\documentclass[10pt]{article}
\usepackage[letterpaper, margin=1in]{geometry}
\usepackage{multicol}

\title{Map 1 \\ City State of the Invincible Overlord and the Roglaroon}
\date{d20 Version}

\begin{document}
\vspace{1in}
\maketitle

This area contains the Upper Pazidan Peninsula (known as the “Roglaras”) as well as many important cities, including the City State of the Invincible Overlord, the rival city of Warwik, the dwarven citadel of Thunderhold, the newly-rebuilt city of Modron and the capital of the Skandiks at Ossary. The great forest of Dearthwood and the Orcs of the Purple Claw as well as the Estuary of the Roglaroon, which travels from its mouth north of Dearthwood to the City State, dominate the area. Legends say this area was once part of the Empire of Kelnore and, later, the capital of the Orichalan Dragon Empire. Rorystone Road stretches from Thunderhold to the City State and the ancient Old South Road runs south from the City State down the Pazidan Peninsula into Altanis and the city of Onhir.

The Plateau of Bendigroth and the plains to the south are home to the many nomadic Tharbrians, whose invasions have shaped so much of modern history. The Skandiks and their longships patrol the waters along the Tharbrian and Pagan Coasts and control many of the coastal villages and islands. The most prominent of these are the hostile Skandiks of Ossary, who currently maintain a wary and fragile armed peace with the Overlord. Trading ships from Modron, Warwik, the City State, Valon, Tarantis and occasionally Viridistan and Karak ply the waters of the Winedark Sea, as do pirates of the Brotherhood of Pirates and the Deathhorn Pirates of Warwik. The Witches’ Court Marshes and the nearby village of Grita Heath are quite mysterious.

Though the region is temperate, weather in Roglaras can range from mild to quite severe. Tornadoes are common in the western plains during late spring and early summer, as are destructive thunderstorms in the east. Spring flooding of the estuary is rare, but when it happens it can be catastrophic, inundating the Dearthwood and causing considerable damage to communities up and down its length. A wide variety of plants dot the landscape from palms in the south and tanglenut trees in the north.

\newpage
\vspace{1in}
\section*{Geography}

All geographic features on this map are Warm unless otherwise noted.

\vspace{0.25in}
%\begin{multicols}{2}

\subsubsection*{Alderock, River \textnormal{\textit{(Calm Aquatic)}}}
This narrow, deep river flows from the Adderwood into the Estuary of Roglaroon. Periodically, gold is found in the shallows, triggering gold rushes every few years.


\subsubsection*{Archlin Stream \textnormal{\textit{(Calm Aquatic)}}}
Tributary from the River Hagrost. Watering area for hill wildlife. Encounters: badgers, deer


\subsubsection*{Adderwood \textnormal{\textit{(Dense Forest)}}}
Twisting trees and vines with a life of their own gave this place its name. Encounters: Carnivorous plants


\subsubsection*{Barzanit, Falls of \textnormal{\textit{(Stormy Aquatic, Perilous)}}}
Majestic falls where the River Wakeful plummets from the heights of Lanshan Cap, the falls are visible in the distance to those on the Crossings of Ricaridge, but are not easily accessible.


\subsubsection*{Battleplain Gwalion \textnormal{\textit{(Battlefield, EL 8)}}}
Legendary site of barbarian and nomad wars. The ground is fertile from spilled blood and contains the remains of many dead.

\textbf{Encounters:} ghosts, skeletons


\subsubsection*{Bendigroth, Plateau of \textnormal{\textit{(Grasslands)}}}
The Plateau of Bendigroth is a hundred-mile-wide swath of grassy steppes only sparsely interrupted by small copses of wind-stunted trees. It is ideal country for cavalry and horsed nomads, and is widely renowned for the availability of expert horsemen as light cavalry mercenaries. Many battles have been fought on these plains, as hordes of Tharbrian nomads have periodically swept down from the northwest.

These plains provide a source of flint for the villagers of Havocia. Minotaur and wereboars are dangers for the local villagers. 

A certain region of Bendigroth is known as the Plain of Skulls, since one cannot walk for ten paces in any direction without encountering human bones, as a result of a horrific battle between invading Tharbrians and the forces of the World Emperor at Viridistan. At the eastern end of the plain are row upon row of skulls, human and otherwise, all facing east. It is said that they form a part of some religious ritual.

\textbf{Encounters:} skeletons, specters, wraiths, witches


\subsubsection*{Brezal Isle}
Just north of Croy is the Skandik island Brezal Isle and its capital city, Armagh. The king of Brezal is believed to be a tributary king under the rule of the Skandik Warlord, Alkazed, at Ossary. 

Sailors tell dark tales of the great sea monsters that swim near Brezal Isle. It is said that the island is the peak of a sunken mountain range, submerged during a battle between sea mages countless ages ago. The ruins of many buildings, walls and even entire towns have been found underwater nearby.


\subsubsection*{Briskly, River \textnormal{\textit{(Calm Aquatic)}}}
Connects Council Lake with the Witches’ Court Marshes. Many fish reside in the area around Council Lake.


\subsubsection*{Brushwood \textnormal{\textit{(Medium Forest)}}}
Light forest east of Modron, the wood here is highly prized for its flexibility and strength. Bows made from the wood here are always in demand. 

\textbf{Encounters:} foresters, goblins, hunters, poachers, wood elves


\subsubsection*{Brytalin Stream \textnormal{\textit{(Calm Aquatic, Busy)}}}
This branch of the Estuary of the Roglaroon is a shallow stream terminating in the low hills.


\subsubsection*{Buckol, River \textnormal{\textit{(Calm Aquatic)}}}
This slow, shallow river that feeds several bogs and fens.


\subsubsection*{Buskin Wood \textnormal{\textit{(Medium Forest)}}}
Hardwood forest on the northern tip of the Romillion Sea. 

\textbf{Encounters:} fey, hill giants, halflings, hunters.


\subsubsection*{Cairns, Plains of \textnormal{\textit{(Grasslands, EL 6)}}}
Along the plains of Cairns run many wild horses. They are herded and traded in the nearby villages and attract predators. The plain is dotted with the tombs of ancient warriors, including spirit-haunted cairns of the ancient Orichalans who occupied this area ages ago during their Dragon Empire. 

\textbf{Encounters:} ghosts, wights, undead of all types


\subsubsection*{Caravan Crossing \textnormal{\textit{(Calm Aquatic, Busy)}}}
Traditional area of caravans crossing from the City State to southern areas. Well patrolled, piracy is rare here.


\subsubsection*{Carrion Abyss \textnormal{\textit{(Forbidding Mountains, Giant)}}}
A grand crevasse that houses many buzzards and carrion birds. Its depths hold various dangerous predators and scavengers. All intelligent creatures and beasts shun the place. A coven of Carrion Druids has built a foul citadel in its depths. 

\textbf{Encounters:} carrion crawlers, otyughs, stirges, evil Carrion Druids


\subsubsection*{Cloudwall Mountains \textnormal{\textit{(Forbidding Mountains, high peak; some Giant)}}}
The high peaks of these mountains are often shrouded in the clouds. Steam boils out from fissures in low areas causing the mountain to be in perpetual fog. 

\textbf{Encounters:} kobolds, perytons, steam mephitis


\subsubsection*{Conqueror’s River \textnormal{\textit{(Calm Aquatic, Busy)}}}
Running from the Mountains west of Tain, the Conqueror’s River empties into the Estuary of the Roglaroon near the City State. Its name comes from the fact that armies always used the ford to cross as it is a natural path of attack.


\subsubsection*{Council Lake \textnormal{\textit{(Calm Aquatic)}}}
Nomads (mostly Tharbrians) from the various plains travel here yearly to trade goods and celebrate springtime. The forests around the lake, however, are quite dangerous. 

\textbf{Encounters:} bandits, barbarians, goblins


\subsubsection*{Croy (City State)}
The isle of Croy sits just east of the Mouth of the Roglaroon and contains the Skandik kingdom of Croy, which is not aligned with the warlike Skandiks at Ossary. The isle of Croy contains an ancient shrine to Odin (known as “Wotan” to the Skandiks). It is said that the shrine contains a huge oak, a seedling from the divine World Tree, and that the oracle of the shrine is very wise.


\subsubsection*{Darkling Woods \textnormal{\textit{(Dense Forest, EL 12)}}}
Haunted woodlands, full of many magical plants and animals that can be used by wizards as spell components. Normally avoided by all except the nomads who travel to Council Lake. As All Hallows’ Eve draws near, many witches traveling to the annual ritual in the Witches’ Court Marshes stop for several weeks in this wood to harvest the plentiful mandrake root and other herbs and creatures that are usable as spell components or potion ingredients.


\subsubsection*{Deadroot Marsh \textnormal{\textit{(Swamp)}}}
Large boggy area; black lotus can be found in the deepest bogs. 

\textbf{Encounters:} giant frogs, giant leeches


\subsubsection*{Dearthwood \textnormal{\textit{(Dense Forest, portions Giant; EL 12)}}}
Dearthwood is a vast and dense forest to the north and east of the City State. It is home to the Wild Orcs of the Purple Claw. 

The wild orcs worship a four-armed blood goddess and, until recently, were led by an Amazon queen. Fourteen years ago, the orcs challenged to cut of all supplies to the city and were finally beaten back when the city established a redoubt across the river. Although the redoubt guards were slain to a man, the queen of the wild orcs was killed, and the orcs retired to crown her daughter. Since then, the Overlord has successfully appealed to the druids to protect his woodsmen brave enough to live adjacent to Dearthwood. 

No one has located the orcs’ stronghold, although many expeditions have been lost attempting it. The Overlord has posted a reward for the slaughter of the orcs and has staffed many surrounding strongholds to lead forays into the wood against the orcs. 

The wood is also occupied by many druids and the hardy Dunael wood folk, who are noted rangers. 

\textbf{Encounters:} deer, elk, mountain lion, smilodons, orcs, orcs and more orcs


\subsubsection*{Demon Tongue}
Thirteen miles northeast of Thunderhold, the Rorystone Road turns east to an area of abandoned mineshafts. The area gets its name from the switchback road.


\subsubsection*{Desolate Swamp \textnormal{\textit{(Swamp, EL 10)}}}
This swampy marshland is between two sets of highlands. Few travelers venture near the swamp because of rumors of a hideous hag and numerous trolls. 

\textbf{Encounters:} giant insects, hydrae, snakes (vipers), trolls


\subsubsection*{Devil Whip Rapids \textnormal{\textit{(Stormy Aquatic)}}}
The winding and switchback stream is a constant rapid for nearly 10 miles. Villagers from the Howling Hills come here to test the waters.


\subsubsection*{Difring, River \textnormal{\textit{(Rough Aquatic)}}}
Fast moving river that branches off from the Modron River into the hills west of Tegel.


\subsubsection*{Elvenstar, River \textnormal{\textit{(Calm Aquatic)}}}
Fed by the hills between the Grimlon plains and the Grimlon Outlands, this river flows all the way into the Romillion Sea.


\subsubsection*{Emperor’s Way}
One of the marvels of Viridian engineering, the Emperor’s Way is a wide road that winds through the mountains from Rathold Valley to the lowlands north of Catalan. The road is well-patrolled by Viridian troops.


\subsubsection*{Eorlbane, River \textnormal{\textit{(Calm Aquatic)}}}
A branch of the Conqueror’s River, Eorlbane serves as the northern border of the Troll Fens. River trolls live along its banks.


\subsubsection*{Erlag, River \textnormal{\textit{(Calm Aquatic)}}}
Along with its sister river, the Fairgem, this waterway circles a large stand of mighty oaks. Treants live in the forest.


\subsubsection*{Ered Cantref \textnormal{\textit{(Forbidding Mountains, high peak)}}}
Known for its abundant outcroppings of fine marble. The only means of traversing this high range is Twinhorn Pass. Lanshen Cap rises to a height of 17,000 feet. 

\textbf{Encounters:} giant eagles, storm giants


\subsubsection*{Ered Losthain \textnormal{\textit{(Rugged Mountains, low peak/high pass)}}}
Mountains east of the Old South Road. Many copper mines have been found in this area. The northern reaches of this range span from the Dearthwood near the City State all the way south to the mid Altanis region. Griffons nest in the area near the Wellnigh fields.


\subsubsection*{Fairgem, River \textnormal{\textit{(Calm Aquatic)}}}
This river travels from the hills east of Redcliffe south to the Selgat Haven.


\subsubsection*{Fatherhorn Mountain \textnormal{\textit{(Rugged Mountains, low peak/ high pass)}}}
Great dragons have been sighted near the summit of this great peak.


\subsubsection*{Fiery Scarp \textnormal{\textit{(Forbidding Mountains, high peak)}}}
This high and impressive peak is known to be volcanically active, and has erupted several times over the years, showering surrounding lands with ash.


\subsubsection*{Gasconfold Plain \textnormal{\textit{(Grasslands)}}}
Nestled to the northeast of Modron, this plain is the home of wild horses and ponies.


\subsubsection*{Gilring, River \textnormal{\textit{(Calm Aquatic)}}}
Slow but powerful river drawing from the Estuary of Roglaroon.


\subsubsection*{Gnarith, River \textnormal{\textit{(Rough Aquatic)}}}
A rough, fast-flowing river that passes through the rugged country around Castle Gaurdhrakh before joining the River Briskly to the south.


\subsubsection*{Goodholm Haven \textnormal{\textit{(Calm Aquatic, Perilous)}}}
A shallow bay, noted for its numerous sandbars and hazardous navigation.


\subsubsection*{Gorbad Stream \textnormal{\textit{(Calm Aquatic)}}}
Muddy waterway with beds of shellfish near the mouth of the stream.


\subsubsection*{Graven Hollows \textnormal{\textit{(Gentle Hills, EL 7)}}}
Low hills containing the ancient burial cairns of the southern barbarians. Riches and doom abound. 

\textbf{Encounters:} undead of all sorts


\subsubsection*{Green Gate Passing \textnormal{\textit{(Dense Forest)}}}
Thick, ancient coniferous woods grow close amid tangled undergrowth. Creatures from the Mermist Marshes are sometimes found here, as are hunters and woodcutters from Dearthmead and Goodhap.


\subsubsection*{Grimlon Outlands \textnormal{\textit{(Moor)}}}
Desolate basin north of the Grimlon Plains. It is mostly uninhabited rocky terrain. 

\textbf{Encounters:} basilisks, perytons


\subsubsection*{Grimalon Plains \textnormal{\textit{(Grasslands)}}}
Verdant grasslands west of the Romillion Sea’s northern tip. It is home of several tribes of Tharbrian nomads. 

\textbf{Encounters:} barbarians, dire wolves, wild herd animals


\subsubsection*{Hagrost, River \textnormal{\textit{(Calm Aquatic, Busy, EL 8)}}}
Pirates whom often raid the Estuary of Roglaroon base here in the village of Wormingford. This river joins the River Gilring and thereafter the Estuary of Roglaroon to form the Caravan Crossing River that leads downstream to the City State of the Invincible Overlord. Fish are plentiful in the river and the woods that surround its northern bank are relatively safe. 

For more information on this area see the Judges Guild product Pirates of Hagrost, by Bryan Hinnen and Dan Hauffe.


\subsubsection*{Harridrim Cap \textnormal{\textit{(Forbidding Mountains, high peak)}}}
Very high mountain, the top of which looks like a crooked wizard’s hat. Rumors tell that caves in the region hide the long-abandoned dwelling place of a cabal of ancient wizards.


\subsubsection*{Herald Peak \textnormal{\textit{(Forbidding Mountains, high peak)}}}
The highest peak visible from the City State.


\subsubsection*{Hetflas Dunes \textnormal{\textit{(Gentle Hills)}}}
Gentle hills east of the Cloudwalls. Cave entrances lead to underground caverns. 

\textbf{Encounters:} goblins, ogres


\subsubsection*{Hodar Rapids \textnormal{\textit{(Stormy Aquatic, EL8)}}}
Wickedly churning waters are what give this mouth of the River Syfwitch its name.


\subsubsection*{Howling Hills \textnormal{\textit{(Rugged Hills, EL 9)}}}
Fierce predators prey upon unsuspecting travelers and villagers. 

\textbf{Encounters:} dire wolves, trolls, werewolves


\subsubsection*{Inflow, River \textnormal{\textit{(Calm Aquatic)}}}
A muddy shallow river.


\subsubsection*{Keystone Peak \textnormal{\textit{(Forbidding Mountains, high peak)}}}
Westernmost peak in the Cloudwall Mountains. Rumors say an item knows as the “Keystone” controls all the dimensional portals in the Wilderlands is hidden around or beneath the mountain. 

\textbf{Encounters:} giant eagles, outsiders of various sorts


\subsubsection*{Kirmier Stream \textnormal{\textit{(Calm Aquatic)}}}
A branch of the river Twiling, the Kirmir flows deep into the Graven Hollows burial grounds. 

\textbf{Encounters:} lacedon (ghouls)


\subsubsection*{Lanshan Cap \textnormal{\textit{(Forbidding Mountains, high peak)}}}
(Description missing from source material.)


\subsubsection*{Longship Havens \textnormal{\textit{(Calm Aquatic, Busy)}}}
Inflow from the Winedark Sea. Shallow coastal waters make for easy navigation. The area is used by the Skandiks to build their longships and the seas surrounding the area are constantly patrolled. 

\textbf{Encounters:} barbarians.


\subsubsection*{Majestic Fastness}
The Majestic Fastness is a vast underground complex that is the ancestral home of the dwarves who now occupy Thunderhold. They were driven out of their halls 400 years ago by the great red dragon, Analegorn, and his young who now rule over the dark domain. Analegorn has called to him hordes of evil creatures that guard the hundreds of miles of corridors and deeps of the Fastness and do his will. In addition to being the fiercest dragon living, it is rumored that Analegorn is also a wizard equal to the most powerful archmage. The dwarves of Thunderhold are said to be planning a strike against him to regain their ancestral home.


\subsubsection*{Majestic Mountains \textnormal{\textit{(Forbidding Mountains, high peak, EL 15)}}}
The Dwarves of Thunderhold originated at the Majestic Fastness, deep in the Majestic Mountains. However, they were routed by the Dragon, Analegorn and its three young who dominate the mountains to this day. The sides of the mountains, once lush with alpine meadows, still bear the scorching of the assault by the dragons over 400 years ago. Analegorn has not emerged since, but his young can often be seen circling the mountaintops and raiding the local area. Surprisingly, the dragons have not yet led an attack against Thunderhold.


\subsubsection*{Marling Stream \textnormal{\textit{(Calm Aquatic)}}}
Fed by the Witches’ Court Marshes, the Marling Stream is a grey, lonely river that flows slowly to join the River Briskly.


\subsubsection*{Merrilin Stream \textnormal{\textit{(Calm Aquatic, Busy)}}}
Slow stream branching off the river Gilring. Fish are abundant, making fishing this stream quite easy. 

\textbf{Encounters:} scrag (aquatic trolls)


\subsubsection*{Mermist Marshes \textnormal{\textit{(Swamp)}}}
Located southeast of the City State, there are many rumors of merfolk associated with this swamp. In the past, the Mermist Swamp was home to refugees from war. Those refugees came to worship a deity called The Toad, the God of the Mermist Swamp. His worship has not spread much past the swamp, but there is a temple to him in the City State. 

\textbf{Encounters:} giant frogs, giant toads, giant slugs, debased fey


\subsubsection*{Modron, River \textnormal{\textit{(Calm Aquatic, Underwater, EL 8)}}}
Many sea creatures prowl the deep waters around the city of Modron, sunken ships litter the river bottom, and aquatic adventure abounds for those brave enough to enter the River Modron and the Estuary of Roglaroon. The mercity of Crespar lies under the water near the city. 

\textbf{Encounters:} mer-elves, sharks, lacedon (ghouls)


\subsubsection*{Moonraker Moorlands \textnormal{\textit{(Moor)}}}
These moors are pocked with craters that resemble the surface of the moon in some spots. The Moonraker Moorlands are home to the Moonraker Moor-Folk, a strange bloodline of human believed to be descended from the Orichalan Dragon Kings that once ruled the area where the City State now stands.


\subsubsection*{Nazhorrow Woods \textnormal{\textit{(Dense Forest)}}}
A great stand of evergreens north of the River Stillring. Wood elves live in and around the woods. 

\textbf{Encounters:} elk, goblins, mountain lions, wood elves


\subsubsection*{Neuwag’s Neck \textnormal{\textit{(Rugged Mountains, low peak)}}}
The eastern branch of the Ered Losthain range. Giants live in this area.


\subsubsection*{Nimbus Tor \textnormal{\textit{(Rugged Mountains, high peak)}}}
The highest peak in the northern Majestic Mountains is often wreathed in dark clouds and illuminated by lightning.


\subsubsection*{North Mantle \textnormal{\textit{(Grasslands)}}}
The flint fields of the Plateau of Bendigroth give way to a richer, loamy soil. It is excellent for agriculture and supports many nomadic Tharbrian tribes. Farther west, the North Mantle grows rougher and more perilous (Viridistan). 

\textbf{Encounters:} nomads, wolves


\subsubsection*{Old South Road}
The only safe overland road south of the City State, this “Old Road” still sees much use, and brigands and highwaymen steer clear of it for fear of reprisal from the Overlord’s patrolling Throngs.


\subsubsection*{Phantom Peak \textnormal{\textit{(Forbidding Mountains, high peak)}}}
A semi-dormant volcano, occasional bursts of steam released from far below give a haunted, howling wail that can be heard for miles away.


\subsubsection*{Poreeh Wash \textnormal{\textit{(Swamp)}}}
Flood plain leading to the Deadroot marsh. 

\textbf{Encounters:} giant mosquitoes


\subsubsection*{Prydon Plain \textnormal{\textit{(Grasslands)}}}
Grasslands between the forests of northern Altanis and the Cloudwall Mountains. 

\textbf{Encounters:} dire wolves, wild horses


\subsubsection*{Quoth, Crossings of}Two natural bridges connecting the Grimlon Outlands with the Stonefolk Plain. The eastern crossing is the home of a two-headed troll that lives under the bridge.


\subsubsection*{Rathold Valley \textnormal{\textit{(Grasslands)}}}
This clearing on Emperor’s Way was a favored stopping place. It is very level and quite free of debris. 

\textbf{Encounters:} mercenaries, merchants, pilgrims


\subsubsection*{Ricaridge, Crossings of}
Natural land bridges crossing the River Wakeful.


\subsubsection*{Rocky Rapids \textnormal{\textit{(Stormy Aquatic, EL 7)}}}
Winding through the Majestic Mountains, the Rocky rapids are treacherous with half submerged rocks and whirlpools all along its path.


\subsubsection*{Roglaroon, Estuary of the \textnormal{\textit{(Calm Aquatic, Busy, Underwater)}}}
This great river runs some 120 miles from the City State all the way to the sea. It is almost beach-like from the City State to Modron, where it becomes much deeper. The estuary is patrolled by the sea monster Maelstron, who is rumored to be aligned with the Overlord and to aid him in hunting pirates. How this monstrous aid was gained is a matter of debate and speculation.


\subsubsection*{Roglaroon, Mouth of the \textnormal{\textit{(Rough Aquatic, Busy)}}}
This delta is the mouth of the main river feeding the City State. The river is very deep and fast until it reaches Modron to the south, where it shallows out.


\subsubsection*{Romillion Sea \textnormal{\textit{(Calm Aquatic)}}}
See Barbarian Altanis. Rorystone Road: Cobblestone is the main road that runs from the City State all the way to Thunderhold. Patrols search for bandits living in the area that prey on travelers and caravans.


\subsubsection*{Sabre Scarpe \textnormal{\textit{(Grasslands, EL 5)}}}
Called such for the razor-like grass growing along the hills. Travelers not taking precautions will take 1d6 slashing damage each turn of travel.


\subsubsection*{Saddlebow Path}: Well worn path from Warwik in the north to Seasteadholm in the south.


\subsubsection*{Severn, River \textnormal{\textit{(Calm Aquatic)}}}
This wide, slow river is one of the deepest in the world. The bottom of the river has never been reached in some sections.


\subsubsection*{Silverwood Valley \textnormal{\textit{(Grasslands)}}}
The reflected sunlight from the woods to the northwest give this valley a silvery hue. Many ponies and grassland horses live in this valley. There are rumors of unicorns being seen in the valley. 

\textbf{Encounters:} birds with exceptionally bright plumage, fey, giant ants


\subsubsection*{Smokeweed Fens \textnormal{\textit{(Swamp)}}}
The leaves of plants in the deepest regions of this swamp fetch high prices for their hallucinogenic nature. 

\textbf{Encounters:} dire crocodiles


\subsubsection*{South Mantle \textnormal{\textit{(Grasslands)}}}
See Viridistan.


\subsubsection*{Steadfast Stream \textnormal{\textit{(Calm Aquatic)}}}
This small and shallow stream never seems to lose any of it water during the seasons.


\subsubsection*{Stilling, River \textnormal{\textit{(Calm Aquatic)}}}
This river starts on the edge of the Nazharrow Woods and ends nearly upon the Howling Hills. In some places river trolls lair near the waters edge. 

\textbf{Encounters:} hunters, river trolls or scrag (aquatic trolls)


\subsubsection*{Stonecast Stream \textnormal{\textit{(Calm Aquatic)}}}
This slow meandering stream is a favorite spot for wildlife from the hill regions.


\subsubsection*{Stonefolk Plain \textnormal{\textit{(Rocky Desert)}}}
Desolate plain of stone and flint that is very inhospitable. A few tribes of nomads call this area home. 

\textbf{Encounters:} barbarians


\subsubsection*{Swarthlad Plain \textnormal{\textit{(Grasslands)}}}
Tribes of nomads call this place home. Some from as far away as Altanis make their way here. 

\textbf{Encounters:} barbarians, cavemen


\subsubsection*{Syfwitch, River \textnormal{\textit{(Calm Aquatic)}}}
The woods near this river hold many woodsmen, who have spoken of a “White Robed Witch” who patrols the river. 

\textbf{Encounters:} hunters, rangers, witches


\subsubsection*{Tharbrian Coast}
The northern portion of the region was the landing site of many Tharbrian invasions, and retains its name to this day.


\subsubsection*{Thunder Crag \textnormal{\textit{(Forbidding Mountains, high peak, Giant)}}}
A looming peak that overlooks the Kingdom of the Dwarves. The mountain is often circled by black clouds.


\subsubsection*{Torn, River \textnormal{\textit{(Calm Aquatic)}}}
Reaching from the Winedark Sea to the hills fifty miles inland, the Torn is a deep and narrow river suitable for most ships


\subsubsection*{Troll Fens \textnormal{\textit{(Swamp, EL 10)}}}
Legend has it that the fens are home of a group of stone trolls. 

\textbf{Encounters:} crocodiles, giant frogs


\subsubsection*{Twilight Road}
The northwestern overland route to the City State, Emperor’s Way turns into the Twilight Road as it skirts the Troll Fens.


\subsubsection*{Twiling, River \textnormal{\textit{(Calm Aquatic, Busy)}}}
A wide, busy river that flows from the heights south of Oakenbridge, ending at the Skandik shipworks near Ossary.


\subsubsection*{Twinhorn Pass \textnormal{\textit{(Forbidding Mountains, high peak, Giant)}}}
Two massive, looming peaks guard what is the only safe passage through the northern Cloudwalls. The Twinhorn Gate (2127) polices the pass and charges a toll for travelers, though providing rest.


\subsubsection*{Wakeful, River \textnormal{\textit{(Calm Aquatic)}}}
Distilled water from this river has a stimulant quality, and can keep an imbiber awake for long periods of time. Highly addictive.


\subsubsection*{Wellnigh Fields \textnormal{\textit{(Grasslands)}}}
Grassy lowlands between the Fatherhorn Mountains and the Graven Hollows. This area is rich with wildlife. 

\textbf{Encounters:} coyotes, mastodons, giant sloths, smilodons


\subsubsection*{Werewood Crossing \textnormal{\textit{(Calm Aquatic)}}}
Tales of werewolves roaming these lands have never been proven.


\subsubsection*{Wildwood \textnormal{\textit{(Dense Forest)}}}
Thick jungle at the southern edge of the Grimalon Plains.


\subsubsection*{Willowmead Valley \textnormal{\textit{(Grassland)}}}
Rich grasslands north of Council Lake, home to nomadic centaurs and often crossed by caravans heading to or from the settlements around the Plateau of Bendigroth. The Grita Heathmen and the folk of Hindfell are often found here, hunting antelope and bison.


\subsubsection*{Witches’ Court Marshes \textnormal{\textit{(Swamp, EL 12)}}}
The Witches’ Court Marshes are a very special and dangerous place. This is where all the evil witches of the world (except for eccentric, Secret Order witches) gather on All Hallows’ Eve (the last day of the fifteenth month according to the Commoner’s Calendar of the City State) for a massive enclave that serves many purposes. These witches are some 4000 in number, and the power of evil that is concentrated in that one spot that night is truly awesome. 

The site of the Witches’ Court is protected all year around by the Kanak’raudak Dogorn (“Mystic Mother/Guardian”), the leader and most powerful of all the evil witches that congregate there. The Marmon Hags (see Viridistan) do not take part, however. It is a nexus point between this world and Hell, making the summoning of demons and devils by the Kanak’raudak Dogorn a very easy thing. 

The current Kanak’raudak Dogorn is a witch named Mordridda (Female Human LE Wit19/Thaumaturge 4; levitation cape, magic wand of icicles, skull of withering, ring bearing the seal of the Kanak’raudak Dogorn). Her main apprentices are Thungra (Female Human LE Wit17, snake rod, spell weird), Karallna (Female Human LE Wit11), Zarbell (Female Human LE Wit9), Dorkalla (Female Human LE Wit8) and Thornessa (Female Human LE Wit7). She has a personal bodyguard of 8 glabrezu demons (CR 13; hp 174). 

For more information on the Witches’ Court Marshes, see the Judges Guild product Witches Court Marshes by Bryan Hinnen. Witches’ Court Marsh


\subsubsection*{Wizard’s Web Crossing \textnormal{\textit{(Dense Forest)}}}
A tangle of massive evergreens spans the river Torn at this point. Who built the crossing is unknown, though there is no doubt that the great trees were woven together in this manner using great magic.


\subsubsection*{Wormshead Point \textnormal{\textit{(Rugged Mountains, low pass)}}}
High cliffs allowing a person to view Brezal Isle. Many sea birds nest in the cliff face.


%\end{multicols}
\newpage
\vspace{1in}
\section*{Specific Locations}
\vspace{0.25in}
% \begin{multicols}{2}

\subsubsection*{0102 Minotaur Lair (EL 9)}
Hidden amongst the rocky crags and inlets of this beach coast are Badakg (Male Minotaur; CR 4; hp 60) and his 5 minotaur brothers (CR 4; hp 39 each). The minotaurs entertain themselves by leaving broken sea chests near the entrance to lure the curious. They leave copper bits strewn about to lead the victims into their well-devised labyrinth of sea stone and deadfalls. The deepest cave contains a nest with 9,280 sp, 10,420 cp, a \textit{wand of detect magic} (22 charges), \textit{potion of cat’s grace}, \textit{ioun stone} (clear spindle), and a \textit{hand of the mage}.

\subsubsection*{0107 Coven of the Shrouded Moon (Citadel)}
Magical; AL NE; TL 4; 100 gp limit; Assets 1,600 gp; Population 320 (80 War1-2 men at arms constitute the garrison of the citadel; from 1-6 witches [Wit1-6] can usually be found here; some 240 Com1-2s serve as mundane servants or farmers in the region under the protection of the citadel); mixed (human 79\% [mostly Tharbrian, some Alryan], goblin 9\%, half-orc 5\%, orc 3\%, others 4\%); \textit{Authority Figure:} Marsine, female Tharbrian CE Wit7. \textit{Important Characters:} Cranak, male Tharbrian CE Wit4 (being groomed by Mordridda to replace Marsine); Holt, male half-orc CE Rog7 (leader of the coven’s laborers).

Marsine has been charged by Mordridda to gather supplies for the annual All-Hallows Eve celebration of dark wizards at Witches’ Court Marshes. She harbors a small coven of witches, providing shelter for those traveling to the evil celebration. Marsine is jealous of her authority and any witch who attempts to stay at the citadel for an extended period of time and who seems powerful enough to threaten her authority is killed.

\subsubsection*{0109 Wereboar Lair (EL 11)}
Thriving here in the tall grass plains, a gruff clan of \textbf{16 wereboars} (CR 3; hp 22 each) has erected an earthen palisade. Cult-like and closed to outsiders, they live a very strict and limiting existence, not wanting to spread their disease to others. \textbf{Bringham}, their leader believes that by separation from common society, they may escape oppression by lycanthrope hunters who do not understand the nature of their illness and would seek only to destroy them. Within their possessions are a wool tapestry (500 gp), silver-plated steel longsword (700 gp), brass chalice with gem-encrusted inlay (500 gp), blue sapphire pendant on silver chain (1,200 gp), gold idol (600 gp), and a silver bracelet with black pearl inlay (550 gp).

\subsubsection*{0115 Grita Heath (Hamlet)}
Magical; AL CG; TL 4; 100 gp limit; Assets 1,375 gp; Population 440 (Able bodied 110); Isolated (human 81\% [Garmani, see below], elf 10\%, half-elf 5\%, others 4\%); Resources: Spices. \textit{Authority Figure:} Yirnen Iskarban, male human [Garmani, see below] LG Clr7. \textit{Important Characters:} Lindoras, male elf [grey] LG Ftr4; Farlawen, female elf [grey] LG Clr4 (Lindoras and Faralwan are innkeepers and leaders of the local elven community); Warno Armstrong, male Garmani LG Ftr7 (toolmaker); Valni Smith, male Garmani CG Ftr4 (blacksmith); Timid Jon, male Garmani N Rog2 (tanner); Yirmaiah Miller, male Garmani CG Ftr3 (miller); Brockman Carter, male Garmani CG Ftr4 (cart builder). 

Settled around 462 BCCC by the hero Garman TwinSwords, the history of this ancient village has been dominated by its proximity to the Witches’ Court Marshes. Grita Heath lies on the southern reaches of the Plateau of Bendigroth on the grassy South Mantle, northwest of the Witches’ Court Marshes. In 1462 BCCC, a wandering cleric named Sengralli and his followers came to the village. He was of such great wisdom and charisma that he converted the whole village to worship of one all-powerful, all-knowing god. This religion has no title and the god has no name, but it is similar in many ways to Mycr. Since that day, the village has continued to worship the One God. The village leader (called the “Yirnen”) is a hereditary title passed from father to eldest son of the line of Sengralli. The people of Grita Heath are known as Garmani Heath-folk, and speak both Viridian and Garmani, their own tongue. They look like Antillians, having been descended from an ancient Antili tribe. 

Grita Heath is allied (and now intermingled with) the Garman Citadel (0216), and there is great trade and friendship between the two locations. The Heathmen of Grita Heath use the same calendar as found in the City State. Both Grita Heath and the Garman Citadel have negotiated with the nearby witches, each sending one representative for an annual parley. The witches were quite willing to tolerate the village and the citadel so long as all hunting, foraging and herding avoided the marshes and that no harm was done to passing witches. The evil wailings from the witches’ rituals in the marsh on All Hallows’ Eve can be heard in the village. In fact, the current site of Grita Heath is not its original site — the original site having been abandoned after its first year when the people of the village went to investigate the wailing on All Hallows’ Eve and were destroyed and the village subjected to fires and lightning and a foul black wind. Scattered survivors were chased by demons. The old site was abandoned and a new village built. Since that time, no one leaves the village on All Hallows’ Eve. As a result of a negotiated pact, the witches agree not to harm any villagers who are either indoors or in designated pens at night.


A result of a recent miracle, Grita Heath is the only known supply of Thirnya Spice, which is prized heavily in Viridistan as it requires only the smallest pinch of spice to preserve a large portion of food. A merchant from Targnol Port (Viridistan) struck a deal with the elders of Grita Heath and sends an annual wagon loaded with grain in exchange for the spice. The seeds of the plant that grow the spice will not grow in any soil other than the soil of Grita Heath and were a gift from the One God. The Thirnya Spice is now the village’s main crop, and has drawn the attention of the Emperor. The village now pays tribute to Viridistan. 

Strangely, the danger due to their proximity to the evil witches has also been their greatest protection. Grita Heath has been mostly left alone. Raiding gnoll bands during the Gnoll Times mysteriously disappeared and marauding armies have always given wide berth to the village and the marsh. 

For more information on Grita Heath, see the Judges Guild product \textit{Witches Court Marshes} by Bryan Hinnen.

\subsubsection*{0117 Lair of the Hill Giants (EL 11)}
These rocky hills near Grita Heath house the lair of the \textbf{hill giants}, \textbf{Hokashka} (CR 7; hp 144) and his \textbf{three sons} (CR 7; hp 102 each). Hokashka is ignorant and cruel, hurling boulders at woodsmen and the like who trespass upon his land. Hokashka and his boys often serve as muscle for the witches of the marshes to the northeast, solving problems with brute strength, that magic does not sublimely master. As gift for his loyalty Hokashka has been given a \textit{necklace of fireballs (type III)} by the witches to use against any spell caster impetuous enough to use \textit{fireballs} upon him or his sons. In their bags is a total of 3,000 gp, a \textit{potion of levitate}, an \textit{arcane scroll of 2 spells (ventriloquism and identify)}, and a \textit{ring of protection +1} inscribed “Aethershield”.

\subsubsection*{0122 Caelam (Small Town)}
Nonstandard; AL CE; TL 4; 800 gp limit; Assets 49,000 gp; Population 1,960 (Able bodied 490); Mixed (human 79\% [mostly Tharbrian, some Altanian], half-orc 9\%, orc 5\%, goblin 3\%, others 4\%); Resources: Pelts. \textit{Authority Figure:} Jiralmar, male Tharbrian N Rog16. \textit{Important Characters:} Lise, female human NE Rog6/Asn8 (Black Adder spy against Jiralmar). 

Caelam is a center for fur trappers and beast hunters working the Hoary Mountains to the west and the Stonefolk plains to the northeast.

\subsubsection*{0124 Southguard Castle (Castle)}
AL N; TL 4; 200 gp limit; Assets 5,200 gp; Population 520 (Able bodied 140); isolated (human 96\% [mostly Tharbrian and Alryan, some Altanian], others 4\%). \textit{Authority Figure:} Davern, male Tharbrian N Ftr6. \textit{Important Characters:} Tolkar, male human CE Ftr4 (lieutenant of the castle guards). 

Shah Drong Dirkha’s (see Viridistan, hex 3228) predecessor appointed Davern. The shah is grooming Tolkar to replace Davern by assassination. The castle guards the southern approaches to Grimlon and acts as a rally point for the Crossing of Quoth. They are currently under siege by a tribe of hobgoblins.

\subsubsection*{0124 Hobgoblin Lair (EL 14)}
This camp is well organized and smoke can be seen from distances of a mile away. The Rusted Axe Tribe of \textbf{120 hobgoblins} (CR 1/2; hp 5 each) and \textbf{20 worgs} (CR 2; hp 30 each) are led by a powerful hobgoblin fighter named \textbf{Marrgrek} (Male Hobgoblin Ftr7/ Rog1; CR 8; AL LE; Str 13, Dex 14, Con 13, Int 10, Wis 10, Cha 10; +1 longsword, studded leather, small steel shield, 2 javelins) and maintain strict discipline, as evidenced by well organized patrols of worg-mounted sentries. They attempt to surround and capture anyone coming into contact with them, though they can be bought off if tribute in coin or gems is paid for the “right” to cross “their” land. Treasure, in the form of material goods looted from passing caravans and travelers is abundant in their camp. The camp contains 5,000 gp of material goods, gems (deep blue spinel [550 gp], red garnet [60 gp], red spinel [130 gp], 2 bloodstones [20 gp]), and an \textit{amulet of proof against detection and location} embossed “Stealth Net.”

\subsubsection*{0134 Lair of the Salamanders (EL 8)}
Sweltering heat pours off the sparse grasslands causing many travelers upon this plain to believe they have seen beings of pure fire stalking the land. Their water-parched vision is closer to the truth than they could possibly imagine, for the geothermal mud flats of the region are home to \textbf{3 salamanders} (CR 5; hp 38 each) exiled from the Demon Empire with the sole purpose of inflicting pain and torture on such weary travelers. Accumulating some bit of wealth, the strongest of the band has made good use of a +1 longspear with which he skewers his prey.

\subsubsection*{0203 Temple of the Storm Father (Hamlet)}
	Magical; AL LG; TL 4; 100 gp limit; Assets 1,400 gp; Population 280 (Able bodied 70); isolated (human 96\% [mostly Skandik, some Tharbrian], others 4\%); Resources: Castle. \textit{Authority Figure:} Vordun, male Skandik LG Clr6. \textit{Important Characters:} Nardin, male Skandik NG Exp4 (captain of the temple’s longships, heads up rescue attempts). 

This castle is a temple of Odin established by the faith to aid survivors of shipwrecks along this coast. It is only safe haven for a hundred mile of coastline. Vordun runs the temple efficiently but yearns to be transferred to a temple in a more settled area. 

\subsubsection*{0206 Giant Ant Lair (EL 11)}
	The plains of this region are desolate indeed, having been stripped to the root of nearly anything of nutritious value, save the short grass. The reason for this becomes apparent as one notices the 30-foot tall reddish brown mound of boulders and earth rising from the flatness of the middle distance. The \textbf{giant ants} — \textbf{32 workers} CR 1; hp 9 each), \textbf{3 soldiers} (CR 2; hp 11 each), and a queen (CR 2; hp 22) that built this mound work round the clock foraging for food, which means hapless wayfarers, as the pickings have been slim for some time. A 10-foot wide hole atop the mound drops 60 feet into their warren of tunnels. Shiny things collected by her workers surround the queen, guarded by three soldiers. The bones of several beings may be found with valuables totaling 2,304 gold.

\subsubsection*{0210 Havocia (Hamlet)}
	Nonstandard; AL N; TL 4; 100 gp limit; Assets 1,938 gp; Population 620 (Able bodied 155); Mixed (human 79\% [mostly Tharbrian, Skandik and Altanian], dwarf 9\%, halfling 5\%, elf 3\%, others 4\%); Resources: Flint. \textit{Authority Figure:} Gartang, male Tharbrian LG Ftr4. \textit{Important Characters:} Thranal, male dwarf LN, Exp4/Ftr2 (master quarryman). 

Havocia is the center of an extensive network of quarries scatted along the south mantle. It supplies the dwarven market town of Elixer with flint and stone. Havocia possesses little more than housing and taverns for the quarry workers and nearly everything has to be transported in from Elixer. Lord Gartang has been appointed by Thunderhold to oversee the quarries and to ensure the safety of the caravans.

\subsubsection*{0216 Garman Citadel (Citadel)}
	Conventional; AL CG; TL 5; 100 gp limit; Assets 471 gp; Population 173 (30 War2s and 10 Ftr2s constitute the garrison of the citadel; the other 130 or so inhabitants are Com1-2s); isolated (human 96\% [almost exclusively Garmani, see Grita Heath, hex 0115, above], others 4\%). \textit{Authority Figure:} Arahall, male Garmani CG Ftr5 (Warlord of the citadel). \textit{Important Characters:} Targull, male Garmani LG Clr3 (the One God of Sengralli and minister to the citadel’s inhabitants); Baummuth, human Garmani CG Ftr4 (smith); Karl Swimmer, male Garmani LG Ftr3 (miller); Askarran, male Garmani N Ftr2 (horse breeder). 

The Garman Citadel was founded by followers of the hero Garman Two-Swords many years ago, approximately the time of the founding of Grita Heath (0115). For years, the village and the citadel had no idea of the other’s existence — fear of the witches prevented either from traveling fully through the marshes to the other side — though they lived only twelve miles from one another. In the same year that the priest Sengralli arrived at Grita Heath, a group of horsemen from the citadel encountered a hunting party from the village. They noticed their common heritage and quickly formed an alliance. The worship of the One God (see Grita Heath) has spread to the citadel and intermarriage between the warriors of the citadel and the women of the village occurs regularly, though the number of warriors remains at 40, while the village increases in size. A cart trail has risen between the two locations and both prosper beneath the shadow of the nearby witches. The citadel today is an extension of the village. 

The citadel itself is located on the very southwestern edge of the marshes on a small island. There is a bridge on both the east and west banks of the island. The bridge is stone, but its planks are wood and may be removed by the men of the citadel if attack is imminent. The citadel is surrounded with a formidable earthen fosse with sharpened wooden stakes and traps further protecting the settlement. Inside the fosse is a 100-foot tall tower of close-fitted masonry, 50 feet square at its base and broadening to 70 feet square two-thirds of the way to the top. The roof of the tower is flat and made of wood covered with thin shale and surrounded with a crenellated wall. Attached to its base on the north and south side are two blockhouses of fireproof tile and heavy timber. The tower and the blockhouses have arrow slits on their top most floors. There are many rumors how such an impressive edifice came to be raised in such a backwoods community. The most popular story is that it was conjured by a witch for her lover. Others say it was built long ago and the original owners were stricken with disease. 

For more information on the Garman Citadel, see the Judges Guild product \textit{Witches Court Marshes} by Bryan Hinnen.

\subsubsection*{0219 Lair of the Medusa (EL 10)}
In these plains, located south of the Witches’ Court Marshes lies an abandoned temple to some unknown god. The ruins are over 1000 years old, and their origin cannot be determined, though artful statues of men and animals line the ancient streets. Within the stones and columns is the lair of 3 medusa sisters (CR 7; hp 33 each). They hate the witches to the north, and will bargain with explorers who can withstand their initial encounter. The medusae know the byways and ruins well, and seek to avoid hand-to-hand combat if possible. Over 40 statues of warriors and companions lie within the ruins, victims of their gaze. While little treasure is present, one medusa has a potion of stone to flesh with which she will bargain for magic weapons or her life, if necessary. They have accumulated 1,000 gp, 150 pp, 5 blue quartz (10 gp), and a silver comb with moonstones (900 gp).

\subsubsection*{0225 Lair of the Ogre Magi (EL 12)}
The headwaters of the River Erlag flow from a deep cave. This cave is the lair of 4 ogre magi (CR 8; hp 37 each). The ogre magi do not appreciate intrusion by lesser beings, and fight fiercely to defend their lair. Only rarely (25% chance), do they pursue intruders that flee. They sometimes set up a merchant’s tent near a trail and pretend to be selling sour apples to dupe victims. Within their lair is a treasure consisting of 5,000 gp in coins and equipment. One of the ogre mages wears a pair of gauntlets of swimming and climbing.

\subsubsection*{0229 Lair of the Lizardmen (EL 11)}
Living in mud and wattle huts along the Erlang river, this small tribe of 30 lizardfolk (CR 1; hp 11 each), led by Hearunae (Male Lizardman Drd4; CR 5; Str 13, Dex 10, Con 13, Int 10, Wis 13, Cha 10; greatclub, 2 javelins) and Ywanya (Male Lizardman Drd4; CR 5; Str 13, Dex 12, Con 13, Int 11, Wis 13, Cha 10; greatclub, 3 javelins) make their living trading fish with the villagers of Jasmyrin, who take their dried and salted fish in return for javelins and machete’s of copper, as the copper blades have more value to these generally peaceful reptilians.

\subsubsection*{0231 JASONYRIA (Village)}
Nonstandard; AL N; TL 5; 200 gp limit; Assets 6,300 gp; Population 1,008 (Able bodied 252); Integrated (human 37% [Mostly Tharbrian and Alryan, some Altanian], elf [high] 20%, half-elf 18%, halfling 10%, dwarf 7%, others 8%); Resources: Silk. Authority Figure: Nativad, male human NE Rog5/ Ass2. Important Characters: Orliniel, male elf [high], CG Exp9/Wiz2 (head master of the Silk-Growers Guild); Tilnal, female half-elf, NG Rgr4 (ranger captain of the town). Jasonyria supplies the elven town of Actun (Barbarian Altanis) with silk. Nativad is a long-term agent of the Black Adder and recently managed to be appointed governor of the town by Lord Redon of Actun. He is secretly trying to break the town away from Actun and send the silk to Grimlon and Viridstan. The caravans from Jasonyria are often troubled by the Orcs of Plychen (Barbarian Altanis).

\subsubsection*{0301 The Isle of the Twelve (EL 24)}
Twelve 120foot tall bronze statues of the gods Thetis, Ino, Oceanus, Tethys, Amphitrite, Doris, Triton, etc. stand on this isle. There is a door set into the right foot of the statue of Thetis (Search check DC 25 to locate). Inside the statue of Thetis are the following: 46,000 gp, 3,200 pp, 12 amethysts (125 gp each), 14 aquamarines (350 gp each), 8 red spinels (200 gp each), 6 emeralds (1,000 gp), 6 platinum saucers (300 gp each), 12 gold idols of various gods (1,500 gp each), sapphire encrusted anklet (2,500 gp), 4 brass tankards with amber encrusted tops (900 gp each), 15 drams of perfume (95 gp each), 21 vials of scented oil (50 gp each), ring of protection +2, ring of wizardry III, rod of cancellation, rod of thunder and lightning, ring of shooting stars, manual of bodily health +2, robe of the archmagi, +3 flaming short sword. If the secret door in the Thetis statue is opened or the treasure disturbed, the statue of Triton animates and attacks. Bronze Statue of Triton: CR 24; SZ C Construct; HD 54d10; hp 540; Init –1; Spd 20 ft. (can’t run); AC 36 (-8 size, -1 Dex, +35 natural), touch 1; flat-footed 34; BAB +32; Grap +48; Atk colossal trident +50 melee (4d8+18*, crit 19-20) or slam +50 melee (4d6+18, crit 19-20); Full Atk colossal trident +50 melee (4d8+18*, crit 19-20) or 2 slams +50 melee (4d6+18, crit 19-20); Reach 40 ft. by 40 ft./25 ft.; SA improved critical (slam, trident), conch-shell horn; SQ construct, magic immunity (electricity slows for 3 rounds, fire cures 1 point of damage per 3 points dealt), damage reduction (50/+3), rust vulnerability; AL N; SV Fort +18, Ref +17, Will +18; Str 47, Dex 9, Con — , Int — , Wis 11, Cha 1. *Triton deals 4d8+27 points of damage with his trident if wielded two-handed. SA — Conch-Shell Horn (Su): Three times per day, Triton can sound this horn. Creatures with 10 or more HD and within 500 feet that hear the sound must make a successful Fortitude save (DC 37) or be stunned for 1d4+2 rounds. Creatures with 9 or fewer Hit Dice are automatically stunned for 1d4+2 rounds. Being inside the Thetis statue does not prevent this attack.

\subsubsection*{0312 Nightsword Castle (Castle)}
Conventional; AL LE; TL 4; 200 gp limit; Assets 4,800 gp; Population 480 (100 War2s, 15 Ftr2s and 5 Ftr4s [all LE] constitute the armed force of the castle; some 360 Com1-3s live in or around the citadel serving as mundane servants or farmers; a few Adp1-3s or Sor1-3s may be found as well); isolated (human 96% [mostly Skandik and Tharbrian], others 4%). Authority Figure: Princess Tadukhippa, female human LE Ftr8. Important Characters: Dan’n the Rotund, male Karakhan LE Mnk7 (companion of Princess Tadukhippa and mysterious warrior from the far east, seeks a man named Subanti). Princess Tadukhippa is an evil and cruel Dame who is the leader of Mordidda’s warriors. The dwarven trade routes that cross the Plateau of Bendigroth are to the north of the castle. Princess Tadukhippa engages in selected caravan raids to enrich her coffers. She skillfully limits her raids so she doesn’t provoke Thunderhold or the Overload into retaliating.

\subsubsection*{0312 Catoblepas Lair (EL 8)}
An area of swampy wetlands amongst the rolling green plains is home to this cunning pair of deadly beasts — 2 catobleplas† (CR 6; hp 51 each). Not ones to go out of their way to look for trouble, they sneak around submerged in their muddy lair waiting for travelers to become separated in their bogs, attempting to kill them silently with their deadly gaze before dragging them under a fallen log or shallow pool to cure. Hidden within their lair under a stand of drowned trees are the remains of a halfling rogue who found the water too deep and the trail to difficult to pass, his treasures wrapped in a sealskin pouch. These include 800 gp, 3 fresh water pearls (13 gp each), a potion of intelligence, and a potion of lesser restoration.

\subsection*{0314 Aerie of the Griffons (EL 11)}
A rocky outcropping rising from the plains is home to this pride of 14 griffons (CR 4; hp 59 each). Six of the beasts are always found in the cave beneath the outcropping guarding the young of the pride, while the females fly patrol and hunt in daylight, the four males of the pride hunt only at night preferring brute strength and surprise to the gang tactics of the females. The Griffons fiercely defend their area but are smart enough to flee when confronted with strong adversaries.

\subsection*{0324 Crescent-thorn Citadel (Citadel)}
Magical; AL N; TL 4; 40 gp limit; Assets 80 gp; Population 48 (12 elf Ftr2s constitute the garrison of the citadel; the balance of the population lives in or around the citadel and are Com1-2s as mundane servants, farmers or craftspersons; normally, 1-3 visiting wizards (Wiz1-3) can be found here at any time); integrated (elf 37% [mostly high], half-elf 20%, human 18%, halfling 10%, dwarf 7%, others 8%). Authority Figure: Nyneave, female elf [high] N Wiz5. Important Characters: Conner, male elf N Wiz4 (Nyneave’s second in command).

This small and relatively new citadel was established by the elven lady Nyneave. She commonly receives low-level wizards as well as elves from the city of Actun (Barbarian Altanis) to the south. Mordilla of the Witches’ Court Marshes is not aware of this new citadel. It is certain that Mordilla will attempt to destroy it as it is too close to their lair for her liking (see the Witches’ Court Marshes). Lady Nyneave takes little interest in the conflict between the trappers and Lady Tenave (0420) and often buys components from the trappers and rangers both.

\subsection*{0324 Dire Wolves Den (EL 9)}
Near the Crossings of Quoth is a series of rocky hills. These hills are greatly feared by travelers, as the hold some of the fiercest packs of dire wolves (CR 3; hp 45 each) in the region. These wolves hunt men, having grown accustomed to the taste of human flesh after dining on the remains of a caravan killed by bandits. Though many wolves roam the region, they tend to travel in packs of eight individuals.

\subsection*{0328 SHAVENOAR (Hamlet)}
Conventional; AL LG; TL 4; 100 gp limit; Assets 1,750 gp; Population 560 (Able bodied 140); Mixed (human 79% [mostly Tharbrian, some Skandik and Alryan], elf 9%, half-elf 5%, halfling 3%, others 4%); Resources: Copper. Authority Figure: Markant, male human CG Ftr5. Important Characters: Dobarnt, male human, LN War3 (the constable of the hamlet); Arnsen, male human, N Exp4 (the leading merchant exporting the copper and much despised. Shavenoar has copper mines throughout the southwestern Grimlon Outlands. To avoid the Gnolls of Skaney, Shavenoar has a small landing on the river Erlag to ship copper to the River Fair Gem to Actun. Markant is the chief over all the mining gangs. Markant is known as an elffriend for saving the niece of the Redon the ruler of Actun.

\subsection*{0330 Tirantal Keep (Citadel)}
Conventional; AL LE; TL 4; 100 gp limit; Assets 1,200 gp; Population 240 (40 War2s, 15 Ftr2s and 5 Ftr3s constitute the forces under Carolin’s control; the balance of the 180 residents are Com1-2s who are mundane servants, farmers or craftspeople); isolated (human 96% [mostly Tharbrian and Alryan, some Skandik], others 4%). Authority Figure: Carolin, female human LE Ftr5. Important Characters: Ganon, male human NG Ftr5/Rgr2 (son of displaced prior lord of the keep). Carolin and her forces seized this citadel eight years ago. Its previous owner, Lord Bennett, was allied to Actun. Bennett’s son, Ganon, now resides in Actun and is attempting to put together an expedition to retake the citadel with what little gold the family has. Carolin contests control of the river with Actun but currently Actun has the upper hand.

\subsection*{0335 Centaur Lair (EL 10)}
Calling this forested river valley their home, 12 centaurs (CR 3; hp 26 each) of the Iron Hoof Centaur Tribe hunt and live in primeval dominance of all other creatures within their hunting grounds. Closely attuned to their surroundings and keeping good relations with the local druids, the Iron Hoof Tribe are careful not to over hunt their land, and send vicious warnings to hunters and fur trappers entering their land without first paying them well in silver or trade goods. A smart hunter pays the Iron Hooves fee for hunting on their land and a foolish hunter’s scalp lock adorns the lance of the Iron Hooves chief Daranaryn Dancing Tail (Male Centaur Rgr5; CR 8; AL CG; Str 22, Dex 20, Con 17, Int 8, Wis 14, Cha 8; masterwork longsword, mighty composite longbow [Str +6], 20 masterwork arrows, potion of cure light wounds, eyes of the eagle, +1 studded leather). Their combined hoard contains 16,000 sp, 4 white opals (1,200 gp each), potion of intelligence, potion of enlarge (5th level), wand of summon monster I (50 charges, caster level 9th).

\subsection*{0402 The Greenhold (Citadel)}
Conventional; AL LG; TL 3; 100 gp limit; Assets 600 gp; Population 120 (10 War2s serve as a garrison to the citadel and a group of 20 Rgr1-2s patrol the woods; the balance of the population are Com12s serving as mundane servants, farmers and craftpersons); integrated (human 37% [mostly Tharbrian and Alryan], half-elf 20%, elf 18%, halfling 10%, dwarf 7%, others 8%). Authority Figure: Marsin, female Tharbrian LG Rgr5. Important Characters: K’Kolt, male Ghinoran NG Bbn6 (Marsin’s friend and trusted companion, from the Elphand Lands). Marsin and her rangers patrol the woods to the south of the citadel and 10 miles of coast to the east and west. Currently Marsin sends supplies to Lady Tenava (0420) to aid in her war against the trappers of Caelam.

\subsection*{0403 Treant Grove (EL 15)}
Industrious in their care and tending for the trees of their grove, these 15 treants (CR 8; hp 66 each) are friendly to those who do not cut the wood, especially those who carry no axes. They suggest alternate routs through their forest and lead lost travelers to safer paths. On the other side, they deal harshly with those who wield fire and cut the wood of their forest, surrounding them with animated trees and fighting bravely against those they deem threatening and evil such as orcs and their ilk. An evil druid once thought to impress his will upon the kindly treants, and found them to be less malleable than he had expected. His remains are buried under a mossy stone near the treants’ Gathering Grove, his equipment still intact. Near the body are 400 pp, an arcane scroll of one spell (minor image), potion of cure moderate wounds, bracers of armor +1, +1 small wooden shield, +1 scimitar named “Thorn”, arcane scroll of one spell (ray of enfeeblement).

\subsection*{0414 Kobold Lair (EL 18)}
The largest hill overlooking the Witches’ Court Marshes is riddled with the mines and halls of this warlike band of 300 kobolds (CR 1/6; hp 2 each). They are led by 22 subchiefs (Male Kobold War3; CR 2; hp 12 each; AL LE; Str 10, Dex 13, Con 11, Int 10, Wis 10, Cha 10; leather armor, halfspear, light crossbow, 20 bolts) and 11 chiefs (Male Kobold War4; CR 3; hp 22 each; AL LE; Str 11, Dex 13, Con 12, Int 11, Wis 10, Cha 10; leather armor, halfspear, light crossbow, 20 bolts). The main witchdoctor is Gragulak (Male Kobold Sor6; CR 6; hp 15; AL LE; Str 6, Dex 13, Con 11, Int 10, Wis 10, Cha 13; dagger, light crossbow, 20 bolts, potion of cure moderate wounds, bracers of armor +3, pouch with 150 gp). The Kobolds whose master Gragulak pays homage to the Witches of the marsh, often sends his young scouts to act as soldiery to them should the need arise. Gragulak greatly fears the witches as he understands their immeasurable powers, and wishes someday to be considered equal to them in spell casting abilities. His sly folk mine deep for platinum beneath their complex, and dive for black pearls in an underground lake at the roots of the hill. Gragulak trades the pearls to the witches for scrolls and other magical trinkets that tickle his fancy as the witches use his folk’s pearls in their divination magic. The upper levels of their lair are filled with nasty and devious traps ranging from tilting floors dropping hundreds of feet into the earth, to scything blades and dragon faces that spit alchemical fire. Their treasure consists of 1,000 gp, 23 black pearls (300 gp each), wand of shatter (45 charges) named Breaker, and a ring of wizardry I inscribed “Mentalist”.

\subsection*{0420 Citadel of Tenava (Citadel)}
Conventional; AL CG; TL 4; 100 gp limit; Assets 800 gp; Population 160 (20 War2s guard the citadel while 10 Drd1-2s and 10 Rgr1-3s are devout followers of Tenava; the balance of the population are Com1-2s serving as mundane servants, farmers or craftspersons); integrated (human 37% [mostly Tharbrian, some Skandik and Altanian], elf [mostly high, some gray] 20%, half-elf 18%, halfling 10%, dwarf 7%, others 8%). Authority Figure: Tenava, female Tharbrian CG Ftr6. Important Characters: Marli, female half-elf CG Rgr3/Wiz3 (Tenava’s companion, aid her in leading the fight against the trappers). Lady Tenava leads a small group of rangers and druidic followers against the trappers working the StoneFolk Plain. They also protect the barrows and statues dotting the plain from adventurers who would despoil them. Shah Drong of Grimlon has placed a substantial price on Lady Tenava’s head. Lady Tenava has taken as her mission the destruction of the trappers.

\subsection*{0428 SKANEY (Village)}
Conventional; AL N; TL 6; 200 gp limit; Assets 7,100 gp; Population 1,136 (Able bodied 284); Isolated (Gnoll 96%, others 4%); Resources: Furniture. Authority Figure: Foxiling, male Gnoll N Ftr4. Important Characters: Dakling, male gnoll N Exp2 (the best woodcarver in the burrow). Foxiling was made leader six years ago when his predecessor was killed when their village was raided. The Gnolls of Skaney have developed woodworking into a high art, lining their burrow with furniture and woodwork of a high quality.

\subsection*{0431 Lair of the Basilisks (EL 9)}
Along the banks of the elvenstar River, past its confluence with the River Erlag is a series of caves. Many of these are simple dead ends, other act as nesting grounds for various fauna, and some are hideouts for the children of the village of Charnock. One set of caves contains something infinitely more deadly. Four basilisks (CR 5; hp 45 each) have made a nest in a large cave along the river. Animals avoid the area, though the entrance is littered with what seems to be broken pieces of statues… perhaps appearing as some ancient ruin or archeological discovery. Their lair contains no treasure; however 6 basilisk eggs are present, as one pair has recently mated.

\subsection*{0504 Unicorn Lair (EL 5)}
Two rival unicorns (CR 3; hp 42 each) inhabit the southern edge of this coastal woodland. They are unfriendly to each other. They will only allow females to approach them. Naturalists claim that unicorns are the repositories of goodness and if any mortal touches them except a chaste female the good gods will lose a portion of power and the evil gods will gain an equal amount. Killing a unicorn has double this affect. They stop short of fighting, but otherwise act unfriendly to one another.

\subsection*{0510 GREYBEARD (Small Town)}
Conventional; AL N; TL 5; 800 gp limit; Assets 44,500 gp; Population 1,780 (Able bodied 445); Mixed (human 79% [mostly Tharbrian and Skandik], dwarf 9%, halfling 5%, elf 3%, others 4%); Resources: Tin. Authority Figure: Rabagan, male Tharbrian CG Wiz8. Important Characters: Gurngli, male dwarf N Exp4 (the lord miner who mistrusts Rabagan because of his wizardly ways). Vanon, male human, NG Ftr6 (Rabagan’s idiot but good-natured bodyguard, Str 20, Int 8). Greybeard supplies Thunderhold with tin from its mine via the market at Elixir. Several years ago Rabagan saved the town from a marauding army of Kobolds (0414). His natural charisma was able to unite the town and defeat the kobold army. A grateful town and some generous concessions from Thunderhold persuaded Rabagan to stay on as lord governor of the town.

\subsection*{0512 Wild Pigs (EL 10)}
The wild pigs of the region provide good sport for the villagers of Greybeard. Each winter, a contest is held to see who can bring back the biggest pig. Sadly, it is sometimes the pigs that do the hunting. There are 22 wild pigs (boars) (CR 2; hp 22 each) in the area. They eat anything they kill.

\subsection*{0515 Castle of Gaurdhrakh (Castle)}
Conventional; AL LE; TL 4; 200 gp limit; Assets 4,800 gp; Population 499 (70 Ftr1s, 15 Ftr3s, 5 Ftr5s, 25 Clr2s and 5 Clr4s [all LE and welltrained] constitute the Dark Lord’s force; the balance of the population are Com1-2s who are ill-treated mundane servants, farmers and craftspersons); isolated (human 96% [mostly Tharbrian], others 4%). Authority Figure: Dark Lord Gaurdhrakh, male Tharbrian LE Ftr8. Important Characters: Abbot Belendrow, male Tharbrian LE Clr6 (Iskallissis; see below). The Dark Lord Gaurdhrakh is allied with Mordidda, the Kanak’raudak Dogern of the Witches’ Court Marshes, and regularly attends the gathering on All-Hallows Eve. She will come to their aid with all eight of her personal demon-guards. In return, the Dark Lord spreads awesome and frightening rumors of the marshes and the great power of their evil. Local herdsmen supply the castle with meat, leather and wool in exchange for crafted items such as tools and weapons. All of the denizens of the castle worship the local god Iskallissis (LE, domains: War, Evil, Law; Divine Rank 1), a demigod who was once an anti-paladin in the service of the witches who long ago was rewarded with divine (or infernal as the case may be) ascension on his death. A richly decorated chapel in the main keep holds services on nights of the full moon. The Dark Lord and his men oppress the 379 dependants, who are cruelly treated. The citadel itself consists of four 60-foot high circular towers that are 20 feet in diameter at the corners of a rectangular courtyard enclosed by a 50-foot high curtain wall with barbettes every 100 feet. The area enclosed is 300 feet east to west and 200 feet north to south. In the center of the south wall is a gatehouse with two large towers, a drawbridge and two sturdy portcullises. Built against the inside of the curtain wall are various wooden and stone structures: stables, living quarters, storehouses, shops, etc. A Great Keep stands in the center of the courtyard, 80 feet height and 40 feet in diameter with a well and many storerooms for emergency provisions. The men of the keep are well armed and armored and are trained to fight on foot or mounted. Repeated attacks from the kobolds (0414) and the gorgons (0614) keep them in fighting trim. For more information on Castle of Gaurdhrakh, see the Judges Guild product Witches Court Marshes by Bryan Hinnen.

\subsection*{0531 CHARNOCK (Small Town)}
Conventional; AL N; TL 4; 800 gp limit; Assets 47,000 gp; Population 1,880 (Able bodied 470); Mixed (human 79% [Mostly Skandik and Tharbrian], half-elf 9%, elf 5%, halfling 3%, others 4%); Resources: Lead. Authority Figure: Tovekerd, male human CE Rog9. Important Characters: Xali, male gnoll, Ftr3 (Tovekerd’s gnoll enforcer from Skaney); Sanuel, male human LN Ari3/Ftr6 (the last surviving scion of the old noble houses. He keeps himself hidden for the time being). Tovekerd, the leader of the Red Reavers, controls Charnock and its lead mines. He rules the town with a heavy hand. His secret police, known as the Red Hands, is patterned after the Black Adders of Viridstan and the Black Lotus of City State. Recently his control over the town has improved with the establishment of trade with Antil. Tovekerd has replaced much of the old nobility with local flunkies and now with the increased trade he is able to reward them. Currently Tovekerd wishes for the utter destruction of Actun and is also finding a way to get out from the under the thumb of the World Emperor.

\subsection*{0533 Tiger Den (EL 12)}
At the edge of the marshy Wildwood Forest is the den of a large family of tigers. These beasts have strangely learned to hunt as a pack, making them far more dangerous than their kin. There are 17 adult tigers (CR 4; hp 45 each) in the area. They have no treasure, but 6 cubs (CR 1; AC 10; hp 12 each; noncombatants) are present. Sages of cat lore say to beware of tigers with eyes that burn red at night as they may be the fabled Demon Tigers.

\subsection*{0602 Grey Haven Citadel (Citadel)}
Magical; AL CG; TL 6; 40 gp limit; Assets 80 gp; Population 40 (10 War2s are paid men at arms who garrison the tower and wall, their number rotates as there is a high turnover in their ranks due to their wariness of their employers; the remaining population are mundane servants, farmers or craftpersons); integrated (human 37% [Mostly Alryan, some Tharbrian], half-elf 20%, elf 18%, halfling 10%, dwarf 7%, others 8%). Authority Figure: Darilen, male human CG Wiz9/Sag4. Important Characters: Mang the Mad, male Alryan CN Wiz14/Archmage 2 (his room is a gateway into the plane of Limbo, occasionally he emerges to do some research in the library or gather food). Perched on a lonely promontory thrust into the Winedark Sea, the citadel of Grey Haven is a lonely and forbidding place dreaming of past glories. The citadel is comprised of a large tower of dark stone surrounded by a wall. The citadel has a history of housing a chain of brilliant wizards, each taking the place of the prior occupant after their death (or disappearance). The tower has a famous library, noted for its tomes on other planes of existence and great works of theoretical magic. Darilen has recently become the head of the citadel and is attempting to revive the conclave and restore its prominence, as it prior leader has gone mostly mad as a result of his magical experiments. As a result of these experiments, many of the past residents (including a number of old wizards) now haunt the place.

\subsection*{0607 IRUNGSWAY (Village)}
Nonstandard; AL CG; TL 5; 200 gp limit; Assets 4,500 gp; Population 720 (Able bodied 180); Mixed (human 79% [mostly Tharbrian, some Skandik and Altanian], dwarf 9%, halfling 5%, elf 3%, others 4%); Resources: Oil. Authority Figure: Lepsarn, male human N Wiz13. Important Characters: Crassus, male Tharbrian LN Wiz8/Lor4 (the head librarian of the Hidden Grotto); Mishi, female half-elf, CN Wiz8 (an enthusiastic enforcer for the Grand Conclave against renegades; doesn’t take orders well). Irungsway is built in a karst region – an irregular limestone region with sinks, underground streams, mineral and oil springs and natural caverns – of the Bendigroth. The various natural products of the area are collected and shipped to Elixer for trade with the dwarves of Thunderhold. Lepsarn is the leader of the Hidden Grotto conclave and the de-facto leader of the town. The dwarves refuse to appoint anybody else to rule over Irungsway. They and the town leaders always abide by the advice of Lepsarn. The Hidden Grotto is one of the leading wizard conclaves in the region and it magical research is greatly enhanced by the region’s resources.

\subsection*{0614 Gorgons (EL 11)}
The edge of this forest was beset of late by a strange influx of disappearances. Local farmers warn of evil cows killing and eating men. In reality, 4 gorgons (CR 8; hp 68 each) have wandered into the area. These beasts do not use their breath weapons unless wounded, as they prefer to dine on victims rather than turn them to stone. They have no lair. They have recently besieged the evil men at the Castle of Gaurdhrakh.

\subsection*{0620 Westgate Castle (Castle)}
Conventional; AL LG; TL 5; 100 gp limit; Assets 1,000 gp; Population 200 (50 Ftr2s garrison the castle; the other population consist of Com1-2s who are mundane servants, farmers or craftspersons); mixed (human 79% [mostly Tharbrian and Alryan], halfling 9%, elf 5%, dwarf 3%, others 4%). Authority Figure: Argo, male Tharbrian LG Ftr7. Important Characters: Nowars, male human NG Rog5 (smuggles arms and supplies to Lady Tenava). This castle marks the furthest western extent of the Overlord’s authority. The castle was established by the Overlord to guard against any incursion from the north toward the villages and town around the Battleplain Gwalion. Lord Argon was appointed by the Overlord’s father to hold the castle and has ruled for over forty years. Currently Lord Argon secretly supplies Lady Tenava (0420) in her fight against Caelam.

\subsection*{0628 Conclave of the Crag (Citadel)}
Magical; AL N; TL 8; 100 gp limit; Assets 1,000 gp; Population 200 (50 War2s are paid mercenaries and guard the citadel; there are 2-8 visiting wizards [Wiz3-7] here at all times studying; the balance of the population are Com1-2s who serve as mundane servants, farmers and craftsmen); integrated (human 37% [mostly Tharbrian, some Alryan and Skandik), elf 20% [mostly high], half-elf 18%, halfling 10%, dwarf 7%, others 8%). Authority Figure: Denali, female human N Wiz12. Important Characters: Molder, male human N Wiz6/ Rog6 (spies in both Viridstan and the City State). The conclave of the Crag is one of the largest wizard conclaves in the region. While its scholarship is only average quality, its sheer size enables it to have magical resources beyond most conclaves. Denali is very active among the other conclaves and is considered a major leader. Denali is committed to keeping the Crag and other conclaves free from the control of either the World Emperor or the Overlord. Several years ago the Red Reavers attempted to sack the Crag and this attempt almost resulted in the Red Reavers losing control of Charnock. Ever since the Red Reavers have stayed clear of the Crag. As a result, the eastern Grimlon Highlands have remained free of the Red Reavers’ control.

\subsection*{0633 WILDWOOD (Hamlet)}
Conventional; AL LG; TL 4; 100 gp limit; Assets 1,925 gp; Population 616 (Able bodied 154); Isolated (halfling 96% [common and highland], others 4%); Resources: Vineyards. Authority Figure: Agbertal, male halfling CG Ftr9. Important Characters: Langdon, male halfling NG Rog3/Rgr4 (Agbertal lieutenant and right hand man); Davasa, female halfling [highland] N Drd6 (aids Agbertal in protecting Wildwood). The Halflings of Wildwood remain free thanks to Actun (Barbarian Altanis). The grapes and wines produced at Wildwood are famed in Actun and Antil and are traded at the market town of Algasar (Barbarian Altanis).

\subsection*{0701 Isle of Laiah (EL 19)}
Upon this island, on the southern side, is a cliff cave wherein dwells Laiah the Sorceress (female Alryan Sor 19; CR 19; hp 50; AL CN; Str 10, Dex 15, Con 11, Int 14, Wis 13, Cha 19; Bracers of armor +3, wand of lightning bolt [21 charges, caster level 9], arcane scroll of 2 spells [fear and teleport], +3 dagger, pouch with 50 gp, 10,000 gp [in trapped and magically protected coffer in hut]). She is old, eccentric, and very lonely. She has taken to talking to the few animals thatlive with her on the island. She is very friendly to those that visit her and always asks of the outside world. She also attempts to have visitors stay with her to keep her company (though not through magical means). She is shunned by the clerics of the shrine of Mannannan (see the entry for the Shrine of Medr, below).

\subsection*{0701 Shrine of Medr (Citadel)}
Magical; AL NG; TL 5; 40 gp limit; Assets 120 gp; Population 60 (Able bodied 15); isolated (human 96% [Mostly Skandik, some Tharbrian and Alryan], others 4%). Authority Figure: Donnen, male Skandik LG Clr4. Important Characters: Laiah (nearby Sorceress, see 0701). This shrine was established by a sailor named Medr to honor the sea-god Mannannan who saved an entire ship’s crew from a storm and landed them on this island over 100 years ago. Medr attributed his subsequent prosperity to Mannannan and funded a shrine to be built on this island. Contained within the shrine is Medr’s account, including the rough location of the shipwreck near the island. The ship, The Swift Raven, was a treasure ship from the Ebony Coast to Sotur. Also on the island is Laiah a beautiful sorceress who is very lonely as the clerics will not associate with her. She dwells in a cliff cave on the south end of the island.

\subsection*{0703 FINMARK (Village)}
Conventional; AL N; TL 5; 200 gp limit; Assets 7,500 gp; Population 1,200 (Able bodied 300); Isolated (human 96% [mostly Tharbrian], others 4%); Resources: Pearls. Authority Figure: Barlatarn, male Tharbrian N Ftr15. Important Characters: Dina, female Tharbrian CG Exp2/Rgr10 (she is the leader of the pearl divers). Finmark is large town nestled in one of the Tharbrian Coast’s many harbors. They make their living by harvesting the pearl beds located along the Tharbian Coast. Traders from Sotur, Tarsh, and the City State put in at Finmark every fall to trade for the year’s harvest of pearls. There is little other industry in town as most items are gained through the pearl trade. The pearl-fishers stay clear of Grey Haven Conclave and considered it a cursed place. Lord Barlatarn’s family has ruled Finmark for a thousand years and successfully has managed to remain independent of the major powers. Currently they have an informal alliance with Thunderhold and send a portion of their pearls to trade at Elixer. Lord Barlatarn is concerned about the gnolls on the other side of the peninsula. The area is riddled with cliffs and sea caves, which makes it hard for him to root them out.

\subsubsection*{0712 Shrine of the Spider and Forge (Citadel)}
Magical; AL LG; TL 6; 100 gp limit; Assets 1,200 gp; Population 240 (50 Ftr3s and 10 Bbn2s consisting of extraordinarily very well-paid and loyal mercenaries guard the temple; the balance of the population are either lesser followers, Clr1-2s or Com1-2s working as mundane servants, farmers or craftspersons; some of the craftspersons are Exp1-3s); integrated (dwarf 37% [mostly hill], human 20% [mostly Tharbrian], halfling 18%, elf 10%, gnome 7%, others 8%). Authority Figure: Novanus, male Tharbrian LG Clr9 (high priest of Nepthlys). Important Characters: Desara, female dwarf [hill] LG Clr10 (second in command, priestess of Rosmerta). 

This is a unique shrine founded by both the Church of Rosmerta (Dwarven goddess of wealth and plenty) and the Church of Nepthlys (Spider Goddess of Wealth). Many in both churches argue that the two goddesses are but two aspects of the same being. The high priest’s position alternates between the two churches and Novanus of Nepthlys is the current high priest. The citadel was originally built to protect southern edge of the trade routes along the Bendigroth Plateau.

\subsection*{0727 RED CLIFFE (Hamlet)}
Magical; AL N; TL 4; 100 gp limit; Assets 1,575 gp; Population 504 (Able bodied 126); Mixed (human 79% [mostly Tharbrian, some Skandik], half-elf 9%, elf 5%, halfling 3%, others 4%); Resources: Copper. Authority Figure: Rockaster, male Tharbrian N Drd9. Important Characters: Captain Michael Darnal, male Tharbrian LE Ftr7 (commander of the Overlord’s forces in Red Cliffe); Arnsen, male human, N Exp4 (the leading merchant exporting the copper and much despised). Raids by the forces of Burlak (the evil priest who controls Hlymadle, 0828) have been a problem for the hamlet in recent months. Red Cliffe is noted for its copper mines dotting the eastern hills of the Grimlon Outlands. Red Cliffe sends much of its production to City State and the Overlord has stationed a small company of men to protect the town. Rockaster also sends aid to Lady Tenava. Captain Darnal has assisted Arnsen in collecting debts owed from various mines over the protest of Rockaster.

\subsection*{0730 Dire Bears Den (EL 13+)}
Vast amounts of honeybees live near the well-vegetated banks of the elvenstar River. Ten dire bears (CR 7; hp 102 each) live here, feeding on the abundant honey. Woe is the traveler who sleeps near his food stores. There is a 25% chance that any given bear has cubs (CR 4; hp 51 each; as brown bears) and, if present, anyone encountering them better runaway, fast! Otherwise the bears are reasonably peaceful.

\subsection*{0818 Darkling Citadel (Citadel)}
Magical; AL LE; TL 7; 40 gp limit; Assets 160 gp; Population 80 (a tribe of 20 Orc Bbn2s led by a half-orc Bbn4 are fiercely loyal to Yynera and guard her citadel; the balance of the population are cruelly abused Com1 serfs and farmers); mixed (human 70% [mostly Tharbrian], orc 18%, half-orc 5%, goblin 3%, others 4%). Authority Figure: Yynera, female Tharbrian LE Wiz9. Important Characters: Slippery Sloan, male human LE Rog3 (runs the smuggling operation and Yynera’s lover). Seven years ago, Yynera and her tribe of orc followers occupied an abandoned citadel near Council Lake with Mordridda’s permission. The nearby Darkling Woods are a good source of magical components for use in the wizard’s experiments. Lord Pashen (1119) became aware of the coven two years ago and secretly began to trade with the wizards.

\subsection*{0818 Nixie Lair (EL 14)}
On the eastern shore of Council Lake, near the confluence of the River Briskly, is an underwater village of nixies. The 95 nixies (CR 1; hp 3 each) will play tricks on anyone camping nearby, and will attempt to charm anyone who disturbs them. Their village is 40 feet underwater. They fear the witches of the marshes to the west, and will be friendly if anyone is proven the enemy of the witches.

\subsection*{0823 SPRINGLE (Small Town)}
Conventional; AL CG; TL 6; 800 gp limit; Assets 36,600 gp; Population 1,464 (Able bodied 366); Mixed (human 79% [mostly Tharbrian and Alryan, some Skandiks and Altanians], halfling 9%, elf 5%, dwarf 3%, others 4%); Resources: Sulfur. Authority Figure: Hanutar, male Tharbrian NG Ftr8. Important Characters: Josai, female Tharbrian NG Com2/Wiz2 (leading exporter of sulfur, rival to Arnsen of Red Cliffe); Texar, male Alryan Com6 (head of the mining gangs); Langston, male Tharbrian Wiz5 (area researcher in the hot springs). Lord Hanutar is sympathetic with Lady Tenava’s fight but won’t help as it would violate several treaties with the World Emperor. The region has many hot springs and sulfur deposits. The sulfur is mined and shipped back to the City State where is eagerly used by wizards and alchemists.

\subsection*{0828 HLYMADLE (Village)}
Magical; AL N; TL 4; 200 gp limit; Assets 8,500 gp; Population 1,360 (Able bodied 340); Mixed (human 79% [mostly Tharbrian and Skandik], halfling 9%, elf 5%, dwarf 3%, others 4%); Resources: Zinc. Authority Figure: Burlak, male Tharbrian CE Clr12 [Harmakhis]. Important Characters: Dolan, male half-orc CE Clr8 (Burlak’s assistant) Ansulf, male Skandik, Com4 (20 year old head of the miners). Six years ago Hlymadle was conquered by Burlak. Burlak placed on of his underlings, also a cleric of Haramakhis, in charge and a temple to the death god Haramakhis was built in one of the abandoned mines. Since then Burlak has maintained the output of the zinc mines by terrorizing the populace with his death cult. Burlak also launches secret raids against the druid Rockaster and the town of Red Cliffe.

\subsection*{0831 HANKAM (Village)}
Magical; AL LE; 6; 200 gp limit; Assets 4,575 gp; Population 732 (Able bodied 183); Mixed (human 79% [mostly Tharbrian], gnoll 9%, halforc 5%, orc 3%, others 4%); Resources: Market. Authority Figure: Stapelan, male Tharbrian CE Wiz11. Important Characters: Davin, male Tharbrian NE Ftr3 (puppet ruler installed by Tovekerd); Karl, male Tharbrian LE Ftr2/Sor1 (25 year old son of Lord Darius, plotting revenge). Lord Darius of Hankam was the only town in the region to willingly join the Red Reavers and was instrumental in helping the Red Reavers take control of Charnock. In the battle, however, Stapelan was over eager with his fireballs and blew Lord Darius to ashes. Acting quickly, the Red Reavers seized control of Hankam and put Stapelan in charge. Tovekerd hopes Stapelan’s lack of wisdom will cause the town to revolt and kill him. But Hankam’s inhabitants are frightened of Stapelan burning the place down.

\subsection*{0903 Gnoll Lair (EL 15)}
A large tribe of gnolls lives in sea caves. They fear the ruler of Finmark, Bartalan by name, as he killed 20 of their number before the rest of the war party fled the scene. They feed mostly off of fish and crustaceans along the tide pools, though fresh human meat is also in their diet. There are 140 warriors (CR 1; hp 11 each) and 7 sergeants (War3; CR 2; hp 27; battleaxe, leather armor, shortbow, 20 arrows) in the lair. Encounters are with 6d8 male gnolls, led by a sergeant. Their leader, Grsshk (Male Gnoll Rgr 8; CR 8; hp 73; AL NE; Str 15, Dex 10, Con 14, Int 11, Wis 12, Cha 10; +1 battleaxe [named “Headroller”], light hammer, masterwork shortbow, 20 arrows, +2 leather armor, pouch with 55 gp) is an 8th-level ranger. He hunts and tracks victims, but avoids personal combat. His lair is a wrecked ship in the deep sea cave that can only be accessed at low tide. Grsshk’s ship contains the gnoll’s treasure hoard of 7,000 gp, 3 bloodstones (20 gp each), lens of detection, +1 dwarven war axe named “Hacker”, potion of invisibility, potion of reduce, eversmoking bottle, scroll of 2 divine spells (faerie fire and shillelagh).

\subsection*{0905 SMITTEN (Small Town)}
Nonstandard; AL LN; TL 6; 800 gp limit; Assets 46,000 gp; Population 1,840 (Able bodied 460); Mixed (human 79% [mostly Tharbrian, Skandik and Alryan, some Altanians), dwarf 9%, halfling 5%, elf 3%, others 4%); Resources: Market. Authority Figure: Belian, male Alryan LN Mnk14. Important Characters: Podari, female Altanian LN Mnk10 (Belian’s assistant); Hansen, male half-elf LE Clr5/Mnk2 (the head of the suppressors of Thoth in the region). Smitten’s market is regional center for agricultural products. Much of the food is bought up by the dwarves of Elixer to support the general market there. Belian administers a monastery of ancient knowledge on the outskirts of smitten. The head of the monastery has been also the lord of Smitten for over two hundred years. It is one of the largest farms in the region and is widely known for the quality of its produce. Unbeknownst to the general population, the monastery sits on extensive Markrab ruins. Discovered several hundred years ago by adventurers, the Temple of Thoth was able to buy its location and suppress all knowledge of its existence. The monastery is a cover for the excavations of the ruins by the Temple of Thoth.

\subsection*{0907 ELIXER (Small Town)}
Magical; AL NG; TL 7; 800 gp limit; Assets 39,000 gp; Population 1,560 (Able bodied 390); Integrated (dwarf 37% [mostly city], human 20% [mostly Tharbrian], halfling 18%, elf 10%, gnome 7%, others 8%); Resources: Market. Authority Figure: Cortnay, male human N Sor9. Important Characters: Duri, female dwarf [city] NG Exp4/Ari2 (head of the market); Balik, male dwarf [city] LN Ftr9/Def2 (leader of the Elixer guard). Two hundred years ago the City State and Thunderhold decided to expand their influence along the Tharbrian Coast. Thunderhold took the lead in the expansion in order to lessen the chance that the World Emperor would retaliate. The dwarves established the town of Elixer along the River Syfwitch and began to hold a yearly market for the region’s inhabitants. Now the market has people from the entire Tharbrian Coast coming to trade. Recently the Vagabond Trail has become very dangerous due to the presence of several robber lords and raiders. Thunderhold has had to increase the number of guards in the fall caravan every year for the last six years. The goblins of Wenlock, and Fastis of Crucible are particularly troublesome.

\subsection*{0909 Monstrous Spider Lair (EL 11)}
The forest paths near the River Syfwitch are dangerous at night…and by day. A large nest of 23 large monstrous spiders (CR 2; hp 22 each) has taken residence in the area, picking off stragglers traveling from the local villages. Residents of the area speak of “demons” in the woods, and of “strange hauntings”. The spiders simply are efficient killers, nothing more. Within a nest, deep in the woods is a dead ranger, whose body wears a suit of +4 leather armor with a Tharbrian family crest. Nests and cocooned victims abound, and the chances of finding the body are slim (Search DC 30).

\subsection*{0911 Syfwitch Hold (Castle)}
Conventional; AL N; TL 4; 200 gp limit; Assets 6,000 gp; Population 600 (100 War2s, 40 Ftr2s and 10 Ftr3s constitute the armed forces led by Penella; some 450 more Com1-2s inhabit the castle and surrounding region as mundane servants, farmers or craftspersons); isolated (human 96% [mostly Tharbrian and Altanian, some Skandiks], others 4%). Authority Figure: Penella, female Tharbrian N Ftr6. Important Characters: Hanse, male Altanian N Bbn5 (Penella’s protector and lover). Penella is the daughter of one of the most powerful of the lords of Altanis. The Overlord appointed her in charge of Syfwitch Hold to placate her father and she has proven competent in her leadership. The duty of the troops of Syfwitch Hold is to guard Elixer from the south and to help escort the caravans from the Majestic Mountains to Elixer. Over the years Lord Garerd (1013) and Penella have become personal enemies out to destroy one another.

\subsection*{0920 Lair of the Giant Beetles (EL 8)}
The south shore of Council Lake has lately become overrun with 8 giant bombardier beetles (CR 2; hp 13 each)! Their nest contains hundreds of eggs, which hatch 3 months after they are first encountered.

\subsection*{0929 Mitra’s Shieldhall (Citadel)}
Conventional; AL LG; TL 5; 40 gp limit; Assets 100 gp; Population 50 (10 Pal1s devoted to Mirta, led by Ansili; the rest of the population are well-treated Com1-2 mundane servants, farmers or craftspersons); isolated (human 96% [almost entirely Tharbrian], others 4%). Authority Figure: Camus, male Tharbrian LG Pal5. Important Characters: Ansili, male Tharbrian LG Rgr2/Pal1 (a recent convert, in charge of the scouting for the patrols). Established eight years ago by Lorna, a Lady Paladin of Mitra. Two years ago Lorna was lured into a trap by Casacan, Tovekald’s brother, and was killed. In the fight, nearly ninety percent of Casacan’s forces were killed including Casacan himself. Camus was called to be the new leader of Mitra’s Shieldhall and although young he has restored the morale and fighting force of the hall.

\subsection*{1002 Merfolk Enclave (EL 13)}
A beautiful coral reef in the midst of this wide blue estuary is the home to a settlement of 40 beautiful and melancholic merfolk (CR 1/2; hp 5 each). The merfolk spend their evenings sitting along the rocks singing songs of their loneliness, as their females are all gone away, slain by pirates or captured by slavers. The merfolk are spiteful to sailors and seek to draw their vessels against the reefs with their beautiful songs, waiting for the seamen to drown before diving deep to collect their treasure in hopes that someday the females return and bask in the riches that they have gathered for them. Two merfolk minstrels (Brd3; CR 3; hp 13; master149CHAPTER FIVE: CITY STATE OF THE INVINCIBLE OVERLORD work longsword, leather armor) sing sad laments to their fellows, while 5 merfolk lieutenants (Ftr5; CR 5; hp 32; coral armor, masterwork trident, heavy crossbow, 20 bolts) and 3 merfolk captains (Ftr7; CR 7; hp 45; coral armor, masterwork trident, heavy crossbow, 20 bolts; one has a +1 trident named “Sharktooth”) command the defense of the settlement. Their hoard contains 2,000 gp, 5 moonstones (30 gp each), a potion of ghoul touch, a potion of levitate, potion of hiding, and a potion of truth.

\subsection*{1003 Sven’s Freehold (Castle)}
Conventional; AL NE; TL 3; 200 gp limit; Assets 4,400 gp; Population 440 (110 menat-arms War2-3, 40 sailors Exp3; the balance are Com1-2 mundane servants and farmers); isolated (human 96% [mostly Skandik], others 4%). Authority Figure: Sven Forkbeard, male Skandik LE Ftr8. Important Characters: Lokkar One-eyed, male Skandik NE Wiz6 (Sven’s wizard, took out own eye in a failed ritual to gain some of Odin’s knowledge). Sven is one of the Winedark Sea’s more notorious freebooters. He has a price on his head in Sotur, Tarsh, and the City State. He often raids with Atar the Lion of Tarantis. He has built a hidden castle for his band of Vikings on the Tharbrian Coast and to date nobody has found its location and lived. He has a strict rule not to raid inland or along the Tharbrian coast lest attention is brought to his freehold.

\subsection*{1013 HINDFELL (Village)}
Conventional; AL CN; TL 5; 200 gp limit; Assets 8,350 gp; Population 1,336 (Able bodied 334); Mixed (human 79% [mostly Tharbrian], dwarf 9%, halfling 5%, elf 3%, others 4%); Resources: Market. Authority Figure: Garerd, male human N Ftr7. Important Characters: Marik, male Tharbrian CN Ftr9 (the toughest chieftain of the Tharbrians, Str 22); Donner, male Tharbrian N Adp8 (high shaman of the Tharbrian in the region, hates the City State). Hindfell was established by invading Tharbrians over 2,000 years ago. It was built as a peace ground to meet and trade horses and booty with each other. While the main Tharbrian hosts were beaten back, many smaller clans remained in the area. They roamed between Bendigroth Plateau and Willowmead Valley with their herds of horse and cattle. Hindfell continued to be the meeting place. A permanent settlement grew around Hindfell where just about anything was bought and sold. A hundred years ago the Overlord had enough of the banditry at Hindfell and seized the town. The current governor of Hindfell is Lord Garerd who rules with an iron hand. The Tharbrian Clans are still welcomed provided they keep the peace and do not engage in raiding.

\subsection*{1016 Den of Wild Dogs (EL 8)}
Running free along the Willowmead valley, these 43 wild dogs (CR 1/3; hp 6 each) fear large groups of humanoids, but think nothing of surrounding them in small numbers, attempting to tear them to pieces to feed their pups. The dogs are smart enough to know when they are outmatched, and run if more than a handful of their pack happen to die sudden and violent deaths. Their pups are prized by guardsmen in the region for their great scent and ferocity of their attacks, so many times parties are sent into the valley to bring back pups. The females of the pack fight ferociously to defend them, though one group of hunters in particular stumbled upon the plan to knock out the pack with wands of sleep and make free and easy with the pups.

\subsection*{1028 Wolves Den (EL 9)}
The pack of 16 wolves (CR 1; hp 13 each) residing just north of the Buskin Wood, near the town of Landmarch bother few, and keep the large deer population of the area from becoming too out of hand.

\subsection*{1030 Lair of the Owlbears (EL 7)}
A pool in the Buskin Wood always has strange bear tracks nearby, some from the dire bears in the south, but mostly from the family of 3 owlbears (CR 4; hp 47 each) living north of the river. These nasty beasts are far less friendly than their honey motivated cousins. There is a 50% chance that only one owlbear is encountered, else all three are found. The village of Landmarch has suffered much predation from these beasts. There a bounty of 100 gp per owlbear killed, if proof of the deed can be had.

\subsection*{1031 DART (Village)}
Conventional; AL CE; TL 3; 200 gp limit; Assets 6,750 gp; Population 1,080 (Able bodied 270); Isolated (goblin 96%, others 4%); Resources: Market. Authority Figure: Hetvamar, male human NE Ftr13. Important Characters: Corsaci, female goblin LE Adp7 (leader of the underground movement); Rogi, male human NE Rog6 (Hetvamar’s spy). Hetvamar is the brains behind the Red Reavers and its least bloodthirsty member. He prefers to play the role of a big dumb fighter in public and let the focus be on the vicious Tovekerd. He rules the goblins of Dart with an iron hand. He killed their former chief in a public duel three years ago. There is currently a nascent underground movement among the goblins against Hetvamar and the Red Reavers.

\subsection*{1101 Isle of the Halflings (EL 10)}
This island is home to a very large and very evil cyclops. It is also the current home of 27 halflings (CR 1/2; hp 4 each) whose ship crashed into the nearby reefs and came to rest on the beach here. The halflings attempt to avoid the cyclops while looking for the means to repair their ship and get off of this accursed island. Turog the Cyclops (see below) of the island makes his home inside a small cave near the center of the island. Turog’s treasure is inside his cave scattered amongst old rotten sacks and piles of cloth. Spending a round searching through the mess reveals: 1,300 gp, a white emerald (700 gp), and 2 blue sapphires (800 gp). Turog, Male Cyclops: CR 10; SZ H Giant [Earth]; HD 13d8+65; hp 123; Init +1; Spd 40 ft.; AC 19 (-2 size, +1 Dex, +10 natural), touch 9, flat-footed 18; BAB +7; Grap +18; Atk +18 melee (2d8+16, greatclub) or +8 ranged (2d8+11, rock); Full Atk +18/+13 melee (2d8+16, greatclub) or +8/+3 ranged (2d8+11, rock); Space/Reach 10 ft./15 ft.; SA rock throwing; SQ rock catching, darkvision 60 ft.; AL CE; SV Fort +13, Ref +5, Will +4; Str 33, Dex 13, Con 21, Int 7, Wis 10, Cha 13. Skills: Climb +15, Jump +15, Spot +5. Feats: Cleave, Point Blank Shot, Power Attack. Possessions: Greatclub, throwing rocks.

\subsection*{1112 Constrictor Snakes (EL 9)}
In the plains of the Silverwood Valley, a nest of 5 huge constrictor snakes (CR 5; hp 60 each). All were spawned from a clutch of eggs abandoned by a traveling circus. They have no lair or treasure.

\subsection*{1119 Werebear Den (EL 11)}
The 4 werebears (CR 5; hp 51 each) of the caves on the eastern Council Lake shore keep a close eye on encroaching evil in their domain. On more than one occasion they have led humanoid war bands to pitfalls they have burrowed in the area, and rigged deadfalls to block their retreat, destroying them mercilessly and collecting their plunder, often donating large shares of it to neighboring shrines.

\subsection*{1119 The Council Spire (Castle)}
Nonstandard; AL N; TL 8; 100 gp limit; Assets 1,600 gp; Population 320 (80 Ftr3s from Viridistan, including a host of 40 archers; the balance are Com1-3 servants, squires or farmers); isolated (human 96% [Mostly Common Viridian, some Alryan], others 4%). Authority Figure: Yulan, male Common Viridian N Ftr9. Important Characters: Markan, male Common Viridian N Ftr7 (second-in-command, is investigating why supplies are going missing). The Council Spire is the traditional meeting ground between the World Emperor and the Overlord and where the Overlord turns over his tribute to Viridstan. Governor Yulan is in charge of the spire and the surrounding castle. He has opened a secret trade with Darkling Coven (0818) hoping the resulting magic items will enhance his power.

\subsection*{1123 LAKENHEATH (Small Town)}
Conventional; AL LG; TL 4; 800 gp limit; Assets 51,500 gp; Population 2,060 (Able bodied 515); Mixed (human 79% [mostly Tharbrian, Skandik and Alryan], halfling 9%, elf 5%, dwarf 3%, others 4%); Resources: Market. Authority Figure: Runalf, male Skandik LE Ftr6/Blk6. Important Characters: Joshan, male human NG Com8 (leader of the local farmers and an alderman, wants Runalf to focus on the town). Runalf is a rising star in the Hellbridge Temple (in the City State) and his talents have been recognized by the Overlord, who appointed Ranulf as Lord Mayor of Lakenheath eight years ago. Runalf is utterly ruthless. Runalf’s throng of 20 Ftr1 strongmen enforce his will on this otherwise lawful and friendly town.

\subsection*{1128 LANDMARCH (Small Town)}
Conventional; AL NG; TL 5; 800 gp limit; Assets 44,200 gp; Population 1,768 (Able bodied 442); Integrated (half-elf 37%, elf 20%, human 18% [mostly Tharbrian], halfling 10%, dwarf 7%, others 8%); Resources: Market. Authority Figure: Tornald, male Tharbrian LE Wiz11. Important Characters: Barnei, female elf CG Ftr6/ Wiz3/Arc4 (leader of the Landmarch underground); Vanar, male half-elf N Ftr2/Wiz4 (leader of the town council, refuses to support Barnei for fear of bloodshed). Landmarch was originally a quiet town of mixed humans, half-elves, and elves closely allied with Actun. Tornald took charge of Landmarch and has ruled with an iron hand the past five years, but fairly. He threatens that if there are any problems Stapelan or Tovekerd himself will take charge and the town can forget any idea of a rule by law.

\subsection*{1134 Sahuagin Lair (EL 12)}
A militant band of 35 sahaugin (CR 2; hp 11 each), led by Vryak (male Sahuagin War3; CR 4; hp 27; AL LE; Str 14, Dex 13, Con 12, Int 14, Wis 13, Cha 10; trident, heavy crossbow, 20 bolts) and Ukyloa (male Sahuagin Rgr4; CR 6; hp 37; AL LE; Str 14, Dex 13, Con 12, Int 14, Wis 13, Cha 11; +1 trident, heavy crossbow, 20 bolts) lives within the hull of a sunken ship, acting as a forward listening post to their masters, who reside deep beneath the waves.

\subsection*{1206 Fane of Miasma (Castle)}
Magical; AL LE; TL 9; 100 gp limit; Assets 1,400 gp; Population 280 (60 men-at-arms War2s and 10 war-priests Clr2s serve as garrison; the balance of the population are Com1-2 mundane servants, farmers and craftsfolk); isolated (human 92% [mostly Tharbrian and Alryan, some Skandik], dwarves 04%, others 4%). Authority Figure: Barathus, male human LE Clr9. Important Characters: Maran, male human LE Clr4 (keeper of the temple, maintains the building and surrounding grounds). This is an ancient temple to Ugtargnt the Goddess of Disease located in the western foothills of the Majestic Mountains. It is rumored that some of the structures predate the Uttermost War. The central nave of the temples contains a sheet of metal with melted edges and a large red cross within a white circle permanently enameled on the metal. The enameling is non-magical and has not faded or chipped for over ten thousand years. It is one of the oldest and holiest artifacts that any temple of Ugtargnt possesses. The temple is widely feared in the region due to the goddess’ power over disease. It is believed that the caverns beneath the Fane were tunneled out long ago by the ancient Philosophers (or perhaps earlier) and that they contain an immense store of advanced knowledge and supplies related to healing. Some of the items found beneath the Fane may include ancient “technology.” The men-at-arms and war-priests have strange armor made of a light flexible material that is equal to scale mail but weighs only 10 pounds and is treated as light armor. They have a total of 100 such suits, which the wear beneath their robes. They each have 10 have small vials with needles that they can inject into themselves that act as either potions of cure disease (2) or cure moderate wounds (8). They will not sell these items under any circumstances.

\subsection*{1206 Troll Den (EL 11)}
In caves high on a mountain overlooking the Hodar Rapids is a small tribe of 10 trolls (CR 5; hp 63 each). These creatures live off the mountain goats and elk that populate the region, as well as the occasional adventurer that crosses their path. In one cave are the broken remains of a magnificent carriage, bejeweled and filigreed with gold and silver. Though the carriage itself is beyond repair, the metals and gems are worth 2000 gp if it is taken apart.

\subsection*{1209 BERNOST (Small Town)}
Conventional; AL N; TL 5; 800 gp limit; Assets 48,800 gp; Population 1,952 (Able bodied 488); Mixed (human 79% [mostly Tharbrian and Alryan, some Skandik and Altanian], dwarf 9%, halfling 5%, elf 3%, others 4%); Resources: Market. Authority Figure: Malric, male human CG Ftr12. Important Characters: Dansar, male human N War8 (leader of the caravan guards); Anseli, female human CN Psy5 (the older daughter, trained as a Altanis protector (psychic warrior). Lord Malric is one of the most powerful lords on the Tharbrian Coast. While Lord Malric is of mixed Altanian blood, he is the undisputed leader of the traditionalist faction of Altanian Lords within the Senate of the City State. Lord Malric has had three daughters trained as Protectors (Altanian psychic warriors) and ventures south every year to host the Orgy of Consumption among the Traitor Barons of Southern Altanis. Bernost (along with Smitten) is one of the principle suppliers of food and goods to the Dwarven market at Elixer. In addition, Lord Malric is paid handsomely by Thunderhold to help guard the caravans between Elixer and the start of the Vagabond Trail in the Majestic Mountains. The local population is mostly Tharbrian or Skandik and they chafe a bit at being ruled by an Altanian mixed-blood.

\subsection*{1225 Conclave of Gwalion (Citadel)}
Magical; AL N; TL 8; 100 gp limit; Assets 1,200 gp; Population 240 (40 menat-arms War1s and 20 medium cavalry Ftr1s constitute the garrison; the conclave is composed of 12 Wiz1-4s (all Necromancers); the balance of the population are Com1-2 or Exp 1-2 servants of the conclave); integrated (human 37% [mostly Tharbrian], dwarf 20%, halfling 18%, elf 10%, gnome 7%, others 8%). Authority Figure: Ursulia, female Tharbrian N Wiz9 [Necromancer]. Important Characters: Solden, male human N Wiz4 [Necromancer]/Rog1 (lead researcher on magic to aid stealth raids). The conclave of Gwalion is a group of necromancers who use their magic to speak with the spirits of the dead soldiers whose bones lie in the Battleplain to learn battle tactics from ancient generals and recently dead soldiers. The conclave has been employed by the Red Reavers who are seeking some secret knowledge.

\subsection*{1230 Lair of the Kraken (EL 14)}
A pair of kraken (CR 12; hp 290 each) makes their home at the mouth of a shallow estuary. Recently they have made enemies of the nearby green dragons (1332), after killing their hatchling as it fished in their waters for salmon. Under a huge boulder in their cavern (Strength check at DC 30 to move) is their treasure trove garnered from many years of tributes paid by sea merchants for safe passage of their vessels. It contains 7,000 gp, 900 pp, 8 silver pearls (100 gp each), 8 aquamarines (450 gp each), 7 black pearls (600 gp each), and a pink diamond (4000 gp).

\subsection*{1305 Bugbear Den (EL 5)}
A small group of 3 bugbears (CR 2; hp 16 each) has made their home in the coastal hills. In the shadow of Harridan Cap, these foul creatures seek to raid passing humans. One carries 100 gp, 1 blue quartz (15 gp), and a +1 dagger.

\subsection*{1308 DOOM (Village)}
Conventional; AL CG; TL 4; 200 gp limit; Assets 7,625 gp; Population 1,220 (Able bodied 305); Isolated (human 96% [mostly Tharbrian and Skandik, some Altanian], others 4%); Resources: Market. Authority Figure: Grubard, male Tharbrian N Ftr6/Rgr5. Important Characters: Manili, female human N Drd5 (leader of the druidic circle); Ganli, male dwarf, Rgr7 (Grubard’s lieutenant). Doom is the market center for a range of mines and prospectors throughout the northwestern region of the Majestic Mountains. Doom is also the headquarters of the Druids of the Majestic Mountains. Captain Grubard has been charged with the administration and defense of Doom and has his hands full with protecting the miners and prospectors from the goblins at Wenlock. Captain Grubard is an avid collector of Markrab artifacts and will pay handsomely even for scraps.

\subsection*{1313 CATALAN (Small Town)}
Magical; AL CE; TL 4; 800 gp limit; Assets 49,200 gp; Population 1,968 (Able bodied 492); Isolated (human 96% [mostly Tharbrian, some Skandik], others 4%); Resources: Market. Authority Figure: Eablin, male Tharbrian N Drd10. Important Characters: Darkon, male human NE Ftr8 (mercenary captain in Viridstan and son of Hosan); Mel, female half-elf Rgr6/ Arc3 (captain of the ranger contingent). Catalan was the home of Clan Xosa the largest clan of Tharbrians in the Tharbrian Coast region. The former Lord Hosan was a notorious freebooter and continually raided caravans along the coast. Hosan often journeyed to the ancestral home of the Tharbrians in the Elphand Lands, raiding and pillaging on the way. On his last journey, 20 years ago, he organized a huge raid on the Druid Hold in the Gigabolt Mountains. The raid went badly and the druids and their ranger allies pursued Hosan all way back to Catalan. There Catalan was besieged and taken and Lord Hosan disappeared. The Druids appointed Eablin to rule the town and try to convert the inhabitants to a more balanced way. The Overlord was glad to be rid of Hosan and accepted the change of rulers.

\subsection*{1316 Kindoras Keep (Citadel)}
Conventional; AL LE; TL 6; 40 gp limit; Assets 100 gp; Population 56 (14 War23s constitute the garrison; the balance of the population are Com1-2 workers or farmers); isolated (human 96% [mostly Alryan and Tharbrian], others 4%). Authority Figure: Aliana, female Alryan LE Ftr5. Important Characters: Gorn, male human LN War6 (head sergeant, has secret orders to take command in case Aliana fails in her duty), Ferl, male Alryan NE Clr5 (Thoth). Aliana is one of the first women to be appointed to a command by the Hellbridge Temple in the City State. To test her mettle, the Hellbridge Temple sent her to rebuild an abandoned hill fort in the southern foothills of the Majestic Mountains. The past two years have proven difficult, with continual raids from the goblins from Hledra but the inner core of the hill fort has been successfully rebuilt. She seeks assistance in rebuilding the keep and she intends to expand her power base and possibly sever her ties to the temple hierarchy in the City State and, with Ferl, start a new temple to their god (in his debased form) here in the citadel.

\subsection*{1327 Wild Horses (EL 12)}
A large herd of 46 fine quality wild (light) horses (CR 1; hp 19 each) runs the region south of Battleplain Gwalion. Merchants from the City State will pay top dollar for these mounts.

\subsection*{1332 Lair of the Green Dragons (EL 15)}
Along the forested shore near the River Wakeful is the lair of a family of green dragons. The nest contains a juvenile (CR 7; hp 133), the first offspring of a mated pair of adults (CR 13; HP 230), and a young adult female (CR 11; hp 178). They rule the area, and the villages of Hunwood and Bondmaid pay tribute in the form of cattle and sheep on a regular basis. All in the area know of their presence, and all avoid this otherwise peaceful area. If their territory is invaded, they fight to drive the intruders out. The only way they can be approached in friendship is if someone were to slay their local rivals, the kraken, found in hex 1230. The kraken killed the other baby dragon as he swam. Their hoard contains 3,000 gp, 8 bloodstones (75 gp each), gold bracelet (60 gp), brass mug with jade inlays (400 gp), ivory statue (100 gp), gold tapestry (900 gp), potion of speak with animals, potion of swimming, +2 short sword named “Heartseeker”, ioun stone (dusty rose prism), and a necklace of adaptation.

\subsection*{1333 Arnett Castle (Castle)}
Conventional; AL N; TL 6; 200 gp limit; Assets 5,200 gp; Population 520 (120 War1-3s, 20 Ftr2s constitute his garrison, some of which are used in ocean raids with 40 sailors Exp2s; the balance are Com1-2 mundane servants, farmers and craftspersons who live under the protection of the castle); isolated (human 96% [mostly Tharbrian and Altanian], others 4%); Resources: Castle. Authority Figure: Johann Arnett, male Altanian N Ftr8. Important Characters: Marcus Arnett, male Altanian N Ftr2/ Ari1 (Johann’s son, often leads raids and patrols against the Orcs of Little Kor to the south and sea raids on Dart). The castle predates the foundation of the City State and was once a trading outpost for the World Emperor. The Arnett family gained control shortly after the foundation of the City State and has ruled for a thousand years. While of Altanian heritage, the Arnetts have long ago abandoned the primitive ways of their forebears. Lord Johann despises the Traitor Barons of Southern Altanis and particularly Lord Malric of Bernost, their leader. Arnett Castle now guards the Prydon Plain areas from the depredations of the orcs of Little Kor (Barbarian Altanis). Lord Arnett is opposed to the actions of the nearby Red Reavers and has secured a small war vessel and found a suitable ocean raiding base in the caves near the mouth of the River Wakeful where he leads raids on Dart. He sees himself becoming a small sea power on the Romillion Sea.

\subsection*{1415 Den of Mountain Lions (EL 2+)}
These rocky crags are home to numerous mountain lions** (CR 2; hp 19). These creatures hunt alone, so though 12 are present, only 1 will be encountered at a time.

\subsection*{1419 Bison Herd (EL 16)}
A large herd of 170 bison (CR 2; hp 37 each) frequents this area. They are harmless unless provoked, but could act as a great supply of food. There are 170 adult bison in the herd. Beware of being nearby if the herd stampedes, which any unusual noise or smell could start.

\subsection*{1423 ANGUIKAN (Small Town)}
Non-Standard; AL CG; TL 5; 800 gp limit; Assets 41,200 gp; Population 1,648 (Able bodied 412); Mixed (elf 79% [mostly high, some wood], halfelf 9%, human 5% [Tharbrian], halfling 3%, others 4%); Resources: Market. Authority Figure: Tabernas, male Tharbrian CE Ill13. Important Characters: Rendiel, female elf [high], CG Wiz11 (leader of the elves); Mangart, male half-orc, NE Rog6/Asn4 (head of Tabernas’ strike force). Tabernas is a renegade from the Grand Conclave. He has since taken service with the Overlord and has proved extraordinarily useful. The Overlord refuses all requests from the Grand Conclave to turn him over for justice. The elves of Anguikan are appalled that the Overlord would choose such a man, the Overlord has ignored all appeals. Any overt dissent by the elves is ruthlessly suppressed by Tabernas. Tabernas has a gang of 20 enforcers (Rog1-2/ Ftr1s) known as his strike force, led by Mangart, that enforces his will. The elves, led by Rendiel, plan an uprising.

\subsection*{1423 Temple of the Spider Goddess (Citadel)}
Magical; AL LG; TL 6; 100 gp limit; Assets 800 gp; Population 160 (24 men-at-arms War1, 10 warrior-clerics War1/Clr1 and 6 clerics martial Ftr1/Clr2 make up the garrison; the other 120 inhabitants are Exp1-3 merchants or Com1-3 peasants and laborers); isolated (human 96%, others 4%). Authority Figure: Dalena, female human LG Clr8. Important Characters: Yelnea, female human, LN Exp5 (posted here by her family to manage their financial interests in the region). This temple of Nephthys the spider goddess of wealth is the center for the church’s trading efforts in the Romillion Sea area. Several merchant families use this temple as a waypoint for the dangerous overland travel between the City State and the Romillion Sea and pay a healthy tithe for the protection. Dalena is a rising star in the church and this is her first major posting. Dalena is wary of Tabernas, the Overlord’s stooge who rules Anguikan, and she is hesitant to support the elves in their uprising as that would have repercussions against her goddess’ temple in the City State. Despite these political misgivings, her sense of right and wrong are causing her to be more sympathetic to the elves’ requests for aid against Tabernas’ cruel oppression. She meets secretly with agents of the elves.

\subsection*{1429 BONDMAID (Village)}
Conventional; AL CG; TL 4; 200 gp limit; Assets 4,150 gp; Population 664 (Able bodied 166); Mixed (human 79% [mostly Tharbrian and Alryan, some Skandik and Altanian], halfling 9%, elf 5%, dwarf 3%, others 4%); Resources: Market. Authority Figure: Hakaman, male Tharbrian LG Pal15. Important Characters: Bodarn, male human, LN Com7/Ari1 (reeve of the village farmers); Dosharn, male human LG Pal 5 (Hakaman’s squire). Hakaman, a Paladin of Odin, led one of the Overlord’s Throngs five years ago. He badly mauled Tornald of Landmarch forces when he attacked Bondmaid. He was marching on Landmarch when the World Emperor’s forces intervened and brought the conflict to an end. Bondmaid has fallen on hard times. Hakaman is finding it steadily more difficult to maintain order in the town. The tribute he is required to pay to the green dragon (1332) is straining the village’s coffers and the number of cattle. Though his adventuring days are behind him, Hakaman is considering setting out to slay the dragons. He is hesitant to leave the village, fearing it will slip into anarchy.

\subsection*{1505 The Tower of Sirron’s Vale (Citadel)}
Magical; AL LG; TL 8; 40 gp limit; Assets 160 gp; Population 80 (20 magical automaton Ftr4s guard the tower; there are 5 other Wizards Wiz2-4 who are also former apprentices; the balance of the population are Com1-2 mundane servants or farmers); integrated (human 37% [mostly Tharbrian], halfelf 20%, elf 18%, halfling 10%, dwarf 7%, others 8%); Resources: Citadel. Authority Figure: Beri, female human LG Wiz8. Important Characters: Indar, female human N Wiz6 (friend of Beri and fellow apprentice), Longstaff, male half-elf CG Wiz5 (jealous that Beri inherited the tower), Gildrin, male half-elf N Wiz5 (desires to explore Harridrim Cap, believing it to hide caves where ancient wizards once dwelled), Noriflist, male human LE Wiz5 (has found a book on demonology and intends to learn to summon a demon to help him master the secret of the tower and take the tower as his own), Rodras, female elf NG Wiz4 (specializes in divination and is keeping tabs on Noriflist). Sirron was extremely powerful wizard who resided in this vale for over 200 years. He was known widely for his kindness and his wisdom. On his death he willed the vale to his then-current group of apprentices who founded a conclave in his honor. Beri was the most experienced of the apprentices and since has emerged as a strong leader. Before he died; Sirron told his apprentices told his apprentice of the terrible Secret of the Vale: an ancient weapon from the Uttermost War is buried in ruins underneath the Vale and its power could cause untold destruction. Sirron charged his apprentices with guarding the secret. The apprentices (other than Noriflist) currently have no desire to use the weapon and have not used the secret command words taught to them by Sirron to temporarily bypass the wards to even so much as look at it.

\subsection*{1505 Lair of the Ogres (EL 9)}
In a ruined castle in the southern portion of this area is the semi-permanent camp of a tribe of 13 ogres (CR 2; hp 26 each). They have accumulated quite a haul of treasure, amounting to over 10,000 gp in trade goods, silk, and jewelry and livestock and a scroll of 3 arcane spells (grease, mage armor, and unseen servant). They act friendly if approached, even pretending to want “safety in numbers” from a “red dragon” that they saw, only to attack when their prey is off their guard.

\subsection*{1507 Lair of the Frost Giants (EL 14)}
Stalking their frozen peak for dire bear, and the occasional foolish humanoid who gets too close to their caverns. These 6 frost giants (CR 9; hp 133 each) have gathered some raw platinum (1,200 pp) from an ore vein in their cave and guard it jealously even from one another.

\subsection*{1533 HUNWOOD (Small Town)}
Conventional; AL CG; TL 5; 800 gp limit; Assets 45,200 gp; Population 1,808 (Able bodied 452); Mixed (human 79% [mostly Altanian and Tharbrian], halfling 9%, elf 5%, dwarf 3%, others 4%); Resources: Market. Authority Figure: Coturn, male Altanian CG Bbn2/Ftr8/Rgr2. Important Characters: Dalturn, male Altanian, CG Bbn3/Ftr1/Rgr2 (son and heir to Coturn, like to hunt and roam to the detriment of his duties). Coturn is the Baron of Hunwood and of Altanian descent. He still respects the old ways. He works with the elves of Sunfells in combating the raids of the orcs of Little Kor (Barbarian Altanis). Hunwood has a modest trade with the City State via the Crossings of Ricaridge. The woodcraft of the people of Hunwood is famed throughout the region. He pays an annual tribute to the green dragons (1332) as this is cheaper than the risks of mounting an expedition. He will actively discourage any adventurers from “stirring up the dragons” and has counseled Hakaman of Bondmaid against any such action.

\subsection*{1602 Aquatic elves (EL 15)}
Hidden deep beneath the waves, the Sqqi’liph, 170 aquatic elves (CR 1/2; hp 4 each) make their home. They are led by 20 warriors (War3; CR 2; hp 25; longspear), 5 officers (War5; CR 4; hp 29; AL CG; longspear, net) and one captain (Ftr7; CR 7; hp 56; AL CG; Str 17, Dex 16, Con 15, Int 12, Wis 11, Cha 11; War20; longspear +2). Vast palatial colonnades are expertly shaped to blend harmoniously with the sea grass and aquatic flora of their enclave. The elves trade in pearls for minerals and information keeping a watchful eye on the dangers of aboleth, kraken, sahaugin, and their most hated enemy the kuo toa. The elves have amassed 2,000 gp, 8 jaspers (70 gp each), cloak of charisma +2, arcane scroll of 1 spell (flaming sphere), figurine of wondrous power (silver raven), potion of delay poison, cure moderate wounds, potion of vision, wand of cure light wounds named “Soother” (40 charges).

\subsection*{1607 Fang Keep (Castle)}
Conventional; AL LE; TL 3; 200 gp limit; Assets 4,800 gp; Population 480 (80 War2-3s seasoned men-at-arms, 20 human and half-orc Brb1 barbarians and a crack team of 20 archers Rgr2s garrison the castle; the balance are Com1-2 mundane servants and farmers); isolated (human 96% [mostly Altanians and Skandiks, some Tharbrians], others 4%); Resources: Castle. Authority Figure: Naxar the Cruel, male Altanian LE Ftr5. Important Characters: Gonax the huge, male half-orc NE Ftr6 (Naxar’s enforcer, 21 Str). Naxar is an Altanian Robber Baron of the worse sort. He and his warriors continually raid the Tharbian Coast and the Vagabond trail. Fang Keep is nearly impregnable because of it’s location at the head of a deep cut mountain valley and its sheer stonework. Trails cut along sides of the mountain valley allow Naxar to post archers to rain arrows on any incoming army. The Overlord and Thunderhold have lost several Throngs of troops trying to take Fang Keep. Naxar is currently entertaining an offer by Fastis of Crucible to become part of an empire along the Tharbian Coast. He stays clear of the Frost Giants (1507).

\subsection*{1609 WENLOCK (Village)}
Nonstandard; AL N; TL 4; 200 gp limit; Assets 5,500 gp; Population 880 (Able bodied 220); Isolated (goblin 96%, others 4%); Resources: Market. Authority Figure: Berbant, male human N Wiz7. Important Characters: Gvarka, male goblin NE War4 (leader of the largest faction); Hakrak, male goblin NE Adp6 (Fastis spy and trying to unite the goblins against Berbant). The goblins of Wenlock are a ruthless and vicious band. If they could ever unite they would be a major threat to the region. Their warrens connect to an ancient Markrab ruin. The goblins never go into the ruins, complaining of evil magic. Berbant heard about the ruins and came to Wenlock 20 years ago to explore them. He killed the current leader of the goblins and assumed leadership. He keeps the goblins at each other throats so that they will not interfere with his research. Fastis of Crucible has become aware of the situation and has spies inside Wenlock building a faction to overthrow Berbant.

\subsection*{1611 The Fortress of the Orcs (EL 15)}
The nearly formless fortress within the bowels of Mt. Ogah, overlooking the Rat Hold Valley is home to the 170 orcs (CR 1/2; hp 4 each) of the sadistic Ogha tribe. They are led by 7 sergeants (Male Orc War3; CR 2; hp 13; battleaxe, scale mail, 2 javelins), 5 lieutenants (Male Orc War5; CR 4; hp 27; greataxe, scale mail, shortbow, 20 arrows), and 3 captains (Male Orc Bbn7; CR 7; hp 59; AL CE; Str 17, Dex 12, Con 14, Int 11, Wis 12, Cha 12; greataxe, scale mail, javelin, shortbow, 20 arrows; one has a greataxe +2 named “Dwarfbutcher”). Shrunken in numbers after a run-in with a band of necromancers, the Ogha seek revenge against such witches and slay any they deem a witch or spellcaster on sight. The orcs have amassed 7,000 gp and a wand of cure serious wounds (33 charges).

\subsection*{1623 FOREMOST (Village)}
Nonstandard; AL CG; TL 4; 200 gp limit; Assets 8,750 gp; Population 1,400 (Able bodied 350); Mixed (human 79% [mostly Altanian and Skandik], halfling 9%, elf 5%, dwarf 3%, others 4%); Resources: Market. Authority Figure: Redwuif, male Skandik LG Clr10. Important Characters: Padar, male Altanian Ari6 (lord of the local Altanis clans); Hanai, female human Psy8 (captain of the local psionic protectors). The population of Foremost is half Altanian and half Skandik. Two hundred years ago the Overlord in one of his wars with the World Emperor hired a large mercenary force of Skandiks. That Overlord was defeated and the mercenaries found themselves stranded far inland. After pillaging for a couple of years the son of the Overlord who hired them made peace with them and granted them the town of Foremost. There they settled and over the years the original Altanian population and the Skandik have intermixed. Redwuif is the high priest of the Temple of Odin and the leader of the town. He is a wise and experienced leader.

\subsection*{1623 Tower of Anselor (Citadel)}
Conventional; AL LG; TL 6; 100 gp limit; Assets 600 gp; Population 120 (a crack troop of 30 knights Ftr2s garrison the tower and rides on patrols; the balance of the population are Com1-2 mundane servants or farmers); isolated (human 96% [mostly Alryan and Altanian], others 4%). Authority Figure: Hammond, male Alryan LG Ftr7. Important Characters: Sarix, male human LG Pal5 (Hammond’s friend, called by his god Mitra to serve at Anselor and does not know the reason). The Tower of Anselor is an ancient structure rumored to pre-date the Uttermost War. Made of a strange metal it has withstood all sieges in recorded history. The only times Anselor fell was due to treachery. Anselor is currently controlled by the Overlord and is used a base for patrols along the western edges of the Cloudwall Mountains. Hammond is a son of a powerful senator and is well respected for his leadership abilities.

\subsection*{1626 Dire Weasels of Keystone Peak (EL 6)}
The 4 dire weasels (CR 2; hp 13 each) living in the area of Keystone Peak are playful and rambunctious until cornered, when they become desperate and dangerous to travelers not appreciative of their brand of humor.

\subsection*{1701 Isle of Honors (EL 7)}
An ancient ruined temple stands forlorn on this island. Within the catacombs under the temple dwells Ssychrala the water naga (CR 7; hp 59). She makes her home in a natural pool found there. Within Ssychrala’s pool are 2,000 sp and a gem of true sight.

\subsection*{1705 The Leprechauns (EL 7)}
These 3 merry leprechaun* tricksters (CR 4; hp 3 each; one carries a set of pipes of the sewers) enjoy taunting their infrequent visitors with swarms of rats while they sleep. They avoid confrontation at all costs, using their spell like abilities to hide. If captured they quickly explain that there is no gold, they have no treasure, and that’s just a myth. If anyone has a hand out they would appreciate it.

\subsection*{1715 HLEDRA (Village)}
Conventional; AL CE; TL 4; 200 gp limit; Assets 5,400 gp; Population 864 (Able bodied 216); Mixed (goblin 79%, human 9% [Alryan], half-orc 5%, orc 3%, others 4%); Resources: Granite. Authority Figure: Armengart, male Alryan N Ftr8. Important Characters: Boggash, male goblin CE War2 (current king of the goblins). Fifteen years ago, Armengart and his brother Torval attempted to rebel against the Overlord and lost. They fled to the Majestic Mountains and took control of the goblin warren of Hledra. Armengart was placed in charge of the goblins and set them to work on quarrying granite for Torval’s citadel. Surprisingly, Armengart and Torval treat and feed the goblins very well, securing their loyalty. Now they are improving the warrens with stonework and turning them into a deathtrap for any adventurers or military forces that may come against them. Armengart sends out the more rebellious or stupid goblins on raids against the gold mines of Omen where they are usually slaughtered.

\subsection*{1715 Citadel of Torval (Citadel)}
Conventional; AL NE; TL 6; 100 gp limit; Assets 1,250 gp; Population 250 (50 human warriors War1-2s loyal to the brothers; the balance of the population of the citadel are human non-warrior followers of the brothers who came with them into exile and are Com12 servants and farmers); isolated (human 96% [mostly Alryan and Tharbrian], others 4%). Authority Figure: Torval OneHand, male Alryan NE Ftr7. Important Characters: Petra, female human NE Clr4 (Ihlwynd and Torval’s lover). Lord Torval attempted to rebel against the Overlord 15 years ago and lost. He and his brother Armengart fled to the Majestic Mountain to live in exile. There they and their forces took control of the Goblin warrens of Hledra (1715). While his brother took over the goblin village, Torval had the goblins begin construction of the citadel three miles away on a rocky outcrop as a strongpoint in case the goblins rebel or the Overlord decides to come hunting after him. Most of the humans that came with Torval into exile live around the Citadel rather than with the goblins in the village.

\subsection*{1720 BULWARK (Village)}
Nonstandard; AL LG; TL 5; 200 gp limit; Assets 7,325 gp; Population 1,172 (Able bodied 293); Mixed (halfling 79% [mostly common, some stout], human 9% [Tharbrian], elf 5%, dwarf 3%, others 4%); Resources: Pipeweed. Authority Figure: Jahungir, male Tharbrian CE Clr10. Important Characters: Thomas Goodbody, male halfling [stout] LG Ari3/Exp3 (Mayor of Bulwark); Deordorta, female halfling NG Drd8 (she raised the initial suspicions about Jahungir). Bulwark gets it names from the large castle on the outskirts of the town, constructed by the Overlord as a bulwark against invasion from the west. A hundred years later a community of halflings took residence around the castle and began to provide it with food. Later the halflings found that the area was excellent for growing pipeweed and began to grow it for trade. The Overlord recently appointed Jahungir, a scion of an old and respected family, as Warden of Bulwark. Jahungir is also secretly a high priest of the death cult of Haramakhis and has secretly established a cult in the dungeon of the castle. The halflings are beginning to notice something odd about the new warden and cannot quite put their finger on what it is.

\subsection*{1722 Dire Skunks (EL 7)}
The woods near Formost are home to an unsuspecting danger. A family of 6 dire skunks (see below) has set up a lair in the region, much to the dismay of the inhabitants of Formost, who would do anything to see their new neighbors relocated, as soon as possible. Dire Skunk: CR2; SZ M Animal (6 ft. long); HD 3d8+3; hp 16; Init +3 (Dex); Spd 40 ft.; AC 15 (+3 Dex, +2 natural), touch 13, flat-footed 13; BAB +2; Grap +4; Atk claw +4 (1d4+2); Full Atk 2 claws +3 melee (1d4+2), bite -1 melee (1d6+1); SA breath weapon (repulsion gascreatures within the cone [5’ high, 5’ wide and 15’ long] must succeed at a Will save [DC 14] or be compelled to do nothing but move away from the dire skunk for 1d6 rounds); disease (Fort DC 12, filth fever), effect charisma (anyone in a cone of repulsion gas has a –4 synergy bonus to reaction checks for 1 week); SQ scent; AL N; SV Fort +4, Ref +4, Will +4; Str 14, Dex 17, Con 12, Int 2, Wis 12, Cha 2; Skills: Listen +6, Spot +6; Feats: Weapon Finesse (bite).

\subsection*{1807 Yetis (EL 8)}
Four yetis* (CR 4; hp 26) who live in the caves near Crucible, attack only when they feel threatened, though they have been known to lead lost adventurers through their land, at a safe distance. It is unknown if they dislike or merely distrust other humanoid races, though they have no love for orcs and their kind, and have found that raining avalanches upon them is one way to deal with their foul presence.

\subsection*{1812 SMITE (Village)}
Conventional; AL N; TL 4; 200 gp limit; Assets 7,750 gp; Population 1,240 (Able bodied 310); Isolated (human 96% [mostly Tharbrian, some Skandik and Altanian], others 4%); Resources: Iron. Authority Figure: Ramtalan, male Tharbrian CG Ftr7. Important Characters: Captain Halt, male dwarf LN Ftr6 (captain of the Thunderhold guards); Calan, male Skandik NE Rgr8 (notorious bounty hunter in the mountain region). Smite the center of several iron mines. It is a town of hard-bitten miners and has little other than a few smithies, smelters and taverns. Mayor Ramtalan holds a hard line with the various miner gangs and keeps them from damaging the town overly much. Being located in the heart of the Majestic Mountains subjects the town to occasional attack from marauding orcs, goblins and giants. The King of Thunderhold has extended his protection over the town and occasionally sends troops to clear the surrounding countryside when they prove too troublesome. The town also enjoys the service of the Temple of the Azure Sky (1913) and their clerics.

\subsection*{1815 OMEN (Village)}
Conventional; AL LG; TL 5; 200 gp limit; Assets 5,900 gp; Population 944 (Able bodied 236); Integrated (human 37% [mostly Tharbrian], dwarf 20% [mostly mountain], halfling 18%, elf 10%, gnome 7%, others 8%); Resources: Gold. Authority Figure: Banfort, male dwarf CG Ftr9. Important Characters: Bandar, male human [Tharbrian] N Ftr2/Rgr6 (captain of the two ranger companies); Larisi, female human [Tharbrian] N Rog8 (operates a smuggling ring among the miners for the thieves guild). Both the Overlord and Thunderhold operate the gold mines jointly. Currently Banfort of Thunderhold is the Lord of Omen and is charged with making sure that the gold mines produce. Banfort has two companies of Rangers (totaling 40 Rgr1-2s) patrolling the surrounding countryside to makes sure that no wildcat miners or goblins from Hledra are in the area.

\subsection*{1824 Tower of the Keystone’s Shadow (Citadel)}
Magical; AL N; TL 8; 100 gp limit; Assets 800 gp; Population 160 (40 hired men-at-arms War1s defend the tower, the balance are Com1-2 mundane servants and farmers most of whom served the old wizard whose name they do not speak); integrated (human 37% [mostly Tharbrian and Alryan], elf 20%, half-elf 18%, halfling 10%, dwarf 7%, others 8%). Authority Figure: Danstaff, male Alryan LN Wiz9. Important Characters: Indigo the Quester, male halfling N Rog2/Sor6 (has a knack for finding planar portals, has been aiding Danstaff in finding the Keystone, notorious for his irreverent sense of humor). The Tower of the Keystone’s Shadow gets its name from the nearby Keystone Peak and the shadow it casts directly on the location of this tower, covering it in darkness. Danstaff moved into the tower after its prior occupant had gone missing for many years and his retainers scattered, taking most of the accessible valuables from the keep. Danstaff is following in the footsteps of the prior resident and studying the rumored existence of a gate to the plane of shadow. A local legend of the Keystone tells of a magic transportal which, according to the legend, is somewhere on or near the mountain. The Keystone is reputed to be able to act as the master control for all the planar gates in the Wilderlands allowing them to be set to any destination. Danstaff and his associate, Indigo, have met with little success, though they have found a great warded iron door set into the side of a cliff that is touched by the tip of the mountain’s shadow on certain days. They lack the power to break the wards. They have, however, been able to access some of the old wizard’s inner chambers and gained a number of valuable tomes on the plane of shadow. Danstaff may possibly be willing to make a deal with adventurers to either help him gain access to more rooms in the tower or to open and explore what is beyond the door. The most recent room accessed by Danstaff contained what appears to be strange “technology.”

\subsection*{1831 Brown Bear Den (EL 9)}
In the hills south of the River wakeful is a large family of brown bears. Six adults (CR 4; hp 51 each) and 9 cubs (CR 2; hp 10 each; noncombatants) roam the area, masters of their domain. They are peaceful if left alone, but terrible if provoked. The young bears are friendlier than their parents are (though they play pretty rough), however, if they are harmed it invokes the ire of all the adults, whom actively hunt for those who trespass in their turf.

\subsection*{1901 Isle of Ampedocles (EL 5, 7, or 8)}
Ampedocles, better known to his friends as Bly (male Skandik Ftr6/ Rog1; CR 7; hp 53; AL CN; Str 15, Dex 13, Con 14, Int 10, Wis 12, Con 10; leather armor, +1 short sword, masterwork mighty composite longbow [Str +2], 15 arrows), is a pirate by profession and once plied the sea lanes in the area. When his ship was damaged in a storm and sunk, he was the only member of the crew to make it from the wreckage alive. Bly made it to this island only to encounter the island’s sole inhabitant; a fiendish giant crocodile (CR 5; hp 59) named Moby. From their first encounter, Bly and Moby have battled back and forth with neither being able to ever gain the upper hand on the other. Their latest battle however saw the croc gain a considerable advantage on Bly and the croc would have most likely killed him had he not fled into the trees. Bly thinks the croc may have stumbled across some ancient and evil power on the island and may be using it to increase its own power.

\subsection*{1903 Haven of the Tritons (EL 12)}
This wealthy band of 21 tritons (CR 4; hp 16 each) keeps a watchful eye for perils of the deep, often warning sailors and coastal travelers of imminent danger. Although they are reluctant to offer direct assistance, they have been known to use missile fire to distract pirates, giving merchant vessels that are respectful to the sea god an opportunity to escape. They have a treasure that consists of 2 black pearls (100 gp each), a potion of glibness, a ring of counterspells, and a wand of cure light wounds (50 charges) named “Revigor.”

\subsection*{1906 Grey Fang Keep (Castle)}
Conventional; AL NE; TL 6; 100 gp limit; Assets 2,000 gp; Population 400 (80 Ftr2s and 20 Ftr3s serve as loyal troops to Hara; the balance are old human workers Com1s); isolated (human 96% [mostly Tharbrian], others 4%). Authority Figure: Hara, female half-orc LE Ftr8. Important Characters: Ash, male Tharbrian NG War6 (leader of the workers who were able to escape to the surrounding mountains, wields a large twohanded hammer). This castle was a keep controlled by a conclave of wizards. Fastis of Crucible seized control five years ago and placed Hara in charge. They have recently completed the addition of castle walls. This castle is in an excellent location to further Fastis’ plans to dominate the Tharbrian Coast. The old human workers of the conclave are now slaves of Fastis.

\subsection*{1907 CRUCIBLE (Village)}
Conventional; AL LE; TL 4; 200 gp limit; Assets 4,150 gp; Population 664 (Able bodied 166); Isolated (orc 96%, others 4%); Resources: Iron. Authority Figure: Fastis, male Tharbrian LE Ftr11. Important Characters: Nash, male orc LE Adp8 (leader of the orcs); Salarn, male Tharbrian LE Blackguard 8/Fallen Paladin 6 (once a paladin of Mitra he joined the Hellbridge temple three years ago). Fastis seized control of Crucible 10 years ago and is building the village up to use it as a base to dominate the entire Tharbian Coast. Rumors are that he works for the Hellbridge Temple in the City State and is loyal to the Overlord. The Overlord claims he is a rogue adventurer out of his jurisdiction. Fastis has a small army of 150 War1-3s led by 15 Ftr2s.

\subsection*{1911 Lair of the Cloud Giants (EL 15)}
Four Cloud giants

\subsection*{1824 Tower of the Keystone’s ShadowCHAPTER FIVE}
CITY STATE OF THE INVINCIBLE OVERLORD (CR 11; hp 178 each) live here. Oldak of the Mists, his wife, and two sons make their lair in a massive, yet Spartan tower atop this mountain in the Saber Scarpe range. Oldak and his sons hunt dire bear, and perytons within their range, often camping for weeks at a time upon the highest peaks of the mountains, so near to the clouds they love. If their tower is attacked, they lay down a heavy barrage with perfectly shaped round stones of massive weight, targeting lightly armored opponents before those in armor and using the towers huge crenellation stones as cover.

\subsection*{1913 Temple of the Azure Sky (Citadel)}
Magical; AL LG; TL 3; 40 gp limit; Assets 160 gp; Population 80 (20 devout warrior-priests Clr2/Brb1s guard the temple, the balance are priest-farmers Clr1/Com1 who work the land); isolated (human 96% [mostly Tharbrian and Altanian], others 4%). Authority Figure: Donagel, male Tharbrian LG Clr7. Important Characters: Orovin, male human NG Rgr2/ Clr3 (helps the village of Smite track down criminals, rival to Calan, the notorious bounty hunter). This is a small monastery that has been in existence for over 400 years. It is closely associated with the town of Smite (1812) to the west. The clerics worship Odin the Sky Father.

\subsection*{1934 SUNFELLS (Small Town)}
Conventional; AL N; TL 6; 800 gp limit; Assets 41,000 gp; Population 1,640 (Able bodied 410); Isolated (elf 96% [gray], others 4%); Resources: Market. Authority Figure: Synake, male human N Rog14. Important Characters: Carni, female elf [gray] CG Clr11 (Synake’s second in command and love interest); Norin, male elf [gray] NG Exp4/Rgr3 (head herdmaster, once a suitor for Carni and has an active dislike for Synake). Sunfells is a small town of elves located on the edge of the Prydon Plains. They have lived here for thousands of years and produce all manner of goods. They are noted for their raising of the elven steeds on the nearby Prydon Plains. There are only a handful of horses available every year and most are earmarked for the elven royalty. Currently the elves have an on-going conflict with the orcs of Little Kor. Synake has lived here for over forty years. He was once a master thief of the Thieves Guild of the City State but fled when he lifted the bride jewels of the current Overlord’s mother. He hid at Sunfells as a merchant making deals between the elves and outsiders. He found himself falling in love with the town and the surrounding land and forty years later is now recognized as the spokesmen for the elves to outsiders.

\subsection*{2004 ORLAGE (Village)}
Conventional; AL CG; TL 5; 200 gp limit; Assets 4,150 gp; Population 664 (Able bodied 166); Mixed (human 79% [mostly Tharbrian], dwarf 9%, halfling 5%, elf 3%, others 4%); Resources: Market. Authority Figure: Lyrdan, male Tharbrian N Ftr11. Important Characters: Ranald, male Tharbrian N Ari3/Com9 (head guildmaster of the merchants); Pandan, male Tharbrian LG Pal6 (current quest is to serve Orlage, currently captain of the guards). Orlage is the market center for this stretch of the Tharbian Coast. Conquered by Tharbrians several thousand years ago. Lord Lyrdan’s family has ruled Orlage for five centuries quietly building up trade with towns all around the Sea of Five Winds. Lord Lyrdan is concerned over the rise of Fastis of Crucible. He feels that Fastis can wreak havoc throughout the Tharbian Coast. He is currently mulling the idea of hiring an adventuring or mercenary group to deal with Fastis once and for all.

\subsection*{2010 Mistwind Conclave (Citadel)}
Magical; AL LN; TL 8; 100 gp limit; Assets 600 gp; Population 120 (30 armed Ogre Ftr3s are fanatically loyal to the conclave and serve as guards; there are 2-8 other wizards Wiz2-9 here at any time; the balance are Com1-3 mundane servants and farmers); integrated (human 37% [mostly Tharbrian and Alryan], half-elf 20%, elf 18%, halfling 10%, dwarf 7%, others 8%). Authority Figure: Serinal, female halfling N Wiz5. Important Characters: Daladgael, male elf [gray] CG Wiz15 (one of the older members who choose to stay, not present often as he often undertakes quests to other planes). This keep is the site of a wizard conclave lead by Serinal. The conclave was very old and respected among the wizard community. Twenty years ago many of the members of the conclave began to fight among themselves and the conclave went into decline. Serinal was elected the leader of the conclave and began to revitalize it. Today it is growing and has attracted several bright young wizards.

\subsection*{2015 SHEWOLF (Village)}
Conventional; AL CG; TL 6; 200 gp limit; Assets 4,075 gp; Population 652 (Able bodied 163); Mixed (human 79% [mostly Alryan and Tharbrian, some Altanian], dwarf 9%, halfling 5%, elf 3%, others 4%); Resources: Market. Authority Figure: Gorogatan, male Alryan NG Ftr10. Important Characters: Darnik, male dwarf LG Exp4 (respected leader of the mining guild); Karai, female Alryan LN Ari8 (Lady of the Exchange, appointed by the Overlord). Shewolf is the market for various miners in this region. The gold from Omen is warehoused here before shipment to the City State. The mining guild has an important hall here. It operates a very lucrative exchange market for merchants from City State and Thunderhold. Shewolf is under the direct authority of the Overlord. Lord Gorogatan operates an elite force to guard the gold and the exchange consisting of 25 Ftr3s and 6 Ftr5s.

\subsection*{2024 Keystone Castle (Castle)}
Magical; AL LE; TL 8; 100 gp limit; Assets 2,000 gp; Population 400 (80 men-atarms War1 guard the castle, aided by 20 war-priests Clr1-3s; the remaining 300 are Com1-3 servants, Ari1-3 courtiers or Exp1-3 merchants and civil servants); mixed (human 89% [mostly Alryan, some Tharbrian], half-orc 9%, others 2%). Authority Figure: Palagad, male Alryan LE Clr7. Important Characters: Darnax, male half-orc LE War6 (commander of the four companies of troops stationed at the castle). The Overlord’s father granted this castle to the Hellbridge Temple. It is the main stronghold of the Hellbridge Temple outside of the City State.

\subsection*{2032 GOBLIN HILL (Small Town)}
Nonstandard; AL LG; TL 3; 800 gp limit; Assets 45,700 gp; Population 1,828 (Able bodied 457); Isolated (human 96% [mostly Tharbrian, some Altanian, a few Skandik], others 4%); Resources: Granite. Authority Figure: Zolamat, male Tharbrian CG Wiz10. Important Characters: Stephen, male Tharbrian N Exp8 (quarrymaster); Geak, male goblin NE War6 (leader of the remaining goblins scattered around the region). Several centuries ago this was a goblin warren until the Overlord destroyed the town for raiding the Crossings of Ricaridge. He granted the warren and surrounding lands to one of his vassals. The town was built in and around the old goblin warren for protection against the remaining goblins and the giants of the Cloudwall Mountains. The town gains much of its trade from the excellent quality of the granite quarried locally. The old goblin warren is no longer the crude dirt tunnels of old but have been lined with stone and extensively decorated. The old lord’s family died out a century ago, leaving the town in the hands of a council of elders. Fifty years ago a wizard’s conclave was established and now it leader, Zolamat, is the leader of the council.

\subsection*{2120 GAEHILL (Small Town)}
Conventional; AL N; TL 7; 800 gp limit; Assets 39,400 gp; Population 1,576 (Able bodied 394); Integrated (dwarf 35% [mostly mountain, some city], human 22% [Alryan], halfling 18%, elf 10%, gnome 7%, others 8%); Resources: Lead. Authority Figure: Baldacan, male Alryan N Ftr6. Important Characters: Lord Oldstone, male dwarf [mountain] LN Ari5 (lord of the dwarven clan Oldstone); Lodrin, male Alryan Ftr2 (captain of the guards and son of Baldacan); Durvin, male dwarf [mountain] War5 (sergeant, friend of Baldacan and there to make sure Lodrin doesn’t get killed). Baldacan is lord of Gaehill and a senator of the City State. His clan has grown wealthy on the lead mines that surround the village. His grandfather forged an alliance with a powerful dwarven clan of Thunderhold to run the mines. Today over half of the population are dwarves.

\subsection*{2125 FLINT (Village)}
Conventional; AL N; TL 3; 200 gp limit; Assets 7,300 gp; Population 1,168 (Able bodied 292); Mixed (human 79% [mostly Tharbrian, some Alryan and Altanian], dwarf 9%, halfling 5%, elf 3%, others 4%); Resources: Marble. Authority Figure: Disbad, male Tharbrian LE Ftr12. Important Characters: Pox, male Tharbrian CN Exp4/War2 (leader of the largest mining gangs, high natural charisma despite hideous disfigurement); Hoxar, male halforc, N Exp6 (leader of the second largest mining gang). Most of the marble in the City State comes from Flint. This town has little but the quarries. The miners live in barracks and there is little else other than an assortment of taverns. Gang warfare is rife in the town with rival gangs of miners engaging in bloody battles nearly every night. Lord Disbad is high in the Hellbridge Temple and has been brought in to restore order to the town.

\subsection*{2127 Twinhorn Gate (Citadel)}
Conventional; AL LN; TL 3; 40 gp limit; Assets 80 gp; Population 40 (A wellarmed and armored guard of 10 Ftr4s loyal to Nevron guards the citadel, the other 30 residents are War1/Com1s who raise meager crops and serve as fighting men when needed, though all are well outfitted); isolated (human 96% [Alryan], others 4%). Authority Figure: Nevron, male Alryan LG Ftr8. Important Characters: Duci, male dwarf LG Ftr5 (Sergeant of the guard, tries to mitigate the worst of Nevron’s obsessions). Twinhorn Gate is a small citadel that acts both as a guardhouse and a toll booth for the Twinhorn Pass. Nevron is a fanatical follower of Mitra. His worship borders on obsession and his family prevailed on the Overlord to appoint him to this post to get him away from Modron.

\subsection*{2129 Dire Rams (EL 10)}
The 15 male dire rams* (CR 3; hp 30) of the Lanshan Cap Mountains consider anyone in wearing a helm as a challenger looking to mate their females, charging them instantly, head butting them often to deadly effect. Woe is it to the traveler who wears a horned helm and stands too close to the narrow mountain trails, lest he fail in his footing and fall miles and miles to his doom.

\subsection*{2209 The Hydra Lair (EL 8)}
A fissure in the rock face holds the lair of 3 six-headed hydras (CR 5; hp 63 each). The beasts are ravenous as they have eaten nearly every living creature within miles of their lair, yet are too stupid to move off for better hunting grounds, if they do not eat soon, cannibalism is an inevitable solution to their food shortage.

\subsection*{2222 Crocodiles (EL 11)}
The swamps near Haghill crawl with 25 dangerous crocodiles (CR 2; hp 22 each) who consider anything passing through their territory to be good eats.

\subsection*{2232 Temple of the Golden Axe (Castle)}
Magical; AL LG; TL 9; 200 gp limit; Assets 6,000 gp; Population 600 (150 dwarf warriors Ftr3s in platemail guard the castle; the balance are dwarven miners Exp2-4); isolated (dwarf 96% [mostly mountain], others 4%); Resources: Castle. Authority Figure: Dorvon, male dwarf [mountain] LG Clr5. Important Characters: Holdi, male dwarf [mountain] LN Exp4 (chief of the miners). This temple/castle was founded as a joint venture by the dwarves of Thunderhold and Chacban. The two towns combined to build a lavish temple to Rosmerta the Dwarven goddess of wealth and plenty on the western slopes of the Cloudwall Mountains. Over the past several hundred years the temple has grown wealthy and powerful. Much of the temple’s wealth comes from its mines in the surrounding hills. There has been a rash of killings among the miners in the deepest levels recently.

\subsection*{2232 Manticore Lair (EL 5)}
The manticore (CR 5; hp 57) living within this cavern, nestled within the Cloudwall Range, is more distressed by the family of dragons living in hex 2333 who keep him from his old regimen of picking off lost travelers, eating them and staring at their shiny gear. The Manticore now only hunts at night not straying far from his cavern in fear that the dragons will see him and roast him out of his lair, stealing his pretty shiny things. The Manticore keeps his possessions in a neat pile and dreams of capturing an elf maiden who would get the knots out of his mane with the precious jeweled comb he took off of a bard that tried to charm him with songs and dancing. His treasure consists of 400 gp, platinum ring (700 gp), gold comb with emerald inlay (1000 gp), +3 cloak of resistance, and a +2 heavy mace named “Bashrash”. He will suggest that a well-armed party of adventurers should kill the dragons in 2333 for him, and in return he will give them a +2 heavy mace, and +3 cloak of resistance he procured some time ago.

\subsection*{2312 BYRNY (Small Town)}
Conventional; AL CG; TL 7; 800 gp limit; Assets 46,200 gp; Population 1,848 (Able bodied 462); Mixed (human 79% [mostly Tharbrian and Skandik, some Altanian], dwarf 9%, halfling 5%, elf 3%, others 4%); Resources: Iron. Authority Figure: Governor Hetalan, male Tharbrian N Ftr9. Important Characters: Aleorax of Altanis, male Altanian Exp4/Clr6 (head of the temple of Hephaestus), Bullarg, male Altanian N Ftr5 (employee of the shipping guild and ferryman); Karno One-Hand, male Skandik LG Clr7 (high priest of the temple of Odin); Tallulah, female Tharbrian, CG Clr6 (high priestess of Athena); Nebellor the Gray, male dwarf N Wiz8 (armorer); Targorn, male human LG Ftr7 (smith); Tellesh the Wise, male Tharbrian CG Ftr7 (proprietor of the Inn of the Golden Chimera); Sandy Malek, female human CG Ftr7 (owner of the War Wagon Inn); Laughing Bart, male human CG Ftr6 (head of the mining office). Named for the Lawful Good fighter, Byrny, who led settlers into the area in 2881 BCCC, the town has always been plagued by nearby orcs. Rich deposits of iron were discovered nearby and the village’s technology was improved. Iron mining and the working of metal became the core trade of Byrny. In fact, the smiths of Byrny are now famous for their chainmail coats (known as “Byrnys”) as well as their swords and shields. Byrny supplies many of the weapons and armor for the Overlord and others. Byrny has established a small hamlet known as Ironload with a ferry and shipping guild on the banks of the River Stillring allowing for shipping iron from the mines to the nearby small hamlet of Dwarfport (2809) — the maritime outlet for the Kingdom of Thunderhold — where the ore is turned over to the dwarves who transport it via heavily armed caravan to Thunderhold. Iron ore is also transported by ship downriver and around the Mouth of the Roglaroon to Modron, where the ore is loaded on larger ships for trade to all parts of the world, including the City State. Rates for transport from Byrny to Modron on an iron shipping boat is 100 gp per person, 200 gp per axle of wagon and 150 gp per animal up to the size of an ox. The village has an impressive triple-towered keep as well as vast underground galleys below it. The keep has withstood dozens of sieges and lesser raids, including major sieges by gnolls during the Gnoll Times (though the town itself was burned to the ground). The village has a rather large and experienced militia since they are frequently attacked by orcs and goblins. The village leader is a military governor in the City State and the town militia became a regular regiment in the City State ranks, called the Byrny Royal Guard. The village has temples to Athena, Hephaestius and Odin. The current Governor, Governor Hetalan, was appointed by the Overlord. The village is currently suffering from raids by the goblins of Trollslore. For more information on Byrny, see the Judges Guild product The Mines of Custalcon by Bryan Hinnen.

\subsection*{2314 TROLLSLORE (Village)}
Conventional; AL CE; TL 6; 200 gp limit; Assets 4,850 gp; Population 776 (Able bodied 194); Isolated (goblin 96%, others 4%); Resources: Gold. Authority Figure: Custalcon, male Tharbrian LE Ftr11. Important Characters: Mok, male Tharbrian Clr16 (main priest of Mokmalla, more than 200 years old, he is the guiding force of what little order there is in the village), Halamok, male Tharbrian NE Ftr6 (personal bodyguard of Custalcon); Tarmok, male human CG Ftr5 (innkeeper of the White Boar Inn). Built on the remnants of an ancient advanced civilization, Custalcon took over the local goblin tribe after discovering gold here some 10 years ago. He and his men have built a manor here directly over the old gold mine so that they can mine the gold without the goblins having knowledge of it. He leads several hundred local goblins in the area on raids the mostly against the village of Byrny. Custalcon and all his men worship a strange demi-goddess, Mokmalla (Demi-goddess of Love, CE), a deity of an ancient civilization that was accidentally summoned by a wandering cleric in the area who subsequently converted Custalcon and his men, though not the goblins. The village has an inn, called the White Boar Inn that is adjacent to the manor built by Custalcon and his men. For more information on Trollslore, see the Judges Guild product The Mines of Custalcon by Bryan Hinnen.

\subsection*{2321 HAGHILL (Hamlet)}
Conventional; AL N; TL 6; 100 gp limit; Assets 1,900 gp; Population 608 (Able bodied 152); Mixed (human 79% [mostly Tharbrian], dwarf 9%, halfling 5%, elf 3%, others 4%); Resources: Horses. Authority Figure: Huberic the Stout, male Tharbrian N Ftr7. Important Characters: Ochcall Cat-Eye, male human CE Ftr5 (companion of Sir Huberic, wild-eyed, high pitched laugh); Bronk, male Tharbrian, NE, Clr3 (the spider god Yezad). Sir Huberic has ruled Haghill for the past 14 years. He enlarged the small castle and shocked the villagers by occupying the long deserted ‘Tower of Torpid Terror’. The large tower is the most ancient structure in the surrounding area and legend says that a terrible creature of the Elder Days sleeps beneath it. While Huberic laughs off the superstitions, he prudently sealed off all entrances to the dungeons beneath the tower. Huberic is especially fond of banquets and uses every opportunity to increase his grisly girth. His retainers are very loyal because Huberic is famed for giving gold rings to his favorites. He entertains them by frightening animals (and an occasional peasant) with his 20-foot whip. For more information on Haghill, see the original Judges Guild campaign setting Wilderlands of High Fantasy or visit the Necromancer Games’ Judges Guild page (www.judgesguild.com).

\subsection*{2325 Lizardmen Den (EL 11)}
This cannibalistic tribe of 30 lizardmen (CR 1; hp 11 each) thrives on the flesh of other humanoids. Their mud and wattle huts are above ground and there are many wooden spike traps surrounding their den. The lizardmen hunt by remaining partially submerged for cover, then attacking in a half circle with javelins, driving their prey towards their elaborately placed traps. They are led by Seraenu (male Lizardman Drd4; CR 5; hp 36; Str 13, Dex 11, Con 12, Int 11, Wis 14, Cha 12). Thus far they have been the death of dozens of explorers, whose heads decorate poles outside their communal lodge as grim tokens of their ferocity. The lizardmen have 16,000 gp, an ermine blanket (75 gp), potion of darkvision, potion of aid, ring of feather falling.

\subsection*{2334 Red Dragon Lair (EL 16)}
Making their home in within the volatile terrain of the Fiery Scarpe, 4 red dragons rule this area. The male Pyrozzazkizm (nicknamed Pyro) (CR 14; hp 303) and female Xathragot (CR 14; hp 253) raise their 2 young (CR 9, hp 168), teaching them all the greatest qualities of red dragon kind. Cruelty, foulness, dirty play, fear, and bullying are earmarks of their parenting style as they spy upon others within 200 miles of their volcanic fortress, assessing their strengths and amounts of their treasure before moving in for the kill and snatching everything of value. The dragons are very intelligent, and they know that there are always hero types out there with an ear to the wind for the chance of a lifetime, the big score, a dragons’ horde. To avoid this end they attempt to remain low key when it comes to dealings with more civilized areas. Pyro, while more physically imposing, is less intelligent than Xathragot. It is Xathragot who files from their lair with her young to conduct reprisals against the countryside while Pyro stays at home to mind the hoard. As a result, most people believe that only Xathragot and her young inhabit the lair — a fatal mistake if ever there was one. Xathragot has shrewdly installed several of the local rulers and has made alliances with various humanoid bands and sorcerers making their homes in the Cloudwall Mountains to serve as lookouts and spies. If their lair was ever to be penetrated such invaders would find themselves confronted with pits that slide directly into live lava flues, chambers filled with toxic gas and mazes of mirror like, razor sharp obsidian glass. Not to mention a host of lesser evil creatures that serve the dragons. The dragon horde contains: 190,000 gp, 16 yellow topaz (800 gp each), 14 161 moss agates (250 gp each) and over 1000 other gems (from 10 gp to 100 gp each), potion of intelligence, scroll of 2 divine spells (caster level 9, summon natures ally I and detect chaos), +2 chainmail, +1 small steel shield, +1 halfspear, +2 longspear named “Firstblood,” potion of endurance, stone of alarm, amulet of natural armor +2, ring of x-ray vision inscribed “Peering” and a +2 frostbrand longsword.

\subsection*{2334 Balik’s Castle (Castle)}
Conventional; AL LE; TL 3; 200 gp limit; Assets 5,200 gp; Population 520 (25 half-orc thugs War1-2, 30 human bandits War1-3, 30 goblin War1-2, 30 orc raiders Ftr1-2 and 15 gnoll berserkers Bbn1-3 constitute what passes for a garrison; the remaining 390 or so are various normal orcs, gnolls and goblins, Com1-3 shopkeepers and laborers or Rog1-2 thieves and ne’er-do-wells of various races); integrated (half-orc 37%, human 20%, orc 18%, goblin 10%, gnoll 7%, others 8%). Authority Figure: Balik, male half-orc LE Ftr6. Important Characters: Kronk, male goblin NE Rog5 (Balik’s ally and tasked with assassinating rivals, gets a nervous tic whenever Xathragot is mentioned). Balik rules a motley band of brigands, orcs, goblins, and thieves on the behalf of the Red Dragons (also in 2334). He styles himself King when Xathragot is not present and sends his forces raiding throughout the region. He likes to prey on the caravans between Chacban (Barbarian Altanis) and Sunfells. He will often leave various items from the orc tribes inhabiting Little Kor to make them think that they are doing the raids.

\subsection*{2406 Cockatrice Lair (EL 7)}
This high peak in the majestic mountains is strange in the number of stone statuary in the area. Lifelike orcs, goblins, a young hill giant, and several elk, all done in hard marble decorate the area in a half-mile radius. The serene and almost garden like quality belies the danger present in this brood of 5 cockatrices (CR 3; hp 27 each).

\subsection*{2422 Conclave of Twilight Anvil (Citadel)}
Magical; AL N; TL 8; 100 gp limit; Assets 1,000 gp; Population 200 (50 well paid mercenary War1-3s guard the conclave; the balance are Com1-2 mundane servants and farmers); Integrated (human 37% [mostly Tharbrian, some Altanian], gnome 20%, halfling 18%, elf 10%, dwarf 7%, others 8%); Resources: Citadel. Authority Figure: Dorvilla, female halfelf N Wiz6. Important Characters: Langeril the Great, male gnome N Ill5 (flamboyant illusionist, recently had a command performance of his art in front of the Overlord). This is a relatively new conclave of wizards. Two years ago they gained great personal wealth from an adventure and they have built a castle. Their sudden rise in wealth has caused many of the other conclaves in the region to look at them as upstarts and this is causing them great difficulty.

\subsection*{2422 DARKFIELD (Village)}
Conventional; AL N; TL 5; 200 gp limit; Assets 4,375 gp; Population 700 (Able bodied 175); Mixed (human 79% [mostly Tharbrian and Altanian, a few Skandik], dwarf 9%, halfling 5%, elf 3%, others 4%); Resources: Market. Authority Figure: Snarzak, male Altanian LE Sor11. Important Characters: Tanir, male Tharbrian LN Ari5 (lord merchant of Darkfield); Bashirl, male halfling
CG Com6 (leader of the Teamster’s guild, despises Tanir). Darkfield is a market center for the local estates and farms. It is prime source of food for the City State. The merchants organize before dawn at Darkfield to buy grain, and foodstuffs for the City State. The caravans are then driven 10 miles to the City State to be placed on the market by noon. The village is a mad house during harvest. Snarzak, a devotee of the Hellbridge Temple, is the lord. Though inwardly evil, he is not cruel, as that would hamper the flow of gold into his pockets and the coffers of his church.

\subsection*{2432 Lair of the Salamanders (EL 8)}
High in the mountains of the Fiery Scarp is an intermittent Gate to the Demon Empire (operates in only one random direction once per full moon). On the darkest nights, a strange glow can be seen emanating from it for a distance of several miles. If approached within 500 feet, there is a 50% chance that a wandering group of 3 salamanders (CR 5; hp 38 each) is encountered. These creatures will attack anyone they see on sight. They will not pursue far from the gate, as it provides their only means of transport home.

\subsection*{2503 MASKHOLM (Small Town)}
Nonstandard; AL CG; TL 6; 800 gp limit; Assets 39,000 gp; Population 1,560 (Able bodied 390); Mixed (human 79% [mostly Tharbrian and Skandik, some Alryan, a few Altanian], dwarf 9%, halfling 5%, elf 3%, others 4%); Resources: Market. Authority Figure: Bolash, male Tharbrian LE Ill17. Important Characters: Nordei, female Tharbrian NG Rgr6 (Bolash’s main political opponent); Gansk, male Skandik LE Ftr8/ Blk2 (In charge of maintaining the hidden base). Maskholm was a small fishing village until 1,000 years ago when it was the center of resistance against the sahuagin. It never shed the rough and chaotic image is gained when it was a refuge. Bolash is allied with the Hellbridge Temple and arrived in Maskholm over 20 years ago. He hid his true alignment while he rose to power. Though he was never able to tame the chaotic nature of Maskholm he was able use his authority to establish a hidden base for the Hellbridge Temple and the Overlord’s agents. They use this base as a center for operations along the Tharbrian Coast. He currently is trying to use the threat poised by Fastis of Crucible to gain dictatorial powers and consolidate his control over the town.

\subsection*{2503 Temple of the Deep (Castle)}
Magical; AL LG; TL 8; 200 gp limit; Assets 4,800 gp; Population 480 (80 men-at-arms War1, 20 veterans Ftr1 and 20 Clr1-2s constitute the garrison; the remainder are Com1-3 laborers and servants, or Exp1-3 scientists, explorers, mapmakers, etc.; the Challengers of the Deep vary in size and number, but are mostly adventurer types of levels 6-8); isolated (human 96% [mostly Tharbrian, some Skandik], others 4%). Authority Figure: Dugalir, male human LG Clr7. Important Characters: Serilei, female sea elf NG Sor6 (current leader of the Challengers of the Deep). This temple has existing for several thousand years, serving the god of the sea, Manannan. Over a thousand years the sahuagin launched an invasion of the Tharbrian Coast area and the temple became the center of resistance. Allied with the elves of Sharanas Lal and the Tritons of Navuria the invasion was defeated. The Temple found an adventuring group known as the Challengers of the Deep to explore the Winedark Sea and to discover any further sahuagin plots. Dugalir, the head of the temple, has recently been promoted from the leadership of the Challengers. He worries constantly about the group and this is source of friction as he won’t stop interfering with its adventures.

\subsection*{2509 Keep of Winter’s Light (Citadel)}
Magical; AL N; TL 8; 100 gp limit; Assets 600 gp; Population 120 (24 King’s Guard dwarf Ftr3s; the balance are Com1-2 mundane servants and farmers; from 1-3 visiting Wiz1-4s can be found here at any time); Integrated (human 37% [Tharbrian and Skandik], dwarf [mountain] 20%, halfling 18%, elf 10%, gnome 7%, others 8%). Authority Figure: Tavel, male Tharbrian N Wiz6. Important Characters: Terai, female dwarf [mountain] LG Wiz3 (daughter of King Nordre and student of Tavel). This keep is the wizard stronghold of Tavel. King Nordre Iron-Helm of Thunderhold granted the keep to Tavel and his group of followers after they saved his son from an orc ambush in the Majestic Mountains. The King’s daughter, Terai, is a student. The men-at-arms are a division of the King’s Guard from Thunderhold, though several of them have been magically corrupted by a lich whose tomb is in the area and are hatching a plot to kidnap Terai for the lich and extort a large ransom from King Nordre.

\subsection*{2509 ANVIL (Village)}
Magical; AL N; TL 5; 200 gp limit; Assets 4,600 gp; Population 736 (Able bodied 184); Mixed (human 79% [mostly Tharbrian, some Skandik and Alryan], dwarf 9%, halfling 5%, elf 3%, others 4%); Resources: Silver. Authority Figure: Fladhal, male Tharbrian N Clr11. Important Characters: Gani, female dwarf LN Ftr2/ Ari2 (leader of the dwarves in Anvil); Tandel, male human N Clr8 (master of the novices, ill-tempered); Vanai, female human LN Mnk6 (high teacher of the monk school). Anvil is based around a monastery of Thoth founded after the gnoll invasions 400 years ago. Anvil is under the authority of the King of Thunderhold. The prime resource of Anvil is silver.

\subsection*{2521 Giant Frogs Lair (EL 7)}
On the north edge of the Troll Fens are many things, among them 6 giant monstrous frogs* (CR 2; hp 17). They attack anyone they encounter, only fleeing from fire.

\subsection*{2529 DEARTHMEAD (Village)}
Conventional; AL N; TL 5; 200 gp limit; Assets 7,750 gp; Population 1,240 (Able bodied 310); Mixed (human 79% [mostly Tharbrian and Skandik], halfling 9%, elf 5%, dwarf 3%, others 4%); Resources: Market. Authority Figure: Oramek, male Tharbrian LG Ftr11 (devoted to Mitra). Important Characters: Athelnar, male Tharbrian LG Ftr8 (Oramek’s younger brother). Dearthmead was found several hundred years ago as a center for farmers and herders working the fertile lands between the Queens Waste and the Estuary of the Roglaroon. Oramek’s family originally came from Modron and for their service in the Gnoll Times they were granted Dearthmead. Oramek is shocked by Lady Alena’s behavior (2529) but is infatuated with her to the point he thinks that he is love. His brother Athelnar is not amused and has become vocal about his brother infatuation.

\subsection*{2529 Mandan Castle (Castle)}
Conventional; AL LE; TL 6; 200 gp limit; Assets 6,400 gp; Population 640 (90 men-at-arms War1-3, 40 heavy cavalry Ftr1-2, 20 Altanian bodyguards Bbn1-2 and 10 elite woodsmen Rgr1-3 make up the castle garrison; the remainder are Com1-3 servants, Exp1-3 aides and professionals, and Ari1-3 courtiers and hangers-on); isolated (human 96% [mostly Alryan and Tharbrian, some Altanian], others 4%); Resources: Castle. Authority Figure: Alena, female Alryan LE Sor8. Important Characters: Conar, male Altanian N Bbn9 (Assigned by the Overlord to be Alena’s personal bodyguard and to oversee the Altanians who serve as her personal retinue). Alena is an illegitimate daughter of the Overlord. She is young and charismatic with the power of sorcery at her command. Her father, the Overlord, posted her as Lady of Mandan Castle. Alena’s overriding goal is to defeat the dragon Xathragot and her brood (2334). While she knows she cannot face Xathragot directly now, she seeks every bit of experience in order to further hone her powers. She likes shocking Oramek, the Lord of Dearthmead, with her vulgarity and ruthlessness. She often makes fun of his devotion to Mitra.

\subsection*{2604 Citadel Loudring (Castle)}
Conventional; AL LG; TL 6; 200 gp limit; Assets 5,200 gp; Population 520 (120 War1-3s constitute the castle garrison; the balance are Com1-3 mundane servants or farmers); integrated (dwarf 41% [mostly city and hill], humans 25% [Tharbrian], halflings 10%; elf 9%, half-elf 7%, others 8%). Authority Figure: Owynn, male human LG Ftr7. Important Characters: Dhuren, male dwarf [city] LG Ftr5 (captain of the Border Warders stationed at the citadel); Excarin, female dwarf [hill] LG Clr6 (high priestess of Rosmerta). Citadel Loudring was built to defend the village of Troth from pirates and raiders. Lord Owynn the White is concerned about the rising number of raids from pirates and is preoccupied with building up the defenses of the citadel. The citadel has a bell tower that houses a very large bronze bell, called the Oath Bell. The Bell is rung when there is danger, calling everyone to the citadel. There is an enchantment on the Bell so that those who take an oath to defend the citadel and village can only hear the ringing. Distance is no barrier to the Oath Bell. Even they are on a different plane of existence, those who take the oath can hear the bell.

\subsection*{2606 THUNDERHOLD (Large City)}
Conventional; AL LG; TL 9; 3,000 gp limit; Assets 750,000 gp; Population 8,000 (Able bodied 2,000); Integrated (human 37% [mostly Tharbrian and Skandik, some Alryan and Altanian], dwarf [mostly mountain] 20%, halfling 18%, elf 10%, gnome 7%, others 8%); Resources: Gems. Authority Figure: Nordre Ironhelm, male dwarf [mountain] NG Ftr6/Ari2 (the current king of the dwarves is stormy and quick to anger; he dreams of retaking his ancestral home in the Majestic Fastness). Important Characters: Squire Zotik, male dwarf [mountain] N Ftr2/Ari1 (mayor of Thunderhold); Ni-WeserRe, male astari LG Wiz10/Clr10/Sage 10 (869 years old, ancient sage of Thunderhold, specializes in History of all periods and Astronomy, cleric of Thoth; he is preoccupied with charting the various stargates that reside on and above the planet and is knows as a dwarf-friend and is a Hero against the Race of Wyrms; he rides a gold dragon and is frequently gone from his home for weeks at a time); Wenegbon, male dwarf [mountain] N Ftr4 (Gate Sentinel for the castle, trumpets the arrival of important visitors or events); Bonanza Bifex, male dwarf [mountain] N Clr4 (leader of the Dwarven War Party and a priest of Goibhnie; he is anti-human and often causes problems by stirring up racial hatred); Romp Wikin, male dwarf [mountain] N Bar2 (a widely-traveled bard who has visited the regions of Tarantis, the Valley of the Ancients, Valon, the Elphand Lands and Viridistan; he hates elves); Fenmar the Knave, male dwarf [mountain] N Rog5 (nicknamed “Flash” for his skill as a cutpurse and famed quick escapes thanks to his magical boots); Lady of Green Knowledge, female Tharbrian LG Witch 9/Drd3 (a charitable good witch, she resides at the Shadow Mirth Lodge); Lady Kostbera the Sorceress and Spy, female Altanian, CE Wiz9 (a former beggar girl who joined the Black Lotus and is the personal agent of the Overlord); Hroptr, male Common Orichalan CG Ftr4/Sor1 (runs the Scarlet Archer Alehouse that caters to humans). The Dwarves of Thunderhold originated at the Majestic Fastness, deep in the Majestic Mountains. They were forced from their ancestral home by the great dragon, Analegorn, and its three young some 400 years ago. The Dwarves journeyed north to the region of the Sunstone Caverns, rumored to possess a lode of mithral. There the dwarves found an army of gnolls who held the caverns and the adjacent castle. In those early days, the dwarves lived in caves near the castle and warred often with the gnolls. They befriended several bands of Moonrakers, descendants of the ancient Orichalan Dragon Lords who it is said built the castle. The dwarves and Moonrakers traded with each other and formed an alliance, but that alliance waned in the face of outside invaders and increased attacks from the gnolls of the castle and caverns. Eventually, the gnolls came to be led by an evil wizard named Lychin and a minotaur-priest named Bragash, who mobilized the gnolls to war. The dwarves defeated the gnolls and the wizard, but Bragash fled deep into the Sunstone Caverns. His forces continue to trouble the dwarves to this day. Zephrus Iron-Helm, then the leader of the dwarves who were occupying the castle, led a band to the City State in answer to the Overlord’s call for help against a marauding dragon and her brood. Afterwards, the Overlord rewarded Zephrus with the resources of the City State to help gather the remnants of the dwarves and establish Thunderhold as their new home. Zephrus Iron-Helm was made king and his descendents have ruled ever since. In honor of their old alliance, the dwarves allowed the Moonrakers to live in the castle. Thunderhold is one of the few places where descendants of the Orichalans live in peace and are not hunted. There are some 600 Moonrakers living in the castle and surrounding lands. The dwarves of Thunderhold now number over 2000. At present, the Dwarves’ attempts to clear more of the Sunstone Caverns and the other caves have proceeded slowly. In addition to strengthening the castle’s defenses, they have started tunnels beneath the central keeps. The Dwarves of Thunderhold generally worship Goibhnie, Blacksmith of the Gods. His temple is the large temple in the western portion of the caste. There is also a temple to Dunatis and Kazadarum. Barracks for the Border Warders are located outside the castle proper. Barracks inside the castle hold the common soldiers (Ftr1-3s) as 163CHAPTER FIVE: CITY STATE OF THE INVINCIBLE OVERLORD well as barracks for the Axe Banner Legion, a group of 300 elite dwarven axemen who occasionally patrols with Onar and the Border Warders. They are led by Valiant Bakalin, the Hero of the Axe Banner Legion. It is rumored that a god called “Emig XXV” died near Thuderhold two years ago and gave birth to a mortal named “Defect.” The mortal and a portion of the dead god Emig was supposedly sold to the Overlord for a considerable sum. This rumor was probably started to explain the fire which began leaping from the Cryptic Citadel in the City State to kill any flying creature venturing over it, since the mortal was also supposed to have inherited a magic limb of Emig, named “Autocannon.” The dwarves of Thunderhold have always produced superior weapons, but the Legion Blades of the Axe Banner Legion of recent make are attributed to the corpse of Emig. The Dwarven King maintains close ties and trade with the City Sate. For example, he supplies armorers to the City State, workers for the mines to the northeast, and crack dwarven troops. Although not a Tributary Lord, the King gets a vote in the Senate of eight and has a mutual protection alliance with the Invincible Overlord. The Dwarves have lately regained some territory from the Giants living west of them, and it is also rumored that they are preparing a strike against Analegorn the great dragon that drove them from their home in the Majestic Fastness. For more information on Thunderhold and the Sunstone Caverns, see the classic Judges Guild product City State of the Invincible Overlord, or visit the Necromancer Games’ Judges Guild page (www.judgesguild.com) for a free download detailing Thunderhold.

\subsection*{2611 Troll Keep (Citadel)}
Conventional; AL LG; TL 6; 100 gp limit; Assets 1,200 gp; Population 240 (60 Ftr2/ Rgr1 dwarves constitute a scout patrol and garrison; the balance are Com1-3s or Exp1-2s mundane farmers or craftsmen); isolated (dwarf 96% [mostly mountain], others 4%). Authority Figure: Carahas, male dwarf [mountain] LG Ftr5. Important Characters: Karni, male dwarf [mountain] NG Rgr6 (head of the scouts at the keep, considered too “elf-like” by the other dwarves). This keep is controlled by Thunderhold and is stationed by three companies of dwarves. They patrol the northern Trollslore Mountains and aid the Border Warders stationed at Troth. This is considered as an important training post for dwarven officers. The dwarven companies stationed here are unique mountain fighters, trained in negotiating the local terrain and tracking — unusual skills for dwarves.

\subsection*{2618 Dire Beavers (EL 5)}
Three dire beavers (CR 2; hp 25) live here. These friendly, playful creatures will use small size humanoids as toys, slapping them about with their tails (think badminton birdies). They mean no harm, but sometimes get carried away in their playfulness.

\subsection*{2620 Castle Balarnega (Castle)}
Magical; AL LE; TL 6; 100 gp limit; Assets 1,400 gp; Population 280 (70 men-atarms War1 constitute the garrison; the remaining 210 inhabitants are Com1-3 peasants, Ari1-3 nobles or Exp1-2 craftsmen or castle staff); isolated (human 96% [mostly Alryan, some Tharbrian], others 4%); Resources: Castle. Authority Figure: Dargitt, male human LEClr6. Important Characters: Anonal, male Alryan NE Clr5 (a frustrated old man whose lack of ability stalled any rise beyond his present position, five years ago secretly converted to the worship of Haramakhis and has built a cult in the dungeons of the castle). Named for the vizier to the Overlord, the Hellbridge Temple of the City State built this castle as their contribution to the Overlord’s plans to clear Dearthwood. Dargitt is a rising star within the temple and his performance in commanding this stronghold will determine whether he continues to rise in power.

\subsection*{2622 WOE (Village)}
Conventional; AL CE; TL 4; 200 gp limit; Assets 6,750 gp; Population 1,080 (Able bodied 270); Isolated (human 96% [mostly Tharbrian and Alryan, some Altanian and a few Skandik], others 4%); Resources: Hides. Authority Figure: Vardanit, male human LG Ftr7. Important Characters: Ernit, male Tharbrian NE Ftr9 (leader of the largest gang); Bogar, male human CE Rog6 (serial killer, has killed over 19 individuals in his current spree). Woe is a dingy muddy town clinging on a raised embankment between the Conquerors River on the east and the Troll fens on the west. The surrounding farms barely raise enough food to support themselves and the town. Periodically bands of trolls or orcs come sweeping through the region and the populace has to take refuge within the town walls. The region mainly supports itself through herding and is a source of hides for the leatherworkers of the City State. Life here is solitary, poor, nasty, brutish and short, and the populace is terrorized by local strongmen. The town is under the direct authority of the Overlord. Vardanit was appointed three years ago by the Overlord to clean up Woe as the Overlord plans to use the town as a base for expeditions to clear Dearthwood of orcs. He has had little success so far in cleaning up the town.

\subsection*{2623 CITY STATE OF THE INVINCIBLE OVERLORD (Metropolis)}
Conventional; AL N; TL 9; 100,000 gp limit; Assets 250,000,000 gp; Population 80,000 (Able bodied 20,000); Mixed (human 72% [mostly Alryan, Tharbrian, Skandik and Altanian, and many of mixed ancestry; there are humans from a wide range of nationalities in the city at any time], dwarf 16%, halfling 5%, elf 3%, others 4%); Resources: Market. Authority Figure: His Most Terrible Majesty, the Invincible Overlord, Hygelak XI, male Tharbrian LN Ftr20. Important Characters: Balarnega, male human LE Wiz16 (Grand Vizier); Captain Rikter, male human LN Ftr16 (Captain of the Royal Cavalry); Langwellan the Blue, male Tharbrian NG Wiz15 (Lord of the Wizards Keep); Paramswarn the Red, male Alryan NE Sor16 (Lord of the Southern Keep, rumored to be an uncle of the Overlord); Tergo Di Bragit, male human N Ftr15 (Commander of the Regular Army, one of the Overlord’s Vasthosts). Located on a bluff on the western edge of Dearthwood on the Estuary of Roglaroon, the City State of the Invincible Overlord was founded in 3075 BCCCC on the ruins of what is believed to be the ancient capital of the long lost Dragon Empire of the Orichalans. The City State is one of the greatest cities of the north. Its importance is exceeded only by Viridstan, the city of spices and seat of the Falling Empire, far to the west. Atrabilorin, the famous dwarf warlord, established the city after the fall of the Dragon Lords and was known as the Invincible Overlord. Though known as Ryan’s Ruin by sages, Rhamsandron by wizards, and Normoot by Altanians, the city came to be known as the City State of the Invincible Overlord and its former name under the Dragon Empire was forgotten. The title “Invincible Overlord” has been held by every ruler of the City State since its creation. Because the city was initially founded by a dwarven hero, the city became home to a large expatriate population of dwarves and is allied to the dwarven city of Thunderhold to the north. Many years ago, Lucius the Great — a Tharbrian warlord — took advantage of a civil war that embroiled one of Atrabilorin’s successors and he and his allied clans swept eastwards and conquered the City State. Since Lucius’s reign several hundred years ago, the City State has come to dominate the region from the eastern border of the Viridian Empire at the Plateau of Bendigroth to the Winedark Sea. Today, the only city that the City State pays tribute too is Viridstan itself. The City State is situated at the intersection of the ancient Rorystone Road that runs north to Thunderhold and the Old South Road that runs south through the Pazidan Peninsula through Black Baron Pass, over the Bellystone Ford on the River Mageven an on to the elven city of Onhir. Most trade, however, is done by ship, as the Estuary of Roglaroon allows large drafted ships to sail inland as far as the City State. For this reason, the City State supports the important village of Byrny and the newly-refounded city of Modron which is strategically located on the Estuary of Roglaroon, aiding in the Overlord’s campaign to oust the Pirates of Hagrost that prey on the City State’s tradeships from their secret hideout on the River Hagrost. Though few know his true name, the current Invincible Overlord is Hygelak “the Dread,” a cruel ruler whose elite group of assassins and secret police known as the Black Lotus roam the city and the surrounding lands enforcing his will and eliminating rivals. The army of the Overlord is organized into units called “throngs,” with each “throng” containing 100 men. Throngs of mounted units are called “equithrongs.” Five throngs are called a “vasthrong.” Two to eight vasthrongs and one to four equithrongs are called a “battle.” It is rare for a battle to contain more mounted troops then footmen. Battles are usually augmented with approximately 500 additional troops consisting of mercenaries, militia, peasant levies, engineers, bachelor knights, noble retainers and men-at-arms. Three battles are called a “vasthost,” or an army. The Overlord normally keeps two vasthosts in the field, one composed of regular army types and the other composed of nobles and mercenaries. After a successful campaign, a vasthost will be immediately given a new mission, preventing a successful com 2323 City State of the Invincible Overlord 165CHAPTER FIVE: CITY STATE OF THE INVINCIBLE OVERLORD mander from returning to overthrow the Overlord. The Overlord also keeps a substantial fleet, including a number of pirates and freebooters. Over the years, there have three major military campaigns (and numerous minor ones) by the City State against the World Emperor at Viridistan, the last resulting in tribute being paid on an annual basis by the Overlord. It is rumored that over the last five years he has greatly reduced the tribute, resulting in tension with Viridistan and the World Emperor. The City State is the site of several major temples, including temples to Thoth, Odin, Manannan and Nephtlys the Spider God, as well as the temple of Harmakhis and the influential Hellbridge Temple, which holds the legendary Baleful Eye of Morg. The City State is plagued by the Orcs of the Purple Claw from nearby Dearthwood and from the fell beasts of the Troll Fens and Mermist Marshes to the northwest and southwest. The Overlord has had several strongholds built or occupied by those loyal to him to keep these creatures in check. He has even posted rewards for their slaughter. See the City State of the Invincible Overlord from Necromancer Games and Judges Guild for more information on this city of adventure.

\subsection*{2626 GOODNAP (Village)}
Conventional; AL N; TL 4; 200 gp limit; Assets 5,375 gp; Population 860 (Able bodied 215); Mixed (human 79% [mostly Alryan and Tharbrian, some Altanian], halfling 9%, elf 5%, dwarf 3%, others 4%); Resources: Market. Authority Figure: Kofsyra, male Tharbrian N Ftr10. Important Characters: Kozan, male Tharbrian LE Ftr6 (Kofsyra’s son and heir); Dalia, female human LE Sor6 (Kozan’s advisor and companion from the Hellbridge Temple). Goodnap is a market town for the farms along the southern shores of the Roglaroon. The area is one of the breadbaskets for the City State and the Overlord takes great interest in maintaining the peace. Lord Kofsyra is concerned over the threat poised by the pirates of Hagrost. His taxes have been raised to cover the cost of stationing the extra company at Northguard and he is looking to mount an expedition to get rid of the pirates once and for all. He is 50 years old and not in good health and will appoint his son Kosan to lead the expedition. He also concerned about his son’s relationship with the Hellbridge Temple. However the Temple has backed several lucrative caravans into Goodnap because of Kosan and Lord Kofsyra is willing to tolerate it for now.

\subsection*{2626 Northguard Tower (Citadel)}
Conventional; AL N; TL 6; 100 gp limit; Assets 800 gp; Population 160 (two companies of 20 men-at-arms War2s are the garrison; the balance are Com1-2s mundane servants and farmers); isolated (human 96% [Alryan and Tharbrian, some Altanian], others 4%); Resources: Citadel. Authority Figure: Bandan, male human N Ftr5. Important Characters: Nadine, female Altanian N Pys6 (Protector of the Rock Lizard Clan wandering the Queens waster near Northguard tower). Northguard Tower defends the northern approaches of Goodnap from any forces raiding from the estuary of the Roglaroon. In the last few years the pirates of Hagrost have proven troublesome causing the Overlord to add an extra company (20 men) to the tower’s garrison. This is Sir Bandan first command and he desires to prove himself worthy to the Overlord and to his love, Nadine. Nadine is a Protector with an Altanian tribe wandering the Queens Waste. Bandan met her on patrol several years back and fell in love.

\subsection*{2630 LUCKSTONE (Village)}
Conventional; AL LG ; TL 3; 200 gp limit; Assets 5,600 gp; Population 896 (Able bodied 224); Mixed (human 72% [mostly Tharbrian and Altanian], halfling 17%, elf 5%, dwarf 3%, others 4%); Resources: Vineyards. Authority Figure: Sulakarn, male Tharbrian N Ftr8. Important Characters: Naise, female human NG Rgr3/Ari2 (Sulakarn’s sister, runs village in brother’s absence); Olwine, female halfling LG Rog6/Ari2 (leader of the halflings from Atwain). Two hundred years ago the red dragon Xathragot and her brood (2334) destroyed the farms and herds around Luckstone. However several halflings from Atwain contacted their relatives to the west in Wildwood (0633). With the last of their gold the people of Luckstone organized a caravan to Wildwood and brought back many cuttings of grape vines. The vines thrived in the dry climate of Luckstone and the town became famed for the quality of its wines. Sulakarn is Lord of Luckstone and is descended from the leader of the Wildwood expedition. He is bored by the straight-laced ways of the people of Luckstone. He spends six months out of the year at the City State where he partakes in many of the hedonistic pleasures of the city. Currently the leading citizens of Luckstone are trying to convince him to mount an expedition to liberate the halflings of Atwain.

\subsection*{2708 ERED CHIMERA (Village)}
Nonstandard; AL CE; TL 3; 200 gp limit; Assets 6,450 gp; Population 1,032 (Able bodied 258); Isolated (orc 96%, others 4%); Resources: Lead. Authority Figure: Kemac, male human LG Clr10. Important Characters: Gornat, male orc, LE War8 (convert and Kemac’s lieutenant, doesn’t quite get the idea of morality at times). Kemac leads a mission from the faith of Odin to convert the orcs. He became leader of the orc tribe when he successfully challenged the chieftain for leadership of the tribe. Since then he has made slow and steady progress in converting the tribe. The prime resources of the area are the lead mines.

\subsection*{2708 Silent Winds Conclave (Citadel)}
Magical; AL N; TL 8; 100 gp limit; Assets 600 gp; Population 120 (30 lesser constructs and golems guard the citadel; the balance are Com1-3 mundane servants and Wiz1 apprentices); integrated (human 37% [mostly Alryan, some Tharbrian and Altanian], dwarf 20%, halfling 18%, elf 10%, gnome 7%, others 8%). Authority Figure: Estella, female Alryan N Wiz6. Important Characters: Geri the Golden, female dwarf CN Wiz14 (a failed ritual long ago transformed her into a golem made of gold, her wing of the conclave is populated with the results of her failed experiments in transforming her back). This is a long established conclave of wizards. They have long ago taught the orcs of Ered Chimera to stay away from their keep. This conclave is in decline and many old experiments have twisted the keep and the surrounding land in strange ways. Estella is merely the latest caretaker of the grounds and attempts to help the surrounding hamlet when one of the magical experiments goes awry.

\subsection*{2711 TROTH (Village)}
Conventional; AL N; TL 4; 200 gp limit; Assets 4,425 gp; Population 708 (Able bodied 177); Mixed (human 69% [mostly Tharbrian and Skandik], dwarf 19%, halfling 5%, elf 3%, others 4%); Resources: Market. Authority Figure: Tregaric, male Skandik N Ftr7. Important Characters: Cragen, male dwarf LN Rgr5/Ftr1 (captain of the Border Warders); Hokaei, male half-elf CN Rgr6/Exp4 (best riverman in the village and noted troublemaker). Troth is an important base for the Border Warders of Thunderhold. It is a riverside market village that sends its goods to the towns and villages around Goodholm Haven. The Citadel Loudring protects the village from pirates and raiders. Governor Tregaric aids in the defense of the Council of Alderock and encourages trades between Thunderhold and the Council.

\subsection*{2732 Southguard Tower (Castle)}
Conventional; AL LN; TL 8; 200 gp limit; Assets 4,800 gp; Population 480 (the garrison consists of 20 men-at-arms War2s strengthened by a throng of 100 Ftr2s from the Overlord’s regular army; the balance are Com1-2s mundane servants, farmers and craftsmen); isolated (human 96% [mostly Altanian, some Tharbrian, a few Alryan], others 4%); Resources: Castle. Authority Figure: Merced, male human LE Ftr8. Important Characters: Zellin, male Alryan LN Wiz7/Lor1 (wizard in the service of the Hellbridge temple and expert on dragons). Southguard was originally built to safeguard the southern boundary of the farming communities of Goodnap, Dearthmead, and Luckstone. However when the dragon Xathragot and her brood (2334) took over Atwain three years ago the original tower was built into a full-fledged castle. The original garrison was reinforced by a Throng. The Hellbridge Temple provided most of the funds to expand the castle and in gratitude the Overlord appointed one of their temple warriors, Merced, to be lord of the castle. Lord Merced is a cruel and ruthless man determined to do whatever it take to advance himself and his Temple.

\subsection*{2733 ATWAIN (Village)}
Conventional; AL NG; TL 4; 200 gp limit; Assets 8,000 gp; Population 1,280 (Able bodied 320); Isolated (halfling 96% [mostly common, some highland], others 4%); Resources: Pipeweed. Authority Figure: Astcaran, male human CE Ftr8. Important Characters: Arian, male halfling [highland] NG Rgr6 (leader of the resistance); Taki, female halfling NE, Rog7/Ass2 (noted collaborator, actively hunting Taki and Olwine in hex 2630). Atwain was burned and taken by Xathragot and her brood three years ago. For a long time Atwain was a jumping off point for parties seeking to raid Xathragot’s lair (2334). Xathragot found out about this and made an example of the halflings. After the town was burned Xathragot sent in some of Balik’s (2334) troops to rule the town. She took one of her more promising prisoners, Astcaran, and placed him in charge. Astcaran is only surviving member of an adventuring party attempting to raid Xathragot’s lair. He was her prisoner for eight years and was forced to fight other prisoners for Xathragot’s amusement. Impressed at his ability to survive she appointed Astcaran ruler of Atwain and to show Balik who is lord.

\subsection*{2734 Minotaur Lizards (EL 7)}
On the high peaks jutting out over the Hetflas Dunes is a mated pair of minotaur lizards (see below). They are constantly hungry, and very aggressive. They have no lair or treasure. Minotaur Lizards: CR 5; SZ L Animal; HD 8d8+24; hp 60; Init +2; Spd 20 ft., swim 20 ft.; AC 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14; BAB +5; Grap +15; Atk claw +11 melee (1d6+6); Full Atk 2 claws +11 melee (1d6+6), bite +6 melee (1d8+3); AL N; SV Fort +9, Ref +4, Will +3; Str 23, Dex 15, Con 17, Int 2, Wis 12, Cha 2. Skills: Climb +9, Hide +3*, Listen +4, Move Silently +6, Spot +4. *In forested areas, minotaur lizards gain a +8 racial bonus to Hide checks.

\subsection*{2809 DWARFPORT (Thorp)}
Conventional; AL N; TL 8; 100 gp limit; Assets 450 gp; Population 75 (75 able bodied); Isolated (dwarf 96% [mostly mountain], other 04%); Resources: Port; Authority Figure: Lodrig, male dwarf [mountain] Ftr10. Important Characters: Fenderluk, male dwarf War5/Exp8 (chief steward of the port). This small thorp is the armed outpost of the dwarven Kingdom of Thunderhold. Though not quite a citadel, the small hamlet has a 50-foot wall around it, guarding its pier and warehouse. All the residents of the hamlet man the port and pier, and all are competent fighters (Ftr3s). They unload the ore shipped here from Byrny and load it into waiting caravans that transport the ore to Thunderhold. They also receive dwarven products from Thunderhold here and ship them via larger ship to Modron.

\subsection*{2814 TAIN (Small Town)}
Conventional; AL N; TL 5; 800 gp limit; Assets 40,400 gp; Population 1,616 (Able bodied 404); Mixed (human 79% [mostly Tharbrian, some Skandik], dwarf 9%, halfling 5%, elf 3%, others 4%); Resources: Market. Authority Figure: Governor Krogin, male Tharbrian CG Ftr6. Important Characters: Cornelius Grump, male dwarf NG Clr5/Ftr5; Amund, male Tharbrian CN Ari3 (high sheriff); Farley Smith, male human N Ftr6 (smith). Tain has a semi-autonomous relationship and maintains a seat on the senate, although it still pays tribute to Modron. The Lady Grimm of Raedwulf Castle is very influential among the nobles and merchants of the town. It is a matter of conjecture about whether Krogin or Lady Grimm has true control of Tain. Its strategic location and the recent importance placed on clearing Dearthwood has drawn the interest of many important factors to the town.

\subsection*{2814 Raedwulf Castle (Castle)}
Conventional; AL N; TL 6; 100 gp limit; Assets 1,200 gp; Population 240 (3 companies of 20 Ftr1s led by 1 Ftr3 each; the rest are Com12s mundane servants and farmers); isolated (human 96% 167CHAPTER FIVE: CITY STATE OF THE INVINCIBLE OVERLORD [mostly Tharbrian, a few Alryan], others 4%). Authority Figure: Lady Grimm, female Alryan N Ftr5 (Cha 18). Important Characters: Carvilius Law, male Alryan N Wiz8 (competent political advisor to Lady Grimm); Captain Gladius, male human LN Ftr9 (Lady Grimm’s no-nonsense military commander). Sitting atop a short hill overlooking Tain, and with westward approaches impassable due to the steep inclines between the River Severn and the Conquerors River, Castle Raedwulf is a formidable barrier to anyone approaching to attack the town of Tain. The Lady Grimm has built up a considerable following in Tain and the region. The Citadel is very well run and its three companies are considered among the best in the lands of the City State.

\subsection*{2818 The Woodmaidens’ Lair (EL 10)}
Deep in a forested glade along the Conqueror’s River is the area known to locals as the Woodmaiden’s Grove. Here along the bubbling brooks resides Teelinthy the dryad (CR 1; hp 7). Teelinthy is known as a paragon of purity to creatures of both forest and water, is the keeper of this grove were the roots of the forest touch the ever flowing waters of the Conquerors River. Jealously guarded by her 5 nymph (CR 6; hp 10 each) sisters, this gathering of fey and beautiful beings does not really seem to live within the world of mortal, being more tuned to their natural groves and the dreams of fairies than those of men. Teelinthy keeps 3 purple gems (corundum (500 gp each). Gifts from an elven knight who seeks to woo her away from her grove, much to the dismay of her wilder, more elemental sisters.

\subsection*{2822 Treant Grove (EL 16)}
Deep within the confines of the Dearthwood Forest reside the Whiteleaf League, the great and ancient council of 18 treants (CR 8; hp 66 each). Concerned with all things plant like and arboreal, the Whiteleaf League ponders deeply on the troubles of the natural world, seeking always to expand the depths of their woods from those who would harm the old growth.

\subsection*{2903 Giant Crocodile Lair (EL 4)}
One of the perils of this coastal area is the presence of a giant crocodile (CR 4; hp 59). It hides in the sand and attacks anything it can surprise.

\subsection*{2905 Giant Wasp Nest (EL 8+)}
In the mountain pass of Demontongue is a nest of giant wasps (CR 4; hp 32). Six wasps strike out to attack anyone that gets within 100 feet of the nest. The colony contains hundreds of wasps.

\subsection*{2916 Barnelby Citadel (Citadel)}
Conventional; AL N; TL 4; 40 gp limit; Assets 160 gp; Population 80 (20 War2 cavalry on light horse; the balance are Com1-3s mundane farmers and servants); isolated (human 96% [mostly Tharbrian, a few of mixed ancestry], others 4%). Authority Figure: Lord Aylbryght, male Tharbrian N Ftr6. Important Characters: Sergeant Holbrook, male Tharbrian N War5 (grizzled veteran and advisor to Lord Aylbryght); Gangitt, male human CN Rog5 (recently arrived and looking at the thorp as a base for a smuggling ring). Lord Aylbryght has 20 cavalry under his command. He watches over the small thorp of Barnelby, a trader and merchant stop for anyone traveling between the City State and the Council of Alderock. Lord Aylbryght has been charged to keep the roads clear between Tain and the Council. However, with just 20 men, he is hard pressed just keeping the thorp safe and secure. Lord Aylbryght is a close friend of Sir Gofynan warchief of Adderwood (3117). They are encouraged by the Overlord’s placing bounties on the orcs and goblins and other evil humanoids but worry about the rough men being attracted to the region.

\subsection*{2923 Dryad Grove (EL 6)}
Travelers whisper of the alluring “ladies of the wood” a gathering of 6 dryads (CR 1; hp 7) that keep their great trees deep within the forests of the Dearthwood. The dryads generally avoid being seen as best they can, though none of their band can resist a handsome man, especially a paladin or bard. Such individuals with a charisma of 16 or higher are set upon almost instantly by the seductive charms of the ladies of the wood, each competing with greater and greater zeal to be the one to keep the fellow as a new lover. Such activities are even stronger in the springtime when the sap flows anew and the blossoms begin to bloom.

\subsection*{2926 Nightcave Coven (Citadel)}
Magical; AL NE; TL 8; 40 gp limit; Assets 160 gp; Population 80 (20 wellarmored zombie servants and several shadows guard the coven; the balance are Com1 slaves and Adp1s apprentices, with several Wiz1-4s, Witch 1-3s or Drd1-3s here as visiting witches); mixed (human 79%, goblin 9%, half-orc 5%, orc 3%, others 4%). Authority Figure: Melanie, female elf CE Wiz8. Important Characters: Mordant, male human NE Wiz4/Rog2 (in charge of supplying the coven, neglecting his studies to pursue deals with Laskinor). South of Bier is a karst terrain riddled with sinkholes and limestone caves. Nightcave Coven lair is in one of the larger caves above the water table. Its members regularly attend the gathering at Witches’ Court Marshes. The coven regularly deals with Laskinor of Bier to smuggle hard to find components and goods out of the City State. Mordridda and other covens often deal with the Nightcave Coven as a source for these items. Melanie is a cruel and sadistic elf twisted when gnolls slaughtered her family during the Gnoll Times. She found the tribe and slaughtered every gnoll yet this did not satisfy her need for revenge. Eventually she found Mordridda of the Witches’ Court and became her apprentice. Feeling that she now had control over her own destiny she left Morridda and founded her own coven.

\subsection*{2926 BIER (Village)}
Nonstandard; AL CG; TL 4; 200 gp limit; Assets 4,250 gp; Population 680 (Able bodied 170); Mixed (human 79% [mostly Tharbrian and Altanian, some Skandik and Alryan], halfling 9%, elf 5%, dwarf 3%, others 4%); Resources: Market. Authority Figure: Laskinor, male human N Rog4. Important Characters: Iskar, male Tharbrian N Com8 (leader of the wharfmen, he aids Laskinor in the smuggling operation, Str 19); Galedon, male Alryan LE Rog7 (Black Lotus spy working as a teamster and trying to join the wharfmen). Many of the sailors that work the ships and barges between City State and Modron are recruited here. Bier is a chaotic rough and tumble river town. Despite the lack of law and authority the people of Bier are generally hard working and good-natured. Any muggers or out right thieves that attempt to take up residence are beaten to within an inch of their life and dumped into the river to the cheers of the crowd. Murderers have stones tied to their feet. The closest thing to a leader the town has is Laskinor of the City State Thieves’ Guild. Laskinor is in charge of an extensive smuggling operation running out of Bier. The goods are transferred when the barges and ship put in to take on or discharge sailors. From Bier the goods are taken overland to City State.

\subsection*{3003 THELAMIE (Village)}
Conventional; AL N; TL 5; 200 gp limit; Assets 4,125 gp; Population 660 (Able bodied 165); Isolated (human 96% [Tharbrian and Skandik], others 4%); Resources: Market. Authority Figure: Ranian, male Tharbrian NG Ftr5. Important Characters: Barnikal, male Skandik N Com8 (the village’s best fisherman and informal leader); Carlton, male Skandik LN Ari3 (master of the market and the leading merchant, not liked by the fishermen but has a reputation for being fair). Thelamie runs an extensive fish market for Warwik. The coastline ten miles east and west of Thelamie is mostly cliffs and rocks and there is little industry other than fishing. Thelamie is built on top of one of the cliff near a natural ramp to a beach. Every day at dawn a fleet of coasters from Warwik arrive at the beach and a market is set up to buy the previous day’s catch. The fleet then rushes to Warwik to arrive before noon to sell its cargo. Ranian is a son of Warlord Gadelen of Warwik. He rules with a light hand, which the fishermen like. However he has a nasty temper toward people who commit murder and punishes them by having them thrown off the cliff.

\subsection*{3005 KARN (Village)}
Conventional; AL CE; TL 4; 200 gp limit; Assets 6,625 gp; Population 1,060 (Able bodied 265); Isolated (human 96% [Tharbrian and Skandik], others 4%); Resources: Copper. Authority Figure: Bretharch, male Tharbrian CE Sor10. Important Characters: Dolan, male Skandik NE Com2/War3 (Bretharch’s right hand man); Belinda, female Tharbrian N Com6 (leader of the miners opposing Bretharch, also Bretharch’s love interest). Karn is built at the entrance to a steep mountain valley. The openings to the copper mines dot the steep sides of the valley. It is bleak desolate place with nearly all the trees cut down for several miles in each direction. There is always a murder every fortnight and numerous assaults and muggings. There is little industry other than the mines. Bretharch was a young charismatic miner 15 years ago when his power as a sorcerer manifested. He used his natural charisma to lead a successful revolt against the governor, who was appointed by the Duke of Warwik. When Thunderhold refused to treat with the miners, Bretharch was forced to deal with Warwik again. The Duke of Warwik made a simple deal of food for copper thus saving him the cost of controlling the town. Today Bretharch is as despotic as the old governor and rules with a ruthless hand.

\subsection*{3007 CARNAGE (Village)}
Conventional; AL NG; TL 4; 200 gp limit; Assets 6,000 gp; Population 960 (Able bodied 240); Mixed (human 79% [Tharbrian and Skandik], dwarf 9%, halfling 5%, elf 3%, others 4%); Resources: Timber. Authority Figure: Harilik, male Tharbrian LG Ftr7. Important Characters: Thorvia, female Skandik LG Clr6 (high priest of the temple). A prosperous community that is built around the timber industry in the Nazharrow Woods, they make a fine living trading wood to the dwarves of Thunderhold. The community is descended from a group of Skandiks shipwrecked on the shores near Carmage. They fought for the King of Thunderhold against the orcs of the region and in gratitude the King granted the right to harvest the Nazharrow Woods for lumber. It was the Temple of Odin in Carmage that sent the mission to the orcs at Ered Chimera. Lord Harilik is descended from original leader of the Skandiks and is noted throughout Thunderhold for his wisdom and justice.

\subsection*{3011 Fire Lizard Lair (EL 12)}
Three fire lizards* (CR 8; hp 105) roost along this tributary to the River Stillring. These large red lizards are fearless… and they like their meat cooked.

\subsection*{3017 Pixie Lair (EL 14)}
The 40 pixies (CR 4; hp 3 each) of the Dearthwood are considered by those that know of their existence to be more of a nuisance to common travelers than any real danger. Their leader Valanae (CR 4; hp 6) and her tribe of 40 pixies enjoy laying silly traps for adventurers lost in the woods. If threatened by evil, the pixies think nothing of putting the intruders to sleep, stripping them of all their gear, and then erasing their memory, leaving them naked and lost at the edge of the Adderwood.

\subsection*{3021 Claw Tower (Citadel)}
Conventional; AL NE; TL 6; 100 gp limit; Assets 800 gp; Population 160 (40 orcs Brb1s and Ftr1s patrol the region; the balance are common orcs, mostly servants); isolated (orcs: 90% others 10%). Authority Figure: Sullfurra, female orc NE Bbn4/Rog2. Important Characters: The Amazon Queen, female Amazon CE Bbn6/Adp4. This tower is a command post of the dreaded Orcs of the Purple Claw who roam the Dearthwood Forest. It is protected by cunningly wrought stonework and by a surrounding maze of hedgerows comprised of magical carnivorous plants. Warchief Sullfurra was appointed by the Amazon Queen of the Purple Claw to organize the activities based at Claw Tower. She sends bands of Orcs to the western and southern section of Dearthwood to clear the region of humans. She hates the Whiteleaf League and will go to great length to find their leaders and base. Much of the northern half of Dearthwood is a Faerie Fastness and the orcs stay clear of the region. The original Amazon Queen of the Purple Claw was killed 14 years ago in a great battle with the Invincible Overlord. Her daughter now rules, monarch of the endless numbers of nomadic Wild Orcs of the Purple Claw. The Amazon Queen is also the High Priestess of a Four-Armed Blood Goddess, whom the Wild Orcs worship.

\subsection*{3101 Isle of Midheaven (EL 10)}
The small village of Midheaven sits on this island. Its inhabitants are very tribal and follow ancient customs of a long lost civilization. Gwyrcyn (human male Wiz6; CR 6; Str 8, Dex 12, Con 9, Int 18, Wis 12, Cha 15; dagger) and Owaryn (human male Lor6; CR 5; Str 10 Dex 11, Con 10, Int 17, Wis 16, Cha 10; staff), the tribal leaders, are a pair of ancient sages. Midheaven’s residents pay homage to a great god called Hzutalzcpth (a very powerful catoblepas, see sidebar) who lives in a cave to the north of the village. Recently, the village’s 84 males (Com1; CR 1/2; hp 3 each) journeyed to Hzutalzcpth’s lair to ask for aid, and have not returned. The 116 women (Com1; CR 1/2; hp 3 each) of the island are seeking a band of adventurers to journey to the cave of Hzutalzcpth and ask for the return of the male villagers (84 169CHAPTER FIVE: CITY STATE OF THE INVINCIBLE OVERLORD total) who journeyed there asking for Hzutalzcpth’s aid. There are 2,500 gp and one divine scroll of 3 spells (charm person, flame blade, and hold person) in Hzutalcpth’s lair. Hzutalzcpth the Catoblepas-God: CR 10; Divine Rank 0; SZ H Magical Beast (20 ft. long); HD 18d10+90; hp 189; Init +0; Spd 20 ft.; AC 15 (-2 size, +7 natural), touch 8, flatfooted 15; BAB +16; Grap +32; Atk tail slap +24 melee (1d6+12); Full Atk tail slap +24 melee (1d6+12); Reach 10 ft.; SA death ray (60 ft., Fort DC 22, death or 3d6+6 damage), stun (tail slap, Fort DC 24, stun 1d3 rounds); SQ weak neck, darkvision (60 ft.); AL N; SV Fort +16, Ref +11, Will +7; Str 26, Dex 10, Con 20, Int 4, Wis 12, Cha 14. Skills: Listen +12, Spot +12. Feats: Ability Focus (death gaze), Alertness, Power Attack, Weapon Focus (tail).

\subsection*{3101 MIDHEAVEN (Hamlet)}
Conventional; AL NG; TL 2; 100 gp limit; Assets 1,050 gp; Population 334 (Able bodied 84); Mixed (human 89% [Skandik], elf 5%, half-elf 2%, dwarf 1%, half-orc 1%, gnome 1%, halfling 1%), Resources: Agriculture. Authority Figure: Zarena, female Alryan NG Adp4. Important Characters: Gwyrcyn, male human NG Sag8; Owaryn, male human LG Sag7. See the description of the Isle of Midheaven, above.

\subsection*{3103 Giant Ant Nest (EL 15)}
The cliffs along this seaside are riddled with caves, carefully burrowed for many years by the industrious giant ants that reside here. Being somewhat shy of other life forms, the ants move to burrow simple pit traps to slow intruders to their caves, as others seal the egg chamber and their queen from danger. The black cliff ants have 145 workers (CR 1; hp 9 each), 14 soldiers (CR 2; hp 11 each), in addition to their queen (CR 2; hp 22).

\subsection*{3111 Giant Toads (EL 9)}
Along the banks of the river live 11 giant toads. They are always hungry. Exploring this area invites attack by 11 of them.

Giant Toad: CR 3; SZ M Animal; HD 3d10+6; hp 22; Init +0; Spd 20 ft; AC 14 (+4 natural), touch 10, flat-footed 14; BAB +2; Grap +4; Atk bite +4 melee (1d6+3) or tongue +2 ranged (grapple, tongue, see SA); Full Atk +4 melee (1d6+3, bite) or +2 ranged (grapple, tongue, see SA); Reach 10 ft. with tongue; SA adhesive tongue; swallow whole (grapple bonus +4); leap (20 ft. horizontally, 8 ft. vertical as charge attack); SQ darkvision (60 ft.); AL N; SV Fort +5, Ref +3, Will +2; Str 14, Dex 11, Con 15, Int 1, Wis 12, Cha 4. Skills: Hide +6, Spot +4.

\subsection*{3117 ADDERWOOD (Village)}
Conventional; AL CG; TL 4; 200 gp limit; Assets 7,800 gp; Population 1,248 (Able bodied 312); Isolated (elf 96% [mostly wood, some gray], others 4%); Resources: Furs. Authority Figure: Gofynan, male human LG Pal7. Important Characters: Galen, male dwarf [mountain] LG Pal2 (Gofynan’s squire); Delena, female elf [wood], Wiz4/Clr4 (high priestess of Cilborith). Adderwood is a member of the Council of Alderock and its meeting place. The elves prefer not to meddle in the Human affairs of the region but formed the council to ensure a small measure of independence and sovereignty. Adderwood and the other villages of the council pay a yearly tribute to the City State. The council has the right to appoint a Senator to the Clanute of the City State. The Adderwood is also permitted to send its own Senator. The current Warchief of Adderwood is Sir Gofynan elf-Friend. Sir Gofynan was addled by Pixies, but saved by the elves of Adderwood. In return he has sworn to serve them as best he can. Because of his remarkable capacity for justice and the ability to moderate disputes, he was appointed leader of Adderwood by the elves. Three years ago he organized a force that killed a dragon from Analegorn’s brood (see the entry for the Majestic Fastness) that was pillaging the region. Sir Gofynan was the one who struck the killing blow that slew the dragon. The Council of Alderock is an ally to the Whiteleaf League and aids them in patrolling Dearthwood.

\subsection*{3123 Dire Lynx Den (EL 11)}
A pack of 12 dire lynxes (see below) lives deep in the heart of Dearthwood. They are timid and shy, but spirited in their own defense, or if their territory is threatened. They emit high pitched, piercing cries, and leap from trees to hunt solitary prey. They attack anything of small size, though they avoid medium-size creatures in groups of five or more people.

Dire Lynx: CR 1; SZ M Magical Beast; HD 2d10+4; hp 15; Init +3 (Dex); Spd 30 ft., climb 20 ft., swim 20 ft.; AC 14 (+3 Dex, +1 natural), touch 14, flat-footed 11; BAB +3; Grap +6; Atk claw +6 (1d4+3); Full Atk 2 claws +6 (1d4+3), bite +1 (1d6+1); SA pounce, improved grab, rake 1d4+1; SQ low-light vision, scent; AL N; SV Fort +5, Ref +6, Will +1; Str 16, Dex 17, Con 14, Int 12, Wis 12, Cha 6; Skills: Balance +13, Climb +13, Hide +9, Listen +7, Move Silently +7, Search +7, Spot +7, Swim +11; Feats: Weapon Focus (claw, bite). Pounce (Ex): If a giant lynx leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action. Improved Grab (Ex): To use this ability, the giant lynx must hit with its bite attack. If it gets a hold, it can rake. The giant lynx has a grapple bonus of +5. Rake (Ex): A giant lynx that gets a hold can make two rake attacks (+6 melee) with its hind legs for 1d3+1 damage each. If the giant lynx pounces on an opponent, it can also rake. Skills: Giant lynx receive a +4 racial bonus to Hide, Search, and Move Silently checks and a +8 racial bonus to Balance checks.

\subsection*{3126 Mountain Lion Den (EL 9)}
A pride of 14 mountain lions** (CR 2; hp 19) lives high on this mountain. Fourteen adult mountain lions (four males, ten females) are protective of their cubs, and attack any that approach them. They flee from fire, or if severely wounded.




\subsection*{THE WAR-BAND OF LOKAUG VISHNAKHi}

The name of Lokaug Vishnakh brings shudders to city elders from the region of the City State, through Altanis and into Oricha. For the last thirty years, Lokaug has wandered these regions burning, slaying, plundering and offering sacrifices in the name of his evil demongod, Tsathoggus. He has become a Champion of Tsathoggus and blessed by his demonic deity. Lokaug Vishnakh is the bane of all that is just and good.

Lokaug began as an Empyrean Alryan paladin of Mitra — a powerful beacon of virtue. But his promise was not to last. The pressures of living up to the ideal paragon of virtue that everyone expected from a empyrean paladin lead him to lose his way. Leaving his order, Lokaug wandered alone in the wilderness. He was found by an evil man named Karasan, a lowly priest of the evil god Tsathoggus, and taken into a hidden monastery of that evil order. There, he was taught the ways of darkest evil. He renounced his paladinhood and became the cursed servant of Tsathoggus. He was given magic weapons and armor that the brotherhood had long guarded and, with the blessings of the Order, sent out to carve a name for himself and to glorify their foul god. As a fallen paladin and fallen Emperyan (a thing heretofor unheard of), equipped with powerful magic weapons and armor, his prior radiance of holiness was now replaced with an aura of evil unmatched by any other single individual in the Wilderlands, excepting only perhaps the Green Emperor himself.

Lokaug single-handedly decimated a small nearby village of Bendrick. He slew nearly every person he encountered and burned the village to the ground. Those he did not slay, fled. Lokaug returned to the monastery and surrendered the entire grain harvest of the village to the priests of his Order. Given Lokaug’s success in Tsathoggus’ name, Karasan declared himself leader of the Order and held out Lokaug as both a sign that he had been chosen by Tsathoggus to lead and a subtle threat to those that would oppose him.

Shortly thereafter, Lokaug encountered a band of orcs in the wilderness. He slew their captain and the rest fell down before his unholy presence and called him master. In the years following he has drawn to him a veritable unholy host of evil men, orcs and half-orcs. Through many years he has lost orcs, gained human followers, raided villages time and again, rising always in fighting prowess and evil. After twelve years of adventuring, Lokaug returned to the monastery to a hero’s welcome and was granted a personal audience with Tsathoggus himself, at which time Lokaug was designated a Champion (see the Player’s Guide to the Wilderlands), and given many supernatural powers and protections by the evil god. During that audience, Lokaug also learned of the plans of a band of paladins marching to the monastery, hoping to destroy it. Lokaug and his band, including a fanatically loyal member of the Order, named Thoth Kurran-Krimpaia — so named as a blasphemy against the god he once worshiped and since forswore — set out to destroy the paladins. Thoth Kurran-Krimpaia came to his lieutenancy of the warband during this battle in which he took charge of the less religios followers of Lokaug when the leader of the paladins closed with Lokaug in battle. The evil band destroyed the paladins to the last man, with Lokaug personally sacrificing their leader to Tsathoggus. That victory solidified KurranKrimpaia as the leader of the heathen orcs and men of the warband. Thoth Kurran-Krimpaia is now Lokaug’s most trusted ally, causing Karasan to worry that one day Kurran-Krimpaia will return to the monastery to claim leadership. For the time being, he has not done so. Thoth Kurran-Krimpaia leads his portion of the warband as a sort of expeditionary force, which scouts out the enemy for Lokaug and wreaks havoc on them to prepare them for Lokaug’s assault. Lokaug himself leads the main force as well as a group of retainers who are themselves anti-paladins in training.

Lokaug and his followers are very successful in drawing to them all the recruits they need. Since returning to his recent wanderings, not a one of his unholy warriors has died under his command, though many have come and gone by other means and for their own selfish reasons. Lokaug trundles his booty about in carts and leaves it behind under the watch of demonic servants and lieutenants when making a direct attack. Thus he neither needs nor has a lair or stronghold. He and his band lead a nomadic existence, seeking evil ends known only to Lokaug. Periodically, he returns to the monastery to offer a sacrifice to Tsathoggus and to turn over the greater portion of his booty to the priests there.

Currently, the war band can be found traveling in the area of the Plains of Cairns and in the region near Sea Rune. It is believed that the priests of Tsathoggus desire the Markrab secrets beneath the citadel at Sea Rune and that Lokaug and his band may attack the city.

Lokaug Vishnakh, Champion of Tsathoggus, male fallen Empyrean*, CE Fallen Paladin 9/Blackguard 15; CR 28; Lokaug wears +4 adamantine full plate of heavy fortification and invulnerability and a +2 large steel shield of reflection and arrow deflection, and is armed with several unique magic weapons. Bartuluk, Lokaug’s sword, is an +4 intelligent adamantine unholy vorpal bane (paladins and lawful good clerics) bastard sword. It is made of adamantite and was enchanted by the evil wizard Zurbagrim of Gheulost Island, which is now ruled by Vridistan, some time before Zurbagrim’s death in 79 BCCC. The sword incorporates a trace of the red metal, carbelium, which reacts in a near-magical way when encountering iron. The sword is Chaotic Evil, has in Intelligence 10, Wisdom 16, Charisma 16 and Ego of 16 (see the DMG). It speaks Abyssal. The sword can cast detect good (120 ft. radius) and see invisibility at will. The sword blade
quivers and glows with a reddish hue when good creatures are detected. It also quivers and points to any invisible objects detected by see invisibility. Lokaug’s evil horsebow, Ul-Zarbalga is a +2 anarchic composite shortbow (+4 Str bonus) of distance that requires a Strength of 20 to string and 18 to fire. Karad-gorosh is Lokaug’s +2 intelligent keen unholy dagger. It is Chaotic Evil, has an Intelligence 12, Wisdom 10, Charisma 12 and an Ego of 7. It can detect law at will. It does not speak, but the blade glows with a reddish hue if lawful creatures are detected. The dagger was created by Zurbagrim of Gheulost. It, too, incorporates a trace amount of carbelium. Golanzim, Lokaug’s +5 unholy adamantine heavy lance was enchanted by Turbal-Zarak of the Monastery of Tsathoggus in 2979 – 81 BCCC and initiated in the heart-blood of a dozen pladins of Mitra.

Lokaug also wears a helm of telepathy and a robe of blending so as to be a master of reconnaissance. He has a number of other powerful magic items as well. *Lokaug has all the abilites of an Empyrean as detailed in the Player’s Guide to the Wilderlands, though all powers should be converted to their evil equivalent. He also has several divinely-granted abilities from being the leading Champion of Tsathoggus, including +3 divine bonus to AC, the ability to cast four additional domain spells per level (one each from the Destruction, Evil, Water and Chaos domains) each once per day as if he were a cleric of his character level as a supernatural ability, as well as the ability to use all of the domains abilities of each of those domains as if he were a cleric of his character level.

Worodlim, Lokaug’s fiendish mount.

Thoth Kurran-Krimpaia, male Alryan, CE Clr15 (Tsathoggus); Thoth Kurran-Krimpaia wears demon armor, carries a +2 large steel shield of spell resistance (SR 17), and is armed with his magic warhammer, Hargolost a +3 unholy adamantine warhammer of terror (as a mace of terror). It was forged years ago (1879 – 80 BCCC) by the evil wizard, Vordargrim the Cruel. He, too, carries a large number of other magic items, including a large collection of scrolls.

Warband: The warband itself consists of 11 evil fighters (2 Ftr10s, 2 Ftr9s, 1 Ftr8, 1 Ftr6, 1 Ftr5, 1 Ftr4, 1 Ftr 3, 1 Ftr2, 1 Ftr1) all on warhorses with heavy lances and bastard swords, 30 orc infantry with various weapons including missile weapons, led by 1 orc captain (Ftr4), 20 half-orcs (Ftr1s), 30 goblins each with various melee and missile weapons, 1 goblin chieftain (Ftr2), 2 kobolds, 1 lizardman, 1 gnoll, 1 hobgoblin, 1 troll, 1 ogre, 1 hill giant, and Lokaug’s personal retainers (12 male and 6 female Ftr1-2s plus 1 male Ftr3, 1 female Ftr3, 2 male Ftr4s, 1 male Ftr5 and 1 male Ftr9; several of which have +1 bastard swords or +1 heavy maces and several other lesser magic items). If need be, Lokaug could call to him up to 30 more orcs, 30 more evil humans (Ftr1-2s), 30 more goblins and up to 8 lesser priests of Tsathoggus (Clr3s).

For more information on Lokaug Vishnakh and his warband, see the Judges Guild product Shield Maidens of Sea Rune, by Bryan Hinnen and Dan Hauffe.




\subsection*{3127 Hidden Monastery of the Order of Tsathoggus (Citadel)}
Magical; AL CE; TL 5; 100 gp limit; Assets 800 gp (though Lokaug’s plunder has brought significant wealth to the temple); Population 160 (40 CE mercenary Ftr3s led by a Ftr3/Clr2 of Tsathoggus; 20 Clr1s acolytes of Tsathoggus; 5 Clr3 lesser priests; 3 priests Clr6; the balance are Com1-2s slave laborers building the temple); isolated (human 96% [mostly Tharbrian, some Alryan], others 4% [evil water races]). Authority Figure: Karasan, male human CE Clr4. Important Characters: Lokaug Vishnakh (see sidebar); Thoth Kurran-Krimpaia (see sidebar); Korosh Zan, male Tharbrian, CE Clr12/Sag5 (leader prior to Karasan’s claim, plots against him); Gorak Takal, male human, CE Wiz14/Clr6 (seeks to create great weapons and magic items, as did the temple’s legendary founder, also seeks to lead the monastery). In the northern spur of Ered Losthain is a hidden monastery of great evil, originally founded ages ago by the wizard-priest Turbal-Zarak. The hidden monastery sits in a foul crevasse reeking of death and corruption near a dark lake of slime and its priests venerate the vile demon-froggod Tsathoggus. The monastery itself is a black edifice near the dark lake, hidden from view, and its halls and chambers stretch deep into the rock of the mountain to an underground lake. The monastery is unique in that it is one of the few temples to Tsathoggus dominated by human worshipers, as most worshipers of Tsathoggus are non-human. Karasan, the current head of the monastery, came to power from a lowly station due to his discovery and tutelage of perhaps the world’s most feared warrior — Lokaug Vishnakh (see sidebar). Karasan is absurdly low-level to lead such amonastery, particularly in light of the presence of other priests of such high level. He maintains his leadership because of his connection to Lokaug. The other priests fear him. Lokaug continues to return with his warband to give riches and great sacrifices to the temple.

\subsection*{3131 Nest of Dire Weasels (EL 9)}
In the plains of Ered Losthain is a pack of 14 dire weasels (CR 2; hp 13 each). These hungry critters will gang attack anything that they outnumber.

\subsection*{3204 Seahill Castle (Castle)}
Conventional; AL LN; TL 6; 100 gp limit; Assets 1,800 gp; Population 360 (90 War1-2s garrison the castle, accompanied by 6 Clr1s acolytes of Morg; the balance are Com1-2s mundane servants and farmers); isolated (human 96% [mostly Skandik, some Alryan and Tharbrian], others 4%). Authority Figure: Yan, male Karakhan (?) LE Ftr8. Important Characters: Arni, female Skandik LN Clr6 (leads the worship of Morg at the castle). Lord Yan is from the far east, beyond the Kingdom of Karak. Taken as a young boy by Skandik raiders he was sold into slavery in the City State. Later he fought his way to freedom in the arena and joined the service of the Hellbridge Temple. He was sent as part of a delegation to Warwik several years ago and was instrumental in helping the Duke of Warwik in discovering a rebellion against him. The Hellbridge Temple and Yan were granted the castle of the rebellious lord at Seahill. It has been rebuilt and is now a center for the activities of the Hellbridge Temple around Warwik.

\subsection*{3204 SEAHILL (Village)}
Conventional; AL LE; TL 4; 200 gp limit; Assets 7,350 gp; Population 1,176 (Able bodied 294); Mixed (human 79% [mostly Tharbrian and Skandik], half-elf 9%, elf 5%, halfling 3%, others 4%); Resources: Market. Authority Figure: Langorin, male Alryan N Ftr8. Important Characters: Atragon, male human LE Clr6 (chief inquisitor); Nalia, female Alryan LG Ftr3/Sor1 (daughter of the former lord of Seahill). The former lord of Seahill, Jansen, attempted to organize a rebellion against the corrupt rule of the Warlord of Warwik six years ago. Yan of the Hellbridge Temple uncovered the plot and the Duke sacked the town and razed its castle (3204). Yan was granted the castle for his actions. Langorin, one of the Warlord’s faithful knights, was granted lordship over the town. Currently Langorin is using the inquisition of the Hellbridge temple to clear the village of traitors. Since the takeover the Inquisitors have taken control much of the administration and commerce of the region sweeping away the original merchants. Lord Jansen’s daughter, Nalia, currently resides in Modron and is attempting to organize an expedition to retake her patrimony.

\subsection*{3213 ELF-BURN (Hamlet)}
Conventional; AL CG; TL 6; 100 gp limit; Assets 1,800 gp; Population 576 (Able bodied 144); Mixed (elf 79% [mostly wood, some high and gray], human 9%, half-elf 5%, halfling 3%, others 4%); Resources: Market. Authority Figure: Ermidon, male elf NG Ftr10. Important Characters: Holwen, female elf [wood] CG Clr8 (high priestess of Cilborith); Feanir, male elf [gray] CN Exp15 (elven smith of exceptional skill, extremely possessive of his best work). Elf-burn is one of the members of the Council of Alderock. The village was founded by the elves after the end of the Gnoll Times several hundred years ago. The battle that broke the back of the gnolls was fought near this village. The village gets its name from the elven brigade who fought in the battle against the gnolls. Their devastating fire magicks turned the tide and broke the gnoll army. The village holds itself aloof from its neighbors in Boughrun and Limerick, but will aid them in times of need.

\subsection*{3226 Weretiger Den (EL 12)}
Travelers seeking pelts along the headwaters of the Brythalin Stream, in the hills North of Ered Losthain, claim the place is haunted or even cursed, as few who venture into the area in search of valuable pelts have ever returned. The truth is a band of 15 weretigers (CR 5; hp 45 each) stalks this region preying upon humanoid bands, and stalking hunters in much the same way a hunter would stalk its prey. Every so often they take their human form and take disguises to travel to more civilized areas to purchase liquor and post missing persons reports to village elders of their victims or new additions to their band. In their lair are 400 gp, and a quartz gem (65 gp).

\subsection*{3230 Citadel of Ordun (Citadel)}
Conventional; AL LN; TL 6; 100 gp limit; Assets 800 gp; Population 160 (40 War1-2s garrison the citadel; the balance are Com1-2s mundane servants and farmers); isolated (human 96% [mostly Tharbrian and Altanian, a few Alryan], others 4%). Authority Figure: Navar, male Alryan LE Ftr5. Important Characters: Enim, male human LN Ftr5/Rog3/Duelist 2 (Navar’s best friend and expert duelist). The Overlord’s grandfather constructed this keep as an outpost against the orcs and hobgoblins of this area. Captain Navar has been recently promoted and is eager to prove himself. His two companies of troops are not enough for a direct strike against either the orcs or the hobgoblins. Navar is trying to convince his father, a wealthy senator, to bankroll additional mercenaries so he can take out the Lice Itch Orcs (3329). Captain Navar is not happy with the structure of the citadel and would like to improve its defenses and add a curtain wall and perhaps try to change it into a true castle.

\subsection*{3233 Wild Dogs (EL 8)}
Once a trained pack of 40 guard dogs (CR 1/3; hp 6 each), these now-feral animals attack humans on site.

\subsection*{3308 Giant Shark Reef (EL 10)}
Reefs in this area are hazardous to ships. Due to the abnormally large volume of wrecks on them, a school of 8 huge giant sharks (CR 4; hp 65 each) has taken up residence. Eight ten-foot sharks are around at any given time. They are manhunters (due to so much opportunity-gained experience) and attack anyone in the water.

\subsection*{3311 Wild Horses (EL 8)}
Ranging from the coast to the banks of the River Inflow, this small herd of 12 wild (light) horses (CR 1; hp 19 each) is all white. These horses fetch 3x normal sale price in any city.

\subsection*{3313 LIMERICK (Hamlet)}
Nonstandard; AL N; TL 4; 100 gp limit; Assets 1,875 gp; Population 600 (Able bodied 150); Mixed (human 79% [mostly Tharbrian, some Skandik and Altanian], half-elf 9%, elf 5%, halfling 3%, others 4%); Resources: Salt. Authority Figure: Bedestyr, male Skandik N Brd11. Important Characters: Mannin, male Tharbrian NG Com6 (leader of the salt miners); Jordea, female half-elf LG Brd8 (most talented student in the college, feel that the college should be more proactive in fighting evil). Limerick is one of the villages of the Council of Alderock. After elf-burn was established the elves established a bardic college on the present site of Limerick. They invited elves and non-elves alike to attend. The college is renowned throughout the Wilderlands and has a small group of elite students at any one time. Bedestyr became head of the college five years ago. He was originally a skald of the Skandiks when his longship was wrecked at the mouth of the Roglaroon 20 years ago. He was taken in by the people of Limerick and made the hamlet his home ever since. The Council appointed him to govern Limerick five years ago. A village grew around the college and the natural salt deposits in the area were mined. Limerick maintains a small stockade (a tower and two buildings) next to a cove on the Mouth of the Roglaroon where merchants from Modron can trade for salt every two months.

\subsection*{3318 Lair of the Hippogriffs (EL 4)}
A mated pair of hippogriffs (CR 2; hp 25 each) lives within a cave atop a single shank of stone where they keep their precious clutch of eggs, waiting ever patiently for their hatchlings to be born. The hippogriffs defend the eggs with their life.

\subsection*{3325 Roger’s Keep (Citadel)}
Conventional; AL NG; TL 6; 100 gp limit; Assets 1,200 gp; Population 240 (40 War2s followers and a company of 20 Ftr1s soldiers from the City State; the balance are Com1-3 retainers, servants and farmers); isolated (human 96% [mostly Tharbrian and
Alryan, a few Altanian and Skandik], others 4%). Authority Figure: Roger MacArdle, male Tharbrian CG Ftr6. Important Characters: Gigantus, male human NG Ftr4 (a huge simple man with Str 19 and Int 7, MacArdle will personally beat anyone who takes advantage of Gigantus). Lord MacArdle is a giant bear of a man who loves nothing more than a good fight and a good feast. He runs a loud boisterous court and often challenges those in his hall to friendly wrestling matches. He cares little for ceremony or pomp and administers justice fairly but informally. Lord MacArdle is personally loyal to the Overlord. He saved the current Overlord’s life when the Overlord was a young man. Afterwards he served the Overlord as a bodyguard for many years. When the town of Varin’s Firth needed cleaning up, the Overlord granted him the right to build a keep and to administer the town. Lord MacArdle has a company of the Overlord’s troops (20 men) and has attracted forty additional men to his service.

\subsection*{3325 VARIN’S FIRTH (Small Town)}
Nonstandard; AL CE; TL 3; 800 gp limit; Assets 44,000 gp; Population 1,760 (Able bodied 440); Mixed (human 79% [mostly Tharbrian and Altanian], half-elf 9%, elf 5%, halfling 3%, others 4%); Resources: Pitch. Authority Figure: Penarkon, male human CE Rog6. Important Characters: Kokolon, male half-orc NE Rog5 (runs a rival gang known as the top knots for their hair style). Varin’s Firth is nestled along Brytalin Stream. The main industry of the town is the making of pitch. Lumberjacks harvest the white pine woods east of town and the lumber is distilled down to pitch. Every full moon a market is setup at a landing north of Roger’s Keep (3325) where merchants and ships plying the Estuary of Roglaroon can trade for barrels of pitch. The town is lawless with gangs of lumberjacks, craftsmen battling each other every week. Lord Roger MacArdle conducts periodic sweeps to control the worst of the gangs. Any gang attempting to burn the town or engage in massive destruction will be lynched by the remaining gangs with Lord MacArdle’s approval. Penarkon runs the largest lumberjack gang. He is known be a brutal leader. His gang is known as the Reds.

\subsection*{3329 Orc Lair (EL 15)}
War drums echoing in the foothills of Ered Losthain can mean only one thing. The Lice Itch Orcs are raiding along the frontier, in search of loot, slaves and blood. There are 65 normal orcs (CR 1/2; hp 4 each), 92 young and elderly (CR 1/2; hp 3; AC 10; noncombatants), 15 sergeants (War3; CR 2; hp 13; AL LE; battleaxe, shortbow, 20 arrows, scale mail), 5 lieutenants (War5; CR 4; hp 27; masterwork battleaxe, shortbow, 20 arrows, scale mail), and 7 captains (Bbn7; CR 7; AL LE; Str 17, Dex 12, Con 14, Int 11, Wis 12, Cha 12; +1 battleaxe, masterwork shortbow, 20 +1 arrows, scale mail). Well armed, well led, and often paid by the Wizard in 3529 to draw attention away from his occult research, the Lice Itch Orcs seek to maim, torture and kill anything and anyone they can get their hands on. The orcs have 5,000 gp, silk cloak (1,100 gp), wool tapestry (250 gp), gold tankard (600 gp), 3 platinum candlesticks (200 gp each), dust of disappearance, wings of flying, ring of swimming.

\subsection*{3402 WARWIK (Large City)}
Conventional; AL N; TL 8; 40,000 gp limit; Assets 47,000,000 gp; Population 37,600 (Able bodied 9,400); Mixed (human 79% [mostly Alryan, Skandik and Tharbrian, many humans of other nationalities and those of mixed ancestry], dwarf 9%, halfling 5%, elf 3%, others 4%); Resources}
Market. Authority Figure: Gadelen, male Alryan N Ftr3/Ari7. Important Characters: Olden, male human NE Rog8/ Asn5 (Warlord Gadelen’s feared “Regulator”); Serson, male Alryan LN Ftr2/Ari3 (Gadelen’s younger brother known as a wastrel he secretly organizing a rebellion to seize the throne from his corrupt brother). Founded in 3227 BCCC by exiled nobles from the City State after their attempt to wrest control of the Senate from the Overlord was crushed by the Overlord and his assassins, Warwik was built on the ruins of a coastal city burned long ago (1789 BCCC) by a raiding Tharbrian war band. The city itself is organized around a small nearly “U”shaped bay. The land around the bay slopes gradually to the sea, except for a bluff facing the harbor that overlooks the bay. On this central raised portion is a fortress complex built on the tallest central crest. Beneath the sheer drop of the bluff and the sea is the Merchant’s Quarter. To the west is the Thieves’ Quarter and to the east the Priests’ Quarter. South of the bluff is the Barbarians’ Quarter housing the local Tharbrians and Skandiks. A great city walls follows the crests of the ridges, encircling the city and separating the quarters. In the mouth of the bay is a small island that constricts access to the port proper. This island contains yet another citadel that serves as the base of the Warwik navy and shields the city from sea raiders. Warwik has a large fleet that sails Winedark Sea and the Sea of Five Winds. Warlord Gadelen is corrupt and allows the Magnates to rule the city. He has forged an alliance with the Brotherhood of Pirates (4612). Gadelen owes allegiance to the Overlord but his family has revolted several times. He ignores the Overlord’s piracy campaigns unless they are directed against the Skandiks. His family has ruled Warwik for over a thousand years and hates the City State, vowing vengeance for their banishment.

\subsection*{3402 Castle Warwik (Castle)}
Conventional; AL LE; TL 8; 200 gp limit; Assets 4,800 gp; Population 480 (120 Warwik soldiers War2s led by 5 Ftr3s; the balance are Com1-2s or Exp1-2s handling the lumber market around the castle as well as mundane servants); isolated (human 96% , others 4%). Authority Figure: Danral, male human LE Ftr8. Important Characters: Idrain, male human LE Ari5 (posted here by Duke Gadelen to make those who have paid their bribe get through with minimal hassles and those who not are assessed the full tolls and fees). Lord Danral holds Castle Warwik from Duke Gadelen of Warwik. The castle is built around a cleft and the two steep hills form its sides and forms a gate on the Saddlebow Path. This is the only approach from the south to Warwik. The village around Castle Warwik has a small lumber market where lumberjacks from the woods east of Warwik can sell their day’s cutting.

\subsection*{3406 Cilborith’s Grove (Citadel)}
Magical; AL CG; TL 6; 40 gp limit; Assets 80 gp; Population 40 (10 elf rangers Rg1-3s guard the citadel; the remainder are Exp1-3 who tend the grove and Clr1-2s who serve Cilborith and will defend the grove if need be); isolated (elf 96% [mostly wood, some wild], others 4%). Authority Figure(s): Tevei, female elf [wood] CG Clr5. Important Characters: Anigol, male elf [wood] CG Clr4 (Tevei’s assistant and devoted to her). Cilborith’s Grove is built around a natural grove in a copse of woods west of Seasteadholm. It is a temple to the high god of the elves, Cilborith. The clerics have enchanted the copse into a formidable defense equal to a keep or citadel. The high priestess of the Grove is Tevei who is the sister of Gronrhy, Leader of Seasteadholm. She and Gronrhy are concerned with the corruption of the human duke of Warwik and are trying to form a consensus among the elves on what to do about it.

\subsection*{3406 SEASTEADHOLM (Hamlet)}
Conventional; AL NG; TL 4; 100 gp limit; Assets 1,825 gp; Population 584 (Able bodied 146); Isolated (elf 96% [mostly high], others 4%); Resources: Market. Authority Figure: Gronrhy, male elf [high] CG Wiz6. Important Characters: Galacsar, female elf CG Wiz3/Exp11 (master shipbuilder of the swan ships); Menon, male elf [high] CG Clr5 (leads the elves in their daily worship of Cilborith). Seasteadholm is a hamlet of elves located on the windswept peninsula north east of the City State. It has a long alliance with the human rulers of Warwik. In the past they cooperated on many issues including the building of a paved road between the two communities known as the Saddlebow Path. However Gadalen’s corruption has cast a shadow on the alliance and Gronrhy is working with his sister, Tevei, of Cilborith’s Grove (also in 3406) to build a consensus among the elves on what to do about it. Seasteadholm is noted for constructing the famed elven Swan ships. It also a place where elves from around the Wilderlands can come to trade for human goods brought in by the Saddlebow Path.

\subsection*{3412 BOUGHRUNE (Village)}
Nonstandard; AL N; TL 3; 200 gp limit; Assets 5,750 gp; Population 920 (Able bodied 230); Mixed (human 71% [mostly Tharbrian, some Alryan and Skandik], half-orc 13%, elf 9%, half-elf 5%, others 2%); Resources: Iron. Authority Figure: Halewnlyn, male Tharbrian LG Wiz5. Important Characters: Hogan Hardhand, male human N Com5 (leader of the largest mining gang); Jerad Hardhand, male half-orc CN Com4 (leader of the second largest mining gang and brother to Hogan, the two hate each other because of a woman Jerad married); Smiter Smye, male Tharbrian NE Rog8 (proprietor of the Dunlin Inn); Niglo the Hunter, male Skandik N Ftr7 (bounty hunter masquerades as a beggar); Seria, female human N Exp7 (Sage). Boughrune is one of the villages making up the Council of Alderock. Boughrune is noted for its iron mines and ironworks. There is a large population of half-orcs in the town working in the ironworks. Halewnlyn runs a small conclave of wizards located just outside of the village. The conclave is an ally of the Whiteleaf League and is the closest thing the town has to an authority, as the town is often in a state of little more than anarchy.

\subsection*{3418 Citadel Dire (Citadel)}
Conventional; AL CE; TL 3; 100 gp limit; Assets 900 gp; Population 180 (45 orc Bbn2s man the citadel; the balance are common orc servants and slaves and perhaps a handful of humanoid prisoners or slaves); isolated (orc 96%, others 4%). Authority Figure: Amyria, female orc CE Bbn7. Important Characters: Dogarin, male orc NE Bbn6 (Amyria’s chief captain); Logaris, male human Rog5 (Amyria uses Logaris as a go between to the pirates). Warchief Amyria rules Citadel Dire with the authority granted by the Evil Amazon Queen of the Purple Claw. Amyria has been responsible aiding many of the pirate bands that operate in The Roglaroon and Goodholm Haven. She and Warchief Sullfurra of Claw Tower are rivals and hate each other. She sends orcs bands to patrol the eastern regions of Dearthwood.

\subsection*{3421 Dire Otters (EL 9)}
These dire otters (CR 2; hp 19) spend their days sliding down the banks the river pouring out of the Dearthwood, which feeds the estuary of Roglaroon. The otters have been known to attack heavily armored opponents thinking there might be something tasty inside, like the giant clams they dig up from the bottom of the river.

\subsection*{3431 Lair of the Hydra (EL 10)}
Many seeking to cross the mountain pass north to the Fartherhorn Mountain often choose an alternative route as the pass is guarded by a the ever hungry 11 headed hydra (CR 10; hp 115) that makes his lair within a cavern at the southern end of the pass. Travelers count themselves lucky if they lose only a few pack animals or a caravan guard to the beast. Tucked within the recesses of its cavern is a sack of gold (300 gp) and a rolled up carpet of flying named “Cloudskipper” flung aside by the beast as it tore a pack mule to pieces.

\subsection*{3508 Troll Den (EL 10)}
Yunk’s Band of 7 trolls (CR 5; hp 63 each) resides within a mossy cave in the depths of this forest. Like most trolls, Yunk (CR 5; hp 84) and his posse are cruel and stupid though they have found an insatiable taste for potions because of the funny way they make them feel. To this end they have enslaved Sashet (Wiz 4) whom they find material components for so he can let them “get sneaky” with potions of invisibility and “get harsh” with potions of bull strength. Each of the trolls has at least one of each of these potions.

\subsection*{3515 Wild Dogs (EL 6)}
These 18 wild dogs (CR 1/3; hp 6 each) fear nothing.

\subsection*{3527 Hobgoblin Lair (EL 15)}
Nestled at the base of Newags neck is this hobgoblin fortress and iron foundry. This tribe of 180 hobgoblins (CR 1/2; hp 5 each) makes no beautiful items, just clever and deadly arms and armor. They are led by 9 subchiefs (Ftr3; CR 3; hp 19; longsword, javelin, studded leather, small wooden shield), 2 chiefs (Ftr5; CR 5; hp 37; longsword, javelin, chainmail, small wooden shield), and a king, Naggressh (Ftr7/Rog1; CR 8; hp 54; +2 leather armor, +1 longsword, +5 large steel shield, gold crown [400 gp]). The devil-faced gates to their complex are surrounded on all sides with arrow slits. Two vents about 20 feet above the ground are rigged with valves for the lookouts to pour molten iron upon well armed trespassers. Naggressh the master of the foundry makes a healthy pile of gold, trading the hobgoblin’s well crafted gear to other humanoid tribes for gold and gems. They have 6,000 gp, 10 moonstones (75 gp each).

\subsection*{3529 Iron Spire Conclave (Castle)}
Magical; AL NG; TL 8; 200 gp limit; Assets 5,600 gp; Population 560 (100 magically enhanced men-at-arms Ftr2s plus 40 apprentices Wiz1-2s as well as 2-5 senior wizards Wiz2-5; there are always 3 to 10 visiting wizards Wiz2-9; the balance are mundane servants or farmers); Integrated (human 37% [mostly Tharbrian, some Altanian and Skandik], half-elf 20%, elf 18%, halfling 10%, dwarf 7%, others 8%). Authority Figure: Anson, male human CG Wiz11. Important Characters: Thompson, male human NG Wiz6 (abrasive and paranoid inquisitor of the conclave, he is suspicious of Tarhinagh of Hel but nobody will listen to him). The Iron Spire Conclave is one of the most powerful Wizard Conclaves in this region of the Wilderlands. It derives a substantial income from the iron mines of the nearby town of Hel, which it controls. It has continual conflict with the hobgoblins tribes around Neuwag’s Neck. Anson is has been leader of Iron Spire for a long time and lead the conclave into prosperity. His best friend and second in command, Tarhinagh, is in charge of Hel.

\subsection*{3529 HEL (Small Town)}
Nonstandard; AL CG; TL 4; 800 gp limit; Assets 46,000 gp; Population 1,840 (Able bodied 460); Mixed (human 79% [mostly Altanian, some Skandik, a few Tharbrian], halfling 9%, elf 5%, dwarf 3%, others 4%); Resources: Gems. Authority Figure: Tarhinagh, male Altanian CE Wiz8. Important Characters: Bodin, male human LE Com9 (leader of one of the largest mining gang); Manfrei, male half-elf CE Wiz3 (Tarhinagh’s apprentice and chief torturer). Hel is a small town nestled against the eastern slopes of Ered Losthain. The area is rich in high quality iron ores. A wizard conclave was established here (Iron Spire Conclave) 500 years ago. When the ore was discovered, human miners flocked to the conclave for protection establishing the town of Hel. Hel mostly ships its iron to Ossary on the Skandik Coast. The conclave rules the town with a light hand appointing a chief to which the leaders of the various mining gangs can come to for justice. The current chief is Tarhinagh who was appointed by Anson, the leader of the Iron Spire Conclave. Tarhinagh has been secretly corrupted by demons and is now in the service of Mordridda of Witches’ Court Marshes. He and Mordridda are working on a long-term plot to bring down the Iron Spire Conclave and take control of Hel.

\subsection*{3612 Monstrous Centipedes (EL 7)}
The forests near the mouth of Roglaroon Estuary are filled with vermin. Ten large monstrous centipedes (CR 1; hp 9 each) hunt in these woods.

\subsection*{3615 MODRON (Large Town)}
Conventional; AL LN; TL 9; 3,000 gp limit; Assets 461,250 gp; Population 4,920 (Able bodied 1,230); Mixed (human 79% [mostly Tharbrian, Alryan and Skandik], halfling 9%, elf 5%, dwarf 3%, others 4%); Resources: Market. Authority Figure: King Anoethin, male Alryan LN Clr10. Important Characters: Shalot, female human LG Clr10 (high priest of the Temple of Mitra); Sonniboot, male Tharbrian Ftr8 (noted local pirate, leader of a sloop and 31 men, kills gnomes on sight); General Modronel, male human N Ftr9 (head of the Interior Guard); Duke Kralanor, male Alryan LG Pal5 (king’s cousin and in charge of the king’s warehouse). Five centuries ago, Modron was a thriving port city whose inhabitants worshipped Modron, the Goddess of Rivers and Proteus, the Shepherd of Neptune. Legends tell of the huge merchant vessels from far off Karakan and the incredible wealth brought by traders from the Isle of the Blest for pearls and dwarven artifacts. The mermen of nearby underwater village of Crespar stopped trading sponges and pearls to the people of the town, yet the port’s wealth increased. Then, a huge migration of orcs stopped the flow of dwarven merchandise and the far travelers no longer docked at Modron. In less than 50 years, the once flourishing area lost most of its population and the followers of the god and goddess blamed each other’s deity for the loss. Civil strife erupted and the temple of Proteus was submerged in the holocaust. The death blow was delivered by raiders in longships which carried off the few women and men into slavery. The survivors fled when orc scavengers moved into the ruins for a final pillage, hefting tons of marble. The Temple of Modron, being underground and underwater, was left unscathed and the Mermen renewed their vows to the Goddess of the Rivers. With funds from the City State, a new town was founded by followers of Mitra on the ruins of the old, to protect, the Overlord’s merchant ships from river pirates. “Maelstron,” a giant sea snake, with an allegiance to the City State, protected the builders. The original name of the city was retained because it equated with magnificent warships and high-wizards in songs of the bards. The past fifty years has seen the new port again filled with sailors, merchants and buccaneers. Anoethin is the patriarch-king of Modron. He came to power after the death of his father two years ago. Anoethin is noted for bravery in battle and likes to mingle with the inhabitants of Modron at every opportunity. Soggy, bound chest still nestled in the holds of scuttled warships dot the bottom. A legendary fortune is said to lie within the sunken temple’s ruins. Columns lying in the sand, arches dislocated and slime-misted statues are visited only by the Creatures of the Deep. No hero has returned from the foamy labyrinth river-bed. Sulphurous smoke still bubbles from boiling water in one area of the sound. Sages tell of a river of incandescent lava beneath the wavelets, sea-bats, a Triton Treasure House, sea-frogs and deadly clouded water. For more information on Modron and its surroundings, see the Judges Guild product Modron, by Bob Bledsaw and Gary Adams, or visit the Necromancer Games’ Judges Guild page (www.judgesguild.com).

\subsection*{3616 Southwatch Castle (Castle)}
Conventional; AL LG; TL 6; 100 gp limit; Assets 1,800 gp; Population 360 (80 men-at-arms War1-3s, 10 priests Clr1-3s; the rest are Com1-2 devotees or mundane servants or farmers under the protection of the castle); Isolated (human 96% [mostly Tharbrian and Alryan, some Skandik], others 4%). Authority Figure: Danielle, female Tharbrian LG Clr7. Important Characters: Aelfwulf, male Skandik LN War8 (commander of the troops, he fully supports the expedition and is eager to get underway); Godnet, female human CE Com2/Rog1 (she is spy for the Pirates of Hagrost pretending to be a commoner devoted to Mitra). Danielle, along with her 10 clerics and four companies (80 men) of troops, man the castle guarding the southern approaches to Modron. It is built on a bluff overlooking the Estuary and has a protected harbor at the base where a small fleet of river galleys is stationed. Danielle is a rising star in the Church of Mitra. She is currently preparing for a major sweep of the estuary. She knows of two major groups of pirates along the estuary. She is prepared to sweep every inlet, river, and stream along the estuary until she finds and destroys the pirates (or they destroy her). Unknown to her, Wormingford and Citadel Dire are the two bases she seeks.

\subsection*{3625 ROCKHOLLOW (Village)}
Conventional; AL N; TL 5; 200 gp limit; Assets 5,250 gp; Population 840 (Able bodied 210); Isolated (human 96% [mostly Alryan and Altanian], others 4%); Resources: Zinc. Authority Figure: Eanqar, male human CG Ftr8. Important Characters: Unlarit, male Alryan LG Clr6 (priest of Mitra and minister to the miners, preach in an underground temple carved by the miners); Zoar, male halfling N Rog6 (leader of a smuggling ring supplying the miners with a variety of illegal goods). Along the hills forming the northeast spur of Ered Losthain are several rich deposits of zinc. Two hundred years ago the Overlord established several mines in the area and created the village of Rockhollow to house the miners. Today the village is small but very prosperous. The miners have created an extensive underground network of mines made by the room and pillar method. The mines spread throughout three miles of hills south of the village. Eanqar is the current governor Rockhollow and is beloved of the miners. He doesn’t like imposing a whole lot of laws but the ones he does impose he enforces rigorously. The production of the mines has gone up every year in the six years he has been in charge. Governor Eanqar’s most serious concern is the threat from the hobgoblins of Neuwag’s Neck. His is afraid they will grow tired of trying to sack Hel and its wizards and turn on Rockhollow.

\subsection*{3628 Troll Den (EL 9)}
The 5 trolls (CR 5; hp 63 each) that reside near Neuwag’s Neck live within a crude palisade decorated with the hides of dwarves and halflings atop the highest hill in the region. Their bread and butter is intimidating small bands into coughing up their gold for safe passage through the neck, merely to ambush them as soon as they get into a tight spot keeping the soft and portly halflings for food, and skinning any dwarves for the pleasure of hearing their screams. So far their labors have netted them 2,145 gp, a wand of cure light wounds (20 charges, caster level 5th), and 6 suits of masterwork chainmail.

\subsection*{3631 Hill Giant Camp (EL 10)}
Three hill giants — Emo, Gumo, and Tubo (CR 7; hp 102 each) — eke out a desperate existence in the shadow of the Fatherhorn Mountain, as the gnomes who thrive deep within the Fatherhorn Mountain torment the oafish giants every opportunity they get while passing through the giants territory on their way to the City State to trade their wealth of gemstones. To this end the giants fly into a furious rage whenever confronted by parties containing a gnome in their midst, fighting wildly but without any real method, screaming “Kill De Pointy Head,” as they are reduced to gurgling with anger. The giants carry 1,400 gp, 4 emeralds (1,300 gp each), potion of detect thoughts, ring of protection +1, potion of blur in their sacks.

\subsection*{3704 ZARTHSTONE (Small Town)}
Conventional; AL NG; TL 4; 800 gp limit; Assets 41,600 gp; Population 1,664 (Able bodied 416); Mixed (human 79% [mostly Tharbrian, some Skandik], elf 9%, half-elf 5%, halfling 3%, others 4%); Resources: Market. Authority Figure: Kamlan, male human CG Clr8. Important Characters: Nordan, male Skandik NG War5 (leader of the militia); Kalara, female human NE Rog7 (recently arrived with the assignment of undermining Kamlan).

Zarthstone is a prosperous small town that is the market for the surrounding farms. It owes much of its prosperity to continuing trade with Warwik. It has a small port and uses small coasters to move bulk supplies of produce and grain to Warwik. Zarthstone also has a major temple to the goddess Bridget and is the center for her worship in the region. Bridget’s temples and shrines maintain a perpetual flame that is only allowed to go out on the longest day of the year. It is re-lit the following dawn at the temple. Kamlan is the leader of the town and the high priest of the temple. He is concerned over the rising power of the gnolls at Forecastle and is trying to convince Gadelen of Warwik to mount an expedition against them.

\subsection*{3706 WOLFSTONE (Small Town)}
Conventional; AL LE; TL 5; 800 gp limit; Assets 40,000 gp; Population 1,600 (Able bodied 400); Mixed (human 79% [mostly Tharbrian and Skandik], half-orc 9%, halfling 5%, elf 3%, others 4%); Resources: Mercury. Authority Figure: Ledwig, male human N Clr9. Important Characters: Gorei, female Tharbrian N Wiz8 (representative from the wizard’s guild of Warwik to oversee the quality of the cinnabar being mined, care little for the welfare of the miners); Doggart, male half-orc NE War5 (Str20, brutish overseer of the miners, recently been subject to fits of insanity killing random miners).

The hills around Wolfstone are rich in cinnabar, a red ore containing mercury. Of great use in various alchemical and magical preparations, it is widely exported throughout the Wilderlands. However, mining cinnabar is extremely hazardous and the life span of an average miner is only three years. The cinnabar mines at Wolfstone are known as the death mines and today Warwik sends slaves and its worst criminals to mine the ore. Many thieves know that to work the mines of Wolfstone is tantamount to a death sentence. Prelate Ledwig has been in charge of Wolfstone for over twenty years and is known for his violent outbursts and intolerance of any disorder. Output of the mines has been falling in recent years and there have been reports of sloppy administration.

\subsection*{3708 Giant Leeches (EL 8)}
The Porech Wash appears murky as it flows to the ocean. Amidst the reeds and rushes are numerous giant leeches* (CR 2; hp 11 each). Eight live in the river, and are attracted to warm blooded creatures moving near them.

\subsection*{3711 Plesiosaurus Lair (EL 12)}
The cape to the north of the Roglaroon is famous for its sea monsters. Some of these are legends, others are real. If a ship passes near the coast, there is a 50% chance on an encounter with 3 plesiosaurs (see 5008).

\subsection*{3806 OTTERGILD (Village)}
Nonstandard; AL N; TL 4; 200 gp limit; Assets 4,600 gp; Population 736 (Able bodied 184); Mixed (human 79% [mostly Tharbrian and Skandik], half-orc 9%, halfling 5%, elf 3%, others 4%); Resources: Salt. Authority Figure: Narthin, male human CE Clr6. Important Characters: Beleni, female half-elf NG Rgr5 (spy sent by Tevei (cit 3406), works as a barmaid at the inn, can pass for human); Ogger, male Tharbrian NE War5 (Narthin’s enforcer, leads his company to round up Narthin’s latest victim).

The high bluff along the Porech Wash is underlain with salt deposits. The village of Ottergild was founded by Warwik 100 years ago to mine the deposit. The town lives in fear of attack from the gnolls at Forecastle and in fear of their lord, Narthin. Narthin’s family ruled Ottergild in the name of the Warlords of Warwik since it was founded. Narthin converted to the worship of Haramakhis 20 years ago and killed his father when he returned to Ottergild. He was able to bribe Gadelen of Warwik to look the other way and confirm his lordship. Since then, Narthin has built a temple to Haramakhis and terrorized the local populace with his bloody rituals. He cares only for the glory of Haramakhis and continues to pay the Duke bribes to look the other way.

\subsection*{3809 Giant Ant Hill (EL 14)}
The grounds where the broad plains meet the Deadwood Marsh are pocked with the mounds of giant ants. There are 110 workers (CR 1; hp 9 each), 10 soldiers (CR 2; hp 11 each) and a queen (CR 2; hp 22) in the lair. The ants prefer soft juicy food to hard green food, and attack anything smaller then themselves like mindless automatons. The twisting maze of their lair has frequent collapses due to the softness of the earth so close to the Marsh. Individuals delving into their tunnels risk a 20% chance of cave in per hour spent below ground. The mangled bodies and shattered bones of several orcs and lizard men lie amongst pearly egg cases in a random manner. 4000 gp worth of coin and gems lie strewn about the area, although locating it all would take hours, the use of magical divination, and the complete annihilation of the entire ant colony.

\subsection*{3812 Wild Horses (EL 10)}
The villagers of Sticklestead make a good living catching the wild (light) horses (CR 1; hp 19 each) that roam this area. There are 24 in the herd, the rest already taken for domestication. Capture of these horses is considered theft by the villagers.

\subsection*{3821 Unicorn Glade (EL 3)}
In the small and dense forest south of River Gilring are the remains of an ancient temple to a long-forgotten forest deity. On nights of a full moon, a unicorn (CR 3; hp 42 each) can be spotted. The beast mourns the loss of its lifelong companion, an elven priestess, dead now for over a century. If a chaste maiden of good nature approaches the unicorn, it may accept her as a replacement.

\subsection*{3827 DORN (Village)}
Conventional; AL CG; TL 5; 200 gp limit; Assets 5,750 gp; Population 920 (Able bodied 230); Mixed (human 79% [mostly Tharbrian and Altanian, some Alryan], halfling 9%, elf 5%, dwarf 3%, others 4%); Resources: Market. Authority Figure: Rakinach, male Tharbrian LE Ftr11. Important Characters: Banan, male Altanian NG Ftr6 (leader of rebel band attempting to overthrow Rakinach); Tysla, female Altanian CG Clr5/Psi2 (Altanian Protector and Banan’s sister, aids here brother in the revolt).

Rakinach was one of the most feared reavers of the Skandiks. Seven years ago he grew tired of raiding and desired to settle down. Outcast by his own clan he marched inland with his men to carve out his own clanhold. He came across the large farming village of Dorn and conquered it, killing its Altanian lord. He built his clanhold outside of Dorn and ruled ever since. Today Dorn seethes with revolt embolden by the exploits of Banan and his sister.

\subsection*{3827 Clanhold of Rakinach (Citadel)}
Conventional; AL N; TL 5; 100 gp limit; Assets 800 gp; Population 160 (40 hardy Skandik warriors War4s; the balance are exreavers turned settlers and farmers War1/Exp1-4 and Com1-3s); isolated (human 96% [Skandik], others 4%). Authority Figure: Surgird, male Skandik N Ftr5. Important Characters: Norwird, male Skandik NE Ftr6 (rival to Surgird has been able to return more plunder to the clans than Surgird and his popularity is on the rise).

The Rakinach’s clanhold is a well-fortified citadel. Rakinach and his men built it seven years ago when they conquered Dorn. It is now packed with the expanded families of Rakinach’s men. They are considering converting the clanhold into a full castle. Rakinach’s 23-year-old son, Surgird, is in charge of the clanhold’s defense and is being groomed to be his successor. He has several rivals and it is not certain whether he will get the lordship of Dorn when his father dies.

\subsection*{3829 Wild Horses (EL 9)}
Along the plains of Cairns run many wild (light) horses (CR 1; hp 19 each). They are fleet of foot, though not special in any way. There are 21 in this herd. These couldn’t drag me away.

\subsection*{3919 RYEFIELD (Village)}
Conventional; AL N; TL 5; 100 gp limit; Assets 1,600 gp; Population 512 (Able bodied 128); Mixed (human 79% [mostly Tharbrian, some Alryan and Altanian], elf 9%, half-elf 5%, halfling 3%, others 4%); Resources: Pitch. Authority Figure: Ciloxinin, male human CG Rgr7. Important Characters: Darik, male Alryan LN Ari3/Exp2 (leader of the council, chief critic of Lord Ciloxinin); Tonson human LN Rgr4 (he and his band patrol the woods where the harvesters work).

Ryefield harvests the Desolate Swamp and the woods northeast of the village for wood to be made into pitch. The barrels of pitch are then taken down to a landing on the River Modron and rafted down to be sold in Modron. Ciloxinin is the current lord of Ryefield. He and the village elders do not get along well as the elders feels he spends too much time adventuring with the Whiteleaf League of Dearthwood. Currently he is helping the priestess Danielle of Southwatch Castle (3616) in preparations for her pirate clearing expedition.

\subsection*{3933 GUILDING (Small Town)}
Conventional; AL NG; TL 4; 200 gp limit; Assets 7,650 gp; Population 1,224 (Able bodied 306); Integrated (half-elf 37%, human 20% [mostly Altanian, some Tharbrian and Skandik], elf 18%, halfling 10%, dwarf 7%, others 8%); Resources: Market. Authority Figure: Algryan, male Altanian LG Ftr5/Wiz2. Important Characters: Losanor, male elf CG Wiz8/Lor4 (advisor to the chiefs of Guilding for over three hundred years); Davir male half-elf CG Rgr6 (leader of the war faction of the town that advocates rebellion).

Guilding is a very old town and some say that was it founded shortly after the Uttermost War. It always has been a mixed community of elves and humans living together in harmony. Its main industry is the local farms and herding. Ruins dating back from Uttermost War dot the surrounding hills. Algryan is the current chief of the clans of Guilding. Two hundred years ago, Kauran, aided by Skandiks from Ossary, defeated Guilding’s forces and now the town pays tribute to Kauran. Kauran built a citadel outside of Guilding to prevent any attempts at rebellion.

\subsection*{3933 Citadel of Kauran (Citadel)}
Conventional; AL LE; TL 3; 40 gp limit; Assets 100 gp; Population 40 (Able bodied 10); isolated (human 96% [Tharbrian and Altanian], others 4%). Authority Figure: Natasha, female Tharbrian LE Clr5. Important Characters: Lobar, male human NE Ari2 (Natasha’s chief informer and spy in the town of Guilding, also her lover).

Natasha was appointed by Osmic the Chief Magistrate of Kauran. Natasha is a priestess of Set (LE God of Night) whose church is powerful in Kauran. She command 10 men to watch over Guilding and make sure they pay their yearly tribute and that there is no rebellion.

\subsection*{4001 Isle of the Talisman}
This rather deserted looking island is home to a roving band of 8 pirates (male Skandik War2; CR 1; hp 12; studded leather, longbow, 30p arrows, longspear, short sword, pouch with 1d20 sp) led by Saluth of the Red Beard (male Skandik War4/Rog4; CR 7; hp 44; AL CE; Str 16, Dex 15, Con 12, Int 9, Wis 11, Cha 9; +1 morningstar, dust of disappearance, 2 potions of cure light wounds, ring of protection +1, dagger, leather armor, pouch with 200 gp). A large stone keep sits seemingly unattended on a precipice overlooking the sea. This keep, the Keep of the Talisman, was once home to a great king who mysteriously disappeared in ages past and it is spoken in whispered tales that his ghost still walks the battlements. It is this tale that has allowed the pirates who call the keep home to dwell here unmolested. Two ships are moored along the coast and a secret cave entrance leads from the ships to the keep.

\subsection*{4006 Forest of the Minotaur (EL 4)}
A huge, ancient, benevolent minotaur (CR 4; hp 59) named Steer has befriended the children of the village of Otterguild. The parents of the village fear and hate him, though the young boys and girls frolic and play under his protection when their parents are not watching. He is a pure vegetarian, and is friendly and benevolent, and a skilled healer. He will defend himself if attacked, but will flee into his forest maze if he can, or if the villagers see him. Steer has a huge store of rare plants and herbs in his cozy house, but no real “treasure” as he has given it all to the children of the village.

\subsection*{4008 Forcastle Watch (Castle)}
Conventional; AL N; TL 6; 100 gp limit; Assets 1,000 gp; Population 200 (50 poorly-disciplined warriors War1-2s; the balance are poorly cared for Com1-2s farmers and servants); Isolated (human 96% [mostly Tharbrian and Skandik], others 4%). Authority Figure: Sir Andros, male human N Ftr5. Important Characters: Captain Navan, male human LN War8 (leader of the castle forces).

Forcastle Watch was built to watch the Forcastle burrows over 100 years ago. Duke Gadelen has steadily reduced the budget of the castle until now only two and half companies of men (50 men) stand guard against the gnolls. Sir Andros is a wastrel and spends most of his time drinking with the friends he brought from Warwik. They bemoan being posted out in the wilds and can’t wait to return to Warwik. Captain Navan attempts to keep some semblance of readiness but the men are prone to sloth following the example of their commander Sir Andros.

\subsection*{4008 FORCASTLE (Small Town)}
Conventional; AL CE; TL 7; 800 gp limit; Assets 1,950 gp; Population 620 (Able bodied 155); Isolated (Gnoll 96%, others 4%); Resources: Market. Authority Figure: Zademidan, male gnoll CE Ftr6. Important Characters: Zaitek, male gnoll CE Adp5 (high priest of Yeegok, the gnoll god); Zorittik, female gnoll NE Sor8 (rival of Zademidan only her gender stops her from seizing power).

Forcastle was a once the prosperous capitol of the Gnoll Lands, but the disastrous defeat of the gnolls by the Invincible Overlord’s forces in the Gnoll Wars has left a shattered remnant of the once thriving gnoll community. The coastline is comprised of high limestone bluffs and riddled with caves. Ideal for the burrows the gnolls prefer to live in. Since the Gnoll Times the occasional raids by the remaining gnolls have been met with putative expeditions from Warwik. A small half-orc ghetto of shanty houses has arisen as the shadier elements of Human society come here in search of sanctuary from the Law of other communities.

\subsection*{4013 STICKLESTEAD (Small City)}
Conventional; AL N; TL 5; 15,000 gp limit; Assets 4,762,500 gp; Population 10,160 (Able bodied 2,540); Mixed (human 79% [mostly Tharbrian and Alryan, some Skandik and Altanian], halfling 9%, elf 5%, dwarf 3%, others 4%); Resources: Horses. Authority Figure: Kargrol, male Alryan LE Ftr8. Important Characters: Gavenar, male Tharbrian LG Clr9 (patriarch of the Temple of Mitra); Mosar, male halfling NG Exp8 (best horse breeder in the region). Sticklestead is noted for the quality of its horses and the size of its herd. Using the Gasconfold Plain Sticklestead raise some of the finest war and riding horses in the Wilderlands. Sticklestead supplies almost all of the horses for the Overlord’s Cavalry. The Faith of Mitra has an important temple in Sticklestead and it’s patriarch, Gavenar is a rival of Anoethin, the patriarch king of Modron. Governor Kargrol rules Sticklestead in the name of the Overlord. He rules with a firm but fair hand and has publicly executed several merchants who attempted to bribe him.

\subsection*{4014 Gasconfold Castle (Castle)}
Conventional; AL LN; TL 5; 200 gp limit; Assets 6,000 gp; Population 600 (140 War1-3s men-at-arms led by 10 Pal1-2s; the balance are Com1-3 or Exp1-2 mundane farmers or retainers); Isolated (human 96% [mostly Tharbrian], others 4%). Authority Figure: Laran, male human LG Ftr9. Important Characters: Melwyn, male human NG Wiz11 (Laran’s mentor and friend, resides in the castle).

Gasconfold Castle stands watch over the eastern edge of the Gasconfold Plain. Its patrols keep poachers away from the horse herds roaming the plains. The castle also patrols the coast from Seastrand to Tegel watching out for any Skandik raiding. Laran takes his job quite seriously and is well regarded in the Overlord’s Court for his competence and for the success he has had at his job.

\subsection*{4015 BRUSHWOOD (Village)}
Nonstandard; AL LG; TL 4; 100 gp limit; Assets 1,650 gp; Population 528 (Able bodied 132); Mixed (human 79% [mostly Tharbrian, some Alryan], elf 9%, half-elf 5%, halfling 3%, others 4%); Resources: Market. Authority Figure: Gakatig, male Alryan LE Clr6. Important Characters: Duren, male dwarf LG Ftr8/ Def2 (leader of the temple guard, old friend of Gakatig).

Brushwood is the center of a large community of farm along the River Difring. It ships much of its grain and produces to Sticklestead and enjoys a steady trade with that city. There is a temple of Mitra in Brushwood and its leader, Gakatig, is the high priest of the temple. Gakatig is also the de-facto leader of Brushwood and the local tradesmen and farmers often bring their disputes to his court.

\subsection*{4016 Dolmans of the Gorgons (EL 10)}
In the southern half of the Brushwood Forest is a set of standing stones with an ancient stone wheel lying in the center. This wheel is inscribed with runes and can be used to predict the winds within 100 miles if a Decipher Script check (DC 20) is made. Strange statues of deer, rabbits and squirrels abound, seemingly part of the decor. These are in reality innocent victims a pair of gorgons (CR 8; hp 68 each) that make this area their lair.

\subsection*{4021 Black Bear Den (EL 11)}
These hills are famous for the wonderful quantities of berry bushes and black bears. A total of 26 adult bears (CR 2; hp 19 each) live here. They are harmless unless provoked.

\subsection*{4101 Isle of the Water Sprites}
This island appears plentiful and attractive to those seeking pleasure, food, or just a chance to get away from their worries of the world. This deception has led many a pleasure-seeker to his or her grave, for the island is in fact home to Grynelda the Sea Hag (female sea hag Wiz5; CR 9; hp 37; AL LE; Str 19, Dex 12, Con 12, Int 14, Wis 13, Cha 12) and her six daughters (sea hag; CR 4; hp 16 each). High in the mountains of this island dwell the seven sea hags who call this island home. The hags have amassed a horde of gems worth 9,000 gp, a scroll of 2 arcane spells (fireball [x2]), wand of magic missiles (27 charges), masterwork light crossbow, 20 masterwork bolts.

\subsection*{4102 Isle of the Elect}
At first glance this island appears hold a large city, thus leading one to believe many people make their homes here, but closer inspection reveals the city to be many years deserted. Not a single inhabitant remains and no trace of where they have gone or why they have left can be found. Legends speak of a multi-leveled dungeon beneath the city’s main temple.

\subsection*{4123 ASHENSHAFT (Small Town)}
Conventional; AL CG; TL 4; 800 gp limit; Assets 42,600 gp; Population 1,704 (Able bodied 426); mixed (half-elf 60%, human 40% [mostly Tharbrian and Altanian, some Alryan]); Resources: Market. Authority Figure: Governor Celdric, male Alryan CE Ftr8. Important Characters: Thargon the Fat, male human N Ftr4 (smith and leader of the local peasant levies); Birdman Wirraby, male human N Rgr10 (an former adventurer obsessed with birds since his wife was carried off by a roc, has gone a bit daft); Amonddath, male Tharbrian N Ftr4 (miller); Firanlas, male half-elf CG Ftr2 (owner of Gilgai’s Haven a local tavern for half-elves).

Ashenshaft was founded over 500 years ago by the legendary hero Gilgai half-elven. Here Gilgai was slain and his sons founded a community where the outcasts of men and elves could find a home. Over the ensuing years Ashenshaft suffered repeated invasions of the orcs. Ashenshaft was little affected by the Gnoll Times of the 42nd century and began to grow and prosper. However in recent years the pirate bands steadily grew worse in the Roglaroon and the Overlord began to plot to eradicate their strongholds. He sent Celdric, a ruthless man in his service, to Ashenshaft to make an alliance or take it over. The humans and half-elves were not interested in an alliance and within a few years Cedric and his cronies seized control. Now Ashenshaft is brewing with rebellion as the Overlord begins preparations to strike against the pirates.

For more information on Ashenshaft, see the Judges Guild product Pirates of Hagrost, by Bryan Hinnen and Dan Hauffe.

\subsection*{4126 WORMINGFORD (Village)}
Non-standard; AL NE; TL 4; 200 gp limit; Assets 4,300 gp; Population 688 (Able bodied 172); Mixed (human 79% [mostly Tharbrian and Altanian, some Skandik, a few Alryan], half-orc 9%, orc 5%, goblin 3%, others 4%); Resources: Market. Authority Figure: Calthorn, male human N Clr3. Important Characters: Elerro, male Tharbrian LE Ftr7 (captain of the Ramming Fool); Sallison, male human LE Ftr7 (captain of the Little Devil); Murizhpal, male Antillian LE Ftr8 (captain of the Queen of the Hagrost); Jellin, male human LE Ftr7 (captain of the Marauder).

Wormingford is the site of a ford long used by caravans traveling in the region. After the Gnoll Times an inn and several farms were built to take advantage of this trade. Twelve years ago four pirate galleys sailed up the River Hagrost and slaughtered the small community. They took over the buildings and used Wormingford as a base for piracy on the Hagrost and the Estuary. Calthorn is a cleric of Mitra who preached at the pirates to mend their ways. In a mocking jest they installed the cleric as their hetman and pay him mock homage. Calthron earnestly believes he had converted the pirates and now they are just simple fisher folk. The four ships at Wormingford are the Queen of the Hagrost, Ramming Fool, Little Devil, and the Marauder.

For more information on Wormingford, see the Judges Guild product Pirates of Hagrost, by Bryan Hinnen and Dan Hauffe.

\subsection*{4128 Giant Lizards (EL 8)}
Living in the tall grass of this beautiful plain are 8 giant lizards. (CR 2; hp 22 each). They hunt as a pack.

\subsection*{4133 Talgard Clanhold (Citadel)}
Conventional; AL NE; TL 3; 40 gp limit; Assets 240 gp; Population 120 (30 Skandik warriors War2s; the balance are Com1-3s clan members); mixed (human 79% [mostly Skandik and Tharbrian], half-orc 9%, orc 5%, goblin 3%, others 4%). Authority Figure: Ivar Talgard, male Skandik NE Ftr6. Important Characters: Ralf Talgard, male Skandik CE Ftr3 (Ivar’s son and currently organizing a plot to kill his father so he can assume the lordship).

Ivar Talagard is a cruel despotic Skandik Lord. The clanhold has been in existence since the earliest day of the Skandik conquest of this coast. However, clan Talagard has only ruled the clanhold for three generations. Ivar’s grandfather seized the clanhold from its prior occupant over 100 years ago. Ivar owes nominal allegiance to Alkazad, King of Ossary. Burrows of the past lords of the Clanhold dot Graven Hollows to the east and the Skandik view it as a haunted place.

\subsection*{4206 Eastpoint Keep (Citadel)}
Conventional; AL NG; TL 3; 100 gp limit; Assets 800 gp; Population 160 (40 warriors War1-3s garrison the citadel; the balance are Com1-2s retainers and farmers); integrated (half-elf 37%, human 20% [Tharbrian], elf 18%, halfling 10%, dwarf 7%, others 8%); Resources: Citadel. Authority Figure: Maglorin, male elf CG Ftr6. Important Characters: Anson, male Tharbrian LG Ftr5 (representative of Warwik and second in command, sent here because he came to close to uncovering one of the Duke’s smuggling rings).

Eastpoint is a watch point established jointly by Warwik and Seasteadholm. In recent years Duke Gadelen of Warwik has 181CHAPTER FIVE: CITY STATE OF THE INVINCIBLE OVERLORD sent what he calls “meddlesome do-gooders” to man the citadel along with the elves. Over the years a small hamlet of humans, elves, and half-elves has grown around the citadel. The citadel itself is perched on a 200-foot high hill, which give it an excellent view of the sea on both sides of the peninsula. Maglorin is the current commander of the keep having been appointed over 20 years ago. He views the depravity of Lord Northin of Otterguild with disgust and is planning a strike to depose him if Warwik doesn’t get rid of him.

\subsection*{4206 Den of the Wererats (EL 7)}
A simple fishing village is set along the north coast of Wormshead Point. Seven villagers welcome any that visit. At night, these villagers turn into their true forms — wererats (CR 2; hp 5 each) — and attempt to slay the guests. Their only treasure is 3 small fishing boats, nets and tackle.

\subsection*{4215 Stirge Nest (EL 3+)}
In the hills north of the River Difring are many small caves. At night, bats pour forth in large clouds to eat insects. A few of the bats are stirges (CR 1/2; hp 5 each). Encountered only at night, anyone camping here is attacked by 4d6 of them.

\subsection*{4224 Giant Toads (EL 9)}
The dry plains south of Ashenshaft have recently seen a decrease in the amount of game present. This is due to the presence of a group of 10 giant toads (see 3111) that attack any “food” that enters the area.

\subsection*{4226 OAKENBRIDGE (Village)}
Nonstandard; AL N; TL 4; 200 gp limit; Assets 7,950 gp; Population 1,272 (Able bodied 318); Mixed (human 79% [mostly Tharbrian and Altanian], gnome 9%, halfling 5%, elf 3%, others 4%); Resources: Market. Authority Figure: Mervanal, male Altanian N Drd10. Important Characters: Ananon, male Tharbrian N Rgr8 (leader of the Oakenbridge Rangers); Hosari, female Altanian N Drd6 (feels that Mervanal should join the other villages in rebellion against Ossary).

Oakenbridge pays tribute to the King of Ossary. Mervanal is the leader of the region’s Druids and leads them in the worship of Teros, the Lord of the Forest. He is also the chief of the village clans and works hard to insure that the tribute is paid on time. He has no desire to see what happen to Dorn happen to Oakenbridge.

\subsection*{4229 FIRESIDE (Village)}
Nonstandard; AL LG; TL 6; 200 gp limit; Assets 8,250 gp; Population 1,320 (Able bodied 330); Mixed (human 79% [mostly Tharbrian and Altanian], halfling 9%, elf 5%, dwarf 3%, others 4%); Resources: Market. Authority Figure: Amlenfrik, male human CG Clr8. Important Characters: Crani, female human LG Rgr7 (leader of Amlenfrik’s rangers and messenger); Orien, male Skandik NG Wiz6 (long time resident and spy for Ossary, family is being held hostage by King Alkazed).

Fireside pays tribute to the King of Ossary. Amlenfrik is lord of Fireside and the high priest of Brigit for the region. It is from Fireside that the new year’s fire of Brigit is lit for the region. Amlenfrik chafes under the rule of King Alkazed of Ossary and is continually trying to convince the leaders of Oakenbridge and Mill Haven to revolt before what happened to Dorn happens to all of them. Fireside is on the eastern edge of the plain of Cairns, which is dotted with numerous tombs of ancient warriors.

\subsection*{4232 Hills of the Harpies (EL 8)}
The hills of the Graven Hollows are famous for the wind-song that blows through the narrow gullies of the badlands. These songs are said to drive men mad with joy. In reality, a large family of 4 harpies (CR 4; hp 31 each) has taken up residence in the area. They nest in a huge, sickly looking copse of a tree. Bones and skulls litter the clearing where the tree resides. The harpies can be parlayed with, if offered something they truly desire, and can lead the bold to various tombs of note as they know the lore of the area and the tales of the buried barbarians. In one nest is an arcane scroll of 1 spell (invisibility) and four garnets (50 gp each) in a leather pouch.

\subsection*{4313 SEASTRAND (Small Town)}
Conventional; AL LE; TL 4; 800 gp limit; Assets 41,200 gp; Population 1,648 (Able bodied 412); Mixed (human 79% [mostly Skandik, some Tharbrian], halfling 9%, elf 5%, dwarf 3%, others 4%); Resources: Market. Authority Figure: Vagnakar, male Skandik N Ftr8. Important Characters: Owalt, male Skandik CG Clr8 (high priest of Thor); Ranggott, male Skandik CE Ftr6 (in the pay of King Alkazed of Ossary and planning to assassinate Vagnakar during the pirate expedition).

The Skandiks conquered Seastrand over 700 years ago. They survived through the orc invasions and the Gnoll Times to become one of the most prolific bases of Skandik raids. Two hundred years ago the Overlord of the City State invaded Seastrand and sacked the town. He forced the surviving clans to acknowledge him and his descendents as their king. Since then Seastrand clans have sailed for the Overlord against Ossary. Vagnakar is the current chief of Seastrand and enjoys the full support of the Overlord. Currently they are preparing for a season of hunting pirates as part of the Overlord’s push to eradicate pirates from the Estuary of Roglaroon.

\subsection*{4313 Darkwater Coven (Citadel)}
Magical; AL NE; TL 8; 100 gp limit; Assets 1,600 gp; Population 160 (40 magical half-sahuagin monks Mon1-3s guard the coven; the balance of the population are human [Skandik] Com13s servants and retainers; there are 2-7 Wiz2-5s and 1-4 Clr1-3s here at any time); mixed (human 79% [mostly Skandik, some Tharbrian], orc 9%, half-orc 5%, goblin 3%, others 4%). Authority Figure: Quart, male half-orc CE Wiz7. Important Characters: Balaria, female Skandik NE Wiz5 (Quart’s main rival for control of the coven).

Darkwater Coven is hidden among the cliffs and bluffs overlooking the coast north of Seastrand. There they delve into ancient magic concerning water. They have many dealings with sea demons, sahuagin and other evil dwellers in the deep. They also have a steady trade with some of the more depraved Skandiks of Seastrand for charms, potions and curses. Quart is unusual as he is a half-orc who is also a wizard. He uses his brute strength as well as his intellect to maintain control of the coven.

\subsection*{4314 SUNLITTEN (Small Town)}
Nonstandard; AL LE; TL 4; 800 gp limit; Assets 45,000 gp; Population 1,800 (Able bodied 450); Isolated (human 96% [mostly Altanian, some Skandik, a few Tharbrian], others 4%); Resources: Market. Authority Figure: Rasarel, male human N Rog7. Important Characters: Polasa, female human LE Wiz2/Rog3 (sent by City State’s thieves guild to try to takeover of the town from Rasarel); Endari, female Tharbrian N Ari4 (leading merchant and operator of a smuggling ring operating throughout the Winedark Sea).

Sunlitten is still one of the few towns dominated by Altanians left on the coast. They survived by their devotion to the goddess Nephthys and by operating a black market open to everyone. Just about any legal or illegal good can be found in Sunlitten provided that you have the right connections. Rasarel is the current High Guildmaster and arbitrates disputes between the guilds. The goddess has favored them with exception skill in the art of commerce and the major powers of the region have left Sunlitten alone.

\subsection*{4322 CAMP SIX (Hamlet)}
Conventional; AL LG; TL 6; 100 gp limit; Assets 1,263 gp; Population 405 (Able bodied 101); Isolated (gnome 96% [mostly forest and lightelf], others 4%); Resources: Timber. Authority Figure: Ruandir, male gnome [lightelf] LG Ftr3.

This is one of 12 gnome lumbering camps in the region around Lightelf. Every twenty-six years each of the camps are inhabited for two seasons to lumber the rich cedar in the area. In the centuries since this system was established small hamlets have grown around each of the camps.

\subsection*{4323 CAMP FIVE (Hamlet)}
Conventional; AL LN; TL 6; 100 gp limit; Assets 1,150 gp; Population 368 (Able bodied 92); Isolated (gnome 96% [mostly forest and lightelf], others 4%); Resources: Timber. Authority Figure: Bolin, male gnome [lightelf] N Ftr4.

This is one of 12 gnome lumbering camps in the region around Lightelf. See 4322.

\subsection*{4404 Porpoises (EL 6)}
A pod of 13 porpoises (CR 1/ 2; hp 11 each) lives near the abundant kelp beds near Wormshead Point. If they are fed or befriended, they will follow a ship for up to 5 hexes away. During this time, the ship and crew automatically avoid any other encounters.

\subsection*{4409 Isle of Empyreal Dawn (EL 18)}
From the sea, travelers viewing this land can make out the luscious fruitbearing trees and crystal clear waterfalls dotting the island. The island is in fact plentiful in both food and water and could sustain a large host of people for quite some time. However, the island’s inhabitants — 130 giant monstrous frogs* (CR 2; hp 17 each) and 200 giant leeches* (CR 2; hp 11 each) might have other plans.

\subsection*{4416 TEGEL (Village)}
Conventional; AL N; TL 4; 200 gp limit; Assets 5,750 gp; Population 920 (Able bodied 230); Mixed (human 79% [mostly Tharbrian, some Skandik and Alryan], elf 9%, half-elf 5%, halfling 3%, others 4%); Resources: Market. Authority Figure: Ternelmor, male Tharbrian LE Ftr7. Important Characters: Sarthoggus, male human CE Clr8 (high priest of Tsathoggus, the frog-god); Sir Runic the Rump, male Alryan LG Pal6 (dim-witted owner of Tegel Manor and trying to sell it).

Tegel is the market for the farms in the surrounding region to the west. They also trade with the Skandiks to the south and pay tribute to Ossary. Ternelmor is the mayor of Tegel and leader of the militia. Currently he is busy trying to organize patrols to find the lair of Sarthoggus. He has also troubles with pirates who have erected a base somewhere along the coast near Tegel. Tegel was ruled once by the Rump family, whose family crest — the Golden Hind banner — once inspired confidence and trust. However, the cost of maintaining Tegel Manor, a huge sprawling manor-fortress near the seacoast, and their rumored delvings into less savory magicks, broke the family and left them penniless. The family fell into decadence, degradation and far worse. The manor house is now reportedly inhabited by all manner of evil creatures and undead. The manor has survived the downfall and the ravages of time due to a legendary glamour placed on the house. Sir Runic Rump is the current lord of the manor. Sir Runic constantly tries to sell the manor, often for ridiculously cheap prices. He has twice lost the manor in card games, but the deed to the manor has always been returned by the latest owners who demand their money back usually with threats of violence.

For more information on the famously haunted Tegel Manor and the surrounding area, see the classic Judges Guild product Tegel Manor, by Bob Bledsaw.

\subsection*{4420 CAMP EIGHT (Hamlet)}
Conventional; AL NG; TL 6; 100 gp limit; Assets 1,063 gp; Population 340 (Able bodied 85); Isolated (gnome 96% [mostly forest and lightelf], others 4%); Resources: Timber. Authority Figure: Arkendain, male gnome [lightelf] N Ftr3.

This is one of 12 gnome lumbering camps in the region around Lightelf. See 4322.

\subsection*{4421 CAMP SEVEN (Hamlet)}
Conventional; AL N; TL 6; 100 gp limit; Assets 1,213 gp; Population 388 (Able bodied 97); Isolated (gnome 96% [mostly forest and lightelf], others 4%); Resources: Timber. Authority Figure: Dwelfin, male gnome [lightelf] N Ftr3.

This is one of 12 gnome lumbering camps in the region around Lightelf. See 4322.

\subsection*{4421 Wild Pigs (EL 10)}
Twenty-two wild pigs (boars) (CR 2; hp 22 each) live in the plains north of the village of Lightelf. They are aggressive and territorial. Dozens of baby pigs scurry around their parents.

\subsection*{4422 CAMP FOUR (Hamlet)}
Conventional; AL LN; TL 6; 100 gp limit; Assets 1,100 gp; Population 352 (Able bodied 88); Isolated (gnome 96% [mostly forest and lightelf], others 4%); Resources: Timber. Authority Figure: Folin, male gnome [lightelf] LN Ftr5.

This is one of 12 gnome lumbering camps in the region around Lightelf. See 4322.

\subsection*{4429 Castle Tarvik (Castle)}
Conventional; AL NE; TL 4; 100 gp limit; Assets 4,400 gp; Population 440 (Able bodied 220); isolated (human 96% [Skandik], others 4%). Authority Figure: Ragnar the Bloodless, male Skandik LE Ftr7. Important Characters: Soldar, male human NE Wiz6 (Ragnar’s pet wizard and feared for his ability to find out plots against his liege).

Ragnar the Bloodless holds this castle in the name of King Alazed of Ossary. He is one of the king’s most loyal supporters even though he disapproves of the ways that the king runs his court. This castle is the key to the Skandiks’ control over the inland. He commands over two hundred men with over half out on patrol at any one time.

\subsection*{4431 HEATHERBRUSH (Village)}
Conventional; AL N; TL 4; 200 gp limit; Assets 4,900 gp; Population 784 (Able bodied 196); Mixed (human 79% [mostly Skandik, some Tharbrian], halfling 9%, elf 5%, dwarf 3%, others 4%); Resources: Market. Authority Figure: Kelbardan, male Skandik LE Ftr8. Important Characters: Solavari, female Skandik NG Clr6 (Freya for the village); Mosrik, male Skandik N Ftr7 (leader of the second largest clan, not happy with Kelbardan’s growing reputation for ruthlessness as an opponent, will not surrender anymore to him).

The Skandiks took Heatherbrush over 1,000 years ago. There is a now over a dozen clans in and around Heatherbrush. Kelbardan is the high chief of the clans of Heatherbrush and, while harsh, he rules in accordance with the customs of the Skandik. He and the clans of Heatherbrush despise King Alkazed of Ossary and rarely answer any calls from him for troops. Because of Kelbardan’s leadership, the clans of Heatherbrush have easily fended off attempts by other clans to take over the town.

\subsection*{4502 Isle of the Sea Witch (EL 12)}
Ringing this island are the wrecks of 36 ships; some traders, some warships. No signs of life can be discerned on the island. Within the wreckage of the ships dwell 16 ghouls (CR 1; hp 13) and 20 lacedons (CR 1; hp 31). A very large war gallery on the eastern side of the island is the lair of a dragon turtle (CR 9; hp 138). Scattered throughout the destroyed ships are: 20,000 gp, 40 pp, 9,000 sp, 15 corals (125 gp each), 8 bloodstones (20 gp), 6 golden idols (400 gp each), wand of detect secret doors (37 charges), ring of wizardry I, ioun stone (clear spindle), circlet of persuasion, cloak of resistance +5.

\subsection*{4510 Isle of the Ringlet (EL 12)}
This small island is the home to the wizard Haleldar (male Tharbrian Wiz12; CR 12; hp 45; AL NG; Str 9; Dex 11, Con 13, Int 20, Wis 13, Cha 14; ring of shooting stars, medallion of ESP [both worn], +1 quarterstaff, ring of protection +3, bracers of armor +4, wand of fireballs [12 charges, caster level 7th]). Scholars believe he has existed on this island for at least 300 years though no one is quite sure how since he is still human and has not entered the realms of lichdom. Purportedly there is a magical pool somewhere on this island that he utilizes to maintain his vitality, though none have ever seen it. Haleldar is quite receptive to guests and enjoys the company of others.

\subsection*{4518 BENOBLES (Village)}
Magical; AL CG; TL 7; 200 gp limit; Assets 6,650 gp; Population 1,064 (Able bodied 266); Isolated (elf 96% [mostly high], others 4%); Resources: Market. Authority Figure: Elidoel, male elf N Drd. Important Characters: Nimrod, male elf [high] CG Rgr8 (leader of the rangers patrolling Benobles bounds); Allinae, female elf Rgr8/Arcane Archer 8 (most respected teacher of the arts of the Arcane Archer in the Wilderlands).

Benobles is the center of a small kingdom of elves. King Elidoel is a druid of high power and uses the forces of nature to prevent any of the Overlord’s men or the Skandiks from entering his realm (Benobles and the six surrounding hexes). King Elidoel is saddened by the troubles afflicting the good king of Lightelf, Veranken. He provides Veranken with advice and council but refuses to commit any of his forces outside of his realm.

\subsection*{4520 CAMP NINE (Hamlet)}
Conventional; AL N; TL 6; 100 gp limit; Assets 1,250 gp; Population 400 (Able bodied 100); Isolated (gnome 96% [mostly forest and lightelf], others 4%); Resources: Timber. Authority Figure: Hama, male gnome [lightelf] LG Ftr3.

This is one of 12 gnome lumbering camps in the region around Lightelf. See 4322.

\subsection*{4523 CAMP THREE (Hamlet)}
Conventional; AL LN; TL 6; 100 gp limit; Assets 1,175 gp; Population 376 (Able bodied 94); Isolated (gnome 96% [mostly forest and lightelf], others 4%); Resources: Timber. Authority Figure: Fundlin, male gnome [lightelf] LG Ftr4.

This is one of 12 gnome lumbering camps in the region around Lightelf. See 4322.

\subsection*{4524 Dire Weasels (EL 9)}
Having depleted the local prey, 14 dire weasels (CR 2; hp 13 each) are constantly on the lookout for new prey. They prefer large animals, such as horses, to men.

\subsection*{4528 MILL HAVEN (Village)}
Conventional; AL CG; TL 6; 200 gp limit; Assets 4,750 gp; Population 760 (Able bodied 190); Mixed (human 79% [mostly Tharbrian, some Skandik and Altanian], gnome 9%, halfling 5%, elf 3%, others 4%); Resources: Market. Authority Figure: Glasiglin, male elf N Rgr5. Important Characters: Golder, male human N Wiz2/Ari3 (leader of the elders of Mill Haven); Talini, female halfling CG Rog6 (operates a smuggling getting arms and supplies into caches around Mill Haven).

Mill Haven has been the center of several revolts against Ossary. Finally, 200 years ago, Ossary established Holmgard Clanhold (4528) to guard Mill Haven and secure Ossary’s control over the inland. The two revolts attempted have all failed to take the clanhold (the last one was 100 years ago). However, after the failure of the last revolt, the elders of Mill Haven decided to lull their oppressors with a hundred years of peace and then strike. Lord Glasiglin has been working with other towns in the regions to organize a massive revolt in a few years. He accepts the help of the Overlord’s agents but is trouble by the news coming out of Lightelf. Lord Glasiglin is a friend with the High Chief of Holmgard, Sigurd.

\subsection*{4528 Holmgard Clanhold (Citadel)}
Conventional; AL N; TL 6; 100 gp limit; Assets 1,000 gp; Population 200 (40 Skandik human War1-3s, 10 Skandik berserks Bbn13; the balance are Com1-2 mundane vassals); mixed (human 79% [mostly Skandik], halfling 9%, elf 5%, dwarf 3%, others 4%). Authority Figure: Sigurd, male Skandik N Ftr5. Important Characters: Balarac, male Skandik LN Ftr4 (Sigurd’s brother, he disagrees with his brother’s friendship with Lord Glasiglin stating that it is only a matter of time before another rebellion).

Sigurd Holmgard is high chief of the Holmgard Clan. Established over 200 years ago to guard Mill Haven, the High Chiefs had to suppress two bloody revolts. Now after a hundred years of peace the two sides have begun to cooperate and intermingle. Sigurd is an honorable warrior and is disgusted with the actions of his king. He now understands the discontent of the people of Mill Haven and is sympathetic to their cause. Lord Glasiglin is a good friend and listen often to his counsel.

\subsection*{4534 SERPEANT LITTLE (Hamlet)}
Conventional; AL N; TL 4; 100 gp limit; Assets 1,700 gp; Population 544 (Able bodied 136); Integrated (half-elf 37%, human 20% [mostly Skandik], elf 18%, halfling 10%, dwarf 7%, others 8%); Resources: Market. Authority Figure: Grugal, male elf NG Rgr8. Important Characters: Solden, male elf CG Clr7 (high priest of Cilborith and not please with the presence of Aldwei); Aldwei, female human Drd5 (leader of the human community).

Serpeant Little is a mixed community of humans and elves with a large half-elven population. Serpeant Little dates back to the Uttermost War (over 6,000 years ago) and was originally an elven community. It was noted as one of the places where the elven swan ships were built and its mariners ranged throughout the seas of the Wilderlands. When the nearby town of Kauran was established 2,000 years ago the elves of Serpeant Little aided the humans extensively. Over the centuries many came and settled Serpeant Little itself. When the Skandik Raiders established Ossary it was the ships of Serpeant Little combined with Kauran’s forces that allowed them to become a full member of the Skandik Kingdom rather than being conquered. Grugal has ruled for over three hundred years. He is angered by King Alkazed’s excesses but counsels patience to the lords of Kauran.

\subsection*{4601 Isle of Damarah (EL 12)}
This island was once the home to a marauding band of buccaneers. These fine lads met their demise when the current occupants moved in. Though the buccaneers are long since gone, their treasure remains, hidden in chests and stashed in various locations within a remote and densely hidden sea cave. Five chests stashed in various locales within the sea cave of the 4 giant octopi (CR 8; hp 44) contain: 2,000 sp, 1,500 gp, 300 pp, 5 alexandrites (500 gp each), ring of protection +2, potion of cure light wounds.

\subsection*{4602 Sea Horses (EL 7)}
Shy and fearful, 6 giant sea horses** (CR 2; hp 34 each) avoid contact with ships. They can be tamed and used as steeds if captured.

\subsection*{4608 Shrine of the Tree (Citadel)}
Magical; AL NG; TL 2; 100 gp limit; Assets 1,200 gp; Population 240 (60 barbarian-priests Bbn3/Clr2s guard the temple; 40 devout human mercenaries War2-4s guard the lower halls; the balance are pilgrims and acolytes Clr1-3s and human commoners Com13s as well; there are always a number of visiting sages Exp5-9s, wizards Wiz3-8s and loremasters Wiz6/Lor3-6s); isolated (human 96% [mostly Skandik and Tharbrian], others 4%). Authority Figure: Horvik, male Skandik LG Clr9. Important Characters: Camus, male human LG Clr8/ Lor3/Sage 6 (keeper of the secret library, has no other ambition other than to continue studying the library).

The Shrine of the Tree is a temple to the God Odin. It is built in narrow mountain valley on the northwest coast of the Island of Croy. The Temple buildings line the slopes centered on a grove on the valley floor. At the center of the grove is a giant one hundred-foot tree that is said to be a seedling of the World Tree. The shrine is renowned for its prophecies and the wisdom of its advice. Many travelers from other lands come to make offering and ask questions of the Shrine. The source of the temple’s wisdom is knowledge gleaned from a secret Library of the Lost and Hidden Museum secreted deep below the surface. The priests guard the library zealously and many traps have been set to guard the entrance passageway. Mercenaries are stationed throughout the valley to prevent anyone sneaking into the area. The secret entrance is known to only the High Priest and his two assistant priests. Those admitted are blindfolded and led down and up through many passages and admission is granted rarely. Horvik is the current High Priest of the Temple. He works with King Melrik of Croy to maintain the safety of the shrine and the island.

\subsection*{4609 CROY (Small Town)}
Conventional; AL N; TL 6; 800 gp limit; Assets 45,800 gp; Population 1,832 (Able bodied 458); Isolated (human 96% [mostly Skandik], others 4%); Resources: Pearls. Authority Figure: Melrik, male Skandik N Ftr11. Important Characters: Canar, male Skandik N Wiz13 (King Melrik’s trusted advisor and magical defender of the kingdom); Captain Onrei, female Skandik Ftr8 (a shield-maiden of the Skandiks she leads Croy’s fleet in searching for the Stronghold).

Situated on a small island south of Brezal Isle and east of the mouth of the Estuary of Roglaroon, the town (and Island) of Croy is the capital of a small Skandik island kingdom. King Melrik pays a nominal tribute to the Skandik king at Ossary but refuses to join in its raids against the City State, benefiting as he does from his trade with the City State and the Sea of Five Winds. Currently he is very irate with the Skandiks at Ossary 185CHAPTER FIVE: CITY STATE OF THE INVINCIBLE OVERLORD for their support of the cruel Skandik lord of nearby Brezal Isle. He is concerned that he may attempt to take Croy and the Shrine. King Melrik is also searching for the location of the Stronghold of the Pirate Brotherhood as its ships prey on ships carrying travelers to Croy. Called the Seat of Sages, Scholars’ Retreat and Tinker Trove, Croy is home to many craftsmen who meld arcane arts and lost secrets and nearly any item of advanced manufacture can be purchased here. This great skill at craft comes from knowledge gleaned from the secret libraries of the nearby Shrine of the Tree, a temple to the God Odin. King Melrik is also the guardian of the Shrine of the Tree (4608) and takes this duty very seriously as the temple trade is a source of much profit.

\subsection*{4611 Isle of Slumber (EL 15)}
The ruins of an ancient city are spread across this forested island. Scholars are not quite sure what caused the city’s demise or what happened to its people, but one thing they do know is that somewhere within the city lies the mystical well of wishes, which provides a wish to those who make an appropriate sacrifice to the well. What divine or arcane agency provides the wish is a mystery. Some say it is a forgotten god of an ancient culture. Still others say it is an enslaved demon. Though the island is deserted of human life, it is not entirely uninhabited. A large band of 77 carnivorous apes, 6 huge carnivorous apes and 3 huge advanced carnivorous apes (see below) mutated by ancient sorcery live in and control the city. They guard the well of wishes and slay those attempting to reach it.

Mutated Carnivorous Apes: CR 2; SZ L Animal; HD 4d8+8; hp 26; Init +2; Spd 30 ft., climb 30 ft.; AC 14 (+2 Dex, +2 natural), touch 12, flat-footed 12; BAB +2; Grap +11; Atk club +7 melee (1d4+5) or longspear +7 melee (1d8+5, crit x3) or claws +7 melee (1d6+5); Full Atk club +7 melee (1d4+5) or longspear +7 melee (1d8+5, crit x3) or 2 claws +7 melee (1d6+5), bite +2 melee (1d6+2); SQ scent; AL N; SV Fort +6, Ref +6, Will +2; Str 21, Dex 15, Con 14, Int 11, Wis 12, Cha 7. Skills: Climb +18, Listen +6, Spot +6.

Huge Mutated Carnivorous Apes: CR 3; SZ H Animal; HD 6d8+12; hp 39; Init +2; Spd 30 ft., climb 30 ft.; AC 14 (-2 size, +2 Dex, +4 natural), touch 10, flat-footed 12; BAB +3; Grap +16; Atk club +8 melee (1d4+5) or longspear +8 melee (1d8+5, crit x3) or claw +8 melee (1d6+5); Full Atk club +8 melee (1d4+5) or longspear +8 melee (1d8+5, crit x3) or 2 claws +8 melee (1d6+5), bite +3 melee (1d6+2); SQ scent; AL N; SV Fort +7, Ref +7, Will +3; Str 21, Dex 15, Con 14, Int 12, Wis 12, Cha 7. Skills: Climb +18, Listen +6, Spot +6.

Huge Advanced Mutated Carnivorous Apes: CR 4; SZ H Animal; HD 8d8+16; hp 52; Init +2; Spd 30 ft., climb 30 ft.; AC 14 (-2 size, +2 Dex, +4 natural), touch 10, flat-footed 12; BAB +5; Grap +18; Atk club +10 melee (1d4+5) or longspear +10 melee (1d8+5, crit x3) or claw +10 melee (1d6+5); Full Atk club +10/+5 melee (1d4+5) or longspear +10/+5 melee (1d8+5, crit x3) or 2 claws +10 melee (1d6+5), bite +5 melee (1d6+2); SQ scent; AL N; SV Fort +8, Ref +8, Will +4; Str 21, Dex 15, Con 14, Int 14, Wis 14, Cha 7. Skills: Climb +18, Listen +7, Spot +7.

\subsection*{4612 Isles of the Shadow Dragon (EL 12)}
The legend of the shadow dragon that inhabits this island is known far and wide. Those brave enough to face the dragon never live to tell their tale. The tale of the shadow dragon is full of stories of vast riches and magic treasure. What the outside world does not know is that the tale of the shadow dragon is false. The island gets it name from the shadows cast over its surface by the spiraling mountains and peaks that cover its surface. The tale also serves another purpose. It gives the Pirate Brotherhood a safe place to operate. The tale of the shadow dragon keeps most people far from the island, thus allowing the pirates that dwell here to operate in relative security from their hidden fortress. There are 35 pirates (male human War1; CR 1/2; hp 11; leather armor, small steel shield, short sword, longbow, 20 arrows, pouch with 1d20 sp), led by 16 officers (male human Rog2; CR 2; hp 9; masterwork leather armor, masterwork short sword, masterwork light crossbow, 20 bolts, dagger, pouch containing 2d20 gp) and their supreme leader, Captain Crale (male human War6/Rog4; CR 9; hp 55; Str 15, Dex 16, Con 11, Int 14, Wis 10, Cha 12; studded leather armor, +1 battleaxe, silver necklace with bloodstones (300 gp), gold ring with silver pearl (250 gp), shortspear, pouch with 215 gp).

\subsection*{4620 CAMP TEN (Hamlet)}
Conventional; AL N; TL 6; 100 gp limit; Assets 1,163 gp; Population 372 (Able bodied 93); Isolated (gnome 96% [mostly forest and lightelf], others 4%); Resources: Timber. Authority Figure: Adun, male gnome [lightelf] LG Ftr4.

This is one of 12 gnome lumbering camps in the region around Lightelf. See 4322.

\subsection*{4621 CAMP ELEVEN (Hamlet)}
Conventional; AL LN; TL 6; 100 gp limit; Assets 2,000 gp; Population 400 (Able bodied 100); Isolated (gnome 96% [mostly forest and lightelf], others 4%); Resources: Timber. Authority Figure: Khazul, male gnome [lightelf] N Ftr5.

This is one of 12 gnome lumbering camps in the region around Lightelf. See 4322.

\subsection*{4622 LIGHTELF (Small Town)}
Conventional; AL CE; TL 6; 800 gp limit; Assets 41,500 gp; Population 1,660 (Able bodied 415); Mixed (gnome 70% [mostly lightelf], human 30% [mostly Skandik, some Tharbrian); Resources: Timber. Authority Figure: Veranken, male gnome [lightelf] LG Ftr2. Important Characters: Prince Velenkris, male gnome [lightelf] CE Ftr4 (Elder brother to Veranken he claims to be the rightful heir, exiled he has now returned to lead a rebellion against his brother with the aid of the Overlord); Sloarvinnith, male human CE Ftr7/Rog2 (leader of the Overlord’s spy ring); Lansella the Fair, female Amazon N Wiz6 (battle mage and fletcher); Darodrin Armstrong, male human N Rog5 (proprietor of the Inn of the Four Seasons).

Over 1,200 years ago the area around Lightelf was home to scattered communities of gnomes. Years later, the Skandiks migrated into the area. The cruel seafarers arrived on the coast but did not reach inland, preferring to use the sea as their only route of travel. Emissaries from the Skandik Warlord of Ossary eventually came into contact with the gnome chiefs. Short of manpower, to both raid and lumber, and preferring to raid, they asked the gnomes to cut trees for them and haul the timber to the coast where it would be shipped to Longship Havens and used in shipbuilding. The gnomes formed a league and turned to lumbering. They built heavy wagons to haul the lumber to the coast. Eventually the proud gnomes chafed at their subservient role.

Finally in 3227 an elf bathed in a strange light appear to Zarun, chief of Lighelf, and bade them to make war against the Skandiks. The gnomes were united under Zarun’s banner and made war on the Skandiks. Through stealth, the gnomes infiltrated the camp of the Skandiks at night and set fire to their longships — a fleet that was already depleted from warring with the Overlord. Zarun also burned the yellow fields of the Skandiks before their harvest.

The Skandiks marched out to battle. The gnomes were defeated, but fought well and earned the respect of the sea farers. When quarter was asked, the Skandik Warlord did an uncharacteristic thing and granted it, calling a truce. The gnomes then bargained for and were given a new trade agreement for lumber — which was desperately needed by the Skandiks. It was rumored later that wizard-spies of the Overlord swayed the minds of the Skandiks, who defeated themselves in parley after winning the fight.

The military campaign of Zarun turned out to be the highpoint of the history of the gnomes of Lightelf. Shortly after, they were beset by a plague. Then, in 3922 BCCC and again in 3930 BCCC, hordes of orcs from Dearthwood migrated through the area and, though the gnomes concealed themselves in their burrows, their buildings were burned at each passage. In 4175 BCCC a host of gnolls approached the village. The gnomes repulsed the gnolls.

The tiny gnome kingdom retains its independence, but the low price the Skandiks pay for lumber indicates that they are in fact subservient to Ossary. Of late, the current king, Veranken, the son of king Velardris who repulsed the gnolls, has heard of agents of the Overlord inciting his people to rebellion, as in the time of Zarun, his ancestor. A small community of men keep buildings at the center of the burrow-village and are in the service of the Overlord, for the most part, and are changing the gnomes over to their own ways of evil. Veranken is a weak leader, and can do little to stem the rising flood of evil, chaos and discontentment among his people that threatens to drown them.

For more information on Lightelf and environs, see the Judges Guild product Spies of Lightelf, by Bryan Hinnen.

\subsection*{4625 Wereboar Lair (EL 6)}
This bison hunter’s camp seldom leaves the area of the 4625 as they are often too drunk or too angry with one another to move farther along. The bison hunters are in fact trio of wereboars (CR 3; hp 22 each) takes the change in them with stride, not offering much information about themselves or their true nature. Their treasure consists of standard hunting gear and 400 gp, mighty composite longbow (Str +1), 3 flasks of holy water.

\subsection*{4630 Wild Stags (EL 1)}
A large herd of elk lives here. Twelve stags (CR 1; hp 16) defend against any predators. They are unusually aggressive for herbivores.

\subsection*{4633 Aldorsson Clanhold (Citadel)}
Conventional; AL LN; TL 3; 100 gp limit; Assets 700 gp; Population 140 (30 Skandik warriors War1-2s, led by 5 Ftr2s; the balance are Com1-2s mundane servants, farmers and vassals); mixed (human 79% [mostly Skandik], halfling 9%, elf 5%, dwarf 3%, others 4%). Authority Figure: Karl Aldersson, male Skandik LN Ftr5. Important Characters: Rurik Aldersson, male Skandik N Ftr2/Rgr2 (Karl’s brother and organizing an expedition to search for Henrik).

Clan Aldorsson is a small prosperous Skandik Clan loyal to Ossary. They raid nearly every season and accumulated a large store of treasure. The Aldorssen Clanhold marks the southern extent of Skandik settlement along the coast. Karl Aldersson is a small wiry man who noted for his shrewdness in his dealings. Currently is concerned over the fate of his second son, Henrik, who’s ship hasn’t reported back from last’s season raiding.

\subsection*{4704 Lair of the Owlbears (EL 8)}
Five owlbears (CR 4; hp 47 each) terrorize the island community of Armagh. The magistrate will hire adventurers to clear them from the bush, only to make excuses to fail to pay them (or pay them in fish, passage etc).

\subsection*{4722 CAMP TWELVE (Hamlet)}
Conventional; AL LG; TL 6; 100 gp limit; Assets 988 gp; Population 316 (Able bodied 79); Isolated (gnome 96% [mostly forest and lightelf], others 4%); Resources: Timber. Authority Figure: Deordwain, female gnome [lightelf] LG Ftr3.

This is one of 12 gnome lumbering camps in the region around Lightelf. See 4322.

\subsection*{4723 CAMP TWO (Hamlet)}
Conventional; AL LG; TL 6; 100 gp limit; Assets 1,188 gp; Population 380 (Able bodied 95); Isolated (gnome 96% [mostly forest and lightelf], others 4%); Resources: Timber. Authority Figure: Biffin, male gnome [lightelf] LG Ftr3.

This is one of 12 gnome lumbering camps in the region around Lightelf. See 4322.

\subsection*{4732 SWAIN’S CAIRN (Hamlet)}
Conventional; AL CE; TL 4; 100 gp limit; Assets 1,950 gp; Population 624 (Able bodied 156); Mixed (human 79% [mostly Skandik], halfling 9%, elf 5%, dwarf 3%, others 4%); Resources: Fish. Authority Figure: Ablikar, male Skandik N Ftr9. Important Characters: Avarik, male Skanidk N Ftr11 (exiled lord of Swain’s Cairn).

Eight hundred years ago, Swain was one of the greatest raiders the Skandiks has ever known. One legend has him actually succeeding on a raid on Viridstan itself, slaying the then Emperor of Viridstan. He established his clanhold here and when he died the place became known as Swain’s Cairn. The cairn is located on a granite headland jutting out into the Winedark Sea and a small shrine to Thor is maintained there. Currently Swain’s Cairn is on hard times as it rebelled 12 years ago when Alkazed became King of Ossary. Its leader, Avarik, was driven into exile, and Clan Swainholm was dispossessed. Ablikar is the second Overlord of Swain’s Cairn appointed by King Alkazed to govern the hamlet. The first was killed three years ago by a lightning bolt when he attempted to despoil the Cairn.

\subsection*{4804 ARMAGH (Village)}
Conventional; AL N; TL 4; 200 gp limit; Assets 6,675 gp; Population 1,068 (Able bodied 267); Mixed (human 79% [mostly Skandik], halfling 9%, elf 5%, dwarf 3%, others 4%); Resources: Fish. Authority Figure: Dunbarin, male Skandik NE Ftr8. Important Characters: Hoklart, male Skandik N Com8 (leader of the fisherman); Jari, female human NG Drd8 (druid of the region who attempted to aid the fishermen against Dunbarin and his brother).

Dunbarin Hevast rules Armagh in the name of his brother Darin, King of Brezal (4806). Armagh is a large fishing village on the north coast of Brezal Isle. It was settled by Skandiks over 1,000 years ago and has been part of the semi-independent Kingdom of Brezal ever since. It sees frequent visits by wizards and sorcerers to visit the various mineral hot springs of the island for their alchemical qualities. Dunbarin is a cruel and despotic governor who extracts as much taxes and recourses out of Armagh for his brother.

\subsection*{4805 Lair of the Manticores (EL 7)}
A pair of mated manticores (CR 5; hp 57) laid eggs in a cave on this island mountain. The men of Armaugh hired a brave adventurer to slay them. His body lies in the cave, partially eaten. The adventurer’s body still wears boots of speed and a silver necklace (400 sp).

\subsection*{4806 Brezal Castle (Castle)}
Conventional; AL CN; TL 4; 100 gp limit; Assets 1,600 gp; Population 320 (Able bodied 80); isolated (human 96% [mostly Skandik], others 4%). Authority Figure: Darin Hevast, male Skandik CE Ftr7. Important Characters: Lena Hevast, female Skandik CE Rog5 (Darin’s sister and currently a spy in King Melrik of Croy (4609) court).

Clan Hevast has styled themselves Kings of Brezal since the earliest days of the Skandik migrations into this region of the Wilderlands. Once one of the more important Skandik kingdoms, it was eclipsed long ago by Ossary. At the traditional peace meeting between Brezal and Ossary, an exchange of gifts of friendship occurs. In recent decades, the value of the gifts by Brezal have far exceeded the value of Ossary’s gifts. For the last three years, King Darin and King Alkazed of Ossary have been preparing for a strike against Croy to gain the lucrative temple trade to the Shrine of the Tree (4608).

\subsection*{4813 Isles of Eerie (EL 12)}
This mist-shrouded island is covered with thick vegetation of varying sizes and densities. Several vineyards can be found among the trees. Deep within the vegetation stands a pool of sapphire blue water. It is here the island’s inhabitants, a small tribe of 45 nixies (CR 1; hp 3 each), make their home. They are generally friendly toward outsiders, so long as the visitors bring no harm to the nixies or their home. Hidden amongst the nixie’s vineyards are 6 stone urns with intricate and ancient carvings (300 gp each), 13 fine stone mugs (10 gp each), a potion of speak with animals, and a potion of blur.

\subsection*{4821 SHIPSHORE HARBOR (Hamlet)}
Conventional; AL CN; TL 3; 100 gp limit; Assets 1,750 gp; Population 359 (Able bodied 93); Integrated (human 37% [mostly Skandik, some Tharbrian], gnome 20%, halfling 18%, elf 10%, dwarf 7%, others 8%); Resources: Timber. Authority Figure: Bintrall, male Skandik CN Ftr4. Important Characters: Korain, female human N Rog2 (she uses her beauty and skills to fleece sailors of their gold).

This bustling, but tiny seaport has only a small permanent population. At any given time there will be between 1 and 3 merchant’s ships tied at the dock and their crews staying in the inns. The merchant guilds keep great storehouses of the timber shipped by Lightelf and of the pitch shipped by the elves of Palewood. The timber and pitch are shipped down the coast to Ossary to build the great longships of the Skandik.

For more information on Shipshore Harbor, see the Judges Guild product Spies of Lightelf, by Bryan Hinnen.

\subsection*{4822 CAMP ONE (Hamlet)}
Conventional; AL NG; TL 6; 100 gp limit; Assets 1,038 gp; Population 332 (Able bodied 83); Isolated (gnome 96% [mostly forest and lightelf], others 4%); Resources: Timber. Authority Figure: Kheled, male gnome [lightelf] LG Ftr4.

This is one of 12 gnome lumbering camps in the region around Lightelf. See 4322.

\subsection*{4829 OSSARY (Small City)}
Conventional; AL CE; TL 7; 15,000 gp limit; Assets 6,000,000 gp; Population 12,800 (Able bodied 3,200); Mixed (human 79% [mostly Skandik, some Tharbrian, a few Altanian], halfling 9%, elf 5%, dwarf 3%, others 4%); Resources: Market. Authority Figure: Alkazed, male Skandik CE Ftr8/Sor5. Important Characters: Togard the Stout, male Skandik LG Clr15 (somnolent high priest of Odin, followers are angered at him for letting Alkazed go unchecked); Loknar the Unblessed, male Skandik CE Clr11 (high priest of Loki and chief advisor to Alkazed).

Originally named Ossyr Lee, the city was renamed when it was captured in the early 23rd century by raiding Skandiks. Ossary is the greatest city of Skandiks in the Wilderlands. It is the heart of the Kingdom of Ossary and is ruled by the cruel King Alkazed. The city is divided among several dozen clans that compete and fight against each other. This makes the streets that run between clanholds very dangerous to those not traveling in large groups. Ossary is also the central market where merchants and raiders meet to trade plundered goods and slaves. Each of the clans is expected to furnish men and longships to the King. The Overlord and the King of Ossary have a long history of conflicts with a half-dozen major battles in the last thousand years.

\subsection*{4915 Isles of Wight}
A small settlement (if it can even be called that) of 46 Skandiks (Com1; CR 1/2; hp 3 each) has made this island their home (or tried to). Their attempts to cultivate the land have mostly failed though their tenacious attitude prevents them from abandoning their hopes of settling this island and calling it home. Their community is small and loosely organized. Their leader Ollund (male Skandik War3; CR 2; hp 26; AL CE; Str 14, Dex 12, Con 12, Int 10, Wis 10, Cha 11; leather armor, small steel shield, longbow, 20 arrows, scimitar, light warhorse, pouch with 25 sp) is a headstrong, yet determined leader. He is aided by 10 warriors (male Skandik War1; CR 1/2; hp 11; AL CE; leather armor, small steel shield, short sword, longbow, 20 arrows, pouch with 1d10 sp).

\subsection*{4923 PALEWOOD (Hamlet)}
Conventional; AL CG; TL 3; 100 gp limit; Assets 1,425 gp; Population 456 (Able bodied 114); Mixed (elf 79% [gray], human 9% [mostly Skandik], half-elf 5%, halfling 3%, others 4%); Resources: Pitch. Authority Figure: Giwaldyn, male half-elf CG Ftr3/Wiz1. Important Characters: Van Galad, male half-elf CG Ftr3/Wiz1 (organizes and pays the pitch harvesters); Tulamiel, female elf [gray] LG Ftr4/Wiz3 (best hunter in the region, plans to go to Benobles and study to be an Arcane Archer).

The elves settled here in 1867 BCCC after journeying from a great elven kingdom far to the west beyond Viridstan, the Blistering Dunes and the Five Holy Cities of the Mycretians. Dismayed by new and better weapons, the elven prophet, Doriel, led a small band of followers here and proclaimed that all advancement of crafts, particularly weaponsmithing, was the road to folly and destruction. The elves wove their “tlan” tree-homes and, from that day to this, have only created sufficient weaponry to defend themselves against wandering beasts and raiding orcs. The elves began tapping the resin of the brandolon trees, of pale bark and yellow leaves, that grew at their end of what came to be called the Wood of the Gnomes. The brandolon resin was boiled down to produce excellent pitch, used to coat the insides of new ship hulls. Casks of pitch from Palewood were shipped out through a small coastal hamlet called Shipstore Harbor to the City State and to Modron. The Skandiks, desiring the pitch and knowing of the elves’ reluctance to trade with their warlike race, wisely traded with the elves through a neutral band of Altanian merchants willing to conduct business on behalf of the Skandiks. The Skandiks always offer a better price than Modron or the City State and soon most of Palewood’s trade went to the Skandiks.

The elves of Palewood learned of the Shield Maidens’ practice of abandoning their male infants in the wilderness and took to sending parties of elves on the nights of the full moon — for this was when the infants were left to die — and collected the children, to raise them as their own. Unfortunately, in 2602 BCCC, the male Amazons presented themselves to the Skandiks, who had just driven the Shield Maidens from the village of Sea Rune. Rather than accept the fair-haired men as equals, the red-headed Skandiks took them as slaves and laborers. Still, there is a small contingent of Amazon males in Palewood — perhaps the only substantial gathering of Amazon males in the Wilderlands not under bondage to either their female counterparts or to the Skandiks. Intermarriage between the Amazon males and the elves has led to an interesting half-elf mix in the village. These men, unlike their elven allies, became very skilled in the arts of combat and weaponmaking, and their bows made of the fine pale brandolon wood are prized throughout the land. Many of these men and half-elves wander the area as rangers.

Palewood suffered during the migration of orcs from Dearthwood, though they managed to avoid the larger hordes. Unlike most of the region, however, they managed to avoid the gnoll raids during the Gnoll Times due to the skill of the men and half-elves who had scouted the coming of the gnolls and were able to warn the elves, allowing them to go into hiding. Since then, the men, elves and half-elves have lived in relative peace, fighting off the occasional marauding beast or gang of brigands, and continuing to hunt and tap the resin of the brandolons. The elves, though, are of an enduring race and the warriors who became veterans in the orc invasions are still alive to teach the youths the way of defense even 500 years later. Lack of battle, it seems, does not dull their blades and they are skilled at fighting though it comes to them but rarely.

Anyone seeking shelter for the night will find no inn here. They are welcome to find a clearing and pitch a tent, should it be apparent that they are not of an evil nature. Should the village come under attack, room will be found for such visitors and their folded tents in a “tlan.” No weapons are for sale, as the elves only forge weapons once a year in a temporary forge and only to replace weapons or tools that may have broken.

For more information on Palewood, see the Judges Guild product Spies of Lightelf, by Bryan Hinnen.

\subsection*{4927 SEA RUNE (Hamlet)}
Nonstandard; AL CG; TL 5; 100 gp limit; Assets 1,688 gp; Population 540 (Able bodied 135); Mixed (human 79% [Skandik], halfling 9%, elf 5%, dwarf 3%, others 4%); Resources: Market. Authority Figure: Drudnak Forkbeard (Jarl of Sea Rune), male Skandik N Drd7. Important Characters: Bjarkor Godsfavor, male Skandik N Clr6 (high priest of the Temple of Thor); Tjornuvik Thryi, male Skandik LE Rog5 (head of the merchants guild).

Over 3,000 years ago an Amazon tribe of Shield Maidens wandered into this area and discovered the ruins of an earlier settlement as well as an ancient and ruined stronghold of the Markrabs. They built the village of Sea Rune around the strange harbor they found, which was obviously not a natural formation as its sides were far too regular. Or perhaps it should be said that their slave-women built the village, as the only work of a proper Shield Maiden is warfare (and they don’t keep male slaves other than for breeding). The village was named for a statue that is in the center of the man-made harbor, which depicts what is believed to be a Markrab. On its pedestal is what has been translated as a poem about the sea in strange Markrab runes.

In 2118 BCCC, an Imperial war galley from Viridistan was demasted by storms and blundered into the harbor. The crude but numerous boats of the Shield Maidens swarmed it and the storm-weary Imperial Marines proved no match for their numbers and ferocity. The captain had training as a naval engineer and was spared long enough to aid in the Shield Maidens developing such knowledge before being put to the sword. By 2240 BCCC, the Shield Maidens were maintaining a respectable flotilla. Then came the Skandik raiders. The first battle was greatly humiliating to the Skandiks, as the unarmored Shield Maidens danced about their ponderous ranks and sliced them to ribbons, working in unison and aided by their fierce lion companions. The Skandiks were defeated several more times, until in 2398 BCCC when they approached the harbor with their longships and the Shield Maidens sailed out to meet them. The overconfidence of the Shield Maidens, bolstered by their many victories over the Skandiks, proved to be their downfall, as the expert seamanship of the Skandiks overwhelmed them and not a single war galley escaped. The Skandiks owned the harbor and, after a bitter but futile melee among the huts, the remaining Shield Maidens were forced to yield the village as well. Since then Sea Rune has been ruled by Skandik Jarls.

For many centuries, little happened in Sea Rune of great significance. Its longships preyed on the commerce between the cities of the Sea of Five Winds: Tarantis, Valon, Karakan, Viridistan and the City State of the Invincible Overlord. The Overlord dispatched several armadas to suppress the raiding, but they were never completely successful. In the first such encounter, which was quite by accident as the Overlord’s fleet came across the Skandiks while the fleet was sailing to attack the fleets of the World Emperor, the Skandik longships from Sea Rune destroyed the Overlord’s fleet completely. Subsequent armadas were also repulsed, though not destroyed. Though the Skandiks paid a great price as the retreating armadas isolated and destroyed each Skandik settlement as it sailed back up the coast.

After many failed sea raids on Sea Rune, the Overlord changed his tack — disgorging a full Battle of Marines on the beaches north of the entry to the harbor of Sea Rune. Against these trained ground forces, the Skandiks could muster little resistance. They sent a messenger to Ossary for aid. The Warlord of Ossary, unable to reach Sea Rune in time, did the only thing in his power — he prayed to Odin. The god sent his son, Thor, on his chariot and brandishing his mighty hammer. The men of Sea Rune had drawn up a shield-wall upon a little hill, prepared to die like men and earn their passage to Valhalla, when the Thunder God appeared. Never had he been so terrible in battle, mowing down entire ranks of elite Marines like a harvestman in a wheat field. The men of the Overlord fled in terror, leaving their dead to be plundered by the joyous men of Sea Rune. The Overlord resolved never to attack the village again, believing it to be under the divine protection of Thor at all times. Succeeding Overlord fleets bypassed Sea Rune to batter fruitlessly against the Longship Havens.

In 3878, an Overlord armada encountered Sea Rune longships as they sailed to strike an Imperial convoy bound for Tarantis. The Skandik ships were recognized by the Overlord’s lookouts, and the galleys prepared for battle. The battle, which came to be known as the Battle of Cape Nearhorn, was one of outnumbered Skandiks striking skillfully against a weak flank of the Overlord’s battle-line. For the Overlord’s sea-lords were inexperienced, having earned their rank through political intrigue and birthright rather than battle skill. The sea-lords broke rank and fled the battle, and the great armada was scattered. The Sea Rune captains, seeing clouds that heralded a storm, ran for harbor rather than press home the victory. The storm did great damage to the scattered hosts of the Overlord’s armada. Many squadron flagships were sunk, and the Overlord was thus spared the embarrassment of public trials and executions for his battle-shy sea lords.

In 3930 BCCC, a horde of orcs, repulsed from the walls of the Castle of the Shield Maidens, turned their wrath on Sea Rune — burning most of the village until only the shipyards remained. The men of Sea Rune boarded their ships and sailed to Longship Havens. There, they were taken in by the Warlord of the Skandik Alliance, who benefited greatly by their misfortune as the men of Sea Rune had now come completely under his command. The Shield Maidens, weak from repulsing the orcs, failed to seize this opportunity to reclaim their village. In the spring, the Warlord sent colonists back to Sea Rune as well as priests to build a temple to Thor.

In 4187, like the orcs before them, the gnolls of the Gnoll Times first fell upon the Castle of the Shield Maidens and were repulsed and fell upon Sea Rune to vent their rage. The men of Sea Rune drove off the gnolls at a great loss to their own men. To this day, the men of Sea Rune have been rebuilding their homes and ships and are only now beginning to raid once more upon the rich commerce of the Sea of Five Winds.

Ten years ago, in 4420 BCCC, the “prodigal son” of the village, a man named Drudnak, returned from his many travels. He had forsaken the Norse gods of the Forkbeard clan and took up the way of the Druids. When he arrived at Sea Rune he slew the reigning Jarl chieftain and installed himself in his place. The Warlord at Ossary, not knowing of Drudnak’s religious conversion, upheld the overthrow, and now Drudnak is slowly converting the men of Sea Rune to his way of worship. The enmity between the two religions had had a noticeable effect on the fighting efficiency of the warriors and has slowed their regrowth as a raiding power.

Last year, the Ossary Warlord sent many thralls under the direction of engineers educated in Warwik to Sea Rune to quarry granite and build a keep, as befits a tributary village. Drudnak has decreed that the keep shall be the center of his rule, and he plans to abandon the Long House to the other village elders. Drudnak’s peculiar ways have alienated him from most of the Skandiks of the village, and this decision will serve to isolate him from them even more.

For more information on Sea Rune and its environs, see the Judges Guild product Shield Maidens of Sea Rune, by Bryan Hinnen and Dan Hauffe.

\subsection*{4927 Castle of the Shield Maidens (Castle)}
Conventional; AL LG; TL 5; 200 gp limit; Assets 5,200 gp; Population 520 (80 Amazon warriors Ftr1 and 50 elite Amazon guardswomen Amz1-3s constitute the garrison; the remainder are Com1-3 peasants, Exp1-2 craftsfolk or Ari1-2 nobles); isolated (human 96% [Amazon], others 4%); Resources: Castle. Authority Figure: Queen Helena, female Amazon LG Amz14. Important Characters: Tharalla, female Amazon LG Clr5/Amz6 (high priestess of the moon goddess Thiria); Princess Adriella, female Amazon LG Wiz6 (heir to the Shield Maidens’ throne and armorer); Farla, female Amazon LG Wiz5 (tower mages); Lornella, female Amazon LG Wiz3 (potion maker).

After being driven from Sea Rune, their ancient village, the Shield Maidens retreated into the sparse woods, but there they were set upon by Altanian tribesmen and wild beasts. Thus, they were forced to take refuge in the strange architecture of a Markrab fortress and, upon entering, found themselves protected there. In the years that followed, they rebuilt their culture within its walls, but they hate its ugliness and plot to regain Sea Rune and its holy places from the Skandiks. The Skandiks, a superstitious lot, refuse to approach the strange castle.

For more information on the Shield Maidens and their fortress, see the Judges Guild product Shield Maidens of Sea Rune, by Bryan Hinnen and Dan Hauffe.

\subsection*{4928 FARAD (Hamlet)}
Conventional; AL N; TL 3; 100 gp limit; Assets 1,125 gp; Population 270 (Able bodied 90); Mixed (human 79% [mostly Skandik, some Altanian and Tharbrian], halfling 9%, elf 5%, dwarf 3%, others 4%); Resources: Fish. Authority Figure: Gorm Haralsson, male Skandik N Ftr4. Important Characters: Mira, female Skandik N Brd2 (the eleven year old daughter of Haralsson is considered to be gifted bard, the clan is planning to send to the college at Elf-burn); Samvi, male human N Ftr4 (City State spy).

A small fishing town along the Skandik Coast owing tribute and longships to Ossary. The excess grain and fish are shipped to Ossary to be traded for items that cannot be made in the town.

\subsection*{4934 Elasmosaurs (EL 7)}
Strange prehistoric monsters roam these deep. A mated pair of elasmosaurs (CR 5; hp 52 each) attack any ship entering their waters.

\subsection*{5008 Plesiosaurs (EL 11)}
Sea monsters abound near the calm waters of Brezal Isle. Two plesiosaurs (see below) search for food (anything smaller than themselves).

Plesiosaur: CR 10; SZ G Animal (aquatic); HD 16d8+112; hp 184; Init +0; Spd 10 ft., swim 50 ft.; AC 12 (-4 size, +6 natural), touch 6, flat-footed 12; BAB +12; Grap +36; Atk/Full Atk bite +20 melee (2d8+18); Space/Reach 20 ft./15 ft.; SQ scent; AL N; SV Fort +17, Ref +10, Will +6; Str 34, Dex 10, Con 24, Int 2, Wis 13; Cha 9; Skills: Listen +6, Spot +6.

\subsection*{5017 Isle of the Thousand}
This island is home to some of the most evil and despicable types of people one could possibly meet. Outlaws, rebels, exiles, thieves; they are all here. This place has no organized form of government; rather small factions of individuals exist and constantly battle with one another over control of the island and its people. There are no large bases of civilization found here. Most communities number only 20-30 people. There is one community, however, called Daggerspur located in the heart of the island. It is as close to any form of organization as this island possesses and numbers about 100 people. There are approximately 567 people on this island of varying races, classes and levels, though none are above 5th-level (the exact make-up is left up to the judge).

\subsection*{5025 T HORSVIRKE (Hamlet)}
Conventional; AL N; TL 3; 100 gp limit; Assets 1,125 gp; Population 263 (Able bodied 90); Mixed (human 79% [Skandik], halfling 9%, elf 5%, dwarf 3%, others 4%); Re191CHAPTER FIVE: CITY STATE OF THE INVINCIBLE OVERLORD sources: Fish, Furs. Authority Figure: Eric the Smith, male Skandik N Ftr3. Important Characters: Sika, female Skandik N Ftr2 (goes to the ships at sunset to see if there is any news of her lost husband, Thorinson).

A small fishing town along the Skandik Coast owing tribute and longships to Ossary. Thorsvirke sends grain and fish to Ossary in exchange for finished products and other items normally not available here. Thorsvirke having a problem with thieves and Eric the Smith has posted a substantial bounty for whoever is able to catch them.

\subsection*{5025 Monstrous Crabs (EL 6)}
Brave men looking for a great meal search the beaches south of the River Torn for the 4 monstrous crabs* (CR 2; hp 16) that live there. They taste delicious, but sadly they feel the same about men.

\subsection*{5116 Isle of Tombs}
This island appears as a floating and bleak rock on a desolate landscape. The waters surrounding the island seem to be permeated and polluted with the evil of this island. Legends say this island hides a huge labyrinthine dungeon filled with countless undead creatures deep beneath its surface. Some believe the God of the Undead constructed this dungeon with his own hands.

\subsection*{5117 Aboleth Tunnels (EL 11)}
Volcanic, underwater tunnels within these watery deeps hide a lair to some of the deeps most deadly and mysterious beings. The ten foul aboleths (CR 7; hp 76 each) and 2 aboleth mages (CR 17; hp 177) that make their lair in these submerged tunnels are cruel beyond reckoning, and none that have encountered them upon the high seas have lived to tell the tale. When encountered the aboleths attempt first to enslave as many beings as possible. The following round they concentrate their efforts on those who successfully resisted enslavement on the previous round. This done, they feast. Sunken in the deeps of their lair is a Shadowstaff, lost to its owner when she was charmed while exploring the briny deep, and devoured by the aboleths.

\subsection*{5119 Isle of Black Idols (EL 17)}
From the waters can be seen many seemingly lonely statues standing against the almost featureless terrain of this land. The reason for their construction has been lost with time and though sages can speculate (and never agree) on the reason for the statues, none truly know their purpose for being. Azzyth, a very old black dragon (CR 17; hp 350) stands guard over the statues. His purpose too is unknown. He makes his lair in an underground swamp on the island. Within Azzyth’s lair can be found the following: 13,000 gp, 18 black pearls (350 gp each), sapphire pendant on a silver chain (1,000 gp), 4 silk tapestries (2,500 gp each), 3 gold idols inlaid with rubies (6,000 gp each), +2 composite shortbow, +3 heavy mace, wand of slow (caster level 7, 36 charges), rod of absorption.

\subsection*{5122 Werewolf Den (EL 9)}
The seacoast of the Palewood echoes with the howl of the wolf. By the light of the full moon the Palewood is fraught with danger for stalking the wooded night is a pack of 8 werewolves (CR 3; hp 13 each) ravage this land, hunting in concert, and tearing any living thing they deem worthy of the hunt to pieces one at a time. By day the pack has no knowledge of their deeds, thriving as a band of simple woodcutters and millers who take down the largest and finest trees, milling the logs into lumber at their small lumberyard. The boards they cut are picked up once a month by a passing merchant barge, whose captains wonder why the millers and cutters of this small encampment refuse to take silver for their craft any longer. For some reason they now only take gold, or copper, and each man has buried his share of their precious silver coins (10,000 sp) beneath the fire pit of their cabin.

\subsection*{5123 Citadel of Sulzannarg (Hamlet)}
Magical; AL CE; TL 8; 100 gp limit; Assets 1,000 gp; Population 100 (Able bodied 25); isolated (human 97% [mostly Tharbrian, some Altanian], others 3%); Resources: Citadel. Authority Figure: Sulzannarg, male Tharbrian CE Wiz7. Important Characters: Camden, male human NE Ftr4 (captain of the archers).

A lone tower some 140 ft tall. It is an ancient structure of Markrab origin built in the midst of swamp. Leading from the citadel is a causeway, also of Markrab origin, leading to higher ground. Sulzannarg employs 24 men-at-arms who provide sustenance for the citadel. They are aware of the werewolves in the region and make sure they are back before dark.

For more on this location, see the Judges Guild product Shield Maidens of Sea Rune, by Bryan Hinnen and Dan Hauffe.

\subsection*{5124 H RIMSGLO (Hamlet)}
Conventional; AL N; TL 3; 100 gp limit; Assets 1,125 gp; Population 273 (Able bodied 90); Mixed (human 80% [Skandik], halfling 8%, elf 5%, dwarf 3%, others 4%); Resources: Fish. Authority Figure: Eric Friedstad, male Skandik N Ftr4. Important Characters: Vani the Demented, male Skandik CE Ftr6 (Vani believes he is a wolf and his insanity has grown with each full moon); Peri, male human CN Ftr5 (Peri is the arsonist and not connected to Vani, he is good at creating diversions in order to set his fires).

A small fishing town along the Skandik Coast owing tribute and longships to Ossary. Lord Eric is consulting with allied clans over what to do about a werewolf that is preying on his town. He believe the werewolf is also responsible for a rash of fires that been be set on various ships and boats that put in at Hrimsglo.

\subsection*{5215 Isle of the Vortex (EL 18)}
This lush island seems almost tropical in appearance for it sports much foliage and underbrush. The land is thick and ripe with trees of all sorts. The island is home to a tribe of 356 lizardmen (CR 1; hp 11) that worship an ancient and very powerful manta ray god. Two high druids, Syssen (male Lizardman Drd4; CR 5; hp 33) and Rshyles (male Lizardman Drd4; CR 5; hp 32) lead the lizard-folk in worship. They have accumulated a treasure consisting of 8,000 gp, 12,000 sp, 16,000 cp, 2 ep, 8 sunstones (1600 gp each) 31 yellow topaz (375 gp each), potion of darkvision, potion of nectar (negates 40 years of aging), ring of feather falling, +1 longsword named “Skullsplitter ,” a trident with a giant pearl setting (worth 2400 gp) and a ceremonial great bow (worth 3100 gp).

\subsection*{5231 Weirding Coven (Citadel)}
Magical; AL NE; TL 8; 100 gp limit; Assets 800 gp; Population 160 (Able bodied 40); mixed (human 79% [mostly Skandik, some Altanian], goblin 9%, half-orc 5%, orc 3%, others 4%). Authority Figure: Navis, male human LE Wiz8. Important Characters: Geran, male human NE Witch 5/Ftr2 (Navis’ chief inquisitor and torturer).

Weirding Coven is built on an island that has extensive deposits of magicium in the soil and rocks. Established over 500 years ago the citadel and inhabitants of the coven have been twisted by the forces of magic in a place of horror where only the strong willed can survive. With the coven on the verge of slipping into total madness, Morridda dispatched Navis and a small group of wizards to bring order back to the coven and restore its once extensive laboratories.

%\end{multicols}
\end{document}

