland (any forest that was once present has been cleared so as to provide an unobstructed view of the land on either side of the border).&lt;br /&gt;
Potential encounters: border raiders, smugglers, invading armies if the GM so wishes&lt;br /&gt;
&lt;br /&gt;
==Dragon Back Mountains==&lt;br /&gt;
&lt;br /&gt;
==Broken Pass==&lt;br /&gt;
&lt;br /&gt;
A well supported pass, complete with arched gates to hold it up, once stood here. Now it is in ruin, with broken statuary and architecture blocking the way through the mountains.&lt;br /&gt;
&lt;br /&gt;
==Tiamat&#039;s Gullet==&lt;br /&gt;
&lt;br /&gt;
A desolate valley road carved along a volcanic mountain range which stretches east to west, eventually joins up with the Dragon Back mountains, with spurs of black rock jutting up like feindish claws, lined with rivers and even &#039;lakes&#039; of molten lava that flow from the mountains. because of this hellish landscape, both the valley and centuries-old road are named for the Dragon Goddess&lt;br /&gt;
&lt;br /&gt;
but perilous as the Gullet is, the depradations of the Orange horde have awoken Algrim The Strong, A dwarven Death Knight. Algrim considers himself the undisputed warlord of the Gullet, and from the volcanic hall that was once his tomb, has begun to assemble an army of his own, bolstered by the walking dead, with wich he shall support his ally, Shan-Yur&lt;br /&gt;
&lt;br /&gt;
It is the hope of interested parties that somebody disrupt this alliance, and turn the two warlords against each other&lt;br /&gt;
&lt;br /&gt;
While it was (until recently) the safest route for pilgrims to reach the Monastery of the Celestial Dragon, the road through Tiamat&#039;s Gullet eventually swings north towards Broken Pass (and presumably, Dawn&#039;s Shame)&lt;br /&gt;
&lt;br /&gt;
=16=&lt;br /&gt;
&lt;br /&gt;
==Vagabond Mountains==&lt;br /&gt;
&lt;br /&gt;
It is rumoured that griffins make their homes among the peaks found in this otherwise uninhabited section of the Vagabonds.&lt;br /&gt;
&lt;br /&gt;
==The Keeper&#039;s Keep==&lt;br /&gt;
&lt;br /&gt;
Atop the highest mountain in the region, and in fact taking up most of the hex is a giant&#039;s keep. It has seven sides, one for each era of history plus another three for the eras said to come. The top of the walls are often surrounded by clouds which become more storm-laden the closer someone approaches. The walls are said to be seven miles thick, but no mortal has ever entered or left in known history. It is said that dragons have flown over the walls and have seen what lies in the courtyards and towers within, but they rarely speak of such things (for free). Climbers face many days of vertical ascent through a thunder storm on a wall with no real handholds. Others who have tried to fly over the walls have choked, breathless before reaching the top.&lt;br /&gt;
&lt;br /&gt;
Secret: Dragons, when pressed, will tell that the keep is filled with &#039;timelessness&#039; and know rumours of unobtainable treasures within.&lt;br /&gt;
&lt;br /&gt;
Secret: The Keeper is a giant who keeps people and things until they are needed at the end of time. The few people who live there cannot die, but they cannot leave.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Roamer&#039;s Woods==&lt;br /&gt;
&lt;br /&gt;
==Tower of Thorns==&lt;br /&gt;
&lt;br /&gt;
A dense forest starts in this area, extending up in a line of savage woods that civilization has not yet tamed (16.5 and 15.5).  It is known as Roamer&#039;s Woods.&lt;br /&gt;
&lt;br /&gt;
Fae creatures and elemental forces gather here, delighting in the mystic power that emanates from the Tower of Thorns: a school of sorcery and primal magic has stood since giants erected it at the behest of its founder.&lt;br /&gt;
&lt;br /&gt;
Roamer&#039;s Woods are expansive and confusing, with oddly intelligent animals and passages that lead into faerie worlds.  All of these serve to help conceal the Tower of Thorns from meddlesome fools and enemies.&lt;br /&gt;
&lt;br /&gt;
The Tower of Thorns accepts applicants in two ways.  Anyone with sufficient mystical skill to reach the Tower and gain entry is allowed to study.  It is not uncommon for wizards who have come by their power in more conventional ways to spend several years tutoring less experiences magic users while being instructed in the special spell craft of the Tower.  The other way is to be destined to reach the Tower.  Some who travel in the area seem pushed towards the tower instead of away from it, no matter what the obstacle.  These individuals gain entry by fate&#039;s decree and they provide the small classes that learn under the wizards who seek to unlock the secrets woven into the Tower&#039;s very structure.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==White Plains==&lt;br /&gt;
&lt;br /&gt;
This grassland was once the site of a massive battle with the Eastern Kingdom. Where is surrounding lands are fairly flat (16.7, 16.9 and 15.8) this area is hilly. All of the hills are fairly low and flat as they are man made. Huge barrows for all of the dead killed in the long forgotten battle. The bones of the weathered mounds have begun peaking through give the name, White Plains. Many non corporal undead roam this haunted region. Along with treasure hunters seeking ancient magical panoplies that are sure to be still buried here.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 9==&lt;br /&gt;
&lt;br /&gt;
==Fangula==&lt;br /&gt;
&lt;br /&gt;
A old city called Fangula sits. People who visit it had found nothing but a enough fog to give a dragon a chill. Anyone sent to Fangula at night disappears for ever--never to return!&lt;br /&gt;
&lt;br /&gt;
SECRET: Fangula is home town of evil monsters. Count Volexa is the latest monster ruler of this time. He tossed out the last ruler of town a werewolf. Fangula has been plotting on getting rid of all the humans and turning this country into a evil monster--for lack of better words--factory.&lt;br /&gt;
&lt;br /&gt;
==Dragon Back Mountains==&lt;br /&gt;
&lt;br /&gt;
==The Monastery of the Celestial Dragon==&lt;br /&gt;
&lt;br /&gt;
Located high in the spine of the Dragonback Mountains (which wind in a serpentine fashion through 14.9, 15.10, 15.11, 16.11 and 16.12) lies what was once the westernmost outpost of a sect of warrior-monks known as the &amp;quot;Order of the Celestial Dragon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Six years ago, however, the monastery was invaded by the &#039;Orange Horde,&#039; a massive nomadic tribe of Hobgoblin Warg Riders and ogres led by a cunning Ogre Mage named Shan Yur. The ogre has decided to establish the monastery as the center of a new empire and is gathering evil humanoids from all across the land to burgeon his armies. He has sent out ogre hunters to gather the most dangerous beasts and monsters to master and unleash upon his enemies.&lt;br /&gt;
&lt;br /&gt;
The monks were not all killed during the invasion, however, and many roam the lands trying to gather their strength to retake their home. In their desperation, they&#039;ve even begun training westerners and some of the non-human races in their mystical arts to bolster their numbers. Soon all the members of the order will gather with their new pupils and the Celestial Dragon will reach out to consume the hordes of Shan Yur...&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Hex_by_Hex&amp;diff=109866</id>
		<title>Hex by Hex</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Hex_by_Hex&amp;diff=109866"/>
		<updated>2009-05-26T20:29:43Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: /* Unclaimed 5 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;From this [http://forum.rpg.net/showthread.php?t=453831 thread], creating a 16 by 12 hex sandbox campaign setting.  This wikipage collects the entries and the  map:&lt;br /&gt;
&lt;br /&gt;
[[Image:sandbox2.png]]&lt;br /&gt;
&lt;br /&gt;
Map is created using [http://inkwellideas.com/?page_id=160 Hexographer] using this [[Hex_by_Hex:mapsource|source data]]&lt;br /&gt;
&lt;br /&gt;
=1=&lt;br /&gt;
&lt;br /&gt;
==Siren Tower==&lt;br /&gt;
&lt;br /&gt;
Siren Tower was home of the mermaids until Serina died from a back-stabbing air-creature. It&#039;s five floors above water and five floors below water--not counting the sea-level floor.&lt;br /&gt;
&lt;br /&gt;
Secret:&lt;br /&gt;
&lt;br /&gt;
The air-creature is a Harpy named Khersa. She&#039;s been using the tower has home while looking for treasures. Khersa was the one that killed Serina.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Andaur bay==&lt;br /&gt;
&lt;br /&gt;
The sleepy fishing village of Andaur lies in the shelter of Andaur bay, where the Feyline hills meet the sea. The bay has a gently sloped beach of brown sand and forms a natural harbour, but submerged rocks at the entrance make it suitable only for small boats.&lt;br /&gt;
&lt;br /&gt;
Smugglers wanting to avoid Windhook&#039;s taxes and harbour fees land here from time to time, welcomed by the locals for the silver they spend on poteen (a spirit made from potato or other root vegetables).&lt;br /&gt;
&lt;br /&gt;
Outside the bay, in deep water, lies the shipwreck of the Yellow Rose.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Aire&#039;ennyn==&lt;br /&gt;
&lt;br /&gt;
This is a massive coral fortress that lies in the waters a few miles away from the towering coastal cliffs of Jaeger&#039;s Point and serves as a border post for the sea elves who rule a small domain in the western ocean.&lt;br /&gt;
&lt;br /&gt;
The elves are very territorial but have been known to interact with the merchants of windhook and also to serve as guides-for-hire through the Dagger Reefs.&lt;br /&gt;
&lt;br /&gt;
==Dagger Reefs==&lt;br /&gt;
&lt;br /&gt;
Access to the harbour at nearby Windhook is treacherous through this region, and many an inattentive captain has found his ship wrecked on the rocks that lie just below the surface.&lt;br /&gt;
&lt;br /&gt;
==Harbor Approach==&lt;br /&gt;
&lt;br /&gt;
This is the safe passage to the Windhook harbors, avoiding the dagger reefs. The Great Desert of Ashok verges on the waters of the Windswept Sea here. This relatively constricted access to Windhook makes it an attractive area for pirates, so the Windhook governing employs a number of small, fast fighting ships to patrol the harbor approach. &lt;br /&gt;
&lt;br /&gt;
Still, one must always be on the lookout for cutthroats and privateers.&lt;br /&gt;
&lt;br /&gt;
==The Desert Wastes==&lt;br /&gt;
&lt;br /&gt;
Once a fertile grassland, in recent generations the Great Desert of Ashok to the west has encroached on this area, driving out the farmers who resided here. In their place, nomad tribes now prowl amongst the dunes and wind-blown ruins of past settlement.&lt;br /&gt;
&lt;br /&gt;
Though occasional oases may still be found here, voyaging further west into the heart of the desert is considered a dangerous proposition.&lt;br /&gt;
&lt;br /&gt;
==The Desert Wastes, Continued==&lt;br /&gt;
&lt;br /&gt;
The desert continues southwards here.&lt;br /&gt;
&lt;br /&gt;
==The Oasis of Esau==&lt;br /&gt;
&lt;br /&gt;
This unnaturally large oasis is the size of a small lake and fed by several fresh water springs that spring, seemingly magically, from a series of rocky outcroppings that poke out of the surrounding desert sands.&lt;br /&gt;
&lt;br /&gt;
It not only serves as an important water resource for all the creatures of the desert, but is also held sacred by the desert centaur tribes. They claim that it was created millenia ago when an ancient human prophet, leading his tribesman out of captivity from the south, smote the rocky outcroppings with his staff and presented the oasis as a treaty offering between his people and the centaurs.&lt;br /&gt;
&lt;br /&gt;
The Desert Centaur Tribes all meet and drink from the oasis, but none may fight, however much they may hate their tribal enemies. Non-centaur races are not allowed to drink from the oasis without first gaining the protection and escort of one of the centaur tribes. This can be obtained many ways and certain merchant caravans have long standing and profitable agreements with specific tribes to allow them to use the oasis on their trips north and south...&lt;br /&gt;
&lt;br /&gt;
=2=&lt;br /&gt;
&lt;br /&gt;
==Fayline Falls==&lt;br /&gt;
&lt;br /&gt;
This is a huge fall that makes Delnair Falls look like small potatoes. Behind the waterfall is a huge dungeon--about eight floors above and below the sea level--not counting the sea level entrance floor. In the center of the bottom eight sub-floor, lives a white dragon named Kortoniara. Kortoniara is a young dragoness who had a hatred for her teacher: Onsamiath. They is one thing she hates more then Onsamaith is the near-by werewolf and his skeleton pals. They had causing death of her monsters--usually for werewolf to use as food on his travel to Floorboard.&lt;br /&gt;
&lt;br /&gt;
Kortoniara appears to a shining example of dragonkind. She appears to a very large female dragon. Unlike most female dragon, she doesn&#039;t have a temper. Kortoniara has protected her home with the following monsters: succumbs, water elements, skeletons of dead sirens, a tribe of drows, and two beholders who in charge of her home&#039;s monster.&lt;br /&gt;
&lt;br /&gt;
Khersa has attacked this place many times--but the forces send her back.&lt;br /&gt;
&lt;br /&gt;
==Siren&#039;s Dam==&lt;br /&gt;
&lt;br /&gt;
Year ago, a famous mermaid Serina used magic to become a human. Serina had a rival with air creatures. One of them killed her. Her human lover researched mermaid death rituals and discover that the mermaids killed underwater would be cooked--while above the water, they would be buried. He built a dam on &lt;br /&gt;
Feyline river.&lt;br /&gt;
&lt;br /&gt;
The tomb is home to a crazy werewolf and his skeleton pals. This is the same werewolf that&#039;s been causing problems in Floorboards.&lt;br /&gt;
&lt;br /&gt;
The tomb/dam no longer fully contains the Feyline river.&lt;br /&gt;
&lt;br /&gt;
==Feyline Traders==&lt;br /&gt;
&lt;br /&gt;
The Feyline river flooded this area when the tome/dam first ceased to fully hold it back. A number of markets and trading outposts have opened here on top of the water ruined villages. Riverboats routinely make a course with exotic goods down towards Whitewater Junction.&lt;br /&gt;
&lt;br /&gt;
Many of these boats ask little from their passengers except the money of passage, and it is known that fugitives from northern communities as well as monsters able to masquerade as (demi)human make use of these boats to travel south to escape justice or find new victims.&lt;br /&gt;
&lt;br /&gt;
Exotic furs and preserved meats are what primarily get sent down. There is a strong trapper community living side by side with the merchants that ply the rivers. While the trapper camps and communities are mostly adjacent to this territory, there are a number of taverns and meeting halls amongst the market where the two mingle after discussing wares.&lt;br /&gt;
&lt;br /&gt;
Recently, a new sort of pelt, that seems to be actual gold, has been trickling in to the markets and the first few have just arrived to the south, to the delight of all involved.&lt;br /&gt;
&lt;br /&gt;
Half of Khersa&#039;s attacks had use the help of the werewolf and his skeleton pals.&lt;br /&gt;
&lt;br /&gt;
==Feyline hills==&lt;br /&gt;
&lt;br /&gt;
A dirt track known in Bachmaur as the coast road connects Bachmaur in the east with Andaur bay in the west. Travellers should beware of wolves that roam the area.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Jaeger&#039;s Point==&lt;br /&gt;
&lt;br /&gt;
This massive cliff is a mile wide, half a mile high and sheer except in the center where a massive carving of some hero of old juts out from the cliff face. Who he is and what he did is lost to antiquity, only his name remains.&lt;br /&gt;
&lt;br /&gt;
SECRET: The entire rock outcropping is only the face of a massive underground lair built as a fortress-tomb for the ancient warrior who saw his kingdom razed to the ground and his family slaughtered by usurpers before being slain himself. His followers managed to spirit his body away to his tomb along with that of his family, but their spirits never moved on and await the day when they can take back their kingdom and claim vengence on the descendants of their conquerers.&lt;br /&gt;
&lt;br /&gt;
Recently, faint emanations of paranoia and hate have reached his sleeping corpse and have revived him. As his power slowly grows, he sends forth sentinels of darkness to scout the land and prepare the way to reclaim his rightful throne...&lt;br /&gt;
&lt;br /&gt;
==Windhook==&lt;br /&gt;
&lt;br /&gt;
This thriving maritime settlement on the Great Windswept Sea bustles with members of all races and cultures, goods from a dozen lands, and no shortage of jobs for eager adventurers. Join a ship&#039;s crew and see new lands; escort a caravan to the interior, facing who knows what peril; sign on with a mercenary company to pacify rebellious settlements...the possibilities are endless.&lt;br /&gt;
&lt;br /&gt;
Lately, Windhook has been under pressure from several shipping guilds to adjust their tariffs, or face a trade war. At the same time, mysterious thefts, murders, and accidents have been happening to ships at the Windhook port. The governing council thinks the accidents are the work of the Guilds, but are they?&lt;br /&gt;
&lt;br /&gt;
Places to be sure to visit: The Bilge Rat, Lady Nerissa&#039;s Lounge, the Leeward, and Mad Mindros General Store.&lt;br /&gt;
&lt;br /&gt;
Windhook also marks the mouth of the Delnar river, where its waters empty into the Windswept Sea.&lt;br /&gt;
&lt;br /&gt;
==Wetlands Meet Desert==&lt;br /&gt;
&lt;br /&gt;
This area, marking the point where the wetlands around the Delnar basin meet the northern edge of the western desert, is home largely to scrabbly low-growing grasses and plants.&lt;br /&gt;
&lt;br /&gt;
==Council Stone==&lt;br /&gt;
&lt;br /&gt;
This vast field of desperate grass has a giant slab of stone at the center.  Here tribes of desert centaurs come to meet, feeling safe in the mutual risk of the writhing sands nearby.  It is also where the centaurs come to deal with those from  Windhook.&lt;br /&gt;
&lt;br /&gt;
Beyond meeting centaurs conducting business here, those traveling through often encounter the ghosts of centaurs who are drawn here and more able to speak near the stone, giving council to their descendants.  There are darker spirits as well in this area, sorcerers who have sought to assault the mystic tower deeper in the desert and djinn who have dwindled due to being bound to earthly elements.  The centaurs remove all dead bodies from this place, and many say it is for more than simple fear of providing an easy host to the ghosts that reside here.&lt;br /&gt;
&lt;br /&gt;
There are a few animate skeletons in this area, and they are possessed of a keen and terrible intelligence, one that often surpasses the living mind that once resided there. &lt;br /&gt;
&lt;br /&gt;
==The writhing sands==&lt;br /&gt;
&lt;br /&gt;
A region of desert covered in silt sands that flow and move across ever moving windstorms. A navigation piece used by those traveling the desert to gain their barrings from a distance. The winds are surely unnatural and many a caravan has seen on relatively clear days a shining spire of glass and mirrors within. Through rumor it has recently been heard that for one week every five years, the storm dies, raining tons of sand around the region that billow out in a dust cloud...and reveal the shining spire in its smooth and sunlit glory, along with a tattered tent and windswept clay city at it&#039;s base.&lt;br /&gt;
&lt;br /&gt;
When the winds die, men and women in robes fly by their own magic or that of another as riders from the place burst from below aback cruel beasts that glide through the sand like sharks on the sea, some leaving claiming to have finished their studies, others off to find the next class for this secure and sequestered school of Wizardry, Boraro&#039;s tower.&lt;br /&gt;
&lt;br /&gt;
==Desert==&lt;br /&gt;
&lt;br /&gt;
=3=&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 1==&lt;br /&gt;
&lt;br /&gt;
==Pillar of Onath==&lt;br /&gt;
&lt;br /&gt;
A large stone piller juts up from the broken ground here. The piller resists all attempts to damage it and appears in remarkable good condition despite being in place for a long, long time.&lt;br /&gt;
&lt;br /&gt;
SECRET: The Pillar of Onath was built years ago to contain the mighty power of the White Dragon Kortoniara by not allowing her to out of the Feyline falls, trapping her within. She will go to any lengths to see it destroyed and at any point has a dozen plots in progress to see it gone. So far, none have worked, so far.&lt;br /&gt;
&lt;br /&gt;
SUPER SECRET:&lt;br /&gt;
&lt;br /&gt;
About half of any of those dozen plots to do in this landmark--comes from beholders under the command of Kortoniara.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Kalim&#039;s ferry==&lt;br /&gt;
&lt;br /&gt;
The Bachmaur coast road, a grand name for what is a mule track through the hills, encounters the river Feyline here. One Mr Kalim Useferos runs a ferry service and riverboat repairs. His fares are 1 copper penny per passenger, 5 pennies for a mule, and a silver crown for a horse. His family live in a nearby cottage and have a small vegetable plot, chickens and a milking cow.&lt;br /&gt;
&lt;br /&gt;
==Feyline Rapids==&lt;br /&gt;
&lt;br /&gt;
Here the Feyline river is at it&#039;s most violent, it&#039;s crashing, churning waters have claimed many a life over the years. No bridges cross the river here.&lt;br /&gt;
&lt;br /&gt;
==Bullywugs&#039; Cavern==&lt;br /&gt;
&lt;br /&gt;
Just above the black dragon&#039;s lair before the Fayline-for a back of better words-smashes into Delnair at White Junction. Bullywug&#039;s Cavern is home of the black dragon&#039;s favorite food.&lt;br /&gt;
&lt;br /&gt;
Bullywugs aren&#039;t too happy with the black dragon--and trying to locate good creatures of the land to take care of that annoying black dragon.&lt;br /&gt;
&lt;br /&gt;
The Bullywugs&#039; caverns are located in the hills that rise up, semi-circular, near the stench fens and Whitewater Junction and help give Jaegar&#039;s Point its elevation.&lt;br /&gt;
&lt;br /&gt;
==Onsamiath&#039;s Lair==&lt;br /&gt;
&lt;br /&gt;
An extension of the Stench Fens, the old black dragon Onsamiath lives in this tract of swamplands. It is a sorcerer of some repute and is fascinated by the magical energies in the Stench Fens. In pursuing his study of the Fens, Onsamiath has developed a wasting disease that is sapping the life out of him.* Not knowing the cause Onsamiath is seriously contemplating dracolichdom to avoid an ignoble death.&lt;br /&gt;
&lt;br /&gt;
In the past Onsamiath attempted to exact tolls from river traffic to build his horde but after an encounter with a band of adventurers near five decades ago still has him extremely cautious about exposing himself to outsiders. Bullywugs, on the other hand, are his prime food source.&lt;br /&gt;
&lt;br /&gt;
*Currently Onsamiath looks very gaunt and exemplifies the blakc dragon epithet of, &amp;quot;skull dragon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Ruins of Grey==&lt;br /&gt;
&lt;br /&gt;
Here, along rolling hills on the banks of the Delnar lie the ruins of Grey. This accursed place has been abandoned for the past fifty years after it was destroyed in the titanic struggle between a band of adventurers and the near by Black Dragon. Some say these &amp;quot;Heroes&amp;quot; deliberately used Grey as bait for the Dragon, ensuring the deaths of all it&#039;s people.&lt;br /&gt;
&lt;br /&gt;
At night some people say you can hear the wails of pain and agony of the towns residence crying out for vengeance. Nearly everywhere else the adventurers are hailed as true heroes for &amp;quot;killing&amp;quot; the Dragon.&lt;br /&gt;
&lt;br /&gt;
==Silent Fens==&lt;br /&gt;
&lt;br /&gt;
These wetlands are eerily quiet.  Periodically the foolishly adventurous try to uncover ruins or other items of value from it.  Most come away with disease one expects from digging about in muck and nothing more.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 10==&lt;br /&gt;
&lt;br /&gt;
==Desert==&lt;br /&gt;
&lt;br /&gt;
==The Tower of Al-Jazeera==&lt;br /&gt;
&lt;br /&gt;
Surrounding Terrain (2.12, 3.11, 4.11, 4.12) : Desert&lt;br /&gt;
&lt;br /&gt;
This ancient wizard&#039;s tower was long abandoned and almost completely buried until rediscovered by a fugitive sorceror from the southern desert kingdoms. Having conquered the magical defenses of the tower and raised it back above the sands, the renegade, one Ali Ababba Al-Jazeera, has enacted a cunning plan.&lt;br /&gt;
&lt;br /&gt;
The tower grants its owner control over 8 enslaved Djinn, one for each of the 8 cardinal directions. He has tasked these Djinn with transmitting thoughts of paranoia and hatred into the ether surrounding the tower. As the transmissions emanate further and further from the tower, Al-Jazeera is hoping it will incite the surrounding kingdoms to eventually start fighting amongst each other and start an age of war and bloodshed.&lt;br /&gt;
&lt;br /&gt;
As the kingdoms are weakened, he will take them over one by one until he has all the kingdoms of men under his thumb as a Grand Sorceror Sultan and can exact slow, excruciating revenge upon those who dared to exile him...&lt;br /&gt;
&lt;br /&gt;
SECRET: This tower was originally built for the same purpose by the fox-were magus Perrut Dochrum, whose soul is trapped in a sky-blue topaz encased in a lead box and buried beneath a flagstone on the lowest floor. If the gem is ever broken, he will manifest as a lich and regain control of the djinn.&lt;br /&gt;
&lt;br /&gt;
=4=&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 1==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Bachmaur==&lt;br /&gt;
&lt;br /&gt;
This city&#039;s fortune is barely apparent in its modest buildings and stinking places of business.  It is a famed source of leather goods, taking animals herded in the surrounding area by skinning them.  As such it also has a healthy butchery business, including making famed jerky.&lt;br /&gt;
&lt;br /&gt;
While the skinning focuses on conventional animals in the area, the town is well aware of how to skin and tan far more exotic creatures.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Whitewater Junction==&lt;br /&gt;
&lt;br /&gt;
Here, the Feyline River feeds into the Delnar, and the meeting is anything but peaceful. Rocky terrain in the riverbeds forms a series of powerful, fast-moving rapids that make passage up- and downriver impossible for many of the heavily laden river barges that travel the Delnar and the Feyline. An industrious and entrepreneurial halfling family, the Doskins, set up Camp Whitewater decades ago to offer their services in moving cargo across the rapids - or around them - on cargo trains. The business rapidly grew, and with it the camp. &lt;br /&gt;
&lt;br /&gt;
Now a major town, Whitewater Junction offers services of all kinds to the river crews and travelers who use the Delnar and Feyline rivers to cross the wilds. However, their core business - getting boats around, through, or over the rapids - remains a thriving endeavor, and visitors to Whitewater Junction will see seemingly endless convoys of porters, wagons, and sleds carrying cargo of all sorts from the docks on Lowside - below the rapids - to the Highside docks. The Doskins oversee the operation of all of the Portage Companies in Whitewater Junction, acting as a &amp;quot;guild&amp;quot; to preserve competition...and to rake in a handsome profit.&lt;br /&gt;
&lt;br /&gt;
==Stench Fens==&lt;br /&gt;
&lt;br /&gt;
This swampy area, just south of where the Feyline River joins the Delnar*, is suffused with the stink of decay; bubbles slowly rise through the loose mud to loose a gut-churning miasma over the area. Wizards and scholars do not believe the smell in this place could be natural, and some scholars believe it is the remnants of a curse or a mighty magical weapon used eons ago, leaving the earth here hopelessly corrupted. Fortunately, whatever ancient plague corrupts this site does not seem to contaminate the waters of the Delnar...yet. &lt;br /&gt;
&lt;br /&gt;
The Stench Fens are home to several Bullywug tribes, including one led by Krebbok, a Tribal Shaman of great power. It is said that Krebbok wears amulets of power recovered from numerous burial mounds that lie beneath the mud and greasy water of the fens. &lt;br /&gt;
&lt;br /&gt;
==black lake==&lt;br /&gt;
&lt;br /&gt;
Water stained from the surrounding fens collects in a depression here. The dark brown water is impossible to see deeper than a few inches through. Freshwater crayfish can be caught here, but the mosquitos (normal and giant varieties) like to lay their eggs in these still waters.&lt;br /&gt;
A tribe of lizardmen inhabit the area.&lt;br /&gt;
&lt;br /&gt;
==Crownfall==&lt;br /&gt;
&lt;br /&gt;
Description: A crater in the midst of barren wasteland. The crater was formed when the golden star that shone in the crown of the constellation of the Conqueror fell from the heavens a century ago. The area was once a marsh and the impact drained it, leaving a dry wasteland behind, and opened a crack into the caverns of the Underdark. The area has been claimed by various evil humanoids throughout the years, though nobody has been able to hold onto it for very long before being swept aside by the new owners.&lt;br /&gt;
&lt;br /&gt;
Rumors&lt;br /&gt;
&lt;br /&gt;
    * The star is actually an immortal being that grants boons.&lt;br /&gt;
    * The star is an ancient artifact weapon, forged by the gods in their war against the primordials.&lt;br /&gt;
    * The star is a portal to the Astral Sea.&lt;br /&gt;
    * The star is a portal to the Far Realm.&lt;br /&gt;
    * The fall of the star coincides with the fall of Nerath.&lt;br /&gt;
    * The star was called from the heavens by a powerful star pact warlock.&lt;br /&gt;
&lt;br /&gt;
==Desolate Waste==&lt;br /&gt;
&lt;br /&gt;
Here the land is cracked and broken. Ill suited for nearly any purpose this area is almost completely devoid of life.&lt;br /&gt;
&lt;br /&gt;
==Desert==&lt;br /&gt;
&lt;br /&gt;
==Desert==&lt;br /&gt;
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=5=&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 1==&lt;br /&gt;
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==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Bachmaur South Road==&lt;br /&gt;
This road heads southeasterly from Bachmaur across the great plains, eventually turning into the King&#039;s road in the Quiziyak kingdom.&lt;br /&gt;
Edit/Delete Message&lt;br /&gt;
&lt;br /&gt;
==Bachmaur South Road==&lt;br /&gt;
This road heads southeasterly from Bachmaur across the great plains, eventually turning into the King&#039;s road in the Quiziyak kingdom.&lt;br /&gt;
&lt;br /&gt;
==Old King&#039;s Road Follows River==&lt;br /&gt;
&lt;br /&gt;
Here, Old King&#039;s Road - little more than a rough trail - follows the course of the Delnar for a time before curving northward, heading into parts unknown.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
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==Hag&#039;s Crossroad==&lt;br /&gt;
&lt;br /&gt;
Two ruined roads cross in this bog riddled area.  It is home to brutish creatures that labor under a coven of hags that have maintained control for generations, abducting and inducting girls from surrounding settlements into their dark secrets.  Occasionally a female magic user will seek them out for their arcane secrets, or to join the coven.&lt;br /&gt;
&lt;br /&gt;
The hags occasionally parlay with communities nearby, sending dominated monsters into town and speaking through the brutes.  They do not wish to disrupt the balance of power that allows them to remain there.&lt;br /&gt;
&lt;br /&gt;
Some suspect they wish to usurp control of the Stench Fens nearby, but that some power prevents them from doing so.&lt;br /&gt;
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==Unclaimed 9==&lt;br /&gt;
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==Drake Fissure==&lt;br /&gt;
&lt;br /&gt;
Between the thinning desert and the thinning plains, the drake fissure runs from northwest to south east, this area being only the widest and deepest.&lt;br /&gt;
&lt;br /&gt;
A great crack in the earth cut not by river or quake, but said to have been carved by a great beast reaching down from the sky in an age long forgotten. Drakes, Wyverns, and lesser creatures of relation to the dragons crawl and fly around and within the shadows of the valley. Some say the fissure itself runs so deep it reaches into the black heart of the world. Even from it&#039;s edge, tunnels can be seen down the fissure walls...but no man has seen it&#039;s bottom here and lived to tell the tale...now the mad Gnome Walber Nik Hausen is another story. They say he has seen down there, if you can find him you&#039;d have the best wealth of information to forming an expedition.&lt;br /&gt;
&lt;br /&gt;
==The Freetowns==&lt;br /&gt;
&lt;br /&gt;
This lightly hilled grassland on the edge of the desert is home to a collection of small villages styling themselves the &amp;quot;Free Towns&amp;quot;. In reality they don&#039;t get visits from tax collectors because they have nothing anyone would want. The villages are home to the wretchedly poor, the most degenerate criminals, and a few starry eyed fools.&lt;br /&gt;
&lt;br /&gt;
One such fool is &amp;quot;Mayor&amp;quot; Hilligar, the self styled ruler of &amp;quot;these fine, free peoples&amp;quot;. Hilligar has been trying to get a road built to connect the villages but so far every tradesmen or builder he has brought in has been repulsed or murdered. Only the most foolish or desperate merchants will enter the area.&lt;br /&gt;
&lt;br /&gt;
==Heroes&#039; Grave==&lt;br /&gt;
&lt;br /&gt;
Tombs and monuments to ancient heroes fill this area, sprawling out into ruined necropoli that bear the brunt of the sands.  Centaurs still come here to deposit their honored dead—even if it is just their bones or ashes.  Many of the crypts and other structures show signs of being forced open, and desperate grave robbers and fledgling necromancers both still come seeking some hidden scrap of wealth or power.&lt;br /&gt;
&lt;br /&gt;
A road extends out to the east from here.  Its old name is the Final Road, but in recent times it is simply called the Southern Road or South Way.  The road is a major thoroughfare still for southern settlements, who use it to reach the Splendor and beyond.  It is considered far safer than other routes to travel.  Some say it is due to the shrines and crumbled statues of heroes that still line some of the way.  Others because it is nestled between a sorcery riddled desert and the power of the Splendor.&lt;br /&gt;
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=6=&lt;br /&gt;
&lt;br /&gt;
==Tower of Arun Tor==&lt;br /&gt;
&lt;br /&gt;
The Tower of Arun Tor sits atop Dol Arun, a hill in the Highlands of Erenby. Formerly the home of Pertwee Village&#039;s lord, it was abandoned a generation ago when the last resident, Lord Bascom, died without a known heir. &lt;br /&gt;
&lt;br /&gt;
The tower is four stories high, each slightly smaller than the one beneath. Unknown to most, the tower has just as many sub-levels underground, where Lord Bascom plied his second, secret trade-that of a necromancer.&lt;br /&gt;
&lt;br /&gt;
It is uninhabited today and rumored to be haunted-a rumor that may be true, considering its history.&lt;br /&gt;
&lt;br /&gt;
==The Village of Pertwee==&lt;br /&gt;
&lt;br /&gt;
Pertwee Village lies amidst the rolling Hills of Erenby. The primary occupation of its residents is herding goats and sheep on the grassy slopes, though they also forage for mushrooms in the many shallow caves that dot the hills. The village itself is surrounded by a wooden stockade for protection from bandits and lesser humanoids that also inhabit the hills.&lt;br /&gt;
&lt;br /&gt;
A stone tower called Arun Tor rises on a hill overlooking the village, formerly the residence of the local lord. He died a generation ago without an heir, and the tower has been abandoned since.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Driving trail and Grazing Lands==&lt;br /&gt;
&lt;br /&gt;
Running through the middle of this large open plain is a major driving trail for the ranchers of Bachmaur. In the middle is a spring-fed lake where the herds are left to winter. This is a peaceful place, but also a prime target for outlaws looking to steal a herd.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Old Road Diminishes==&lt;br /&gt;
&lt;br /&gt;
As the old road from King&#039;s Bridge continues to the northwest through this lightly wooded region, weeds, shrubs, and other plants sprouting between the stones become more frequent. Eventually the road becomes little more than a trail, with only the occasional cobblestone or weather-worn marker to tell of what it once was.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
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==Unclaimed 8==&lt;br /&gt;
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==Melroth&#039;s citadel==&lt;br /&gt;
&lt;br /&gt;
A Highland fortress built across one of the canyons leading into Ragnar&#039;s Glacier, meant to serve as a bulwark against the raids of frost giants and the monsters of the Drake Fissure.&lt;br /&gt;
&lt;br /&gt;
the Citadel was founded by the legendary Dragonborn warrior saint, Melroth Invictus, and the Paladin order he founded is the keep&#039;s de facto Authority, despite the Bellacan-appointed lord mayor. unsurprisingly, many dragonborn come here to follow in the footsteps of this hero&lt;br /&gt;
&lt;br /&gt;
but a warning to travellers. the fortress city of Melroth is said to be a police state, where the law is as swift and harsh as the mountain cold&lt;br /&gt;
&lt;br /&gt;
==EverFreeze==&lt;br /&gt;
&lt;br /&gt;
High in the Baskan range sits a land that is always covered in ice and snow, deemed &amp;quot;Everfreeze&amp;quot; or &amp;quot;The Land of Ice and Snow&amp;quot; by most people, Sages and Scholars call it is &amp;quot;Ragnar&#039;s Glacier.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Whatever it&#039;s name it is a harsh place, cruel and punishing to those who don&#039;t know it&#039;s ways. A tribe of Snow Giants claim dominion over the area and are almost as harsh and cruel as the land they call home. The Great Remorhaz beasts are also a distressingly common sight.&lt;br /&gt;
&lt;br /&gt;
==Dune sea==&lt;br /&gt;
&lt;br /&gt;
Endless, trackless wastes. Here a traveller is confronted with the worst the desert has to offer, endless dunes, scorching heat, no water, and some very fierce beasts.&lt;br /&gt;
&lt;br /&gt;
Recently a young blue dragon has taken up residence in a former Dwarven trading post near the feet of the mighty Baskans and is attracting hardy followers for some purpose. The post served as a stop along a now long defunct &amp;quot;silk road&amp;quot; to the rich south, with the Centaurs serving as middle men.&lt;br /&gt;
&lt;br /&gt;
==Tomb Pass==&lt;br /&gt;
&lt;br /&gt;
Here the Southern Way crosses over part of the Baskin Mountains in what is locally known as &amp;quot;Tomb Pass&amp;quot; due the presence of so many graves near the entrance.&lt;br /&gt;
&lt;br /&gt;
A large population of Dwarfs used to make their home in the Baskins and were a fairly common sight when crossing the passes. About a generation ago the Dwarfs became more and more insular, until finally they drew back from the world entirely. In the last months of their interaction with the world the Dwarfs were more and more fearful, not only for themselves but for anyone they talked to.&lt;br /&gt;
&lt;br /&gt;
No one knows if the Dwarfs are still around, or what ever became of them.&lt;br /&gt;
&lt;br /&gt;
=7=&lt;br /&gt;
&lt;br /&gt;
==Wooded Hills==&lt;br /&gt;
&lt;br /&gt;
The rolling hills in this area are still well forested, with plenty of game.&lt;br /&gt;
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==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==The Kings Bridge==&lt;br /&gt;
&lt;br /&gt;
A large stone bridge across the Deinar which used to carry wagons two abreast in ancient times. Crumbling statues of forgotten kings flank it.&lt;br /&gt;
&lt;br /&gt;
==Vagabond&#039;s Echo==&lt;br /&gt;
&lt;br /&gt;
Taller hills than normal for the area rise up here, a final push for the Vagabond mountain range before only hills remain.  Hunting and farming occurs among the hills, with the territory uneasily shared by the locals from various towns and villages.&lt;br /&gt;
&lt;br /&gt;
The King&#039;s Road passes through the levelest course available in Vagabond&#039;s Echo, including an area that looks as if magic were used to carve a clear course.&lt;br /&gt;
&lt;br /&gt;
==Farmed Hills==&lt;br /&gt;
&lt;br /&gt;
These hills are well farmed, and show old irrigation channels indicating they have been farmed for a great stretch of time.&lt;br /&gt;
&lt;br /&gt;
==Ragnar&#039;s Peak==&lt;br /&gt;
&lt;br /&gt;
The single tallest peak for thousands of miles Ragnar&#039;s peak is named after the famed &amp;quot;King of the High Hills&amp;quot; who reigned here hundreds of years ago. Ragnar is most famous for being the last of the &amp;quot;Great Kings&amp;quot; before the empire begin to rapidly fall apart.&lt;br /&gt;
&lt;br /&gt;
The peak is home to few creatures, some scattered woodsmen and a band of monsters here and there. It is said the peak was once home to a vast Aarakocra aerie.&lt;br /&gt;
&lt;br /&gt;
SECRET: The hero buried at Jaeger&#039;s Point is the grandson of King Ragnar.&lt;br /&gt;
&lt;br /&gt;
==Baskan Range==&lt;br /&gt;
&lt;br /&gt;
The Baskan&#039;s are a high, inhospitable place. With the exception of Tomb Pass the range is extremely difficult to navigate. Any one brave and hardy enough to face the mountain&#039;s will find the mountains home to seemingly countless quarreling tribes of goblinoids. The mountains are also extraordinarily rich in mineral deposits.&lt;br /&gt;
&lt;br /&gt;
Long ago the Range was home to Dwarves, but they are long gone from sight. The ruins of their realm dot the mountains.&lt;br /&gt;
&lt;br /&gt;
==Baskan Range==&lt;br /&gt;
&lt;br /&gt;
The Baskan&#039;s are a high, inhospitable place. With the exception of Tomb Pass the range is extremely difficult to navigate. Any one brave and hardy enough to face the mountain&#039;s will find the mountains home to seemingly countless quarreling tribes of goblinoids. The mountains are also extraordinarily rich in mineral deposits.&lt;br /&gt;
&lt;br /&gt;
Long ago the Range was home to Dwarves, but they are long gone from sight. The ruins of their realm dot the mountains.&lt;br /&gt;
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=8=&lt;br /&gt;
&lt;br /&gt;
==A Cold Swamp==&lt;br /&gt;
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==Unclaimed 2==&lt;br /&gt;
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==Desolate Fields==&lt;br /&gt;
&lt;br /&gt;
The abandoned farm land here begins to give way to resurgent forest.  Wild animals are the major threat here, followed by outlaws passing through to richer pickings.&lt;br /&gt;
&lt;br /&gt;
==Silkweed Plantation==&lt;br /&gt;
&lt;br /&gt;
The ruins of a manor farm house, of the sort a noble or wealthy merchant might own, occupy the center of this area. Fallow fields overgrown with silkweed surround it. There are an abundance of large, healthy insects and serpents in the fields who hunt animals that come for the grains and vegetables that grow wild closer to the ruins.&lt;br /&gt;
&lt;br /&gt;
Inside, the ruins host a colony of giant, intelligent spiders who search endlessly for a way out of the haunted estate that has become a prison as much as a home.&lt;br /&gt;
&lt;br /&gt;
==Hills Flanking Delnar==&lt;br /&gt;
&lt;br /&gt;
Here low rolling hills flank the River Delnar, creating an ideal site for farmland if anyone would bother. The remains of farmsteds can be found throughout the area. Once settled the newcomers invariably leave for within a generation for reasons they keep to themselves.&lt;br /&gt;
&lt;br /&gt;
Only one creature makes this area it&#039;s home. A monstrously huge, powerfully ugly and astoundingly dim-witted Troll.&lt;br /&gt;
&lt;br /&gt;
==The village of Floorboards.==&lt;br /&gt;
&lt;br /&gt;
Population: ~150&lt;br /&gt;
Major trade: Fishing&lt;br /&gt;
Government: Lord Anglethorn&lt;br /&gt;
&lt;br /&gt;
Floorboards is a small fishing community on the banks of the River Delnar. Somewhat prosperous but suffering under high taxes and the heavy hand of the local sheriff. Floorboards boasts a small tavern and a very skilled master glassblower.&lt;br /&gt;
&lt;br /&gt;
In recent months the town has been plagued by a werewolf.&lt;br /&gt;
&lt;br /&gt;
Scholar Artemis Thorn is staying at the village tavern. He is taking drawings of the remaining statues on the bridge, and avoiding the sherrif as much as possible for some reason.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
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==Quziyak==&lt;br /&gt;
&lt;br /&gt;
Quiziyak is large wall city. It&#039;s home to a zillion subject. King Road goes throw it. Some of the landmarks in the city includes the following:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Queen Annabelle&#039;s Castle&lt;br /&gt;
&lt;br /&gt;
In the center of the wall city is the castle of Queen Annabelle. Annabelle is being getting critics for claiming that hatred is done by magic from the dessert. Annabelle been trying to get adventurers to defeat Al-Jazeera and proof her point. Beside trying to get red of Al-Jazeera, Annabelle is backing Windhook&#039;s large taxes--as she believes she&#039;s the cousin of the previous king. Baron Tyran Bellicose doesn&#039;t believe her story and consider her to a pain in the--for lack of better universe words--&amp;quot;a royal pain in the royal neck.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Temple of the Planes:&lt;br /&gt;
&lt;br /&gt;
This temple contains portals that lead to many different planes in the universe.&lt;br /&gt;
&lt;br /&gt;
Stergur&#039;s Library:&lt;br /&gt;
&lt;br /&gt;
Looking for a book? It doesn&#039;t matter if you looking a recent new scroll or some so ancient that it was only written by a god or goddess: Stergur, the most famous wizard has it all.&lt;br /&gt;
&lt;br /&gt;
Eyen&#039;s Inn:&lt;br /&gt;
&lt;br /&gt;
The largest inn in city. Eyen, a dragon in human form, is on a mission from a far-away dragon land to study the land. It has a dinner theater room. The theater writes plays. The most recent plays had been the following:&lt;br /&gt;
&lt;br /&gt;
1. &amp;quot;High Death For A Water Creature&amp;quot;, which tells how Sirena died&lt;br /&gt;
2. &amp;quot;Ona and Kort&amp;quot;, which deals with the long feud between Kortoniara &amp;amp; Onsamiath&lt;br /&gt;
3. &amp;quot;Anna, the Good Queen&amp;quot;, a play about Anna. It&#039;s becoming infamous for treating Baron Tyran Bellicose as so dumb that he makes a &amp;quot;dumb orc smart&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Farmed Hills==&lt;br /&gt;
&lt;br /&gt;
These hills are well farmed, and show old irrigation channels indicating they have been farmed for a great stretch of time.&lt;br /&gt;
&lt;br /&gt;
==Withaive hills==&lt;br /&gt;
&lt;br /&gt;
Here, west of Hobb&#039;s shire, the gentle rolling foothills of the Baskan Mountains begin in ernest. Two small towns nestle in the hills below Ragnar&#039;s Peak, both competing for the rich mineral resources of the nearby mountains. Recently the mood has grown grim as the citizens of each town have grown ever more distrustful of their neighbors. Unheard of before the townsfolk have started raiding each other, so far only a few buildings have burned but the situation is getting worse by the day.&lt;br /&gt;
&lt;br /&gt;
SECRET: the recent conflicts are the result of the waves of hatred and paranoia coming from the desert in the west.&lt;br /&gt;
&lt;br /&gt;
==The Southern Gate==&lt;br /&gt;
&lt;br /&gt;
A small community remains within the remnants of a walled city.  Primarily made up of traveler services, the Southern Gate is named for the one remaining gate that stands in the wall, facing the Final Road, which sends an offshoot up through this community.&lt;br /&gt;
&lt;br /&gt;
The community is deeply jealous of the mining wealth of its northern neighbors, but lacks the strength to do anything about it.  Most of the able bodied and quick witted children of the Southern Gate leave with travelers and caravans passing through, or head north to work in the mines.&lt;br /&gt;
&lt;br /&gt;
Due to the desperation, the Splendor&#039;s influence is strong here, with families offering children to the service of the temple-city and priests given free access to the ruins and the extensive catacombs beneath the community.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
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=9=&lt;br /&gt;
&lt;br /&gt;
==Red Woods==&lt;br /&gt;
&lt;br /&gt;
This region is a dense needleleaf forest intermixed with bogs. Originally inhabited by small villages of wood elves and shifters, the recent incursion of a covey of hags* and their lycantropic minions have pushed the elves back to Ionavalon. The shifters remain and fight a low intensity war with the hag. The shifters, led by a werebear, are allied with treants, dryads, wood woads and local spirits; while the hags command many plant creatures (shamblers, battlebriars, assassin vines, predatory vines and vine horrors), otyughs, a tribe of werewolves and a group of trolls from the Black Muskeg 8.1, a cold swamp to the west.&lt;br /&gt;
&lt;br /&gt;
Secret: Deep below the Red Woods is a bound deity of rot and corruption whom the hags seek to revive.&lt;br /&gt;
&lt;br /&gt;
*Two green hags and an annis.&lt;br /&gt;
&lt;br /&gt;
==Highlands of Erenby==&lt;br /&gt;
&lt;br /&gt;
A spur of small, densely wooded mountains, an offshoot of the Vagabonds, separates the Red Woods and the Heartwood Forest. The source of the Sadhur bubbles up under a lake located on a high plateau here, and falls down towards Ionavalon to the east. (See the description of [[#Ionavalon|10.2]] for more details on the Sadhur.)&lt;br /&gt;
&lt;br /&gt;
A traveller who braves the slopes to find the lake will be struck by the beauty as the sun strikes its crystal waters, casting shimmering light everywhere. It may be this very beauty that caused unknown hands to raise a temple on its shores. Long abandoned, locals can not recall who built it or who it was dedicated to. Wind and rain have obliterated carvings that may have given a clue to the answer, but a single statue remains that retains enough of its form to tell that the deity was at least humanoid in form; all other features -- race, age, gender -- have been since lost to the elements.&lt;br /&gt;
&lt;br /&gt;
==Heartwood Forest, cont==&lt;br /&gt;
&lt;br /&gt;
Here the Heartwood covers the land with think trees and heavy undergrowth. Still the forest has a groomed quality, belying the influence of the nearby elves.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Forest==&lt;br /&gt;
&lt;br /&gt;
The forest is thin on these rolling hills, and the river Delnar meanders through the dales.&lt;br /&gt;
&lt;br /&gt;
==Farmland==&lt;br /&gt;
&lt;br /&gt;
Though sparsely populated, this area has been cleared of major vegetation, and the local inhabitants have made use of the waters of the Delnar in order to provide irrigation for the fields that now cover the landscape.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 8==&lt;br /&gt;
&lt;br /&gt;
==Grasslands==&lt;br /&gt;
&lt;br /&gt;
Rolling grasslands broken only occasionally by sparse clumps of trees mark this section of Old Kings&#039; Road.&lt;br /&gt;
&lt;br /&gt;
==Ore Road==&lt;br /&gt;
&lt;br /&gt;
Here a small road leads from the nearby mining towns to Hob&#039;s shire, where they meet merchants to sell their ore.&lt;br /&gt;
&lt;br /&gt;
The road has become dangerous of late as the guards the mining towns used to patrol the path have been recalled to fight their internal struggle. A group of Hobgoblins, drawn to the area by tales of glory from their people&#039;s history, has made camp in the area.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 11==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=10=&lt;br /&gt;
&lt;br /&gt;
==The Heartwood==&lt;br /&gt;
&lt;br /&gt;
Here the Heartwood is thick and lush, groomed and beautiful. This area is rumored to be under the protection of Unicorn who the Elves of Ionavalon often consult.&lt;br /&gt;
&lt;br /&gt;
Few evil beings dare enter this portion of the forest, but from time to time the Unicorn will be forced to deal harshly with intruders.&lt;br /&gt;
&lt;br /&gt;
Most recently a band of Gnolls, under pay from the Hags in the Red Woods has been causing some head aches, the Unicorn has been considering asking the elves, or perhaps a group of adventurers, for help.&lt;br /&gt;
&lt;br /&gt;
==Ionavalon==&lt;br /&gt;
&lt;br /&gt;
In a forest glade lies Ionavalon, Citadel of Dreyal, Queen of the Bright Elves of Heartwood. The Citadel sits on the Sadhur River, which flows out of the Highlands of Erenby to the west and joins the Delnar further east.&lt;br /&gt;
&lt;br /&gt;
Ionavalon is not so much built as grown, through careful cultivation and tending of the forest-and a small amount of magic as well. Similar, though much smaller, houses surround it on all sides.&lt;br /&gt;
&lt;br /&gt;
Though the Bright Elves have dwelt in Heartwood since before the coming of other races, throughout their history they have sought neither to expand their holdings or conquer others, but have been content to merely keep and watch over their small territory. They do not often seek contact with outsiders, but are welcoming to those of good heart who find themselves in the Heartwood.&lt;br /&gt;
&lt;br /&gt;
==The Deepening Forest==&lt;br /&gt;
&lt;br /&gt;
The forests south of Iovanalon deepen and thicken, blocking out the sun in places. Eventually, the woods grow nearly impenetrable as travelers approach the Skittering Dark.&lt;br /&gt;
&lt;br /&gt;
==The Skittering Dark==&lt;br /&gt;
&lt;br /&gt;
A section of deep forest no longer traveled by local huntsman and trappers after a wave of disappearances a few years ago. Foresters keep their distance and speak of the unnaturally large insects and spiders which give this area its name.&lt;br /&gt;
&lt;br /&gt;
SECRET:&lt;br /&gt;
&lt;br /&gt;
Actually it&#039;s just spiders. They have multiplied in this area under the influence of a Shrine to Lolth. A Drow priestess emerged from the Underdark to build the shrine here because of ancient magical power in the location. This is due to an ancient temple to a fallen god (or primordial) which resonates with magical power for those who can claim it.&lt;br /&gt;
&lt;br /&gt;
After building the shrine, the priestess contracted with Duergar to construct a temple around it. Their hatred for the surface world has made this process painfully slow, but she does not have the means to do the stonework herself. There is a seemingly innocuous forested hill cave in this hex, which is deceptively deep and acts as the highway to the Underdark which brings the Duergar workers to the surface. The path between here and the temple itself has become increasingly well-worn over the years.&lt;br /&gt;
&lt;br /&gt;
Hazards: giant spiders (including demonic variants), duergar parties, the long-buried temple beneath the shrine (now with surrounded by the skeleton of its own temple under construction), a passageway to the Underdark and all that it contains...&lt;br /&gt;
&lt;br /&gt;
==Delnar River==&lt;br /&gt;
&lt;br /&gt;
The Delnar River passes just south of the Skittering Dark.&lt;br /&gt;
&lt;br /&gt;
South of the river is fertile grassland with scattered groups of ranchers and herders being the major occupants. North is the deep ominous forest.&lt;br /&gt;
&lt;br /&gt;
Between the river and the Skittering Dark, however, is a line of imposingly large stone menhirs whose origin is unknown. They are hewn from granite which is obviously not local to the area, and each one weighs several tons, so whoever originally placed them went to a lot of trouble to do so.&lt;br /&gt;
&lt;br /&gt;
Magical runes glow on the menhirs in unpredictable patterns that change as the weather shifts. The monuments otherwise don&#039;t appear to actually do anything.&lt;br /&gt;
&lt;br /&gt;
Theories abound as to what they are, who originally placed them, and what purpose they have. Popular stories include: they keep the Delnar river from shifting its course South, they prevent evil things in the Skittering Dark from moving south across the river, and they predict the weather in advance, if only someone knew how to read them.&lt;br /&gt;
&lt;br /&gt;
This part of the forest was never cleared, even though it approaches close to the north of Wheatsea. People often hunt wild animals up to the riverbank, but are superstitious about crossing to the north. Hunters tell tall tales of spiders the size of rats north of the river, but few people believe them in the taverns of Wheatsea.&lt;br /&gt;
&lt;br /&gt;
==Wheatsea==&lt;br /&gt;
&lt;br /&gt;
Situated in the midst of farmland, Wheatsea is a thriving city that enjoys the advantages of its location.&lt;br /&gt;
&lt;br /&gt;
In addition to its sizable human population, Wheatsea hosts a number of elves and half elves.  The elves arrived during the founding of the city, wandering away from a homeland they were cast out of, and agreeing to aid the fledgling city in exchange for a place to live.&lt;br /&gt;
&lt;br /&gt;
Human industry at building and farming combined with elven baking has led to Wheatsea being a valuable strategic resource for the local government.&lt;br /&gt;
&lt;br /&gt;
A supply road runs from Wheatsea to Bellicose Castle.&lt;br /&gt;
&lt;br /&gt;
==Tournament Grounds==&lt;br /&gt;
&lt;br /&gt;
This area of gently rolling hills and lush grass is empty most of the time but every five years it plays host to the Grand Tournament, a fantastic contest of jousting, melee, archery and nearly every game and competition imaginable. Warriors, fame seekers, and spectators come from nearly every land to take part. Around the Tournament a huge carnival takes place, playing host to every entertainment imaginable. It&#039;s a week that people look forward to for years before and talk about for years after.&lt;br /&gt;
&lt;br /&gt;
==UWallach&#039;s Fields==&lt;br /&gt;
&lt;br /&gt;
This region was held by Lady Wallach for a time during the Winter Siege; it contains the sites where her armies camped while they laid siege to Castle Bellicose. Though they were ultimately thrown back by the armies of King Bellicose, monuments were erected along the King&#039;s Road marking the locations of the various brigades and battalions.&lt;br /&gt;
&lt;br /&gt;
==Hobs Shire==&lt;br /&gt;
&lt;br /&gt;
Named for the infestation of hobgoblins that long ago kept this fertile land from being used, numerous hamlets and villages crowd in to take advantage of the pleasing fruit trees and good growing conditions.&lt;br /&gt;
&lt;br /&gt;
Notable settlements include Apple Hall, Cherry Pond, and Kaitlen&#039;s Walk.  These small communities offer up a &amp;quot;fair&amp;quot; share of their bounty to the Splendor, with most of the rest going to secular leaders.  Still, there is enough to avoid starvation during all but the worst growing seasons.&lt;br /&gt;
&lt;br /&gt;
Dangers of Hobs Shire include cults that worship the native gods, including the alien and twisted fertility goddess (and goddess of centipedes and other such creatures) that the hobgoblins once venerated.  There are also a few degenerate communities where human and hobgoblin blood have mixed.&lt;br /&gt;
&lt;br /&gt;
Marisee the Peddlar travels in the rural communities around the shire, and can be found anywhere within 2 hexes of this one. Occasionally, she goes past those boundaries, but never into the bigger cities, such as Splendor. How she has managed to survive alone in these travels for the last decade is unknown, though many an isolated hamlet has appreciated a visit.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 10==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 11==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=11=&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 1==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Dragon Hollow==&lt;br /&gt;
&lt;br /&gt;
Near the Eastern edge of the Heartwood Forest lies the petrified bones of a great Red Dragon, half-buried in a hill-side. The origin of the bones have been lost even in legend, but it is said that under the lies what was once the great horde of the Dragon, waiting to be claimed by one brave enough. Even still, very few people find reason to approach the site, as few who go ever return.&lt;br /&gt;
&lt;br /&gt;
SECRET: The hill is, in fact, the home-base for the Bardinian Rangers, a group of primarily Human and Half-Elf outcasts who have withdrawn from society to roam the Wilderness.&lt;br /&gt;
&lt;br /&gt;
The Rangers are, for the most part, good folk, and hold an uneasy truce with the Elves of Lonavalon, mostly ignoring each other. The Rangers are made up of people of many different skill sets. From actual Rangers and Druids, to Artisans and Bards.&lt;br /&gt;
&lt;br /&gt;
The lair of the Rangers is accessed through the mouth of the dragon, and includes an underground stream and many large Caverns.&lt;br /&gt;
&lt;br /&gt;
The area around the hill is well-defended, and the main reason few return is that those who have found the lair never leave, being required to join the Rangers.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Farmland==&lt;br /&gt;
&lt;br /&gt;
The Delnar spills out of the hills into fertile plains. Both Wheatsea and Aelwyd graze their herds on the flood plain during summer, and outlying farms of Wheatsea grow arable crops south of the river.&lt;br /&gt;
&lt;br /&gt;
==Farmland==&lt;br /&gt;
&lt;br /&gt;
This entire area is given over to farmland to feed the City of Bellaca. The Farmers in this area are forever annoyed at what they consider low prices of grain in Bellaca. The grumbling has gotten louder of late with some farmers talking about withholding grain or selling it elsewhere.&lt;br /&gt;
&lt;br /&gt;
==Bellicose Castle==&lt;br /&gt;
&lt;br /&gt;
The current Lord of the area, Baron Tyran Bellicose, lives in a mighty fortress overlooking the Old King&#039;s Road. He is a iron-fisted Lord in many respects, but fair. He does not tolerate disobedience, dealing harshly with any sort of challenge to his authourity, but he doesn&#039;t squeeze the locals mercilessly and deals squarely with all regarding taxes, treaties and the like, so he is generally well respected, if not actively adored, by his subjects.&lt;br /&gt;
&lt;br /&gt;
Recently, however, these subjects have started to adopt a much more aggressive attitude towards the Baron&#039;s soldiers and tax-collectors, and in some areas, such as the Withaive hills, they&#039;ve actually dared to attack them. The Baron grows increasinlgy paranoid that a usurper is working behind the scenes to incite the people against him and remove him from power. Perhaps one of his brothers or maybe his son. His spys are even now keeping tabs on his entire family.&lt;br /&gt;
&lt;br /&gt;
Perhaps he has been too soft on the commoners and needs to visit such destruction on these Winterhaivian rebels so as to leave no doubt about his power and then, maybe, he&#039;ll figure out who in his family is responsible for stirring them up and deal with them in turn...&lt;br /&gt;
&lt;br /&gt;
==Crossroads==&lt;br /&gt;
&lt;br /&gt;
A crossroads exists here where Old King&#039;s Road meets roads leading south towards Splendor and north towards Aerth Aelwyd and the Vagabond Mountains.&lt;br /&gt;
&lt;br /&gt;
==Grasslands==&lt;br /&gt;
&lt;br /&gt;
East of Hob&#039;s Shire, the land is uncultivated grasslands verging on the forests of Ehlonna&#039;s Splendor.&lt;br /&gt;
&lt;br /&gt;
==Ehlonna&#039;s Splendor==&lt;br /&gt;
&lt;br /&gt;
Situated amongst lightly forested areas giving way to meadows is a grand, open air temple-city dedicated to nature and fertility. Several regional gods and goddesses have representations among the statuary, with the current primary goddess venerated being Ehlonna.&lt;br /&gt;
&lt;br /&gt;
Near by communities pay tithes to receive the blessings of fertility and good hunting. The priests who serve in the Splendor (as the temple-city is called) serve as unofficial advisors to many nearby governments.&lt;br /&gt;
&lt;br /&gt;
While the surface of life there is focused on the business of venerating the deities and serving surrounding communities, as well as educating the next generation of priests and priestesses, there is constant rivalry between the loose and conflicting hierarchies of worship. Schisms and heresies occur beneath the surface, occasionally erupting to the surface in the prayer sessions and scriptural study that makes up civic discourse for the Splendor.&lt;br /&gt;
&lt;br /&gt;
Rumor has it that the reach of the Splendor was once far greater, and that the desert south of Windhook was blighted into its current form by the priestesses of that time. To those spreading this rumor, the current arrangement of gods--especially with Ehlonna as chief goddess--is a compromise that purposefully cripples the power of the Splendor.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=12=&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 1==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Delnar Woods==&lt;br /&gt;
&lt;br /&gt;
Though the river does not touch these woods, save for a few small streams and creaks that split off of the main body, it shares the namesake.  A few logging communities work in these woods, feeding lumber to those nearby.  It is dangerous work, as the trees are hardy and often resist being chopped down through means not always natural.&lt;br /&gt;
&lt;br /&gt;
SECRET: A group of druids died to preserve the natural divinity of this place from a wizard eager for its power.  Their spirits have infused the woods, creating treants, dryads, and other arboreal creatures to continue protecting the slumbering divinity and its power.&lt;br /&gt;
&lt;br /&gt;
==Delnar Woods==&lt;br /&gt;
&lt;br /&gt;
The Delnar Woods thin here, as centuries of logging causes the trees to slowly give way to the rolling hills around Arth Aelwyd.&lt;br /&gt;
&lt;br /&gt;
==Arth Aelwyd, the Hollow Hill Inn==&lt;br /&gt;
&lt;br /&gt;
There is a bend in the Delnar River where it takes a turn to the west around a single, low hill. Formally named Arth Aelwyd, it is oft called simply the Hollow Hill after the riverside inn that has been built inside it by the Strongberry Halflings (they are also known for their potent wine, and they tend a small but productive vineyard in the vicinity as well). It is a pleasant stopping place for those journeying through the area-as long as one doesn’t inquire of their hosts why they have chosen to dwell so far from established Halfling territory, or venture into the lower levels of the Hollow Hill.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Bellaca==&lt;br /&gt;
&lt;br /&gt;
The effective capital city of the region is intensely loyal (at least in appearance) to its native son and inheritor to ancestral rule, Baron Tyron Bellicose.  This city is also the edge of the Splendor&#039;s influence, with a few priests and representatives sitting on the council of nobles that manage details that the Baron does not care to.&lt;br /&gt;
&lt;br /&gt;
Soldiers of the Baron not in his fortress are often here, and there are barracks within the city.  Parades of the soldiers are quite common.&lt;br /&gt;
&lt;br /&gt;
Recently, however, the unrest has come here.  Not in the form of outright rebellion from the citizens, but in mysterious acts of vandalism and petty violence that has set the city on edge against outsiders.&lt;br /&gt;
&lt;br /&gt;
==Bandit Run==&lt;br /&gt;
In this hex the Old King&#039;s Road travels just past the foothills of the Dragon Back Mountains. Trade along this route is continually hampered by bandit gangs. The many caves that riddle this broken region are perfect for temporary hideouts, making the area chronically lawless.&lt;br /&gt;
&lt;br /&gt;
Merchants rarely travel this route unless absolutely necessary, cutting off most trade to the East, isolating the region and promoting the abandonment of smaller settlements inland of the more bustling regions to the West.&lt;br /&gt;
&lt;br /&gt;
The bandits are virtually immune from the law, but are still kept in check by dwindling targets, inter-gang warfare and occasional raids by goblinoid tribes from the larger mountains extending Southeast. The gangs have become increasingly desperate in recent years and their highway robberies have evolved to murderous, pillaging raids farther afield. Their targets have expanded to small settlements for several hexes around.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 9==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 10==&lt;br /&gt;
&lt;br /&gt;
==Unnamed Meadow==&lt;br /&gt;
&lt;br /&gt;
An unnamed empty meadow. It&#039;s lovely, and there are wildflowers.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=13=&lt;br /&gt;
&lt;br /&gt;
==Hermago Heights==&lt;br /&gt;
&lt;br /&gt;
The lowest peaks of the Vagabond range, covered in evergreens save for the gray tips. Isolated and unexplored wilderness and rumored to be the home of the lost and untamed, and some say primordially bestial ancestors, of the elves. Recently, somewhere within the range a hive of giant wasps has begun construction...these flying beasts have begun terrorizing those who come to close and nearby settlements and might be driving out the primordial elves...whose shadows have begun being spotted in the south and to the west.&lt;br /&gt;
&lt;br /&gt;
==Kaunite&#039;s Peak==&lt;br /&gt;
&lt;br /&gt;
Part of the Vagabond mountain range, the peak is a tall mountain surrounded by its siblings whose natural springs and melting caps feed the Delnar Falls and River. Along these high streams near where the waters gather a number of mill hamlets have sprung and over time may connect into a city in on the slope of the high mountain, not often traveled to from beyond in part both to the fey creatures at the bottom of the falls and the terrible things that sleep deep in the mountain. While the lower platueas of this peak are lush with flora, fauna, and small civilization, the caverns beneath the mountain feed into a foul and monstrous worm nest, sometimes the hunting ground of a civilization not yet seen so deep in the ground that it is the perfect inverse of Kaunite&#039;s Peak.&lt;br /&gt;
&lt;br /&gt;
3 main Milling hamlets: Morrisston, Valenshold, Nearfall.&lt;br /&gt;
&lt;br /&gt;
Features: Mountainside, worm caverns, Kaunite&#039;s Depths undercity.&lt;br /&gt;
&lt;br /&gt;
==Delnar Falls==&lt;br /&gt;
&lt;br /&gt;
Here, the river Delnar tumbles down from its high mountain vale to the plains. The area is known for its prosperous mountainside forest, populated by fey things and containing many herbs sought by human mages and apothecaries. Beyond the waterfalls, an entrance leads into a system of caverns (naturally!).&lt;br /&gt;
&lt;br /&gt;
==Forests Flank Delnar==&lt;br /&gt;
&lt;br /&gt;
Heavy forest flanks the banks of the Delnar in this region, providing refuge for numerous herbivores but also cover for those creatures that hunt them.&lt;br /&gt;
&lt;br /&gt;
(Encounters: Packs of wolves and occasionally 2-3 dire wolves, herds of deer, solitary bears, goblinoid hunting party)&lt;br /&gt;
&lt;br /&gt;
==Spire Lake==&lt;br /&gt;
&lt;br /&gt;
In the foothills, the Delnar river spills into a valley lake. The forests reach the north shore, but to the south is open hillside where halfling shepherds can often be seen leading their flocks. The lake itself it flat and calm, almost having a mirror surface except when whipped up by an autumn wind. Near the centre of the lake, a cracked stone spire breaks the surface. The druid Aedelraed knows its history, but is rarely seen these days.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 8==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 9==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 10==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 11==&lt;br /&gt;
&lt;br /&gt;
==Badlands==&lt;br /&gt;
&lt;br /&gt;
the verdant meadows abruptly give way after 12.11, giving way to rocky highlands, and later badlands formed by the volcanic south. &lt;br /&gt;
&lt;br /&gt;
of particular prominence is a high-walled ravine, where the ancient highway called Tiamat&#039;s Gullet starts, marking the safest route through the volcanic southern mountains (eventually hooks up with 15.12).&lt;br /&gt;
&lt;br /&gt;
Belleca is in talks with Splendor to consder linking Tiamat&#039;s Gullet to the main roads&lt;br /&gt;
&lt;br /&gt;
=14=&lt;br /&gt;
&lt;br /&gt;
==The Charred Ridge==&lt;br /&gt;
&lt;br /&gt;
A section of the Vagabond mountain range with few distinguishing peaks or passes. Named for the damage done during past volcanic activity that has left the range looking singed. A few settlements eek out existence in the foot hills, under the heel of bandits who find the desolate mountains excellent for a base of operation.&lt;br /&gt;
&lt;br /&gt;
==Abandoned silver mines==&lt;br /&gt;
&lt;br /&gt;
The mountains next to Kaunite&#039;s Peak used to contain rich veins of silver but almost all of these mines were exhausted a generation ago. The mine were then abandoned and the human and dwarven miners moved on to other parts. The area is studded with ghost towns built during the first rush and now empty. There are occasional rumors of miner&#039;s treasure hidden up in the mountains or a vein that wasn&#039;t completely mined out but investigating these rumors is dangerous as several tribes of goblins have moved into the area.&lt;br /&gt;
&lt;br /&gt;
When the area was populated it was home to several gangs of bandits. The largest of these, the Red Jacks, were eventually all caught and hung but they died without telling where their loot was stored.&lt;br /&gt;
&lt;br /&gt;
Terrain type: Mountainous/conifer forest &lt;br /&gt;
Settlements: Calamity (abandoned)&lt;br /&gt;
Encounter ideas: Goblins in abandoned mine, ghosts of miners, old prospector, bandits&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Goblin Village==&lt;br /&gt;
&lt;br /&gt;
In this area, goblins have cleared some of the woods to build a village where they tend to barely domesticated boars and fend off natural predators from the nearby woods. Their youth occasionally get swept up in war parties, but generally the village keeps to itself. On occasion, human or elven travelers enter the area and spot the village. The goblins deal with these individuals as best they can, fearing revelation.&lt;br /&gt;
&lt;br /&gt;
It is generally known that goblins and such creatures exist in the area, but most aren&#039;t aware of the permanent settlement.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Broken Cart Tavern==&lt;br /&gt;
&lt;br /&gt;
This section of the road is treacherous and not as well maintained as it was when the border was more seriously contested.  Away from most settlements, a traveler&#039;s tavern provides for the needs of the soldiers and others who come by this way.  The son of the owner is quite handy at repairing the damage done to wagons and other vehicles that pass through this unpleasant stretch of road, while his twin sister is excellent at mending travel worn garments and performing repairs on smaller goods, from knives to ancient books that need to be meticulously pieced together again.&lt;br /&gt;
&lt;br /&gt;
==Dragon Back Mountains==&lt;br /&gt;
&lt;br /&gt;
==Dawn&#039;s Shame==&lt;br /&gt;
&lt;br /&gt;
This city on a hill is renowned for its delights.  The splendid sunrises are the least of them, and one really seen by the soldiers and adventurers who come to Dawn&#039;s Shame.  In addition to ways to spend a day&#039;s wage in a few minutes, the city hosts tournaments and bloodsport of all sort.  No impulse is without its outlet at Dawn&#039;s Shame.&lt;br /&gt;
&lt;br /&gt;
Even those who seek forbidden lore can appease their hunger in the libraries, or delve into the ancient structures the riddle the hills and mountains around the city.&lt;br /&gt;
&lt;br /&gt;
The city itself is built on the highest hill, with a few satellite towns and villages that aid in supporting it.&lt;br /&gt;
&lt;br /&gt;
==Basalt Crags==&lt;br /&gt;
&lt;br /&gt;
These mountains are rough black volcanic rock, with many cliffs and loose slopes formed of ash and pumice. Only an experienced mountaineer could cross this region.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=15=&lt;br /&gt;
&lt;br /&gt;
==Horn Holds==&lt;br /&gt;
&lt;br /&gt;
The remains of a large stratovolcano that erupted cataclysmically many years ago. The collapsed cone formed a lake in the caldera with an island in the middle. This island serves as the main entrance to the Horn Hold, a dwarven settlement renowned for thier metal smithing. Deep within the old lava tubes and vents are veins of rare and wonderful metals and minerals.&lt;br /&gt;
&lt;br /&gt;
The dwarves have not mapped all of the tunnels as of yet and will not in the near future as long range exploration parties have come under attack from worm like creatures. It is quite possible that due to past seismic activity fissures and magam tunnels have made connections to the tunnels under Kaunite&#039;s Peak.&lt;br /&gt;
&lt;br /&gt;
Horn Hold is a fairly new dwarven settlement and is not as closed to outsiders as more established holds. Being founded by a priest of Moradin there is a strong religious feel to the city, and while areas are open to traders the wrokings of the foudaries and furnaces are strictly limited to the dwarves. The forges have made major advancements in metallurgy including the working of alloys of various metals* and treatments not used by humans.&lt;br /&gt;
&lt;br /&gt;
*Equvalent metals would be aluminum, nickel, manganese and magnesium.&lt;br /&gt;
&lt;br /&gt;
==The sheer cliffs==&lt;br /&gt;
&lt;br /&gt;
When the caldera was formed in volcanic eruption long ago, a portion of one of the neighboring mountains in the range was split in half, one half crumbling into the lake leaving the other as a sheer face along a long stretch of the Vagabond mountain range. In this region are treacherous mountain passes in the western portion, but in the northern and the eastern portion of the area there is stability. The lake town of Grabben&#039;s Shore is the primary source of trade to the hold across the lake, access to this fishing and trade town from the south is through a stable, if sometimes bandit laden, mountain pass that leads into the east Delnar Road.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Roamer&#039;s Woods==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 8==&lt;br /&gt;
&lt;br /&gt;
==Stone Fort==&lt;br /&gt;
&lt;br /&gt;
This point marks both the eastern end of Old King&#039;s Road as well as part of the historic border between this land and the Eastern Kingdoms. A small stone fort, manned but falling into disrepair, stands testament to this fact.&lt;br /&gt;
&lt;br /&gt;
Terrain type: Grassland (any forest that was once present has been cleared so as to provide an unobstructed view of the land on either side of the border).&lt;br /&gt;
Potential encounters: border raiders, smugglers, invading armies if the GM so wishes&lt;br /&gt;
&lt;br /&gt;
==Dragon Back Mountains==&lt;br /&gt;
&lt;br /&gt;
==Broken Pass==&lt;br /&gt;
&lt;br /&gt;
A well supported pass, complete with arched gates to hold it up, once stood here. Now it is in ruin, with broken statuary and architecture blocking the way through the mountains.&lt;br /&gt;
&lt;br /&gt;
==Tiamat&#039;s Gullet==&lt;br /&gt;
&lt;br /&gt;
A desolate valley road carved along a volcanic mountain range which stretches east to west, eventually joins up with the Dragon Back mountains, with spurs of black rock jutting up like feindish claws, lined with rivers and even &#039;lakes&#039; of molten lava that flow from the mountains. because of this hellish landscape, both the valley and centuries-old road are named for the Dragon Goddess&lt;br /&gt;
&lt;br /&gt;
but perilous as the Gullet is, the depradations of the Orange horde have awoken Algrim The Strong, A dwarven Death Knight. Algrim considers himself the undisputed warlord of the Gullet, and from the volcanic hall that was once his tomb, has begun to assemble an army of his own, bolstered by the walking dead, with wich he shall support his ally, Shan-Yur&lt;br /&gt;
&lt;br /&gt;
It is the hope of interested parties that somebody disrupt this alliance, and turn the two warlords against each other&lt;br /&gt;
&lt;br /&gt;
While it was (until recently) the safest route for pilgrims to reach the Monastery of the Celestial Dragon, the road through Tiamat&#039;s Gullet eventually swings north towards Broken Pass (and presumably, Dawn&#039;s Shame)&lt;br /&gt;
&lt;br /&gt;
=16=&lt;br /&gt;
&lt;br /&gt;
==Vagabond Mountains==&lt;br /&gt;
&lt;br /&gt;
It is rumoured that griffins make their homes among the peaks found in this otherwise uninhabited section of the Vagabonds.&lt;br /&gt;
&lt;br /&gt;
==The Keeper&#039;s Keep==&lt;br /&gt;
&lt;br /&gt;
Atop the highest mountain in the region, and in fact taking up most of the hex is a giant&#039;s keep. It has seven sides, one for each era of history plus another three for the eras said to come. The top of the walls are often surrounded by clouds which become more storm-laden the closer someone approaches. The walls are said to be seven miles thick, but no mortal has ever entered or left in known history. It is said that dragons have flown over the walls and have seen what lies in the courtyards and towers within, but they rarely speak of such things (for free). Climbers face many days of vertical ascent through a thunder storm on a wall with no real handholds. Others who have tried to fly over the walls have choked, breathless before reaching the top.&lt;br /&gt;
&lt;br /&gt;
Secret: Dragons, when pressed, will tell that the keep is filled with &#039;timelessness&#039; and know rumours of unobtainable treasures within.&lt;br /&gt;
&lt;br /&gt;
Secret: The Keeper is a giant who keeps people and things until they are needed at the end of time. The few people who live there cannot die, but they cannot leave.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Roamer&#039;s Woods==&lt;br /&gt;
&lt;br /&gt;
==Tower of Thorns==&lt;br /&gt;
&lt;br /&gt;
A dense forest starts in this area, extending up in a line of savage woods that civilization has not yet tamed (16.5 and 15.5).  It is known as Roamer&#039;s Woods.&lt;br /&gt;
&lt;br /&gt;
Fae creatures and elemental forces gather here, delighting in the mystic power that emanates from the Tower of Thorns: a school of sorcery and primal magic has stood since giants erected it at the behest of its founder.&lt;br /&gt;
&lt;br /&gt;
Roamer&#039;s Woods are expansive and confusing, with oddly intelligent animals and passages that lead into faerie worlds.  All of these serve to help conceal the Tower of Thorns from meddlesome fools and enemies.&lt;br /&gt;
&lt;br /&gt;
The Tower of Thorns accepts applicants in two ways.  Anyone with sufficient mystical skill to reach the Tower and gain entry is allowed to study.  It is not uncommon for wizards who have come by their power in more conventional ways to spend several years tutoring less experiences magic users while being instructed in the special spell craft of the Tower.  The other way is to be destined to reach the Tower.  Some who travel in the area seem pushed towards the tower instead of away from it, no matter what the obstacle.  These individuals gain entry by fate&#039;s decree and they provide the small classes that learn under the wizards who seek to unlock the secrets woven into the Tower&#039;s very structure.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==White Plains==&lt;br /&gt;
&lt;br /&gt;
This grassland was once the site of a massive battle with the Eastern Kingdom. Where is surrounding lands are fairly flat (16.7, 16.9 and 15.8) this area is hilly. All of the hills are fairly low and flat as they are man made. Huge barrows for all of the dead killed in the long forgotten battle. The bones of the weathered mounds have begun peaking through give the name, White Plains. Many non corporal undead roam this haunted region. Along with treasure hunters seeking ancient magical panoplies that are sure to be still buried here.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 9==&lt;br /&gt;
&lt;br /&gt;
==Fangula==&lt;br /&gt;
&lt;br /&gt;
A old city called Fangula sits. People who visit it had found nothing but a enough fog to give a dragon a chill. Anyone sent to Fangula at night disappears for ever--never to return!&lt;br /&gt;
&lt;br /&gt;
SECRET: Fangula is home town of evil monsters. Count Volexa is the latest monster ruler of this time. He tossed out the last ruler of town a werewolf. Fangula has been plotting on getting rid of all the humans and turning this country into a evil monster--for lack of better words--factory.&lt;br /&gt;
&lt;br /&gt;
==Dragon Back Mountains==&lt;br /&gt;
&lt;br /&gt;
==The Monastery of the Celestial Dragon==&lt;br /&gt;
&lt;br /&gt;
Located high in the spine of the Dragonback Mountains (which wind in a serpentine fashion through 14.9, 15.10, 15.11, 16.11 and 16.12) lies what was once the westernmost outpost of a sect of warrior-monks known as the &amp;quot;Order of the Celestial Dragon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Six years ago, however, the monastery was invaded by the &#039;Orange Horde,&#039; a massive nomadic tribe of Hobgoblin Warg Riders and ogres led by a cunning Ogre Mage named Shan Yur. The ogre has decided to establish the monastery as the center of a new empire and is gathering evil humanoids from all across the land to burgeon his armies. He has sent out ogre hunters to gather the most dangerous beasts and monsters to master and unleash upon his enemies.&lt;br /&gt;
&lt;br /&gt;
The monks were not all killed during the invasion, however, and many roam the lands trying to gather their strength to retake their home. In their desperation, they&#039;ve even begun training westerners and some of the non-human races in their mystical arts to bolster their numbers. Soon all the members of the order will gather with their new pupils and the Celestial Dragon will reach out to consume the hordes of Shan Yur...&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Hex_by_Hex&amp;diff=109865</id>
		<title>Hex by Hex</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Hex_by_Hex&amp;diff=109865"/>
		<updated>2009-05-26T20:28:00Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: /* Unclaimed 4 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;From this [http://forum.rpg.net/showthread.php?t=453831 thread], creating a 16 by 12 hex sandbox campaign setting.  This wikipage collects the entries and the  map:&lt;br /&gt;
&lt;br /&gt;
[[Image:sandbox2.png]]&lt;br /&gt;
&lt;br /&gt;
Map is created using [http://inkwellideas.com/?page_id=160 Hexographer] using this [[Hex_by_Hex:mapsource|source data]]&lt;br /&gt;
&lt;br /&gt;
=1=&lt;br /&gt;
&lt;br /&gt;
==Siren Tower==&lt;br /&gt;
&lt;br /&gt;
Siren Tower was home of the mermaids until Serina died from a back-stabbing air-creature. It&#039;s five floors above water and five floors below water--not counting the sea-level floor.&lt;br /&gt;
&lt;br /&gt;
Secret:&lt;br /&gt;
&lt;br /&gt;
The air-creature is a Harpy named Khersa. She&#039;s been using the tower has home while looking for treasures. Khersa was the one that killed Serina.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Andaur bay==&lt;br /&gt;
&lt;br /&gt;
The sleepy fishing village of Andaur lies in the shelter of Andaur bay, where the Feyline hills meet the sea. The bay has a gently sloped beach of brown sand and forms a natural harbour, but submerged rocks at the entrance make it suitable only for small boats.&lt;br /&gt;
&lt;br /&gt;
Smugglers wanting to avoid Windhook&#039;s taxes and harbour fees land here from time to time, welcomed by the locals for the silver they spend on poteen (a spirit made from potato or other root vegetables).&lt;br /&gt;
&lt;br /&gt;
Outside the bay, in deep water, lies the shipwreck of the Yellow Rose.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Aire&#039;ennyn==&lt;br /&gt;
&lt;br /&gt;
This is a massive coral fortress that lies in the waters a few miles away from the towering coastal cliffs of Jaeger&#039;s Point and serves as a border post for the sea elves who rule a small domain in the western ocean.&lt;br /&gt;
&lt;br /&gt;
The elves are very territorial but have been known to interact with the merchants of windhook and also to serve as guides-for-hire through the Dagger Reefs.&lt;br /&gt;
&lt;br /&gt;
==Dagger Reefs==&lt;br /&gt;
&lt;br /&gt;
Access to the harbour at nearby Windhook is treacherous through this region, and many an inattentive captain has found his ship wrecked on the rocks that lie just below the surface.&lt;br /&gt;
&lt;br /&gt;
==Harbor Approach==&lt;br /&gt;
&lt;br /&gt;
This is the safe passage to the Windhook harbors, avoiding the dagger reefs. The Great Desert of Ashok verges on the waters of the Windswept Sea here. This relatively constricted access to Windhook makes it an attractive area for pirates, so the Windhook governing employs a number of small, fast fighting ships to patrol the harbor approach. &lt;br /&gt;
&lt;br /&gt;
Still, one must always be on the lookout for cutthroats and privateers.&lt;br /&gt;
&lt;br /&gt;
==The Desert Wastes==&lt;br /&gt;
&lt;br /&gt;
Once a fertile grassland, in recent generations the Great Desert of Ashok to the west has encroached on this area, driving out the farmers who resided here. In their place, nomad tribes now prowl amongst the dunes and wind-blown ruins of past settlement.&lt;br /&gt;
&lt;br /&gt;
Though occasional oases may still be found here, voyaging further west into the heart of the desert is considered a dangerous proposition.&lt;br /&gt;
&lt;br /&gt;
==The Desert Wastes, Continued==&lt;br /&gt;
&lt;br /&gt;
The desert continues southwards here.&lt;br /&gt;
&lt;br /&gt;
==The Oasis of Esau==&lt;br /&gt;
&lt;br /&gt;
This unnaturally large oasis is the size of a small lake and fed by several fresh water springs that spring, seemingly magically, from a series of rocky outcroppings that poke out of the surrounding desert sands.&lt;br /&gt;
&lt;br /&gt;
It not only serves as an important water resource for all the creatures of the desert, but is also held sacred by the desert centaur tribes. They claim that it was created millenia ago when an ancient human prophet, leading his tribesman out of captivity from the south, smote the rocky outcroppings with his staff and presented the oasis as a treaty offering between his people and the centaurs.&lt;br /&gt;
&lt;br /&gt;
The Desert Centaur Tribes all meet and drink from the oasis, but none may fight, however much they may hate their tribal enemies. Non-centaur races are not allowed to drink from the oasis without first gaining the protection and escort of one of the centaur tribes. This can be obtained many ways and certain merchant caravans have long standing and profitable agreements with specific tribes to allow them to use the oasis on their trips north and south...&lt;br /&gt;
&lt;br /&gt;
=2=&lt;br /&gt;
&lt;br /&gt;
==Fayline Falls==&lt;br /&gt;
&lt;br /&gt;
This is a huge fall that makes Delnair Falls look like small potatoes. Behind the waterfall is a huge dungeon--about eight floors above and below the sea level--not counting the sea level entrance floor. In the center of the bottom eight sub-floor, lives a white dragon named Kortoniara. Kortoniara is a young dragoness who had a hatred for her teacher: Onsamiath. They is one thing she hates more then Onsamaith is the near-by werewolf and his skeleton pals. They had causing death of her monsters--usually for werewolf to use as food on his travel to Floorboard.&lt;br /&gt;
&lt;br /&gt;
Kortoniara appears to a shining example of dragonkind. She appears to a very large female dragon. Unlike most female dragon, she doesn&#039;t have a temper. Kortoniara has protected her home with the following monsters: succumbs, water elements, skeletons of dead sirens, a tribe of drows, and two beholders who in charge of her home&#039;s monster.&lt;br /&gt;
&lt;br /&gt;
Khersa has attacked this place many times--but the forces send her back.&lt;br /&gt;
&lt;br /&gt;
==Siren&#039;s Dam==&lt;br /&gt;
&lt;br /&gt;
Year ago, a famous mermaid Serina used magic to become a human. Serina had a rival with air creatures. One of them killed her. Her human lover researched mermaid death rituals and discover that the mermaids killed underwater would be cooked--while above the water, they would be buried. He built a dam on &lt;br /&gt;
Feyline river.&lt;br /&gt;
&lt;br /&gt;
The tomb is home to a crazy werewolf and his skeleton pals. This is the same werewolf that&#039;s been causing problems in Floorboards.&lt;br /&gt;
&lt;br /&gt;
The tomb/dam no longer fully contains the Feyline river.&lt;br /&gt;
&lt;br /&gt;
==Feyline Traders==&lt;br /&gt;
&lt;br /&gt;
The Feyline river flooded this area when the tome/dam first ceased to fully hold it back. A number of markets and trading outposts have opened here on top of the water ruined villages. Riverboats routinely make a course with exotic goods down towards Whitewater Junction.&lt;br /&gt;
&lt;br /&gt;
Many of these boats ask little from their passengers except the money of passage, and it is known that fugitives from northern communities as well as monsters able to masquerade as (demi)human make use of these boats to travel south to escape justice or find new victims.&lt;br /&gt;
&lt;br /&gt;
Exotic furs and preserved meats are what primarily get sent down. There is a strong trapper community living side by side with the merchants that ply the rivers. While the trapper camps and communities are mostly adjacent to this territory, there are a number of taverns and meeting halls amongst the market where the two mingle after discussing wares.&lt;br /&gt;
&lt;br /&gt;
Recently, a new sort of pelt, that seems to be actual gold, has been trickling in to the markets and the first few have just arrived to the south, to the delight of all involved.&lt;br /&gt;
&lt;br /&gt;
Half of Khersa&#039;s attacks had use the help of the werewolf and his skeleton pals.&lt;br /&gt;
&lt;br /&gt;
==Feyline hills==&lt;br /&gt;
&lt;br /&gt;
A dirt track known in Bachmaur as the coast road connects Bachmaur in the east with Andaur bay in the west. Travellers should beware of wolves that roam the area.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Jaeger&#039;s Point==&lt;br /&gt;
&lt;br /&gt;
This massive cliff is a mile wide, half a mile high and sheer except in the center where a massive carving of some hero of old juts out from the cliff face. Who he is and what he did is lost to antiquity, only his name remains.&lt;br /&gt;
&lt;br /&gt;
SECRET: The entire rock outcropping is only the face of a massive underground lair built as a fortress-tomb for the ancient warrior who saw his kingdom razed to the ground and his family slaughtered by usurpers before being slain himself. His followers managed to spirit his body away to his tomb along with that of his family, but their spirits never moved on and await the day when they can take back their kingdom and claim vengence on the descendants of their conquerers.&lt;br /&gt;
&lt;br /&gt;
Recently, faint emanations of paranoia and hate have reached his sleeping corpse and have revived him. As his power slowly grows, he sends forth sentinels of darkness to scout the land and prepare the way to reclaim his rightful throne...&lt;br /&gt;
&lt;br /&gt;
==Windhook==&lt;br /&gt;
&lt;br /&gt;
This thriving maritime settlement on the Great Windswept Sea bustles with members of all races and cultures, goods from a dozen lands, and no shortage of jobs for eager adventurers. Join a ship&#039;s crew and see new lands; escort a caravan to the interior, facing who knows what peril; sign on with a mercenary company to pacify rebellious settlements...the possibilities are endless.&lt;br /&gt;
&lt;br /&gt;
Lately, Windhook has been under pressure from several shipping guilds to adjust their tariffs, or face a trade war. At the same time, mysterious thefts, murders, and accidents have been happening to ships at the Windhook port. The governing council thinks the accidents are the work of the Guilds, but are they?&lt;br /&gt;
&lt;br /&gt;
Places to be sure to visit: The Bilge Rat, Lady Nerissa&#039;s Lounge, the Leeward, and Mad Mindros General Store.&lt;br /&gt;
&lt;br /&gt;
Windhook also marks the mouth of the Delnar river, where its waters empty into the Windswept Sea.&lt;br /&gt;
&lt;br /&gt;
==Wetlands Meet Desert==&lt;br /&gt;
&lt;br /&gt;
This area, marking the point where the wetlands around the Delnar basin meet the northern edge of the western desert, is home largely to scrabbly low-growing grasses and plants.&lt;br /&gt;
&lt;br /&gt;
==Council Stone==&lt;br /&gt;
&lt;br /&gt;
This vast field of desperate grass has a giant slab of stone at the center.  Here tribes of desert centaurs come to meet, feeling safe in the mutual risk of the writhing sands nearby.  It is also where the centaurs come to deal with those from  Windhook.&lt;br /&gt;
&lt;br /&gt;
Beyond meeting centaurs conducting business here, those traveling through often encounter the ghosts of centaurs who are drawn here and more able to speak near the stone, giving council to their descendants.  There are darker spirits as well in this area, sorcerers who have sought to assault the mystic tower deeper in the desert and djinn who have dwindled due to being bound to earthly elements.  The centaurs remove all dead bodies from this place, and many say it is for more than simple fear of providing an easy host to the ghosts that reside here.&lt;br /&gt;
&lt;br /&gt;
There are a few animate skeletons in this area, and they are possessed of a keen and terrible intelligence, one that often surpasses the living mind that once resided there. &lt;br /&gt;
&lt;br /&gt;
==The writhing sands==&lt;br /&gt;
&lt;br /&gt;
A region of desert covered in silt sands that flow and move across ever moving windstorms. A navigation piece used by those traveling the desert to gain their barrings from a distance. The winds are surely unnatural and many a caravan has seen on relatively clear days a shining spire of glass and mirrors within. Through rumor it has recently been heard that for one week every five years, the storm dies, raining tons of sand around the region that billow out in a dust cloud...and reveal the shining spire in its smooth and sunlit glory, along with a tattered tent and windswept clay city at it&#039;s base.&lt;br /&gt;
&lt;br /&gt;
When the winds die, men and women in robes fly by their own magic or that of another as riders from the place burst from below aback cruel beasts that glide through the sand like sharks on the sea, some leaving claiming to have finished their studies, others off to find the next class for this secure and sequestered school of Wizardry, Boraro&#039;s tower.&lt;br /&gt;
&lt;br /&gt;
==Desert==&lt;br /&gt;
&lt;br /&gt;
=3=&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 1==&lt;br /&gt;
&lt;br /&gt;
==Pillar of Onath==&lt;br /&gt;
&lt;br /&gt;
A large stone piller juts up from the broken ground here. The piller resists all attempts to damage it and appears in remarkable good condition despite being in place for a long, long time.&lt;br /&gt;
&lt;br /&gt;
SECRET: The Pillar of Onath was built years ago to contain the mighty power of the White Dragon Kortoniara by not allowing her to out of the Feyline falls, trapping her within. She will go to any lengths to see it destroyed and at any point has a dozen plots in progress to see it gone. So far, none have worked, so far.&lt;br /&gt;
&lt;br /&gt;
SUPER SECRET:&lt;br /&gt;
&lt;br /&gt;
About half of any of those dozen plots to do in this landmark--comes from beholders under the command of Kortoniara.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Kalim&#039;s ferry==&lt;br /&gt;
&lt;br /&gt;
The Bachmaur coast road, a grand name for what is a mule track through the hills, encounters the river Feyline here. One Mr Kalim Useferos runs a ferry service and riverboat repairs. His fares are 1 copper penny per passenger, 5 pennies for a mule, and a silver crown for a horse. His family live in a nearby cottage and have a small vegetable plot, chickens and a milking cow.&lt;br /&gt;
&lt;br /&gt;
==Feyline Rapids==&lt;br /&gt;
&lt;br /&gt;
Here the Feyline river is at it&#039;s most violent, it&#039;s crashing, churning waters have claimed many a life over the years. No bridges cross the river here.&lt;br /&gt;
&lt;br /&gt;
==Bullywugs&#039; Cavern==&lt;br /&gt;
&lt;br /&gt;
Just above the black dragon&#039;s lair before the Fayline-for a back of better words-smashes into Delnair at White Junction. Bullywug&#039;s Cavern is home of the black dragon&#039;s favorite food.&lt;br /&gt;
&lt;br /&gt;
Bullywugs aren&#039;t too happy with the black dragon--and trying to locate good creatures of the land to take care of that annoying black dragon.&lt;br /&gt;
&lt;br /&gt;
The Bullywugs&#039; caverns are located in the hills that rise up, semi-circular, near the stench fens and Whitewater Junction and help give Jaegar&#039;s Point its elevation.&lt;br /&gt;
&lt;br /&gt;
==Onsamiath&#039;s Lair==&lt;br /&gt;
&lt;br /&gt;
An extension of the Stench Fens, the old black dragon Onsamiath lives in this tract of swamplands. It is a sorcerer of some repute and is fascinated by the magical energies in the Stench Fens. In pursuing his study of the Fens, Onsamiath has developed a wasting disease that is sapping the life out of him.* Not knowing the cause Onsamiath is seriously contemplating dracolichdom to avoid an ignoble death.&lt;br /&gt;
&lt;br /&gt;
In the past Onsamiath attempted to exact tolls from river traffic to build his horde but after an encounter with a band of adventurers near five decades ago still has him extremely cautious about exposing himself to outsiders. Bullywugs, on the other hand, are his prime food source.&lt;br /&gt;
&lt;br /&gt;
*Currently Onsamiath looks very gaunt and exemplifies the blakc dragon epithet of, &amp;quot;skull dragon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Ruins of Grey==&lt;br /&gt;
&lt;br /&gt;
Here, along rolling hills on the banks of the Delnar lie the ruins of Grey. This accursed place has been abandoned for the past fifty years after it was destroyed in the titanic struggle between a band of adventurers and the near by Black Dragon. Some say these &amp;quot;Heroes&amp;quot; deliberately used Grey as bait for the Dragon, ensuring the deaths of all it&#039;s people.&lt;br /&gt;
&lt;br /&gt;
At night some people say you can hear the wails of pain and agony of the towns residence crying out for vengeance. Nearly everywhere else the adventurers are hailed as true heroes for &amp;quot;killing&amp;quot; the Dragon.&lt;br /&gt;
&lt;br /&gt;
==Silent Fens==&lt;br /&gt;
&lt;br /&gt;
These wetlands are eerily quiet.  Periodically the foolishly adventurous try to uncover ruins or other items of value from it.  Most come away with disease one expects from digging about in muck and nothing more.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 10==&lt;br /&gt;
&lt;br /&gt;
==Desert==&lt;br /&gt;
&lt;br /&gt;
==The Tower of Al-Jazeera==&lt;br /&gt;
&lt;br /&gt;
Surrounding Terrain (2.12, 3.11, 4.11, 4.12) : Desert&lt;br /&gt;
&lt;br /&gt;
This ancient wizard&#039;s tower was long abandoned and almost completely buried until rediscovered by a fugitive sorceror from the southern desert kingdoms. Having conquered the magical defenses of the tower and raised it back above the sands, the renegade, one Ali Ababba Al-Jazeera, has enacted a cunning plan.&lt;br /&gt;
&lt;br /&gt;
The tower grants its owner control over 8 enslaved Djinn, one for each of the 8 cardinal directions. He has tasked these Djinn with transmitting thoughts of paranoia and hatred into the ether surrounding the tower. As the transmissions emanate further and further from the tower, Al-Jazeera is hoping it will incite the surrounding kingdoms to eventually start fighting amongst each other and start an age of war and bloodshed.&lt;br /&gt;
&lt;br /&gt;
As the kingdoms are weakened, he will take them over one by one until he has all the kingdoms of men under his thumb as a Grand Sorceror Sultan and can exact slow, excruciating revenge upon those who dared to exile him...&lt;br /&gt;
&lt;br /&gt;
SECRET: This tower was originally built for the same purpose by the fox-were magus Perrut Dochrum, whose soul is trapped in a sky-blue topaz encased in a lead box and buried beneath a flagstone on the lowest floor. If the gem is ever broken, he will manifest as a lich and regain control of the djinn.&lt;br /&gt;
&lt;br /&gt;
=4=&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 1==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Bachmaur==&lt;br /&gt;
&lt;br /&gt;
This city&#039;s fortune is barely apparent in its modest buildings and stinking places of business.  It is a famed source of leather goods, taking animals herded in the surrounding area by skinning them.  As such it also has a healthy butchery business, including making famed jerky.&lt;br /&gt;
&lt;br /&gt;
While the skinning focuses on conventional animals in the area, the town is well aware of how to skin and tan far more exotic creatures.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Whitewater Junction==&lt;br /&gt;
&lt;br /&gt;
Here, the Feyline River feeds into the Delnar, and the meeting is anything but peaceful. Rocky terrain in the riverbeds forms a series of powerful, fast-moving rapids that make passage up- and downriver impossible for many of the heavily laden river barges that travel the Delnar and the Feyline. An industrious and entrepreneurial halfling family, the Doskins, set up Camp Whitewater decades ago to offer their services in moving cargo across the rapids - or around them - on cargo trains. The business rapidly grew, and with it the camp. &lt;br /&gt;
&lt;br /&gt;
Now a major town, Whitewater Junction offers services of all kinds to the river crews and travelers who use the Delnar and Feyline rivers to cross the wilds. However, their core business - getting boats around, through, or over the rapids - remains a thriving endeavor, and visitors to Whitewater Junction will see seemingly endless convoys of porters, wagons, and sleds carrying cargo of all sorts from the docks on Lowside - below the rapids - to the Highside docks. The Doskins oversee the operation of all of the Portage Companies in Whitewater Junction, acting as a &amp;quot;guild&amp;quot; to preserve competition...and to rake in a handsome profit.&lt;br /&gt;
&lt;br /&gt;
==Stench Fens==&lt;br /&gt;
&lt;br /&gt;
This swampy area, just south of where the Feyline River joins the Delnar*, is suffused with the stink of decay; bubbles slowly rise through the loose mud to loose a gut-churning miasma over the area. Wizards and scholars do not believe the smell in this place could be natural, and some scholars believe it is the remnants of a curse or a mighty magical weapon used eons ago, leaving the earth here hopelessly corrupted. Fortunately, whatever ancient plague corrupts this site does not seem to contaminate the waters of the Delnar...yet. &lt;br /&gt;
&lt;br /&gt;
The Stench Fens are home to several Bullywug tribes, including one led by Krebbok, a Tribal Shaman of great power. It is said that Krebbok wears amulets of power recovered from numerous burial mounds that lie beneath the mud and greasy water of the fens. &lt;br /&gt;
&lt;br /&gt;
==black lake==&lt;br /&gt;
&lt;br /&gt;
Water stained from the surrounding fens collects in a depression here. The dark brown water is impossible to see deeper than a few inches through. Freshwater crayfish can be caught here, but the mosquitos (normal and giant varieties) like to lay their eggs in these still waters.&lt;br /&gt;
A tribe of lizardmen inhabit the area.&lt;br /&gt;
&lt;br /&gt;
==Crownfall==&lt;br /&gt;
&lt;br /&gt;
Description: A crater in the midst of barren wasteland. The crater was formed when the golden star that shone in the crown of the constellation of the Conqueror fell from the heavens a century ago. The area was once a marsh and the impact drained it, leaving a dry wasteland behind, and opened a crack into the caverns of the Underdark. The area has been claimed by various evil humanoids throughout the years, though nobody has been able to hold onto it for very long before being swept aside by the new owners.&lt;br /&gt;
&lt;br /&gt;
Rumors&lt;br /&gt;
&lt;br /&gt;
    * The star is actually an immortal being that grants boons.&lt;br /&gt;
    * The star is an ancient artifact weapon, forged by the gods in their war against the primordials.&lt;br /&gt;
    * The star is a portal to the Astral Sea.&lt;br /&gt;
    * The star is a portal to the Far Realm.&lt;br /&gt;
    * The fall of the star coincides with the fall of Nerath.&lt;br /&gt;
    * The star was called from the heavens by a powerful star pact warlock.&lt;br /&gt;
&lt;br /&gt;
==Desolate Waste==&lt;br /&gt;
&lt;br /&gt;
Here the land is cracked and broken. Ill suited for nearly any purpose this area is almost completely devoid of life.&lt;br /&gt;
&lt;br /&gt;
==Desert==&lt;br /&gt;
&lt;br /&gt;
==Desert==&lt;br /&gt;
&lt;br /&gt;
=5=&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 1==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Bachmaur South Road==&lt;br /&gt;
This road heads southeasterly from Bachmaur across the great plains, eventually turning into the King&#039;s road in the Quiziyak kingdom.&lt;br /&gt;
Edit/Delete Message&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Old King&#039;s Road Follows River==&lt;br /&gt;
&lt;br /&gt;
Here, Old King&#039;s Road - little more than a rough trail - follows the course of the Delnar for a time before curving northward, heading into parts unknown.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Hag&#039;s Crossroad==&lt;br /&gt;
&lt;br /&gt;
Two ruined roads cross in this bog riddled area.  It is home to brutish creatures that labor under a coven of hags that have maintained control for generations, abducting and inducting girls from surrounding settlements into their dark secrets.  Occasionally a female magic user will seek them out for their arcane secrets, or to join the coven.&lt;br /&gt;
&lt;br /&gt;
The hags occasionally parlay with communities nearby, sending dominated monsters into town and speaking through the brutes.  They do not wish to disrupt the balance of power that allows them to remain there.&lt;br /&gt;
&lt;br /&gt;
Some suspect they wish to usurp control of the Stench Fens nearby, but that some power prevents them from doing so.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 9==&lt;br /&gt;
&lt;br /&gt;
==Drake Fissure==&lt;br /&gt;
&lt;br /&gt;
Between the thinning desert and the thinning plains, the drake fissure runs from northwest to south east, this area being only the widest and deepest.&lt;br /&gt;
&lt;br /&gt;
A great crack in the earth cut not by river or quake, but said to have been carved by a great beast reaching down from the sky in an age long forgotten. Drakes, Wyverns, and lesser creatures of relation to the dragons crawl and fly around and within the shadows of the valley. Some say the fissure itself runs so deep it reaches into the black heart of the world. Even from it&#039;s edge, tunnels can be seen down the fissure walls...but no man has seen it&#039;s bottom here and lived to tell the tale...now the mad Gnome Walber Nik Hausen is another story. They say he has seen down there, if you can find him you&#039;d have the best wealth of information to forming an expedition.&lt;br /&gt;
&lt;br /&gt;
==The Freetowns==&lt;br /&gt;
&lt;br /&gt;
This lightly hilled grassland on the edge of the desert is home to a collection of small villages styling themselves the &amp;quot;Free Towns&amp;quot;. In reality they don&#039;t get visits from tax collectors because they have nothing anyone would want. The villages are home to the wretchedly poor, the most degenerate criminals, and a few starry eyed fools.&lt;br /&gt;
&lt;br /&gt;
One such fool is &amp;quot;Mayor&amp;quot; Hilligar, the self styled ruler of &amp;quot;these fine, free peoples&amp;quot;. Hilligar has been trying to get a road built to connect the villages but so far every tradesmen or builder he has brought in has been repulsed or murdered. Only the most foolish or desperate merchants will enter the area.&lt;br /&gt;
&lt;br /&gt;
==Heroes&#039; Grave==&lt;br /&gt;
&lt;br /&gt;
Tombs and monuments to ancient heroes fill this area, sprawling out into ruined necropoli that bear the brunt of the sands.  Centaurs still come here to deposit their honored dead—even if it is just their bones or ashes.  Many of the crypts and other structures show signs of being forced open, and desperate grave robbers and fledgling necromancers both still come seeking some hidden scrap of wealth or power.&lt;br /&gt;
&lt;br /&gt;
A road extends out to the east from here.  Its old name is the Final Road, but in recent times it is simply called the Southern Road or South Way.  The road is a major thoroughfare still for southern settlements, who use it to reach the Splendor and beyond.  It is considered far safer than other routes to travel.  Some say it is due to the shrines and crumbled statues of heroes that still line some of the way.  Others because it is nestled between a sorcery riddled desert and the power of the Splendor.&lt;br /&gt;
&lt;br /&gt;
=6=&lt;br /&gt;
&lt;br /&gt;
==Tower of Arun Tor==&lt;br /&gt;
&lt;br /&gt;
The Tower of Arun Tor sits atop Dol Arun, a hill in the Highlands of Erenby. Formerly the home of Pertwee Village&#039;s lord, it was abandoned a generation ago when the last resident, Lord Bascom, died without a known heir. &lt;br /&gt;
&lt;br /&gt;
The tower is four stories high, each slightly smaller than the one beneath. Unknown to most, the tower has just as many sub-levels underground, where Lord Bascom plied his second, secret trade-that of a necromancer.&lt;br /&gt;
&lt;br /&gt;
It is uninhabited today and rumored to be haunted-a rumor that may be true, considering its history.&lt;br /&gt;
&lt;br /&gt;
==The Village of Pertwee==&lt;br /&gt;
&lt;br /&gt;
Pertwee Village lies amidst the rolling Hills of Erenby. The primary occupation of its residents is herding goats and sheep on the grassy slopes, though they also forage for mushrooms in the many shallow caves that dot the hills. The village itself is surrounded by a wooden stockade for protection from bandits and lesser humanoids that also inhabit the hills.&lt;br /&gt;
&lt;br /&gt;
A stone tower called Arun Tor rises on a hill overlooking the village, formerly the residence of the local lord. He died a generation ago without an heir, and the tower has been abandoned since.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Driving trail and Grazing Lands==&lt;br /&gt;
&lt;br /&gt;
Running through the middle of this large open plain is a major driving trail for the ranchers of Bachmaur. In the middle is a spring-fed lake where the herds are left to winter. This is a peaceful place, but also a prime target for outlaws looking to steal a herd.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Old Road Diminishes==&lt;br /&gt;
&lt;br /&gt;
As the old road from King&#039;s Bridge continues to the northwest through this lightly wooded region, weeds, shrubs, and other plants sprouting between the stones become more frequent. Eventually the road becomes little more than a trail, with only the occasional cobblestone or weather-worn marker to tell of what it once was.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 8==&lt;br /&gt;
&lt;br /&gt;
==Melroth&#039;s citadel==&lt;br /&gt;
&lt;br /&gt;
A Highland fortress built across one of the canyons leading into Ragnar&#039;s Glacier, meant to serve as a bulwark against the raids of frost giants and the monsters of the Drake Fissure.&lt;br /&gt;
&lt;br /&gt;
the Citadel was founded by the legendary Dragonborn warrior saint, Melroth Invictus, and the Paladin order he founded is the keep&#039;s de facto Authority, despite the Bellacan-appointed lord mayor. unsurprisingly, many dragonborn come here to follow in the footsteps of this hero&lt;br /&gt;
&lt;br /&gt;
but a warning to travellers. the fortress city of Melroth is said to be a police state, where the law is as swift and harsh as the mountain cold&lt;br /&gt;
&lt;br /&gt;
==EverFreeze==&lt;br /&gt;
&lt;br /&gt;
High in the Baskan range sits a land that is always covered in ice and snow, deemed &amp;quot;Everfreeze&amp;quot; or &amp;quot;The Land of Ice and Snow&amp;quot; by most people, Sages and Scholars call it is &amp;quot;Ragnar&#039;s Glacier.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Whatever it&#039;s name it is a harsh place, cruel and punishing to those who don&#039;t know it&#039;s ways. A tribe of Snow Giants claim dominion over the area and are almost as harsh and cruel as the land they call home. The Great Remorhaz beasts are also a distressingly common sight.&lt;br /&gt;
&lt;br /&gt;
==Dune sea==&lt;br /&gt;
&lt;br /&gt;
Endless, trackless wastes. Here a traveller is confronted with the worst the desert has to offer, endless dunes, scorching heat, no water, and some very fierce beasts.&lt;br /&gt;
&lt;br /&gt;
Recently a young blue dragon has taken up residence in a former Dwarven trading post near the feet of the mighty Baskans and is attracting hardy followers for some purpose. The post served as a stop along a now long defunct &amp;quot;silk road&amp;quot; to the rich south, with the Centaurs serving as middle men.&lt;br /&gt;
&lt;br /&gt;
==Tomb Pass==&lt;br /&gt;
&lt;br /&gt;
Here the Southern Way crosses over part of the Baskin Mountains in what is locally known as &amp;quot;Tomb Pass&amp;quot; due the presence of so many graves near the entrance.&lt;br /&gt;
&lt;br /&gt;
A large population of Dwarfs used to make their home in the Baskins and were a fairly common sight when crossing the passes. About a generation ago the Dwarfs became more and more insular, until finally they drew back from the world entirely. In the last months of their interaction with the world the Dwarfs were more and more fearful, not only for themselves but for anyone they talked to.&lt;br /&gt;
&lt;br /&gt;
No one knows if the Dwarfs are still around, or what ever became of them.&lt;br /&gt;
&lt;br /&gt;
=7=&lt;br /&gt;
&lt;br /&gt;
==Wooded Hills==&lt;br /&gt;
&lt;br /&gt;
The rolling hills in this area are still well forested, with plenty of game.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==The Kings Bridge==&lt;br /&gt;
&lt;br /&gt;
A large stone bridge across the Deinar which used to carry wagons two abreast in ancient times. Crumbling statues of forgotten kings flank it.&lt;br /&gt;
&lt;br /&gt;
==Vagabond&#039;s Echo==&lt;br /&gt;
&lt;br /&gt;
Taller hills than normal for the area rise up here, a final push for the Vagabond mountain range before only hills remain.  Hunting and farming occurs among the hills, with the territory uneasily shared by the locals from various towns and villages.&lt;br /&gt;
&lt;br /&gt;
The King&#039;s Road passes through the levelest course available in Vagabond&#039;s Echo, including an area that looks as if magic were used to carve a clear course.&lt;br /&gt;
&lt;br /&gt;
==Farmed Hills==&lt;br /&gt;
&lt;br /&gt;
These hills are well farmed, and show old irrigation channels indicating they have been farmed for a great stretch of time.&lt;br /&gt;
&lt;br /&gt;
==Ragnar&#039;s Peak==&lt;br /&gt;
&lt;br /&gt;
The single tallest peak for thousands of miles Ragnar&#039;s peak is named after the famed &amp;quot;King of the High Hills&amp;quot; who reigned here hundreds of years ago. Ragnar is most famous for being the last of the &amp;quot;Great Kings&amp;quot; before the empire begin to rapidly fall apart.&lt;br /&gt;
&lt;br /&gt;
The peak is home to few creatures, some scattered woodsmen and a band of monsters here and there. It is said the peak was once home to a vast Aarakocra aerie.&lt;br /&gt;
&lt;br /&gt;
SECRET: The hero buried at Jaeger&#039;s Point is the grandson of King Ragnar.&lt;br /&gt;
&lt;br /&gt;
==Baskan Range==&lt;br /&gt;
&lt;br /&gt;
The Baskan&#039;s are a high, inhospitable place. With the exception of Tomb Pass the range is extremely difficult to navigate. Any one brave and hardy enough to face the mountain&#039;s will find the mountains home to seemingly countless quarreling tribes of goblinoids. The mountains are also extraordinarily rich in mineral deposits.&lt;br /&gt;
&lt;br /&gt;
Long ago the Range was home to Dwarves, but they are long gone from sight. The ruins of their realm dot the mountains.&lt;br /&gt;
&lt;br /&gt;
==Baskan Range==&lt;br /&gt;
&lt;br /&gt;
The Baskan&#039;s are a high, inhospitable place. With the exception of Tomb Pass the range is extremely difficult to navigate. Any one brave and hardy enough to face the mountain&#039;s will find the mountains home to seemingly countless quarreling tribes of goblinoids. The mountains are also extraordinarily rich in mineral deposits.&lt;br /&gt;
&lt;br /&gt;
Long ago the Range was home to Dwarves, but they are long gone from sight. The ruins of their realm dot the mountains.&lt;br /&gt;
&lt;br /&gt;
=8=&lt;br /&gt;
&lt;br /&gt;
==A Cold Swamp==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Desolate Fields==&lt;br /&gt;
&lt;br /&gt;
The abandoned farm land here begins to give way to resurgent forest.  Wild animals are the major threat here, followed by outlaws passing through to richer pickings.&lt;br /&gt;
&lt;br /&gt;
==Silkweed Plantation==&lt;br /&gt;
&lt;br /&gt;
The ruins of a manor farm house, of the sort a noble or wealthy merchant might own, occupy the center of this area. Fallow fields overgrown with silkweed surround it. There are an abundance of large, healthy insects and serpents in the fields who hunt animals that come for the grains and vegetables that grow wild closer to the ruins.&lt;br /&gt;
&lt;br /&gt;
Inside, the ruins host a colony of giant, intelligent spiders who search endlessly for a way out of the haunted estate that has become a prison as much as a home.&lt;br /&gt;
&lt;br /&gt;
==Hills Flanking Delnar==&lt;br /&gt;
&lt;br /&gt;
Here low rolling hills flank the River Delnar, creating an ideal site for farmland if anyone would bother. The remains of farmsteds can be found throughout the area. Once settled the newcomers invariably leave for within a generation for reasons they keep to themselves.&lt;br /&gt;
&lt;br /&gt;
Only one creature makes this area it&#039;s home. A monstrously huge, powerfully ugly and astoundingly dim-witted Troll.&lt;br /&gt;
&lt;br /&gt;
==The village of Floorboards.==&lt;br /&gt;
&lt;br /&gt;
Population: ~150&lt;br /&gt;
Major trade: Fishing&lt;br /&gt;
Government: Lord Anglethorn&lt;br /&gt;
&lt;br /&gt;
Floorboards is a small fishing community on the banks of the River Delnar. Somewhat prosperous but suffering under high taxes and the heavy hand of the local sheriff. Floorboards boasts a small tavern and a very skilled master glassblower.&lt;br /&gt;
&lt;br /&gt;
In recent months the town has been plagued by a werewolf.&lt;br /&gt;
&lt;br /&gt;
Scholar Artemis Thorn is staying at the village tavern. He is taking drawings of the remaining statues on the bridge, and avoiding the sherrif as much as possible for some reason.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Quziyak==&lt;br /&gt;
&lt;br /&gt;
Quiziyak is large wall city. It&#039;s home to a zillion subject. King Road goes throw it. Some of the landmarks in the city includes the following:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Queen Annabelle&#039;s Castle&lt;br /&gt;
&lt;br /&gt;
In the center of the wall city is the castle of Queen Annabelle. Annabelle is being getting critics for claiming that hatred is done by magic from the dessert. Annabelle been trying to get adventurers to defeat Al-Jazeera and proof her point. Beside trying to get red of Al-Jazeera, Annabelle is backing Windhook&#039;s large taxes--as she believes she&#039;s the cousin of the previous king. Baron Tyran Bellicose doesn&#039;t believe her story and consider her to a pain in the--for lack of better universe words--&amp;quot;a royal pain in the royal neck.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Temple of the Planes:&lt;br /&gt;
&lt;br /&gt;
This temple contains portals that lead to many different planes in the universe.&lt;br /&gt;
&lt;br /&gt;
Stergur&#039;s Library:&lt;br /&gt;
&lt;br /&gt;
Looking for a book? It doesn&#039;t matter if you looking a recent new scroll or some so ancient that it was only written by a god or goddess: Stergur, the most famous wizard has it all.&lt;br /&gt;
&lt;br /&gt;
Eyen&#039;s Inn:&lt;br /&gt;
&lt;br /&gt;
The largest inn in city. Eyen, a dragon in human form, is on a mission from a far-away dragon land to study the land. It has a dinner theater room. The theater writes plays. The most recent plays had been the following:&lt;br /&gt;
&lt;br /&gt;
1. &amp;quot;High Death For A Water Creature&amp;quot;, which tells how Sirena died&lt;br /&gt;
2. &amp;quot;Ona and Kort&amp;quot;, which deals with the long feud between Kortoniara &amp;amp; Onsamiath&lt;br /&gt;
3. &amp;quot;Anna, the Good Queen&amp;quot;, a play about Anna. It&#039;s becoming infamous for treating Baron Tyran Bellicose as so dumb that he makes a &amp;quot;dumb orc smart&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Farmed Hills==&lt;br /&gt;
&lt;br /&gt;
These hills are well farmed, and show old irrigation channels indicating they have been farmed for a great stretch of time.&lt;br /&gt;
&lt;br /&gt;
==Withaive hills==&lt;br /&gt;
&lt;br /&gt;
Here, west of Hobb&#039;s shire, the gentle rolling foothills of the Baskan Mountains begin in ernest. Two small towns nestle in the hills below Ragnar&#039;s Peak, both competing for the rich mineral resources of the nearby mountains. Recently the mood has grown grim as the citizens of each town have grown ever more distrustful of their neighbors. Unheard of before the townsfolk have started raiding each other, so far only a few buildings have burned but the situation is getting worse by the day.&lt;br /&gt;
&lt;br /&gt;
SECRET: the recent conflicts are the result of the waves of hatred and paranoia coming from the desert in the west.&lt;br /&gt;
&lt;br /&gt;
==The Southern Gate==&lt;br /&gt;
&lt;br /&gt;
A small community remains within the remnants of a walled city.  Primarily made up of traveler services, the Southern Gate is named for the one remaining gate that stands in the wall, facing the Final Road, which sends an offshoot up through this community.&lt;br /&gt;
&lt;br /&gt;
The community is deeply jealous of the mining wealth of its northern neighbors, but lacks the strength to do anything about it.  Most of the able bodied and quick witted children of the Southern Gate leave with travelers and caravans passing through, or head north to work in the mines.&lt;br /&gt;
&lt;br /&gt;
Due to the desperation, the Splendor&#039;s influence is strong here, with families offering children to the service of the temple-city and priests given free access to the ruins and the extensive catacombs beneath the community.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=9=&lt;br /&gt;
&lt;br /&gt;
==Red Woods==&lt;br /&gt;
&lt;br /&gt;
This region is a dense needleleaf forest intermixed with bogs. Originally inhabited by small villages of wood elves and shifters, the recent incursion of a covey of hags* and their lycantropic minions have pushed the elves back to Ionavalon. The shifters remain and fight a low intensity war with the hag. The shifters, led by a werebear, are allied with treants, dryads, wood woads and local spirits; while the hags command many plant creatures (shamblers, battlebriars, assassin vines, predatory vines and vine horrors), otyughs, a tribe of werewolves and a group of trolls from the Black Muskeg 8.1, a cold swamp to the west.&lt;br /&gt;
&lt;br /&gt;
Secret: Deep below the Red Woods is a bound deity of rot and corruption whom the hags seek to revive.&lt;br /&gt;
&lt;br /&gt;
*Two green hags and an annis.&lt;br /&gt;
&lt;br /&gt;
==Highlands of Erenby==&lt;br /&gt;
&lt;br /&gt;
A spur of small, densely wooded mountains, an offshoot of the Vagabonds, separates the Red Woods and the Heartwood Forest. The source of the Sadhur bubbles up under a lake located on a high plateau here, and falls down towards Ionavalon to the east. (See the description of [[#Ionavalon|10.2]] for more details on the Sadhur.)&lt;br /&gt;
&lt;br /&gt;
A traveller who braves the slopes to find the lake will be struck by the beauty as the sun strikes its crystal waters, casting shimmering light everywhere. It may be this very beauty that caused unknown hands to raise a temple on its shores. Long abandoned, locals can not recall who built it or who it was dedicated to. Wind and rain have obliterated carvings that may have given a clue to the answer, but a single statue remains that retains enough of its form to tell that the deity was at least humanoid in form; all other features -- race, age, gender -- have been since lost to the elements.&lt;br /&gt;
&lt;br /&gt;
==Heartwood Forest, cont==&lt;br /&gt;
&lt;br /&gt;
Here the Heartwood covers the land with think trees and heavy undergrowth. Still the forest has a groomed quality, belying the influence of the nearby elves.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Forest==&lt;br /&gt;
&lt;br /&gt;
The forest is thin on these rolling hills, and the river Delnar meanders through the dales.&lt;br /&gt;
&lt;br /&gt;
==Farmland==&lt;br /&gt;
&lt;br /&gt;
Though sparsely populated, this area has been cleared of major vegetation, and the local inhabitants have made use of the waters of the Delnar in order to provide irrigation for the fields that now cover the landscape.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 8==&lt;br /&gt;
&lt;br /&gt;
==Grasslands==&lt;br /&gt;
&lt;br /&gt;
Rolling grasslands broken only occasionally by sparse clumps of trees mark this section of Old Kings&#039; Road.&lt;br /&gt;
&lt;br /&gt;
==Ore Road==&lt;br /&gt;
&lt;br /&gt;
Here a small road leads from the nearby mining towns to Hob&#039;s shire, where they meet merchants to sell their ore.&lt;br /&gt;
&lt;br /&gt;
The road has become dangerous of late as the guards the mining towns used to patrol the path have been recalled to fight their internal struggle. A group of Hobgoblins, drawn to the area by tales of glory from their people&#039;s history, has made camp in the area.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 11==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=10=&lt;br /&gt;
&lt;br /&gt;
==The Heartwood==&lt;br /&gt;
&lt;br /&gt;
Here the Heartwood is thick and lush, groomed and beautiful. This area is rumored to be under the protection of Unicorn who the Elves of Ionavalon often consult.&lt;br /&gt;
&lt;br /&gt;
Few evil beings dare enter this portion of the forest, but from time to time the Unicorn will be forced to deal harshly with intruders.&lt;br /&gt;
&lt;br /&gt;
Most recently a band of Gnolls, under pay from the Hags in the Red Woods has been causing some head aches, the Unicorn has been considering asking the elves, or perhaps a group of adventurers, for help.&lt;br /&gt;
&lt;br /&gt;
==Ionavalon==&lt;br /&gt;
&lt;br /&gt;
In a forest glade lies Ionavalon, Citadel of Dreyal, Queen of the Bright Elves of Heartwood. The Citadel sits on the Sadhur River, which flows out of the Highlands of Erenby to the west and joins the Delnar further east.&lt;br /&gt;
&lt;br /&gt;
Ionavalon is not so much built as grown, through careful cultivation and tending of the forest-and a small amount of magic as well. Similar, though much smaller, houses surround it on all sides.&lt;br /&gt;
&lt;br /&gt;
Though the Bright Elves have dwelt in Heartwood since before the coming of other races, throughout their history they have sought neither to expand their holdings or conquer others, but have been content to merely keep and watch over their small territory. They do not often seek contact with outsiders, but are welcoming to those of good heart who find themselves in the Heartwood.&lt;br /&gt;
&lt;br /&gt;
==The Deepening Forest==&lt;br /&gt;
&lt;br /&gt;
The forests south of Iovanalon deepen and thicken, blocking out the sun in places. Eventually, the woods grow nearly impenetrable as travelers approach the Skittering Dark.&lt;br /&gt;
&lt;br /&gt;
==The Skittering Dark==&lt;br /&gt;
&lt;br /&gt;
A section of deep forest no longer traveled by local huntsman and trappers after a wave of disappearances a few years ago. Foresters keep their distance and speak of the unnaturally large insects and spiders which give this area its name.&lt;br /&gt;
&lt;br /&gt;
SECRET:&lt;br /&gt;
&lt;br /&gt;
Actually it&#039;s just spiders. They have multiplied in this area under the influence of a Shrine to Lolth. A Drow priestess emerged from the Underdark to build the shrine here because of ancient magical power in the location. This is due to an ancient temple to a fallen god (or primordial) which resonates with magical power for those who can claim it.&lt;br /&gt;
&lt;br /&gt;
After building the shrine, the priestess contracted with Duergar to construct a temple around it. Their hatred for the surface world has made this process painfully slow, but she does not have the means to do the stonework herself. There is a seemingly innocuous forested hill cave in this hex, which is deceptively deep and acts as the highway to the Underdark which brings the Duergar workers to the surface. The path between here and the temple itself has become increasingly well-worn over the years.&lt;br /&gt;
&lt;br /&gt;
Hazards: giant spiders (including demonic variants), duergar parties, the long-buried temple beneath the shrine (now with surrounded by the skeleton of its own temple under construction), a passageway to the Underdark and all that it contains...&lt;br /&gt;
&lt;br /&gt;
==Delnar River==&lt;br /&gt;
&lt;br /&gt;
The Delnar River passes just south of the Skittering Dark.&lt;br /&gt;
&lt;br /&gt;
South of the river is fertile grassland with scattered groups of ranchers and herders being the major occupants. North is the deep ominous forest.&lt;br /&gt;
&lt;br /&gt;
Between the river and the Skittering Dark, however, is a line of imposingly large stone menhirs whose origin is unknown. They are hewn from granite which is obviously not local to the area, and each one weighs several tons, so whoever originally placed them went to a lot of trouble to do so.&lt;br /&gt;
&lt;br /&gt;
Magical runes glow on the menhirs in unpredictable patterns that change as the weather shifts. The monuments otherwise don&#039;t appear to actually do anything.&lt;br /&gt;
&lt;br /&gt;
Theories abound as to what they are, who originally placed them, and what purpose they have. Popular stories include: they keep the Delnar river from shifting its course South, they prevent evil things in the Skittering Dark from moving south across the river, and they predict the weather in advance, if only someone knew how to read them.&lt;br /&gt;
&lt;br /&gt;
This part of the forest was never cleared, even though it approaches close to the north of Wheatsea. People often hunt wild animals up to the riverbank, but are superstitious about crossing to the north. Hunters tell tall tales of spiders the size of rats north of the river, but few people believe them in the taverns of Wheatsea.&lt;br /&gt;
&lt;br /&gt;
==Wheatsea==&lt;br /&gt;
&lt;br /&gt;
Situated in the midst of farmland, Wheatsea is a thriving city that enjoys the advantages of its location.&lt;br /&gt;
&lt;br /&gt;
In addition to its sizable human population, Wheatsea hosts a number of elves and half elves.  The elves arrived during the founding of the city, wandering away from a homeland they were cast out of, and agreeing to aid the fledgling city in exchange for a place to live.&lt;br /&gt;
&lt;br /&gt;
Human industry at building and farming combined with elven baking has led to Wheatsea being a valuable strategic resource for the local government.&lt;br /&gt;
&lt;br /&gt;
A supply road runs from Wheatsea to Bellicose Castle.&lt;br /&gt;
&lt;br /&gt;
==Tournament Grounds==&lt;br /&gt;
&lt;br /&gt;
This area of gently rolling hills and lush grass is empty most of the time but every five years it plays host to the Grand Tournament, a fantastic contest of jousting, melee, archery and nearly every game and competition imaginable. Warriors, fame seekers, and spectators come from nearly every land to take part. Around the Tournament a huge carnival takes place, playing host to every entertainment imaginable. It&#039;s a week that people look forward to for years before and talk about for years after.&lt;br /&gt;
&lt;br /&gt;
==UWallach&#039;s Fields==&lt;br /&gt;
&lt;br /&gt;
This region was held by Lady Wallach for a time during the Winter Siege; it contains the sites where her armies camped while they laid siege to Castle Bellicose. Though they were ultimately thrown back by the armies of King Bellicose, monuments were erected along the King&#039;s Road marking the locations of the various brigades and battalions.&lt;br /&gt;
&lt;br /&gt;
==Hobs Shire==&lt;br /&gt;
&lt;br /&gt;
Named for the infestation of hobgoblins that long ago kept this fertile land from being used, numerous hamlets and villages crowd in to take advantage of the pleasing fruit trees and good growing conditions.&lt;br /&gt;
&lt;br /&gt;
Notable settlements include Apple Hall, Cherry Pond, and Kaitlen&#039;s Walk.  These small communities offer up a &amp;quot;fair&amp;quot; share of their bounty to the Splendor, with most of the rest going to secular leaders.  Still, there is enough to avoid starvation during all but the worst growing seasons.&lt;br /&gt;
&lt;br /&gt;
Dangers of Hobs Shire include cults that worship the native gods, including the alien and twisted fertility goddess (and goddess of centipedes and other such creatures) that the hobgoblins once venerated.  There are also a few degenerate communities where human and hobgoblin blood have mixed.&lt;br /&gt;
&lt;br /&gt;
Marisee the Peddlar travels in the rural communities around the shire, and can be found anywhere within 2 hexes of this one. Occasionally, she goes past those boundaries, but never into the bigger cities, such as Splendor. How she has managed to survive alone in these travels for the last decade is unknown, though many an isolated hamlet has appreciated a visit.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 10==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 11==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=11=&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 1==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Dragon Hollow==&lt;br /&gt;
&lt;br /&gt;
Near the Eastern edge of the Heartwood Forest lies the petrified bones of a great Red Dragon, half-buried in a hill-side. The origin of the bones have been lost even in legend, but it is said that under the lies what was once the great horde of the Dragon, waiting to be claimed by one brave enough. Even still, very few people find reason to approach the site, as few who go ever return.&lt;br /&gt;
&lt;br /&gt;
SECRET: The hill is, in fact, the home-base for the Bardinian Rangers, a group of primarily Human and Half-Elf outcasts who have withdrawn from society to roam the Wilderness.&lt;br /&gt;
&lt;br /&gt;
The Rangers are, for the most part, good folk, and hold an uneasy truce with the Elves of Lonavalon, mostly ignoring each other. The Rangers are made up of people of many different skill sets. From actual Rangers and Druids, to Artisans and Bards.&lt;br /&gt;
&lt;br /&gt;
The lair of the Rangers is accessed through the mouth of the dragon, and includes an underground stream and many large Caverns.&lt;br /&gt;
&lt;br /&gt;
The area around the hill is well-defended, and the main reason few return is that those who have found the lair never leave, being required to join the Rangers.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Farmland==&lt;br /&gt;
&lt;br /&gt;
The Delnar spills out of the hills into fertile plains. Both Wheatsea and Aelwyd graze their herds on the flood plain during summer, and outlying farms of Wheatsea grow arable crops south of the river.&lt;br /&gt;
&lt;br /&gt;
==Farmland==&lt;br /&gt;
&lt;br /&gt;
This entire area is given over to farmland to feed the City of Bellaca. The Farmers in this area are forever annoyed at what they consider low prices of grain in Bellaca. The grumbling has gotten louder of late with some farmers talking about withholding grain or selling it elsewhere.&lt;br /&gt;
&lt;br /&gt;
==Bellicose Castle==&lt;br /&gt;
&lt;br /&gt;
The current Lord of the area, Baron Tyran Bellicose, lives in a mighty fortress overlooking the Old King&#039;s Road. He is a iron-fisted Lord in many respects, but fair. He does not tolerate disobedience, dealing harshly with any sort of challenge to his authourity, but he doesn&#039;t squeeze the locals mercilessly and deals squarely with all regarding taxes, treaties and the like, so he is generally well respected, if not actively adored, by his subjects.&lt;br /&gt;
&lt;br /&gt;
Recently, however, these subjects have started to adopt a much more aggressive attitude towards the Baron&#039;s soldiers and tax-collectors, and in some areas, such as the Withaive hills, they&#039;ve actually dared to attack them. The Baron grows increasinlgy paranoid that a usurper is working behind the scenes to incite the people against him and remove him from power. Perhaps one of his brothers or maybe his son. His spys are even now keeping tabs on his entire family.&lt;br /&gt;
&lt;br /&gt;
Perhaps he has been too soft on the commoners and needs to visit such destruction on these Winterhaivian rebels so as to leave no doubt about his power and then, maybe, he&#039;ll figure out who in his family is responsible for stirring them up and deal with them in turn...&lt;br /&gt;
&lt;br /&gt;
==Crossroads==&lt;br /&gt;
&lt;br /&gt;
A crossroads exists here where Old King&#039;s Road meets roads leading south towards Splendor and north towards Aerth Aelwyd and the Vagabond Mountains.&lt;br /&gt;
&lt;br /&gt;
==Grasslands==&lt;br /&gt;
&lt;br /&gt;
East of Hob&#039;s Shire, the land is uncultivated grasslands verging on the forests of Ehlonna&#039;s Splendor.&lt;br /&gt;
&lt;br /&gt;
==Ehlonna&#039;s Splendor==&lt;br /&gt;
&lt;br /&gt;
Situated amongst lightly forested areas giving way to meadows is a grand, open air temple-city dedicated to nature and fertility. Several regional gods and goddesses have representations among the statuary, with the current primary goddess venerated being Ehlonna.&lt;br /&gt;
&lt;br /&gt;
Near by communities pay tithes to receive the blessings of fertility and good hunting. The priests who serve in the Splendor (as the temple-city is called) serve as unofficial advisors to many nearby governments.&lt;br /&gt;
&lt;br /&gt;
While the surface of life there is focused on the business of venerating the deities and serving surrounding communities, as well as educating the next generation of priests and priestesses, there is constant rivalry between the loose and conflicting hierarchies of worship. Schisms and heresies occur beneath the surface, occasionally erupting to the surface in the prayer sessions and scriptural study that makes up civic discourse for the Splendor.&lt;br /&gt;
&lt;br /&gt;
Rumor has it that the reach of the Splendor was once far greater, and that the desert south of Windhook was blighted into its current form by the priestesses of that time. To those spreading this rumor, the current arrangement of gods--especially with Ehlonna as chief goddess--is a compromise that purposefully cripples the power of the Splendor.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=12=&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 1==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Delnar Woods==&lt;br /&gt;
&lt;br /&gt;
Though the river does not touch these woods, save for a few small streams and creaks that split off of the main body, it shares the namesake.  A few logging communities work in these woods, feeding lumber to those nearby.  It is dangerous work, as the trees are hardy and often resist being chopped down through means not always natural.&lt;br /&gt;
&lt;br /&gt;
SECRET: A group of druids died to preserve the natural divinity of this place from a wizard eager for its power.  Their spirits have infused the woods, creating treants, dryads, and other arboreal creatures to continue protecting the slumbering divinity and its power.&lt;br /&gt;
&lt;br /&gt;
==Delnar Woods==&lt;br /&gt;
&lt;br /&gt;
The Delnar Woods thin here, as centuries of logging causes the trees to slowly give way to the rolling hills around Arth Aelwyd.&lt;br /&gt;
&lt;br /&gt;
==Arth Aelwyd, the Hollow Hill Inn==&lt;br /&gt;
&lt;br /&gt;
There is a bend in the Delnar River where it takes a turn to the west around a single, low hill. Formally named Arth Aelwyd, it is oft called simply the Hollow Hill after the riverside inn that has been built inside it by the Strongberry Halflings (they are also known for their potent wine, and they tend a small but productive vineyard in the vicinity as well). It is a pleasant stopping place for those journeying through the area-as long as one doesn’t inquire of their hosts why they have chosen to dwell so far from established Halfling territory, or venture into the lower levels of the Hollow Hill.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Bellaca==&lt;br /&gt;
&lt;br /&gt;
The effective capital city of the region is intensely loyal (at least in appearance) to its native son and inheritor to ancestral rule, Baron Tyron Bellicose.  This city is also the edge of the Splendor&#039;s influence, with a few priests and representatives sitting on the council of nobles that manage details that the Baron does not care to.&lt;br /&gt;
&lt;br /&gt;
Soldiers of the Baron not in his fortress are often here, and there are barracks within the city.  Parades of the soldiers are quite common.&lt;br /&gt;
&lt;br /&gt;
Recently, however, the unrest has come here.  Not in the form of outright rebellion from the citizens, but in mysterious acts of vandalism and petty violence that has set the city on edge against outsiders.&lt;br /&gt;
&lt;br /&gt;
==Bandit Run==&lt;br /&gt;
In this hex the Old King&#039;s Road travels just past the foothills of the Dragon Back Mountains. Trade along this route is continually hampered by bandit gangs. The many caves that riddle this broken region are perfect for temporary hideouts, making the area chronically lawless.&lt;br /&gt;
&lt;br /&gt;
Merchants rarely travel this route unless absolutely necessary, cutting off most trade to the East, isolating the region and promoting the abandonment of smaller settlements inland of the more bustling regions to the West.&lt;br /&gt;
&lt;br /&gt;
The bandits are virtually immune from the law, but are still kept in check by dwindling targets, inter-gang warfare and occasional raids by goblinoid tribes from the larger mountains extending Southeast. The gangs have become increasingly desperate in recent years and their highway robberies have evolved to murderous, pillaging raids farther afield. Their targets have expanded to small settlements for several hexes around.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 9==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 10==&lt;br /&gt;
&lt;br /&gt;
==Unnamed Meadow==&lt;br /&gt;
&lt;br /&gt;
An unnamed empty meadow. It&#039;s lovely, and there are wildflowers.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=13=&lt;br /&gt;
&lt;br /&gt;
==Hermago Heights==&lt;br /&gt;
&lt;br /&gt;
The lowest peaks of the Vagabond range, covered in evergreens save for the gray tips. Isolated and unexplored wilderness and rumored to be the home of the lost and untamed, and some say primordially bestial ancestors, of the elves. Recently, somewhere within the range a hive of giant wasps has begun construction...these flying beasts have begun terrorizing those who come to close and nearby settlements and might be driving out the primordial elves...whose shadows have begun being spotted in the south and to the west.&lt;br /&gt;
&lt;br /&gt;
==Kaunite&#039;s Peak==&lt;br /&gt;
&lt;br /&gt;
Part of the Vagabond mountain range, the peak is a tall mountain surrounded by its siblings whose natural springs and melting caps feed the Delnar Falls and River. Along these high streams near where the waters gather a number of mill hamlets have sprung and over time may connect into a city in on the slope of the high mountain, not often traveled to from beyond in part both to the fey creatures at the bottom of the falls and the terrible things that sleep deep in the mountain. While the lower platueas of this peak are lush with flora, fauna, and small civilization, the caverns beneath the mountain feed into a foul and monstrous worm nest, sometimes the hunting ground of a civilization not yet seen so deep in the ground that it is the perfect inverse of Kaunite&#039;s Peak.&lt;br /&gt;
&lt;br /&gt;
3 main Milling hamlets: Morrisston, Valenshold, Nearfall.&lt;br /&gt;
&lt;br /&gt;
Features: Mountainside, worm caverns, Kaunite&#039;s Depths undercity.&lt;br /&gt;
&lt;br /&gt;
==Delnar Falls==&lt;br /&gt;
&lt;br /&gt;
Here, the river Delnar tumbles down from its high mountain vale to the plains. The area is known for its prosperous mountainside forest, populated by fey things and containing many herbs sought by human mages and apothecaries. Beyond the waterfalls, an entrance leads into a system of caverns (naturally!).&lt;br /&gt;
&lt;br /&gt;
==Forests Flank Delnar==&lt;br /&gt;
&lt;br /&gt;
Heavy forest flanks the banks of the Delnar in this region, providing refuge for numerous herbivores but also cover for those creatures that hunt them.&lt;br /&gt;
&lt;br /&gt;
(Encounters: Packs of wolves and occasionally 2-3 dire wolves, herds of deer, solitary bears, goblinoid hunting party)&lt;br /&gt;
&lt;br /&gt;
==Spire Lake==&lt;br /&gt;
&lt;br /&gt;
In the foothills, the Delnar river spills into a valley lake. The forests reach the north shore, but to the south is open hillside where halfling shepherds can often be seen leading their flocks. The lake itself it flat and calm, almost having a mirror surface except when whipped up by an autumn wind. Near the centre of the lake, a cracked stone spire breaks the surface. The druid Aedelraed knows its history, but is rarely seen these days.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 8==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 9==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 10==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 11==&lt;br /&gt;
&lt;br /&gt;
==Badlands==&lt;br /&gt;
&lt;br /&gt;
the verdant meadows abruptly give way after 12.11, giving way to rocky highlands, and later badlands formed by the volcanic south. &lt;br /&gt;
&lt;br /&gt;
of particular prominence is a high-walled ravine, where the ancient highway called Tiamat&#039;s Gullet starts, marking the safest route through the volcanic southern mountains (eventually hooks up with 15.12).&lt;br /&gt;
&lt;br /&gt;
Belleca is in talks with Splendor to consder linking Tiamat&#039;s Gullet to the main roads&lt;br /&gt;
&lt;br /&gt;
=14=&lt;br /&gt;
&lt;br /&gt;
==The Charred Ridge==&lt;br /&gt;
&lt;br /&gt;
A section of the Vagabond mountain range with few distinguishing peaks or passes. Named for the damage done during past volcanic activity that has left the range looking singed. A few settlements eek out existence in the foot hills, under the heel of bandits who find the desolate mountains excellent for a base of operation.&lt;br /&gt;
&lt;br /&gt;
==Abandoned silver mines==&lt;br /&gt;
&lt;br /&gt;
The mountains next to Kaunite&#039;s Peak used to contain rich veins of silver but almost all of these mines were exhausted a generation ago. The mine were then abandoned and the human and dwarven miners moved on to other parts. The area is studded with ghost towns built during the first rush and now empty. There are occasional rumors of miner&#039;s treasure hidden up in the mountains or a vein that wasn&#039;t completely mined out but investigating these rumors is dangerous as several tribes of goblins have moved into the area.&lt;br /&gt;
&lt;br /&gt;
When the area was populated it was home to several gangs of bandits. The largest of these, the Red Jacks, were eventually all caught and hung but they died without telling where their loot was stored.&lt;br /&gt;
&lt;br /&gt;
Terrain type: Mountainous/conifer forest &lt;br /&gt;
Settlements: Calamity (abandoned)&lt;br /&gt;
Encounter ideas: Goblins in abandoned mine, ghosts of miners, old prospector, bandits&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Goblin Village==&lt;br /&gt;
&lt;br /&gt;
In this area, goblins have cleared some of the woods to build a village where they tend to barely domesticated boars and fend off natural predators from the nearby woods. Their youth occasionally get swept up in war parties, but generally the village keeps to itself. On occasion, human or elven travelers enter the area and spot the village. The goblins deal with these individuals as best they can, fearing revelation.&lt;br /&gt;
&lt;br /&gt;
It is generally known that goblins and such creatures exist in the area, but most aren&#039;t aware of the permanent settlement.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Broken Cart Tavern==&lt;br /&gt;
&lt;br /&gt;
This section of the road is treacherous and not as well maintained as it was when the border was more seriously contested.  Away from most settlements, a traveler&#039;s tavern provides for the needs of the soldiers and others who come by this way.  The son of the owner is quite handy at repairing the damage done to wagons and other vehicles that pass through this unpleasant stretch of road, while his twin sister is excellent at mending travel worn garments and performing repairs on smaller goods, from knives to ancient books that need to be meticulously pieced together again.&lt;br /&gt;
&lt;br /&gt;
==Dragon Back Mountains==&lt;br /&gt;
&lt;br /&gt;
==Dawn&#039;s Shame==&lt;br /&gt;
&lt;br /&gt;
This city on a hill is renowned for its delights.  The splendid sunrises are the least of them, and one really seen by the soldiers and adventurers who come to Dawn&#039;s Shame.  In addition to ways to spend a day&#039;s wage in a few minutes, the city hosts tournaments and bloodsport of all sort.  No impulse is without its outlet at Dawn&#039;s Shame.&lt;br /&gt;
&lt;br /&gt;
Even those who seek forbidden lore can appease their hunger in the libraries, or delve into the ancient structures the riddle the hills and mountains around the city.&lt;br /&gt;
&lt;br /&gt;
The city itself is built on the highest hill, with a few satellite towns and villages that aid in supporting it.&lt;br /&gt;
&lt;br /&gt;
==Basalt Crags==&lt;br /&gt;
&lt;br /&gt;
These mountains are rough black volcanic rock, with many cliffs and loose slopes formed of ash and pumice. Only an experienced mountaineer could cross this region.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=15=&lt;br /&gt;
&lt;br /&gt;
==Horn Holds==&lt;br /&gt;
&lt;br /&gt;
The remains of a large stratovolcano that erupted cataclysmically many years ago. The collapsed cone formed a lake in the caldera with an island in the middle. This island serves as the main entrance to the Horn Hold, a dwarven settlement renowned for thier metal smithing. Deep within the old lava tubes and vents are veins of rare and wonderful metals and minerals.&lt;br /&gt;
&lt;br /&gt;
The dwarves have not mapped all of the tunnels as of yet and will not in the near future as long range exploration parties have come under attack from worm like creatures. It is quite possible that due to past seismic activity fissures and magam tunnels have made connections to the tunnels under Kaunite&#039;s Peak.&lt;br /&gt;
&lt;br /&gt;
Horn Hold is a fairly new dwarven settlement and is not as closed to outsiders as more established holds. Being founded by a priest of Moradin there is a strong religious feel to the city, and while areas are open to traders the wrokings of the foudaries and furnaces are strictly limited to the dwarves. The forges have made major advancements in metallurgy including the working of alloys of various metals* and treatments not used by humans.&lt;br /&gt;
&lt;br /&gt;
*Equvalent metals would be aluminum, nickel, manganese and magnesium.&lt;br /&gt;
&lt;br /&gt;
==The sheer cliffs==&lt;br /&gt;
&lt;br /&gt;
When the caldera was formed in volcanic eruption long ago, a portion of one of the neighboring mountains in the range was split in half, one half crumbling into the lake leaving the other as a sheer face along a long stretch of the Vagabond mountain range. In this region are treacherous mountain passes in the western portion, but in the northern and the eastern portion of the area there is stability. The lake town of Grabben&#039;s Shore is the primary source of trade to the hold across the lake, access to this fishing and trade town from the south is through a stable, if sometimes bandit laden, mountain pass that leads into the east Delnar Road.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Roamer&#039;s Woods==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 8==&lt;br /&gt;
&lt;br /&gt;
==Stone Fort==&lt;br /&gt;
&lt;br /&gt;
This point marks both the eastern end of Old King&#039;s Road as well as part of the historic border between this land and the Eastern Kingdoms. A small stone fort, manned but falling into disrepair, stands testament to this fact.&lt;br /&gt;
&lt;br /&gt;
Terrain type: Grassland (any forest that was once present has been cleared so as to provide an unobstructed view of the land on either side of the border).&lt;br /&gt;
Potential encounters: border raiders, smugglers, invading armies if the GM so wishes&lt;br /&gt;
&lt;br /&gt;
==Dragon Back Mountains==&lt;br /&gt;
&lt;br /&gt;
==Broken Pass==&lt;br /&gt;
&lt;br /&gt;
A well supported pass, complete with arched gates to hold it up, once stood here. Now it is in ruin, with broken statuary and architecture blocking the way through the mountains.&lt;br /&gt;
&lt;br /&gt;
==Tiamat&#039;s Gullet==&lt;br /&gt;
&lt;br /&gt;
A desolate valley road carved along a volcanic mountain range which stretches east to west, eventually joins up with the Dragon Back mountains, with spurs of black rock jutting up like feindish claws, lined with rivers and even &#039;lakes&#039; of molten lava that flow from the mountains. because of this hellish landscape, both the valley and centuries-old road are named for the Dragon Goddess&lt;br /&gt;
&lt;br /&gt;
but perilous as the Gullet is, the depradations of the Orange horde have awoken Algrim The Strong, A dwarven Death Knight. Algrim considers himself the undisputed warlord of the Gullet, and from the volcanic hall that was once his tomb, has begun to assemble an army of his own, bolstered by the walking dead, with wich he shall support his ally, Shan-Yur&lt;br /&gt;
&lt;br /&gt;
It is the hope of interested parties that somebody disrupt this alliance, and turn the two warlords against each other&lt;br /&gt;
&lt;br /&gt;
While it was (until recently) the safest route for pilgrims to reach the Monastery of the Celestial Dragon, the road through Tiamat&#039;s Gullet eventually swings north towards Broken Pass (and presumably, Dawn&#039;s Shame)&lt;br /&gt;
&lt;br /&gt;
=16=&lt;br /&gt;
&lt;br /&gt;
==Vagabond Mountains==&lt;br /&gt;
&lt;br /&gt;
It is rumoured that griffins make their homes among the peaks found in this otherwise uninhabited section of the Vagabonds.&lt;br /&gt;
&lt;br /&gt;
==The Keeper&#039;s Keep==&lt;br /&gt;
&lt;br /&gt;
Atop the highest mountain in the region, and in fact taking up most of the hex is a giant&#039;s keep. It has seven sides, one for each era of history plus another three for the eras said to come. The top of the walls are often surrounded by clouds which become more storm-laden the closer someone approaches. The walls are said to be seven miles thick, but no mortal has ever entered or left in known history. It is said that dragons have flown over the walls and have seen what lies in the courtyards and towers within, but they rarely speak of such things (for free). Climbers face many days of vertical ascent through a thunder storm on a wall with no real handholds. Others who have tried to fly over the walls have choked, breathless before reaching the top.&lt;br /&gt;
&lt;br /&gt;
Secret: Dragons, when pressed, will tell that the keep is filled with &#039;timelessness&#039; and know rumours of unobtainable treasures within.&lt;br /&gt;
&lt;br /&gt;
Secret: The Keeper is a giant who keeps people and things until they are needed at the end of time. The few people who live there cannot die, but they cannot leave.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Roamer&#039;s Woods==&lt;br /&gt;
&lt;br /&gt;
==Tower of Thorns==&lt;br /&gt;
&lt;br /&gt;
A dense forest starts in this area, extending up in a line of savage woods that civilization has not yet tamed (16.5 and 15.5).  It is known as Roamer&#039;s Woods.&lt;br /&gt;
&lt;br /&gt;
Fae creatures and elemental forces gather here, delighting in the mystic power that emanates from the Tower of Thorns: a school of sorcery and primal magic has stood since giants erected it at the behest of its founder.&lt;br /&gt;
&lt;br /&gt;
Roamer&#039;s Woods are expansive and confusing, with oddly intelligent animals and passages that lead into faerie worlds.  All of these serve to help conceal the Tower of Thorns from meddlesome fools and enemies.&lt;br /&gt;
&lt;br /&gt;
The Tower of Thorns accepts applicants in two ways.  Anyone with sufficient mystical skill to reach the Tower and gain entry is allowed to study.  It is not uncommon for wizards who have come by their power in more conventional ways to spend several years tutoring less experiences magic users while being instructed in the special spell craft of the Tower.  The other way is to be destined to reach the Tower.  Some who travel in the area seem pushed towards the tower instead of away from it, no matter what the obstacle.  These individuals gain entry by fate&#039;s decree and they provide the small classes that learn under the wizards who seek to unlock the secrets woven into the Tower&#039;s very structure.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==White Plains==&lt;br /&gt;
&lt;br /&gt;
This grassland was once the site of a massive battle with the Eastern Kingdom. Where is surrounding lands are fairly flat (16.7, 16.9 and 15.8) this area is hilly. All of the hills are fairly low and flat as they are man made. Huge barrows for all of the dead killed in the long forgotten battle. The bones of the weathered mounds have begun peaking through give the name, White Plains. Many non corporal undead roam this haunted region. Along with treasure hunters seeking ancient magical panoplies that are sure to be still buried here.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 9==&lt;br /&gt;
&lt;br /&gt;
==Fangula==&lt;br /&gt;
&lt;br /&gt;
A old city called Fangula sits. People who visit it had found nothing but a enough fog to give a dragon a chill. Anyone sent to Fangula at night disappears for ever--never to return!&lt;br /&gt;
&lt;br /&gt;
SECRET: Fangula is home town of evil monsters. Count Volexa is the latest monster ruler of this time. He tossed out the last ruler of town a werewolf. Fangula has been plotting on getting rid of all the humans and turning this country into a evil monster--for lack of better words--factory.&lt;br /&gt;
&lt;br /&gt;
==Dragon Back Mountains==&lt;br /&gt;
&lt;br /&gt;
==The Monastery of the Celestial Dragon==&lt;br /&gt;
&lt;br /&gt;
Located high in the spine of the Dragonback Mountains (which wind in a serpentine fashion through 14.9, 15.10, 15.11, 16.11 and 16.12) lies what was once the westernmost outpost of a sect of warrior-monks known as the &amp;quot;Order of the Celestial Dragon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Six years ago, however, the monastery was invaded by the &#039;Orange Horde,&#039; a massive nomadic tribe of Hobgoblin Warg Riders and ogres led by a cunning Ogre Mage named Shan Yur. The ogre has decided to establish the monastery as the center of a new empire and is gathering evil humanoids from all across the land to burgeon his armies. He has sent out ogre hunters to gather the most dangerous beasts and monsters to master and unleash upon his enemies.&lt;br /&gt;
&lt;br /&gt;
The monks were not all killed during the invasion, however, and many roam the lands trying to gather their strength to retake their home. In their desperation, they&#039;ve even begun training westerners and some of the non-human races in their mystical arts to bolster their numbers. Soon all the members of the order will gather with their new pupils and the Celestial Dragon will reach out to consume the hordes of Shan Yur...&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Hex_by_Hex&amp;diff=109864</id>
		<title>Hex by Hex</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Hex_by_Hex&amp;diff=109864"/>
		<updated>2009-05-26T20:24:23Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: /* Unclaimed 11 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;From this [http://forum.rpg.net/showthread.php?t=453831 thread], creating a 16 by 12 hex sandbox campaign setting.  This wikipage collects the entries and the  map:&lt;br /&gt;
&lt;br /&gt;
[[Image:sandbox2.png]]&lt;br /&gt;
&lt;br /&gt;
Map is created using [http://inkwellideas.com/?page_id=160 Hexographer] using this [[Hex_by_Hex:mapsource|source data]]&lt;br /&gt;
&lt;br /&gt;
=1=&lt;br /&gt;
&lt;br /&gt;
==Siren Tower==&lt;br /&gt;
&lt;br /&gt;
Siren Tower was home of the mermaids until Serina died from a back-stabbing air-creature. It&#039;s five floors above water and five floors below water--not counting the sea-level floor.&lt;br /&gt;
&lt;br /&gt;
Secret:&lt;br /&gt;
&lt;br /&gt;
The air-creature is a Harpy named Khersa. She&#039;s been using the tower has home while looking for treasures. Khersa was the one that killed Serina.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Andaur bay==&lt;br /&gt;
&lt;br /&gt;
The sleepy fishing village of Andaur lies in the shelter of Andaur bay, where the Feyline hills meet the sea. The bay has a gently sloped beach of brown sand and forms a natural harbour, but submerged rocks at the entrance make it suitable only for small boats.&lt;br /&gt;
&lt;br /&gt;
Smugglers wanting to avoid Windhook&#039;s taxes and harbour fees land here from time to time, welcomed by the locals for the silver they spend on poteen (a spirit made from potato or other root vegetables).&lt;br /&gt;
&lt;br /&gt;
Outside the bay, in deep water, lies the shipwreck of the Yellow Rose.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Aire&#039;ennyn==&lt;br /&gt;
&lt;br /&gt;
This is a massive coral fortress that lies in the waters a few miles away from the towering coastal cliffs of Jaeger&#039;s Point and serves as a border post for the sea elves who rule a small domain in the western ocean.&lt;br /&gt;
&lt;br /&gt;
The elves are very territorial but have been known to interact with the merchants of windhook and also to serve as guides-for-hire through the Dagger Reefs.&lt;br /&gt;
&lt;br /&gt;
==Dagger Reefs==&lt;br /&gt;
&lt;br /&gt;
Access to the harbour at nearby Windhook is treacherous through this region, and many an inattentive captain has found his ship wrecked on the rocks that lie just below the surface.&lt;br /&gt;
&lt;br /&gt;
==Harbor Approach==&lt;br /&gt;
&lt;br /&gt;
This is the safe passage to the Windhook harbors, avoiding the dagger reefs. The Great Desert of Ashok verges on the waters of the Windswept Sea here. This relatively constricted access to Windhook makes it an attractive area for pirates, so the Windhook governing employs a number of small, fast fighting ships to patrol the harbor approach. &lt;br /&gt;
&lt;br /&gt;
Still, one must always be on the lookout for cutthroats and privateers.&lt;br /&gt;
&lt;br /&gt;
==The Desert Wastes==&lt;br /&gt;
&lt;br /&gt;
Once a fertile grassland, in recent generations the Great Desert of Ashok to the west has encroached on this area, driving out the farmers who resided here. In their place, nomad tribes now prowl amongst the dunes and wind-blown ruins of past settlement.&lt;br /&gt;
&lt;br /&gt;
Though occasional oases may still be found here, voyaging further west into the heart of the desert is considered a dangerous proposition.&lt;br /&gt;
&lt;br /&gt;
==The Desert Wastes, Continued==&lt;br /&gt;
&lt;br /&gt;
The desert continues southwards here.&lt;br /&gt;
&lt;br /&gt;
==The Oasis of Esau==&lt;br /&gt;
&lt;br /&gt;
This unnaturally large oasis is the size of a small lake and fed by several fresh water springs that spring, seemingly magically, from a series of rocky outcroppings that poke out of the surrounding desert sands.&lt;br /&gt;
&lt;br /&gt;
It not only serves as an important water resource for all the creatures of the desert, but is also held sacred by the desert centaur tribes. They claim that it was created millenia ago when an ancient human prophet, leading his tribesman out of captivity from the south, smote the rocky outcroppings with his staff and presented the oasis as a treaty offering between his people and the centaurs.&lt;br /&gt;
&lt;br /&gt;
The Desert Centaur Tribes all meet and drink from the oasis, but none may fight, however much they may hate their tribal enemies. Non-centaur races are not allowed to drink from the oasis without first gaining the protection and escort of one of the centaur tribes. This can be obtained many ways and certain merchant caravans have long standing and profitable agreements with specific tribes to allow them to use the oasis on their trips north and south...&lt;br /&gt;
&lt;br /&gt;
=2=&lt;br /&gt;
&lt;br /&gt;
==Fayline Falls==&lt;br /&gt;
&lt;br /&gt;
This is a huge fall that makes Delnair Falls look like small potatoes. Behind the waterfall is a huge dungeon--about eight floors above and below the sea level--not counting the sea level entrance floor. In the center of the bottom eight sub-floor, lives a white dragon named Kortoniara. Kortoniara is a young dragoness who had a hatred for her teacher: Onsamiath. They is one thing she hates more then Onsamaith is the near-by werewolf and his skeleton pals. They had causing death of her monsters--usually for werewolf to use as food on his travel to Floorboard.&lt;br /&gt;
&lt;br /&gt;
Kortoniara appears to a shining example of dragonkind. She appears to a very large female dragon. Unlike most female dragon, she doesn&#039;t have a temper. Kortoniara has protected her home with the following monsters: succumbs, water elements, skeletons of dead sirens, a tribe of drows, and two beholders who in charge of her home&#039;s monster.&lt;br /&gt;
&lt;br /&gt;
Khersa has attacked this place many times--but the forces send her back.&lt;br /&gt;
&lt;br /&gt;
==Siren&#039;s Dam==&lt;br /&gt;
&lt;br /&gt;
Year ago, a famous mermaid Serina used magic to become a human. Serina had a rival with air creatures. One of them killed her. Her human lover researched mermaid death rituals and discover that the mermaids killed underwater would be cooked--while above the water, they would be buried. He built a dam on &lt;br /&gt;
Feyline river.&lt;br /&gt;
&lt;br /&gt;
The tomb is home to a crazy werewolf and his skeleton pals. This is the same werewolf that&#039;s been causing problems in Floorboards.&lt;br /&gt;
&lt;br /&gt;
The tomb/dam no longer fully contains the Feyline river.&lt;br /&gt;
&lt;br /&gt;
==Feyline Traders==&lt;br /&gt;
&lt;br /&gt;
The Feyline river flooded this area when the tome/dam first ceased to fully hold it back. A number of markets and trading outposts have opened here on top of the water ruined villages. Riverboats routinely make a course with exotic goods down towards Whitewater Junction.&lt;br /&gt;
&lt;br /&gt;
Many of these boats ask little from their passengers except the money of passage, and it is known that fugitives from northern communities as well as monsters able to masquerade as (demi)human make use of these boats to travel south to escape justice or find new victims.&lt;br /&gt;
&lt;br /&gt;
Exotic furs and preserved meats are what primarily get sent down. There is a strong trapper community living side by side with the merchants that ply the rivers. While the trapper camps and communities are mostly adjacent to this territory, there are a number of taverns and meeting halls amongst the market where the two mingle after discussing wares.&lt;br /&gt;
&lt;br /&gt;
Recently, a new sort of pelt, that seems to be actual gold, has been trickling in to the markets and the first few have just arrived to the south, to the delight of all involved.&lt;br /&gt;
&lt;br /&gt;
Half of Khersa&#039;s attacks had use the help of the werewolf and his skeleton pals.&lt;br /&gt;
&lt;br /&gt;
==Feyline hills==&lt;br /&gt;
&lt;br /&gt;
A dirt track known in Bachmaur as the coast road connects Bachmaur in the east with Andaur bay in the west. Travellers should beware of wolves that roam the area.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Jaeger&#039;s Point==&lt;br /&gt;
&lt;br /&gt;
This massive cliff is a mile wide, half a mile high and sheer except in the center where a massive carving of some hero of old juts out from the cliff face. Who he is and what he did is lost to antiquity, only his name remains.&lt;br /&gt;
&lt;br /&gt;
SECRET: The entire rock outcropping is only the face of a massive underground lair built as a fortress-tomb for the ancient warrior who saw his kingdom razed to the ground and his family slaughtered by usurpers before being slain himself. His followers managed to spirit his body away to his tomb along with that of his family, but their spirits never moved on and await the day when they can take back their kingdom and claim vengence on the descendants of their conquerers.&lt;br /&gt;
&lt;br /&gt;
Recently, faint emanations of paranoia and hate have reached his sleeping corpse and have revived him. As his power slowly grows, he sends forth sentinels of darkness to scout the land and prepare the way to reclaim his rightful throne...&lt;br /&gt;
&lt;br /&gt;
==Windhook==&lt;br /&gt;
&lt;br /&gt;
This thriving maritime settlement on the Great Windswept Sea bustles with members of all races and cultures, goods from a dozen lands, and no shortage of jobs for eager adventurers. Join a ship&#039;s crew and see new lands; escort a caravan to the interior, facing who knows what peril; sign on with a mercenary company to pacify rebellious settlements...the possibilities are endless.&lt;br /&gt;
&lt;br /&gt;
Lately, Windhook has been under pressure from several shipping guilds to adjust their tariffs, or face a trade war. At the same time, mysterious thefts, murders, and accidents have been happening to ships at the Windhook port. The governing council thinks the accidents are the work of the Guilds, but are they?&lt;br /&gt;
&lt;br /&gt;
Places to be sure to visit: The Bilge Rat, Lady Nerissa&#039;s Lounge, the Leeward, and Mad Mindros General Store.&lt;br /&gt;
&lt;br /&gt;
Windhook also marks the mouth of the Delnar river, where its waters empty into the Windswept Sea.&lt;br /&gt;
&lt;br /&gt;
==Wetlands Meet Desert==&lt;br /&gt;
&lt;br /&gt;
This area, marking the point where the wetlands around the Delnar basin meet the northern edge of the western desert, is home largely to scrabbly low-growing grasses and plants.&lt;br /&gt;
&lt;br /&gt;
==Council Stone==&lt;br /&gt;
&lt;br /&gt;
This vast field of desperate grass has a giant slab of stone at the center.  Here tribes of desert centaurs come to meet, feeling safe in the mutual risk of the writhing sands nearby.  It is also where the centaurs come to deal with those from  Windhook.&lt;br /&gt;
&lt;br /&gt;
Beyond meeting centaurs conducting business here, those traveling through often encounter the ghosts of centaurs who are drawn here and more able to speak near the stone, giving council to their descendants.  There are darker spirits as well in this area, sorcerers who have sought to assault the mystic tower deeper in the desert and djinn who have dwindled due to being bound to earthly elements.  The centaurs remove all dead bodies from this place, and many say it is for more than simple fear of providing an easy host to the ghosts that reside here.&lt;br /&gt;
&lt;br /&gt;
There are a few animate skeletons in this area, and they are possessed of a keen and terrible intelligence, one that often surpasses the living mind that once resided there. &lt;br /&gt;
&lt;br /&gt;
==The writhing sands==&lt;br /&gt;
&lt;br /&gt;
A region of desert covered in silt sands that flow and move across ever moving windstorms. A navigation piece used by those traveling the desert to gain their barrings from a distance. The winds are surely unnatural and many a caravan has seen on relatively clear days a shining spire of glass and mirrors within. Through rumor it has recently been heard that for one week every five years, the storm dies, raining tons of sand around the region that billow out in a dust cloud...and reveal the shining spire in its smooth and sunlit glory, along with a tattered tent and windswept clay city at it&#039;s base.&lt;br /&gt;
&lt;br /&gt;
When the winds die, men and women in robes fly by their own magic or that of another as riders from the place burst from below aback cruel beasts that glide through the sand like sharks on the sea, some leaving claiming to have finished their studies, others off to find the next class for this secure and sequestered school of Wizardry, Boraro&#039;s tower.&lt;br /&gt;
&lt;br /&gt;
==Desert==&lt;br /&gt;
&lt;br /&gt;
=3=&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 1==&lt;br /&gt;
&lt;br /&gt;
==Pillar of Onath==&lt;br /&gt;
&lt;br /&gt;
A large stone piller juts up from the broken ground here. The piller resists all attempts to damage it and appears in remarkable good condition despite being in place for a long, long time.&lt;br /&gt;
&lt;br /&gt;
SECRET: The Pillar of Onath was built years ago to contain the mighty power of the White Dragon Kortoniara by not allowing her to out of the Feyline falls, trapping her within. She will go to any lengths to see it destroyed and at any point has a dozen plots in progress to see it gone. So far, none have worked, so far.&lt;br /&gt;
&lt;br /&gt;
SUPER SECRET:&lt;br /&gt;
&lt;br /&gt;
About half of any of those dozen plots to do in this landmark--comes from beholders under the command of Kortoniara.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Kalim&#039;s ferry==&lt;br /&gt;
&lt;br /&gt;
The Bachmaur coast road, a grand name for what is a mule track through the hills, encounters the river Feyline here. One Mr Kalim Useferos runs a ferry service and riverboat repairs. His fares are 1 copper penny per passenger, 5 pennies for a mule, and a silver crown for a horse. His family live in a nearby cottage and have a small vegetable plot, chickens and a milking cow.&lt;br /&gt;
&lt;br /&gt;
==Feyline Rapids==&lt;br /&gt;
&lt;br /&gt;
Here the Feyline river is at it&#039;s most violent, it&#039;s crashing, churning waters have claimed many a life over the years. No bridges cross the river here.&lt;br /&gt;
&lt;br /&gt;
==Bullywugs&#039; Cavern==&lt;br /&gt;
&lt;br /&gt;
Just above the black dragon&#039;s lair before the Fayline-for a back of better words-smashes into Delnair at White Junction. Bullywug&#039;s Cavern is home of the black dragon&#039;s favorite food.&lt;br /&gt;
&lt;br /&gt;
Bullywugs aren&#039;t too happy with the black dragon--and trying to locate good creatures of the land to take care of that annoying black dragon.&lt;br /&gt;
&lt;br /&gt;
The Bullywugs&#039; caverns are located in the hills that rise up, semi-circular, near the stench fens and Whitewater Junction and help give Jaegar&#039;s Point its elevation.&lt;br /&gt;
&lt;br /&gt;
==Onsamiath&#039;s Lair==&lt;br /&gt;
&lt;br /&gt;
An extension of the Stench Fens, the old black dragon Onsamiath lives in this tract of swamplands. It is a sorcerer of some repute and is fascinated by the magical energies in the Stench Fens. In pursuing his study of the Fens, Onsamiath has developed a wasting disease that is sapping the life out of him.* Not knowing the cause Onsamiath is seriously contemplating dracolichdom to avoid an ignoble death.&lt;br /&gt;
&lt;br /&gt;
In the past Onsamiath attempted to exact tolls from river traffic to build his horde but after an encounter with a band of adventurers near five decades ago still has him extremely cautious about exposing himself to outsiders. Bullywugs, on the other hand, are his prime food source.&lt;br /&gt;
&lt;br /&gt;
*Currently Onsamiath looks very gaunt and exemplifies the blakc dragon epithet of, &amp;quot;skull dragon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Ruins of Grey==&lt;br /&gt;
&lt;br /&gt;
Here, along rolling hills on the banks of the Delnar lie the ruins of Grey. This accursed place has been abandoned for the past fifty years after it was destroyed in the titanic struggle between a band of adventurers and the near by Black Dragon. Some say these &amp;quot;Heroes&amp;quot; deliberately used Grey as bait for the Dragon, ensuring the deaths of all it&#039;s people.&lt;br /&gt;
&lt;br /&gt;
At night some people say you can hear the wails of pain and agony of the towns residence crying out for vengeance. Nearly everywhere else the adventurers are hailed as true heroes for &amp;quot;killing&amp;quot; the Dragon.&lt;br /&gt;
&lt;br /&gt;
==Silent Fens==&lt;br /&gt;
&lt;br /&gt;
These wetlands are eerily quiet.  Periodically the foolishly adventurous try to uncover ruins or other items of value from it.  Most come away with disease one expects from digging about in muck and nothing more.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 10==&lt;br /&gt;
&lt;br /&gt;
==Desert==&lt;br /&gt;
&lt;br /&gt;
==The Tower of Al-Jazeera==&lt;br /&gt;
&lt;br /&gt;
Surrounding Terrain (2.12, 3.11, 4.11, 4.12) : Desert&lt;br /&gt;
&lt;br /&gt;
This ancient wizard&#039;s tower was long abandoned and almost completely buried until rediscovered by a fugitive sorceror from the southern desert kingdoms. Having conquered the magical defenses of the tower and raised it back above the sands, the renegade, one Ali Ababba Al-Jazeera, has enacted a cunning plan.&lt;br /&gt;
&lt;br /&gt;
The tower grants its owner control over 8 enslaved Djinn, one for each of the 8 cardinal directions. He has tasked these Djinn with transmitting thoughts of paranoia and hatred into the ether surrounding the tower. As the transmissions emanate further and further from the tower, Al-Jazeera is hoping it will incite the surrounding kingdoms to eventually start fighting amongst each other and start an age of war and bloodshed.&lt;br /&gt;
&lt;br /&gt;
As the kingdoms are weakened, he will take them over one by one until he has all the kingdoms of men under his thumb as a Grand Sorceror Sultan and can exact slow, excruciating revenge upon those who dared to exile him...&lt;br /&gt;
&lt;br /&gt;
SECRET: This tower was originally built for the same purpose by the fox-were magus Perrut Dochrum, whose soul is trapped in a sky-blue topaz encased in a lead box and buried beneath a flagstone on the lowest floor. If the gem is ever broken, he will manifest as a lich and regain control of the djinn.&lt;br /&gt;
&lt;br /&gt;
=4=&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 1==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Bachmaur==&lt;br /&gt;
&lt;br /&gt;
This city&#039;s fortune is barely apparent in its modest buildings and stinking places of business.  It is a famed source of leather goods, taking animals herded in the surrounding area by skinning them.  As such it also has a healthy butchery business, including making famed jerky.&lt;br /&gt;
&lt;br /&gt;
While the skinning focuses on conventional animals in the area, the town is well aware of how to skin and tan far more exotic creatures.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Whitewater Junction==&lt;br /&gt;
&lt;br /&gt;
Here, the Feyline River feeds into the Delnar, and the meeting is anything but peaceful. Rocky terrain in the riverbeds forms a series of powerful, fast-moving rapids that make passage up- and downriver impossible for many of the heavily laden river barges that travel the Delnar and the Feyline. An industrious and entrepreneurial halfling family, the Doskins, set up Camp Whitewater decades ago to offer their services in moving cargo across the rapids - or around them - on cargo trains. The business rapidly grew, and with it the camp. &lt;br /&gt;
&lt;br /&gt;
Now a major town, Whitewater Junction offers services of all kinds to the river crews and travelers who use the Delnar and Feyline rivers to cross the wilds. However, their core business - getting boats around, through, or over the rapids - remains a thriving endeavor, and visitors to Whitewater Junction will see seemingly endless convoys of porters, wagons, and sleds carrying cargo of all sorts from the docks on Lowside - below the rapids - to the Highside docks. The Doskins oversee the operation of all of the Portage Companies in Whitewater Junction, acting as a &amp;quot;guild&amp;quot; to preserve competition...and to rake in a handsome profit.&lt;br /&gt;
&lt;br /&gt;
==Stench Fens==&lt;br /&gt;
&lt;br /&gt;
This swampy area, just south of where the Feyline River joins the Delnar*, is suffused with the stink of decay; bubbles slowly rise through the loose mud to loose a gut-churning miasma over the area. Wizards and scholars do not believe the smell in this place could be natural, and some scholars believe it is the remnants of a curse or a mighty magical weapon used eons ago, leaving the earth here hopelessly corrupted. Fortunately, whatever ancient plague corrupts this site does not seem to contaminate the waters of the Delnar...yet. &lt;br /&gt;
&lt;br /&gt;
The Stench Fens are home to several Bullywug tribes, including one led by Krebbok, a Tribal Shaman of great power. It is said that Krebbok wears amulets of power recovered from numerous burial mounds that lie beneath the mud and greasy water of the fens. &lt;br /&gt;
&lt;br /&gt;
==black lake==&lt;br /&gt;
&lt;br /&gt;
Water stained from the surrounding fens collects in a depression here. The dark brown water is impossible to see deeper than a few inches through. Freshwater crayfish can be caught here, but the mosquitos (normal and giant varieties) like to lay their eggs in these still waters.&lt;br /&gt;
A tribe of lizardmen inhabit the area.&lt;br /&gt;
&lt;br /&gt;
==Crownfall==&lt;br /&gt;
&lt;br /&gt;
Description: A crater in the midst of barren wasteland. The crater was formed when the golden star that shone in the crown of the constellation of the Conqueror fell from the heavens a century ago. The area was once a marsh and the impact drained it, leaving a dry wasteland behind, and opened a crack into the caverns of the Underdark. The area has been claimed by various evil humanoids throughout the years, though nobody has been able to hold onto it for very long before being swept aside by the new owners.&lt;br /&gt;
&lt;br /&gt;
Rumors&lt;br /&gt;
&lt;br /&gt;
    * The star is actually an immortal being that grants boons.&lt;br /&gt;
    * The star is an ancient artifact weapon, forged by the gods in their war against the primordials.&lt;br /&gt;
    * The star is a portal to the Astral Sea.&lt;br /&gt;
    * The star is a portal to the Far Realm.&lt;br /&gt;
    * The fall of the star coincides with the fall of Nerath.&lt;br /&gt;
    * The star was called from the heavens by a powerful star pact warlock.&lt;br /&gt;
&lt;br /&gt;
==Desolate Waste==&lt;br /&gt;
&lt;br /&gt;
Here the land is cracked and broken. Ill suited for nearly any purpose this area is almost completely devoid of life.&lt;br /&gt;
&lt;br /&gt;
==Desert==&lt;br /&gt;
&lt;br /&gt;
==Desert==&lt;br /&gt;
&lt;br /&gt;
=5=&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 1==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Old King&#039;s Road Follows River==&lt;br /&gt;
&lt;br /&gt;
Here, Old King&#039;s Road - little more than a rough trail - follows the course of the Delnar for a time before curving northward, heading into parts unknown.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Hag&#039;s Crossroad==&lt;br /&gt;
&lt;br /&gt;
Two ruined roads cross in this bog riddled area.  It is home to brutish creatures that labor under a coven of hags that have maintained control for generations, abducting and inducting girls from surrounding settlements into their dark secrets.  Occasionally a female magic user will seek them out for their arcane secrets, or to join the coven.&lt;br /&gt;
&lt;br /&gt;
The hags occasionally parlay with communities nearby, sending dominated monsters into town and speaking through the brutes.  They do not wish to disrupt the balance of power that allows them to remain there.&lt;br /&gt;
&lt;br /&gt;
Some suspect they wish to usurp control of the Stench Fens nearby, but that some power prevents them from doing so.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 9==&lt;br /&gt;
&lt;br /&gt;
==Drake Fissure==&lt;br /&gt;
&lt;br /&gt;
Between the thinning desert and the thinning plains, the drake fissure runs from northwest to south east, this area being only the widest and deepest.&lt;br /&gt;
&lt;br /&gt;
A great crack in the earth cut not by river or quake, but said to have been carved by a great beast reaching down from the sky in an age long forgotten. Drakes, Wyverns, and lesser creatures of relation to the dragons crawl and fly around and within the shadows of the valley. Some say the fissure itself runs so deep it reaches into the black heart of the world. Even from it&#039;s edge, tunnels can be seen down the fissure walls...but no man has seen it&#039;s bottom here and lived to tell the tale...now the mad Gnome Walber Nik Hausen is another story. They say he has seen down there, if you can find him you&#039;d have the best wealth of information to forming an expedition.&lt;br /&gt;
&lt;br /&gt;
==The Freetowns==&lt;br /&gt;
&lt;br /&gt;
This lightly hilled grassland on the edge of the desert is home to a collection of small villages styling themselves the &amp;quot;Free Towns&amp;quot;. In reality they don&#039;t get visits from tax collectors because they have nothing anyone would want. The villages are home to the wretchedly poor, the most degenerate criminals, and a few starry eyed fools.&lt;br /&gt;
&lt;br /&gt;
One such fool is &amp;quot;Mayor&amp;quot; Hilligar, the self styled ruler of &amp;quot;these fine, free peoples&amp;quot;. Hilligar has been trying to get a road built to connect the villages but so far every tradesmen or builder he has brought in has been repulsed or murdered. Only the most foolish or desperate merchants will enter the area.&lt;br /&gt;
&lt;br /&gt;
==Heroes&#039; Grave==&lt;br /&gt;
&lt;br /&gt;
Tombs and monuments to ancient heroes fill this area, sprawling out into ruined necropoli that bear the brunt of the sands.  Centaurs still come here to deposit their honored dead—even if it is just their bones or ashes.  Many of the crypts and other structures show signs of being forced open, and desperate grave robbers and fledgling necromancers both still come seeking some hidden scrap of wealth or power.&lt;br /&gt;
&lt;br /&gt;
A road extends out to the east from here.  Its old name is the Final Road, but in recent times it is simply called the Southern Road or South Way.  The road is a major thoroughfare still for southern settlements, who use it to reach the Splendor and beyond.  It is considered far safer than other routes to travel.  Some say it is due to the shrines and crumbled statues of heroes that still line some of the way.  Others because it is nestled between a sorcery riddled desert and the power of the Splendor.&lt;br /&gt;
&lt;br /&gt;
=6=&lt;br /&gt;
&lt;br /&gt;
==Tower of Arun Tor==&lt;br /&gt;
&lt;br /&gt;
The Tower of Arun Tor sits atop Dol Arun, a hill in the Highlands of Erenby. Formerly the home of Pertwee Village&#039;s lord, it was abandoned a generation ago when the last resident, Lord Bascom, died without a known heir. &lt;br /&gt;
&lt;br /&gt;
The tower is four stories high, each slightly smaller than the one beneath. Unknown to most, the tower has just as many sub-levels underground, where Lord Bascom plied his second, secret trade-that of a necromancer.&lt;br /&gt;
&lt;br /&gt;
It is uninhabited today and rumored to be haunted-a rumor that may be true, considering its history.&lt;br /&gt;
&lt;br /&gt;
==The Village of Pertwee==&lt;br /&gt;
&lt;br /&gt;
Pertwee Village lies amidst the rolling Hills of Erenby. The primary occupation of its residents is herding goats and sheep on the grassy slopes, though they also forage for mushrooms in the many shallow caves that dot the hills. The village itself is surrounded by a wooden stockade for protection from bandits and lesser humanoids that also inhabit the hills.&lt;br /&gt;
&lt;br /&gt;
A stone tower called Arun Tor rises on a hill overlooking the village, formerly the residence of the local lord. He died a generation ago without an heir, and the tower has been abandoned since.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Driving trail and Grazing Lands==&lt;br /&gt;
&lt;br /&gt;
Running through the middle of this large open plain is a major driving trail for the ranchers of Bachmaur. In the middle is a spring-fed lake where the herds are left to winter. This is a peaceful place, but also a prime target for outlaws looking to steal a herd.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Old Road Diminishes==&lt;br /&gt;
&lt;br /&gt;
As the old road from King&#039;s Bridge continues to the northwest through this lightly wooded region, weeds, shrubs, and other plants sprouting between the stones become more frequent. Eventually the road becomes little more than a trail, with only the occasional cobblestone or weather-worn marker to tell of what it once was.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 8==&lt;br /&gt;
&lt;br /&gt;
==Melroth&#039;s citadel==&lt;br /&gt;
&lt;br /&gt;
A Highland fortress built across one of the canyons leading into Ragnar&#039;s Glacier, meant to serve as a bulwark against the raids of frost giants and the monsters of the Drake Fissure.&lt;br /&gt;
&lt;br /&gt;
the Citadel was founded by the legendary Dragonborn warrior saint, Melroth Invictus, and the Paladin order he founded is the keep&#039;s de facto Authority, despite the Bellacan-appointed lord mayor. unsurprisingly, many dragonborn come here to follow in the footsteps of this hero&lt;br /&gt;
&lt;br /&gt;
but a warning to travellers. the fortress city of Melroth is said to be a police state, where the law is as swift and harsh as the mountain cold&lt;br /&gt;
&lt;br /&gt;
==EverFreeze==&lt;br /&gt;
&lt;br /&gt;
High in the Baskan range sits a land that is always covered in ice and snow, deemed &amp;quot;Everfreeze&amp;quot; or &amp;quot;The Land of Ice and Snow&amp;quot; by most people, Sages and Scholars call it is &amp;quot;Ragnar&#039;s Glacier.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Whatever it&#039;s name it is a harsh place, cruel and punishing to those who don&#039;t know it&#039;s ways. A tribe of Snow Giants claim dominion over the area and are almost as harsh and cruel as the land they call home. The Great Remorhaz beasts are also a distressingly common sight.&lt;br /&gt;
&lt;br /&gt;
==Dune sea==&lt;br /&gt;
&lt;br /&gt;
Endless, trackless wastes. Here a traveller is confronted with the worst the desert has to offer, endless dunes, scorching heat, no water, and some very fierce beasts.&lt;br /&gt;
&lt;br /&gt;
Recently a young blue dragon has taken up residence in a former Dwarven trading post near the feet of the mighty Baskans and is attracting hardy followers for some purpose. The post served as a stop along a now long defunct &amp;quot;silk road&amp;quot; to the rich south, with the Centaurs serving as middle men.&lt;br /&gt;
&lt;br /&gt;
==Tomb Pass==&lt;br /&gt;
&lt;br /&gt;
Here the Southern Way crosses over part of the Baskin Mountains in what is locally known as &amp;quot;Tomb Pass&amp;quot; due the presence of so many graves near the entrance.&lt;br /&gt;
&lt;br /&gt;
A large population of Dwarfs used to make their home in the Baskins and were a fairly common sight when crossing the passes. About a generation ago the Dwarfs became more and more insular, until finally they drew back from the world entirely. In the last months of their interaction with the world the Dwarfs were more and more fearful, not only for themselves but for anyone they talked to.&lt;br /&gt;
&lt;br /&gt;
No one knows if the Dwarfs are still around, or what ever became of them.&lt;br /&gt;
&lt;br /&gt;
=7=&lt;br /&gt;
&lt;br /&gt;
==Wooded Hills==&lt;br /&gt;
&lt;br /&gt;
The rolling hills in this area are still well forested, with plenty of game.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==The Kings Bridge==&lt;br /&gt;
&lt;br /&gt;
A large stone bridge across the Deinar which used to carry wagons two abreast in ancient times. Crumbling statues of forgotten kings flank it.&lt;br /&gt;
&lt;br /&gt;
==Vagabond&#039;s Echo==&lt;br /&gt;
&lt;br /&gt;
Taller hills than normal for the area rise up here, a final push for the Vagabond mountain range before only hills remain.  Hunting and farming occurs among the hills, with the territory uneasily shared by the locals from various towns and villages.&lt;br /&gt;
&lt;br /&gt;
The King&#039;s Road passes through the levelest course available in Vagabond&#039;s Echo, including an area that looks as if magic were used to carve a clear course.&lt;br /&gt;
&lt;br /&gt;
==Farmed Hills==&lt;br /&gt;
&lt;br /&gt;
These hills are well farmed, and show old irrigation channels indicating they have been farmed for a great stretch of time.&lt;br /&gt;
&lt;br /&gt;
==Ragnar&#039;s Peak==&lt;br /&gt;
&lt;br /&gt;
The single tallest peak for thousands of miles Ragnar&#039;s peak is named after the famed &amp;quot;King of the High Hills&amp;quot; who reigned here hundreds of years ago. Ragnar is most famous for being the last of the &amp;quot;Great Kings&amp;quot; before the empire begin to rapidly fall apart.&lt;br /&gt;
&lt;br /&gt;
The peak is home to few creatures, some scattered woodsmen and a band of monsters here and there. It is said the peak was once home to a vast Aarakocra aerie.&lt;br /&gt;
&lt;br /&gt;
SECRET: The hero buried at Jaeger&#039;s Point is the grandson of King Ragnar.&lt;br /&gt;
&lt;br /&gt;
==Baskan Range==&lt;br /&gt;
&lt;br /&gt;
The Baskan&#039;s are a high, inhospitable place. With the exception of Tomb Pass the range is extremely difficult to navigate. Any one brave and hardy enough to face the mountain&#039;s will find the mountains home to seemingly countless quarreling tribes of goblinoids. The mountains are also extraordinarily rich in mineral deposits.&lt;br /&gt;
&lt;br /&gt;
Long ago the Range was home to Dwarves, but they are long gone from sight. The ruins of their realm dot the mountains.&lt;br /&gt;
&lt;br /&gt;
==Baskan Range==&lt;br /&gt;
&lt;br /&gt;
The Baskan&#039;s are a high, inhospitable place. With the exception of Tomb Pass the range is extremely difficult to navigate. Any one brave and hardy enough to face the mountain&#039;s will find the mountains home to seemingly countless quarreling tribes of goblinoids. The mountains are also extraordinarily rich in mineral deposits.&lt;br /&gt;
&lt;br /&gt;
Long ago the Range was home to Dwarves, but they are long gone from sight. The ruins of their realm dot the mountains.&lt;br /&gt;
&lt;br /&gt;
=8=&lt;br /&gt;
&lt;br /&gt;
==A Cold Swamp==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Desolate Fields==&lt;br /&gt;
&lt;br /&gt;
The abandoned farm land here begins to give way to resurgent forest.  Wild animals are the major threat here, followed by outlaws passing through to richer pickings.&lt;br /&gt;
&lt;br /&gt;
==Silkweed Plantation==&lt;br /&gt;
&lt;br /&gt;
The ruins of a manor farm house, of the sort a noble or wealthy merchant might own, occupy the center of this area. Fallow fields overgrown with silkweed surround it. There are an abundance of large, healthy insects and serpents in the fields who hunt animals that come for the grains and vegetables that grow wild closer to the ruins.&lt;br /&gt;
&lt;br /&gt;
Inside, the ruins host a colony of giant, intelligent spiders who search endlessly for a way out of the haunted estate that has become a prison as much as a home.&lt;br /&gt;
&lt;br /&gt;
==Hills Flanking Delnar==&lt;br /&gt;
&lt;br /&gt;
Here low rolling hills flank the River Delnar, creating an ideal site for farmland if anyone would bother. The remains of farmsteds can be found throughout the area. Once settled the newcomers invariably leave for within a generation for reasons they keep to themselves.&lt;br /&gt;
&lt;br /&gt;
Only one creature makes this area it&#039;s home. A monstrously huge, powerfully ugly and astoundingly dim-witted Troll.&lt;br /&gt;
&lt;br /&gt;
==The village of Floorboards.==&lt;br /&gt;
&lt;br /&gt;
Population: ~150&lt;br /&gt;
Major trade: Fishing&lt;br /&gt;
Government: Lord Anglethorn&lt;br /&gt;
&lt;br /&gt;
Floorboards is a small fishing community on the banks of the River Delnar. Somewhat prosperous but suffering under high taxes and the heavy hand of the local sheriff. Floorboards boasts a small tavern and a very skilled master glassblower.&lt;br /&gt;
&lt;br /&gt;
In recent months the town has been plagued by a werewolf.&lt;br /&gt;
&lt;br /&gt;
Scholar Artemis Thorn is staying at the village tavern. He is taking drawings of the remaining statues on the bridge, and avoiding the sherrif as much as possible for some reason.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Quziyak==&lt;br /&gt;
&lt;br /&gt;
Quiziyak is large wall city. It&#039;s home to a zillion subject. King Road goes throw it. Some of the landmarks in the city includes the following:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Queen Annabelle&#039;s Castle&lt;br /&gt;
&lt;br /&gt;
In the center of the wall city is the castle of Queen Annabelle. Annabelle is being getting critics for claiming that hatred is done by magic from the dessert. Annabelle been trying to get adventurers to defeat Al-Jazeera and proof her point. Beside trying to get red of Al-Jazeera, Annabelle is backing Windhook&#039;s large taxes--as she believes she&#039;s the cousin of the previous king. Baron Tyran Bellicose doesn&#039;t believe her story and consider her to a pain in the--for lack of better universe words--&amp;quot;a royal pain in the royal neck.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Temple of the Planes:&lt;br /&gt;
&lt;br /&gt;
This temple contains portals that lead to many different planes in the universe.&lt;br /&gt;
&lt;br /&gt;
Stergur&#039;s Library:&lt;br /&gt;
&lt;br /&gt;
Looking for a book? It doesn&#039;t matter if you looking a recent new scroll or some so ancient that it was only written by a god or goddess: Stergur, the most famous wizard has it all.&lt;br /&gt;
&lt;br /&gt;
Eyen&#039;s Inn:&lt;br /&gt;
&lt;br /&gt;
The largest inn in city. Eyen, a dragon in human form, is on a mission from a far-away dragon land to study the land. It has a dinner theater room. The theater writes plays. The most recent plays had been the following:&lt;br /&gt;
&lt;br /&gt;
1. &amp;quot;High Death For A Water Creature&amp;quot;, which tells how Sirena died&lt;br /&gt;
2. &amp;quot;Ona and Kort&amp;quot;, which deals with the long feud between Kortoniara &amp;amp; Onsamiath&lt;br /&gt;
3. &amp;quot;Anna, the Good Queen&amp;quot;, a play about Anna. It&#039;s becoming infamous for treating Baron Tyran Bellicose as so dumb that he makes a &amp;quot;dumb orc smart&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Farmed Hills==&lt;br /&gt;
&lt;br /&gt;
These hills are well farmed, and show old irrigation channels indicating they have been farmed for a great stretch of time.&lt;br /&gt;
&lt;br /&gt;
==Withaive hills==&lt;br /&gt;
&lt;br /&gt;
Here, west of Hobb&#039;s shire, the gentle rolling foothills of the Baskan Mountains begin in ernest. Two small towns nestle in the hills below Ragnar&#039;s Peak, both competing for the rich mineral resources of the nearby mountains. Recently the mood has grown grim as the citizens of each town have grown ever more distrustful of their neighbors. Unheard of before the townsfolk have started raiding each other, so far only a few buildings have burned but the situation is getting worse by the day.&lt;br /&gt;
&lt;br /&gt;
SECRET: the recent conflicts are the result of the waves of hatred and paranoia coming from the desert in the west.&lt;br /&gt;
&lt;br /&gt;
==The Southern Gate==&lt;br /&gt;
&lt;br /&gt;
A small community remains within the remnants of a walled city.  Primarily made up of traveler services, the Southern Gate is named for the one remaining gate that stands in the wall, facing the Final Road, which sends an offshoot up through this community.&lt;br /&gt;
&lt;br /&gt;
The community is deeply jealous of the mining wealth of its northern neighbors, but lacks the strength to do anything about it.  Most of the able bodied and quick witted children of the Southern Gate leave with travelers and caravans passing through, or head north to work in the mines.&lt;br /&gt;
&lt;br /&gt;
Due to the desperation, the Splendor&#039;s influence is strong here, with families offering children to the service of the temple-city and priests given free access to the ruins and the extensive catacombs beneath the community.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=9=&lt;br /&gt;
&lt;br /&gt;
==Red Woods==&lt;br /&gt;
&lt;br /&gt;
This region is a dense needleleaf forest intermixed with bogs. Originally inhabited by small villages of wood elves and shifters, the recent incursion of a covey of hags* and their lycantropic minions have pushed the elves back to Ionavalon. The shifters remain and fight a low intensity war with the hag. The shifters, led by a werebear, are allied with treants, dryads, wood woads and local spirits; while the hags command many plant creatures (shamblers, battlebriars, assassin vines, predatory vines and vine horrors), otyughs, a tribe of werewolves and a group of trolls from the Black Muskeg 8.1, a cold swamp to the west.&lt;br /&gt;
&lt;br /&gt;
Secret: Deep below the Red Woods is a bound deity of rot and corruption whom the hags seek to revive.&lt;br /&gt;
&lt;br /&gt;
*Two green hags and an annis.&lt;br /&gt;
&lt;br /&gt;
==Highlands of Erenby==&lt;br /&gt;
&lt;br /&gt;
A spur of small, densely wooded mountains, an offshoot of the Vagabonds, separates the Red Woods and the Heartwood Forest. The source of the Sadhur bubbles up under a lake located on a high plateau here, and falls down towards Ionavalon to the east. (See the description of [[#Ionavalon|10.2]] for more details on the Sadhur.)&lt;br /&gt;
&lt;br /&gt;
A traveller who braves the slopes to find the lake will be struck by the beauty as the sun strikes its crystal waters, casting shimmering light everywhere. It may be this very beauty that caused unknown hands to raise a temple on its shores. Long abandoned, locals can not recall who built it or who it was dedicated to. Wind and rain have obliterated carvings that may have given a clue to the answer, but a single statue remains that retains enough of its form to tell that the deity was at least humanoid in form; all other features -- race, age, gender -- have been since lost to the elements.&lt;br /&gt;
&lt;br /&gt;
==Heartwood Forest, cont==&lt;br /&gt;
&lt;br /&gt;
Here the Heartwood covers the land with think trees and heavy undergrowth. Still the forest has a groomed quality, belying the influence of the nearby elves.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Forest==&lt;br /&gt;
&lt;br /&gt;
The forest is thin on these rolling hills, and the river Delnar meanders through the dales.&lt;br /&gt;
&lt;br /&gt;
==Farmland==&lt;br /&gt;
&lt;br /&gt;
Though sparsely populated, this area has been cleared of major vegetation, and the local inhabitants have made use of the waters of the Delnar in order to provide irrigation for the fields that now cover the landscape.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 8==&lt;br /&gt;
&lt;br /&gt;
==Grasslands==&lt;br /&gt;
&lt;br /&gt;
Rolling grasslands broken only occasionally by sparse clumps of trees mark this section of Old Kings&#039; Road.&lt;br /&gt;
&lt;br /&gt;
==Ore Road==&lt;br /&gt;
&lt;br /&gt;
Here a small road leads from the nearby mining towns to Hob&#039;s shire, where they meet merchants to sell their ore.&lt;br /&gt;
&lt;br /&gt;
The road has become dangerous of late as the guards the mining towns used to patrol the path have been recalled to fight their internal struggle. A group of Hobgoblins, drawn to the area by tales of glory from their people&#039;s history, has made camp in the area.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 11==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=10=&lt;br /&gt;
&lt;br /&gt;
==The Heartwood==&lt;br /&gt;
&lt;br /&gt;
Here the Heartwood is thick and lush, groomed and beautiful. This area is rumored to be under the protection of Unicorn who the Elves of Ionavalon often consult.&lt;br /&gt;
&lt;br /&gt;
Few evil beings dare enter this portion of the forest, but from time to time the Unicorn will be forced to deal harshly with intruders.&lt;br /&gt;
&lt;br /&gt;
Most recently a band of Gnolls, under pay from the Hags in the Red Woods has been causing some head aches, the Unicorn has been considering asking the elves, or perhaps a group of adventurers, for help.&lt;br /&gt;
&lt;br /&gt;
==Ionavalon==&lt;br /&gt;
&lt;br /&gt;
In a forest glade lies Ionavalon, Citadel of Dreyal, Queen of the Bright Elves of Heartwood. The Citadel sits on the Sadhur River, which flows out of the Highlands of Erenby to the west and joins the Delnar further east.&lt;br /&gt;
&lt;br /&gt;
Ionavalon is not so much built as grown, through careful cultivation and tending of the forest-and a small amount of magic as well. Similar, though much smaller, houses surround it on all sides.&lt;br /&gt;
&lt;br /&gt;
Though the Bright Elves have dwelt in Heartwood since before the coming of other races, throughout their history they have sought neither to expand their holdings or conquer others, but have been content to merely keep and watch over their small territory. They do not often seek contact with outsiders, but are welcoming to those of good heart who find themselves in the Heartwood.&lt;br /&gt;
&lt;br /&gt;
==The Deepening Forest==&lt;br /&gt;
&lt;br /&gt;
The forests south of Iovanalon deepen and thicken, blocking out the sun in places. Eventually, the woods grow nearly impenetrable as travelers approach the Skittering Dark.&lt;br /&gt;
&lt;br /&gt;
==The Skittering Dark==&lt;br /&gt;
&lt;br /&gt;
A section of deep forest no longer traveled by local huntsman and trappers after a wave of disappearances a few years ago. Foresters keep their distance and speak of the unnaturally large insects and spiders which give this area its name.&lt;br /&gt;
&lt;br /&gt;
SECRET:&lt;br /&gt;
&lt;br /&gt;
Actually it&#039;s just spiders. They have multiplied in this area under the influence of a Shrine to Lolth. A Drow priestess emerged from the Underdark to build the shrine here because of ancient magical power in the location. This is due to an ancient temple to a fallen god (or primordial) which resonates with magical power for those who can claim it.&lt;br /&gt;
&lt;br /&gt;
After building the shrine, the priestess contracted with Duergar to construct a temple around it. Their hatred for the surface world has made this process painfully slow, but she does not have the means to do the stonework herself. There is a seemingly innocuous forested hill cave in this hex, which is deceptively deep and acts as the highway to the Underdark which brings the Duergar workers to the surface. The path between here and the temple itself has become increasingly well-worn over the years.&lt;br /&gt;
&lt;br /&gt;
Hazards: giant spiders (including demonic variants), duergar parties, the long-buried temple beneath the shrine (now with surrounded by the skeleton of its own temple under construction), a passageway to the Underdark and all that it contains...&lt;br /&gt;
&lt;br /&gt;
==Delnar River==&lt;br /&gt;
&lt;br /&gt;
The Delnar River passes just south of the Skittering Dark.&lt;br /&gt;
&lt;br /&gt;
South of the river is fertile grassland with scattered groups of ranchers and herders being the major occupants. North is the deep ominous forest.&lt;br /&gt;
&lt;br /&gt;
Between the river and the Skittering Dark, however, is a line of imposingly large stone menhirs whose origin is unknown. They are hewn from granite which is obviously not local to the area, and each one weighs several tons, so whoever originally placed them went to a lot of trouble to do so.&lt;br /&gt;
&lt;br /&gt;
Magical runes glow on the menhirs in unpredictable patterns that change as the weather shifts. The monuments otherwise don&#039;t appear to actually do anything.&lt;br /&gt;
&lt;br /&gt;
Theories abound as to what they are, who originally placed them, and what purpose they have. Popular stories include: they keep the Delnar river from shifting its course South, they prevent evil things in the Skittering Dark from moving south across the river, and they predict the weather in advance, if only someone knew how to read them.&lt;br /&gt;
&lt;br /&gt;
This part of the forest was never cleared, even though it approaches close to the north of Wheatsea. People often hunt wild animals up to the riverbank, but are superstitious about crossing to the north. Hunters tell tall tales of spiders the size of rats north of the river, but few people believe them in the taverns of Wheatsea.&lt;br /&gt;
&lt;br /&gt;
==Wheatsea==&lt;br /&gt;
&lt;br /&gt;
Situated in the midst of farmland, Wheatsea is a thriving city that enjoys the advantages of its location.&lt;br /&gt;
&lt;br /&gt;
In addition to its sizable human population, Wheatsea hosts a number of elves and half elves.  The elves arrived during the founding of the city, wandering away from a homeland they were cast out of, and agreeing to aid the fledgling city in exchange for a place to live.&lt;br /&gt;
&lt;br /&gt;
Human industry at building and farming combined with elven baking has led to Wheatsea being a valuable strategic resource for the local government.&lt;br /&gt;
&lt;br /&gt;
A supply road runs from Wheatsea to Bellicose Castle.&lt;br /&gt;
&lt;br /&gt;
==Tournament Grounds==&lt;br /&gt;
&lt;br /&gt;
This area of gently rolling hills and lush grass is empty most of the time but every five years it plays host to the Grand Tournament, a fantastic contest of jousting, melee, archery and nearly every game and competition imaginable. Warriors, fame seekers, and spectators come from nearly every land to take part. Around the Tournament a huge carnival takes place, playing host to every entertainment imaginable. It&#039;s a week that people look forward to for years before and talk about for years after.&lt;br /&gt;
&lt;br /&gt;
==UWallach&#039;s Fields==&lt;br /&gt;
&lt;br /&gt;
This region was held by Lady Wallach for a time during the Winter Siege; it contains the sites where her armies camped while they laid siege to Castle Bellicose. Though they were ultimately thrown back by the armies of King Bellicose, monuments were erected along the King&#039;s Road marking the locations of the various brigades and battalions.&lt;br /&gt;
&lt;br /&gt;
==Hobs Shire==&lt;br /&gt;
&lt;br /&gt;
Named for the infestation of hobgoblins that long ago kept this fertile land from being used, numerous hamlets and villages crowd in to take advantage of the pleasing fruit trees and good growing conditions.&lt;br /&gt;
&lt;br /&gt;
Notable settlements include Apple Hall, Cherry Pond, and Kaitlen&#039;s Walk.  These small communities offer up a &amp;quot;fair&amp;quot; share of their bounty to the Splendor, with most of the rest going to secular leaders.  Still, there is enough to avoid starvation during all but the worst growing seasons.&lt;br /&gt;
&lt;br /&gt;
Dangers of Hobs Shire include cults that worship the native gods, including the alien and twisted fertility goddess (and goddess of centipedes and other such creatures) that the hobgoblins once venerated.  There are also a few degenerate communities where human and hobgoblin blood have mixed.&lt;br /&gt;
&lt;br /&gt;
Marisee the Peddlar travels in the rural communities around the shire, and can be found anywhere within 2 hexes of this one. Occasionally, she goes past those boundaries, but never into the bigger cities, such as Splendor. How she has managed to survive alone in these travels for the last decade is unknown, though many an isolated hamlet has appreciated a visit.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 10==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 11==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=11=&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 1==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Dragon Hollow==&lt;br /&gt;
&lt;br /&gt;
Near the Eastern edge of the Heartwood Forest lies the petrified bones of a great Red Dragon, half-buried in a hill-side. The origin of the bones have been lost even in legend, but it is said that under the lies what was once the great horde of the Dragon, waiting to be claimed by one brave enough. Even still, very few people find reason to approach the site, as few who go ever return.&lt;br /&gt;
&lt;br /&gt;
SECRET: The hill is, in fact, the home-base for the Bardinian Rangers, a group of primarily Human and Half-Elf outcasts who have withdrawn from society to roam the Wilderness.&lt;br /&gt;
&lt;br /&gt;
The Rangers are, for the most part, good folk, and hold an uneasy truce with the Elves of Lonavalon, mostly ignoring each other. The Rangers are made up of people of many different skill sets. From actual Rangers and Druids, to Artisans and Bards.&lt;br /&gt;
&lt;br /&gt;
The lair of the Rangers is accessed through the mouth of the dragon, and includes an underground stream and many large Caverns.&lt;br /&gt;
&lt;br /&gt;
The area around the hill is well-defended, and the main reason few return is that those who have found the lair never leave, being required to join the Rangers.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Farmland==&lt;br /&gt;
&lt;br /&gt;
The Delnar spills out of the hills into fertile plains. Both Wheatsea and Aelwyd graze their herds on the flood plain during summer, and outlying farms of Wheatsea grow arable crops south of the river.&lt;br /&gt;
&lt;br /&gt;
==Farmland==&lt;br /&gt;
&lt;br /&gt;
This entire area is given over to farmland to feed the City of Bellaca. The Farmers in this area are forever annoyed at what they consider low prices of grain in Bellaca. The grumbling has gotten louder of late with some farmers talking about withholding grain or selling it elsewhere.&lt;br /&gt;
&lt;br /&gt;
==Bellicose Castle==&lt;br /&gt;
&lt;br /&gt;
The current Lord of the area, Baron Tyran Bellicose, lives in a mighty fortress overlooking the Old King&#039;s Road. He is a iron-fisted Lord in many respects, but fair. He does not tolerate disobedience, dealing harshly with any sort of challenge to his authourity, but he doesn&#039;t squeeze the locals mercilessly and deals squarely with all regarding taxes, treaties and the like, so he is generally well respected, if not actively adored, by his subjects.&lt;br /&gt;
&lt;br /&gt;
Recently, however, these subjects have started to adopt a much more aggressive attitude towards the Baron&#039;s soldiers and tax-collectors, and in some areas, such as the Withaive hills, they&#039;ve actually dared to attack them. The Baron grows increasinlgy paranoid that a usurper is working behind the scenes to incite the people against him and remove him from power. Perhaps one of his brothers or maybe his son. His spys are even now keeping tabs on his entire family.&lt;br /&gt;
&lt;br /&gt;
Perhaps he has been too soft on the commoners and needs to visit such destruction on these Winterhaivian rebels so as to leave no doubt about his power and then, maybe, he&#039;ll figure out who in his family is responsible for stirring them up and deal with them in turn...&lt;br /&gt;
&lt;br /&gt;
==Crossroads==&lt;br /&gt;
&lt;br /&gt;
A crossroads exists here where Old King&#039;s Road meets roads leading south towards Splendor and north towards Aerth Aelwyd and the Vagabond Mountains.&lt;br /&gt;
&lt;br /&gt;
==Grasslands==&lt;br /&gt;
&lt;br /&gt;
East of Hob&#039;s Shire, the land is uncultivated grasslands verging on the forests of Ehlonna&#039;s Splendor.&lt;br /&gt;
&lt;br /&gt;
==Ehlonna&#039;s Splendor==&lt;br /&gt;
&lt;br /&gt;
Situated amongst lightly forested areas giving way to meadows is a grand, open air temple-city dedicated to nature and fertility. Several regional gods and goddesses have representations among the statuary, with the current primary goddess venerated being Ehlonna.&lt;br /&gt;
&lt;br /&gt;
Near by communities pay tithes to receive the blessings of fertility and good hunting. The priests who serve in the Splendor (as the temple-city is called) serve as unofficial advisors to many nearby governments.&lt;br /&gt;
&lt;br /&gt;
While the surface of life there is focused on the business of venerating the deities and serving surrounding communities, as well as educating the next generation of priests and priestesses, there is constant rivalry between the loose and conflicting hierarchies of worship. Schisms and heresies occur beneath the surface, occasionally erupting to the surface in the prayer sessions and scriptural study that makes up civic discourse for the Splendor.&lt;br /&gt;
&lt;br /&gt;
Rumor has it that the reach of the Splendor was once far greater, and that the desert south of Windhook was blighted into its current form by the priestesses of that time. To those spreading this rumor, the current arrangement of gods--especially with Ehlonna as chief goddess--is a compromise that purposefully cripples the power of the Splendor.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=12=&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 1==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Delnar Woods==&lt;br /&gt;
&lt;br /&gt;
Though the river does not touch these woods, save for a few small streams and creaks that split off of the main body, it shares the namesake.  A few logging communities work in these woods, feeding lumber to those nearby.  It is dangerous work, as the trees are hardy and often resist being chopped down through means not always natural.&lt;br /&gt;
&lt;br /&gt;
SECRET: A group of druids died to preserve the natural divinity of this place from a wizard eager for its power.  Their spirits have infused the woods, creating treants, dryads, and other arboreal creatures to continue protecting the slumbering divinity and its power.&lt;br /&gt;
&lt;br /&gt;
==Delnar Woods==&lt;br /&gt;
&lt;br /&gt;
The Delnar Woods thin here, as centuries of logging causes the trees to slowly give way to the rolling hills around Arth Aelwyd.&lt;br /&gt;
&lt;br /&gt;
==Arth Aelwyd, the Hollow Hill Inn==&lt;br /&gt;
&lt;br /&gt;
There is a bend in the Delnar River where it takes a turn to the west around a single, low hill. Formally named Arth Aelwyd, it is oft called simply the Hollow Hill after the riverside inn that has been built inside it by the Strongberry Halflings (they are also known for their potent wine, and they tend a small but productive vineyard in the vicinity as well). It is a pleasant stopping place for those journeying through the area-as long as one doesn’t inquire of their hosts why they have chosen to dwell so far from established Halfling territory, or venture into the lower levels of the Hollow Hill.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Bellaca==&lt;br /&gt;
&lt;br /&gt;
The effective capital city of the region is intensely loyal (at least in appearance) to its native son and inheritor to ancestral rule, Baron Tyron Bellicose.  This city is also the edge of the Splendor&#039;s influence, with a few priests and representatives sitting on the council of nobles that manage details that the Baron does not care to.&lt;br /&gt;
&lt;br /&gt;
Soldiers of the Baron not in his fortress are often here, and there are barracks within the city.  Parades of the soldiers are quite common.&lt;br /&gt;
&lt;br /&gt;
Recently, however, the unrest has come here.  Not in the form of outright rebellion from the citizens, but in mysterious acts of vandalism and petty violence that has set the city on edge against outsiders.&lt;br /&gt;
&lt;br /&gt;
==Bandit Run==&lt;br /&gt;
In this hex the Old King&#039;s Road travels just past the foothills of the Dragon Back Mountains. Trade along this route is continually hampered by bandit gangs. The many caves that riddle this broken region are perfect for temporary hideouts, making the area chronically lawless.&lt;br /&gt;
&lt;br /&gt;
Merchants rarely travel this route unless absolutely necessary, cutting off most trade to the East, isolating the region and promoting the abandonment of smaller settlements inland of the more bustling regions to the West.&lt;br /&gt;
&lt;br /&gt;
The bandits are virtually immune from the law, but are still kept in check by dwindling targets, inter-gang warfare and occasional raids by goblinoid tribes from the larger mountains extending Southeast. The gangs have become increasingly desperate in recent years and their highway robberies have evolved to murderous, pillaging raids farther afield. Their targets have expanded to small settlements for several hexes around.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 9==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 10==&lt;br /&gt;
&lt;br /&gt;
==Unnamed Meadow==&lt;br /&gt;
&lt;br /&gt;
An unnamed empty meadow. It&#039;s lovely, and there are wildflowers.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=13=&lt;br /&gt;
&lt;br /&gt;
==Hermago Heights==&lt;br /&gt;
&lt;br /&gt;
The lowest peaks of the Vagabond range, covered in evergreens save for the gray tips. Isolated and unexplored wilderness and rumored to be the home of the lost and untamed, and some say primordially bestial ancestors, of the elves. Recently, somewhere within the range a hive of giant wasps has begun construction...these flying beasts have begun terrorizing those who come to close and nearby settlements and might be driving out the primordial elves...whose shadows have begun being spotted in the south and to the west.&lt;br /&gt;
&lt;br /&gt;
==Kaunite&#039;s Peak==&lt;br /&gt;
&lt;br /&gt;
Part of the Vagabond mountain range, the peak is a tall mountain surrounded by its siblings whose natural springs and melting caps feed the Delnar Falls and River. Along these high streams near where the waters gather a number of mill hamlets have sprung and over time may connect into a city in on the slope of the high mountain, not often traveled to from beyond in part both to the fey creatures at the bottom of the falls and the terrible things that sleep deep in the mountain. While the lower platueas of this peak are lush with flora, fauna, and small civilization, the caverns beneath the mountain feed into a foul and monstrous worm nest, sometimes the hunting ground of a civilization not yet seen so deep in the ground that it is the perfect inverse of Kaunite&#039;s Peak.&lt;br /&gt;
&lt;br /&gt;
3 main Milling hamlets: Morrisston, Valenshold, Nearfall.&lt;br /&gt;
&lt;br /&gt;
Features: Mountainside, worm caverns, Kaunite&#039;s Depths undercity.&lt;br /&gt;
&lt;br /&gt;
==Delnar Falls==&lt;br /&gt;
&lt;br /&gt;
Here, the river Delnar tumbles down from its high mountain vale to the plains. The area is known for its prosperous mountainside forest, populated by fey things and containing many herbs sought by human mages and apothecaries. Beyond the waterfalls, an entrance leads into a system of caverns (naturally!).&lt;br /&gt;
&lt;br /&gt;
==Forests Flank Delnar==&lt;br /&gt;
&lt;br /&gt;
Heavy forest flanks the banks of the Delnar in this region, providing refuge for numerous herbivores but also cover for those creatures that hunt them.&lt;br /&gt;
&lt;br /&gt;
(Encounters: Packs of wolves and occasionally 2-3 dire wolves, herds of deer, solitary bears, goblinoid hunting party)&lt;br /&gt;
&lt;br /&gt;
==Spire Lake==&lt;br /&gt;
&lt;br /&gt;
In the foothills, the Delnar river spills into a valley lake. The forests reach the north shore, but to the south is open hillside where halfling shepherds can often be seen leading their flocks. The lake itself it flat and calm, almost having a mirror surface except when whipped up by an autumn wind. Near the centre of the lake, a cracked stone spire breaks the surface. The druid Aedelraed knows its history, but is rarely seen these days.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 8==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 9==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 10==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 11==&lt;br /&gt;
&lt;br /&gt;
==Badlands==&lt;br /&gt;
&lt;br /&gt;
the verdant meadows abruptly give way after 12.11, giving way to rocky highlands, and later badlands formed by the volcanic south. &lt;br /&gt;
&lt;br /&gt;
of particular prominence is a high-walled ravine, where the ancient highway called Tiamat&#039;s Gullet starts, marking the safest route through the volcanic southern mountains (eventually hooks up with 15.12).&lt;br /&gt;
&lt;br /&gt;
Belleca is in talks with Splendor to consder linking Tiamat&#039;s Gullet to the main roads&lt;br /&gt;
&lt;br /&gt;
=14=&lt;br /&gt;
&lt;br /&gt;
==The Charred Ridge==&lt;br /&gt;
&lt;br /&gt;
A section of the Vagabond mountain range with few distinguishing peaks or passes. Named for the damage done during past volcanic activity that has left the range looking singed. A few settlements eek out existence in the foot hills, under the heel of bandits who find the desolate mountains excellent for a base of operation.&lt;br /&gt;
&lt;br /&gt;
==Abandoned silver mines==&lt;br /&gt;
&lt;br /&gt;
The mountains next to Kaunite&#039;s Peak used to contain rich veins of silver but almost all of these mines were exhausted a generation ago. The mine were then abandoned and the human and dwarven miners moved on to other parts. The area is studded with ghost towns built during the first rush and now empty. There are occasional rumors of miner&#039;s treasure hidden up in the mountains or a vein that wasn&#039;t completely mined out but investigating these rumors is dangerous as several tribes of goblins have moved into the area.&lt;br /&gt;
&lt;br /&gt;
When the area was populated it was home to several gangs of bandits. The largest of these, the Red Jacks, were eventually all caught and hung but they died without telling where their loot was stored.&lt;br /&gt;
&lt;br /&gt;
Terrain type: Mountainous/conifer forest &lt;br /&gt;
Settlements: Calamity (abandoned)&lt;br /&gt;
Encounter ideas: Goblins in abandoned mine, ghosts of miners, old prospector, bandits&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Goblin Village==&lt;br /&gt;
&lt;br /&gt;
In this area, goblins have cleared some of the woods to build a village where they tend to barely domesticated boars and fend off natural predators from the nearby woods. Their youth occasionally get swept up in war parties, but generally the village keeps to itself. On occasion, human or elven travelers enter the area and spot the village. The goblins deal with these individuals as best they can, fearing revelation.&lt;br /&gt;
&lt;br /&gt;
It is generally known that goblins and such creatures exist in the area, but most aren&#039;t aware of the permanent settlement.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Broken Cart Tavern==&lt;br /&gt;
&lt;br /&gt;
This section of the road is treacherous and not as well maintained as it was when the border was more seriously contested.  Away from most settlements, a traveler&#039;s tavern provides for the needs of the soldiers and others who come by this way.  The son of the owner is quite handy at repairing the damage done to wagons and other vehicles that pass through this unpleasant stretch of road, while his twin sister is excellent at mending travel worn garments and performing repairs on smaller goods, from knives to ancient books that need to be meticulously pieced together again.&lt;br /&gt;
&lt;br /&gt;
==Dragon Back Mountains==&lt;br /&gt;
&lt;br /&gt;
==Dawn&#039;s Shame==&lt;br /&gt;
&lt;br /&gt;
This city on a hill is renowned for its delights.  The splendid sunrises are the least of them, and one really seen by the soldiers and adventurers who come to Dawn&#039;s Shame.  In addition to ways to spend a day&#039;s wage in a few minutes, the city hosts tournaments and bloodsport of all sort.  No impulse is without its outlet at Dawn&#039;s Shame.&lt;br /&gt;
&lt;br /&gt;
Even those who seek forbidden lore can appease their hunger in the libraries, or delve into the ancient structures the riddle the hills and mountains around the city.&lt;br /&gt;
&lt;br /&gt;
The city itself is built on the highest hill, with a few satellite towns and villages that aid in supporting it.&lt;br /&gt;
&lt;br /&gt;
==Basalt Crags==&lt;br /&gt;
&lt;br /&gt;
These mountains are rough black volcanic rock, with many cliffs and loose slopes formed of ash and pumice. Only an experienced mountaineer could cross this region.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=15=&lt;br /&gt;
&lt;br /&gt;
==Horn Holds==&lt;br /&gt;
&lt;br /&gt;
The remains of a large stratovolcano that erupted cataclysmically many years ago. The collapsed cone formed a lake in the caldera with an island in the middle. This island serves as the main entrance to the Horn Hold, a dwarven settlement renowned for thier metal smithing. Deep within the old lava tubes and vents are veins of rare and wonderful metals and minerals.&lt;br /&gt;
&lt;br /&gt;
The dwarves have not mapped all of the tunnels as of yet and will not in the near future as long range exploration parties have come under attack from worm like creatures. It is quite possible that due to past seismic activity fissures and magam tunnels have made connections to the tunnels under Kaunite&#039;s Peak.&lt;br /&gt;
&lt;br /&gt;
Horn Hold is a fairly new dwarven settlement and is not as closed to outsiders as more established holds. Being founded by a priest of Moradin there is a strong religious feel to the city, and while areas are open to traders the wrokings of the foudaries and furnaces are strictly limited to the dwarves. The forges have made major advancements in metallurgy including the working of alloys of various metals* and treatments not used by humans.&lt;br /&gt;
&lt;br /&gt;
*Equvalent metals would be aluminum, nickel, manganese and magnesium.&lt;br /&gt;
&lt;br /&gt;
==The sheer cliffs==&lt;br /&gt;
&lt;br /&gt;
When the caldera was formed in volcanic eruption long ago, a portion of one of the neighboring mountains in the range was split in half, one half crumbling into the lake leaving the other as a sheer face along a long stretch of the Vagabond mountain range. In this region are treacherous mountain passes in the western portion, but in the northern and the eastern portion of the area there is stability. The lake town of Grabben&#039;s Shore is the primary source of trade to the hold across the lake, access to this fishing and trade town from the south is through a stable, if sometimes bandit laden, mountain pass that leads into the east Delnar Road.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Roamer&#039;s Woods==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 8==&lt;br /&gt;
&lt;br /&gt;
==Stone Fort==&lt;br /&gt;
&lt;br /&gt;
This point marks both the eastern end of Old King&#039;s Road as well as part of the historic border between this land and the Eastern Kingdoms. A small stone fort, manned but falling into disrepair, stands testament to this fact.&lt;br /&gt;
&lt;br /&gt;
Terrain type: Grassland (any forest that was once present has been cleared so as to provide an unobstructed view of the land on either side of the border).&lt;br /&gt;
Potential encounters: border raiders, smugglers, invading armies if the GM so wishes&lt;br /&gt;
&lt;br /&gt;
==Dragon Back Mountains==&lt;br /&gt;
&lt;br /&gt;
==Broken Pass==&lt;br /&gt;
&lt;br /&gt;
A well supported pass, complete with arched gates to hold it up, once stood here. Now it is in ruin, with broken statuary and architecture blocking the way through the mountains.&lt;br /&gt;
&lt;br /&gt;
==Tiamat&#039;s Gullet==&lt;br /&gt;
&lt;br /&gt;
A desolate valley road carved along a volcanic mountain range which stretches east to west, eventually joins up with the Dragon Back mountains, with spurs of black rock jutting up like feindish claws, lined with rivers and even &#039;lakes&#039; of molten lava that flow from the mountains. because of this hellish landscape, both the valley and centuries-old road are named for the Dragon Goddess&lt;br /&gt;
&lt;br /&gt;
but perilous as the Gullet is, the depradations of the Orange horde have awoken Algrim The Strong, A dwarven Death Knight. Algrim considers himself the undisputed warlord of the Gullet, and from the volcanic hall that was once his tomb, has begun to assemble an army of his own, bolstered by the walking dead, with wich he shall support his ally, Shan-Yur&lt;br /&gt;
&lt;br /&gt;
It is the hope of interested parties that somebody disrupt this alliance, and turn the two warlords against each other&lt;br /&gt;
&lt;br /&gt;
While it was (until recently) the safest route for pilgrims to reach the Monastery of the Celestial Dragon, the road through Tiamat&#039;s Gullet eventually swings north towards Broken Pass (and presumably, Dawn&#039;s Shame)&lt;br /&gt;
&lt;br /&gt;
=16=&lt;br /&gt;
&lt;br /&gt;
==Vagabond Mountains==&lt;br /&gt;
&lt;br /&gt;
It is rumoured that griffins make their homes among the peaks found in this otherwise uninhabited section of the Vagabonds.&lt;br /&gt;
&lt;br /&gt;
==The Keeper&#039;s Keep==&lt;br /&gt;
&lt;br /&gt;
Atop the highest mountain in the region, and in fact taking up most of the hex is a giant&#039;s keep. It has seven sides, one for each era of history plus another three for the eras said to come. The top of the walls are often surrounded by clouds which become more storm-laden the closer someone approaches. The walls are said to be seven miles thick, but no mortal has ever entered or left in known history. It is said that dragons have flown over the walls and have seen what lies in the courtyards and towers within, but they rarely speak of such things (for free). Climbers face many days of vertical ascent through a thunder storm on a wall with no real handholds. Others who have tried to fly over the walls have choked, breathless before reaching the top.&lt;br /&gt;
&lt;br /&gt;
Secret: Dragons, when pressed, will tell that the keep is filled with &#039;timelessness&#039; and know rumours of unobtainable treasures within.&lt;br /&gt;
&lt;br /&gt;
Secret: The Keeper is a giant who keeps people and things until they are needed at the end of time. The few people who live there cannot die, but they cannot leave.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Roamer&#039;s Woods==&lt;br /&gt;
&lt;br /&gt;
==Tower of Thorns==&lt;br /&gt;
&lt;br /&gt;
A dense forest starts in this area, extending up in a line of savage woods that civilization has not yet tamed (16.5 and 15.5).  It is known as Roamer&#039;s Woods.&lt;br /&gt;
&lt;br /&gt;
Fae creatures and elemental forces gather here, delighting in the mystic power that emanates from the Tower of Thorns: a school of sorcery and primal magic has stood since giants erected it at the behest of its founder.&lt;br /&gt;
&lt;br /&gt;
Roamer&#039;s Woods are expansive and confusing, with oddly intelligent animals and passages that lead into faerie worlds.  All of these serve to help conceal the Tower of Thorns from meddlesome fools and enemies.&lt;br /&gt;
&lt;br /&gt;
The Tower of Thorns accepts applicants in two ways.  Anyone with sufficient mystical skill to reach the Tower and gain entry is allowed to study.  It is not uncommon for wizards who have come by their power in more conventional ways to spend several years tutoring less experiences magic users while being instructed in the special spell craft of the Tower.  The other way is to be destined to reach the Tower.  Some who travel in the area seem pushed towards the tower instead of away from it, no matter what the obstacle.  These individuals gain entry by fate&#039;s decree and they provide the small classes that learn under the wizards who seek to unlock the secrets woven into the Tower&#039;s very structure.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==White Plains==&lt;br /&gt;
&lt;br /&gt;
This grassland was once the site of a massive battle with the Eastern Kingdom. Where is surrounding lands are fairly flat (16.7, 16.9 and 15.8) this area is hilly. All of the hills are fairly low and flat as they are man made. Huge barrows for all of the dead killed in the long forgotten battle. The bones of the weathered mounds have begun peaking through give the name, White Plains. Many non corporal undead roam this haunted region. Along with treasure hunters seeking ancient magical panoplies that are sure to be still buried here.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 9==&lt;br /&gt;
&lt;br /&gt;
==Fangula==&lt;br /&gt;
&lt;br /&gt;
A old city called Fangula sits. People who visit it had found nothing but a enough fog to give a dragon a chill. Anyone sent to Fangula at night disappears for ever--never to return!&lt;br /&gt;
&lt;br /&gt;
SECRET: Fangula is home town of evil monsters. Count Volexa is the latest monster ruler of this time. He tossed out the last ruler of town a werewolf. Fangula has been plotting on getting rid of all the humans and turning this country into a evil monster--for lack of better words--factory.&lt;br /&gt;
&lt;br /&gt;
==Dragon Back Mountains==&lt;br /&gt;
&lt;br /&gt;
==The Monastery of the Celestial Dragon==&lt;br /&gt;
&lt;br /&gt;
Located high in the spine of the Dragonback Mountains (which wind in a serpentine fashion through 14.9, 15.10, 15.11, 16.11 and 16.12) lies what was once the westernmost outpost of a sect of warrior-monks known as the &amp;quot;Order of the Celestial Dragon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Six years ago, however, the monastery was invaded by the &#039;Orange Horde,&#039; a massive nomadic tribe of Hobgoblin Warg Riders and ogres led by a cunning Ogre Mage named Shan Yur. The ogre has decided to establish the monastery as the center of a new empire and is gathering evil humanoids from all across the land to burgeon his armies. He has sent out ogre hunters to gather the most dangerous beasts and monsters to master and unleash upon his enemies.&lt;br /&gt;
&lt;br /&gt;
The monks were not all killed during the invasion, however, and many roam the lands trying to gather their strength to retake their home. In their desperation, they&#039;ve even begun training westerners and some of the non-human races in their mystical arts to bolster their numbers. Soon all the members of the order will gather with their new pupils and the Celestial Dragon will reach out to consume the hordes of Shan Yur...&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Hex_by_Hex&amp;diff=109846</id>
		<title>Hex by Hex</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Hex_by_Hex&amp;diff=109846"/>
		<updated>2009-05-26T09:51:42Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: /* Unclaimed 8 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;From this [http://forum.rpg.net/showthread.php?t=453831 thread], creating a 16 by 12 hex sandbox campaign setting.  This wikipage collects the entries and the  map:&lt;br /&gt;
&lt;br /&gt;
[[Image:sandbox2.png]]&lt;br /&gt;
&lt;br /&gt;
Map is created using [http://inkwellideas.com/?page_id=160 Hexographer] using this [[Hex_by_Hex:mapsource|source data]]&lt;br /&gt;
&lt;br /&gt;
=1=&lt;br /&gt;
&lt;br /&gt;
==Siren Tower==&lt;br /&gt;
&lt;br /&gt;
Siren Tower was home of the mermaids until Serina died from a back-stabbing air-creature. It&#039;s five floors above water and five floors below water--not counting the sea-level floor.&lt;br /&gt;
&lt;br /&gt;
Secret:&lt;br /&gt;
&lt;br /&gt;
The air-creature is a Harpy named Khersa. She&#039;s been using the tower has home while looking for treasures. Khersa was the one that killed Serina.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Andaur bay==&lt;br /&gt;
&lt;br /&gt;
The sleepy fishing village of Andaur lies in the shelter of Andaur bay, where the Feyline hills meet the sea. The bay has a gently sloped beach of brown sand and forms a natural harbour, but submerged rocks at the entrance make it suitable only for small boats.&lt;br /&gt;
&lt;br /&gt;
Smugglers wanting to avoid Windhook&#039;s taxes and harbour fees land here from time to time, welcomed by the locals for the silver they spend on poteen (a spirit made from potato or other root vegetables).&lt;br /&gt;
&lt;br /&gt;
Outside the bay, in deep water, lies the shipwreck of the Yellow Rose.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Aire&#039;ennyn==&lt;br /&gt;
&lt;br /&gt;
This is a massive coral fortress that lies in the waters a few miles away from the towering coastal cliffs of Jaeger&#039;s Point and serves as a border post for the sea elves who rule a small domain in the western ocean.&lt;br /&gt;
&lt;br /&gt;
The elves are very territorial but have been known to interact with the merchants of windhook and also to serve as guides-for-hire through the Dagger Reefs.&lt;br /&gt;
&lt;br /&gt;
==Dagger Reefs==&lt;br /&gt;
&lt;br /&gt;
Access to the harbour at nearby Windhook is treacherous through this region, and many an inattentive captain has found his ship wrecked on the rocks that lie just below the surface.&lt;br /&gt;
&lt;br /&gt;
==Harbor Approach==&lt;br /&gt;
&lt;br /&gt;
This is the safe passage to the Windhook harbors, avoiding the dagger reefs. The Great Desert of Ashok verges on the waters of the Windswept Sea here. This relatively constricted access to Windhook makes it an attractive area for pirates, so the Windhook governing employs a number of small, fast fighting ships to patrol the harbor approach. &lt;br /&gt;
&lt;br /&gt;
Still, one must always be on the lookout for cutthroats and privateers.&lt;br /&gt;
&lt;br /&gt;
==The Desert Wastes==&lt;br /&gt;
&lt;br /&gt;
Once a fertile grassland, in recent generations the Great Desert of Ashok to the west has encroached on this area, driving out the farmers who resided here. In their place, nomad tribes now prowl amongst the dunes and wind-blown ruins of past settlement.&lt;br /&gt;
&lt;br /&gt;
Though occasional oases may still be found here, voyaging further west into the heart of the desert is considered a dangerous proposition.&lt;br /&gt;
&lt;br /&gt;
==The Desert Wastes, Continued==&lt;br /&gt;
&lt;br /&gt;
The desert continues southwards here.&lt;br /&gt;
&lt;br /&gt;
==The Oasis of Esau==&lt;br /&gt;
&lt;br /&gt;
This unnaturally large oasis is the size of a small lake and fed by several fresh water springs that spring, seemingly magically, from a series of rocky outcroppings that poke out of the surrounding desert sands.&lt;br /&gt;
&lt;br /&gt;
It not only serves as an important water resource for all the creatures of the desert, but is also held sacred by the desert centaur tribes. They claim that it was created millenia ago when an ancient human prophet, leading his tribesman out of captivity from the south, smote the rocky outcroppings with his staff and presented the oasis as a treaty offering between his people and the centaurs.&lt;br /&gt;
&lt;br /&gt;
The Desert Centaur Tribes all meet and drink from the oasis, but none may fight, however much they may hate their tribal enemies. Non-centaur races are not allowed to drink from the oasis without first gaining the protection and escort of one of the centaur tribes. This can be obtained many ways and certain merchant caravans have long standing and profitable agreements with specific tribes to allow them to use the oasis on their trips north and south...&lt;br /&gt;
&lt;br /&gt;
=2=&lt;br /&gt;
&lt;br /&gt;
==Fayline Falls==&lt;br /&gt;
&lt;br /&gt;
This is a huge fall that makes Delnair Falls look like small potatoes. Behind the waterfall is a huge dungeon--about eight floors above and below the sea level--not counting the sea level entrance floor. In the center of the bottom eight sub-floor, lives a white dragon named Kortoniara. Kortoniara is a young dragoness who had a hatred for her teacher: Onsamiath. They is one thing she hates more then Onsamaith is the near-by werewolf and his skeleton pals. They had causing death of her monsters--usually for werewolf to use as food on his travel to Floorboard.&lt;br /&gt;
&lt;br /&gt;
Kortoniara appears to a shining example of dragonkind. She appears to a very large female dragon. Unlike most female dragon, she doesn&#039;t have a temper. Kortoniara has protected her home with the following monsters: succumbs, water elements, skeletons of dead sirens, a tribe of drows, and two beholders who in charge of her home&#039;s monster.&lt;br /&gt;
&lt;br /&gt;
Khersa has attacked this place many times--but the forces send her back.&lt;br /&gt;
&lt;br /&gt;
==Siren&#039;s Dam==&lt;br /&gt;
&lt;br /&gt;
Year ago, a famous mermaid Serina used magic to become a human. Serina had a rival with air creatures. One of them killed her. Her human lover researched mermaid death rituals and discover that the mermaids killed underwater would be cooked--while above the water, they would be buried. He built a dam on &lt;br /&gt;
Feyline river.&lt;br /&gt;
&lt;br /&gt;
The tomb is home to a crazy werewolf and his skeleton pals. This is the same werewolf that&#039;s been causing problems in Floorboards.&lt;br /&gt;
&lt;br /&gt;
The tomb/dam no longer fully contains the Feyline river.&lt;br /&gt;
&lt;br /&gt;
==Feyline Traders==&lt;br /&gt;
&lt;br /&gt;
The Feyline river flooded this area when the tome/dam first ceased to fully hold it back. A number of markets and trading outposts have opened here on top of the water ruined villages. Riverboats routinely make a course with exotic goods down towards Whitewater Junction.&lt;br /&gt;
&lt;br /&gt;
Many of these boats ask little from their passengers except the money of passage, and it is known that fugitives from northern communities as well as monsters able to masquerade as (demi)human make use of these boats to travel south to escape justice or find new victims.&lt;br /&gt;
&lt;br /&gt;
Exotic furs and preserved meats are what primarily get sent down. There is a strong trapper community living side by side with the merchants that ply the rivers. While the trapper camps and communities are mostly adjacent to this territory, there are a number of taverns and meeting halls amongst the market where the two mingle after discussing wares.&lt;br /&gt;
&lt;br /&gt;
Recently, a new sort of pelt, that seems to be actual gold, has been trickling in to the markets and the first few have just arrived to the south, to the delight of all involved.&lt;br /&gt;
&lt;br /&gt;
Half of Khersa&#039;s attacks had use the help of the werewolf and his skeleton pals.&lt;br /&gt;
&lt;br /&gt;
==Feyline hills==&lt;br /&gt;
&lt;br /&gt;
A dirt track known in Bachmaur as the coast road connects Bachmaur in the east with Andaur bay in the west. Travellers should beware of wolves that roam the area.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Jaeger&#039;s Point==&lt;br /&gt;
&lt;br /&gt;
This massive cliff is a mile wide, half a mile high and sheer except in the center where a massive carving of some hero of old juts out from the cliff face. Who he is and what he did is lost to antiquity, only his name remains.&lt;br /&gt;
&lt;br /&gt;
SECRET: The entire rock outcropping is only the face of a massive underground lair built as a fortress-tomb for the ancient warrior who saw his kingdom razed to the ground and his family slaughtered by usurpers before being slain himself. His followers managed to spirit his body away to his tomb along with that of his family, but their spirits never moved on and await the day when they can take back their kingdom and claim vengence on the descendants of their conquerers.&lt;br /&gt;
&lt;br /&gt;
Recently, faint emanations of paranoia and hate have reached his sleeping corpse and have revived him. As his power slowly grows, he sends forth sentinels of darkness to scout the land and prepare the way to reclaim his rightful throne...&lt;br /&gt;
&lt;br /&gt;
==Windhook==&lt;br /&gt;
&lt;br /&gt;
This thriving maritime settlement on the Great Windswept Sea bustles with members of all races and cultures, goods from a dozen lands, and no shortage of jobs for eager adventurers. Join a ship&#039;s crew and see new lands; escort a caravan to the interior, facing who knows what peril; sign on with a mercenary company to pacify rebellious settlements...the possibilities are endless.&lt;br /&gt;
&lt;br /&gt;
Lately, Windhook has been under pressure from several shipping guilds to adjust their tariffs, or face a trade war. At the same time, mysterious thefts, murders, and accidents have been happening to ships at the Windhook port. The governing council thinks the accidents are the work of the Guilds, but are they?&lt;br /&gt;
&lt;br /&gt;
Places to be sure to visit: The Bilge Rat, Lady Nerissa&#039;s Lounge, the Leeward, and Mad Mindros General Store.&lt;br /&gt;
&lt;br /&gt;
Windhook also marks the mouth of the Delnar river, where its waters empty into the Windswept Sea.&lt;br /&gt;
&lt;br /&gt;
==Wetlands Meet Desert==&lt;br /&gt;
&lt;br /&gt;
This area, marking the point where the wetlands around the Delnar basin meet the northern edge of the western desert, is home largely to scrabbly low-growing grasses and plants.&lt;br /&gt;
&lt;br /&gt;
==Council Stone==&lt;br /&gt;
&lt;br /&gt;
This vast field of desperate grass has a giant slab of stone at the center.  Here tribes of desert centaurs come to meet, feeling safe in the mutual risk of the writhing sands nearby.  It is also where the centaurs come to deal with those from  Windhook.&lt;br /&gt;
&lt;br /&gt;
Beyond meeting centaurs conducting business here, those traveling through often encounter the ghosts of centaurs who are drawn here and more able to speak near the stone, giving council to their descendants.  There are darker spirits as well in this area, sorcerers who have sought to assault the mystic tower deeper in the desert and djinn who have dwindled due to being bound to earthly elements.  The centaurs remove all dead bodies from this place, and many say it is for more than simple fear of providing an easy host to the ghosts that reside here.&lt;br /&gt;
&lt;br /&gt;
There are a few animate skeletons in this area, and they are possessed of a keen and terrible intelligence, one that often surpasses the living mind that once resided there. &lt;br /&gt;
&lt;br /&gt;
==The writhing sands==&lt;br /&gt;
&lt;br /&gt;
A region of desert covered in silt sands that flow and move across ever moving windstorms. A navigation piece used by those traveling the desert to gain their barrings from a distance. The winds are surely unnatural and many a caravan has seen on relatively clear days a shining spire of glass and mirrors within. Through rumor it has recently been heard that for one week every five years, the storm dies, raining tons of sand around the region that billow out in a dust cloud...and reveal the shining spire in its smooth and sunlit glory, along with a tattered tent and windswept clay city at it&#039;s base.&lt;br /&gt;
&lt;br /&gt;
When the winds die, men and women in robes fly by their own magic or that of another as riders from the place burst from below aback cruel beasts that glide through the sand like sharks on the sea, some leaving claiming to have finished their studies, others off to find the next class for this secure and sequestered school of Wizardry, Boraro&#039;s tower.&lt;br /&gt;
&lt;br /&gt;
==Desert==&lt;br /&gt;
&lt;br /&gt;
=3=&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 1==&lt;br /&gt;
&lt;br /&gt;
==Pillar of Onath==&lt;br /&gt;
&lt;br /&gt;
A large stone piller juts up from the broken ground here. The piller resists all attempts to damage it and appears in remarkable good condition despite being in place for a long, long time.&lt;br /&gt;
&lt;br /&gt;
SECRET: The Pillar of Onath was built years ago to contain the mighty power of the White Dragon Kortoniara by not allowing her to out of the Feyline falls, trapping her within. She will go to any lengths to see it destroyed and at any point has a dozen plots in progress to see it gone. So far, none have worked, so far.&lt;br /&gt;
&lt;br /&gt;
SUPER SECRET:&lt;br /&gt;
&lt;br /&gt;
About half of any of those dozen plots to do in this landmark--comes from beholders under the command of Kortoniara.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Kalim&#039;s ferry==&lt;br /&gt;
&lt;br /&gt;
The Bachmaur coast road, a grand name for what is a mule track through the hills, encounters the river Feyline here. One Mr Kalim Useferos runs a ferry service and riverboat repairs. His fares are 1 copper penny per passenger, 5 pennies for a mule, and a silver crown for a horse. His family live in a nearby cottage and have a small vegetable plot, chickens and a milking cow.&lt;br /&gt;
&lt;br /&gt;
==Feyline Rapids==&lt;br /&gt;
&lt;br /&gt;
Here the Feyline river is at it&#039;s most violent, it&#039;s crashing, churning waters have claimed many a life over the years. No bridges cross the river here.&lt;br /&gt;
&lt;br /&gt;
==Bullywugs&#039; Cavern==&lt;br /&gt;
&lt;br /&gt;
Just above the black dragon&#039;s lair before the Fayline-for a back of better words-smashes into Delnair at White Junction. Bullywug&#039;s Cavern is home of the black dragon&#039;s favorite food.&lt;br /&gt;
&lt;br /&gt;
Bullywugs aren&#039;t too happy with the black dragon--and trying to locate good creatures of the land to take care of that annoying black dragon.&lt;br /&gt;
&lt;br /&gt;
The Bullywugs&#039; caverns are located in the hills that rise up, semi-circular, near the stench fens and Whitewater Junction and help give Jaegar&#039;s Point its elevation.&lt;br /&gt;
&lt;br /&gt;
==Onsamiath&#039;s Lair==&lt;br /&gt;
&lt;br /&gt;
An extension of the Stench Fens, the old black dragon Onsamiath lives in this tract of swamplands. It is a sorcerer of some repute and is fascinated by the magical energies in the Stench Fens. In pursuing his study of the Fens, Onsamiath has developed a wasting disease that is sapping the life out of him.* Not knowing the cause Onsamiath is seriously contemplating dracolichdom to avoid an ignoble death.&lt;br /&gt;
&lt;br /&gt;
In the past Onsamiath attempted to exact tolls from river traffic to build his horde but after an encounter with a band of adventurers near five decades ago still has him extremely cautious about exposing himself to outsiders. Bullywugs, on the other hand, are his prime food source.&lt;br /&gt;
&lt;br /&gt;
*Currently Onsamiath looks very gaunt and exemplifies the blakc dragon epithet of, &amp;quot;skull dragon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Ruins of Grey==&lt;br /&gt;
&lt;br /&gt;
Here, along rolling hills on the banks of the Delnar lie the ruins of Grey. This accursed place has been abandoned for the past fifty years after it was destroyed in the titanic struggle between a band of adventurers and the near by Black Dragon. Some say these &amp;quot;Heroes&amp;quot; deliberately used Grey as bait for the Dragon, ensuring the deaths of all it&#039;s people.&lt;br /&gt;
&lt;br /&gt;
At night some people say you can hear the wails of pain and agony of the towns residence crying out for vengeance. Nearly everywhere else the adventurers are hailed as true heroes for &amp;quot;killing&amp;quot; the Dragon.&lt;br /&gt;
&lt;br /&gt;
==Silent Fens==&lt;br /&gt;
&lt;br /&gt;
These wetlands are eerily quiet.  Periodically the foolishly adventurous try to uncover ruins or other items of value from it.  Most come away with disease one expects from digging about in muck and nothing more.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 10==&lt;br /&gt;
&lt;br /&gt;
==Desert==&lt;br /&gt;
&lt;br /&gt;
==The Tower of Al-Jazeera==&lt;br /&gt;
&lt;br /&gt;
Surrounding Terrain (2.12, 3.11, 4.11, 4.12) : Desert&lt;br /&gt;
&lt;br /&gt;
This ancient wizard&#039;s tower was long abandoned and almost completely buried until rediscovered by a fugitive sorceror from the southern desert kingdoms. Having conquered the magical defenses of the tower and raised it back above the sands, the renegade, one Ali Ababba Al-Jazeera, has enacted a cunning plan.&lt;br /&gt;
&lt;br /&gt;
The tower grants its owner control over 8 enslaved Djinn, one for each of the 8 cardinal directions. He has tasked these Djinn with transmitting thoughts of paranoia and hatred into the ether surrounding the tower. As the transmissions emanate further and further from the tower, Al-Jazeera is hoping it will incite the surrounding kingdoms to eventually start fighting amongst each other and start an age of war and bloodshed.&lt;br /&gt;
&lt;br /&gt;
As the kingdoms are weakened, he will take them over one by one until he has all the kingdoms of men under his thumb as a Grand Sorceror Sultan and can exact slow, excruciating revenge upon those who dared to exile him...&lt;br /&gt;
&lt;br /&gt;
SECRET: This tower was originally built for the same purpose by the fox-were magus Perrut Dochrum, whose soul is trapped in a sky-blue topaz encased in a lead box and buried beneath a flagstone on the lowest floor. If the gem is ever broken, he will manifest as a lich and regain control of the djinn.&lt;br /&gt;
&lt;br /&gt;
=4=&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 1==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Bachmaur==&lt;br /&gt;
&lt;br /&gt;
This city&#039;s fortune is barely apparent in its modest buildings and stinking places of business.  It is a famed source of leather goods, taking animals herded in the surrounding area by skinning them.  As such it also has a healthy butchery business, including making famed jerky.&lt;br /&gt;
&lt;br /&gt;
While the skinning focuses on conventional animals in the area, the town is well aware of how to skin and tan far more exotic creatures.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Whitewater Junction==&lt;br /&gt;
&lt;br /&gt;
Here, the Feyline River feeds into the Delnar, and the meeting is anything but peaceful. Rocky terrain in the riverbeds forms a series of powerful, fast-moving rapids that make passage up- and downriver impossible for many of the heavily laden river barges that travel the Delnar and the Feyline. An industrious and entrepreneurial halfling family, the Doskins, set up Camp Whitewater decades ago to offer their services in moving cargo across the rapids - or around them - on cargo trains. The business rapidly grew, and with it the camp. &lt;br /&gt;
&lt;br /&gt;
Now a major town, Whitewater Junction offers services of all kinds to the river crews and travelers who use the Delnar and Feyline rivers to cross the wilds. However, their core business - getting boats around, through, or over the rapids - remains a thriving endeavor, and visitors to Whitewater Junction will see seemingly endless convoys of porters, wagons, and sleds carrying cargo of all sorts from the docks on Lowside - below the rapids - to the Highside docks. The Doskins oversee the operation of all of the Portage Companies in Whitewater Junction, acting as a &amp;quot;guild&amp;quot; to preserve competition...and to rake in a handsome profit.&lt;br /&gt;
&lt;br /&gt;
==Stench Fens==&lt;br /&gt;
&lt;br /&gt;
This swampy area, just south of where the Feyline River joins the Delnar*, is suffused with the stink of decay; bubbles slowly rise through the loose mud to loose a gut-churning miasma over the area. Wizards and scholars do not believe the smell in this place could be natural, and some scholars believe it is the remnants of a curse or a mighty magical weapon used eons ago, leaving the earth here hopelessly corrupted. Fortunately, whatever ancient plague corrupts this site does not seem to contaminate the waters of the Delnar...yet. &lt;br /&gt;
&lt;br /&gt;
The Stench Fens are home to several Bullywug tribes, including one led by Krebbok, a Tribal Shaman of great power. It is said that Krebbok wears amulets of power recovered from numerous burial mounds that lie beneath the mud and greasy water of the fens. &lt;br /&gt;
&lt;br /&gt;
==black lake==&lt;br /&gt;
&lt;br /&gt;
Water stained from the surrounding fens collects in a depression here. The dark brown water is impossible to see deeper than a few inches through. Freshwater crayfish can be caught here, but the mosquitos (normal and giant varieties) like to lay their eggs in these still waters.&lt;br /&gt;
A tribe of lizardmen inhabit the area.&lt;br /&gt;
&lt;br /&gt;
==Crownfall==&lt;br /&gt;
&lt;br /&gt;
Description: A crater in the midst of barren wasteland. The crater was formed when the golden star that shone in the crown of the constellation of the Conqueror fell from the heavens a century ago. The area was once a marsh and the impact drained it, leaving a dry wasteland behind, and opened a crack into the caverns of the Underdark. The area has been claimed by various evil humanoids throughout the years, though nobody has been able to hold onto it for very long before being swept aside by the new owners.&lt;br /&gt;
&lt;br /&gt;
Rumors&lt;br /&gt;
&lt;br /&gt;
    * The star is actually an immortal being that grants boons.&lt;br /&gt;
    * The star is an ancient artifact weapon, forged by the gods in their war against the primordials.&lt;br /&gt;
    * The star is a portal to the Astral Sea.&lt;br /&gt;
    * The star is a portal to the Far Realm.&lt;br /&gt;
    * The fall of the star coincides with the fall of Nerath.&lt;br /&gt;
    * The star was called from the heavens by a powerful star pact warlock.&lt;br /&gt;
&lt;br /&gt;
==Desolate Waste==&lt;br /&gt;
&lt;br /&gt;
Here the land is cracked and broken. Ill suited for nearly any purpose this area is almost completely devoid of life.&lt;br /&gt;
&lt;br /&gt;
==Desert==&lt;br /&gt;
&lt;br /&gt;
==Desert==&lt;br /&gt;
&lt;br /&gt;
=5=&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 1==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Old King&#039;s Road Follows River==&lt;br /&gt;
&lt;br /&gt;
Here, Old King&#039;s Road - little more than a rough trail - follows the course of the Delnar for a time before curving northward, heading into parts unknown.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Hag&#039;s Crossroad==&lt;br /&gt;
&lt;br /&gt;
Two ruined roads cross in this bog riddled area.  It is home to brutish creatures that labor under a coven of hags that have maintained control for generations, abducting and inducting girls from surrounding settlements into their dark secrets.  Occasionally a female magic user will seek them out for their arcane secrets, or to join the coven.&lt;br /&gt;
&lt;br /&gt;
The hags occasionally parlay with communities nearby, sending dominated monsters into town and speaking through the brutes.  They do not wish to disrupt the balance of power that allows them to remain there.&lt;br /&gt;
&lt;br /&gt;
Some suspect they wish to usurp control of the Stench Fens nearby, but that some power prevents them from doing so.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 9==&lt;br /&gt;
&lt;br /&gt;
==Drake Fissure==&lt;br /&gt;
&lt;br /&gt;
Between the thinning desert and the thinning plains, the drake fissure runs from northwest to south east, this area being only the widest and deepest.&lt;br /&gt;
&lt;br /&gt;
A great crack in the earth cut not by river or quake, but said to have been carved by a great beast reaching down from the sky in an age long forgotten. Drakes, Wyverns, and lesser creatures of relation to the dragons crawl and fly around and within the shadows of the valley. Some say the fissure itself runs so deep it reaches into the black heart of the world. Even from it&#039;s edge, tunnels can be seen down the fissure walls...but no man has seen it&#039;s bottom here and lived to tell the tale...now the mad Gnome Walber Nik Hausen is another story. They say he has seen down there, if you can find him you&#039;d have the best wealth of information to forming an expedition.&lt;br /&gt;
&lt;br /&gt;
==The Freetowns==&lt;br /&gt;
&lt;br /&gt;
This lightly hilled grassland on the edge of the desert is home to a collection of small villages styling themselves the &amp;quot;Free Towns&amp;quot;. In reality they don&#039;t get visits from tax collectors because they have nothing anyone would want. The villages are home to the wretchedly poor, the most degenerate criminals, and a few starry eyed fools.&lt;br /&gt;
&lt;br /&gt;
One such fool is &amp;quot;Mayor&amp;quot; Hilligar, the self styled ruler of &amp;quot;these fine, free peoples&amp;quot;. Hilligar has been trying to get a road built to connect the villages but so far every tradesmen or builder he has brought in has been repulsed or murdered. Only the most foolish or desperate merchants will enter the area.&lt;br /&gt;
&lt;br /&gt;
==Heroes&#039; Grave==&lt;br /&gt;
&lt;br /&gt;
Tombs and monuments to ancient heroes fill this area, sprawling out into ruined necropoli that bear the brunt of the sands.  Centaurs still come here to deposit their honored dead—even if it is just their bones or ashes.  Many of the crypts and other structures show signs of being forced open, and desperate grave robbers and fledgling necromancers both still come seeking some hidden scrap of wealth or power.&lt;br /&gt;
&lt;br /&gt;
A road extends out to the east from here.  Its old name is the Final Road, but in recent times it is simply called the Southern Road or South Way.  The road is a major thoroughfare still for southern settlements, who use it to reach the Splendor and beyond.  It is considered far safer than other routes to travel.  Some say it is due to the shrines and crumbled statues of heroes that still line some of the way.  Others because it is nestled between a sorcery riddled desert and the power of the Splendor.&lt;br /&gt;
&lt;br /&gt;
=6=&lt;br /&gt;
&lt;br /&gt;
==Tower of Arun Tor==&lt;br /&gt;
&lt;br /&gt;
The Tower of Arun Tor sits atop Dol Arun, a hill in the Highlands of Erenby. Formerly the home of Pertwee Village&#039;s lord, it was abandoned a generation ago when the last resident, Lord Bascom, died without a known heir. &lt;br /&gt;
&lt;br /&gt;
The tower is four stories high, each slightly smaller than the one beneath. Unknown to most, the tower has just as many sub-levels underground, where Lord Bascom plied his second, secret trade-that of a necromancer.&lt;br /&gt;
&lt;br /&gt;
It is uninhabited today and rumored to be haunted-a rumor that may be true, considering its history.&lt;br /&gt;
&lt;br /&gt;
==The Village of Pertwee==&lt;br /&gt;
&lt;br /&gt;
Pertwee Village lies amidst the rolling Hills of Erenby. The primary occupation of its residents is herding goats and sheep on the grassy slopes, though they also forage for mushrooms in the many shallow caves that dot the hills. The village itself is surrounded by a wooden stockade for protection from bandits and lesser humanoids that also inhabit the hills.&lt;br /&gt;
&lt;br /&gt;
A stone tower called Arun Tor rises on a hill overlooking the village, formerly the residence of the local lord. He died a generation ago without an heir, and the tower has been abandoned since.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Driving trail and Grazing Lands==&lt;br /&gt;
&lt;br /&gt;
Running through the middle of this large open plain is a major driving trail for the ranchers of Bachmaur. In the middle is a spring-fed lake where the herds are left to winter. This is a peaceful place, but also a prime target for outlaws looking to steal a herd.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Old Road Diminishes==&lt;br /&gt;
&lt;br /&gt;
As the old road from King&#039;s Bridge continues to the northwest through this lightly wooded region, weeds, shrubs, and other plants sprouting between the stones become more frequent. Eventually the road becomes little more than a trail, with only the occasional cobblestone or weather-worn marker to tell of what it once was.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 8==&lt;br /&gt;
&lt;br /&gt;
==Melroth&#039;s citadel==&lt;br /&gt;
&lt;br /&gt;
A Highland fortress built across one of the canyons leading into Ragnar&#039;s Glacier, meant to serve as a bulwark against the raids of frost giants and the monsters of the Drake Fissure.&lt;br /&gt;
&lt;br /&gt;
the Citadel was founded by the legendary Dragonborn warrior saint, Melroth Invictus, and the Paladin order he founded is the keep&#039;s de facto Authority, despite the Bellacan-appointed lord mayor. unsurprisingly, many dragonborn come here to follow in the footsteps of this hero&lt;br /&gt;
&lt;br /&gt;
but a warning to travellers. the fortress city of Melroth is said to be a police state, where the law is as swift and harsh as the mountain cold&lt;br /&gt;
&lt;br /&gt;
==EverFreeze==&lt;br /&gt;
&lt;br /&gt;
High in the Baskan range sits a land that is always covered in ice and snow, deemed &amp;quot;Everfreeze&amp;quot; or &amp;quot;The Land of Ice and Snow&amp;quot; by most people, Sages and Scholars call it is &amp;quot;Ragnar&#039;s Glacier.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Whatever it&#039;s name it is a harsh place, cruel and punishing to those who don&#039;t know it&#039;s ways. A tribe of Snow Giants claim dominion over the area and are almost as harsh and cruel as the land they call home. The Great Remorhaz beasts are also a distressingly common sight.&lt;br /&gt;
&lt;br /&gt;
==Dune sea==&lt;br /&gt;
&lt;br /&gt;
Endless, trackless wastes. Here a traveller is confronted with the worst the desert has to offer, endless dunes, scorching heat, no water, and some very fierce beasts.&lt;br /&gt;
&lt;br /&gt;
Recently a young blue dragon has taken up residence in a former Dwarven trading post near the feet of the mighty Baskans and is attracting hardy followers for some purpose. The post served as a stop along a now long defunct &amp;quot;silk road&amp;quot; to the rich south, with the Centaurs serving as middle men.&lt;br /&gt;
&lt;br /&gt;
==Tomb Pass==&lt;br /&gt;
&lt;br /&gt;
Here the Southern Way crosses over part of the Baskin Mountains in what is locally known as &amp;quot;Tomb Pass&amp;quot; due the presence of so many graves near the entrance.&lt;br /&gt;
&lt;br /&gt;
A large population of Dwarfs used to make their home in the Baskins and were a fairly common sight when crossing the passes. About a generation ago the Dwarfs became more and more insular, until finally they drew back from the world entirely. In the last months of their interaction with the world the Dwarfs were more and more fearful, not only for themselves but for anyone they talked to.&lt;br /&gt;
&lt;br /&gt;
No one knows if the Dwarfs are still around, or what ever became of them.&lt;br /&gt;
&lt;br /&gt;
=7=&lt;br /&gt;
&lt;br /&gt;
==Wooded Hills==&lt;br /&gt;
&lt;br /&gt;
The rolling hills in this area are still well forested, with plenty of game.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==The Kings Bridge==&lt;br /&gt;
&lt;br /&gt;
A large stone bridge across the Deinar which used to carry wagons two abreast in ancient times. Crumbling statues of forgotten kings flank it.&lt;br /&gt;
&lt;br /&gt;
==Vagabond&#039;s Echo==&lt;br /&gt;
&lt;br /&gt;
Taller hills than normal for the area rise up here, a final push for the Vagabond mountain range before only hills remain.  Hunting and farming occurs among the hills, with the territory uneasily shared by the locals from various towns and villages.&lt;br /&gt;
&lt;br /&gt;
The King&#039;s Road passes through the levelest course available in Vagabond&#039;s Echo, including an area that looks as if magic were used to carve a clear course.&lt;br /&gt;
&lt;br /&gt;
==Farmed Hills==&lt;br /&gt;
&lt;br /&gt;
These hills are well farmed, and show old irrigation channels indicating they have been farmed for a great stretch of time.&lt;br /&gt;
&lt;br /&gt;
==Ragnar&#039;s Peak==&lt;br /&gt;
&lt;br /&gt;
The single tallest peak for thousands of miles Ragnar&#039;s peak is named after the famed &amp;quot;King of the High Hills&amp;quot; who reigned here hundreds of years ago. Ragnar is most famous for being the last of the &amp;quot;Great Kings&amp;quot; before the empire begin to rapidly fall apart.&lt;br /&gt;
&lt;br /&gt;
The peak is home to few creatures, some scattered woodsmen and a band of monsters here and there. It is said the peak was once home to a vast Aarakocra aerie.&lt;br /&gt;
&lt;br /&gt;
SECRET: The hero buried at Jaeger&#039;s Point is the grandson of King Ragnar.&lt;br /&gt;
&lt;br /&gt;
==Baskan Range==&lt;br /&gt;
&lt;br /&gt;
The Baskan&#039;s are a high, inhospitable place. With the exception of Tomb Pass the range is extremely difficult to navigate. Any one brave and hardy enough to face the mountain&#039;s will find the mountains home to seemingly countless quarreling tribes of goblinoids. The mountains are also extraordinarily rich in mineral deposits.&lt;br /&gt;
&lt;br /&gt;
Long ago the Range was home to Dwarves, but they are long gone from sight. The ruins of their realm dot the mountains.&lt;br /&gt;
&lt;br /&gt;
==Baskan Range==&lt;br /&gt;
&lt;br /&gt;
The Baskan&#039;s are a high, inhospitable place. With the exception of Tomb Pass the range is extremely difficult to navigate. Any one brave and hardy enough to face the mountain&#039;s will find the mountains home to seemingly countless quarreling tribes of goblinoids. The mountains are also extraordinarily rich in mineral deposits.&lt;br /&gt;
&lt;br /&gt;
Long ago the Range was home to Dwarves, but they are long gone from sight. The ruins of their realm dot the mountains.&lt;br /&gt;
&lt;br /&gt;
=8=&lt;br /&gt;
&lt;br /&gt;
==A Cold Swamp==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Desolate Fields==&lt;br /&gt;
&lt;br /&gt;
The abandoned farm land here begins to give way to resurgent forest.  Wild animals are the major threat here, followed by outlaws passing through to richer pickings.&lt;br /&gt;
&lt;br /&gt;
==Silkweed Plantation==&lt;br /&gt;
&lt;br /&gt;
The ruins of a manor farm house, of the sort a noble or wealthy merchant might own, occupy the center of this area. Fallow fields overgrown with silkweed surround it. There are an abundance of large, healthy insects and serpents in the fields who hunt animals that come for the grains and vegetables that grow wild closer to the ruins.&lt;br /&gt;
&lt;br /&gt;
Inside, the ruins host a colony of giant, intelligent spiders who search endlessly for a way out of the haunted estate that has become a prison as much as a home.&lt;br /&gt;
&lt;br /&gt;
==Hills Flanking Delnar==&lt;br /&gt;
&lt;br /&gt;
Here low rolling hills flank the River Delnar, creating an ideal site for farmland if anyone would bother. The remains of farmsteds can be found throughout the area. Once settled the newcomers invariably leave for within a generation for reasons they keep to themselves.&lt;br /&gt;
&lt;br /&gt;
Only one creature makes this area it&#039;s home. A monstrously huge, powerfully ugly and astoundingly dim-witted Troll.&lt;br /&gt;
&lt;br /&gt;
==The village of Floorboards.==&lt;br /&gt;
&lt;br /&gt;
Population: ~150&lt;br /&gt;
Major trade: Fishing&lt;br /&gt;
Government: Lord Anglethorn&lt;br /&gt;
&lt;br /&gt;
Floorboards is a small fishing community on the banks of the River Delnar. Somewhat prosperous but suffering under high taxes and the heavy hand of the local sheriff. Floorboards boasts a small tavern and a very skilled master glassblower.&lt;br /&gt;
&lt;br /&gt;
In recent months the town has been plagued by a werewolf.&lt;br /&gt;
&lt;br /&gt;
Scholar Artemis Thorn is staying at the village tavern. He is taking drawings of the remaining statues on the bridge, and avoiding the sherrif as much as possible for some reason.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Quziyak==&lt;br /&gt;
&lt;br /&gt;
Quiziyak is large wall city. It&#039;s home to a zillion subject. King Road goes throw it. Some of the landmarks in the city includes the following:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Queen Annabelle&#039;s Castle&lt;br /&gt;
&lt;br /&gt;
In the center of the wall city is the castle of Queen Annabelle. Annabelle is being getting critics for claiming that hatred is done by magic from the dessert. Annabelle been trying to get adventurers to defeat Al-Jazeera and proof her point. Beside trying to get red of Al-Jazeera, Annabelle is backing Windhook&#039;s large taxes--as she believes she&#039;s the cousin of the previous king. Baron Tyran Bellicose doesn&#039;t believe her story and consider her to a pain in the--for lack of better universe words--&amp;quot;a royal pain in the royal neck.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Temple of the Planes:&lt;br /&gt;
&lt;br /&gt;
This temple contains portals that lead to many different planes in the universe.&lt;br /&gt;
&lt;br /&gt;
Stergur&#039;s Library:&lt;br /&gt;
&lt;br /&gt;
Looking for a book? It doesn&#039;t matter if you looking a recent new scroll or some so ancient that it was only written by a god or goddess: Stergur, the most famous wizard has it all.&lt;br /&gt;
&lt;br /&gt;
Eyen&#039;s Inn:&lt;br /&gt;
&lt;br /&gt;
The largest inn in city. Eyen, a dragon in human form, is on a mission from a far-away dragon land to study the land. It has a dinner theater room. The theater writes plays. The most recent plays had been the following:&lt;br /&gt;
&lt;br /&gt;
1. &amp;quot;High Death For A Water Creature&amp;quot;, which tells how Sirena died&lt;br /&gt;
2. &amp;quot;Ona and Kort&amp;quot;, which deals with the long feud between Kortoniara &amp;amp; Onsamiath&lt;br /&gt;
3. &amp;quot;Anna, the Good Queen&amp;quot;, a play about Anna. It&#039;s becoming infamous for treating Baron Tyran Bellicose as so dumb that he makes a &amp;quot;dumb orc smart&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Farmed Hills==&lt;br /&gt;
&lt;br /&gt;
These hills are well farmed, and show old irrigation channels indicating they have been farmed for a great stretch of time.&lt;br /&gt;
&lt;br /&gt;
==Withaive hills==&lt;br /&gt;
&lt;br /&gt;
Here, west of Hobb&#039;s shire, the gentle rolling foothills of the Baskan Mountains begin in ernest. Two small towns nestle in the hills below Ragnar&#039;s Peak, both competing for the rich mineral resources of the nearby mountains. Recently the mood has grown grim as the citizens of each town have grown ever more distrustful of their neighbors. Unheard of before the townsfolk have started raiding each other, so far only a few buildings have burned but the situation is getting worse by the day.&lt;br /&gt;
&lt;br /&gt;
SECRET: the recent conflicts are the result of the waves of hatred and paranoia coming from the desert in the west.&lt;br /&gt;
&lt;br /&gt;
==The Southern Gate==&lt;br /&gt;
&lt;br /&gt;
A small community remains within the remnants of a walled city.  Primarily made up of traveler services, the Southern Gate is named for the one remaining gate that stands in the wall, facing the Final Road, which sends an offshoot up through this community.&lt;br /&gt;
&lt;br /&gt;
The community is deeply jealous of the mining wealth of its northern neighbors, but lacks the strength to do anything about it.  Most of the able bodied and quick witted children of the Southern Gate leave with travelers and caravans passing through, or head north to work in the mines.&lt;br /&gt;
&lt;br /&gt;
Due to the desperation, the Splendor&#039;s influence is strong here, with families offering children to the service of the temple-city and priests given free access to the ruins and the extensive catacombs beneath the community.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=9=&lt;br /&gt;
&lt;br /&gt;
==Red Woods==&lt;br /&gt;
&lt;br /&gt;
This region is a dense needleleaf forest intermixed with bogs. Originally inhabited by small villages of wood elves and shifters, the recent incursion of a covey of hags* and their lycantropic minions have pushed the elves back to Ionavalon. The shifters remain and fight a low intensity war with the hag. The shifters, led by a werebear, are allied with treants, dryads, wood woads and local spirits; while the hags command many plant creatures (shamblers, battlebriars, assassin vines, predatory vines and vine horrors), otyughs, a tribe of werewolves and a group of trolls from the Black Muskeg 8.1, a cold swamp to the west.&lt;br /&gt;
&lt;br /&gt;
Secret: Deep below the Red Woods is a bound deity of rot and corruption whom the hags seek to revive.&lt;br /&gt;
&lt;br /&gt;
*Two green hags and an annis.&lt;br /&gt;
&lt;br /&gt;
==Highlands of Erenby==&lt;br /&gt;
&lt;br /&gt;
A spur of small, densely wooded mountains, an offshoot of the Vagabonds, separates the Red Woods and the Heartwood Forest. The source of the Sadhur bubbles up under a lake located on a high plateau here, and falls down towards Ionavalon to the east. (See the description of [[#Ionavalon|10.2]] for more details on the Sadhur.)&lt;br /&gt;
&lt;br /&gt;
A traveller who braves the slopes to find the lake will be struck by the beauty as the sun strikes its crystal waters, casting shimmering light everywhere. It may be this very beauty that caused unknown hands to raise a temple on its shores. Long abandoned, locals can not recall who built it or who it was dedicated to. Wind and rain have obliterated carvings that may have given a clue to the answer, but a single statue remains that retains enough of its form to tell that the deity was at least humanoid in form; all other features -- race, age, gender -- have been since lost to the elements.&lt;br /&gt;
&lt;br /&gt;
==Heartwood Forest, cont==&lt;br /&gt;
&lt;br /&gt;
Here the Heartwood covers the land with think trees and heavy undergrowth. Still the forest has a groomed quality, belying the influence of the nearby elves.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Forest==&lt;br /&gt;
&lt;br /&gt;
The forest is thin on these rolling hills, and the river Delnar meanders through the dales.&lt;br /&gt;
&lt;br /&gt;
==Farmland==&lt;br /&gt;
&lt;br /&gt;
Though sparsely populated, this area has been cleared of major vegetation, and the local inhabitants have made use of the waters of the Delnar in order to provide irrigation for the fields that now cover the landscape.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 8==&lt;br /&gt;
&lt;br /&gt;
==Grasslands==&lt;br /&gt;
&lt;br /&gt;
Rolling grasslands broken only occasionally by sparse clumps of trees mark this section of Old Kings&#039; Road.&lt;br /&gt;
&lt;br /&gt;
==Ore Road==&lt;br /&gt;
&lt;br /&gt;
Here a small road leads from the nearby mining towns to Hob&#039;s shire, where they meet merchants to sell their ore.&lt;br /&gt;
&lt;br /&gt;
The road has become dangerous of late as the guards the mining towns used to patrol the path have been recalled to fight their internal struggle. A group of Hobgoblins, drawn to the area by tales of glory from their people&#039;s history, has made camp in the area.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 11==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=10=&lt;br /&gt;
&lt;br /&gt;
==The Heartwood==&lt;br /&gt;
&lt;br /&gt;
Here the Heartwood is thick and lush, groomed and beautiful. This area is rumored to be under the protection of Unicorn who the Elves of Ionavalon often consult.&lt;br /&gt;
&lt;br /&gt;
Few evil beings dare enter this portion of the forest, but from time to time the Unicorn will be forced to deal harshly with intruders.&lt;br /&gt;
&lt;br /&gt;
Most recently a band of Gnolls, under pay from the Hags in the Red Woods has been causing some head aches, the Unicorn has been considering asking the elves, or perhaps a group of adventurers, for help.&lt;br /&gt;
&lt;br /&gt;
==Ionavalon==&lt;br /&gt;
&lt;br /&gt;
In a forest glade lies Ionavalon, Citadel of Dreyal, Queen of the Bright Elves of Heartwood. The Citadel sits on the Sadhur River, which flows out of the Highlands of Erenby to the west and joins the Delnar further east.&lt;br /&gt;
&lt;br /&gt;
Ionavalon is not so much built as grown, through careful cultivation and tending of the forest-and a small amount of magic as well. Similar, though much smaller, houses surround it on all sides.&lt;br /&gt;
&lt;br /&gt;
Though the Bright Elves have dwelt in Heartwood since before the coming of other races, throughout their history they have sought neither to expand their holdings or conquer others, but have been content to merely keep and watch over their small territory. They do not often seek contact with outsiders, but are welcoming to those of good heart who find themselves in the Heartwood.&lt;br /&gt;
&lt;br /&gt;
==The Deepening Forest==&lt;br /&gt;
&lt;br /&gt;
The forests south of Iovanalon deepen and thicken, blocking out the sun in places. Eventually, the woods grow nearly impenetrable as travelers approach the Skittering Dark.&lt;br /&gt;
&lt;br /&gt;
==The Skittering Dark==&lt;br /&gt;
&lt;br /&gt;
A section of deep forest no longer traveled by local huntsman and trappers after a wave of disappearances a few years ago. Foresters keep their distance and speak of the unnaturally large insects and spiders which give this area its name.&lt;br /&gt;
&lt;br /&gt;
SECRET:&lt;br /&gt;
&lt;br /&gt;
Actually it&#039;s just spiders. They have multiplied in this area under the influence of a Shrine to Lolth. A Drow priestess emerged from the Underdark to build the shrine here because of ancient magical power in the location. This is due to an ancient temple to a fallen god (or primordial) which resonates with magical power for those who can claim it.&lt;br /&gt;
&lt;br /&gt;
After building the shrine, the priestess contracted with Duergar to construct a temple around it. Their hatred for the surface world has made this process painfully slow, but she does not have the means to do the stonework herself. There is a seemingly innocuous forested hill cave in this hex, which is deceptively deep and acts as the highway to the Underdark which brings the Duergar workers to the surface. The path between here and the temple itself has become increasingly well-worn over the years.&lt;br /&gt;
&lt;br /&gt;
Hazards: giant spiders (including demonic variants), duergar parties, the long-buried temple beneath the shrine (now with surrounded by the skeleton of its own temple under construction), a passageway to the Underdark and all that it contains...&lt;br /&gt;
&lt;br /&gt;
==Delnar River==&lt;br /&gt;
&lt;br /&gt;
The Delnar River passes just south of the Skittering Dark.&lt;br /&gt;
&lt;br /&gt;
South of the river is fertile grassland with scattered groups of ranchers and herders being the major occupants. North is the deep ominous forest.&lt;br /&gt;
&lt;br /&gt;
Between the river and the Skittering Dark, however, is a line of imposingly large stone menhirs whose origin is unknown. They are hewn from granite which is obviously not local to the area, and each one weighs several tons, so whoever originally placed them went to a lot of trouble to do so.&lt;br /&gt;
&lt;br /&gt;
Magical runes glow on the menhirs in unpredictable patterns that change as the weather shifts. The monuments otherwise don&#039;t appear to actually do anything.&lt;br /&gt;
&lt;br /&gt;
Theories abound as to what they are, who originally placed them, and what purpose they have. Popular stories include: they keep the Delnar river from shifting its course South, they prevent evil things in the Skittering Dark from moving south across the river, and they predict the weather in advance, if only someone knew how to read them.&lt;br /&gt;
&lt;br /&gt;
This part of the forest was never cleared, even though it approaches close to the north of Wheatsea. People often hunt wild animals up to the riverbank, but are superstitious about crossing to the north. Hunters tell tall tales of spiders the size of rats north of the river, but few people believe them in the taverns of Wheatsea.&lt;br /&gt;
&lt;br /&gt;
==Wheatsea==&lt;br /&gt;
&lt;br /&gt;
Situated in the midst of farmland, Wheatsea is a thriving city that enjoys the advantages of its location.&lt;br /&gt;
&lt;br /&gt;
In addition to its sizable human population, Wheatsea hosts a number of elves and half elves.  The elves arrived during the founding of the city, wandering away from a homeland they were cast out of, and agreeing to aid the fledgling city in exchange for a place to live.&lt;br /&gt;
&lt;br /&gt;
Human industry at building and farming combined with elven baking has led to Wheatsea being a valuable strategic resource for the local government.&lt;br /&gt;
&lt;br /&gt;
A supply road runs from Wheatsea to Bellicose Castle.&lt;br /&gt;
&lt;br /&gt;
==Tournament Grounds==&lt;br /&gt;
&lt;br /&gt;
This area of gently rolling hills and lush grass is empty most of the time but every five years it plays host to the Grand Tournament, a fantastic contest of jousting, melee, archery and nearly every game and competition imaginable. Warriors, fame seekers, and spectators come from nearly every land to take part. Around the Tournament a huge carnival takes place, playing host to every entertainment imaginable. It&#039;s a week that people look forward to for years before and talk about for years after.&lt;br /&gt;
&lt;br /&gt;
==UWallach&#039;s Fields==&lt;br /&gt;
&lt;br /&gt;
This region was held by Lady Wallach for a time during the Winter Siege; it contains the sites where her armies camped while they laid siege to Castle Bellicose. Though they were ultimately thrown back by the armies of King Bellicose, monuments were erected along the King&#039;s Road marking the locations of the various brigades and battalions.&lt;br /&gt;
&lt;br /&gt;
==Hobs Shire==&lt;br /&gt;
&lt;br /&gt;
Named for the infestation of hobgoblins that long ago kept this fertile land from being used, numerous hamlets and villages crowd in to take advantage of the pleasing fruit trees and good growing conditions.&lt;br /&gt;
&lt;br /&gt;
Notable settlements include Apple Hall, Cherry Pond, and Kaitlen&#039;s Walk.  These small communities offer up a &amp;quot;fair&amp;quot; share of their bounty to the Splendor, with most of the rest going to secular leaders.  Still, there is enough to avoid starvation during all but the worst growing seasons.&lt;br /&gt;
&lt;br /&gt;
Dangers of Hobs Shire include cults that worship the native gods, including the alien and twisted fertility goddess (and goddess of centipedes and other such creatures) that the hobgoblins once venerated.  There are also a few degenerate communities where human and hobgoblin blood have mixed.&lt;br /&gt;
&lt;br /&gt;
Marisee the Peddlar travels in the rural communities around the shire, and can be found anywhere within 2 hexes of this one. Occasionally, she goes past those boundaries, but never into the bigger cities, such as Splendor. How she has managed to survive alone in these travels for the last decade is unknown, though many an isolated hamlet has appreciated a visit.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 10==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 11==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=11=&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 1==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Dragon Hollow==&lt;br /&gt;
&lt;br /&gt;
Near the Eastern edge of the Heartwood Forest lies the petrified bones of a great Red Dragon, half-buried in a hill-side. The origin of the bones have been lost even in legend, but it is said that under the lies what was once the great horde of the Dragon, waiting to be claimed by one brave enough. Even still, very few people find reason to approach the site, as few who go ever return.&lt;br /&gt;
&lt;br /&gt;
SECRET: The hill is, in fact, the home-base for the Bardinian Rangers, a group of primarily Human and Half-Elf outcasts who have withdrawn from society to roam the Wilderness.&lt;br /&gt;
&lt;br /&gt;
The Rangers are, for the most part, good folk, and hold an uneasy truce with the Elves of Lonavalon, mostly ignoring each other. The Rangers are made up of people of many different skill sets. From actual Rangers and Druids, to Artisans and Bards.&lt;br /&gt;
&lt;br /&gt;
The lair of the Rangers is accessed through the mouth of the dragon, and includes an underground stream and many large Caverns.&lt;br /&gt;
&lt;br /&gt;
The area around the hill is well-defended, and the main reason few return is that those who have found the lair never leave, being required to join the Rangers.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Farmland==&lt;br /&gt;
&lt;br /&gt;
The Delnar spills out of the hills into fertile plains. Both Wheatsea and Aelwyd graze their herds on the flood plain during summer, and outlying farms of Wheatsea grow arable crops south of the river.&lt;br /&gt;
&lt;br /&gt;
==Farmland==&lt;br /&gt;
&lt;br /&gt;
This entire area is given over to farmland to feed the City of Bellaca. The Farmers in this area are forever annoyed at what they consider low prices of grain in Bellaca. The grumbling has gotten louder of late with some farmers talking about withholding grain or selling it elsewhere.&lt;br /&gt;
&lt;br /&gt;
==Bellicose Castle==&lt;br /&gt;
&lt;br /&gt;
The current Lord of the area, Baron Tyran Bellicose, lives in a mighty fortress overlooking the Old King&#039;s Road. He is a iron-fisted Lord in many respects, but fair. He does not tolerate disobedience, dealing harshly with any sort of challenge to his authourity, but he doesn&#039;t squeeze the locals mercilessly and deals squarely with all regarding taxes, treaties and the like, so he is generally well respected, if not actively adored, by his subjects.&lt;br /&gt;
&lt;br /&gt;
Recently, however, these subjects have started to adopt a much more aggressive attitude towards the Baron&#039;s soldiers and tax-collectors, and in some areas, such as the Withaive hills, they&#039;ve actually dared to attack them. The Baron grows increasinlgy paranoid that a usurper is working behind the scenes to incite the people against him and remove him from power. Perhaps one of his brothers or maybe his son. His spys are even now keeping tabs on his entire family.&lt;br /&gt;
&lt;br /&gt;
Perhaps he has been too soft on the commoners and needs to visit such destruction on these Winterhaivian rebels so as to leave no doubt about his power and then, maybe, he&#039;ll figure out who in his family is responsible for stirring them up and deal with them in turn...&lt;br /&gt;
&lt;br /&gt;
==Crossroads==&lt;br /&gt;
&lt;br /&gt;
A crossroads exists here where Old King&#039;s Road meets roads leading south towards Splendor and north towards Aerth Aelwyd and the Vagabond Mountains.&lt;br /&gt;
&lt;br /&gt;
==Grasslands==&lt;br /&gt;
&lt;br /&gt;
East of Hob&#039;s Shire, the land is uncultivated grasslands verging on the forests of Ehlonna&#039;s Splendor.&lt;br /&gt;
&lt;br /&gt;
==Ehlonna&#039;s Splendor==&lt;br /&gt;
&lt;br /&gt;
Situated amongst lightly forested areas giving way to meadows is a grand, open air temple-city dedicated to nature and fertility. Several regional gods and goddesses have representations among the statuary, with the current primary goddess venerated being Ehlonna.&lt;br /&gt;
&lt;br /&gt;
Near by communities pay tithes to receive the blessings of fertility and good hunting. The priests who serve in the Splendor (as the temple-city is called) serve as unofficial advisors to many nearby governments.&lt;br /&gt;
&lt;br /&gt;
While the surface of life there is focused on the business of venerating the deities and serving surrounding communities, as well as educating the next generation of priests and priestesses, there is constant rivalry between the loose and conflicting hierarchies of worship. Schisms and heresies occur beneath the surface, occasionally erupting to the surface in the prayer sessions and scriptural study that makes up civic discourse for the Splendor.&lt;br /&gt;
&lt;br /&gt;
Rumor has it that the reach of the Splendor was once far greater, and that the desert south of Windhook was blighted into its current form by the priestesses of that time. To those spreading this rumor, the current arrangement of gods--especially with Ehlonna as chief goddess--is a compromise that purposefully cripples the power of the Splendor.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=12=&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 1==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Delnar Woods==&lt;br /&gt;
&lt;br /&gt;
Though the river does not touch these woods, save for a few small streams and creaks that split off of the main body, it shares the namesake.  A few logging communities work in these woods, feeding lumber to those nearby.  It is dangerous work, as the trees are hardy and often resist being chopped down through means not always natural.&lt;br /&gt;
&lt;br /&gt;
SECRET: A group of druids died to preserve the natural divinity of this place from a wizard eager for its power.  Their spirits have infused the woods, creating treants, dryads, and other arboreal creatures to continue protecting the slumbering divinity and its power.&lt;br /&gt;
&lt;br /&gt;
==Delnar Woods==&lt;br /&gt;
&lt;br /&gt;
The Delnar Woods thin here, as centuries of logging causes the trees to slowly give way to the rolling hills around Arth Aelwyd.&lt;br /&gt;
&lt;br /&gt;
==Arth Aelwyd, the Hollow Hill Inn==&lt;br /&gt;
&lt;br /&gt;
There is a bend in the Delnar River where it takes a turn to the west around a single, low hill. Formally named Arth Aelwyd, it is oft called simply the Hollow Hill after the riverside inn that has been built inside it by the Strongberry Halflings (they are also known for their potent wine, and they tend a small but productive vineyard in the vicinity as well). It is a pleasant stopping place for those journeying through the area-as long as one doesn’t inquire of their hosts why they have chosen to dwell so far from established Halfling territory, or venture into the lower levels of the Hollow Hill.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Bellaca==&lt;br /&gt;
&lt;br /&gt;
The effective capital city of the region is intensely loyal (at least in appearance) to its native son and inheritor to ancestral rule, Baron Tyron Bellicose.  This city is also the edge of the Splendor&#039;s influence, with a few priests and representatives sitting on the council of nobles that manage details that the Baron does not care to.&lt;br /&gt;
&lt;br /&gt;
Soldiers of the Baron not in his fortress are often here, and there are barracks within the city.  Parades of the soldiers are quite common.&lt;br /&gt;
&lt;br /&gt;
Recently, however, the unrest has come here.  Not in the form of outright rebellion from the citizens, but in mysterious acts of vandalism and petty violence that has set the city on edge against outsiders.&lt;br /&gt;
&lt;br /&gt;
==Bandit Run==&lt;br /&gt;
In this hex the Old King&#039;s Road travels just past the foothills of the Dragon Back Mountains. Trade along this route is continually hampered by bandit gangs. The many caves that riddle this broken region are perfect for temporary hideouts, making the area chronically lawless.&lt;br /&gt;
&lt;br /&gt;
Merchants rarely travel this route unless absolutely necessary, cutting off most trade to the East, isolating the region and promoting the abandonment of smaller settlements inland of the more bustling regions to the West.&lt;br /&gt;
&lt;br /&gt;
The bandits are virtually immune from the law, but are still kept in check by dwindling targets, inter-gang warfare and occasional raids by goblinoid tribes from the larger mountains extending Southeast. The gangs have become increasingly desperate in recent years and their highway robberies have evolved to murderous, pillaging raids farther afield. Their targets have expanded to small settlements for several hexes around.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 9==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 10==&lt;br /&gt;
&lt;br /&gt;
==Unnamed Meadow==&lt;br /&gt;
&lt;br /&gt;
An unnamed empty meadow. It&#039;s lovely, and there are wildflowers.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=13=&lt;br /&gt;
&lt;br /&gt;
==Hermago Heights==&lt;br /&gt;
&lt;br /&gt;
The lowest peaks of the Vagabond range, covered in evergreens save for the gray tips. Isolated and unexplored wilderness and rumored to be the home of the lost and untamed, and some say primordially bestial ancestors, of the elves. Recently, somewhere within the range a hive of giant wasps has begun construction...these flying beasts have begun terrorizing those who come to close and nearby settlements and might be driving out the primordial elves...whose shadows have begun being spotted in the south and to the west.&lt;br /&gt;
&lt;br /&gt;
==Kaunite&#039;s Peak==&lt;br /&gt;
&lt;br /&gt;
Part of the Vagabond mountain range, the peak is a tall mountain surrounded by its siblings whose natural springs and melting caps feed the Delnar Falls and River. Along these high streams near where the waters gather a number of mill hamlets have sprung and over time may connect into a city in on the slope of the high mountain, not often traveled to from beyond in part both to the fey creatures at the bottom of the falls and the terrible things that sleep deep in the mountain. While the lower platueas of this peak are lush with flora, fauna, and small civilization, the caverns beneath the mountain feed into a foul and monstrous worm nest, sometimes the hunting ground of a civilization not yet seen so deep in the ground that it is the perfect inverse of Kaunite&#039;s Peak.&lt;br /&gt;
&lt;br /&gt;
3 main Milling hamlets: Morrisston, Valenshold, Nearfall.&lt;br /&gt;
&lt;br /&gt;
Features: Mountainside, worm caverns, Kaunite&#039;s Depths undercity.&lt;br /&gt;
&lt;br /&gt;
==Delnar Falls==&lt;br /&gt;
&lt;br /&gt;
Here, the river Delnar tumbles down from its high mountain vale to the plains. The area is known for its prosperous mountainside forest, populated by fey things and containing many herbs sought by human mages and apothecaries. Beyond the waterfalls, an entrance leads into a system of caverns (naturally!).&lt;br /&gt;
&lt;br /&gt;
==Forests Flank Delnar==&lt;br /&gt;
&lt;br /&gt;
Heavy forest flanks the banks of the Delnar in this region, providing refuge for numerous herbivores but also cover for those creatures that hunt them.&lt;br /&gt;
&lt;br /&gt;
(Encounters: Packs of wolves and occasionally 2-3 dire wolves, herds of deer, solitary bears, goblinoid hunting party)&lt;br /&gt;
&lt;br /&gt;
==Spire Lake==&lt;br /&gt;
&lt;br /&gt;
In the foothills, the Delnar river spills into a valley lake. The forests reach the north shore, but to the south is open hillside where halfling shepherds can often be seen leading their flocks. The lake itself it flat and calm, almost having a mirror surface except when whipped up by an autumn wind. Near the centre of the lake, a cracked stone spire breaks the surface. The druid Aedelraed knows its history, but is rarely seen these days.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 8==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 9==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 10==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 11==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=14=&lt;br /&gt;
&lt;br /&gt;
==The Charred Ridge==&lt;br /&gt;
&lt;br /&gt;
A section of the Vagabond mountain range with few distinguishing peaks or passes. Named for the damage done during past volcanic activity that has left the range looking singed. A few settlements eek out existence in the foot hills, under the heel of bandits who find the desolate mountains excellent for a base of operation.&lt;br /&gt;
&lt;br /&gt;
==Abandoned silver mines==&lt;br /&gt;
&lt;br /&gt;
The mountains next to Kaunite&#039;s Peak used to contain rich veins of silver but almost all of these mines were exhausted a generation ago. The mine were then abandoned and the human and dwarven miners moved on to other parts. The area is studded with ghost towns built during the first rush and now empty. There are occasional rumors of miner&#039;s treasure hidden up in the mountains or a vein that wasn&#039;t completely mined out but investigating these rumors is dangerous as several tribes of goblins have moved into the area.&lt;br /&gt;
&lt;br /&gt;
When the area was populated it was home to several gangs of bandits. The largest of these, the Red Jacks, were eventually all caught and hung but they died without telling where their loot was stored.&lt;br /&gt;
&lt;br /&gt;
Terrain type: Mountainous/conifer forest &lt;br /&gt;
Settlements: Calamity (abandoned)&lt;br /&gt;
Encounter ideas: Goblins in abandoned mine, ghosts of miners, old prospector, bandits&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Broken Cart Tavern==&lt;br /&gt;
&lt;br /&gt;
This section of the road is treacherous and not as well maintained as it was when the border was more seriously contested.  Away from most settlements, a traveler&#039;s tavern provides for the needs of the soldiers and others who come by this way.  The son of the owner is quite handy at repairing the damage done to wagons and other vehicles that pass through this unpleasant stretch of road, while his twin sister is excellent at mending travel worn garments and performing repairs on smaller goods, from knives to ancient books that need to be meticulously pieced together again.&lt;br /&gt;
&lt;br /&gt;
==Dragon Back Mountains==&lt;br /&gt;
&lt;br /&gt;
==Dawn&#039;s Shame==&lt;br /&gt;
&lt;br /&gt;
This city on a hill is renowned for its delights.  The splendid sunrises are the least of them, and one really seen by the soldiers and adventurers who come to Dawn&#039;s Shame.  In addition to ways to spend a day&#039;s wage in a few minutes, the city hosts tournaments and bloodsport of all sort.  No impulse is without its outlet at Dawn&#039;s Shame.&lt;br /&gt;
&lt;br /&gt;
Even those who seek forbidden lore can appease their hunger in the libraries, or delve into the ancient structures the riddle the hills and mountains around the city.&lt;br /&gt;
&lt;br /&gt;
The city itself is built on the highest hill, with a few satellite towns and villages that aid in supporting it.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 11==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=15=&lt;br /&gt;
&lt;br /&gt;
==Horn Holds==&lt;br /&gt;
&lt;br /&gt;
The remains of a large stratovolcano that erupted cataclysmically many years ago. The collapsed cone formed a lake in the caldera with an island in the middle. This island serves as the main entrance to the Horn Hold, a dwarven settlement renowned for thier metal smithing. Deep within the old lava tubes and vents are veins of rare and wonderful metals and minerals.&lt;br /&gt;
&lt;br /&gt;
The dwarves have not mapped all of the tunnels as of yet and will not in the near future as long range exploration parties have come under attack from worm like creatures. It is quite possible that due to past seismic activity fissures and magam tunnels have made connections to the tunnels under Kaunite&#039;s Peak.&lt;br /&gt;
&lt;br /&gt;
Horn Hold is a fairly new dwarven settlement and is not as closed to outsiders as more established holds. Being founded by a priest of Moradin there is a strong religious feel to the city, and while areas are open to traders the wrokings of the foudaries and furnaces are strictly limited to the dwarves. The forges have made major advancements in metallurgy including the working of alloys of various metals* and treatments not used by humans.&lt;br /&gt;
&lt;br /&gt;
*Equvalent metals would be aluminum, nickel, manganese and magnesium.&lt;br /&gt;
&lt;br /&gt;
==The sheer cliffs==&lt;br /&gt;
&lt;br /&gt;
When the caldera was formed in volcanic eruption long ago, a portion of one of the neighboring mountains in the range was split in half, one half crumbling into the lake leaving the other as a sheer face along a long stretch of the Vagabond mountain range. In this region are treacherous mountain passes in the western portion, but in the northern and the eastern portion of the area there is stability. The lake town of Grabben&#039;s Shore is the primary source of trade to the hold across the lake, access to this fishing and trade town from the south is through a stable, if sometimes bandit laden, mountain pass that leads into the east Delnar Road.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Roamer&#039;s Woods==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 8==&lt;br /&gt;
&lt;br /&gt;
==Stone Fort==&lt;br /&gt;
&lt;br /&gt;
This point marks both the eastern end of Old King&#039;s Road as well as part of the historic border between this land and the Eastern Kingdoms. A small stone fort, manned but falling into disrepair, stands testament to this fact.&lt;br /&gt;
&lt;br /&gt;
Terrain type: Grassland (any forest that was once present has been cleared so as to provide an unobstructed view of the land on either side of the border).&lt;br /&gt;
Potential encounters: border raiders, smugglers, invading armies if the GM so wishes&lt;br /&gt;
&lt;br /&gt;
==Dragon Back Mountains==&lt;br /&gt;
&lt;br /&gt;
==Broken Pass==&lt;br /&gt;
&lt;br /&gt;
A well supported pass, complete with arched gates to hold it up, once stood here. Now it is in ruin, with broken statuary and architecture blocking the way through the mountains.&lt;br /&gt;
&lt;br /&gt;
==Tiamat&#039;s Gullet==&lt;br /&gt;
&lt;br /&gt;
A desolate valley road carved along a volcanic mountain range which stretches east to west, eventually joins up with the Dragon Back mountains, with spurs of black rock jutting up like feindish claws, lined with rivers and even &#039;lakes&#039; of molten lava that flow from the mountains. because of this hellish landscape, both the valley and centuries-old road are named for the Dragon Goddess&lt;br /&gt;
&lt;br /&gt;
but perilous as the Gullet is, the depradations of the Orange horde have awoken Algrim The Strong, A dwarven Death Knight. Algrim considers himself the undisputed warlord of the Gullet, and from the volcanic hall that was once his tomb, has begun to assemble an army of his own, bolstered by the walking dead, with wich he shall support his ally, Shan-Yur&lt;br /&gt;
&lt;br /&gt;
it is the hope of interested parties that somebody disrupt this alliance, and turn the two warlords against each other&lt;br /&gt;
&lt;br /&gt;
=16=&lt;br /&gt;
&lt;br /&gt;
==Vagabond Mountains==&lt;br /&gt;
&lt;br /&gt;
It is rumoured that griffins make their homes among the peaks found in this otherwise uninhabited section of the Vagabonds.&lt;br /&gt;
&lt;br /&gt;
==The Keeper&#039;s Keep==&lt;br /&gt;
&lt;br /&gt;
Atop the highest mountain in the region, and in fact taking up most of the hex is a giant&#039;s keep. It has seven sides, one for each era of history plus another three for the eras said to come. The top of the walls are often surrounded by clouds which become more storm-laden the closer someone approaches. The walls are said to be seven miles thick, but no mortal has ever entered or left in known history. It is said that dragons have flown over the walls and have seen what lies in the courtyards and towers within, but they rarely speak of such things (for free). Climbers face many days of vertical ascent through a thunder storm on a wall with no real handholds. Others who have tried to fly over the walls have choked, breathless before reaching the top.&lt;br /&gt;
&lt;br /&gt;
Secret: Dragons, when pressed, will tell that the keep is filled with &#039;timelessness&#039; and know rumours of unobtainable treasures within.&lt;br /&gt;
&lt;br /&gt;
Secret: The Keeper is a giant who keeps people and things until they are needed at the end of time. The few people who live there cannot die, but they cannot leave.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Roamer&#039;s Woods==&lt;br /&gt;
&lt;br /&gt;
==Tower of Thorns==&lt;br /&gt;
&lt;br /&gt;
A dense forest starts in this area, extending up in a line of savage woods that civilization has not yet tamed (16.5 and 15.5).  It is known as Roamer&#039;s Woods.&lt;br /&gt;
&lt;br /&gt;
Fae creatures and elemental forces gather here, delighting in the mystic power that emanates from the Tower of Thorns: a school of sorcery and primal magic has stood since giants erected it at the behest of its founder.&lt;br /&gt;
&lt;br /&gt;
Roamer&#039;s Woods are expansive and confusing, with oddly intelligent animals and passages that lead into faerie worlds.  All of these serve to help conceal the Tower of Thorns from meddlesome fools and enemies.&lt;br /&gt;
&lt;br /&gt;
The Tower of Thorns accepts applicants in two ways.  Anyone with sufficient mystical skill to reach the Tower and gain entry is allowed to study.  It is not uncommon for wizards who have come by their power in more conventional ways to spend several years tutoring less experiences magic users while being instructed in the special spell craft of the Tower.  The other way is to be destined to reach the Tower.  Some who travel in the area seem pushed towards the tower instead of away from it, no matter what the obstacle.  These individuals gain entry by fate&#039;s decree and they provide the small classes that learn under the wizards who seek to unlock the secrets woven into the Tower&#039;s very structure.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==White Plains==&lt;br /&gt;
&lt;br /&gt;
This grassland was once the site of a massive battle with the Eastern Kingdom. Where is surrounding lands are fairly flat (16.7, 16.9 and 15.8) this area is hilly. All of the hills are fairly low and flat as they are man made. Huge barrows for all of the dead killed in the long forgotten battle. The bones of the weathered mounds have begun peaking through give the name, White Plains. Many non corporal undead roam this haunted region. Along with treasure hunters seeking ancient magical panoplies that are sure to be still buried here.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 9==&lt;br /&gt;
&lt;br /&gt;
==Fangula==&lt;br /&gt;
&lt;br /&gt;
A old city called Fangula sits. People who visit it had found nothing but a enough fog to give a dragon a chill. Anyone sent to Fangula at night disappears for ever--never to return!&lt;br /&gt;
&lt;br /&gt;
SECRET: Fangula is home town of evil monsters. Count Volexa is the latest monster ruler of this time. He tossed out the last ruler of town a werewolf. Fangula has been plotting on getting rid of all the humans and turning this country into a evil monster--for lack of better words--factory.&lt;br /&gt;
&lt;br /&gt;
==Dragon Back Mountains==&lt;br /&gt;
&lt;br /&gt;
==The Monastery of the Celestial Dragon==&lt;br /&gt;
&lt;br /&gt;
Located high in the spine of the Dragonback Mountains (which wind in a serpentine fashion through 14.9, 15.10, 15.11, 16.11 and 16.12) lies what was once the westernmost outpost of a sect of warrior-monks known as the &amp;quot;Order of the Celestial Dragon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Six years ago, however, the monastery was invaded by the &#039;Orange Horde,&#039; a massive nomadic tribe of Hobgoblin Warg Riders and ogres led by a cunning Ogre Mage named Shan Yur. The ogre has decided to establish the monastery as the center of a new empire and is gathering evil humanoids from all across the land to burgeon his armies. He has sent out ogre hunters to gather the most dangerous beasts and monsters to master and unleash upon his enemies.&lt;br /&gt;
&lt;br /&gt;
The monks were not all killed during the invasion, however, and many roam the lands trying to gather their strength to retake their home. In their desperation, they&#039;ve even begun training westerners and some of the non-human races in their mystical arts to bolster their numbers. Soon all the members of the order will gather with their new pupils and the Celestial Dragon will reach out to consume the hordes of Shan Yur...&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Hex_by_Hex:mapsource&amp;diff=109686</id>
		<title>Hex by Hex:mapsource</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Hex_by_Hex:mapsource&amp;diff=109686"/>
		<updated>2009-05-23T17:45:16Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;16,12,72x64,truecolumns Hexographer http://www.inkwellideas.com/ version .84&lt;br /&gt;
line_template	political maj_border 	-65536	5.0&lt;br /&gt;
line_template	political min_border 	-65536	3.0&lt;br /&gt;
line_template	natural sea_fill	-6697729	21.0&lt;br /&gt;
line_template	natural coastline 	-6697729	9.0&lt;br /&gt;
line_template	natural river 	-6697729	3.0&lt;br /&gt;
line_template	infrastructure road 	-16711423	3.0&lt;br /&gt;
line_template	infrastructure trail 	-1321362	3.0&lt;br /&gt;
text_template	title 	Times New Roman	32.0	1	-16777216&lt;br /&gt;
text_template	natural continent 	Arial	26.0	1	-16777216&lt;br /&gt;
text_template	natural ocean 	Arial	26.0	1	-1&lt;br /&gt;
text_template	natural river 	Arial	14.0	0	-16777216&lt;br /&gt;
text_template	natural other 	Arial	12.0	0	-16777216&lt;br /&gt;
text_template	natural other minor 	Arial	14.0	0	-16777216&lt;br /&gt;
text_template	political nation 	Courier New	22.0	1	-16777216&lt;br /&gt;
text_template	political state 	Courier New	20.0	1	-16777216&lt;br /&gt;
text_template	political other 	Courier New	12.0	0	-16777216&lt;br /&gt;
text_template	political other minor 	Courier New	16.0	0	-16777216&lt;br /&gt;
text_template	infrastructure road 	Times New Roman	14.0	0	-16777216&lt;br /&gt;
text_template	infrastructure other	Times New Roman	14.0	0	-1&lt;br /&gt;
terrain_template	Reefs	Water	0.82	-6697729	false	false	true	true	&lt;br /&gt;
terrain_template	Black Hole	Cosmic	0.82	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Border Only	Other	0.82	-16777216	false	true	false	true	&lt;br /&gt;
terrain_template	Heavy Forest	Forests	0.82	-8737469	false	false	true	true	&lt;br /&gt;
terrain_template	Forested Hills	Forests	0.82	-7422638	false	false	true	true	&lt;br /&gt;
terrain_template	Forested Mountain	Forests	0.82	-7953869	false	false	true	true	&lt;br /&gt;
terrain_template	Ringed Planet	Cosmic	0.82	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Mountains	Other Land	0.82	-5079040	false	false	true	true	&lt;br /&gt;
terrain_template	Empty	Other	0.82	-16777216	false	false	false	true	&lt;br /&gt;
terrain_template	Marsh	Other Land	0.82	-8073580	false	false	true	true	&lt;br /&gt;
terrain_template	Farmland	Other Land	0.82	-6236309	false	false	true	true	&lt;br /&gt;
terrain_template	Radiation	Symbol	0.82	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Dungeon	Symbol	0.5	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Modern Capital	Settlement	0.82	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Ruins	Settlement	0.82	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Whaling	Symbol	0.82	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Swamp	Other Land	0.82	-5382491	false	false	true	true	&lt;br /&gt;
terrain_template	Modern City	Settlement	0.82	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Capital	Settlement	0.82	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Mines	Symbol	0.5	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Light Forest	Forests	0.82	-6961565	false	false	true	true	&lt;br /&gt;
terrain_template	Grassland	Other Land	0.82	-1575012	false	false	true	true	&lt;br /&gt;
terrain_template	Cactus	Rough Land	0.82	-3355648	false	false	true	true	&lt;br /&gt;
terrain_template	Evergreen Mountains	Forests	0.82	-10062303	false	false	true	true	&lt;br /&gt;
terrain_template	Space Station	Cosmic	0.82	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Town	Settlement	0.82	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Forested Mountains	Forests	0.82	-7892429	false	false	true	true	&lt;br /&gt;
terrain_template	Blank	Other Land	0.82	-1447447	false	false	true	true	&lt;br /&gt;
terrain_template	Nebula	Cosmic	0.82	-10672286	false	false	true	true	&lt;br /&gt;
terrain_template	Heavy Cactus	Rough Land	0.82	-5066240	false	false	true	true	&lt;br /&gt;
terrain_template	Stars	Cosmic	0.82	-15724528	false	false	true	true	&lt;br /&gt;
terrain_template	Village	Settlement	0.82	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Jungle	Forests	0.82	-11694246	false	false	true	true	&lt;br /&gt;
terrain_template	Castle	Settlement	0.82	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Evergreen Mountain	Forests	0.82	-11045343	false	false	true	true	&lt;br /&gt;
terrain_template	Battle	Symbol	0.5	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Heavy Evergreen	Forests	0.82	-13666783	false	false	true	true	&lt;br /&gt;
terrain_template	Sandy Desert	Rough Land	0.82	-462715	false	false	true	true	&lt;br /&gt;
terrain_template	Jump Gate	Cosmic	0.82	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Asteroids	Cosmic	0.82	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Sand Dunes	Rough Land	0.82	-103	false	false	true	true	&lt;br /&gt;
terrain_template	Tower	Settlement	0.82	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Rocky Desert	Rough Land	0.82	-990863	false	false	true	true	&lt;br /&gt;
terrain_template	Sun	Cosmic	0.82	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Fort	Settlement	0.82	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Shipwreck	Symbol	0.5	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Ocean	Water	0.82	-16750951	false	false	true	true	&lt;br /&gt;
terrain_template	Evergreen Hills	Forests	0.82	-12023263	false	false	true	true	&lt;br /&gt;
terrain_template	Light Evergreen	Forests	0.82	-13004499	false	false	true	true	&lt;br /&gt;
terrain_template	Cave	Symbol	0.5	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	City	Settlement	0.82	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Planet	Cosmic	0.82	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Badlands	Rough Land	0.82	-26368	false	false	true	true	&lt;br /&gt;
terrain_template	Sea	Water	0.82	-6697729	false	false	true	true	&lt;br /&gt;
terrain_template	Jungle Hills	Forests	0.82	-10383526	false	false	true	true	&lt;br /&gt;
terrain_template	Shoals	Water	0.82	-3348993	false	false	true	true	&lt;br /&gt;
terrain_template	Lighthouse	Symbol	0.82	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Camp	Settlement	0.82	nobackgroundcolor	true	false	true	true	&lt;br /&gt;
terrain_template	Volcano	Other Land	0.82	-2453760	false	false	true	true	&lt;br /&gt;
terrain_template	Mountain	Other Land	0.82	-5079040	false	false	true	true	&lt;br /&gt;
terrain_template	Hills	Other Land	0.82	-7422638	false	false	true	true	&lt;br /&gt;
hexes	Arial	15	0	-16777216	Col Row	Bottom	1	.	1&lt;br /&gt;
Sea	Tower		&lt;br /&gt;
Blank			&lt;br /&gt;
Blank			&lt;br /&gt;
Shoals	Shipwreck		&lt;br /&gt;
Blank			&lt;br /&gt;
Blank			&lt;br /&gt;
Sea	Castle		&lt;br /&gt;
Reefs			&lt;br /&gt;
Sea			&lt;br /&gt;
Sandy Desert			&lt;br /&gt;
Sandy Desert			&lt;br /&gt;
Rocky Desert			&lt;br /&gt;
Forested Mountain			&lt;br /&gt;
Forested Hills			&lt;br /&gt;
Reefs	Camp		&lt;br /&gt;
Hills	Village		&lt;br /&gt;
Blank			&lt;br /&gt;
Hills			&lt;br /&gt;
Hills			&lt;br /&gt;
Marsh	City		&lt;br /&gt;
Marsh			&lt;br /&gt;
Rocky Desert	Cave	-6710887	&lt;br /&gt;
Sand Dunes			&lt;br /&gt;
Sandy Desert			&lt;br /&gt;
Blank			&lt;br /&gt;
Farmland	Ruins		&lt;br /&gt;
Blank			&lt;br /&gt;
Hills			&lt;br /&gt;
Hills			&lt;br /&gt;
Hills	Cave		&lt;br /&gt;
Swamp	Dungeon		&lt;br /&gt;
Forested Hills	Ruins		&lt;br /&gt;
Marsh			&lt;br /&gt;
Blank			&lt;br /&gt;
Sandy Desert			&lt;br /&gt;
Rocky Desert	Tower		&lt;br /&gt;
Blank			&lt;br /&gt;
Blank			&lt;br /&gt;
Grassland	City	-16777216	&lt;br /&gt;
Blank			&lt;br /&gt;
Blank			&lt;br /&gt;
Hills	Town		&lt;br /&gt;
Swamp	Battle		&lt;br /&gt;
Swamp			&lt;br /&gt;
Badlands	Black Hole		&lt;br /&gt;
Badlands			&lt;br /&gt;
Sandy Desert			&lt;br /&gt;
Sandy Desert			&lt;br /&gt;
Blank			&lt;br /&gt;
Blank			&lt;br /&gt;
Blank			&lt;br /&gt;
Grassland			&lt;br /&gt;
Grassland			&lt;br /&gt;
Light Forest			&lt;br /&gt;
Blank			&lt;br /&gt;
Swamp			&lt;br /&gt;
Blank			&lt;br /&gt;
Badlands			&lt;br /&gt;
Hills	Town		&lt;br /&gt;
Sandy Desert	Ruins		&lt;br /&gt;
Farmland	Tower		&lt;br /&gt;
Forested Hills	Village		&lt;br /&gt;
Grassland			&lt;br /&gt;
Grassland			&lt;br /&gt;
Grassland			&lt;br /&gt;
Light Forest			&lt;br /&gt;
Blank			&lt;br /&gt;
Blank			&lt;br /&gt;
Mountains	Fort		&lt;br /&gt;
Blank			icy&lt;br /&gt;
Sand Dunes			&lt;br /&gt;
Sand Dunes			&lt;br /&gt;
Evergreen Hills			&lt;br /&gt;
Blank			&lt;br /&gt;
Blank			&lt;br /&gt;
Grassland			&lt;br /&gt;
Grassland			&lt;br /&gt;
Blank			&lt;br /&gt;
Farmland			&lt;br /&gt;
Hills			&lt;br /&gt;
Hills			&lt;br /&gt;
Mountain			&lt;br /&gt;
Mountains			&lt;br /&gt;
Mountains			&lt;br /&gt;
Blank			&lt;br /&gt;
Blank			&lt;br /&gt;
Grassland			&lt;br /&gt;
Farmland	Ruins		&lt;br /&gt;
Hills			&lt;br /&gt;
Grassland	Village		&lt;br /&gt;
Blank			&lt;br /&gt;
Farmland	City		&lt;br /&gt;
Hills			&lt;br /&gt;
Hills	Town		&lt;br /&gt;
Grassland	Village		&lt;br /&gt;
Blank			&lt;br /&gt;
Heavy Evergreen			&lt;br /&gt;
Evergreen Mountain			&lt;br /&gt;
Heavy Evergreen			&lt;br /&gt;
Blank			&lt;br /&gt;
Evergreen Hills			&lt;br /&gt;
Farmland			&lt;br /&gt;
Farmland			&lt;br /&gt;
Blank			&lt;br /&gt;
Grassland			&lt;br /&gt;
Farmland			&lt;br /&gt;
Blank			&lt;br /&gt;
Blank			&lt;br /&gt;
Heavy Evergreen			&lt;br /&gt;
Heavy Evergreen	Castle		&lt;br /&gt;
Heavy Evergreen			&lt;br /&gt;
Heavy Evergreen			&lt;br /&gt;
Light Evergreen			&lt;br /&gt;
Farmland	City		&lt;br /&gt;
Hills	Camp		&lt;br /&gt;
Grassland	Battle		&lt;br /&gt;
Farmland	Village		&lt;br /&gt;
Blank			&lt;br /&gt;
Blank			&lt;br /&gt;
Blank			&lt;br /&gt;
Blank			&lt;br /&gt;
Blank			&lt;br /&gt;
Evergreen Hills	Cave		&lt;br /&gt;
Blank			&lt;br /&gt;
Blank			&lt;br /&gt;
Farmland			&lt;br /&gt;
Farmland			&lt;br /&gt;
Mountain	Castle		&lt;br /&gt;
Farmland			&lt;br /&gt;
Grassland			&lt;br /&gt;
Light Forest	Capital	-16777216	&lt;br /&gt;
Blank			&lt;br /&gt;
Blank			&lt;br /&gt;
Blank			&lt;br /&gt;
Heavy Evergreen			&lt;br /&gt;
Evergreen Hills			&lt;br /&gt;
Forested Hills	Camp		&lt;br /&gt;
Blank			&lt;br /&gt;
Farmland	Capital		&lt;br /&gt;
Blank			&lt;br /&gt;
Blank			&lt;br /&gt;
Blank			&lt;br /&gt;
Grassland			&lt;br /&gt;
Blank			&lt;br /&gt;
Evergreen Mountains			&lt;br /&gt;
Mountain	Mines		&lt;br /&gt;
Evergreen Mountain			&lt;br /&gt;
Heavy Evergreen			&lt;br /&gt;
Light Evergreen			&lt;br /&gt;
Blank			&lt;br /&gt;
Blank			&lt;br /&gt;
Blank			&lt;br /&gt;
Blank			&lt;br /&gt;
Blank			&lt;br /&gt;
Blank			&lt;br /&gt;
Blank			&lt;br /&gt;
Mountains	Cave		&lt;br /&gt;
Evergreen Mountains	Mines		&lt;br /&gt;
Blank			&lt;br /&gt;
Blank			&lt;br /&gt;
Blank			&lt;br /&gt;
Blank			&lt;br /&gt;
Blank			&lt;br /&gt;
Grassland	Village		&lt;br /&gt;
Mountains			&lt;br /&gt;
Hills	City		&lt;br /&gt;
Blank			&lt;br /&gt;
Blank			&lt;br /&gt;
Sea	Dungeon		&lt;br /&gt;
Mountains	Town		&lt;br /&gt;
Blank			&lt;br /&gt;
Blank			&lt;br /&gt;
Heavy Evergreen			&lt;br /&gt;
Blank			&lt;br /&gt;
Blank			&lt;br /&gt;
Farmland			&lt;br /&gt;
Farmland	Fort		&lt;br /&gt;
Mountains			&lt;br /&gt;
Mountains			&lt;br /&gt;
Volcano			&lt;br /&gt;
Mountains			&lt;br /&gt;
Mountain	Fort		&lt;br /&gt;
Blank			&lt;br /&gt;
Blank			&lt;br /&gt;
Heavy Evergreen			&lt;br /&gt;
Heavy Evergreen	Tower		&lt;br /&gt;
Farmland			&lt;br /&gt;
Hills	Battle		&lt;br /&gt;
Farmland			&lt;br /&gt;
Farmland	City		&lt;br /&gt;
Mountains			&lt;br /&gt;
Mountains	Capital	-16777216	&lt;br /&gt;
Line	natural river 	-6697729	12.5	2845.0,468.0	2845.0,473.0	2845.0,482.0	2845.0,492.0	2845.0,496.0	2845.0,501.0	2845.0,506.0	2845.0,510.0	2845.0,520.0	2845.0,525.0	2845.0,534.0	2845.0,539.0	2845.0,543.0	2845.0,548.0	2845.0,553.0	2845.0,557.0	2845.0,567.0	2845.0,576.0	2845.0,585.0	2850.0,590.0	2854.0,600.0	2862.0,609.0	2866.0,618.0	2870.0,628.0	2875.0,632.0	2879.0,642.0	2883.0,646.0	2883.0,651.0	2883.0,660.0	2883.0,670.0	2883.0,675.0	2883.0,679.0	2879.0,679.0	2879.0,689.0	2879.0,693.0	2879.0,698.0	2879.0,707.0	2879.0,712.0	2879.0,721.0	2879.0,726.0	2879.0,731.0	2879.0,740.0	2879.0,745.0	2879.0,750.0	2879.0,759.0	2879.0,764.0	2879.0,768.0	2879.0,778.0	2875.0,778.0	2875.0,782.0	2875.0,787.0	2875.0,792.0	2875.0,796.0	2875.0,801.0	2875.0,806.0	2875.0,810.0	2870.0,820.0	2866.0,825.0	2866.0,829.0	2866.0,834.0	2866.0,839.0	2862.0,843.0	2862.0,848.0	2862.0,853.0	2858.0,857.0	2858.0,862.0	2858.0,867.0	2858.0,871.0	2854.0,871.0	2854.0,876.0	2854.0,881.0	2854.0,885.0	2854.0,895.0	2850.0,895.0	2850.0,900.0	2850.0,904.0	2850.0,904.0&lt;br /&gt;
Line	natural river 	-6697729	12.5	2720.0,1387.0	2720.0,1392.0	2720.0,1401.0	2720.0,1410.0	2720.0,1420.0	2716.0,1429.0	2716.0,1434.0	2716.0,1439.0	2716.0,1448.0	2712.0,1453.0	2712.0,1457.0	2708.0,1457.0	2708.0,1462.0	2708.0,1467.0	2708.0,1471.0	2708.0,1476.0	2708.0,1481.0	2708.0,1485.0	2708.0,1490.0	2708.0,1495.0	2708.0,1500.0	2708.0,1504.0	2708.0,1509.0	2704.0,1518.0	2700.0,1523.0	2695.0,1528.0	2687.0,1532.0	2683.0,1537.0	2679.0,1542.0	2675.0,1542.0	2670.0,1546.0	2666.0,1551.0	2662.0,1551.0	2658.0,1556.0	2654.0,1556.0	2650.0,1556.0	2641.0,1556.0	2637.0,1556.0	2633.0,1556.0	2629.0,1556.0	2625.0,1556.0	2620.0,1556.0	2616.0,1556.0	2608.0,1556.0	2604.0,1556.0	2600.0,1556.0	2595.0,1556.0	2587.0,1556.0	2583.0,1556.0	2579.0,1556.0	2575.0,1556.0	2570.0,1556.0	2566.0,1556.0	2558.0,1556.0	2550.0,1556.0	2545.0,1551.0	2541.0,1546.0	2537.0,1542.0	2533.0,1537.0	2529.0,1537.0	2525.0,1537.0	2520.0,1537.0	2516.0,1537.0	2504.0,1537.0	2500.0,1537.0	2495.0,1537.0	2495.0,1532.0	2495.0,1532.0&lt;br /&gt;
Line	natural river 	-6697729	12.5	1833.0,1415.0	1812.0,1415.0	1800.0,1415.0	1791.0,1415.0	1783.0,1415.0	1775.0,1420.0	1766.0,1420.0	1758.0,1425.0	1754.0,1434.0	1750.0,1443.0	1745.0,1453.0	1745.0,1462.0	1745.0,1467.0	1745.0,1471.0	1745.0,1481.0	1745.0,1485.0	1745.0,1490.0	1745.0,1500.0	1745.0,1504.0	1745.0,1509.0	1745.0,1518.0	1745.0,1523.0	1745.0,1528.0	1745.0,1537.0	1745.0,1542.0	1741.0,1546.0	1741.0,1551.0	1741.0,1560.0	1741.0,1565.0	1741.0,1575.0	1741.0,1584.0	1737.0,1603.0	1737.0,1612.0	1733.0,1621.0	1733.0,1635.0	1733.0,1645.0	1729.0,1650.0	1729.0,1659.0	1729.0,1668.0	1729.0,1673.0	1729.0,1678.0	1729.0,1682.0	1729.0,1696.0	1729.0,1706.0	1729.0,1715.0	1729.0,1725.0	1729.0,1734.0	1729.0,1748.0	1729.0,1762.0	1729.0,1776.0	1725.0,1790.0	1725.0,1800.0	1720.0,1804.0	1720.0,1814.0	1720.0,1818.0	1712.0,1828.0	1708.0,1832.0	1704.0,1842.0	1695.0,1851.0	1691.0,1860.0	1683.0,1870.0	1679.0,1870.0	1670.0,1875.0	1662.0,1884.0	1654.0,1889.0	1650.0,1889.0	1650.0,1893.0	1645.0,1893.0	1645.0,1898.0	1645.0,1903.0	1641.0,1903.0	1637.0,1907.0	1637.0,1907.0&lt;br /&gt;
Line	natural river 	-6697729	12.5	379.0,450.0	379.0,454.0	375.0,454.0	375.0,459.0	375.0,464.0	375.0,468.0	375.0,478.0	375.0,482.0	375.0,487.0	379.0,492.0	383.0,496.0	383.0,501.0	383.0,506.0	383.0,510.0	383.0,515.0	383.0,520.0	383.0,525.0	383.0,529.0	383.0,534.0	387.0,543.0	391.0,548.0	391.0,553.0	391.0,557.0	391.0,567.0	383.0,576.0	375.0,576.0	370.0,576.0	362.0,576.0	362.0,581.0	362.0,585.0	362.0,590.0	362.0,600.0	362.0,604.0	362.0,609.0	362.0,614.0	366.0,623.0	366.0,628.0	366.0,642.0	366.0,651.0	366.0,660.0	366.0,665.0	366.0,675.0	366.0,679.0	366.0,684.0	366.0,693.0	366.0,703.0	366.0,712.0	366.0,717.0	366.0,721.0	366.0,731.0	366.0,735.0	366.0,740.0	366.0,745.0	366.0,745.0&lt;br /&gt;
Line	infrastructure road 	-16711423	12.5	329.0,623.0	329.0,618.0	333.0,618.0	337.0,618.0	341.0,618.0	345.0,618.0	350.0,618.0	354.0,618.0	358.0,618.0	366.0,618.0	370.0,618.0	375.0,618.0	379.0,618.0	383.0,618.0	387.0,618.0	391.0,618.0	395.0,618.0	395.0,618.0&lt;br /&gt;
Line	infrastructure 	-1	12.5&lt;br /&gt;
Line	natural river 	-6697729	12.5	1629.0,1907.0	1629.0,1912.0	1625.0,1917.0	1625.0,1921.0	1620.0,1926.0	1620.0,1931.0	1612.0,1931.0	1612.0,1935.0	1608.0,1940.0	1604.0,1940.0	1600.0,1940.0	1595.0,1940.0	1591.0,1945.0	1587.0,1950.0	1579.0,1954.0	1575.0,1954.0	1566.0,1954.0	1562.0,1954.0	1558.0,1954.0	1550.0,1954.0	1541.0,1954.0	1533.0,1954.0	1525.0,1954.0	1516.0,1954.0	1508.0,1954.0	1500.0,1954.0	1495.0,1954.0	1491.0,1954.0	1483.0,1954.0	1479.0,1954.0	1462.0,1954.0	1454.0,1954.0	1445.0,1954.0	1437.0,1954.0	1425.0,1954.0	1416.0,1954.0	1408.0,1950.0	1400.0,1950.0	1391.0,1950.0	1383.0,1950.0	1375.0,1950.0	1370.0,1950.0	1366.0,1950.0	1362.0,1950.0	1358.0,1950.0	1358.0,1950.0&lt;br /&gt;
Line	natural river 	-6697729	12.5	2850.0,890.0	2850.0,895.0	2850.0,909.0	2850.0,918.0	2850.0,923.0	2850.0,932.0	2850.0,942.0	2850.0,951.0	2850.0,965.0	2850.0,979.0	2850.0,993.0	2850.0,1003.0	2850.0,1012.0	2854.0,1021.0	2854.0,1031.0	2854.0,1040.0	2854.0,1045.0	2854.0,1050.0	2858.0,1054.0	2858.0,1059.0	2862.0,1068.0	2866.0,1068.0	2866.0,1073.0	2866.0,1078.0	2866.0,1087.0	2866.0,1096.0	2866.0,1101.0	2866.0,1106.0	2866.0,1115.0	2866.0,1120.0	2858.0,1125.0	2845.0,1129.0	2837.0,1134.0	2833.0,1139.0	2829.0,1143.0	2829.0,1148.0	2829.0,1153.0	2829.0,1157.0	2829.0,1167.0	2829.0,1171.0	2820.0,1181.0	2820.0,1190.0	2816.0,1190.0	2812.0,1195.0	2812.0,1200.0	2812.0,1204.0	2812.0,1204.0&lt;br /&gt;
Line	natural 	-6697729	25.0	491.0,2329.0	470.0,2334.0	462.0,2334.0	458.0,2334.0	441.0,2339.0	429.0,2348.0	412.0,2357.0	404.0,2371.0	395.0,2381.0	383.0,2400.0	366.0,2418.0	354.0,2428.0	341.0,2437.0	325.0,2446.0	316.0,2446.0	308.0,2446.0	304.0,2451.0	300.0,2456.0	291.0,2456.0	283.0,2456.0	275.0,2456.0	270.0,2456.0	266.0,2460.0	262.0,2460.0	262.0,2465.0	254.0,2465.0	250.0,2465.0	250.0,2470.0	241.0,2475.0	237.0,2475.0	237.0,2475.0&lt;br /&gt;
Line	natural 	-6697729	25.0&lt;br /&gt;
Line	natural 	-16750951	41.666666666666664&lt;br /&gt;
Line	natural 	-16750951	41.666666666666664&lt;br /&gt;
Line	natural 	-2453760	41.666666666666664	3237.0,182.0	3262.0,187.0	3275.0,187.0	3287.0,187.0	3304.0,187.0	3312.0,187.0	3329.0,187.0	3354.0,187.0	3370.0,187.0	3370.0,187.0&lt;br /&gt;
Line	natural 	-2453760	41.666666666666664	3341.0,187.0	3341.0,192.0	3341.0,196.0	3320.0,196.0	3300.0,196.0	3287.0,196.0	3279.0,196.0	3266.0,196.0	3258.0,196.0	3275.0,196.0	3279.0,196.0	3287.0,201.0	3291.0,206.0	3300.0,206.0	3312.0,206.0	3316.0,206.0	3325.0,206.0	3329.0,206.0	3329.0,206.0&lt;br /&gt;
Line	natural 	-2453760	41.666666666666664	3250.0,145.0	3291.0,150.0	3295.0,150.0	3304.0,150.0	3312.0,150.0	3329.0,150.0	3333.0,150.0	3345.0,150.0	3354.0,150.0	3354.0,150.0&lt;br /&gt;
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Line	infrastructure road 	-16711423	12.5	1500.0,1884.0	1500.0,1889.0	1500.0,1893.0	1500.0,1898.0	1500.0,1907.0	1500.0,1912.0	1500.0,1917.0	1504.0,1921.0	1500.0,1926.0	1500.0,1931.0	1500.0,1950.0	1500.0,1954.0	1504.0,1964.0	1504.0,1973.0	1504.0,1982.0	1504.0,1987.0	1500.0,2001.0	1500.0,2006.0	1500.0,2010.0	1500.0,2025.0	1500.0,2029.0	1500.0,2034.0	1500.0,2034.0&lt;br /&gt;
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Line	political maj_border 	-65536	20.833333333333332&lt;br /&gt;
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Line	infrastructure road 	-16711423	12.5	1841.0,2929.0	1870.0,2901.0	1908.0,2882.0	1941.0,2864.0	1962.0,2845.0	1979.0,2831.0	1987.0,2817.0	2000.0,2807.0	2016.0,2793.0	2029.0,2789.0	2037.0,2784.0	2045.0,2779.0	2050.0,2775.0	2054.0,2775.0	2062.0,2775.0	2066.0,2770.0	2125.0,2756.0	2175.0,2742.0	2200.0,2737.0	2208.0,2732.0	2225.0,2728.0	2258.0,2728.0	2279.0,2728.0	2295.0,2728.0	2295.0,2732.0	2304.0,2732.0	2308.0,2732.0	2312.0,2732.0	2312.0,2732.0&lt;br /&gt;
Line	infrastructure road 	-16711423	12.5	1766.0,2990.0	1808.0,2943.0	1816.0,2939.0	1833.0,2925.0	1837.0,2925.0	1841.0,2920.0	1841.0,2920.0&lt;br /&gt;
Line	natural coastline 	-6697729	37.5	379.0,332.0	379.0,346.0	379.0,356.0	379.0,360.0	379.0,375.0	379.0,379.0	379.0,398.0	379.0,412.0	379.0,417.0	379.0,426.0	379.0,431.0	379.0,435.0	379.0,440.0	379.0,445.0	379.0,445.0&lt;br /&gt;
Line	natural river 	-6697729	12.5	533.0,1200.0	550.0,1251.0	558.0,1270.0	570.0,1289.0	583.0,1293.0	600.0,1307.0	604.0,1307.0	604.0,1317.0	604.0,1326.0	595.0,1331.0	595.0,1345.0	595.0,1354.0	595.0,1368.0	604.0,1382.0	612.0,1387.0	625.0,1392.0	629.0,1396.0	633.0,1401.0	641.0,1406.0	645.0,1406.0	650.0,1410.0	650.0,1415.0	654.0,1429.0	654.0,1434.0	654.0,1439.0	654.0,1448.0	658.0,1453.0	658.0,1462.0	658.0,1471.0	658.0,1485.0	658.0,1490.0	658.0,1495.0	658.0,1500.0	654.0,1532.0	654.0,1542.0	658.0,1556.0	662.0,1570.0	670.0,1584.0	675.0,1589.0	683.0,1607.0	691.0,1621.0	700.0,1635.0	712.0,1645.0	720.0,1650.0	729.0,1654.0	741.0,1659.0	745.0,1659.0	750.0,1664.0	762.0,1668.0	762.0,1668.0&lt;br /&gt;
Line	natural river 	-6697729	12.5	2816.0,1181.0	2804.0,1195.0	2808.0,1218.0	2825.0,1228.0	2833.0,1242.0	2850.0,1260.0	2854.0,1275.0	2862.0,1289.0	2862.0,1317.0	2858.0,1340.0	2850.0,1359.0	2837.0,1373.0	2820.0,1392.0	2795.0,1406.0	2766.0,1410.0	2750.0,1406.0	2737.0,1401.0	2725.0,1401.0	2720.0,1396.0	2716.0,1396.0	2716.0,1396.0&lt;br /&gt;
Line	natural coastline 	-6697729	37.5	2841.0,1307.0	2858.0,1321.0	2862.0,1335.0	2862.0,1340.0	2845.0,1364.0	2829.0,1373.0	2820.0,1368.0	2816.0,1359.0	2820.0,1335.0	2829.0,1321.0	2850.0,1298.0	2858.0,1293.0	2875.0,1289.0	2887.0,1312.0	2891.0,1326.0	2895.0,1345.0	2895.0,1354.0	2887.0,1368.0	2879.0,1387.0	2875.0,1387.0	2862.0,1396.0	2850.0,1401.0	2833.0,1406.0	2816.0,1401.0	2812.0,1401.0	2800.0,1396.0	2795.0,1373.0	2795.0,1354.0	2795.0,1335.0	2800.0,1326.0	2804.0,1321.0	2820.0,1303.0	2833.0,1293.0	2837.0,1284.0	2841.0,1279.0	2866.0,1275.0	2879.0,1275.0	2883.0,1275.0	2883.0,1279.0	2883.0,1279.0&lt;br /&gt;
Line	natural coastline 	-6697729	37.5&lt;br /&gt;
Line	political maj_border 	-65536	20.833333333333332	3450.0,2850.0	3375.0,3000.0	3450.0,3150.0	3600.0,3150.0&lt;br /&gt;
Line	infrastructure road 	-16711423	12.5	1112.0,3478.0	1141.0,3487.0	1175.0,3510.0	1191.0,3520.0	1233.0,3529.0	1262.0,3539.0	1304.0,3529.0	1320.0,3529.0	1329.0,3539.0	1358.0,3534.0	1383.0,3529.0	1383.0,3525.0	1383.0,3525.0&lt;br /&gt;
Line	infrastructure trail 	-1321362	12.5	937.0,2170.0	962.0,2198.0	979.0,2207.0	1020.0,2217.0	1062.0,2226.0	1087.0,2250.0	1104.0,2282.0	1116.0,2292.0	1141.0,2306.0	1166.0,2329.0	1175.0,2334.0	1175.0,2334.0&lt;br /&gt;
Line	infrastructure trail 	-1321362	12.5	1162.0,2175.0	1141.0,2203.0	1125.0,2221.0	1104.0,2235.0	1087.0,2240.0	1066.0,2250.0	1054.0,2254.0	1016.0,2273.0	1000.0,2287.0	979.0,2296.0	958.0,2301.0	941.0,2301.0	929.0,2301.0	925.0,2306.0	925.0,2306.0&lt;br /&gt;
Line	infrastructure road 	-16711423	12.5	2304.0,2728.0	2308.0,2728.0	2329.0,2737.0	2337.0,2737.0	2341.0,2742.0	2345.0,2746.0	2350.0,2746.0	2354.0,2746.0	2358.0,2746.0	2362.0,2746.0	2366.0,2746.0	2370.0,2746.0	2375.0,2742.0	2379.0,2742.0	2387.0,2737.0	2387.0,2732.0	2391.0,2732.0	2400.0,2728.0	2404.0,2718.0	2404.0,2714.0	2404.0,2709.0	2404.0,2704.0	2408.0,2700.0	2408.0,2700.0&lt;br /&gt;
Line	natural coastline 	-6697729	37.5	1958.0,478.0	1962.0,478.0	1966.0,478.0	1970.0,478.0	1970.0,478.0&lt;br /&gt;
Line	natural river 	-6697729	12.5	1966.0,478.0	1966.0,482.0	1975.0,492.0	1979.0,492.0	1983.0,492.0	1983.0,496.0	1991.0,501.0	1995.0,506.0	1995.0,510.0	2000.0,515.0	2000.0,520.0	2008.0,529.0	2012.0,534.0	2016.0,539.0	2020.0,543.0	2025.0,543.0	2029.0,548.0	2029.0,553.0	2033.0,553.0	2045.0,557.0	2050.0,557.0	2054.0,557.0	2058.0,557.0	2058.0,562.0	2062.0,567.0	2062.0,571.0	2062.0,571.0&lt;br /&gt;
Line	natural river 	-6697729	12.5	445.0,1017.0	450.0,1021.0	475.0,1040.0	491.0,1045.0	500.0,1050.0	512.0,1054.0	529.0,1064.0	533.0,1078.0	541.0,1096.0	541.0,1110.0	537.0,1129.0	537.0,1143.0	533.0,1157.0	533.0,1162.0	533.0,1176.0	537.0,1195.0	541.0,1209.0	541.0,1214.0	541.0,1214.0&lt;br /&gt;
Line	infrastructure trail 	-1321362	12.5	270.0,1110.0	275.0,1115.0	291.0,1120.0	304.0,1134.0	333.0,1153.0	350.0,1157.0	391.0,1153.0	404.0,1143.0	412.0,1134.0	433.0,1115.0	454.0,1110.0	470.0,1120.0	475.0,1120.0	487.0,1120.0	508.0,1125.0	516.0,1125.0	516.0,1120.0	525.0,1110.0	529.0,1110.0	529.0,1106.0	533.0,1106.0	533.0,1106.0&lt;br /&gt;
Line	infrastructure trail 	-1321362	12.5	545.0,1096.0	550.0,1096.0	554.0,1096.0	566.0,1096.0	579.0,1092.0	583.0,1087.0	587.0,1082.0	591.0,1078.0	595.0,1078.0	595.0,1073.0	600.0,1073.0	604.0,1068.0	608.0,1068.0	650.0,1045.0	654.0,1040.0	658.0,1031.0	662.0,1026.0	675.0,1021.0	683.0,1021.0	695.0,1017.0	704.0,1007.0	712.0,993.0	716.0,984.0	716.0,975.0	720.0,975.0	725.0,970.0	783.0,960.0	783.0,960.0&lt;br /&gt;
Line	infrastructure road 	-16711423	12.5	1375.0,3520.0	1375.0,3515.0	1391.0,3515.0	1395.0,3515.0	1412.0,3515.0	1420.0,3510.0	1437.0,3510.0	1450.0,3510.0	1466.0,3510.0	1512.0,3515.0	1516.0,3515.0	1529.0,3515.0	1537.0,3525.0	1545.0,3525.0	1570.0,3534.0	1595.0,3553.0	1637.0,3562.0	1650.0,3562.0	1708.0,3576.0	1775.0,3581.0	1812.0,3585.0	1854.0,3576.0	1883.0,3567.0	1920.0,3553.0	1962.0,3539.0	2000.0,3534.0	2012.0,3534.0	2033.0,3525.0	2037.0,3525.0	2050.0,3520.0	2054.0,3520.0	2066.0,3520.0	2066.0,3515.0	2070.0,3515.0	2070.0,3515.0&lt;br /&gt;
Line	infrastructure road 	-16711423	12.5	1729.0,3567.0	1729.0,3562.0	1720.0,3510.0	1725.0,3478.0	1725.0,3431.0	1729.0,3389.0	1725.0,3356.0	1720.0,3318.0	1725.0,3271.0	1725.0,3215.0	1729.0,3159.0	1733.0,3121.0	1741.0,3084.0	1754.0,3042.0	1754.0,3018.0	1754.0,3009.0	1754.0,3004.0	1758.0,2995.0	1758.0,2990.0	1758.0,2990.0&lt;br /&gt;
Line	infrastructure road 	-16711423	12.5	1500.0,2010.0	1500.0,2015.0	1500.0,2039.0	1500.0,2043.0	1500.0,2048.0	1500.0,2053.0	1495.0,2062.0	1491.0,2067.0	1491.0,2081.0	1487.0,2085.0	1487.0,2095.0	1483.0,2104.0	1479.0,2109.0	1479.0,2118.0	1475.0,2128.0	1470.0,2142.0	1462.0,2156.0	1458.0,2170.0	1445.0,2203.0	1437.0,2207.0	1441.0,2212.0	1458.0,2221.0	1466.0,2226.0	1470.0,2226.0	1483.0,2226.0	1495.0,2226.0	1500.0,2226.0	1512.0,2231.0	1525.0,2231.0	1529.0,2231.0	1537.0,2231.0	1541.0,2226.0	1545.0,2226.0	1550.0,2226.0	1554.0,2226.0	1558.0,2226.0	1562.0,2221.0	1570.0,2221.0	1575.0,2221.0	1579.0,2221.0	1587.0,2226.0	1600.0,2240.0	1600.0,2245.0	1608.0,2254.0	1612.0,2259.0	1616.0,2268.0	1620.0,2273.0	1625.0,2273.0	1629.0,2273.0	1633.0,2278.0	1637.0,2278.0	1637.0,2278.0&lt;br /&gt;
Line	infrastructure road 	-16711423	12.5	1633.0,2268.0	1633.0,2273.0	1637.0,2306.0	1645.0,2310.0	1658.0,2315.0	1662.0,2329.0	1666.0,2329.0	1670.0,2339.0	1679.0,2357.0	1687.0,2371.0	1712.0,2390.0	1733.0,2404.0	1754.0,2404.0	1783.0,2400.0	1795.0,2400.0	1808.0,2395.0	1816.0,2395.0	1820.0,2395.0	1825.0,2395.0	1837.0,2395.0	1841.0,2395.0	1850.0,2400.0	1854.0,2400.0	1858.0,2404.0	1862.0,2404.0	1866.0,2404.0	1870.0,2404.0	1875.0,2404.0	1875.0,2404.0&lt;br /&gt;
Line	infrastructure road 	-16711423	12.5	1875.0,2400.0	2025.0,2400.0&lt;br /&gt;
Line	infrastructure road 	-16711423	12.5	2016.0,2400.0	2020.0,2400.0	2045.0,2400.0	2066.0,2409.0	2079.0,2414.0	2091.0,2418.0	2120.0,2423.0	2133.0,2428.0	2158.0,2437.0	2183.0,2446.0	2187.0,2446.0	2216.0,2446.0	2229.0,2446.0	2241.0,2446.0	2245.0,2446.0	2254.0,2460.0	2254.0,2465.0	2262.0,2475.0	2262.0,2479.0	2275.0,2484.0	2279.0,2489.0	2283.0,2489.0	2283.0,2489.0&lt;br /&gt;
Line	infrastructure road 	-16711423	12.5	2404.0,2700.0	2404.0,2695.0	2408.0,2671.0	2416.0,2643.0	2420.0,2625.0	2416.0,2615.0	2412.0,2601.0	2412.0,2596.0	2416.0,2573.0	2420.0,2559.0	2429.0,2535.0	2433.0,2521.0	2437.0,2517.0	2437.0,2512.0	2445.0,2498.0	2454.0,2484.0	2458.0,2475.0	2462.0,2460.0	2466.0,2446.0	2466.0,2442.0	2470.0,2437.0	2470.0,2432.0	2470.0,2428.0	2470.0,2423.0	2475.0,2418.0	2475.0,2414.0	2475.0,2409.0	2475.0,2409.0&lt;br /&gt;
Line	infrastructure road 	-16711423	12.5	2475.0,2400.0	2550.0,2250.0&lt;br /&gt;
Line	infrastructure road 	-16711423	12.5	2550.0,2245.0	2550.0,2240.0	2558.0,2226.0	2562.0,2217.0	2575.0,2203.0	2591.0,2184.0	2600.0,2160.0	2604.0,2142.0	2608.0,2123.0	2608.0,2104.0	2612.0,2100.0	2616.0,2076.0	2620.0,2062.0	2625.0,2029.0	2629.0,2010.0	2629.0,1996.0	2633.0,1996.0	2633.0,1978.0	2633.0,1968.0	2629.0,1959.0	2629.0,1954.0	2629.0,1950.0	2625.0,1879.0	2625.0,1856.0	2625.0,1832.0	2625.0,1804.0	2625.0,1800.0	2625.0,1776.0	2620.0,1757.0	2620.0,1729.0	2616.0,1696.0	2616.0,1664.0	2625.0,1631.0	2629.0,1617.0	2629.0,1607.0	2629.0,1603.0	2629.0,1598.0	2629.0,1579.0	2629.0,1565.0	2633.0,1560.0	2629.0,1532.0	2629.0,1532.0&lt;br /&gt;
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Line	infrastructure road 	-16711423	12.5	2250.0,1950.0	2325.0,2100.0&lt;br /&gt;
Line	infrastructure road 	-16711423	12.5	2320.0,2100.0	2325.0,2100.0	2333.0,2100.0	2337.0,2100.0	2341.0,2100.0	2345.0,2100.0	2345.0,2104.0	2350.0,2109.0	2354.0,2109.0	2354.0,2114.0	2354.0,2123.0	2354.0,2128.0	2354.0,2137.0	2354.0,2142.0	2354.0,2146.0	2354.0,2151.0	2354.0,2156.0	2354.0,2160.0	2354.0,2165.0	2358.0,2165.0	2362.0,2165.0	2366.0,2165.0	2366.0,2170.0	2375.0,2170.0	2375.0,2175.0	2391.0,2179.0	2400.0,2184.0	2400.0,2189.0	2400.0,2193.0	2400.0,2203.0	2400.0,2207.0	2400.0,2221.0	2400.0,2226.0	2400.0,2235.0	2400.0,2254.0	2400.0,2264.0	2400.0,2268.0	2400.0,2273.0	2400.0,2273.0&lt;br /&gt;
Line	infrastructure road 	-16711423	12.5	945.0,2775.0	950.0,2775.0	954.0,2775.0	962.0,2775.0	975.0,2775.0	987.0,2775.0	1000.0,2775.0	1012.0,2779.0	1012.0,2784.0	1012.0,2789.0	1020.0,2793.0	1025.0,2803.0	1050.0,2803.0	1054.0,2803.0	1058.0,2807.0	1058.0,2812.0	1058.0,2826.0	1058.0,2845.0	1058.0,2850.0	1062.0,2854.0	1066.0,2854.0	1087.0,2854.0	1095.0,2854.0	1108.0,2854.0	1112.0,2859.0	1120.0,2864.0	1125.0,2864.0	1129.0,2868.0	1133.0,2868.0	1133.0,2873.0	1133.0,2892.0	1133.0,2906.0	1133.0,2920.0	1141.0,2920.0	1150.0,2920.0	1154.0,2920.0	1162.0,2920.0	1162.0,2925.0	1162.0,2925.0&lt;br /&gt;
Line	infrastructure road 	-16711423	12.5	941.0,2775.0	945.0,2775.0	950.0,2793.0	954.0,2798.0	954.0,2803.0	958.0,2807.0	958.0,2817.0	962.0,2826.0	966.0,2826.0	970.0,2826.0	987.0,2826.0	991.0,2826.0	991.0,2831.0	991.0,2859.0	991.0,2864.0	995.0,2864.0	1008.0,2859.0	1020.0,2864.0	1020.0,2878.0	1020.0,2887.0	1020.0,2892.0	1037.0,2910.0	1037.0,2906.0	1050.0,2901.0	1066.0,2901.0	1070.0,2901.0	1075.0,2901.0	1083.0,2901.0	1095.0,2901.0	1100.0,2901.0	1104.0,2910.0	1104.0,2920.0	1104.0,2925.0	1104.0,2920.0	1108.0,2920.0	1116.0,2920.0	1120.0,2920.0	1125.0,2920.0	1125.0,2925.0	1125.0,2929.0	1133.0,2929.0	1137.0,2929.0	1141.0,2929.0	1145.0,2929.0	1150.0,2929.0	1154.0,2929.0	1158.0,2929.0	1162.0,2929.0	1162.0,2929.0&lt;br /&gt;
Line		-16777216	33.333333333333336	979.0,2793.0	975.0,2793.0	970.0,2793.0	975.0,2793.0	975.0,2798.0	975.0,2807.0	979.0,2807.0	987.0,2807.0	991.0,2807.0	995.0,2807.0	1000.0,2807.0	1004.0,2807.0	1012.0,2807.0	1020.0,2812.0	1025.0,2817.0	1025.0,2821.0	1025.0,2831.0	1025.0,2835.0	1029.0,2835.0	1029.0,2840.0	1029.0,2850.0	1029.0,2859.0	1029.0,2864.0	1033.0,2864.0	1041.0,2864.0	1045.0,2864.0	1045.0,2873.0	1045.0,2878.0	1050.0,2878.0	1058.0,2878.0	1062.0,2878.0	1066.0,2878.0	1070.0,2878.0	1075.0,2878.0	1083.0,2878.0	1087.0,2878.0	1095.0,2878.0	1104.0,2878.0	1108.0,2878.0	1112.0,2878.0	1112.0,2882.0	1112.0,2887.0	1112.0,2892.0	1112.0,2896.0	1112.0,2896.0&lt;br /&gt;
Line		-16777216	33.333333333333336	1045.0,2882.0	1041.0,2882.0	1033.0,2878.0	1033.0,2873.0	1033.0,2864.0	1037.0,2859.0	1045.0,2854.0	1050.0,2854.0	1045.0,2854.0	1041.0,2850.0	1041.0,2835.0	1041.0,2826.0	1041.0,2821.0	1041.0,2817.0	1041.0,2812.0	1037.0,2812.0	1033.0,2807.0	1025.0,2807.0	1016.0,2807.0	1012.0,2807.0	1012.0,2812.0	1012.0,2817.0	1012.0,2826.0	1012.0,2831.0	1008.0,2831.0	1004.0,2831.0	1000.0,2831.0	995.0,2831.0	991.0,2831.0	991.0,2835.0	991.0,2835.0&lt;br /&gt;
Line		-16777216	33.333333333333336	1120.0,2901.0	1116.0,2901.0	1116.0,2901.0&lt;br /&gt;
Line		-16777216	33.333333333333336	1012.0,2859.0	1008.0,2859.0	1004.0,2854.0	1004.0,2854.0&lt;br /&gt;
Line	infrastructure trail 	-1321362	12.5	941.0,2175.0	937.0,2175.0	933.0,2175.0	929.0,2175.0	929.0,2170.0	929.0,2165.0	929.0,2160.0	925.0,2156.0	920.0,2151.0	916.0,2146.0	908.0,2146.0	900.0,2142.0	895.0,2142.0	895.0,2118.0	895.0,2109.0	891.0,2109.0	891.0,2104.0	891.0,2104.0&lt;br /&gt;
Line	natural river 	-6697729	12.5	2491.0,1528.0	2487.0,1528.0	2479.0,1528.0	2475.0,1528.0	2470.0,1528.0	2470.0,1532.0	2454.0,1542.0	2450.0,1542.0	2441.0,1542.0	2420.0,1551.0	2412.0,1556.0	2408.0,1556.0	2404.0,1556.0	2395.0,1560.0	2383.0,1565.0	2379.0,1565.0	2375.0,1565.0	2370.0,1570.0	2354.0,1579.0	2345.0,1579.0	2337.0,1579.0	2333.0,1584.0	2325.0,1584.0	2312.0,1589.0	2300.0,1589.0	2291.0,1589.0	2287.0,1589.0	2270.0,1589.0	2262.0,1584.0	2250.0,1579.0	2245.0,1579.0	2241.0,1579.0	2200.0,1575.0	2195.0,1570.0	2191.0,1570.0	2150.0,1551.0	2137.0,1542.0	2133.0,1537.0	2116.0,1528.0	2108.0,1523.0	2104.0,1518.0	2075.0,1504.0	2070.0,1504.0	2066.0,1500.0	2058.0,1490.0	2050.0,1476.0	2045.0,1471.0	2037.0,1467.0	2033.0,1453.0	2016.0,1439.0	2008.0,1434.0	1995.0,1420.0	1995.0,1415.0	1991.0,1415.0	1950.0,1406.0	1941.0,1406.0	1937.0,1406.0	1912.0,1406.0	1891.0,1406.0	1883.0,1410.0	1879.0,1410.0	1862.0,1410.0	1858.0,1410.0	1850.0,1410.0	1841.0,1410.0	1837.0,1410.0	1837.0,1415.0	1833.0,1415.0	1833.0,1415.0&lt;br /&gt;
Line	natural sea_fill	-6697729	87.5	1245.0,1209.0	1245.0,1204.0	1245.0,1195.0	1250.0,1185.0	1258.0,1185.0	1266.0,1185.0	1283.0,1190.0	1295.0,1200.0	1300.0,1209.0	1304.0,1223.0	1304.0,1242.0	1295.0,1242.0	1283.0,1242.0	1279.0,1242.0	1275.0,1242.0	1270.0,1242.0	1270.0,1242.0&lt;br /&gt;
Line	natural sea_fill	-6697729	87.5	804.0,2418.0	800.0,2418.0	791.0,2404.0	791.0,2385.0	800.0,2371.0	808.0,2371.0	837.0,2371.0	841.0,2376.0	841.0,2390.0	841.0,2390.0&lt;br /&gt;
Line	infrastructure trail 	-1321362	12.5	2079.0,1856.0	2075.0,1856.0	2066.0,1870.0	2062.0,1875.0	2058.0,1875.0	2041.0,1889.0	2037.0,1889.0	2025.0,1898.0	2016.0,1907.0	2004.0,1917.0	1995.0,1917.0	1983.0,1921.0	1970.0,1931.0	1966.0,1931.0	1962.0,1931.0	1950.0,1931.0	1937.0,1931.0	1929.0,1931.0	1920.0,1931.0	1908.0,1931.0	1904.0,1931.0	1891.0,1931.0	1883.0,1926.0	1875.0,1921.0	1870.0,1921.0	1866.0,1917.0	1850.0,1917.0	1850.0,1912.0	1837.0,1907.0	1825.0,1907.0	1812.0,1907.0	1808.0,1907.0	1804.0,1903.0	1804.0,1903.0&lt;br /&gt;
Line	infrastructure road 	-16711423	12.5	1950.0,1950.0&lt;br /&gt;
Line	infrastructure road 	-16711423	12.5&lt;br /&gt;
Text	natural other 	56.25	0	-16777216	2634	369&lt;br /&gt;
text-font		Arial&lt;br /&gt;
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Text	natural other 	56.25	0	-16777216	2687	786&lt;br /&gt;
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text-value													Floorboards&lt;br /&gt;
Text	natural other minor 	56.25	0	-16777216	216	565&lt;br /&gt;
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Text	political other minor 	56.25	0	-16777216	269	2298&lt;br /&gt;
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text-value												] [&lt;br /&gt;
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		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Hex_by_Hex&amp;diff=109685</id>
		<title>Hex by Hex</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Hex_by_Hex&amp;diff=109685"/>
		<updated>2009-05-23T17:44:10Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: /* Map */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;From this [http://forum.rpg.net/showthread.php?t=453831 thread], creating a 16 by 12 hex sandbox campaign setting.  This wikipage collects the entries and the  map:&lt;br /&gt;
&lt;br /&gt;
==Map==&lt;br /&gt;
&lt;br /&gt;
[[Image:sandbox2.png]]&lt;br /&gt;
&lt;br /&gt;
Map is created using [http://inkwellideas.com/?page_id=160 Hexographer] using this [[Hex_by_Hex:mapsource|source data]]&lt;br /&gt;
&lt;br /&gt;
=1=&lt;br /&gt;
&lt;br /&gt;
==Siren Tower==&lt;br /&gt;
&lt;br /&gt;
Siren Tower was home of the mermaids until Serina died from a back-stabbing air-creature. It&#039;s five floors above water and five floors below water--not counting the sea-level floor.&lt;br /&gt;
&lt;br /&gt;
Secret:&lt;br /&gt;
&lt;br /&gt;
The air-creature is a Harpy named Khersa. She&#039;s been using the tower has home while looking for treasures. Khersa was the one that killed Serina.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Andaur bay==&lt;br /&gt;
&lt;br /&gt;
The sleepy fishing village of Andaur lies in the shelter of Andaur bay, where the Feyline hills meet the sea. The bay has a gently sloped beach of brown sand and forms a natural harbour, but submerged rocks at the entrance make it suitable only for small boats.&lt;br /&gt;
&lt;br /&gt;
Smugglers wanting to avoid Windhook&#039;s taxes and harbour fees land here from time to time, welcomed by the locals for the silver they spend on poteen (a spirit made from potato or other root vegetables).&lt;br /&gt;
&lt;br /&gt;
Outside the bay, in deep water, lies the shipwreck of the Yellow Rose.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Aire&#039;ennyn==&lt;br /&gt;
&lt;br /&gt;
This is a massive coral fortress that lies in the waters a few miles away from the towering coastal cliffs of Jaeger&#039;s Point and serves as a border post for the sea elves who rule a small domain in the western ocean.&lt;br /&gt;
&lt;br /&gt;
The elves are very territorial but have been known to interact with the merchants of windhook and also to serve as guides-for-hire through the Dagger Reefs.&lt;br /&gt;
&lt;br /&gt;
==Dagger Reefs==&lt;br /&gt;
&lt;br /&gt;
Access to the harbour at nearby Windhook is treacherous through this region, and many an inattentive captain has found his ship wrecked on the rocks that lie just below the surface.&lt;br /&gt;
&lt;br /&gt;
==Harbor Approach==&lt;br /&gt;
&lt;br /&gt;
This is the safe passage to the Windhook harbors, avoiding the dagger reefs. The Great Desert of Ashok verges on the waters of the Windswept Sea here. This relatively constricted access to Windhook makes it an attractive area for pirates, so the Windhook governing employs a number of small, fast fighting ships to patrol the harbor approach. &lt;br /&gt;
&lt;br /&gt;
Still, one must always be on the lookout for cutthroats and privateers.&lt;br /&gt;
&lt;br /&gt;
==The Desert Wastes==&lt;br /&gt;
&lt;br /&gt;
Once a fertile grassland, in recent generations the Great Desert of Ashok to the west has encroached on this area, driving out the farmers who resided here. In their place, nomad tribes now prowl amongst the dunes and wind-blown ruins of past settlement.&lt;br /&gt;
&lt;br /&gt;
Though occasional oases may still be found here, voyaging further west into the heart of the desert is considered a dangerous proposition.&lt;br /&gt;
&lt;br /&gt;
==The Desert Wastes, Continued==&lt;br /&gt;
&lt;br /&gt;
The desert continues southwards here.&lt;br /&gt;
&lt;br /&gt;
==The Oasis of Esau==&lt;br /&gt;
&lt;br /&gt;
This unnaturally large oasis is the size of a small lake and fed by several fresh water springs that spring, seemingly magically, from a series of rocky outcroppings that poke out of the surrounding desert sands.&lt;br /&gt;
&lt;br /&gt;
It not only serves as an important water resource for all the creatures of the desert, but is also held sacred by the desert centaur tribes. They claim that it was created millenia ago when an ancient human prophet, leading his tribesman out of captivity from the south, smote the rocky outcroppings with his staff and presented the oasis as a treaty offering between his people and the centaurs.&lt;br /&gt;
&lt;br /&gt;
The Desert Centaur Tribes all meet and drink from the oasis, but none may fight, however much they may hate their tribal enemies. Non-centaur races are not allowed to drink from the oasis without first gaining the protection and escort of one of the centaur tribes. This can be obtained many ways and certain merchant caravans have long standing and profitable agreements with specific tribes to allow them to use the oasis on their trips north and south...&lt;br /&gt;
&lt;br /&gt;
=2=&lt;br /&gt;
&lt;br /&gt;
==Fayline Falls==&lt;br /&gt;
&lt;br /&gt;
This is a huge fall that makes Delnair Falls look like small potatoes. Behind the waterfall is a huge dungeon--about eight floors above and below the sea level--not counting the sea level entrance floor. In the center of the bottom eight sub-floor, lives a white dragon named Kortoniara. Kortoniara is a young dragoness who had a hatred for her teacher: Onsamiath. They is one thing she hates more then Onsamaith is the near-by werewolf and his skeleton pals. They had causing death of her monsters--usually for werewolf to use as food on his travel to Floorboard.&lt;br /&gt;
&lt;br /&gt;
Kortoniara appears to a shining example of dragonkind. She appears to a very large female dragon. Unlike most female dragon, she doesn&#039;t have a temper. Kortoniara has protected her home with the following monsters: succumbs, water elements, skeletons of dead sirens, a tribe of drows, and two beholders who in charge of her home&#039;s monster.&lt;br /&gt;
&lt;br /&gt;
Khersa has attacked this place many times--but the forces send her back.&lt;br /&gt;
&lt;br /&gt;
==Siren&#039;s Dam==&lt;br /&gt;
&lt;br /&gt;
Year ago, a famous mermaid Serina used magic to become a human. Serina had a rival with air creatures. One of them killed her. Her human lover researched mermaid death rituals and discover that the mermaids killed underwater would be cooked--while above the water, they would be buried. He built a dam on &lt;br /&gt;
Feyline river.&lt;br /&gt;
&lt;br /&gt;
The tomb is home to a crazy werewolf and his skeleton pals. This is the same werewolf that&#039;s been causing problems in Floorboards.&lt;br /&gt;
&lt;br /&gt;
The tomb/dam no longer fully contains the Feyline river.&lt;br /&gt;
&lt;br /&gt;
==Feyline Traders==&lt;br /&gt;
&lt;br /&gt;
The Feyline river flooded this area when the tome/dam first ceased to fully hold it back. A number of markets and trading outposts have opened here on top of the water ruined villages. Riverboats routinely make a course with exotic goods down towards Whitewater Junction.&lt;br /&gt;
&lt;br /&gt;
Many of these boats ask little from their passengers except the money of passage, and it is known that fugitives from northern communities as well as monsters able to masquerade as (demi)human make use of these boats to travel south to escape justice or find new victims.&lt;br /&gt;
&lt;br /&gt;
Exotic furs and preserved meats are what primarily get sent down. There is a strong trapper community living side by side with the merchants that ply the rivers. While the trapper camps and communities are mostly adjacent to this territory, there are a number of taverns and meeting halls amongst the market where the two mingle after discussing wares.&lt;br /&gt;
&lt;br /&gt;
Recently, a new sort of pelt, that seems to be actual gold, has been trickling in to the markets and the first few have just arrived to the south, to the delight of all involved.&lt;br /&gt;
&lt;br /&gt;
Half of Khersa&#039;s attacks had use the help of the werewolf and his skeleton pals.&lt;br /&gt;
&lt;br /&gt;
==Feyline hills==&lt;br /&gt;
&lt;br /&gt;
A dirt track known in Bachmaur as the coast road connects Bachmaur in the east with Andaur bay in the west. Travellers should beware of wolves that roam the area.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Jaeger&#039;s Point==&lt;br /&gt;
&lt;br /&gt;
This massive cliff is a mile wide, half a mile high and sheer except in the center where a massive carving of some hero of old juts out from the cliff face. Who he is and what he did is lost to antiquity, only his name remains.&lt;br /&gt;
&lt;br /&gt;
SECRET: The entire rock outcropping is only the face of a massive underground lair built as a fortress-tomb for the ancient warrior who saw his kingdom razed to the ground and his family slaughtered by usurpers before being slain himself. His followers managed to spirit his body away to his tomb along with that of his family, but their spirits never moved on and await the day when they can take back their kingdom and claim vengence on the descendants of their conquerers.&lt;br /&gt;
&lt;br /&gt;
Recently, faint emanations of paranoia and hate have reached his sleeping corpse and have revived him. As his power slowly grows, he sends forth sentinels of darkness to scout the land and prepare the way to reclaim his rightful throne...&lt;br /&gt;
&lt;br /&gt;
==Windhook==&lt;br /&gt;
&lt;br /&gt;
This thriving maritime settlement on the Great Windswept Sea bustles with members of all races and cultures, goods from a dozen lands, and no shortage of jobs for eager adventurers. Join a ship&#039;s crew and see new lands; escort a caravan to the interior, facing who knows what peril; sign on with a mercenary company to pacify rebellious settlements...the possibilities are endless.&lt;br /&gt;
&lt;br /&gt;
Lately, Windhook has been under pressure from several shipping guilds to adjust their tariffs, or face a trade war. At the same time, mysterious thefts, murders, and accidents have been happening to ships at the Windhook port. The governing council thinks the accidents are the work of the Guilds, but are they?&lt;br /&gt;
&lt;br /&gt;
Places to be sure to visit: The Bilge Rat, Lady Nerissa&#039;s Lounge, the Leeward, and Mad Mindros General Store.&lt;br /&gt;
&lt;br /&gt;
Windhook also marks the mouth of the Delnar river, where its waters empty into the Windswept Sea.&lt;br /&gt;
&lt;br /&gt;
==Wetlands Meet Desert==&lt;br /&gt;
&lt;br /&gt;
This area, marking the point where the wetlands around the Delnar basin meet the northern edge of the western desert, is home largely to scrabbly low-growing grasses and plants.&lt;br /&gt;
&lt;br /&gt;
==Council Stone==&lt;br /&gt;
&lt;br /&gt;
This vast field of desperate grass has a giant slab of stone at the center.  Here tribes of desert centaurs come to meet, feeling safe in the mutual risk of the writhing sands nearby.  It is also where the centaurs come to deal with those from  Windhook.&lt;br /&gt;
&lt;br /&gt;
Beyond meeting centaurs conducting business here, those traveling through often encounter the ghosts of centaurs who are drawn here and more able to speak near the stone, giving council to their descendants.  There are darker spirits as well in this area, sorcerers who have sought to assault the mystic tower deeper in the desert and djinn who have dwindled due to being bound to earthly elements.  The centaurs remove all dead bodies from this place, and many say it is for more than simple fear of providing an easy host to the ghosts that reside here.&lt;br /&gt;
&lt;br /&gt;
There are a few animate skeletons in this area, and they are possessed of a keen and terrible intelligence, one that often surpasses the living mind that once resided there. &lt;br /&gt;
&lt;br /&gt;
==The writhing sands==&lt;br /&gt;
&lt;br /&gt;
A region of desert covered in silt sands that flow and move across ever moving windstorms. A navigation piece used by those traveling the desert to gain their barrings from a distance. The winds are surely unnatural and many a caravan has seen on relatively clear days a shining spire of glass and mirrors within. Through rumor it has recently been heard that for one week every five years, the storm dies, raining tons of sand around the region that billow out in a dust cloud...and reveal the shining spire in its smooth and sunlit glory, along with a tattered tent and windswept clay city at it&#039;s base.&lt;br /&gt;
&lt;br /&gt;
When the winds die, men and women in robes fly by their own magic or that of another as riders from the place burst from below aback cruel beasts that glide through the sand like sharks on the sea, some leaving claiming to have finished their studies, others off to find the next class for this secure and sequestered school of Wizardry, Boraro&#039;s tower.&lt;br /&gt;
&lt;br /&gt;
==Desert==&lt;br /&gt;
&lt;br /&gt;
=3=&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 1==&lt;br /&gt;
&lt;br /&gt;
==Pillar of Onath==&lt;br /&gt;
&lt;br /&gt;
A large stone piller juts up from the broken ground here. The piller resists all attempts to damage it and appears in remarkable good condition despite being in place for a long, long time.&lt;br /&gt;
&lt;br /&gt;
SECRET: The Pillar of Onath was built years ago to contain the mighty power of the White Dragon Kortoniara by not allowing her to out of the Feyline falls, trapping her within. She will go to any lengths to see it destroyed and at any point has a dozen plots in progress to see it gone. So far, none have worked, so far.&lt;br /&gt;
&lt;br /&gt;
SUPER SECRET:&lt;br /&gt;
&lt;br /&gt;
About half of any of those dozen plots to do in this landmark--comes from beholders under the command of Kortoniara.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Kalim&#039;s ferry==&lt;br /&gt;
&lt;br /&gt;
The Bachmaur coast road, a grand name for what is a mule track through the hills, encounters the river Feyline here. One Mr Kalim Useferos runs a ferry service and riverboat repairs. His fares are 1 copper penny per passenger, 5 pennies for a mule, and a silver crown for a horse. His family live in a nearby cottage and have a small vegetable plot, chickens and a milking cow.&lt;br /&gt;
&lt;br /&gt;
==Feyline Rapids==&lt;br /&gt;
&lt;br /&gt;
Here the Feyline river is at it&#039;s most violent, it&#039;s crashing, churning waters have claimed many a life over the years. No bridges cross the river here.&lt;br /&gt;
&lt;br /&gt;
==Bullywugs&#039; Cavern==&lt;br /&gt;
&lt;br /&gt;
Just above the black dragon&#039;s lair before the Fayline-for a back of better words-smashes into Delnair at White Junction. Bullywug&#039;s Cavern is home of the black dragon&#039;s favorite food.&lt;br /&gt;
&lt;br /&gt;
Bullywugs aren&#039;t too happy with the black dragon--and trying to locate good creatures of the land to take care of that annoying black dragon.&lt;br /&gt;
&lt;br /&gt;
The Bullywugs&#039; caverns are located in the hills that rise up, semi-circular, near the stench fens and Whitewater Junction and help give Jaegar&#039;s Point its elevation.&lt;br /&gt;
&lt;br /&gt;
==Onsamiath&#039;s Lair==&lt;br /&gt;
&lt;br /&gt;
An extension of the Stench Fens, the old black dragon Onsamiath lives in this tract of swamplands. It is a sorcerer of some repute and is fascinated by the magical energies in the Stench Fens. In pursuing his study of the Fens, Onsamiath has developed a wasting disease that is sapping the life out of him.* Not knowing the cause Onsamiath is seriously contemplating dracolichdom to avoid an ignoble death.&lt;br /&gt;
&lt;br /&gt;
In the past Onsamiath attempted to exact tolls from river traffic to build his horde but after an encounter with a band of adventurers near five decades ago still has him extremely cautious about exposing himself to outsiders. Bullywugs, on the other hand, are his prime food source.&lt;br /&gt;
&lt;br /&gt;
*Currently Onsamiath looks very gaunt and exemplifies the blakc dragon epithet of, &amp;quot;skull dragon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Ruins of Grey==&lt;br /&gt;
&lt;br /&gt;
Here, along rolling hills on the banks of the Delnar lie the ruins of Grey. This accursed place has been abandoned for the past fifty years after it was destroyed in the titanic struggle between a band of adventurers and the near by Black Dragon. Some say these &amp;quot;Heroes&amp;quot; deliberately used Grey as bait for the Dragon, ensuring the deaths of all it&#039;s people.&lt;br /&gt;
&lt;br /&gt;
At night some people say you can hear the wails of pain and agony of the towns residence crying out for vengeance. Nearly everywhere else the adventurers are hailed as true heroes for &amp;quot;killing&amp;quot; the Dragon.&lt;br /&gt;
&lt;br /&gt;
==Silent Fens==&lt;br /&gt;
&lt;br /&gt;
These wetlands are eerily quiet.  Periodically the foolishly adventurous try to uncover ruins or other items of value from it.  Most come away with disease one expects from digging about in muck and nothing more.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 10==&lt;br /&gt;
&lt;br /&gt;
==Desert==&lt;br /&gt;
&lt;br /&gt;
==The Tower of Al-Jazeera==&lt;br /&gt;
&lt;br /&gt;
Surrounding Terrain (2.12, 3.11, 4.11, 4.12) : Desert&lt;br /&gt;
&lt;br /&gt;
This ancient wizard&#039;s tower was long abandoned and almost completely buried until rediscovered by a fugitive sorceror from the southern desert kingdoms. Having conquered the magical defenses of the tower and raised it back above the sands, the renegade, one Ali Ababba Al-Jazeera, has enacted a cunning plan.&lt;br /&gt;
&lt;br /&gt;
The tower grants its owner control over 8 enslaved Djinn, one for each of the 8 cardinal directions. He has tasked these Djinn with transmitting thoughts of paranoia and hatred into the ether surrounding the tower. As the transmissions emanate further and further from the tower, Al-Jazeera is hoping it will incite the surrounding kingdoms to eventually start fighting amongst each other and start an age of war and bloodshed.&lt;br /&gt;
&lt;br /&gt;
As the kingdoms are weakened, he will take them over one by one until he has all the kingdoms of men under his thumb as a Grand Sorceror Sultan and can exact slow, excruciating revenge upon those who dared to exile him...&lt;br /&gt;
&lt;br /&gt;
SECRET: This tower was originally built for the same purpose by the fox-were magus Perrut Dochrum, whose soul is trapped in a sky-blue topaz encased in a lead box and buried beneath a flagstone on the lowest floor. If the gem is ever broken, he will manifest as a lich and regain control of the djinn.&lt;br /&gt;
&lt;br /&gt;
=4=&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 1==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Bachmaur==&lt;br /&gt;
&lt;br /&gt;
This city&#039;s fortune is barely apparent in its modest buildings and stinking places of business.  It is a famed source of leather goods, taking animals herded in the surrounding area by skinning them.  As such it also has a healthy butchery business, including making famed jerky.&lt;br /&gt;
&lt;br /&gt;
While the skinning focuses on conventional animals in the area, the town is well aware of how to skin and tan far more exotic creatures.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Whitewater Junction==&lt;br /&gt;
&lt;br /&gt;
Here, the Feyline River feeds into the Delnar, and the meeting is anything but peaceful. Rocky terrain in the riverbeds forms a series of powerful, fast-moving rapids that make passage up- and downriver impossible for many of the heavily laden river barges that travel the Delnar and the Feyline. An industrious and entrepreneurial halfling family, the Doskins, set up Camp Whitewater decades ago to offer their services in moving cargo across the rapids - or around them - on cargo trains. The business rapidly grew, and with it the camp. &lt;br /&gt;
&lt;br /&gt;
Now a major town, Whitewater Junction offers services of all kinds to the river crews and travelers who use the Delnar and Feyline rivers to cross the wilds. However, their core business - getting boats around, through, or over the rapids - remains a thriving endeavor, and visitors to Whitewater Junction will see seemingly endless convoys of porters, wagons, and sleds carrying cargo of all sorts from the docks on Lowside - below the rapids - to the Highside docks. The Doskins oversee the operation of all of the Portage Companies in Whitewater Junction, acting as a &amp;quot;guild&amp;quot; to preserve competition...and to rake in a handsome profit.&lt;br /&gt;
&lt;br /&gt;
==Stench Fens==&lt;br /&gt;
&lt;br /&gt;
This swampy area, just south of where the Feyline River joins the Delnar*, is suffused with the stink of decay; bubbles slowly rise through the loose mud to loose a gut-churning miasma over the area. Wizards and scholars do not believe the smell in this place could be natural, and some scholars believe it is the remnants of a curse or a mighty magical weapon used eons ago, leaving the earth here hopelessly corrupted. Fortunately, whatever ancient plague corrupts this site does not seem to contaminate the waters of the Delnar...yet. &lt;br /&gt;
&lt;br /&gt;
The Stench Fens are home to several Bullywug tribes, including one led by Krebbok, a Tribal Shaman of great power. It is said that Krebbok wears amulets of power recovered from numerous burial mounds that lie beneath the mud and greasy water of the fens. &lt;br /&gt;
&lt;br /&gt;
==black lake==&lt;br /&gt;
&lt;br /&gt;
Water stained from the surrounding fens collects in a depression here. The dark brown water is impossible to see deeper than a few inches through. Freshwater crayfish can be caught here, but the mosquitos (normal and giant varieties) like to lay their eggs in these still waters.&lt;br /&gt;
A tribe of lizardmen inhabit the area.&lt;br /&gt;
&lt;br /&gt;
==Crownfall==&lt;br /&gt;
&lt;br /&gt;
Description: A crater in the midst of barren wasteland. The crater was formed when the golden star that shone in the crown of the constellation of the Conqueror fell from the heavens a century ago. The area was once a marsh and the impact drained it, leaving a dry wasteland behind, and opened a crack into the caverns of the Underdark. The area has been claimed by various evil humanoids throughout the years, though nobody has been able to hold onto it for very long before being swept aside by the new owners.&lt;br /&gt;
&lt;br /&gt;
Rumors&lt;br /&gt;
&lt;br /&gt;
    * The star is actually an immortal being that grants boons.&lt;br /&gt;
    * The star is an ancient artifact weapon, forged by the gods in their war against the primordials.&lt;br /&gt;
    * The star is a portal to the Astral Sea.&lt;br /&gt;
    * The star is a portal to the Far Realm.&lt;br /&gt;
    * The fall of the star coincides with the fall of Nerath.&lt;br /&gt;
    * The star was called from the heavens by a powerful star pact warlock.&lt;br /&gt;
&lt;br /&gt;
==Desolate Waste==&lt;br /&gt;
&lt;br /&gt;
Here the land is cracked and broken. Ill suited for nearly any purpose this area is almost completely devoid of life.&lt;br /&gt;
&lt;br /&gt;
==Desert==&lt;br /&gt;
&lt;br /&gt;
==Desert==&lt;br /&gt;
&lt;br /&gt;
=5=&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 1==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Old King&#039;s Road Follows River==&lt;br /&gt;
&lt;br /&gt;
Here, Old King&#039;s Road - little more than a rough trail - follows the course of the Delnar for a time before curving northward, heading into parts unknown.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Hag&#039;s Crossroad==&lt;br /&gt;
&lt;br /&gt;
Two ruined roads cross in this bog riddled area.  It is home to brutish creatures that labor under a coven of hags that have maintained control for generations, abducting and inducting girls from surrounding settlements into their dark secrets.  Occasionally a female magic user will seek them out for their arcane secrets, or to join the coven.&lt;br /&gt;
&lt;br /&gt;
The hags occasionally parlay with communities nearby, sending dominated monsters into town and speaking through the brutes.  They do not wish to disrupt the balance of power that allows them to remain there.&lt;br /&gt;
&lt;br /&gt;
Some suspect they wish to usurp control of the Stench Fens nearby, but that some power prevents them from doing so.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 9==&lt;br /&gt;
&lt;br /&gt;
==Drake Fissure==&lt;br /&gt;
&lt;br /&gt;
Between the thinning desert and the thinning plains, the drake fissure runs from northwest to south east, this area being only the widest and deepest.&lt;br /&gt;
&lt;br /&gt;
A great crack in the earth cut not by river or quake, but said to have been carved by a great beast reaching down from the sky in an age long forgotten. Drakes, Wyverns, and lesser creatures of relation to the dragons crawl and fly around and within the shadows of the valley. Some say the fissure itself runs so deep it reaches into the black heart of the world. Even from it&#039;s edge, tunnels can be seen down the fissure walls...but no man has seen it&#039;s bottom here and lived to tell the tale...now the mad Gnome Walber Nik Hausen is another story. They say he has seen down there, if you can find him you&#039;d have the best wealth of information to forming an expedition.&lt;br /&gt;
&lt;br /&gt;
==The Freetowns==&lt;br /&gt;
&lt;br /&gt;
This lightly hilled grassland on the edge of the desert is home to a collection of small villages styling themselves the &amp;quot;Free Towns&amp;quot;. In reality they don&#039;t get visits from tax collectors because they have nothing anyone would want. The villages are home to the wretchedly poor, the most degenerate criminals, and a few starry eyed fools.&lt;br /&gt;
&lt;br /&gt;
One such fool is &amp;quot;Mayor&amp;quot; Hilligar, the self styled ruler of &amp;quot;these fine, free peoples&amp;quot;. Hilligar has been trying to get a road built to connect the villages but so far every tradesmen or builder he has brought in has been repulsed or murdered. Only the most foolish or desperate merchants will enter the area.&lt;br /&gt;
&lt;br /&gt;
==Heroes&#039; Grave==&lt;br /&gt;
&lt;br /&gt;
Tombs and monuments to ancient heroes fill this area, sprawling out into ruined necropoli that bear the brunt of the sands.  Centaurs still come here to deposit their honored dead—even if it is just their bones or ashes.  Many of the crypts and other structures show signs of being forced open, and desperate grave robbers and fledgling necromancers both still come seeking some hidden scrap of wealth or power.&lt;br /&gt;
&lt;br /&gt;
A road extends out to the east from here.  Its old name is the Final Road, but in recent times it is simply called the Southern Road or South Way.  The road is a major thoroughfare still for southern settlements, who use it to reach the Splendor and beyond.  It is considered far safer than other routes to travel.  Some say it is due to the shrines and crumbled statues of heroes that still line some of the way.  Others because it is nestled between a sorcery riddled desert and the power of the Splendor.&lt;br /&gt;
&lt;br /&gt;
=6=&lt;br /&gt;
&lt;br /&gt;
==Tower of Arun Tor==&lt;br /&gt;
&lt;br /&gt;
The Tower of Arun Tor sits atop Dol Arun, a hill in the Highlands of Erenby. Formerly the home of Pertwee Village&#039;s lord, it was abandoned a generation ago when the last resident, Lord Bascom, died without a known heir. &lt;br /&gt;
&lt;br /&gt;
The tower is four stories high, each slightly smaller than the one beneath. Unknown to most, the tower has just as many sub-levels underground, where Lord Bascom plied his second, secret trade-that of a necromancer.&lt;br /&gt;
&lt;br /&gt;
It is uninhabited today and rumored to be haunted-a rumor that may be true, considering its history.&lt;br /&gt;
&lt;br /&gt;
==The Village of Pertwee==&lt;br /&gt;
&lt;br /&gt;
Pertwee Village lies amidst the rolling Hills of Erenby. The primary occupation of its residents is herding goats and sheep on the grassy slopes, though they also forage for mushrooms in the many shallow caves that dot the hills. The village itself is surrounded by a wooden stockade for protection from bandits and lesser humanoids that also inhabit the hills.&lt;br /&gt;
&lt;br /&gt;
A stone tower called Arun Tor rises on a hill overlooking the village, formerly the residence of the local lord. He died a generation ago without an heir, and the tower has been abandoned since.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Driving trail and Grazing Lands==&lt;br /&gt;
&lt;br /&gt;
Running through the middle of this large open plain is a major driving trail for the ranchers of Bachmaur. In the middle is a spring-fed lake where the herds are left to winter. This is a peaceful place, but also a prime target for outlaws looking to steal a herd.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Old Road Diminishes==&lt;br /&gt;
&lt;br /&gt;
As the old road from King&#039;s Bridge continues to the northwest through this lightly wooded region, weeds, shrubs, and other plants sprouting between the stones become more frequent. Eventually the road becomes little more than a trail, with only the occasional cobblestone or weather-worn marker to tell of what it once was.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 8==&lt;br /&gt;
&lt;br /&gt;
==Melroth&#039;s citadel==&lt;br /&gt;
&lt;br /&gt;
A Highland fortress built across one of the canyons leading into Ragnar&#039;s Glacier, meant to serve as a bulwark against the raids of frost giants and the monsters of the Drake Fissure.&lt;br /&gt;
&lt;br /&gt;
the Citadel was founded by the legendary Dragonborn warrior saint, Melroth Invictus, and the Paladin order he founded is the keep&#039;s de facto Authority, despite the Bellacan-appointed lord mayor. unsurprisingly, many dragonborn come here to follow in the footsteps of this hero&lt;br /&gt;
&lt;br /&gt;
but a warning to travellers. the fortress city of Melroth is said to be a police state, where the law is as swift and harsh as the mountain cold&lt;br /&gt;
&lt;br /&gt;
==EverFreeze==&lt;br /&gt;
&lt;br /&gt;
High in the Baskan range sits a land that is always covered in ice and snow, deemed &amp;quot;Everfreeze&amp;quot; or &amp;quot;The Land of Ice and Snow&amp;quot; by most people, Sages and Scholars call it is &amp;quot;Ragnar&#039;s Glacier.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Whatever it&#039;s name it is a harsh place, cruel and punishing to those who don&#039;t know it&#039;s ways. A tribe of Snow Giants claim dominion over the area and are almost as harsh and cruel as the land they call home. The Great Remorhaz beasts are also a distressingly common sight.&lt;br /&gt;
&lt;br /&gt;
==Dune sea==&lt;br /&gt;
&lt;br /&gt;
Endless, trackless wastes. Here a traveller is confronted with the worst the desert has to offer, endless dunes, scorching heat, no water, and some very fierce beasts.&lt;br /&gt;
&lt;br /&gt;
Recently a young blue dragon has taken up residence in a former Dwarven trading post near the feet of the mighty Baskans and is attracting hardy followers for some purpose. The post served as a stop along a now long defunct &amp;quot;silk road&amp;quot; to the rich south, with the Centaurs serving as middle men.&lt;br /&gt;
&lt;br /&gt;
==Tomb Pass==&lt;br /&gt;
&lt;br /&gt;
Here the Southern Way crosses over part of the Baskin Mountains in what is locally known as &amp;quot;Tomb Pass&amp;quot; due the presence of so many graves near the entrance.&lt;br /&gt;
&lt;br /&gt;
A large population of Dwarfs used to make their home in the Baskins and were a fairly common sight when crossing the passes. About a generation ago the Dwarfs became more and more insular, until finally they drew back from the world entirely. In the last months of their interaction with the world the Dwarfs were more and more fearful, not only for themselves but for anyone they talked to.&lt;br /&gt;
&lt;br /&gt;
No one knows if the Dwarfs are still around, or what ever became of them.&lt;br /&gt;
&lt;br /&gt;
=7=&lt;br /&gt;
&lt;br /&gt;
==Wooded Hills==&lt;br /&gt;
&lt;br /&gt;
The rolling hills in this area are still well forested, with plenty of game.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==The Kings Bridge==&lt;br /&gt;
&lt;br /&gt;
A large stone bridge across the Deinar which used to carry wagons two abreast in ancient times. Crumbling statues of forgotten kings flank it.&lt;br /&gt;
&lt;br /&gt;
==Vagabond&#039;s Echo==&lt;br /&gt;
&lt;br /&gt;
Taller hills than normal for the area rise up here, a final push for the Vagabond mountain range before only hills remain.  Hunting and farming occurs among the hills, with the territory uneasily shared by the locals from various towns and villages.&lt;br /&gt;
&lt;br /&gt;
The King&#039;s Road passes through the levelest course available in Vagabond&#039;s Echo, including an area that looks as if magic were used to carve a clear course.&lt;br /&gt;
&lt;br /&gt;
==Farmed Hills==&lt;br /&gt;
&lt;br /&gt;
These hills are well farmed, and show old irrigation channels indicating they have been farmed for a great stretch of time.&lt;br /&gt;
&lt;br /&gt;
==Ragnar&#039;s Peak==&lt;br /&gt;
&lt;br /&gt;
The single tallest peak for thousands of miles Ragnar&#039;s peak is named after the famed &amp;quot;King of the High Hills&amp;quot; who reigned here hundreds of years ago. Ragnar is most famous for being the last of the &amp;quot;Great Kings&amp;quot; before the empire begin to rapidly fall apart.&lt;br /&gt;
&lt;br /&gt;
The peak is home to few creatures, some scattered woodsmen and a band of monsters here and there. It is said the peak was once home to a vast Aarakocra aerie.&lt;br /&gt;
&lt;br /&gt;
SECRET: The hero buried at Jaeger&#039;s Point is the grandson of King Ragnar.&lt;br /&gt;
&lt;br /&gt;
==Baskan Range==&lt;br /&gt;
&lt;br /&gt;
The Baskan&#039;s are a high, inhospitable place. With the exception of Tomb Pass the range is extremely difficult to navigate. Any one brave and hardy enough to face the mountain&#039;s will find the mountains home to seemingly countless quarreling tribes of goblinoids. The mountains are also extraordinarily rich in mineral deposits.&lt;br /&gt;
&lt;br /&gt;
Long ago the Range was home to Dwarves, but they are long gone from sight. The ruins of their realm dot the mountains.&lt;br /&gt;
&lt;br /&gt;
==Baskan Range==&lt;br /&gt;
&lt;br /&gt;
The Baskan&#039;s are a high, inhospitable place. With the exception of Tomb Pass the range is extremely difficult to navigate. Any one brave and hardy enough to face the mountain&#039;s will find the mountains home to seemingly countless quarreling tribes of goblinoids. The mountains are also extraordinarily rich in mineral deposits.&lt;br /&gt;
&lt;br /&gt;
Long ago the Range was home to Dwarves, but they are long gone from sight. The ruins of their realm dot the mountains.&lt;br /&gt;
&lt;br /&gt;
=8=&lt;br /&gt;
&lt;br /&gt;
==A Cold Swamp==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Desolate Fields==&lt;br /&gt;
&lt;br /&gt;
The abandoned farm land here begins to give way to resurgent forest.  Wild animals are the major threat here, followed by outlaws passing through to richer pickings.&lt;br /&gt;
&lt;br /&gt;
==Silkweed Plantation==&lt;br /&gt;
&lt;br /&gt;
The ruins of a manor farm house, of the sort a noble or wealthy merchant might own, occupy the center of this area. Fallow fields overgrown with silkweed surround it. There are an abundance of large, healthy insects and serpents in the fields who hunt animals that come for the grains and vegetables that grow wild closer to the ruins.&lt;br /&gt;
&lt;br /&gt;
Inside, the ruins host a colony of giant, intelligent spiders who search endlessly for a way out of the haunted estate that has become a prison as much as a home.&lt;br /&gt;
&lt;br /&gt;
==Hills Flanking Delnar==&lt;br /&gt;
&lt;br /&gt;
Here low rolling hills flank the River Delnar, creating an ideal site for farmland if anyone would bother. The remains of farmsteds can be found throughout the area. Once settled the newcomers invariably leave for within a generation for reasons they keep to themselves.&lt;br /&gt;
&lt;br /&gt;
Only one creature makes this area it&#039;s home. A monstrously huge, powerfully ugly and astoundingly dim-witted Troll.&lt;br /&gt;
&lt;br /&gt;
==The village of Floorboards.==&lt;br /&gt;
&lt;br /&gt;
Population: ~150&lt;br /&gt;
Major trade: Fishing&lt;br /&gt;
Government: Lord Anglethorn&lt;br /&gt;
&lt;br /&gt;
Floorboards is a small fishing community on the banks of the River Delnar. Somewhat prosperous but suffering under high taxes and the heavy hand of the local sheriff. Floorboards boasts a small tavern and a very skilled master glassblower.&lt;br /&gt;
&lt;br /&gt;
In recent months the town has been plagued by a werewolf.&lt;br /&gt;
&lt;br /&gt;
Scholar Artemis Thorn is staying at the village tavern. He is taking drawings of the remaining statues on the bridge, and avoiding the sherrif as much as possible for some reason.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Quziyak==&lt;br /&gt;
&lt;br /&gt;
Quiziyak is large wall city. It&#039;s home to a zillion subject. King Road goes throw it. Some of the landmarks in the city includes the following:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Queen Annabelle&#039;s Castle&lt;br /&gt;
&lt;br /&gt;
In the center of the wall city is the castle of Queen Annabelle. Annabelle is being getting critics for claiming that hatred is done by magic from the dessert. Annabelle been trying to get adventurers to defeat Al-Jazeera and proof her point. Beside trying to get red of Al-Jazeera, Annabelle is backing Windhook&#039;s large taxes--as she believes she&#039;s the cousin of the previous king. Baron Tyran Bellicose doesn&#039;t believe her story and consider her to a pain in the--for lack of better universe words--&amp;quot;a royal pain in the royal neck.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Temple of the Planes:&lt;br /&gt;
&lt;br /&gt;
This temple contains portals that lead to many different planes in the universe.&lt;br /&gt;
&lt;br /&gt;
Stergur&#039;s Library:&lt;br /&gt;
&lt;br /&gt;
Looking for a book? It doesn&#039;t matter if you looking a recent new scroll or some so ancient that it was only written by a god or goddess: Stergur, the most famous wizard has it all.&lt;br /&gt;
&lt;br /&gt;
Eyen&#039;s Inn:&lt;br /&gt;
&lt;br /&gt;
The largest inn in city. Eyen, a dragon in human form, is on a mission from a far-away dragon land to study the land. It has a dinner theater room. The theater writes plays. The most recent plays had been the following:&lt;br /&gt;
&lt;br /&gt;
1. &amp;quot;High Death For A Water Creature&amp;quot;, which tells how Sirena died&lt;br /&gt;
2. &amp;quot;Ona and Kort&amp;quot;, which deals with the long feud between Kortoniara &amp;amp; Onsamiath&lt;br /&gt;
3. &amp;quot;Anna, the Good Queen&amp;quot;, a play about Anna. It&#039;s becoming infamous for treating Baron Tyran Bellicose as so dumb that he makes a &amp;quot;dumb orc smart&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Farmed Hills==&lt;br /&gt;
&lt;br /&gt;
These hills are well farmed, and show old irrigation channels indicating they have been farmed for a great stretch of time.&lt;br /&gt;
&lt;br /&gt;
==Withaive hills==&lt;br /&gt;
&lt;br /&gt;
Here, west of Hobb&#039;s shire, the gentle rolling foothills of the Baskan Mountains begin in ernest. Two small towns nestle in the hills below Ragnar&#039;s Peak, both competing for the rich mineral resources of the nearby mountains. Recently the mood has grown grim as the citizens of each town have grown ever more distrustful of their neighbors. Unheard of before the townsfolk have started raiding each other, so far only a few buildings have burned but the situation is getting worse by the day.&lt;br /&gt;
&lt;br /&gt;
SECRET: the recent conflicts are the result of the waves of hatred and paranoia coming from the desert in the west.&lt;br /&gt;
&lt;br /&gt;
==The Southern Gate==&lt;br /&gt;
&lt;br /&gt;
A small community remains within the remnants of a walled city.  Primarily made up of traveler services, the Southern Gate is named for the one remaining gate that stands in the wall, facing the Final Road, which sends an offshoot up through this community.&lt;br /&gt;
&lt;br /&gt;
The community is deeply jealous of the mining wealth of its northern neighbors, but lacks the strength to do anything about it.  Most of the able bodied and quick witted children of the Southern Gate leave with travelers and caravans passing through, or head north to work in the mines.&lt;br /&gt;
&lt;br /&gt;
Due to the desperation, the Splendor&#039;s influence is strong here, with families offering children to the service of the temple-city and priests given free access to the ruins and the extensive catacombs beneath the community.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=9=&lt;br /&gt;
&lt;br /&gt;
==Red Woods==&lt;br /&gt;
&lt;br /&gt;
This region is a dense needleleaf forest intermixed with bogs. Originally inhabited by small villages of wood elves and shifters, the recent incursion of a covey of hags* and their lycantropic minions have pushed the elves back to Ionavalon. The shifters remain and fight a low intensity war with the hag. The shifters, led by a werebear, are allied with treants, dryads, wood woads and local spirits; while the hags command many plant creatures (shamblers, battlebriars, assassin vines, predatory vines and vine horrors), otyughs, a tribe of werewolves and a group of trolls from the Black Muskeg 8.1, a cold swamp to the west.&lt;br /&gt;
&lt;br /&gt;
Secret: Deep below the Red Woods is a bound deity of rot and corruption whom the hags seek to revive.&lt;br /&gt;
&lt;br /&gt;
*Two green hags and an annis.&lt;br /&gt;
&lt;br /&gt;
==Highlands of Erenby==&lt;br /&gt;
&lt;br /&gt;
A spur of small, densely wooded mountains, an offshoot of the Vagabonds, separates the Red Woods and the Heartwood Forest. The source of the Sadhur bubbles up under a lake located on a high plateau here, and falls down towards Ionavalon to the east. (See the description of [[#Ionavalon|10.2]] for more details on the Sadhur.)&lt;br /&gt;
&lt;br /&gt;
A traveller who braves the slopes to find the lake will be struck by the beauty as the sun strikes its crystal waters, casting shimmering light everywhere. It may be this very beauty that caused unknown hands to raise a temple on its shores. Long abandoned, locals can not recall who built it or who it was dedicated to. Wind and rain have obliterated carvings that may have given a clue to the answer, but a single statue remains that retains enough of its form to tell that the deity was at least humanoid in form; all other features -- race, age, gender -- have been since lost to the elements.&lt;br /&gt;
&lt;br /&gt;
==Heartwood Forest, cont==&lt;br /&gt;
&lt;br /&gt;
Here the Heartwood covers the land with think trees and heavy undergrowth. Still the forest has a groomed quality, belying the influence of the nearby elves.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Forest==&lt;br /&gt;
&lt;br /&gt;
The forest is thin on these rolling hills, and the river Delnar meanders through the dales.&lt;br /&gt;
&lt;br /&gt;
==Farmland==&lt;br /&gt;
&lt;br /&gt;
Though sparsely populated, this area has been cleared of major vegetation, and the local inhabitants have made use of the waters of the Delnar in order to provide irrigation for the fields that now cover the landscape.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 8==&lt;br /&gt;
&lt;br /&gt;
==Grasslands==&lt;br /&gt;
&lt;br /&gt;
Rolling grasslands broken only occasionally by sparse clumps of trees mark this section of Old Kings&#039; Road.&lt;br /&gt;
&lt;br /&gt;
==Ore Road==&lt;br /&gt;
&lt;br /&gt;
Here a small road leads from the nearby mining towns to Hob&#039;s shire, where they meet merchants to sell their ore.&lt;br /&gt;
&lt;br /&gt;
The road has become dangerous of late as the guards the mining towns used to patrol the path have been recalled to fight their internal struggle. A group of Hobgoblins, drawn to the area by tales of glory from their people&#039;s history, has made camp in the area.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 11==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=10=&lt;br /&gt;
&lt;br /&gt;
==The Heartwood==&lt;br /&gt;
&lt;br /&gt;
Here the Heartwood is thick and lush, groomed and beautiful. This area is rumored to be under the protection of Unicorn who the Elves of Ionavalon often consult.&lt;br /&gt;
&lt;br /&gt;
Few evil beings dare enter this portion of the forest, but from time to time the Unicorn will be forced to deal harshly with intruders.&lt;br /&gt;
&lt;br /&gt;
Most recently a band of Gnolls, under pay from the Hags in the Red Woods has been causing some head aches, the Unicorn has been considering asking the elves, or perhaps a group of adventurers, for help.&lt;br /&gt;
&lt;br /&gt;
==Ionavalon==&lt;br /&gt;
&lt;br /&gt;
In a forest glade lies Ionavalon, Citadel of Dreyal, Queen of the Bright Elves of Heartwood. The Citadel sits on the Sadhur River, which flows out of the Highlands of Erenby to the west and joins the Delnar further east.&lt;br /&gt;
&lt;br /&gt;
Ionavalon is not so much built as grown, through careful cultivation and tending of the forest-and a small amount of magic as well. Similar, though much smaller, houses surround it on all sides.&lt;br /&gt;
&lt;br /&gt;
Though the Bright Elves have dwelt in Heartwood since before the coming of other races, throughout their history they have sought neither to expand their holdings or conquer others, but have been content to merely keep and watch over their small territory. They do not often seek contact with outsiders, but are welcoming to those of good heart who find themselves in the Heartwood.&lt;br /&gt;
&lt;br /&gt;
==The Deepening Forest==&lt;br /&gt;
&lt;br /&gt;
The forests south of Iovanalon deepen and thicken, blocking out the sun in places. Eventually, the woods grow nearly impenetrable as travelers approach the Skittering Dark.&lt;br /&gt;
&lt;br /&gt;
==The Skittering Dark==&lt;br /&gt;
&lt;br /&gt;
A section of deep forest no longer traveled by local huntsman and trappers after a wave of disappearances a few years ago. Foresters keep their distance and speak of the unnaturally large insects and spiders which give this area its name.&lt;br /&gt;
&lt;br /&gt;
SECRET:&lt;br /&gt;
&lt;br /&gt;
Actually it&#039;s just spiders. They have multiplied in this area under the influence of a Shrine to Lolth. A Drow priestess emerged from the Underdark to build the shrine here because of ancient magical power in the location. This is due to an ancient temple to a fallen god (or primordial) which resonates with magical power for those who can claim it.&lt;br /&gt;
&lt;br /&gt;
After building the shrine, the priestess contracted with Duergar to construct a temple around it. Their hatred for the surface world has made this process painfully slow, but she does not have the means to do the stonework herself. There is a seemingly innocuous forested hill cave in this hex, which is deceptively deep and acts as the highway to the Underdark which brings the Duergar workers to the surface. The path between here and the temple itself has become increasingly well-worn over the years.&lt;br /&gt;
&lt;br /&gt;
Hazards: giant spiders (including demonic variants), duergar parties, the long-buried temple beneath the shrine (now with surrounded by the skeleton of its own temple under construction), a passageway to the Underdark and all that it contains...&lt;br /&gt;
&lt;br /&gt;
==Delnar River==&lt;br /&gt;
&lt;br /&gt;
The Delnar River passes just south of the Skittering Dark.&lt;br /&gt;
&lt;br /&gt;
South of the river is fertile grassland with scattered groups of ranchers and herders being the major occupants. North is the deep ominous forest.&lt;br /&gt;
&lt;br /&gt;
Between the river and the Skittering Dark, however, is a line of imposingly large stone menhirs whose origin is unknown. They are hewn from granite which is obviously not local to the area, and each one weighs several tons, so whoever originally placed them went to a lot of trouble to do so.&lt;br /&gt;
&lt;br /&gt;
Magical runes glow on the menhirs in unpredictable patterns that change as the weather shifts. The monuments otherwise don&#039;t appear to actually do anything.&lt;br /&gt;
&lt;br /&gt;
Theories abound as to what they are, who originally placed them, and what purpose they have. Popular stories include: they keep the Delnar river from shifting its course South, they prevent evil things in the Skittering Dark from moving south across the river, and they predict the weather in advance, if only someone knew how to read them.&lt;br /&gt;
&lt;br /&gt;
This part of the forest was never cleared, even though it approaches close to the north of Wheatsea. People often hunt wild animals up to the riverbank, but are superstitious about crossing to the north. Hunters tell tall tales of spiders the size of rats north of the river, but few people believe them in the taverns of Wheatsea.&lt;br /&gt;
&lt;br /&gt;
==Wheatsea==&lt;br /&gt;
&lt;br /&gt;
Situated in the midst of farmland, Wheatsea is a thriving city that enjoys the advantages of its location.&lt;br /&gt;
&lt;br /&gt;
In addition to its sizable human population, Wheatsea hosts a number of elves and half elves.  The elves arrived during the founding of the city, wandering away from a homeland they were cast out of, and agreeing to aid the fledgling city in exchange for a place to live.&lt;br /&gt;
&lt;br /&gt;
Human industry at building and farming combined with elven baking has led to Wheatsea being a valuable strategic resource for the local government.&lt;br /&gt;
&lt;br /&gt;
A supply road runs from Wheatsea to Bellicose Castle.&lt;br /&gt;
&lt;br /&gt;
==Tournament Grounds==&lt;br /&gt;
&lt;br /&gt;
This area of gently rolling hills and lush grass is empty most of the time but every five years it plays host to the Grand Tournament, a fantastic contest of jousting, melee, archery and nearly every game and competition imaginable. Warriors, fame seekers, and spectators come from nearly every land to take part. Around the Tournament a huge carnival takes place, playing host to every entertainment imaginable. It&#039;s a week that people look forward to for years before and talk about for years after.&lt;br /&gt;
&lt;br /&gt;
==UWallach&#039;s Fields==&lt;br /&gt;
&lt;br /&gt;
This region was held by Lady Wallach for a time during the Winter Siege; it contains the sites where her armies camped while they laid siege to Castle Bellicose. Though they were ultimately thrown back by the armies of King Bellicose, monuments were erected along the King&#039;s Road marking the locations of the various brigades and battalions.&lt;br /&gt;
&lt;br /&gt;
==Hobs Shire==&lt;br /&gt;
&lt;br /&gt;
Named for the infestation of hobgoblins that long ago kept this fertile land from being used, numerous hamlets and villages crowd in to take advantage of the pleasing fruit trees and good growing conditions.&lt;br /&gt;
&lt;br /&gt;
Notable settlements include Apple Hall, Cherry Pond, and Kaitlen&#039;s Walk.  These small communities offer up a &amp;quot;fair&amp;quot; share of their bounty to the Splendor, with most of the rest going to secular leaders.  Still, there is enough to avoid starvation during all but the worst growing seasons.&lt;br /&gt;
&lt;br /&gt;
Dangers of Hobs Shire include cults that worship the native gods, including the alien and twisted fertility goddess (and goddess of centipedes and other such creatures) that the hobgoblins once venerated.  There are also a few degenerate communities where human and hobgoblin blood have mixed.&lt;br /&gt;
&lt;br /&gt;
Marisee the Peddlar travels in the rural communities around the shire, and can be found anywhere within 2 hexes of this one. Occasionally, she goes past those boundaries, but never into the bigger cities, such as Splendor. How she has managed to survive alone in these travels for the last decade is unknown, though many an isolated hamlet has appreciated a visit.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 10==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 11==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=11=&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 1==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Dragon Hollow==&lt;br /&gt;
&lt;br /&gt;
Near the Eastern edge of the Heartwood Forest lies the petrified bones of a great Red Dragon, half-buried in a hill-side. The origin of the bones have been lost even in legend, but it is said that under the lies what was once the great horde of the Dragon, waiting to be claimed by one brave enough. Even still, very few people find reason to approach the site, as few who go ever return.&lt;br /&gt;
&lt;br /&gt;
SECRET: The hill is, in fact, the home-base for the Bardinian Rangers, a group of primarily Human and Half-Elf outcasts who have withdrawn from society to roam the Wilderness.&lt;br /&gt;
&lt;br /&gt;
The Rangers are, for the most part, good folk, and hold an uneasy truce with the Elves of Lonavalon, mostly ignoring each other. The Rangers are made up of people of many different skill sets. From actual Rangers and Druids, to Artisans and Bards.&lt;br /&gt;
&lt;br /&gt;
The lair of the Rangers is accessed through the mouth of the dragon, and includes an underground stream and many large Caverns.&lt;br /&gt;
&lt;br /&gt;
The area around the hill is well-defended, and the main reason few return is that those who have found the lair never leave, being required to join the Rangers.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Farmland==&lt;br /&gt;
&lt;br /&gt;
The Delnar spills out of the hills into fertile plains. Both Wheatsea and Aelwyd graze their herds on the flood plain during summer, and outlying farms of Wheatsea grow arable crops south of the river.&lt;br /&gt;
&lt;br /&gt;
==Farmland==&lt;br /&gt;
&lt;br /&gt;
This entire area is given over to farmland to feed the City of Bellaca. The Farmers in this area are forever annoyed at what they consider low prices of grain in Bellaca. The grumbling has gotten louder of late with some farmers talking about withholding grain or selling it elsewhere.&lt;br /&gt;
&lt;br /&gt;
==Bellicose Castle==&lt;br /&gt;
&lt;br /&gt;
The current Lord of the area, Baron Tyran Bellicose, lives in a mighty fortress overlooking the Old King&#039;s Road. He is a iron-fisted Lord in many respects, but fair. He does not tolerate disobedience, dealing harshly with any sort of challenge to his authourity, but he doesn&#039;t squeeze the locals mercilessly and deals squarely with all regarding taxes, treaties and the like, so he is generally well respected, if not actively adored, by his subjects.&lt;br /&gt;
&lt;br /&gt;
Recently, however, these subjects have started to adopt a much more aggressive attitude towards the Baron&#039;s soldiers and tax-collectors, and in some areas, such as the Withaive hills, they&#039;ve actually dared to attack them. The Baron grows increasinlgy paranoid that a usurper is working behind the scenes to incite the people against him and remove him from power. Perhaps one of his brothers or maybe his son. His spys are even now keeping tabs on his entire family.&lt;br /&gt;
&lt;br /&gt;
Perhaps he has been too soft on the commoners and needs to visit such destruction on these Winterhaivian rebels so as to leave no doubt about his power and then, maybe, he&#039;ll figure out who in his family is responsible for stirring them up and deal with them in turn...&lt;br /&gt;
&lt;br /&gt;
==Crossroads==&lt;br /&gt;
&lt;br /&gt;
A crossroads exists here where Old King&#039;s Road meets roads leading south towards Splendor and north towards Aerth Aelwyd and the Vagabond Mountains.&lt;br /&gt;
&lt;br /&gt;
==Grasslands==&lt;br /&gt;
&lt;br /&gt;
East of Hob&#039;s Shire, the land is uncultivated grasslands verging on the forests of Ehlonna&#039;s Splendor.&lt;br /&gt;
&lt;br /&gt;
==Ehlonna&#039;s Splendor==&lt;br /&gt;
&lt;br /&gt;
Situated amongst lightly forested areas giving way to meadows is a grand, open air temple-city dedicated to nature and fertility. Several regional gods and goddesses have representations among the statuary, with the current primary goddess venerated being Ehlonna.&lt;br /&gt;
&lt;br /&gt;
Near by communities pay tithes to receive the blessings of fertility and good hunting. The priests who serve in the Splendor (as the temple-city is called) serve as unofficial advisors to many nearby governments.&lt;br /&gt;
&lt;br /&gt;
While the surface of life there is focused on the business of venerating the deities and serving surrounding communities, as well as educating the next generation of priests and priestesses, there is constant rivalry between the loose and conflicting hierarchies of worship. Schisms and heresies occur beneath the surface, occasionally erupting to the surface in the prayer sessions and scriptural study that makes up civic discourse for the Splendor.&lt;br /&gt;
&lt;br /&gt;
Rumor has it that the reach of the Splendor was once far greater, and that the desert south of Windhook was blighted into its current form by the priestesses of that time. To those spreading this rumor, the current arrangement of gods--especially with Ehlonna as chief goddess--is a compromise that purposefully cripples the power of the Splendor.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=12=&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 1==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 2==&lt;br /&gt;
&lt;br /&gt;
==Delnar Woods==&lt;br /&gt;
&lt;br /&gt;
Though the river does not touch these woods, save for a few small streams and creaks that split off of the main body, it shares the namesake.  A few logging communities work in these woods, feeding lumber to those nearby.  It is dangerous work, as the trees are hardy and often resist being chopped down through means not always natural.&lt;br /&gt;
&lt;br /&gt;
SECRET: A group of druids died to preserve the natural divinity of this place from a wizard eager for its power.  Their spirits have infused the woods, creating treants, dryads, and other arboreal creatures to continue protecting the slumbering divinity and its power.&lt;br /&gt;
&lt;br /&gt;
==Delnar Woods==&lt;br /&gt;
&lt;br /&gt;
The Delnar Woods thin here, as centuries of logging causes the trees to slowly give way to the rolling hills around Arth Aelwyd.&lt;br /&gt;
&lt;br /&gt;
==Arth Aelwyd, the Hollow Hill Inn==&lt;br /&gt;
&lt;br /&gt;
There is a bend in the Delnar River where it takes a turn to the west around a single, low hill. Formally named Arth Aelwyd, it is oft called simply the Hollow Hill after the riverside inn that has been built inside it by the Strongberry Halflings (they are also known for their potent wine, and they tend a small but productive vineyard in the vicinity as well). It is a pleasant stopping place for those journeying through the area-as long as one doesn’t inquire of their hosts why they have chosen to dwell so far from established Halfling territory, or venture into the lower levels of the Hollow Hill.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Bellaca==&lt;br /&gt;
&lt;br /&gt;
The effective capital city of the region is intensely loyal (at least in appearance) to its native son and inheritor to ancestral rule, Baron Tyron Bellicose.  This city is also the edge of the Splendor&#039;s influence, with a few priests and representatives sitting on the council of nobles that manage details that the Baron does not care to.&lt;br /&gt;
&lt;br /&gt;
Soldiers of the Baron not in his fortress are often here, and there are barracks within the city.  Parades of the soldiers are quite common.&lt;br /&gt;
&lt;br /&gt;
Recently, however, the unrest has come here.  Not in the form of outright rebellion from the citizens, but in mysterious acts of vandalism and petty violence that has set the city on edge against outsiders.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 8==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 9==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 10==&lt;br /&gt;
&lt;br /&gt;
==Unnamed Meadow==&lt;br /&gt;
&lt;br /&gt;
An unnamed empty meadow. It&#039;s lovely, and there are wildflowers.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=13=&lt;br /&gt;
&lt;br /&gt;
==Hermago Heights==&lt;br /&gt;
&lt;br /&gt;
The lowest peaks of the Vagabond range, covered in evergreens save for the gray tips. Isolated and unexplored wilderness and rumored to be the home of the lost and untamed, and some say primordially bestial ancestors, of the elves. Recently, somewhere within the range a hive of giant wasps has begun construction...these flying beasts have begun terrorizing those who come to close and nearby settlements and might be driving out the primordial elves...whose shadows have begun being spotted in the south and to the west.&lt;br /&gt;
&lt;br /&gt;
==Kaunite&#039;s Peak==&lt;br /&gt;
&lt;br /&gt;
Part of the Vagabond mountain range, the peak is a tall mountain surrounded by its siblings whose natural springs and melting caps feed the Delnar Falls and River. Along these high streams near where the waters gather a number of mill hamlets have sprung and over time may connect into a city in on the slope of the high mountain, not often traveled to from beyond in part both to the fey creatures at the bottom of the falls and the terrible things that sleep deep in the mountain. While the lower platueas of this peak are lush with flora, fauna, and small civilization, the caverns beneath the mountain feed into a foul and monstrous worm nest, sometimes the hunting ground of a civilization not yet seen so deep in the ground that it is the perfect inverse of Kaunite&#039;s Peak.&lt;br /&gt;
&lt;br /&gt;
3 main Milling hamlets: Morrisston, Valenshold, Nearfall.&lt;br /&gt;
&lt;br /&gt;
Features: Mountainside, worm caverns, Kaunite&#039;s Depths undercity.&lt;br /&gt;
&lt;br /&gt;
==Delnar Falls==&lt;br /&gt;
&lt;br /&gt;
Here, the river Delnar tumbles down from its high mountain vale to the plains. The area is known for its prosperous mountainside forest, populated by fey things and containing many herbs sought by human mages and apothecaries. Beyond the waterfalls, an entrance leads into a system of caverns (naturally!).&lt;br /&gt;
&lt;br /&gt;
==Forests Flank Delnar==&lt;br /&gt;
&lt;br /&gt;
Heavy forest flanks the banks of the Delnar in this region, providing refuge for numerous herbivores but also cover for those creatures that hunt them.&lt;br /&gt;
&lt;br /&gt;
(Encounters: Packs of wolves and occasionally 2-3 dire wolves, herds of deer, solitary bears, goblinoid hunting party)&lt;br /&gt;
&lt;br /&gt;
==Spire Lake==&lt;br /&gt;
&lt;br /&gt;
In the foothills, the Delnar river spills into a valley lake. The forests reach the north shore, but to the south is open hillside where halfling shepherds can often be seen leading their flocks. The lake itself it flat and calm, almost having a mirror surface except when whipped up by an autumn wind. Near the centre of the lake, a cracked stone spire breaks the surface. The druid Aedelraed knows its history, but is rarely seen these days.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 8==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 9==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 10==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 11==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=14=&lt;br /&gt;
&lt;br /&gt;
==The Charred Ridge==&lt;br /&gt;
&lt;br /&gt;
A section of the Vagabond mountain range with few distinguishing peaks or passes. Named for the damage done during past volcanic activity that has left the range looking singed. A few settlements eek out existence in the foot hills, under the heel of bandits who find the desolate mountains excellent for a base of operation.&lt;br /&gt;
&lt;br /&gt;
==Abandoned silver mines==&lt;br /&gt;
&lt;br /&gt;
The mountains next to Kaunite&#039;s Peak used to contain rich veins of silver but almost all of these mines were exhausted a generation ago. The mine were then abandoned and the human and dwarven miners moved on to other parts. The area is studded with ghost towns built during the first rush and now empty. There are occasional rumors of miner&#039;s treasure hidden up in the mountains or a vein that wasn&#039;t completely mined out but investigating these rumors is dangerous as several tribes of goblins have moved into the area.&lt;br /&gt;
&lt;br /&gt;
When the area was populated it was home to several gangs of bandits. The largest of these, the Red Jacks, were eventually all caught and hung but they died without telling where their loot was stored.&lt;br /&gt;
&lt;br /&gt;
Terrain type: Mountainous/conifer forest &lt;br /&gt;
Settlements: Calamity (abandoned)&lt;br /&gt;
Encounter ideas: Goblins in abandoned mine, ghosts of miners, old prospector, bandits&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 5==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Broken Cart Tavern==&lt;br /&gt;
&lt;br /&gt;
This section of the road is treacherous and not as well maintained as it was when the border was more seriously contested.  Away from most settlements, a traveler&#039;s tavern provides for the needs of the soldiers and others who come by this way.  The son of the owner is quite handy at repairing the damage done to wagons and other vehicles that pass through this unpleasant stretch of road, while his twin sister is excellent at mending travel worn garments and performing repairs on smaller goods, from knives to ancient books that need to be meticulously pieced together again.&lt;br /&gt;
&lt;br /&gt;
==Dragon Back Mountains==&lt;br /&gt;
&lt;br /&gt;
==Dawn&#039;s Shame==&lt;br /&gt;
&lt;br /&gt;
This city on a hill is renowned for its delights.  The splendid sunrises are the least of them, and one really seen by the soldiers and adventurers who come to Dawn&#039;s Shame.  In addition to ways to spend a day&#039;s wage in a few minutes, the city hosts tournaments and bloodsport of all sort.  No impulse is without its outlet at Dawn&#039;s Shame.&lt;br /&gt;
&lt;br /&gt;
Even those who seek forbidden lore can appease their hunger in the libraries, or delve into the ancient structures the riddle the hills and mountains around the city.&lt;br /&gt;
&lt;br /&gt;
The city itself is built on the highest hill, with a few satellite towns and villages that aid in supporting it.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 11==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 12==&lt;br /&gt;
&lt;br /&gt;
=15=&lt;br /&gt;
&lt;br /&gt;
==Horn Holds==&lt;br /&gt;
&lt;br /&gt;
The remains of a large stratovolcano that erupted cataclysmically many years ago. The collapsed cone formed a lake in the caldera with an island in the middle. This island serves as the main entrance to the Horn Hold, a dwarven settlement renowned for thier metal smithing. Deep within the old lava tubes and vents are veins of rare and wonderful metals and minerals.&lt;br /&gt;
&lt;br /&gt;
The dwarves have not mapped all of the tunnels as of yet and will not in the near future as long range exploration parties have come under attack from worm like creatures. It is quite possible that due to past seismic activity fissures and magam tunnels have made connections to the tunnels under Kaunite&#039;s Peak.&lt;br /&gt;
&lt;br /&gt;
Horn Hold is a fairly new dwarven settlement and is not as closed to outsiders as more established holds. Being founded by a priest of Moradin there is a strong religious feel to the city, and while areas are open to traders the wrokings of the foudaries and furnaces are strictly limited to the dwarves. The forges have made major advancements in metallurgy including the working of alloys of various metals* and treatments not used by humans.&lt;br /&gt;
&lt;br /&gt;
*Equvalent metals would be aluminum, nickel, manganese and magnesium.&lt;br /&gt;
&lt;br /&gt;
==The sheer cliffs==&lt;br /&gt;
&lt;br /&gt;
When the caldera was formed in volcanic eruption long ago, a portion of one of the neighboring mountains in the range was split in half, one half crumbling into the lake leaving the other as a sheer face along a long stretch of the Vagabond mountain range. In this region are treacherous mountain passes in the western portion, but in the northern and the eastern portion of the area there is stability. The lake town of Grabben&#039;s Shore is the primary source of trade to the hold across the lake, access to this fishing and trade town from the south is through a stable, if sometimes bandit laden, mountain pass that leads into the east Delnar Road.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Roamer&#039;s Woods==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 6==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 8==&lt;br /&gt;
&lt;br /&gt;
==Stone Fort==&lt;br /&gt;
&lt;br /&gt;
This point marks both the eastern end of Old King&#039;s Road as well as part of the historic border between this land and the Eastern Kingdoms. A small stone fort, manned but falling into disrepair, stands testament to this fact.&lt;br /&gt;
&lt;br /&gt;
Terrain type: Grassland (any forest that was once present has been cleared so as to provide an unobstructed view of the land on either side of the border).&lt;br /&gt;
Potential encounters: border raiders, smugglers, invading armies if the GM so wishes&lt;br /&gt;
&lt;br /&gt;
==Dragon Back Mountains==&lt;br /&gt;
&lt;br /&gt;
==Broken Pass==&lt;br /&gt;
&lt;br /&gt;
A well supported pass, complete with arched gates to hold it up, once stood here. Now it is in ruin, with broken statuary and architecture blocking the way through the mountains.&lt;br /&gt;
&lt;br /&gt;
==Tiamat&#039;s Gullet==&lt;br /&gt;
&lt;br /&gt;
A desolate valley road carved along a volcanic mountain range which stretches east to west, eventually joins up with the Dragon Back mountains, with spurs of black rock jutting up like feindish claws, lined with rivers and even &#039;lakes&#039; of molten lava that flow from the mountains. because of this hellish landscape, both the valley and centuries-old road are named for the Dragon Goddess&lt;br /&gt;
&lt;br /&gt;
but perilous as the Gullet is, the depradations of the Orange horde have awoken Algrim The Strong, A dwarven Death Knight. Algrim considers himself the undisputed warlord of the Gullet, and from the volcanic hall that was once his tomb, has begun to assemble an army of his own, bolstered by the walking dead, with wich he shall support his ally, Shan-Yur&lt;br /&gt;
&lt;br /&gt;
it is the hope of interested parties that somebody disrupt this alliance, and turn the two warlords against each other&lt;br /&gt;
&lt;br /&gt;
=16=&lt;br /&gt;
&lt;br /&gt;
==Vagabond Mountains==&lt;br /&gt;
&lt;br /&gt;
It is rumoured that griffins make their homes among the peaks found in this otherwise uninhabited section of the Vagabonds.&lt;br /&gt;
&lt;br /&gt;
==The Keeper&#039;s Keep==&lt;br /&gt;
&lt;br /&gt;
Atop the highest mountain in the region, and in fact taking up most of the hex is a giant&#039;s keep. It has seven sides, one for each era of history plus another three for the eras said to come. The top of the walls are often surrounded by clouds which become more storm-laden the closer someone approaches. The walls are said to be seven miles thick, but no mortal has ever entered or left in known history. It is said that dragons have flown over the walls and have seen what lies in the courtyards and towers within, but they rarely speak of such things (for free). Climbers face many days of vertical ascent through a thunder storm on a wall with no real handholds. Others who have tried to fly over the walls have choked, breathless before reaching the top.&lt;br /&gt;
&lt;br /&gt;
Secret: Dragons, when pressed, will tell that the keep is filled with &#039;timelessness&#039; and know rumours of unobtainable treasures within.&lt;br /&gt;
&lt;br /&gt;
Secret: The Keeper is a giant who keeps people and things until they are needed at the end of time. The few people who live there cannot die, but they cannot leave.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 3==&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 4==&lt;br /&gt;
&lt;br /&gt;
==Roamer&#039;s Woods==&lt;br /&gt;
&lt;br /&gt;
==Tower of Thorns==&lt;br /&gt;
&lt;br /&gt;
A dense forest starts in this area, extending up in a line of savage woods that civilization has not yet tamed (16.5 and 15.5).  It is known as Roamer&#039;s Woods.&lt;br /&gt;
&lt;br /&gt;
Fae creatures and elemental forces gather here, delighting in the mystic power that emanates from the Tower of Thorns: a school of sorcery and primal magic has stood since giants erected it at the behest of its founder.&lt;br /&gt;
&lt;br /&gt;
Roamer&#039;s Woods are expansive and confusing, with oddly intelligent animals and passages that lead into faerie worlds.  All of these serve to help conceal the Tower of Thorns from meddlesome fools and enemies.&lt;br /&gt;
&lt;br /&gt;
The Tower of Thorns accepts applicants in two ways.  Anyone with sufficient mystical skill to reach the Tower and gain entry is allowed to study.  It is not uncommon for wizards who have come by their power in more conventional ways to spend several years tutoring less experiences magic users while being instructed in the special spell craft of the Tower.  The other way is to be destined to reach the Tower.  Some who travel in the area seem pushed towards the tower instead of away from it, no matter what the obstacle.  These individuals gain entry by fate&#039;s decree and they provide the small classes that learn under the wizards who seek to unlock the secrets woven into the Tower&#039;s very structure.&lt;br /&gt;
&lt;br /&gt;
==Unclaimed 7==&lt;br /&gt;
&lt;br /&gt;
==White Plains==&lt;br /&gt;
&lt;br /&gt;
This grassland was once the site of a massive battle with the Eastern Kingdom. Where is surrounding lands are fairly flat (16.7, 16.9 and 15.8) this area is hilly. All of the hills are fairly low and flat as they are man made. Huge barrows for all of the dead killed in the long forgotten battle. The bones of the weathered mounds have begun peaking through give the name, White Plains. Many non corporal undead roam this haunted region. Along with treasure hunters seeking ancient magical panoplies that are sure to be still buried here.&lt;br /&gt;
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==Unclaimed 9==&lt;br /&gt;
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==Fangula==&lt;br /&gt;
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A old city called Fangula sits. People who visit it had found nothing but a enough fog to give a dragon a chill. Anyone sent to Fangula at night disappears for ever--never to return!&lt;br /&gt;
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SECRET: Fangula is home town of evil monsters. Count Volexa is the latest monster ruler of this time. He tossed out the last ruler of town a werewolf. Fangula has been plotting on getting rid of all the humans and turning this country into a evil monster--for lack of better words--factory.&lt;br /&gt;
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==Dragon Back Mountains==&lt;br /&gt;
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==The Monastery of the Celestial Dragon==&lt;br /&gt;
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Located high in the spine of the Dragonback Mountains (which wind in a serpentine fashion through 14.9, 15.10, 15.11, 16.11 and 16.12) lies what was once the westernmost outpost of a sect of warrior-monks known as the &amp;quot;Order of the Celestial Dragon.&amp;quot;&lt;br /&gt;
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Six years ago, however, the monastery was invaded by the &#039;Orange Horde,&#039; a massive nomadic tribe of Hobgoblin Warg Riders and ogres led by a cunning Ogre Mage named Shan Yur. The ogre has decided to establish the monastery as the center of a new empire and is gathering evil humanoids from all across the land to burgeon his armies. He has sent out ogre hunters to gather the most dangerous beasts and monsters to master and unleash upon his enemies.&lt;br /&gt;
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The monks were not all killed during the invasion, however, and many roam the lands trying to gather their strength to retake their home. In their desperation, they&#039;ve even begun training westerners and some of the non-human races in their mystical arts to bolster their numbers. Soon all the members of the order will gather with their new pupils and the Celestial Dragon will reach out to consume the hordes of Shan Yur...&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Sandbox2.png&amp;diff=109684</id>
		<title>File:Sandbox2.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Sandbox2.png&amp;diff=109684"/>
		<updated>2009-05-23T17:33:34Z</updated>

		<summary type="html">&lt;p&gt;Coelocanth: Map for hex_by_hex community sandbox page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Map for hex_by_hex community sandbox page&lt;/div&gt;</summary>
		<author><name>Coelocanth</name></author>
	</entry>
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