Hex A Day:
Gandavor
Hex a Day uses Twitter to offer daily site-based adventure seeds for your favorite fantasy RPG. Its third excursion was to Gandavor, which you can read about right here.
Gandavor: Land of the Red Clay Tower, Home of the Divine Inventrix, daughter and enemy of the White Ziggurat. Once a minor mage descended from a godling, the Divine Inventrix shattered the power of the Old Gods centuries ago, abolished the White Ziggurat, and threw herself into the science of mystical statecraft. Her initial efforts proved disastrous failures, but her new hands-off duumvirate approach has been stable for over a century, despite the increasing strangeness caused by borrowing an archaic Bronze Age urban political system and grafting it onto an Iron Age tribal culture.
Gandavor
The Enships
Gandavor is divided into Enships, each ruled by an En (a divine priest or priestess, who handles sacred, public, and legitimate affairs) and a Lugal (a warrior-monarch, who handles secular, personal, or semi-criminal business). The Enships strongly overlap with the old tribal affiliations, though the former tribes have mutated under the influence of the Red Clay Tower so greatly that their ancestors would not recognize them. (This is deliberate: the Divine Inventrix has worked to sever the tribes’ relationships with the Old Gods their ancestors worshiped.)
The Enship of Gawasta
The Gawasta tribe are hardworking but exist in a dreamlike haze of metaphor and mist brought on by epigenetic rare metal poisoning. The land is impoverished and bandit-plagued, ideal for picaresque low-level adventures.
Enship of Gawasta Wandering Encounters (d20)
1) Corpse or remnant; roll again.
2-5) Gawastan Peasants. 1d6 goatherds, swinemongers, alewife-husbands, appletree-matrons, etc. Good-natured but relaxed with the truth; their rumors are full of exaggeration and nonsense.
6-7) Gawastan Warband. 2d8 warriors with tin-nickel swords and leaden chainmail. Blue-tongued, panting from exertion, only hostile if you're bandit-marked.
8-10) The Dreambound. 2d8 bandits trapped in a dream/myth cycle/religious multilevel marketing scheme. Mercurial, greedy, sanctimonious. Yttrium-tungsten arrowheads and verdigris-streaked studded leather.
11) Crusters. 1d10 halfling-sized intelligent slimes wearing stolen crab/trilobite/giant snail shells or piecemeal armor. Awakened five years ago by an earthquake. Bandits, drug addicts, nuisances. Want money and drugs.
12) Dream of Giants. Huge, transparent, floating, man- or beast-shaped. Stats as a huge but slow (and low-density) ooze. Attacks with dread phantasms and gassy pseudopods.
13) Urchinhead. Ogre-sized failed experiment able to breed true. Stats as ogre except big spiky sea urchin head, ram attack, can breathe underwater and likes to lurk in rivers. Territorial.
14) Cat-of-doors. A puma with a curtained doorway instead of a face. Dimension door at will. Sells arcane trinkets from beneath long cloth-of-gold cape. Can teleport you for a steep fee.
15) Nimblespitters. 1d6 small gargoyles. Part of a single dimension-lost castle. Constantly spitting dirty water. Cannot fly, but their water-blasts are full of disease. Can't speak, but gesture angrily toward your coin purse.
16) Moaböan Greenface. A coppery face that appears on trees and issues challenges and quests related to "balance of nature"/druid stuff. Rewards you with fruits that work like potions; punishes failure with lightning and the flux.
17) Zaxer's Eidolon. Created by some pervert-mage. Beautiful, bright-eyed, rather distastefully young, with long, razor-sharp lashing hair and retractable climbing claws. Now self-reproducing, cannibalistic, and predatory.
18) Ponderous Laxmi. What happens when the consecration on a graveyard lapses. Bones, bricks, grave-earth with a little goddess statue (the "Little Laxmi") on top. Generates little, jumbled-up skeletons. Hides in soft earth by day.
19) Interlopers. Roll on an adjacent encounter chart.
20) Roll again twice.
The Enship of Skanbaira
Slayers, aesthetes, and poets, the Skanbairans maintain secondary identities for when they must work in agriculture or construction. Prone to terrible rages and days-long, death-like slumbers. Political chaos and identity confusion give low-level characters the opportunity to thrive.
Enship of Skanbaira Wandering Encounters (d20)
1) Corpse or remnant; roll again.
2-5) 1d8 Dreamwalker Drudges. Deep in their Craobar, their labor-identities, dull but hardworking. Annoying or impeding them to awakens their Skanbar—their normal identity—and usually results in a fight.
6-7) Skanbairan Linepainters. 3d6 warriors with dirks, broadswords, painted bucklers, studded and beaded leather. They make sure you're in your right personality and not breaking any laws. Elegant, proud, self-important.
8-10) Hog Cult Berserkers. Filthy and gluttonous. Their ugliness offends the Skanbairan aesthetic sense; also they're murderer-cannibals. 3d6 warriors with axes, hogfat armor, sturdy boots for wading in mud and gore.
11) Crusters. 2d6 halfling-sized intelligent slimes wearing stolen crab/trilobite/giant snail shells or piecemeal armor. Awakened five years ago by an earthquake. Bandits, drug addicts, nuisances. Want money and drugs.
12) Drudge Wight. Remains of a coward who died deep in their Craobar labor-identity. They demand work; their demands for work then grow impossible until they attack. Stats as a wight.
13) Urchinhead. Ogre-sized failed experiment able to breed true. Stats as ogre except big spiky sea urchin head, ram attack, can breathe underwater and likes to lurk in rivers. Territorial.
14) Exquisite Slumberthrone. Ambulatory rosewood chair created as a failed experiment in calming psychotic-aesthetic rages. Their rose petals cause sleep; their thorns cause incredible pain and then sleep. They will bleed you dry.
15) Nimblespitters. 2d4 small gargoyles. Part of a single dimension-lost castle. Constantly spitting dirty water. Cannot fly, but their water-blasts are full of disease. Can't speak, but gesture angrily toward your coin purse.
16) Moaböan Greenface. A coppery face that appears on trees and issues challenges and quests related to "balance of nature"/druid stuff. Rewards you with fruits that work like potions; punishes failure with lightning and the flux.
17) Airt drake. Small four-headed dragon that vomits glittering and confusing acidic paint. Can fly and teleport. Moves like a chess rook. Hunted for its paint, which local sumptuary laws permit only for royalty.
18) Ponderous Laxmi. What happens when the consecration on a graveyard lapses. Bones, bricks, grave-earth with a little goddess statue (the "Little Laxmi") on top. Generates little, jumbled-up skeletons. Hides in soft earth by day.
19) Interlopers. Roll on an adjacent encounter chart.
20) Roll again twice.
The Enship of Namluck
Quiet, secretive, and masked, the desert-dwellers of Namluck despises cities, regularity, symmetry, and ritual. They are inventive and self-contained to the point of mania. Their untamed land is dangerous for low-level explorers.
Enship of Namluck Wandering Encounters (d20)
1) Corpse or remnant; roll again.
2-5) Namluck Peasants. 3d10 goatherds, spider-riders, rootwalkers, etc., bound together by necessity and short-term obligation mediated by song and temporary ritual.
6-7) Namluck Warband. 20+2d6 warriors with steel blinders and hooked swords. They seem not to acknowledge one-another but fight with astonishing coordination, like an ant swarm.
8-10) Ident Pack. 20+2d6 shunned bandit-outcasts that eschew normal Namluck individuality; they all adopt the mask, ritual, and mannerisms of some ancient warlord and carry identical equipment.
11) Haptic Disassembler. Starts with a touch, then disappearing items. A psychic energy field that tries to assemble unique identities from objects it filches. If it can assemble at least seven items, the forcefield creature looks like you and seeks your destruction.
12) 2d4 Dreams of Giants. Huge, transparent, floating, man- or beast-shaped. Stats as a huge but slow (and low-density) ooze. Attack with dread phantasms and gassy pseudopods.
13) Wire Dragon ("knight snatcher"). Actually electrical holograms created by lightning striking buried and long-forgotten copper wires under the desert. Still dragon-sized, with lightning breath, and they treat metal objects as solid.
14) Cat-of-doors. A puma with a curtained doorway instead of a face. Dimension door at will. Sells arcane trinkets from beneath long cloth-of-gold cape. Can teleport you for a steep fee.
15) 1d6 Stafirion's Gamesters. Ogre-sized escaped playing pieces. Absorb, reflect, and feed on magic. Aggressively patrol fixed territories; cartographers claim to know their routes.
16) 2d6 Watchers of Prince Lleune. Cannibal ogres with caged mouths and rubber mallets. They still receive twice-daily protein injections from their gnomish handlers.
17) 3d8 Jackalgrafters. Humans with one hand replaced by an intelligent jackal head that whispers prophecies and delivers a poisonous bite attack. Once an extinct cult, now back and worse than ever.
18) 1d4 Mortwolves. Huge undead "wolves" (actually wild dogs) with mouths and eyes of poisonous green fire. Only their green hearts (visible through their ribs) are vulnerable, but their hearts disintegrate whatever they touch—strike carefully!
19) Interlopers. Roll on an adjacent encounter chart.
20) Roll again twice.
The Enship of Kitho
Healers and agriculturalists, gentle and patient. Endlessly tormented by a hereditary caste of parasitic warrior-aristocrats, the Krannah, who bear sacred tattoos preventing any Kitho from harming them.
Enship of Kitho Wandering Encounters
1) Corpse or remnant; roll again.
2-5) Kitho peasants. 3d6 gardeners, brewers, herbalists, beekeepers. 20% chance one is a mid-level druid indistinguishable from the others. Friendly in a smothering and fatalistic way.
6-7) Krannah Warband. 20+2d6 warriors and 2d4 fighters armed with barbed nets, envenomed knives, and blowguns. Intoxicated on strength-enhancing mushrooms; legalistic, stupid, and aggressive.
8-10) Tengu raiders. 3d4 tengu with ninja gear. Hired by the Kitho to get rid of their Krannah oppressors, they took the money and now roam Kitho as brigands.
11) Verminbinders. 2d4 mid-level druids, plus friends. A cult that grew too attached to the rats and centipedes they were taught to summon and lead away from town.
12) 1d4 bramblers. If treants are the shepherds of the forest, these are the sheepdogs: horse-sized thorn piles with internal wooden bows that shoot arrows at anyone who touches a fruit tree.
13) Gourdfort. These failed experiments in mobile security are 20'-diameter mutated ambulatory pumpkin that wants "knights" to live in it and grabs anyone it sees with a razor-sharp tongue. Interior is acidic.
14) Inventor of Money. Member of a druidic order that believes something called "the economy" is a living thing that needs to be tended like a garden. Arcane merchant. Cannot explain what "the economy" is.
15) 3d8 Jackalgrafters. Humans with one hand replaced by an intelligent jackal head that whispers prophecies and delivers a poisonous bite attack. Once an extinct cult, now back and worse than ever.
16) 2d4 Dreams of Giants. Huge, transparent, floating, man- or beast-shaped. Stats as a huge but slow (and low-density) ooze. Attack with dread phantasms and gassy pseudopods.
17) Water elemental. Used as irrigation slaves before they broke free in the Sogwar, these elementals fear and hate glass, which was used to bind them.
18) The Uttermost Victims. 2d6 mid-level corporeal undead. The Uttermost Victims are Krannah destroyed by a Kitho—a difficult feat that fills them with rage and self-pity. Wailing attack, spiked nets.
19) Interlopers. Roll on an adjacent encounter chart.
20) Roll again twice.
The Enship of Eitrin
Temporal plagues sweep across Eitrin, sometimes causing rapid hasted aging and the rise and fall (or cosmic ascension) of entire microcivilizations in minutes. Locals are used to it, but time warps can still drive people crazy.
Enship of Eitrin Wandering Encounters
1) Corpse or remnant; roll again.
2-5) Eitrin scavenger-herders. 3d6 shepherds or emuherders who spend most of their time digging through the ground for valuable Burst Zone objects that they can sell. (Most items aren't high tech; just good tools, fine glassware, etc.)
6-7) Eitrin Warders. 20+2d4 warriors, 1d6 fighters, and 1d6 mages are traveling to or from a Burst Zone where a village got hasted so hard they destroyed themselves and/or ascended. They warn you away so you don't go mad.
8-10) 3d8 crooklings. Apply elvish acupuncture points to a human and you get a crookling. Created in Burst Zones during failed ascension events, they live as bandits and sacred lunatics.
11) Bird surgeon. Birds, being sacred and necessary for prophecy, require frequent surgery to improve the auspices. Do you want your destiny improved? Hire a bird surgeon! They also sell minor magical items.
12) 2d4 displacer beasts. Hit one hard enough and you can knock them right out of time, causing them to become hasted, slowed, or just skip days or weeks into the future. Cunning pack predators.
13) 3d6 Screamskulls. Screaming skeletons that throw their skulls at you and make you scream until you rip your head off and become one of them. No one likes these things.
14) Shadow of a Golden Future. Shimmering robe-clad figure of awesome psychic potency. Inflicts incomprehensible geases on adventurers; rewards them with crystal artifacts. Hates Moaböan Greenfaces.
15) 2d4 True pegasi. Venomous serpents writhing on shoulders, ice-rimed hooves. Instantly murderous toward anything that does not meet their arbitrary standards of beauty and grace.
16) Timeslime Zone. 1d10x1000' sphere of damaged time (usually stasis). These time warps sometimes (10% chance) cause mass psychosis, so if near a settlement, 50% chance of warders and 50% chance of crooklings.
17) Burst Egg. A floating golden "coin" that, if disturbed, causes massive temporal disturbance, potentially blasting everything into the future or rapidly aging you and everyone nearby. Locals know to avoid them.
18) 3d8 Jackalgrafters. Humans with one hand replaced by an intelligent jackal head that whispers prophecies and delivers a poisonous bite attack. Once an extinct cult, now back and worse than ever.
19) Interlopers. Roll on an adjacent encounter chart.
20) Roll again twice.
The Enship of Oiral
Storm-wracked mountain kingdom split among dozens of minor dwarf and giant clans currently locked in such a tight tangle of obligation and kinship that they cannot enact their vicious vendettas. Do not disrupt the equilibrium!
Enship of Oiral Wandering Encounters
1) Corpse or remnant; roll again.
2-5) Shape-on-the-rocks. 3d10 miners (giants, dwarves, and humans) crawl across the mountain in the shape of a beast (like Nazca lines). Their shapes indicate what they mine, since the Oiral are miners—and viciously territorial.
6-7) Perfect Man. 4d10 hill giants and dwarf or human fighters crawl across the mountainside in the form of a huge man. These soldiers solve disputes and maintain the equilibrium among the clans.
8-10) Remainders. 4d10 hill giants and dwarf berserkers. When the Divine Inventrix brought peace to the clans, she needed to exile certain members to maintain equilibrium. Here they are, eager to kill you and take your stuff.
11) Borecamp. Temporary borehole driven right into the underdark and whatever is below it. Winches carry treasures up and down. You can trade almost anything here. Guarded by dragon-worshiping alchemists and at least one Perfect Man. Lasts 1d6 days.
12) 3d4 Blackrock Displacer Beasts. Big, cunning pack predators that blend into the rocks and swarm out of crevasses. They can hibernate for years until prey is scented. Ape-like cunning; sticky tentacles they use for climbing.
13) 4d6 Screamskulls. Screaming skeletons that throw their skulls at you and make you scream until you rip your head off and become one of them. No one likes these things.
14) 2d4 Mountain Gorgons. Smaller and more sure-footed than dungeon gorgons, used by the Oirol for food and muscle power. These packs are feral and dangerous.
15) 3d4 True Pegasi. Venomous serpents writhing on shoulders, ice-rimed hooves. Instantly murderous toward anything that does not meet their arbitrary standards of beauty and grace.
16) Mountain Ooze. Covering half a mountain-slope (at least one acre) and capable of enveloping a whole party before they realize what's happening. Hunted for their valuable crystal nodules.
17) Dawn Dragon. Seven daughters of a gold dragon/red dragon pairing centuries ago remain in Oirol. Each symbolizes a day of the week and has her own cult of immortality-seeking alchemists. Lazy, treacherous, fashionable, hungry.
18) Crystal Cult. 2d6 alchemists dedicated to permanently entombing themselves in crystalline gold and gaining immortality. Stone, sonic, and blinding spells. Each group worships (but does not necessary ally with) a dawn dragon.
19) Interlopers. Roll on an adjacent encounter chart.
20) Roll again twice.
The Gawasta tribe are hardworking but exist in a dreamlike haze of metaphor and mist brought on by epigenetic rare metal poisoning. The land is impoverished and bandit-plagued, ideal for picaresque low-level adventures.
Enship of Gawasta Wandering Encounters (d20)
1) Corpse or remnant; roll again.
2-5) Gawastan Peasants. 1d6 goatherds, swinemongers, alewife-husbands, appletree-matrons, etc. Good-natured but relaxed with the truth; their rumors are full of exaggeration and nonsense.
6-7) Gawastan Warband. 2d8 warriors with tin-nickel swords and leaden chainmail. Blue-tongued, panting from exertion, only hostile if you're bandit-marked.
8-10) The Dreambound. 2d8 bandits trapped in a dream/myth cycle/religious multilevel marketing scheme. Mercurial, greedy, sanctimonious. Yttrium-tungsten arrowheads and verdigris-streaked studded leather.
11) Crusters. 1d10 halfling-sized intelligent slimes wearing stolen crab/trilobite/giant snail shells or piecemeal armor. Awakened five years ago by an earthquake. Bandits, drug addicts, nuisances. Want money and drugs.
12) Dream of Giants. Huge, transparent, floating, man- or beast-shaped. Stats as a huge but slow (and low-density) ooze. Attacks with dread phantasms and gassy pseudopods.
13) Urchinhead. Ogre-sized failed experiment able to breed true. Stats as ogre except big spiky sea urchin head, ram attack, can breathe underwater and likes to lurk in rivers. Territorial.
14) Cat-of-doors. A puma with a curtained doorway instead of a face. Dimension door at will. Sells arcane trinkets from beneath long cloth-of-gold cape. Can teleport you for a steep fee.
15) Nimblespitters. 1d6 small gargoyles. Part of a single dimension-lost castle. Constantly spitting dirty water. Cannot fly, but their water-blasts are full of disease. Can't speak, but gesture angrily toward your coin purse.
16) Moaböan Greenface. A coppery face that appears on trees and issues challenges and quests related to "balance of nature"/druid stuff. Rewards you with fruits that work like potions; punishes failure with lightning and the flux.
17) Zaxer's Eidolon. Created by some pervert-mage. Beautiful, bright-eyed, rather distastefully young, with long, razor-sharp lashing hair and retractable climbing claws. Now self-reproducing, cannibalistic, and predatory.
18) Ponderous Laxmi. What happens when the consecration on a graveyard lapses. Bones, bricks, grave-earth with a little goddess statue (the "Little Laxmi") on top. Generates little, jumbled-up skeletons. Hides in soft earth by day.
19) Interlopers. Roll on an adjacent encounter chart.
20) Roll again twice.
The Enship of Skanbaira
Slayers, aesthetes, and poets, the Skanbairans maintain secondary identities for when they must work in agriculture or construction. Prone to terrible rages and days-long, death-like slumbers. Political chaos and identity confusion give low-level characters the opportunity to thrive.
Enship of Skanbaira Wandering Encounters (d20)
1) Corpse or remnant; roll again.
2-5) 1d8 Dreamwalker Drudges. Deep in their Craobar, their labor-identities, dull but hardworking. Annoying or impeding them to awakens their Skanbar—their normal identity—and usually results in a fight.
6-7) Skanbairan Linepainters. 3d6 warriors with dirks, broadswords, painted bucklers, studded and beaded leather. They make sure you're in your right personality and not breaking any laws. Elegant, proud, self-important.
8-10) Hog Cult Berserkers. Filthy and gluttonous. Their ugliness offends the Skanbairan aesthetic sense; also they're murderer-cannibals. 3d6 warriors with axes, hogfat armor, sturdy boots for wading in mud and gore.
11) Crusters. 2d6 halfling-sized intelligent slimes wearing stolen crab/trilobite/giant snail shells or piecemeal armor. Awakened five years ago by an earthquake. Bandits, drug addicts, nuisances. Want money and drugs.
12) Drudge Wight. Remains of a coward who died deep in their Craobar labor-identity. They demand work; their demands for work then grow impossible until they attack. Stats as a wight.
13) Urchinhead. Ogre-sized failed experiment able to breed true. Stats as ogre except big spiky sea urchin head, ram attack, can breathe underwater and likes to lurk in rivers. Territorial.
14) Exquisite Slumberthrone. Ambulatory rosewood chair created as a failed experiment in calming psychotic-aesthetic rages. Their rose petals cause sleep; their thorns cause incredible pain and then sleep. They will bleed you dry.
15) Nimblespitters. 2d4 small gargoyles. Part of a single dimension-lost castle. Constantly spitting dirty water. Cannot fly, but their water-blasts are full of disease. Can't speak, but gesture angrily toward your coin purse.
16) Moaböan Greenface. A coppery face that appears on trees and issues challenges and quests related to "balance of nature"/druid stuff. Rewards you with fruits that work like potions; punishes failure with lightning and the flux.
17) Airt drake. Small four-headed dragon that vomits glittering and confusing acidic paint. Can fly and teleport. Moves like a chess rook. Hunted for its paint, which local sumptuary laws permit only for royalty.
18) Ponderous Laxmi. What happens when the consecration on a graveyard lapses. Bones, bricks, grave-earth with a little goddess statue (the "Little Laxmi") on top. Generates little, jumbled-up skeletons. Hides in soft earth by day.
19) Interlopers. Roll on an adjacent encounter chart.
20) Roll again twice.
The Enship of Namluck
Quiet, secretive, and masked, the desert-dwellers of Namluck despises cities, regularity, symmetry, and ritual. They are inventive and self-contained to the point of mania. Their untamed land is dangerous for low-level explorers.
Enship of Namluck Wandering Encounters (d20)
1) Corpse or remnant; roll again.
2-5) Namluck Peasants. 3d10 goatherds, spider-riders, rootwalkers, etc., bound together by necessity and short-term obligation mediated by song and temporary ritual.
6-7) Namluck Warband. 20+2d6 warriors with steel blinders and hooked swords. They seem not to acknowledge one-another but fight with astonishing coordination, like an ant swarm.
8-10) Ident Pack. 20+2d6 shunned bandit-outcasts that eschew normal Namluck individuality; they all adopt the mask, ritual, and mannerisms of some ancient warlord and carry identical equipment.
11) Haptic Disassembler. Starts with a touch, then disappearing items. A psychic energy field that tries to assemble unique identities from objects it filches. If it can assemble at least seven items, the forcefield creature looks like you and seeks your destruction.
12) 2d4 Dreams of Giants. Huge, transparent, floating, man- or beast-shaped. Stats as a huge but slow (and low-density) ooze. Attack with dread phantasms and gassy pseudopods.
13) Wire Dragon ("knight snatcher"). Actually electrical holograms created by lightning striking buried and long-forgotten copper wires under the desert. Still dragon-sized, with lightning breath, and they treat metal objects as solid.
14) Cat-of-doors. A puma with a curtained doorway instead of a face. Dimension door at will. Sells arcane trinkets from beneath long cloth-of-gold cape. Can teleport you for a steep fee.
15) 1d6 Stafirion's Gamesters. Ogre-sized escaped playing pieces. Absorb, reflect, and feed on magic. Aggressively patrol fixed territories; cartographers claim to know their routes.
16) 2d6 Watchers of Prince Lleune. Cannibal ogres with caged mouths and rubber mallets. They still receive twice-daily protein injections from their gnomish handlers.
17) 3d8 Jackalgrafters. Humans with one hand replaced by an intelligent jackal head that whispers prophecies and delivers a poisonous bite attack. Once an extinct cult, now back and worse than ever.
18) 1d4 Mortwolves. Huge undead "wolves" (actually wild dogs) with mouths and eyes of poisonous green fire. Only their green hearts (visible through their ribs) are vulnerable, but their hearts disintegrate whatever they touch—strike carefully!
19) Interlopers. Roll on an adjacent encounter chart.
20) Roll again twice.
The Enship of Kitho
Healers and agriculturalists, gentle and patient. Endlessly tormented by a hereditary caste of parasitic warrior-aristocrats, the Krannah, who bear sacred tattoos preventing any Kitho from harming them.
Enship of Kitho Wandering Encounters
1) Corpse or remnant; roll again.
2-5) Kitho peasants. 3d6 gardeners, brewers, herbalists, beekeepers. 20% chance one is a mid-level druid indistinguishable from the others. Friendly in a smothering and fatalistic way.
6-7) Krannah Warband. 20+2d6 warriors and 2d4 fighters armed with barbed nets, envenomed knives, and blowguns. Intoxicated on strength-enhancing mushrooms; legalistic, stupid, and aggressive.
8-10) Tengu raiders. 3d4 tengu with ninja gear. Hired by the Kitho to get rid of their Krannah oppressors, they took the money and now roam Kitho as brigands.
11) Verminbinders. 2d4 mid-level druids, plus friends. A cult that grew too attached to the rats and centipedes they were taught to summon and lead away from town.
12) 1d4 bramblers. If treants are the shepherds of the forest, these are the sheepdogs: horse-sized thorn piles with internal wooden bows that shoot arrows at anyone who touches a fruit tree.
13) Gourdfort. These failed experiments in mobile security are 20'-diameter mutated ambulatory pumpkin that wants "knights" to live in it and grabs anyone it sees with a razor-sharp tongue. Interior is acidic.
14) Inventor of Money. Member of a druidic order that believes something called "the economy" is a living thing that needs to be tended like a garden. Arcane merchant. Cannot explain what "the economy" is.
15) 3d8 Jackalgrafters. Humans with one hand replaced by an intelligent jackal head that whispers prophecies and delivers a poisonous bite attack. Once an extinct cult, now back and worse than ever.
16) 2d4 Dreams of Giants. Huge, transparent, floating, man- or beast-shaped. Stats as a huge but slow (and low-density) ooze. Attack with dread phantasms and gassy pseudopods.
17) Water elemental. Used as irrigation slaves before they broke free in the Sogwar, these elementals fear and hate glass, which was used to bind them.
18) The Uttermost Victims. 2d6 mid-level corporeal undead. The Uttermost Victims are Krannah destroyed by a Kitho—a difficult feat that fills them with rage and self-pity. Wailing attack, spiked nets.
19) Interlopers. Roll on an adjacent encounter chart.
20) Roll again twice.
The Enship of Eitrin
Temporal plagues sweep across Eitrin, sometimes causing rapid hasted aging and the rise and fall (or cosmic ascension) of entire microcivilizations in minutes. Locals are used to it, but time warps can still drive people crazy.
Enship of Eitrin Wandering Encounters
1) Corpse or remnant; roll again.
2-5) Eitrin scavenger-herders. 3d6 shepherds or emuherders who spend most of their time digging through the ground for valuable Burst Zone objects that they can sell. (Most items aren't high tech; just good tools, fine glassware, etc.)
6-7) Eitrin Warders. 20+2d4 warriors, 1d6 fighters, and 1d6 mages are traveling to or from a Burst Zone where a village got hasted so hard they destroyed themselves and/or ascended. They warn you away so you don't go mad.
8-10) 3d8 crooklings. Apply elvish acupuncture points to a human and you get a crookling. Created in Burst Zones during failed ascension events, they live as bandits and sacred lunatics.
11) Bird surgeon. Birds, being sacred and necessary for prophecy, require frequent surgery to improve the auspices. Do you want your destiny improved? Hire a bird surgeon! They also sell minor magical items.
12) 2d4 displacer beasts. Hit one hard enough and you can knock them right out of time, causing them to become hasted, slowed, or just skip days or weeks into the future. Cunning pack predators.
13) 3d6 Screamskulls. Screaming skeletons that throw their skulls at you and make you scream until you rip your head off and become one of them. No one likes these things.
14) Shadow of a Golden Future. Shimmering robe-clad figure of awesome psychic potency. Inflicts incomprehensible geases on adventurers; rewards them with crystal artifacts. Hates Moaböan Greenfaces.
15) 2d4 True pegasi. Venomous serpents writhing on shoulders, ice-rimed hooves. Instantly murderous toward anything that does not meet their arbitrary standards of beauty and grace.
16) Timeslime Zone. 1d10x1000' sphere of damaged time (usually stasis). These time warps sometimes (10% chance) cause mass psychosis, so if near a settlement, 50% chance of warders and 50% chance of crooklings.
17) Burst Egg. A floating golden "coin" that, if disturbed, causes massive temporal disturbance, potentially blasting everything into the future or rapidly aging you and everyone nearby. Locals know to avoid them.
18) 3d8 Jackalgrafters. Humans with one hand replaced by an intelligent jackal head that whispers prophecies and delivers a poisonous bite attack. Once an extinct cult, now back and worse than ever.
19) Interlopers. Roll on an adjacent encounter chart.
20) Roll again twice.
The Enship of Oiral
Storm-wracked mountain kingdom split among dozens of minor dwarf and giant clans currently locked in such a tight tangle of obligation and kinship that they cannot enact their vicious vendettas. Do not disrupt the equilibrium!
Enship of Oiral Wandering Encounters
1) Corpse or remnant; roll again.
2-5) Shape-on-the-rocks. 3d10 miners (giants, dwarves, and humans) crawl across the mountain in the shape of a beast (like Nazca lines). Their shapes indicate what they mine, since the Oiral are miners—and viciously territorial.
6-7) Perfect Man. 4d10 hill giants and dwarf or human fighters crawl across the mountainside in the form of a huge man. These soldiers solve disputes and maintain the equilibrium among the clans.
8-10) Remainders. 4d10 hill giants and dwarf berserkers. When the Divine Inventrix brought peace to the clans, she needed to exile certain members to maintain equilibrium. Here they are, eager to kill you and take your stuff.
11) Borecamp. Temporary borehole driven right into the underdark and whatever is below it. Winches carry treasures up and down. You can trade almost anything here. Guarded by dragon-worshiping alchemists and at least one Perfect Man. Lasts 1d6 days.
12) 3d4 Blackrock Displacer Beasts. Big, cunning pack predators that blend into the rocks and swarm out of crevasses. They can hibernate for years until prey is scented. Ape-like cunning; sticky tentacles they use for climbing.
13) 4d6 Screamskulls. Screaming skeletons that throw their skulls at you and make you scream until you rip your head off and become one of them. No one likes these things.
14) 2d4 Mountain Gorgons. Smaller and more sure-footed than dungeon gorgons, used by the Oirol for food and muscle power. These packs are feral and dangerous.
15) 3d4 True Pegasi. Venomous serpents writhing on shoulders, ice-rimed hooves. Instantly murderous toward anything that does not meet their arbitrary standards of beauty and grace.
16) Mountain Ooze. Covering half a mountain-slope (at least one acre) and capable of enveloping a whole party before they realize what's happening. Hunted for their valuable crystal nodules.
17) Dawn Dragon. Seven daughters of a gold dragon/red dragon pairing centuries ago remain in Oirol. Each symbolizes a day of the week and has her own cult of immortality-seeking alchemists. Lazy, treacherous, fashionable, hungry.
18) Crystal Cult. 2d6 alchemists dedicated to permanently entombing themselves in crystalline gold and gaining immortality. Stone, sonic, and blinding spells. Each group worships (but does not necessary ally with) a dawn dragon.
19) Interlopers. Roll on an adjacent encounter chart.
20) Roll again twice.
The Hexes
Gandavor is organized into six-mile hexes. Initial letters indicate the environment type: (D)esert, (P)lains, (H)illy (L)ight (F)orest, etc.
> PRINCIPALITY OF MORRD. Hill tribes wage endless war against the Prince in Tatters while a decadent court robs the peasantry.
0038 H Braggart-ghosts roam the hills trying to convince you they're the shades of history's great monarchs and wizards. One is well-versed in the forgotten lore the party most needs but must be treated as the king he claims to be.
0039 HD Wraith-haunted Lost Tomb of Wrant the Death-king, who stole and hoarded all the secrets of Craft and Art ten millennia ago. Everything Wrant stole has been rediscovered; mosaics and clay tablets depict ironworking, trigonometry, one-point linear perspective, etc.
0137 HD Long line of wizard-supplicants on their way to the Prince in Tatters to audition as new Tarot cards. They're dressed up as their cards. There's the Claw, the Marketplace (he's been trying for years), the Sick Monkey, the Gemstone, and dozens more.
0138 HD Dying master potter plans to transfer himself, body and soul, into a vase fit for a world-emperor; needs only the finest clay and flecks of divine gold to complete the work.
0139 HD The Blue Clay Tower. Created by Chameleon Duoverse spirit-gods to transform the atmosphere and metaphysics of this world to permit colonization. The Summer Knight destroyed it before it finished growing; little remains except redshift golems and poisonous magic.
> ISLAND OF GANDAVOR. Land of the Red Clay Tower, Home of the Divine Inventrix, Daughter and Enemy of the White Ziggurat
0225 HD Gawasta Castle. Local Lugal (chieftain) hides in his castle. He's been possessed by the ghost of a lobster-person for years. The ghost is starting to molt and needs to move up to a count or a duke of something. Wants your help.
0226 P Leprous beggars in dirty fox masks use clever wooden grasping hands to take alms (and occasionally cut purses).
0227 P Village hastily abandoned after bad omen. What at first look like beehives or grape vines are rows and rows of fattened mice in tiny ceramic jars used for mice wine. A necromancer scared the villagers off and has plans for the mice. Soon: DARKMICE.
0228 P Sancted Replant: A "mimic" that targets angels and demons by resembling powerful divine artifacts/phenomena. Can override their magic resistance and swallow them whole. Currently drawing Nazca lines to lure angels.
> The Island of Çepti: The original habitation of the Divine Inventrix, who sought a perfect form of government. Bones and rusty weapons crunch underfoot.
0232 HD Fineling Snafe, bounty hunters and assassin. Wears an elaborate black suit covered in yard-long microscopic hairs that reveal everything within 100'. Hunts renegades from the Antiguilds of Zesh.
> PRINCIPALITY OF MORRD
0237 HD Temple of the Winter King. Butterflyfolk crucified and rendered down to form stained glass windows for cathedral. Congregants admire their noble suffering as their victims shriek for help.
0238 HD Broken marble statue of a dwarf recently reassembled and threaded with gold. Paper lanterns float overhead with warnings about what happens if you try to get at the gold.
0239 HD Town of Gramm-Tabath, pop 4000. Never taken in battle, surrounded by ruined war machines on land and sunken warships in the bay. Now completely ringed by toxic necromantic energy from all the war-ghosts; slowly dying.
> Odomen's Island, named after the worst architect in dwarven history
0312 F Lampreyfolk hunt capybaras in the shallows. They will not reject manflesh.
0313 F Recently unfrozen birds with prophecies of events that occurred long ago. Interesting only to archaeologists, including the one on Fineling Snafe's (Hex 0232) ship, which is currently offshore.
> THE ENSHIP OF GAWASTA
0323 P Gawastan warband captured by locathah led by a sea devil alchemist. He is draining the warriors for their mercury as a weapon to use against offshore sea elves.
0324 P Huge broken hourglasses full of sand once used to grow and clone gargoyles. Peasants use the black pellets as fertilizer and the rare red ones as lucky charms.
0325 P Damaged detective golem prowls the landscape with magnifying glass and tattered bathrobe. Exiled gnome lightmage wants help getting the magnifying glass, but it's bolted onto the golem's hand with an unfamiliar mechanism.
0326 P The "Kingdom of Shields," a landscape of huge flat skull bones, five to fifteen yards across: all that remains of an ancient sauropod-like race.
0327 P The Mercury Quarry, a bubbling and miasmatic wound in the earth surrounded by Air Runes that prevent it from poisoning the surrounding land, guarded by the Lawgivers of the Divine Inventrix. They fear thieves have a secret way inside.
0328 P Divine Inventrix Research Station. Abandoned tower full of hearing-tubes designed to detect birdsong. Basement contains two dead Lawgivers and a Deep Cuckoo that has laid its eggs in their corpses.
> The Island of Çepti
0331 HD Gargoyle Castle of Odomen, "worst of the dwarven architects." Hideous. Made of nothing but gargoyles and dirty plumbing. If you survive the tetanus, diphtheria, and brain-warping architecture, you may learn that Odomen has revolutionized urban hygiene.
0332 HD The Chorus of Mezapor. A multi-staged amphitheater created by the Divine Inventrix as a combined senate/dramatic tragedy. Wrote good laws, but always ended in a mass-murder-suicide after a few iterations. Warring tribes of dramatic and bureaucratic ghosts.
> PRINCIPALITY OF MORRD
0337 HD Hill tribe moot. None of the elders have arrived yet and the young warriors are wrestling each other on the beach, competing for the CAPE OF WOLVES AND THUNDER, a stolen Winter King relic they don't know how to use.
0338 HD Hill tribe elders captured by inquisitors of the Winter King and held in an old ruin. They don't know about the mummified cats buried in the walls, tasked with protecting a long-vanished mummy prince.
> THE ENSHIP OF GAWASTA
0423 HD Castle of the Old Lugal. A colossal flying man-o-war crashed into it a century ago. Even now, no one can approach without risking a sting from the long-dead jellyfish. Rumors claim that the old Lugal's wight guards a flying throne he used to survey his land.
0424 HD A grand pyramid-tomb—actually the false tomb of a long-dead lugal, designed to trick grave robbers. (The real grave-treasure is under the castle in 0423.) This false tomb is now full of ghosts of grave robbers who crawled inside and got stuck.
0425 HD Old unconsecrated graveyard. The Divine Inventrix set a Lawgiver to guard the entrance, but he was killed by ghouls and now the earth practically heaves with skeletons and half-animated grave-bricks.
0426 HD Old highway lined with gibbets. The Divine Inventrix does not permit capital punishment: the gibbets are near-indestructible and filled with miserable beetle-headed aliens that materialize, then dematerialize after they die. No food seems to sustain them.
0427 HD Gawastan fishing village trades with the nearby tribe of Skanbaira. They employ an "entdream," a shaman who channels the patience of the tree-people, to ensure honesty and prevent violence.
> The Island of Çepti
0432 HD The Tannery at Çepti, a mine-to-table restaurant for dimension-hopping earth and fire elementals. Run by a friendly, tattooed dao named Kwedda-Xaxamar, who can prepare all kinds of food mortals can't eat. His boyfriend, also named Kwedda-Xaxamar, oversees the dimensional rift and takes reservations.
0433 HD Grave of Galconne of Skotos Vah, an exiled cloud giant prince who once hurled stones from this rocky beach to destroy ships. His reign of terror ended ten years ago when the Ultimate Lobster (Hex 0620) snipped his ankles and killed him.
> PRINCIPALITY OF MORRD
0437 P Orchard and manse of the medusa Skeydiat. Ritually blinded weresloth assassins creep closer to her bedroom, inch by inch, undetected by her pet gorgons.
> Island of Yyll, "ancient" homeland of the Blue Elves (they actually settled there about 500 years ago and eradicated the human and halfling populations). Overrrun with invasive fey pests.
0513 F Spindly moon-elf castle formerly supported by magic now crumbling due to the planet's greater gravity. Gnome servants steal whatever they can as the supports give way and the aristocrats refuse to leave their float-bubbles and solve the problem.
0514 RD Battles and years of religious neglect have left this whole region dangerously haunted at night. Halfling clerics have strung blessed ribbons along the main road to keeps the undead away but the elves keep cutting them down.
0516 RD Hollowed-out halfling godling turned into a boat by an undead elf crew that roams the waters, attacking ships at night.
> THE ENSHIP OF GAWASTA
0521 D Maggot-wolves feast on a dead brontosaurus. Local druids fear what they will become when they find enough meat.
0522 D Two mages have claimed their late master's tower. The duel to determine who gets it is to train a local peasant child to use magic. Both are eager to cheat and want the party's help.
0523 D Rain of poisonous, brightly-colored frogs last week. This week: the local toads are disappearing. The Toad King wants answers, and faraway jungle shamans are contacting the local wizards, furious at all these ugly toads literally raining on their parade.
0524 P Towa Tano, pop 4,000. The "City of Idolatry," where all prayer is focused (and wasted) on a huge golden monkey. This monkey absorbs the prayer-energy that, if misdirected, would awaken the demon beneath the town. Clerical magic is difficult.
0525 HD Rocks and riptides conspire to shipwreck vessels within sight of Towa Tano. Mermaids convicted of dreadful crimes are charmed and sent into the shallows to rescue as many as they can. They hate their heroism but are magically compelled.
> The Island of Çepti
0531 HD Wretched-looking band of 20 crab-headed aliens fighting to displace a sybil located on a rift that produces prophecy-enhancing vapors because they need those vapors to breathe.
0532 HD Terrified druid smashing clay statues. He claims that they're alien spirits "downloading" their consciousness into human shape to take over the world, and he must stop the invasion.
(What's going on: to end the fighting, the sybil in 5031 is calling her patron deity down into the statues to commune with the crab-headed aliens. The druid is just paranoid.)
0533 HD Banished southern antiprince has recently arrived with 500 of his people. When the Inventrix finds out she will NOT be pleased, as prophecies multiply about his next thousand years of expansion and war.
> PRINCIPALITY OF MORRD
0536 P The Egg Throne, a stainless steel hoop that once held an egg 100' across. Locals agree it hatched ten years ago but no one knows what happened after. A few Egg Cultists (bandits and beggars now) still keep the faith.
0537 P Overturned wreck of a hand-pumped fire truck converted to a temple and martial arts dojo by intelligent rats. They teach Quenching Fist Style, which can freeze blood.
0539 HD Bubbling tar pit. Local bandits ritually throw their best treasure in to gain luck from the "elephant spirits"; one chief has hidden a magic sword and the elephant gods have sent earthquakes and skeletons.
0531 RD Renegades from the Antiguilds of Zesh hunted by Fineling Snafe (in 0232) have uncovered a prophecy about the antiprince in 0533 and plan to offer their services as antipotters and antiweavers.
> Island of Yyll
0612 F Va Aula, pop 800. Time-warping archaeologist-thief offers to go back in time and create documents justifying your ownership of anything you steal. Can only do this with documents. Hated by both cosmic time-guardians and regular forgers.
0613 F Knight obsessed with protecting a (sterile) princess of Morrd challenges a nymph thorn knight to a duel for magic acorns that grant pregnancy. He doesn't have a chance, but if the princess cannot bear a child, the Prince in Tatters will kill her.
0614 RD Blue tower on a small island in a lake. Entirely sealed, filled with water, abode of a nixie sorcerer who stole the magic egg in 0536 and wiped everyone's memories. Plans to impregnate it with elephant essence and rule the elephant gods of the Hex 0539 tar pits.
0615 RD Small shop run by the sand elemental Wixla. Famous among necromancers for her bone-scouring skills, she can clean a corpse for reanimation in seconds. Also handles other scouring work, mostly for magical clients. Not an assassin but can recommend good ones.
0616 RD A four-winged white owl flies silently overhead, a ruby key on its throat. It nests nearby, feeding its chicks on honey stolen from giant bees.
> THE ENSHIP OF GAWASTA
0620 D Ziggurat of Haxam Lrat, the Ultimate Lobster, En of Gawasta. A lobster-spirit dwelling in a spiraling seashell-like pyramid. A mighty warrior; will help with various water-related problems if you can learn what happened to his ex-girlfriend's Egg (Hex 0536).
0622 D Olyzymos, the dusty south-southwest wind of Gandavor, is packing up for a six-month sabbatical after finishing his doctorate. Just up the road, human and lobsterfolk locals under the direction of a dwarf engineer construct a waterwheel-powered machine to replace Olyzymos.
0623 D Lobsterfolk starmage Pelepettywyr Flyr-Gaxmardian is constructing an elaborate net to dip into his lake to pluck a constellation out of the sky. He needs 500 grams of mithril and the expertise of a fire spirit.
0624 LF Silviculturalist uses the dread blade SITHISMACA, whose wounds will never heal and always ooze blood, to harvest maple syrup. Local elves insanely mad at this.
> The Island of Çepti
0631 HD Faceless winged white humanoids, blank templates for angels escaped from some unfinished heaven, fly above the cliffs, occasionally blasting nearby ships with light magic to make them crash.
0632 HD Temple of the Lawgivers. Servants of the Divine Inventrix, Lawgivers are people from another reality for whom this world is Purgatory. They work off their previous sins in heroic service, and unleash their true appetites in this temple, where no god can see them.
0633 HD Druids hunt for the next High Keraunograph, an animal struck by lightning, so they can read the marks on its skin for prophecies. One of their hunters is secretly paid by the alchemist in Hex 0323 to steal the animal for his potions instead.
0634 HD A broken-open glass-walled surgical booth scaled for giants. The attached thinking machine is mostly destroyed, so if there's more than 500 pounds in the booth, it activates and automatically performs an appendectomy on a 14'-tall creature.
> PRINCIPALITY OF MORRD
0639 HD The flowers of this field have the unusual property of being able to capture and repeat sound. Open the bud to capture the sound, close it up again, then open it again to play the sound back. Only works once per bud.
> Island of Yyll
0712 F The branches of the dead black trees overhead distinctly form a staircase. If you can get up there while the wind howls with such force every other branch shakes, you can climb up the staircase to Arcadia or down to the Abyss.
0713 F Monkeys with the faces of Zaxer, a contemptible old wizard, smash oysters or pleasure themselves on the rocky beach. The witch Lyssyn (Hex 0911) created them and still finds them amusing, but they've become pests in nearby villages.
0714 F A huge stone sundial in the forest casts a shadow, not from the sun, but from an arcane astral body previously undiscovered. A nearby shed contains astrological equipment and lenses; if assembled, the captured light from this hidden star can fuel all kinds of magic.
0715 RD Abandoned bath house, its door sealed with a ruby lock, full of erotic murals depicting skeletons. Once a luxury retreat for liches, vampires, etc. Noxious necromantic water fouls nearby streams.
> THE ENSHIP OF GAWASTA
0720 LF Hastily abandoned plant magician's workshop full of half-grown local monarchs and potentates attached to pumpkins. Their skin is still green and they're still mindless; the thought-imprinting machine is only 5% finished.
0721 D The smell of rotting flowers and flesh leads to a cave where a sorcerer opened a gate to hell. Neither he nor the sacrificial flowers were found worthy. One dried-out flower bud contains a trapped pixie who knows every secret of the adjacent hexes.
0722 P Travelers warn you to cover your books here, unless you want runeflies descending on your texts like they were open wounds and laying their eggs. Bookmaggots are no fun, especially if they eat spellbooks and become magical.
0723 MLF En-Temple of Gawasta. These all have some crazy distribution program running as the Inventrix tries to discover the perfect government; this year the priests were supposed to organize an undead labor force, but someone (Hex 0920) stole their bone flute.
0724 P Eshriya, pop 800. Deranged street preacher is yelling about dreadful things that the party has already witnessed as if they will soon come to pass.
> The Island of Çepti
0732 RD Dwarflike angels have begun construction of a grave for the Divine Inventrix. Lawgivers kill them every time they materialize and throw down their works, but this band has gone unnoticed for three days and has already finished the entryway.
0734 RD A hill made of huge, rusty, interlinked chains: cairn of the Engine King, the Divine Inventrix's father. If you can get inside, it's still haunted by chain golems, kytons, and rust elementals guarding ZIROR ZAHAT, The Chalice That Brings Law to Fire.
> PRINCIPALITY OF MORRD
0738 RD A rolling wagon that contains an everburning, ever-screaming witch pulled by huge ants and surrounded by howling, mocking skeletons robed in the vestments of the Winter King.
0739 RD A cave with brass columns and scales, polished stone spheres, and decanters of different weights: some sort of arcane puzzle from long ago. Whatever prize that existed is long gone from the central cage, but the puzzle could be reset as a trap.
> Owl Island. Overrun by goblins and elven experiments until EXETH, a Skanbairan prince, established an outpost, drove the monsters back, and founded a settlement. Elves are furious and want their island back.
0809 P Huge pitcher plants that lure in goblinoids (and only goblinoids) tended by a sullen caste of elf goblin-hunters.
0810 P A tiny, abandoned hospital. Mostly fallen into ruin, but you can look down on an operating theater of diminutive proportions with a half-dissected pixie on the slab.
0811 F The old Forest of Suicides. Whatever power this copse had to lure in and destroy the suicidal was exorcised 20 years ago, but slimy bones and hanging-ropes are still everywhere.
> THE ENSHIP OF GAWASTA
0819 LF Dead animals ahead as you head downhill. The air in this valley is unbreathable, poisoned by a black fungus that's slowly terraforming the environment as metal eggs rise out of the nearby lakes on glass stalks.
0820 LF Morwann, pop 800. Ghost of a halfling thief currently running his favorite con: pretending to be the ghost of a recently dead child and demanding a gold-filled tomb to stop the haunting.
0821 LF A huge, pulsating super-wisp has lured an entire village into its mire to drown and is planning to raise them as an undead army.
0822 LF Huge house made of indestructible sliding paper screens: abandoned summer mansion of an ogre-magi shogun. Overrun with goblins; repeatedly looted by local wizards following rumors of magic scrolls and brushes.
0823 LF Last village of a once-influential Morrd colony. They still keep to the old ways (suspicion, human sacrifice, vast wealth disparities) and worship the Winter King, but intermarriage and bandit raids have reduced them to less than 300.
> The Island of Çepti
0834 HD Temple-village laid out to match a constellation; thrown into chaos, spiritually poisoned, and abandoned during a night of shooting stars and novae. Now full of zombies, venomous lizardfolk, and "poison arrow" magic.
> PRINCIPALITY OF MORRD
0839 HD Sumptuary wolves, trained by the Morrdish aristocracy three generations ago to arrest anyone violating archaic sumptuary laws, have somehow returned and are attacking well-dressed merchants along the road.
0903 P Fishpaste Island, source of the salty fishpaste eaten throughout Gandavor. The "fish" are actually the larval form of a huge sea monster; great effort is taken to make sure they don't grow up—and that no one learns the truth.
> Owl Island
0909 P Ship full of would-be elf "liberators" of Owl Island have crashed on the rocks and are frantically sacrificing their goblin servants to the demon Rain to escape drowning.
0910 P Exeth's Haven, pop 400. Motte-and-bailey fortress surrounded by fields. The town's one tavern, the Mysterious Fish, is full of monster hunters looking for work now Governor Exeth has destroyed the island's worst monsters.
0911 Hut of the witch Lyssyn. Her favorite spell, which she demonstrates on most visitors, turns a flock of birds overhead into a rain of knives. Kobolds wait in nearby tunnels to collect the knives.
0915 F Two dwarf nobles preparing to fight a mallet duel over whether the plural of smurf is smurves. They want a priest to bless their giant padded helmets so they can begin.
0916 F Green Meat Street. An extrusion of Fairyland. Elvish "butchers" display vaguely obscene cuts plants, flowers, and fruits. Stalls hold peeled dire pomegranates dripping with nectar, leaking zucchini sausages, shredded golden flowers that shiver like still-breathing lungs.
0917 F Dead God Inn. Hill looks vaguely like a prone giant; the jolly halfling innkeeper tells elaborate, ever-shifting blasphemous stories about which god died here and why. Inquisitors are always outside, watching sullenly; they cannot cross the Rune Against Joylessness.
0918 F Five years ago the statue of Ptacht (Hex 0922) tore the roof off this dungeon, exposing it to sunlight and destroying the Thunder Vampire. Now it's partially resettled by refugees who've made an uneasy truce with goblins suddenly freed from the vampire's psychic tyranny.
> THE ENSHIP OF GAWASTA
0919 LF Huge lichen-covered stone toadstool. Former home to a halfling aristocracy that lived on the mushroom cap in grace and beauty and a brutally oppressed kobold undercity in the shadows below. Both have disappeared; nearby humans want to know why.
0920 Laxmi fighting pits. Local warriors have stolen a bone flute from a nearby temple (Hex 0723) with power to control undead, and have been staging grave elemental fights.
0921 LF Footsteps of Ptacht. Huge regularly-appearing runes in the hard-packed earth, said to be the sole-prints of the angel-king Ptacht, who banished the woses and tamed the cruel beasts and poison rivers, bringing about the current age of humanity.
0922 LF Shrine of Ptacht. An old "god" with few worshipers now. The soles of one foot are visible, revealing his rune. Cruel rituals were conducted here by dwarves who believed their rites sustained civilization and prevented humans from reverting to savagery.
0923 LF Statue of the gentleman-octopus. Life-size, in bronze. Some parts slide; locals believe there's a way to remove the statue's top hat, cane, pocket watch, and monocle to gain the powers of a "gentleman" (they have no real conception of what that is).
> The Island of Çepti
0934 HD KOZS, a small shack with a metal tower. A radio station hosted by a marionette-construct. Plays wax cylinders of strange music; occasional interviews or local news. No one in the world seems to have a radio, so the audience is unclear.
> PRINCIPALITY OF MORRD
0939 HD Summer Tooth Mercenaries, the Crackboot Legionaries, guard an old necropolis. Crackboots are boots with pistols in their soles, discharged through elaborate and acrobatic kicks.
> Owl Island
1008 F Standing stones create a dimensional rift 100' in the air to a githyanki city currently suffering a plague. They're dropping their corpses into our world, leading to a ghoul infestation. Locals want someone to go up there in a hot air balloon and tell them to stop.
1009 F Githyanki child has survived the plague and the fall only to be captured by pirates. Their captain, a failed mystic, wants her to unlock his mental powers, but she has no idea how.
1010 F The wood is full of Secret Trees, where dryads and nature spirits hid elf paladins during a holy war 300 years ago. Some Secret Trees still contain food stores and/or sacred texts. A few have been converted into stylish wizard crash pads.
1011 F Forest of the Moderators. Floating silver spheres analyze conversations for abusive semantic content and paralyze malefactors in force fields. They are aggressive, sanctimonious, and easy to fool once you've dealt with them a few times.
> ENSHIP OF SKANBAIRA. Slayers, aesthetes, and poets, the Skanbairans maintain secondary identities for when they must work in agriculture or construction. Prone to terrible rages and days-long, death-like slumbers.
1014 F Unleashed porcupine totem has turned all creatures in this forest bristly, ornery, and vicious.
1015 F A small but magnificent palace full of emerald treasures and odd statues, totally ethereal. No known power has restored the Blue Palace to solidity, though many wizard-thieves have tried.
1016 F Bandit chief ELEGEMBERY STAX has the WORMWOOD ROD, which causes trees to instantly rot, uproot, and fall on her enemies. Treants hunt her to destroy the rod.
1017 S Tower-forge of Don Feolu, ruled by the dwarf artificer Kweol who recently found religion and stopped making weapons of war. His steel is the best on the island; his lands are filthy and his river so polluted it burns at night. Local druids want him dead.
1018 F Abandoned, enchanted light catapult turns any stone launched from it into the stone's weight in rabid cats when the stone lands.
1019 F Maniac priest chases a group of orphan children through the woods. He carries a hammer and nails with which to blind them and turn them into holy prophets.
> THE ENSHIP OF GAWASTA
1020 LF Temple of Sroon, Angel of Barriers. Thick, dwarf-wrought horizontal columns prevent Fairyland (in one direction) and Acheron (in the other) from leaking into our world. Neglect means Acheronic devils whisper in the minds of the monks here.
1021 LF Branded with runes that strip their minds of ritual significance, the former "holy dwarves of Ptacht" sit on the roadside with their hands outstretched, begging and inert. Paladins watch them in case they start to develop ritual tendencies again.
1022 LF Tetrandi, pop 700. Stray cats here are trying something new and each dutifully serves the locals for seven years. They carry messages, handle minor repairs, eat small ghosts, etc. Locals are terrified of what this portends and secretly want the cats to stop.
> Island of Namluck
1025 LF Linguistic virus has changed the grammar of the Language of Birds, a demitongue spoken by birds, madmen, fairies, and angels. This has thrown the mad and the divine into confusion. Angels need the help of regular mortals to contain the virus before it spreads.
1026 LF Failed self-sacrifice: a dead wizard swings from a hemp rope, his body covered in bloody eye-shaped runes. His wife weeps at his feet and begs passersby to cut him down, but everyone fears the body is cursed.
> The Island of Çepti
1034 RD Sandy dune fields of bonerice, a variant of rice that grows well in the desert. The taste is wretched, like salt and chalk, but it doesn't actually turn you into a ghoul. Bonerice wine is increasingly popular.
> Owl Island
1108 HF Recently unthawed cave-wose shaman has discovered an abandoned illithid cloning machine and is using it to recreate his long-lost environment. Dinosaurs and sabertooth cats are everywhere in this hex. The shaman needs more magic to power the machine.
1109 HF The Microkingdom of Luth has imprisoned their (perfectly fine) king and are deciding on ever more elaborate means of execution (hanging, then fire, then beheading, etc.), manipulated by a fallen cleric who wants a relic around which to build a new and more pliable god.
> ENSHIP OF SKANBAIRA
1114 F The Triple Castle of Carnage, home to a vampire, a ghoul noble, and a tooth fairy of prodigious size. Their clockwork servant, the Severer, is a repurposed butchering clockwork that neatly divides and apportions their prey. Skeletons and shadows haunt the lower floors.
115 F Lightning spirit and meteor spirit compete to leave the most smoking black holes in the ground. They want help counting. Nearby village wants not to be vaporized.
1116 S Massive excavation has turned this bog into a forest of scaffolding-cranes, each holding at least one bog mummy set for transport. Local nature spirits not happy about this.
1117 F Buried UNTHINKING MACHINES: chaos gnome inventions that strip thought and complexity from people, turning them into drones. The transformation is subtle, and the machines currently lack motive power.
1118 F Old Ziggurat of the Skanbairan En, now broken into rotating cubes scattered across the sky. Source of 1) the nimblespitter gargoyles and 2) dozens of magical waterfalls that irrigate the land below, which is a lush forest.
1119 F Wind frogs fly over the villages dumping the guilty nightmares of witches on local children. Village mayor wants the witches found before a child's crusade spontaneously develops. No one wants young paladins.
> THE ENSHIP OF GAWASTA
1120 LF Skoom, dwarf town pop 1400. At its center, the Fire of Two Ways, a powerful and ancient fire elemental, attended by dwarves who constantly forge artifacts from its flame so it does not consume their sacred library.
1121 LF Tigerism spreads among the cattle. Tiger-cows are vicious, magically resilient, and tend to attract weak-willed dwarves as worshipers.
1122 LF Dwarf observers from the Skultlands have uncovered an ancient dwarf mass grave and need someone to destroy the local ghouls so they can conduct proper burial rites, identify the bodies, and find the killers.
> ENSHIP OF NAMLUCK: Quiet, secretive, and masked, the desert-dwellers of Namluck despises cities, regularity, symmetry, and ritual. They are inventive and self-contained to the point of mania. Their untamed land is dangerous for low-level explorers.
1125 LF Vivisection cube. Transparent glass room (now covered in vines) full of transparent blades. Anything inside is dissected and bagged. Aristocrats use the cube for duels; no one ever emerges intact, but you might survive long enough to watch your rival get peeled apart.
1126 LF Undead spider with razor-sharp steel claws crawls through a long-abandoned elephant/mammoth graveyard, scrimshawing bones and ivory in incomprehensible patterns. It will attack you for your bones.
1127 LF Landscape full of tiny jars full of last breaths. The jars are unbreakable by normal means; a few have cracked from powerful magics, filling the air with breath-phantasms.
> ENSHIP OF SKANBAIRA
1214 F Shimmering Wire cultists plot to replace the element of water with coiling golden loops. They're trying to ritually strangle a mermaid but can't get her out of the pool they've trapped her in. She's already drowned three of them.
1215 F Inkane, pop 800. Flowers grow in profusion here; unknown to any except a fallen druid in the town's only inn, they are an ancient elftech defense mechanism that can be activated to spread poison, grow plant-knights, and sprout thorn walls.
1216 F Strange machine in a neglected shrine allow anyone with wizard training to control a deactivated arcane weather control satellite in geosynchronous orbit overhead.
1217 F Family of giant trappers. Traps for bears, elk, humans, etc. are everywhere. The giants aren't cannibals, but they've already dropped off three maimed human children at the local village—villagers want them gone.
1218 F Burned-out village. 50 dead. One old woman survived a bridal-abduction-turned-mutual-slaughter. She insists that when the last warrior fell, one of them got up, compelled by his magic helmet even in death, and walked east.
1219 F Valkyrie with a magic bag full of dead heroes' souls so heavy she can't get back to Valhalla. She's been told a statue nearby (Hex 1226) can plane shift and wants an escort for her and her overstuffed bag.
1220 P Village of Morgomen (pop 500) is under lockdown after an archery contest led to the death of a local priest. No one can figure out who shot him because it was an invisible cupid who lost his love-bow and is doing hit-jobs for Hell to get it back.
1221 P Laurexo Vineyards. Dying witch, slowed by rock-hard elephantine cancers, works in secret to transfer her consciousness into the vines and gain distributed immortality as wine.
> ENSHIP OF NAMLUCK
1225 LF Valkyries and cupids play air polo off the coast, triggering storms. Witches are lined up at the water's edge, frantically bottling the love-and-death energy for use in spells.
1226 LF Stafirion's Archer. Damaged house-sized vaguely humanoid machine. You can cast spells on it to "turn" it toward different dimensions. (Necromancy: Shadowfell. Enchantment: Faerie. Evocation: the Abyss, etc.) 20 levels causes it to shift to that plane for 24 hours.
1227 RD Illithids in the first phase of manufacturing a "death cloud" that will take 100 years to kill all life above the bacterial level. Local oracles watching them with amusement, as their prophecies have warned them about these ambitious fools for decades.
1228 RD A stone circle so crowded with new-risen stones it forms a maze. At its center: the Howling Fire. Once a rift to Arcadia, the green flame now connects to the land of death and creates the Mortwolves that haunt this land.
1229 HD Talumet's Falls, source of the Scour River. Droplets caught while falling at midday at midsummer always shine with the light of the sun, making them effective against vampires, etc.
1230 HD Farmstead. Sullen widow selling a vibrohorse. It can vibrate right through walls or the ground, but if angered, it vorpals you in half.
1231 HD A dozen bamboo escape pods covered in roses crashing to the earth. All empty. They contain strange food and drink; one has up-to-the-minute maps of Namluck, their ink still wet.
1233 HD Goblin shamans ritually recreate the extermination of their supposed predecessors (a proud, oni-like race) by woses—Neanderthal-like proto-humans. Still-extant woses lurk nearby, plotting a massacre.
> ENSHIP OF SKANBAIRA
1315 LHF A cat named Lemuel has learned the panther-trick of luring prey with the sweetness of his breath. He's become even more lazy than usual. His owner, a struggling merchant, is trying to learn alchemy to change Lem's breath to attract money instead of mice.
1316 LHF Four adventurers killed by a necrotic burst from the nearby wizard's tower are unaware that they're undead. They've been debating how to approach the (long-empty) tower for 200 years.
1317 LHF A slain warrior wearing an enchanted helmet that lets its wearer see through the eyes of a corpse and puppet it around trudges mindlessly east toward the En-Temple of Skanbaira (Hex 1318).
1318 HF En-Temple of Skanbaira. Visiting valkyries demand more "honorable combat" (blood feuds, vendettas, honor killings, etc.) from the En because they anticipate a demonic attack on their divine city and need hero-spirits to defend it.
1319 P Angel riddled with parasitic worms after eating a mortal pomegranate, flung out of heaven and left to die. Oracles study its bowel eruptions to glean secret heavenly wisdom, but they need help resisting the stench.
1320 P Madman digging with an enchanted mattock, convinced that a miles-wide serpent lurks below the ground. In fact a long-buried and immortal heretic is psychically compelling people to dig him up.
1321 P The city of Farthest Moltak has returned! Always glimpsed on the horizon, its purple domes lure romantics, poets, and mad wizards on hopeless odysseys. The town elders want it banished, or sent to an enemy nation.
> ENSHIP OF NAMLUCK
1325 Mouth of the Scour River. A priest "blessed" by a long-dead heretic (in hex 1320) for his purity with mummification longs for destruction. Surrounded by dead would-be slayers and invisible guardian spirits, his rot-aura poisons more of the river every day.
1326 RD Earth and Water spirits, jealous of the air-fire marriage ritual in Hex 1430, want a bridge like none the world has ever seen across the widest part of the River Scour to stop their constant feuding.
1327 RD An army from the past with plans to invade Heaven has accidentally landed here and now. Led by Stemmech the Heresiarch, they've claimed this stretch of river while their archwitch figures out what went wrong.
1328 RD Crossroads knight wears the shell of a turtle god he murdered and challenges everyone to duels. Now almost indestructible, he's killed all the kenku and minor angels who tried to avenge his crime.
1329 HD Ice rift. A world that drifted too far from its sun tried to overwrite this one, but the working failed. The world beyond the rift is utterly dead, biologically and magically, and the cold blowing in is getting dangerous.
1330 HD Air spirits sick of carrying out local deep gnome village's death sentences (execution is via exposure and dehydration) have blanketed the sky in cloud and threaten to bring rain if the deep gnomes' cruelty continues.
1331 HD Cave of the wizard Klauthune of the Burning Tongue, whose voice incinerates all writing. Surrounded by bards and mechanical nightingales who constantly sing his "spellbook." Will kidnap and enslave the party's bard.
1332 HD Kobold clan lives in mad religious terror, convinced that the natural world has recently gained sentience and found them wanting. They destroy all living things they can except kobolds and insects, which they claim are unnatural, and which serve as food.
1333 HD Trocport, pop 800. The assassin Zeel Meteh, too injured to work, who continues his profession by mind-controlling a fallen paladin into believing that each new target is the living phylactery of a nonexistent lich.
> ENSHIP OF SKANBAIRA
1415 HLF Alarming posters have appeared around town for something called LICH TRAIN! Adventurers sharpen their swords; sorcerers panic. LICH TRAIN! is a gnomish jam band that will arrive tomorrow.
1416 HLF Street graffiti damaged by arcane energy after a wizard duel is starting to reshape itself into spells, threatening to spawn witchlings, sorcerers, and runepups.
1417 LHF THE RED CLAY TOWER, Escheresque and near-infinite palace of the Divine Inventrix, where she conjures new political sciences and social configurations. Near-impossible to enter without spontaneously joining a hive mind, having your thoughts overwritten by poetry, devolving into protohuman savagery, etc.
1418 HLF Tronah, pop 300. The Divine Inventrix split a doubting god in two here and turned him into a chess set at the local tavern. You can play games to determine whether an idea is good or bad, or try to reassemble him.
1419 P Medren, pop 400. Due to a scribal error, the spellbook of the minor mage Parsifendle now contains a spell that creates the spellbook. This recursive calamity—a book that contains itself—is starting to rip holes in the fabric of magic and language.
1420 P Drones of the Divine Inventrix construct the physical warehousing for their great project, an antilibrary to house an anti-encyclopedia cataloguing everything unknown, forgotten, impossible to know, or experienced only once.
1421 P The idols in this village church have grown wings and teeth and devoured the parishioners. A bloody and blinded old sexton screams for help.
1422 P Landscape influenced by the Fish-of-Dreams, an abandoned invention of the Divine Inventrix, slowly transforms everything (trees, rocks, eventually crafted items) into a fish-shaped facsimile of itself.
> ENSHIP OF NAMLUCK
1425 F A two-timing Lothario polymorphed into a kind of floating manta ray by an angry witch has taken to calling himself the Blue-robed Sorcerer of Zoosh and extorting travelers along the sea-cliff road.
1426 RD Floating Gridmanse of Stafirion, student of the Divine Inventrix. He's imprisoned a bunch of sphinxes and is programming them with math questions instead of riddles so he can solve certain thorny mathemagical problems.
1427 RD Dead debutante face-down in a ditch wearing a gem-studded tiara (1,000 gp) with a tag that says "poison tiara do not wear." It is; if you put it on, save vs. poison or die.
1428 RD Roads patrolled by the Shields of Shaddar, ancient spirit-golems who stop bandits, but whose "random" outbursts of violence very obviously target groups despised by the old gods—particularly gnomes, dryads, and women who know how to read.
1428 HD Dwarves have discovered that the local strain of wheat can be enchanted to burn clearly and cleanly underground. They have completely stripped the fields just before harvest, threatening humans with starvation.
1429 HD Tiny train tracks stretch through the hills, visible only in moonlight. Sometimes they can be seen carrying eggs or whole nests. Function unclear.
1430 HD Elaborate ritual marriage site guarded by sylphs and fire sprites. The Marriage of Fire and Air, a symbolic, once-a-millennium meeting of the two elemental courts, needs a lot of gunpowder. Like, enough to obliterate this whole mountain.
1431 HD The Barnacle Hills. Famous for its land barnacles, which grow quickly if you stop, speckling wagons, spreading across boot leather, and laming horses by fouling their hooves.
1432 HD Chempf, pop 600. Town gravedigger has converted to a judgmental and purity-obsessed religion that does not let him touch the dead and has hired a simpleminded beggar to fling corpses into a hole. Zombie apocalypse incoming.
> Invincible Resurrected God-Spirit Empire Island. An attempt by the old gods of the White Ziggurat to overthrow the Red Clay Tower ended in calamity when their slaves rebelled, killed them, ate them, and gained their powers.
1503 P The Cave of Lantha. Famous for its healing properties, the cave (rarely, 1% chance) "restores" a dying person to health. In fact they're killed and replaced by a doppelganger that's part of a former god-slave's distributed consciousness.
1504 P The God-Mushroom Agmarummah, who survived the original uprising, has died and already rotted away underground, leaving a sprawling cavern complex being fought over by orcs, kobolds, and Agmarummah's suddenly-freed drow slaves.
> ENSHIP OF SKANBAIRA
1513 HLF Mummified crows in a desolate forest are in a panic: the prince they were set to serve in the afterlife has died but his body cannot be found. It must be retrieved and interred in the Ashen Tree for him to be mummified.
1514 HLF Ruins of the White Ziggurat. Destroyed, looted, re-inhabited by cultists, destroyed and looted again. Now a desolate labyrinth that draws mad poets, lunatics, and dying gods.
1515 HLF Zvamm, pop 400. Famous for Gandavor's only Rat Vomiter: a gnome trained to make rats regurgitate any texts they've eaten. Quite dangerous—armed with razor-sharp tweezers to reassemble the fragments.
1516 HLF The River of Miracles. No permanent habitation is allowed along this spell-tainted section of river. Bandits, nomads, orcs, tent cities, all watched by the Hollow Khan, ancient nomad spirit and enemy to all permanent structures.
1517 HLF The Heretic Lands. (Never called that out loud!) Villages here worship White Ziggurat spirits, but the Divine Inventrix has made sure that every cult is next to an enemy cult from the old pantheon, so none can rise up against her.
1518 HLF Polmos, pop 800. Regular "blood sacrifices to the vampire king" demanded of every visitor are actually part of a scientist-wizard's long-running operation to categorize all bloodborne diseases on the continent.
1519 P DULGHATA, capital, pop 13 thousand. City of the Old Gods, where the Divine Inventrix keeps Ziggurat spirits imprisoned with prayer and incense, slowly converting them into a pure magical gas called Runon (which also lights the city).
1520 P Newgodtown, pop 800. Artisans, mystics, librarian-bards. Gnome inventor sells "fire weasels," shield-sized alchemical devices that expand when lit to burn a 10' long, 2' wide hole through almost anything.
1521 P Former nine-tailed weasel fire god lost his tails to the Gnomish inventor in Hex 1520, who cut them off while he was sleeping. The weasel wants revenge and/or newer, better tails.
> ENSHIP OF NAMLUCK
1524 F Woods menaced by a dust octopus, a huge shifting cloud-creature made of burned spellbooks. Local spirits want it gone.
1525 F Botanist-mage's attempt to grow a "compass rose" (a flower that points to true north and can track distance) from an old spellbook has produced only a ferocious flower golem that has killed him and is rampaging through the countryside.
1526 F At night, roadwardens in outdated uniforms seek help to capture some bandits; both groups are ghosts whose blades drain life energy, but watching them fight can reveal the location to the bandits' buried treasure.
1529 HD The Elephant-balancers of Stowk wear elephants upon their turbans. The combination of gnome and elephant generates powerful magic, but though they're hard to knock over, a knockdown is fatal.
1530 RD Stowk's arcane merchants sell minor magical trinkets, including a Monkey's Paw Amulet that turns any wish, miracle, curse, or answered prayer aimed at you into a spiteful, bad-faith interpretation (5 uses).
1531 D Kobolds toil in an open-air quarry, convinced that the Taskmasters will punish any transgression. The gnomish Taskmasters died of elephant stampede three generations ago. Invisible scholars observe the kobolds and permit no interference, fascinated by their behavior.
1532 D OLD STOWK, pop 800. Hand ghosts! Years ago, thieves lost their hands for their crimes. Why now have those hands appeared as ghosts to strangle the descendants of long-dead judges?
> Invincible Resurrected God-Spirit Empire Island
1603 P Huge store of spectral arrows, crossbow bolts, and bullets that only affect the incorporeal—enough to stop a ghost army. A hidden opal guarded by a pearl golem generates a field that prevents anyone from touching or transporting them.
1604 P Legendary pixie chef wants eggs from a human woman for an obscure recipe he must serve a diminutive mothfolk emperor who owns his wife's soul. He will do anything to get them.
The Striped Sea. The Elemental Plane of Water with the natural ocean here, creating "highways" to many watery realms, including the shores of heaven and hell. The Pale Ships patrol the sea, preventing the living and dead from mingling.
> ENSHIP OF SKANBAIRA
1613 M Mountainous source of the Kitho River guarded by ancestral spirits. A ladder to heaven in the mountains above results in constant attacks by cyclopes trying to climb into the clouds and fight the gods.
1614 M The Drain of Henophep. All the brains pulled from all the mummies in old Skanbaira have been carried here by golems and surrounded by lightning elementals as an illithid wizard tries to animate them.
1615 HLF Outbreak of BDH (Bovine Dermal Heresy): black and white cows covered in markings that resemble (but are not quite) various heretical texts. Witches study them at night because some markings are evil spells you can copy into a spellbook.
1616 HLF Tower of Lleune. The Divine Inventrix's attempt to convert spiritual pollution to environmental pollution. Created seven saints (including Lleune) and defiled the surrounding land. New saints toil endlessly to hold back the pollution.
1617 HLF Elder minotaur at the center of this maze has been collecting youths and maidens for 70 years. Their descendants have mastered war magic and will soon launch an invasion of Dulghata, the city that has been sending them to die.
1618 HLF The Moaböan. A White Ziggurat spirit and source of the Moaböan Greenfaces. Advice has not been accurate or in tune with reality for centuries but sometimes it's nice just to explain your problems and get advice.
1619 HLF Local naiads furious because a mgical pollutant (unknown to them, an ancient cursed ax) is stuck in their river. They need the help of dwarven engineers to excavate it, which will deforest the surrounding woodlands. Naiad-dryad rumble incoming.
> ENSHIP OF NAMLUCK
1624 F Gold-rich tomb of the mycovampires, fungal vampires who perished 50 millennia ago when the world's mushrooms went into simultaneous hibernation to starve them. Still guarded by their gargoyle servants.
1625 F Sprite youths cause capybara to stampede and dive into the nearby river while they hold on. This is a sacred test of manhood and virility. Spritemaidens play cards nearby and barely pay attention.
1631 D Visions sent to guide a simple shepherdess to war against an evil queen have accidentally struck a brilliant teenage mathematician. She is secretly reinventing paladinhood from first principles. In ten years she will build a time machine and become the Divine Inventrix.
> Invincible Resurrected God-Spirit Empire Island
1703 P Retreating psychic army of githyanki has burned and poisoned the dreamscape for miles. Dreams are impossible; even making new memories is hard. People go mad with despair.
1709 HLF The Shaky Snake Inn. Chameleon-headed adventurers keep phasing in through the walls. They explain that you're just a painting in their world, and ask where the dungeon is. (The inn's basement connects to an unknown spider-haunted dungeon.)
1711 RD Kitho mystics negotiate with the Knights of the Shattered Hand, a mercenary company from the Sophontic Principalities with hundred-fingered gauntlets that strike like metal lightning bolts. The mystics fear they cannot meet the Knights' price.
1712 RD Low fog permanently blankets the hills. Hundreds of people from a nearby village have abandoned their farms to lick nutritious and hallucinogenic dew from the stones.
1713 HLF Ten Knights of the Axiomatic Fellowship, paladins who have completely surrendered their moral responsibility to a nearby sword-saint. Immune to temptation as long as their master remains pure.
1714 HLF Hill fort ruled by the Saint of Cold Miracles, an ice genie sword-saint from a distant land. His Axiomatic Fellowship (400 soldiers) keep Eitrin's worst monsters from Skanbaira. Will challenge you to a duel of pedantic and narrowly-interpreted wishes.
1715 M Ancient cuneiform breakup letters of astonishing acrimony have the power to level curses. Locals have been digging them up and blasting each other within them.
1717 M Monk carries an Uncollapsed Wavegod in his backpack. No one can see what it is until it's placed in a high mountain altar; staring at the swirling backpack-shrine for too long causes madness.
1717 M Snow whales. Huge walking whales, twice mammal-size, with their lower jaws buried in the snow to eat hibernating crustaceans. They've made a rare appearance atop the mountains of Oirol.
> ENSHIP OF SKANBAIRA
1718 HLF Adventurers celebrate after disposing of the Ax of Lleune, a cursed ax, in the nearby river. Unknown to them, the Muscles of Idreyl, demon-assassin of the Prince of Death, stalks the party's bard.
1719 HLF Ruins of an underwater mine just offshore. The machinery is intact and the crystals are valuable enough to make dodging the sea serpents worthwhile, but anyone who approaches soon dies of a strange wasting disease.
> ENSHIP OF NAMLUCK
1725 F Manse of Zaxer the long-dead Wizard-Rake. Inhabited by the descendants of his ex-girlfriends—aristocrats with small pet leucrottas. The beasts speak secretly to each other in their giggling language and plot a republican revolution with the servants.
> ENSHIP OF KITHO. Healers and agriculturalists, gentle and patient. Endlessly tormented by a hereditary caste of parasitic warrior-aristocrats, the Krannah, who bear sacred tattoos preventing any Kitho from harming them.
1807 HLF A sea that now stretches above the land, blocking out the sun. Strange white plants grow in the Sealand. Humans live like deep-sea fish, directionless and pale, waiting for edible or useful trash to drift down.
1808 HLF The Field of Skulls—a landscape poisoned due to the locals' obsession with magic cursing-skulls. The local tribes exterminated each other and now Kitho bards are trying to remove the deathskull blight.
1809 F Lome, pop 800. Locals, last remnants of a now-extinct tribe, believe their town is the southernmost spur of civilization, and that everything to the south is a waste of monsters and madness.
1810 RD The Rumish Stairs, a natural slope that leads up to the high cold Plateau of Rume that dominates western Kitho. A technomagical gate once scanned travelers for physical or psychic illness, but it broke ages ago, leaving a lone guardian-priest.
1811 RD Ruined, rusted-out vehicles, like huge caterpillar-like buses with treads or wheels. Long since stripped of valuables. Local bandits wear copper-wire armor but have forgotten the Lightning Dance Katas that their ancestors deployed against travelers.
1812 RD Elf magician who spent centuries breeding halflings to see the invisible and arcane (but not the visible) has been killed by his last seven inbred charges, who are looking to hire themselves out as magic-finders.
> ENSHIP OF EITRIN. Temporal plagues sweep across Eitrin, sometimes causing rapid hasted aging and the rise and fall (or cosmic ascension) of entire microcivilizations in minutes. Locals are used to it, but time warps can still drive people crazy.
1813 HLF Sullen and unhappy orcs compelled to play chess. They invite you to join them. Their behavior is caused by the INFERNAL CITY OF SMAYZE, smashed by angelic hammers into a single chess rook, which is plotting its restoration by playing games in a particular sequence.
1814 HLF Ghosts of an elf wizard's five dead apprentices and 26 dead familiars ask the way to Fort Ekemeidia (Hex 1818), to chastise their former master for his dangerous experiments before he blows the place up.
1815 HLF Coin threader conclave. Hollow coins strung together are common in Gandavor. Anyone can string coins together, but to do so as an Art Form that earns one the respect of merchants and the old gentry alike requires a coin threader.
> ENSHIP OF OIRAL. Storm-wracked mountain kingdom split among dozens of minor dwarf and giant clans currently locked in such a tight tangle of obligation and kinship that they cannot enact their vicious vendettas. Do not disrupt the equilibrium!
1816 M Shattered angel-ladder has sliced across the landscape like a fallen space elevator, cutting into the mountains and driving local earth elementals mad. Angels apologetic but can't fix the problem. Local kobolds have tapped into the ladder and discovered electricity.
1817 M Lost in a borehole: the six hammers of Eshu Kallas, which smashed the infernal city of Smayze. The hammers cannot be separated and seek a six-armed champion to prevent the restoration of Smayze (Hex 1813).
1818 M Fort Ekemeidia, pop 1200. Huge central clock/gigaharpsichord used to make sure the town's rival clans/gangs never meet. Constant rhythmic music drives non-locals to eccentricity.
1901 P Dendamika Island. Known as a prison island; actually a training ground for the Divine Inventrix from which she selects particularly ruthless and cunning prisoners to train as her personal guard.
> Island of Laigapp. Independent and without En or Lugal, overrun with monsters and mutants. A wave floats permanently offshore to the south, ready to annihilate the island should its dark powers unite against the rest of Gandavor.
1904 P Ogre with unusually long and delicate fingers sits cross-legged on a mossy hill weaving grass saddles for crows.
> ENSHIP OF KITHO
1907 HLF Hidden in an ooze-guarded cave, the sword LURIUS, which cuts through relations—when "severed" from someone, you can't talk to them, see them, have line of sight or effect to them, etc.
1908 HLF When there's no more room in heaven, the ultraliving will roam the earth! Shining screaming angel-things conduct awful sacrifices from this ruin, convinced that enough carnage will beat down the shuttered doors of paradise.
1909 F Village getting ready for the yearly Fistfight of the Snake Cults, a vestige of an older and crueler religion that now draws martial artists from all over Kitho.
1910 RD En-Temple of Kitho. High on the Plateau, the high priest of Kitho trains a penitent marilith in nonviolence, but she keeps dreaming of broken bones and shattered gates: the hammers in Hex 1817 are calling to her.
1911 RD Dead Pilgrim Plateau. A pilgrim-site for ammonitefolk billions of years ago. They died in a world-spanning conflagration and their petrified corpses remain on the mountain, occasionally stirring to whisper prophecies.
> ENSHIP OF EITRIN
1912 HLF Sullen religious procession along the river. Temporal distortions previously caused ecstatic trance states, but those no longer occur and the procession is marked by joyless binge-drinking and unhappy dancing.
1913 HLF A "data visualizer" sells her skills to local magicians, who don't know what her job is and don't trust her. She will follow the party and explain the value of different kinds of charts.
1914 HLF Merchant behind a temporal rift is selling firebugs: a complete camping kit in a bug. About 20 pounds, reusable, surprisingly user-friendly.
1915 HLF Entombed baron who was buried with his ultimate weapon, an earthquake machine called Roofbreaker. It was almost complete before it was burned, but the ghostly baron had his hands severed before death and cannot finish his ghostly apocalypse engine.
> ENSHIP OF OIRAL
1916 M ALLMOOT, pop 24,000. Capital of Oiral. Everything built at both dwarf/human and giant scales. Alleys and transport chutes overrun with "guttermonks": little bobsledding kobolds that glide around the sewers and handle assassination work.
1917 M En-temple of Oiral. The clerics are getting ready to be mass-occupied by alien intelligences from multiple realities. This happens every thirteen years, but this time only half will show up. The hunt will then be on for what happened to the rest.
1918 Singing ghouls wander the seaside cliffs. Their enchanting songs cause paralysis. Harpies and sirens conspire to destroy them, but lack the courage to attack.
> Island of Laigapp
2003 P Remains of "hook giants," huge golems made of interlinked chains and spikes. Their magic has suddenly come undone; following their holy books, the locals are executing the unfit and trying to capture slaves to bring in the harvest.
2004 P Landscape of broken magic mouths on rusted iron statues yammer at each other, Furby-like, while mystics and wizards try to commune with them to extract useful information.
> ENSHIP OF KITHO
2007 HLF Laskis, pop 900. Mercenary "spell eaters" from the distant land of Exumanthis swagger through town, insulting anyone who looks vaguely magical, unaware that they cannot eat most local spells and have no defenses against Gandavoran magic.
2008 F Elpis hunter. Ant-headed extradimensional predator hunts down targets with a ritual staff; its "counting coup" strike drains the prey of hope, empowers the hunter, and eventually drives the prey to despair and suicide.
2009 F Repeated "lightning strikes" in this forest (including one that killed a local priest) are actually the brain of a huge moss elemental reawakening. Its sparking synapses will become more and more dangerous until the whole forest burns.
2010 RD Sullen fire elemental dwells in an abandoned, stacked-up, repeatedly-burned city. He is the last remnant of the great fire spirits that destroyed this city again and again. He wants transport to a fire temple where he can be worshiped again.
2011 RD Forger being executed through the traditional method of tattooing his skin with runes that attract invisible demons and sending him into the desert to be eaten.
> ENSHIP OF EITRIN
2012 HLF Huge mutated owlbears drag a rainbow through the forest, rapidly expanding a zone of mutagenic chaos. They seem immune to all damage, and seem determined to encompass all of Eitrin.
2013 HLF Three brothers just discovered turnip blight on their farm, which presages a horrible famine. One has killed his brothers and is now heading into the city to get rich speculating on grain futures; the ghosts of his brothers follow him.
2014 S Ash-pale moths herald the return of an insectoid vampire. Only a trio of mosquitomay knights know how to stop them, but they're trapped in a frozen pond where they've slept for centuries, feared by local villagers.
> ENSHIP OF OIRAL
2015 M A huge horse statue. It's said that a future emperor of giants will sit on the statue and it will awaken; no one has bothered trying for years.
2016 M "Eastmoot Orphanage" actually the experimental halls of mad scientist-mage Chasmeitha, who is uplifting various animals into child-like forms and teaching them how to steal.
2017 M Menhir where traditionalist wizards fight duels (the menhir absorbs the energy) is just about to reach the upper limit to how many spells it can hold.
2018 M Chara, pop 900. Human invaders from a high-gravity world are posing as dwarves in this town with plans to begin global conquest using a mind-control device that harpies are smuggling in one crystal at a time.
> Island of Laigapp
2101 P Temple of the Crooknuns: penitents dedicated to ritualized and inverted forms of movement, as they believe conventional movement is anathema and heresy. Nasty and unpredictable in a fight.
2102 P Fear of a non-existent criminal gang called the "Black Dagger" (just a black dagger left at crime scenes to imply a deeper conspiracy and confuse the constabulary) is starting to conjure a real demon into existence here at the crossroads.
2103 P Wizard eaten by dinosaur has contacted his apprentice as a ghost to dig through dino shit until enough of his corpse is found for a proper burial. Apprentice isn't happy but doesn't want to get wizard-ghost-cursed.
2104 M Tiny marble-sized object in the heart of this shrine is an imploded paladin, still alive due to his divine power. Math mages and crooknuns labor to re-expand him in a way that does not damage spacetime.
> ENSHIP OF KITHO
2107 HLF After a math mage spell blunder, this forest is plagued with Uncountable Monkeys: aggressive, obscene primates who cannot be counted. Locals seek some kind of defining-spell to count and destroy them.
2108 F The Tower of the Crooked Tilt: a chivalric monastery that trains both horses and knights in martial arts. The results are acrobatic and alarming.
2109 F Huge alien whale hovering over a small village excretes parasitic grubs for first contact and then eats them to learn what they know; one grub has become sentient and does not want to be eaten; it's sought sanctuary in a local church.
2110 RD The Stairs of Melna, huge steps cut in the stone that lead up to the plateau. Bird-masked priests use their bills to smuggle illegal narcotics.
> ENSHIP OF EITRIN
2111 HLF A small band of bored and sophisticated elves talk to a golden statue sent from an alien world to feign godhood and uplift the locals with values of logic and reason. They're arguing circles around the statue and it's getting mad.
2112 HLF Treant whose lover was killed by dryads has begun the ritual to convert himself into a mandrake. When complete, he will be dug up (in terrible agony) at the next solar eclipse, killing everything within a quarter-mile.
2213 S Ruins of a goblin bazaar where a fight broke out. Nothing left but broken equipment, some Chips of Elvenkind (make no sound no matter how crunchy they are), a Hammer of Folding (strike laundry to fold it), and mislabeled poisons.
2114 S Bird hats are once again popular among goblin aristocrats, which means lots of bird fights, guano on capes, and screaming. No one remembers the bird-and-blade dueling arts, either, so fights are violent, clumsy, and feathery.
> ENSHIP OF OIRAL
2115 M Mousefolk naturalists, safe in brass owls of brilliant design, monitor the local harpies to understand their (crude and limited) culture. The head scientist believes that some curse limits their sentience, and wants to break it.
2116 M Pale and emaciated mastodons half-buried in leach pits; part of a medicinal regimen for giants, suddenly abandoned.
2117 M Lava fields attract the souls of all those burned at the stake; if you can get through the flames, you'll find the Black Lyceum, a college taught by the ghosts of martyred heretics.
2218 M Sublime and shimmering mountains hypnotize anyone that comes close, compelling them to climb and climb. Locals know to avoid this effect with special glasses (or just not looking up). Gargoyles are a problem.
RD 2129 Klauros Island. Superstitious peasants walk with a strange shuffling gait, said to make fire forget them, granting them immunity to skin cancer and accidental burns.
> PRINCIPALITY OF HLUR. A broken divine law tablet has created a land without restrictions on cannibalism. Now beasts and mortals stalk and eat one-another to gain power.
2139 FM Lord of the War Egg: a huge painted spherical stone revered by local man-apes. Sacrifices are common, but the man-apes are growing angry—something should have happened by now.
> Island of Laigapp
2201 P Abandoned dwarvish flat-charette—a two-person carriage built to be pulled by lizards, and that can contort itself magically through almost any tunnel. Dwarf renegade face-down in a gully, killed by royal assassins.
2202 P Old graveyard. Recent political marriage in Radamanth (Hex 2402) has mingled the ancient guilds of pallbearers and palanquin-carriers, and wealthy merchants have been getting dumped here all week. They're not bright enough to climb out and they're getting hungry.
2203 M Peasant funnel. Drop 10-30 peasants into this huge metal coffee-grinder-looking thing and you get a pretty decent soldier, thief, mage, or priest at the end. Used only in emergencies.
2204 M Huge bamboo airship has crashed due to an infestation of rabbit-sized pandas of unusual cunning that have eaten through the rudder. The captain is furious: her narcotic cargo is going to rot in the sun unless she gets it to Radamanth (Hex 2402) tomorrow.
> ENSHIP OF KITHO
2208 F The mindcrow claims that it's a scavenger of the intellect that can remove carrion-notions from your head, clarifying your thoughts and freeing up room for more spells.
2209 HLF The Piquant Peacock, a traveling restaurant mounted on chicken legs and powered by the rage of various demons and witches buried at crossroads. It can't stop or ghosts will catch it.
2211 KRANA, pop 7,000. Ruled by a family of aristocrats have been poisoning each other with prion diseases for centuries, sometimes fatally, sometimes unlocking strange powers—a miserable family of psychic wastrels.
2212 HLF Metal hulks along both riverbanks were once factories of a long-extinct race. They still leak toxins. Fish and crocodiles are mutated and vicious; wolves have long, bone-covered legs to avoid touching the toxic water.
> ENSHIP OF EITRIN
2213 HLF Giant bees have overrun the dovecotes here and thrown the dwarven pigeon-messenger caste into chaos and disrepute. They want the bees removed before a wizard can build a string of signaling towers and render them irrelevant.
2214 HLF A metal obelisk reads (from bottom to top): SAFE, METADANGER, SLAVEMIND, INFECTED/COLONIZED, GODFALL. Dwarf youths have turned it into one of those test-your-strength games where you swing a big hammer. They try to impress female party members with their strength.
> ENSHIP OF OIRAL
2215 M Local blacksmith is merely competent in his trade, except that he knows the trick of forging blood into iron that allows one to capture a variety of supernatural creatures. He has a fire spirit chained up downstairs he's been trying to exploit for years.
2216 M Enormous orrery in the center of this temple has been infected with a "computer virus" and is spawning legged micro-orreries that scramble about building copies of themselves out of trash. Priests have no framework for solving this problem.
2217 MLF Halflings serve as a miserable undercaste trained to catch and kill vermin with their teeth. They compete with, and viciously sabotage, new immigrants who include elvish terrier-trainers.
2218 MLF Kuo-toa mystic sells narcotic eye-ointment that he says will reveal an invisible floating dungeon full of treasure right above him. In bright light you can glimpse people overhead carrying bags or fighting invisible monsters.
> Island of Hudekopoli, a high and inaccessible plateau, once dominated by sacred animal spirits, now overrun by dimensional tourists and the mediocre wizards of other universes.
2223 RD Veiled raccoonwoman etiquette expert in palanquin carried by two bored dwarves explains that raccoons are not thieves, but rather sophisticated aesthetes. She does this while robbing you if you get close enough.
2224 RD Foreign petty-mage offers to teleport you anywhere you want for 100 gold pieces with his wand of teleport. (It's a wand of disintegrate.) Murderous mob gathering a mile away.
2229 RD Klauros Island. Turbaned wizard drifts overhead atop a floating face-up cloud giant, its limbs paralyzed by venom and its throat slit, eternally leaking blood that poisons the land below.
> PRINCIPALITY OF HLUR
2239 MLF A shatterchime duel between two noise bards has left trees shattered, mountain tops broken, and the graves of the dead flung open for miles around.
> Island of Laigapp
2301 P Garbage barges from an advanced civilization far to the north are crashing onto the beach, dumping millions of tons of trash, otyughs, wereseagulls, etc. No one knows how to stop them.
2302 P Wereseagulls inching closer and closer to a storm giant couple's picnic dinner.
2303 M Small mountain village in the midst of a raucous harvest festival. People wear masks depicting the party's dead enemies and dance around bonfires throwing effigies of the party into the flames. They have no idea who the party is.
2304 M Gnome milliner watering her field of hatshrooms. They are almost ready for harvest, and hopefully none of them will cause violent hallucinations or rage-trances this time.
> ENSHIP OF KITHO
2308 RD Port Kitho, pop 8000. Krannah tattoo ritual is scheduled at the Palace of Security for next week. Revolutionaries plot to replace a key tattoo with a demon rune, while more moderate resistance factions move to stop them.
2309 HLF Bareknuckle boxing match in a grimy warehouse hung with the civilized-looking oil portraits of old brawlers. They watch the fights approvingly, fed by the violence, then offer secret combat techniques. This protoreligion will become fully divine in 10-20 years.
2310 HLF Horrified villagers petition their baron to end the death penalty after the normal executioner got sick last week and the baron's clown had to take over. The resulting "comedy skit" has shaken them to the core.
> ENSHIP OF EITRIN
2311 HLF Deer and wild horses drink from a perfectly circular lake caused by a meteorite impact long ago. The water reflects not modern animals but baluchitheria, woolly rhinos, and other extinct marvels.
2312 HLF Enchanted saw has rampaged out of control and devastated hundreds of trees, killing several dryads in the process. Local fey are homicidally furious and want bloody revenge against the math mage (in 2107) who botched the cutting-spell.
2313 MLF Concert hall in the skull of an ancient dragon, long abandoned after the wards that protected its inhabitants from divine judgment failed. Acoustics so good singers can cast mind-control magic while on stage.
> ENSHIP OF OIRAL
> Beginning of the Waste of Wisdom. Technically part of Oirol but lousy with bandits and spiritual poverty. Most gods shun this place; the locals are cruel, pedantic, and small-minded.
2314 RD Bored devils burying huge bones and flash-frying them with fire magic. They explain that this is important for a spiritual war that will begin ten millennia from now. Locals want them gone and the bones returned to the dragon in 2414.
2315 RD Megalomaniacal air elemental with plans to create its own solar system has been in tornado form for years, surrounded by slowly orbiting barns, cows, and trees. Wants advice about how to safely light itself on fire so it can become a sun.
> Oiral Mountains
2316 MLF Villagers have discovered an ancient buried wax museum of elven origin and have turned it into a shrine. An elf mummy trapped beneath the structure plots its escape by mind-controlling the town doctor and promising him miracle cures.
2317 MLF Dark elf surface scouts having a snowball fight.
2318 MLF Kitho adventurer has retrieved the LENS OF NUMERATION (which can specify any countable quantity of something you see—height, distance, number, etc.). He planned to use it against the Uncountable Monkeys in 2107 but has been mortally wounded by kuo-toa bandits.
> Island of HudekopoliI
2321 RD The GRAND KEPOLI HOTEL caters to wealthy dimensional tourists. Resurrection of the Predator God has caused fur coats to animate. Terrified aristocrats barricade themselves in the parlor and force servants to fight the coat-beasts with dinner knives and fire pokers.
2322 RD Githyanki tourists have accidentally opened the book jail. Guard-clockworks are furious. Most books are just proscribed but a few are corrupted spellbooks; cast their spells and you get cruelly humorous mistranslations like "acid marrow" (ouch!) instead of acid arrow.
2323 MLJ A fecund jungle blossoms and werejaguar priests howl his praises as the Predator God awakens with plans to marry the Queen of Hudekopoli. When he learns he's awakened too late and she's dead, his wrath will shatter the island.
2324 RD Three daughters of the late queen are imprisoned in a tower and tested with narrative scenarios to reveal complex emotions while storm-priests watch the skies to learn which girls' emotions reflect the weather and who is the true inheritor of their mother's authority.
2325 RD The last of the zoo golems—a tiger-shaped tangle of bars and screaming animals, twice the size of an elephant—strides across the landscape, summoned by the Predator God in Hex 2323.
RD 2329 Klauros Island. Werewhales lurk in the shallows off the coast. They've been hired by a Radamanthine merchant-speculator to destroy a ship full of valuable spices and trigger a run on the magic-ingredient market.
> PRINCIPALITY OF HLUR
2339 MLF Sullen oni, cheated of their inheritance, toss Mouth Dice and try not to lose too many fingers as their sister in a nearby half-sunken castle speaks with sea monsters once loyal to her mother.
> Island of Laigapp
2402 P Radamanth, the City of Hungry Names, pop 8k. Desperate mystics eat outside a locked back-entrance to a restaurant in Heaven, sucking scraps of enlightenment out of dirt and gnawing on the bones of sacred chickens. Only the stray dogs have learned anything.
2403 RD Elf bandit-mage believes that if he can cram 333 spellbooks together they will gain sentience and become a new deity, one better than all the other crap elven gods. He steals spellbooks with an invisible fishing line.
2404 RD Elderly priest has plotted to summon and bind death by putting hits out on everyone in his temple. The assassins (and the spirits of death) will arrive in a few minutes while the priest hides in a locked coffin. He doesn't know about the cat-mummies in the coffin.
> ENSHIP OF KITHO
2407 RD Zebras carefully bred so that their stripes read as racial slurs for different clans of elves have escaped captivity and overrun the local deer and wombat population. Elves cannot harm them or even look directly at them.
2408 RD Bandit-looted wagon. An investigation turns up demonic curse-runes on one of the wheels. If touched, there's a flash on the southern horizon (Hex 2410). This is the same demon rune as the one intended to stop the Krannah in Port Kitho (Hex 2308).
2409 HLF Kobolds and bullywugs have prepared an honorable 3-on-3 duel to decide who gets squatting rights to this garbage pile, but the champions have all poisoned each other and both sides are looking for replacements.
2410 HLF Flock of toucans with human skulls for heads. Harbingers of death, they're used as guides by a local bandit gang that just finished looting a wagon full of silks in Hex 2408.
2411 RD The Blasted Reach, old border of Kitho, Eitrin, and Oiral. Home of the Pyramid of the Heresiarch, intermittently inhabited by cult leaders siphoning off the liminal energy. Currently empty except for some renegade treant fire cultists.
> ENSHIP OF EITRIN
2412 HLF Lost walrus butterer. The cold moon of Grithe is riven by crevasses big enough to swallow man or horse, making walruses the safest mounts. But the moon is dry, meaning mount must be well-buttered to remain comfortable. Yes, his butter is magic.
2413 MLF Castle of Peace, pop 800. Where the Divine Inventrix brought peace to the tribes. Peace cannons still used to keep the locals in line: even a glancing blow is tranquilizing. Peace cannon junkies lurk in the shanty towns below and try to rile up the guards.
> ENSHIP OF OIRAL
2414 RD The black dragon VYZRELT collects madmen, encasing them in a kind of resin she excretes instead of acid breath. She sometimes frees them so that their rantings can enliven a banquet or pit fight.
2415 RD Pit full of failed clay golems guarded by apemen who use the faintly magical clay to create magical pots and explosive sling bullets.
2416 RD Monastery of the Ladderwives, a female martial arts community that helps people navigate nearly-inaccessible mountains. They wield, and travel with, complex collapsible ladders to which they are spiritually married.
2417 RD Currently unemployed company of troll mercenaries, the Splatter on the Wall Boys, travel with their own (currently disassembled) catapult for siege-breaking.
2418 RD East-facing wall covered in rusted iron switches and wheels, built long ago to capture a specific dwarf vampire. Dwarves are compelled to mess with the device and will starve doing so; withered dwarf corpses can be found nearby, stripped of valuables.
> Island of Hudekopoli
2420 RD Gnoll shaman sells stinking leather bags full of "instant knight." Squirt one into a full suit of armor and it turns into a loyal undead warrior that will follow you until cats or manticores, drawn by its delicious aroma, appear to devour it.
2421 RD The "Cat Behind the Sun" is a cat with a staff topped with an atomic nucleus, seated behind leaded glass, servant by fire sprites. She claims responsibility for all solar activity. Her staff can transform material, but each use creates a pulse of mutagenic radioactivity.
2422 RD Gnoll stormfighters perform elaborate martial arts displays to scare away bad weather and prairie fires. Right now they're just practicing, but they would pay in bone jewelry for elementals to spar against.
2423 RD Recently reactivated alien engine core. Radiation eventually turns all humanoids into ghouls and all plants into sticky alien mushrooms. Deactivation instructions printed inside core on solid emerald plates that can also deactivate/dispel fire and magic.
2424 RD River contains a small scylla, last of her race, no larger than a wolf after centuries of malnutrition, inbreeding, and mythical diminution. Nearby tree carved with the names of those who jumped over her. She cannot be killed, and her insults banish divine magic.
2425 RD Exiled gnoll stormfighter accidentally ate a Pomegranate of Civilization. Frustrated by tribal life, he's taking his combat arts on the road in order to fight elemental evil and pay for college.
> PRINCIPALITY OF HLUR
2436 MLF Headless ravens engage in a frantic aerial mating dance. Not actually ravens, these short-lived creatures are the reproductive cycle of a race of psychic black toads that spend most of their lives beneath the earth protecting civilization from the psi-yetis.
2437 MLF Huge twenty-story circular tower, covered in a forest of pine trees that jut from its outer walls in defiance of gravity. Its interior is a black tangle of roots, soil, organic gemstones, dragons, gnomes, and dark elves.
> Island of Laigapp
2502 P Complex and still-functioning elvish ticket-taking machine for a long-vanished airship port used by local villagers to make religious and political decisions. There's currently a dispute about what "slight delay due to dwarf" means for a decision to repair a bridge.
2503 M The Twilight Lich: murdered illusionist has returned as a ghost who believes that he's a living illusion who has transcended mortality. He hasn't, but his illusions now sizzle with life-eating necrotic energy.
2504 M Eerie waist-high black stone. In moonlight, aristocratic ladies and gentlemen from the capital city of Dulghata (Hex 1519) are dimly visible. They're conducting a seance and will mistake anyone who speaks for a ghost.
> ENSHIP OF KITHO
2507 HLF Depraved elf aristocrats at a fungal garden party gamble on which statues from a medusa's treasure haul can be restored to life and whom they should serve upon reawakening.
2508 HLF Dead medusa in a fire-blackened grove. Her snakes have survived and promise to serve loyally as a deadly wig. They can point the way to her cape-of-stirges, which grants blood-drain and flying powers.
2509 P Archmage summons oroubori and staples them together at different places to create a complex 3D rune-dungeon where he intends to pursue immortality.
2510 P The bearded pigeon have returned, heralding the arrival of gray dwarves from deep in the underworld. Some locals just flee with what they can carry; others carve protective symbols onto the floors of their hovels.
2511 P The Onionhead Zealot wears the flayed skin of his slain enemies as a mask. He's killed so many that his upper body is a mass of rotting meat-flaps swarming with vermin.
2512 HLF Infernal temple "cleansed" by heroic inquisitors who have obviously been 100% corrupted by their "victory." Local peasants would like the inquisitors and imprisoned devils dealt with so they can farm turnips in peace.
2513 MLF Meditating monk has created mind-clones of himself to experience all the world's addictions and vices, in order to overcome them. An entire shanty-town of sin and depravity has sprung up around the monk's depraved echoes.
2514 MLF Wizard trying to reprogram some dancer-clockworks he found into deadly warriors. So far he's strapped razors to their feet and had them kick a bunch of pigs to death. Local druids mad.
> ENSHIP OF OIRAL
2515 RD Ghouls in once-fine robes with their legs shattered by a magic hammer crawl across the desert, screaming for corpseflesh. They retreat into burrows at dawn. Palanquins carved of resinous wood are scattered around, most broken, all looted.
2516 RD Scribe school infected by a will-o-wisp that's learned how to lead people into the intellectual swamps instead of the physical ones; students waste time in frivolous theorizing instead of practicing their calligraphy.
2517 RD In a sunless grotto, a banshee gardener cultivates ghost peppers, famed for their soul-numbing heat. Goblin shaman-gourmands plot a daring theft but need someone to distract the banshee.
2518 RD Shepherds have dug up a broken sun-chariot from a time before the current physical reality. Its radiance is awakening ancient titans of shadow and the ghosts of abolished moons.
> PRINCIPALITY OF HLUR
2536 MLF Sullen inbred emperor, his once-great realm reduced to a few hundred halflings, demands ritualized "vampire vs werewolf" fights in his basement coliseum; his brute squad kidnaps vagabonds and infects them.
2537 MLF Red dragon captured last year has been peeled apart, magically dominated into compliance, and turned into a heating system for the whole town. Local gods not sure if that's a sin or just really messed up.
> Island of Laigapp
2603 M Sable Garden of the Twilight Lich: unfinished experiment in creating "living things" from moonlight is actually draining energy from the moon to drag specters out of the Abyss. The black flowers are lovely, but touching them causes hallucinations.
2604 M Local drunk has taken his girlfriend hostage and barricaded himself in the tavern, surrounded by palace guards. He insists that he's guarding something terrible under the tavern floor and wants to talk to a wizard or priest. Guards get ready to attack anyway.
> ENSHIP OF KITHO
2607 HLF Locals treat a party member like a local brewer who recently committed suicide. Investigating this behavior leads the party to vats full of sacrifices (including an empty one awaiting one PC) and an undead brewer trying to become a hoplich.
2608 HLF Tower full of flesh golems hides stolen gold as well as a now-dead rune wizard's masterpiece: a complex hand mechanism that allows a horse to hold a gun. It doesn't work because that's a stupid idea, but the mechanisms are ingenious and valuable.
2609 HLF Reveling fairies have turned the two streams here into wine and milk, devastating the downriver communities. Starving, drunken peasants roam the valleys, stinking of bad milk and armed with pitchforks.
2610 P Lapdog just found and passed through a gate that makes dreams real. Fat bald partridges are now waddling everywhere, pitifully easy to hunt, and mistreated serfs have descended on the valley, pursued by agents of their feudal lord.
2611 P Village children, idiots, and mystics convinced that dark spots are appearing on the sun. They keep wandering outside to stare at the sun and are going blind.
> ENSHIP OF EITRIN
2612 MLF Fort Kleivet. A "furnace demon" (fire elemental) powers the forge in exchange for a "song demon" (a talented human child) offered to the Fire King. Humans age faster than elementals and the fort needs a new singing kid to keep their furnace going.
2613 MLF Narrow tunnel outside this village full of lashing, stamping horse hooves. The tunnel is said to end in a magic bridle that makes horses invisible and able to fly. No one has survived the hooves to check.
2614 MLF En-temple of Eitrin supported on the back of a huge immortal troll. Entrepreneurial priests slice meat off the troll's thighs and sell it, seeing how much they can shave off before the troll's legs buckle and the temple falls. The En can't convince them to stop.
> ENSHIP OF OIRAL
2615 RD A single dirt road between a hut and a public house is, the owner claims, the beginning of the next cosmic megalopolis. He insists you refer to it only as The City. Beer is good; pies under-seasoned but nutritious.
> PRINCIPALITY OF HLUR
2635 MLF The All-consuming Sea, a lake-sized amoeba surrounded by towers of zinc and bone. The last of the Oozeguards are old women now and slime cultists are creeping in from nearby islands to revere the Sea and help it spread again.
> Island of Laigapp
2703 D Biomancer has worked for years as the baron's kennelmaster, training dogs to eat and duplicate technology. They've eaten swords, sailboats, and crossbows, but the biomancer thinks an advanced civilization once spread beneath the castle and wants adventurers to go delving.
> ENSHIP OF KITHO
2708 HLF Boats that look like giant skeletal cobras drift offshore, sometimes spitting venom at each other: a fleet for some necromancer's grand invasion, now forgotten. Fishermen dare each other to claim a boat.
2709 P The Butcher Shop, where would-be saints engage in cannibalistic food preparation to prevent unwelcome ascensions into heaven or godly visitations. Ghouls lurk outside, always hungry, but the meat all goes to visiting devils.
2710 S The White Swamp, a trough of gray water and floating styrofoam left over from an ancient civilization's packaging mishaps. Eels and dragons here are sickly from consuming too much plastic, but their styrene breath is deadly.
2711 P YESHRA, pop 43k. While the mortal city is not overcrowded, the city's underworld attracts immigrants from graveyards all over Kitho. Population pressure among the dead is triggering zombie uprisings, hauntings, other necro-horrors.
2712 P A traveling mystic left an indestructible lantern that prevents lies in the town hall; rather than relocate, the dishonest magisters spread tales that anyone who destroys the lantern will become the new king.
> PRINCIPALITY OF HLUR
2735 MLF Dwarves have mistaken a flywhisk for the legendary Beardaxe and have established a shrine to its worship. Doctrinal disputes already threaten to turn violent.
> Island of Laigapp
2804 D The Fair-Trading Door of Mecta-Lai: a gateway through which you can pass a human child and a written description of what you want. Once per year, you get it, plus a few chewed-up bones.
> ENSHIP OF KITHO
2809 P Antinecromancy clerics work diligently to disarm a "dragontooth" trap that threatens to raise an army of skeletons—leftovers terrors from an old war. A village up the road recently fell to a dragontooth no one spotted in time.
2810 P Halfling village built in the shell of an old bioweapon creature lab. They use the glass specimen containers for sous vide cooking and are considered the finest chefs in Kitho.
2811 S The High Pools: a multilevel swamp of constantly draining and churning water, surrounded by machinery that pumps and bubbles but no longer appears to do anything useful. Bullywugs salvage machinery from broken automata.
> Islands of Smeid: scattered desert islands inhabited by poor shepherds who are so famous for their slinging skills that they're kidnapped by continental armies and hated by all corvids.
2921 D Ancient elves hid all kinds of elemental valuables in the stone pillars here, to be unlocked with the knock spell, but the explanatory runes have faded. Is this pillar full of water, wine, bees, petrol? Hard to say.
3020 D Pack of friar wolves: clever doglike creatures that have learned to disguise themselves as a group of robed mendicants. Their tricks have resulted in locals massacring priests, just in case.
3023 D Forgotten En-temple. Cleric who trained monkeys to perform purification rituals has lost control of the monkeys, who have discovered a new god in the desert and keep trying to awaken it with offerings of blood and honey.
3024 D Three villages each petitioning to become the sewer for a divine city in the clouds, so they can sift through the filth for mystic treasures. They don't care about the toxic effects of the god-city's effluents.
3119 D Hobgoblin artillerists shooting catapult-stones at an ancient elven statue, breaking it apart piece by piece in search of hidden treasure within.
3122 D Huge broken tablet depicts a completely different arrangement of constellations and zodiac signs despite showing the same stars. Hobgoblin cleric is desperate to destroy it, but for some reason cannot approach.
(End of the Gandavor.)