The Known Regions

The world operates in regions, which are generally areas consisting of between 2 and 9 hexes. These regions will have very similar populations, although specific locations in each hex might change their character somewhat.

After the initial writeups that I do, this will be a resource for the players to tell each other more about the different regions. I named the closest regions, and I’m giving you the little bit of information that the army scouts have about those regions. You can fill anything else you learn on your adventures, as well as naming and explaining new regions.

The Charmed Forest occupies the four hexes due north of the wall, [2.11, 3.11, 2.10, and 3.10], but it bleeds into the larger Forest of the Weres to the north. The most common observed inhabitants are animals including panthers, bears and wolves, and a couple of hybrid monstrosities as well. There are also a small number of crested reptilian humanoids. Called the Less Mean Crested Pricks, this tribe moved in after we annihilated the Crested Pricks on Exp. 20. They don’t know we killed their brethren, and they have some sort of magic item that makes them more intelligent and less aggressive. They are moderately grateful to us for wiping out the Fishfolk who used to live in the port in 2.10

However, the forest’s name derives from the stories of Faerie coming up near the wall — tiny creatures glowing and sprinkling red dust behind them, and twisted old women whose cackles ring across the city. We have slain a pair of hags in the charmed forest (in 2.11 and 3.11), so the path to Sirix is now relatively safe, and Sirix itself is also relatively safe now that we have wiped out the Crested Pricks and Fishfolk. The main threats in the city are the weird elemental wolves (with a backlash effect that does damage to you when you hurt one), and possible scouting patrols of Mantis Folk.

The Grey Hills are northeast of the wall, covering hexes 4.10, 5.10, 4.11, 5.11, and 4.12, and are under the control of Del. They are so named because of the muted brownish grey tone of the grass here, although further in some of the hills are lightly forested. The inhabitants of the Grey Hills include hobgoblins, normal goblins (although not many of these because we’ve wiped out two tribes), weird druidic goblins who fight aberrations (friends of ours, do not hurt), many many aberrations (which we sometimes help the druidic goblins keep in check), and wolves. So many wolves.

The Eastern Plain covers 4 hexes, 04.13, 05.12, 05.13, and 06.13. This grassland is occupied by wild horses, large fierce wolves, and large, heavily muscled humanoids with grey-green skin. There are also reports of large segmented creatures that spray acid at their prey, and even a story of something seen at a distance moving under the ground, bursting forth and devouring one of the grey-green creatures whole. Expeditions pass through this region regularly, but have never encountered either of these, although they have had to avoid swarms of flybeaks (1-2 dozen leathery flying creatures with 2d8+4 hp and a 1d6+2 attack) twice.

Of note: hex 6.13 is a special undead spawning zone. We’ve been there a few times but haven’t found the source of the effect.

The Plain of Warring Tribes covers 6 hexes: 06.12 (Crested Skull fort), 07.12 (GrosQua fort facing Blazing Banner fort), 07.13 (Blazing Banner fortress [larger than fort] / fortified town), 08.13 (Blazing Banner encampment [smaller than fort], populated by large allies of the Blazing Banner that look similar to LUA), 08.14 (Severed Hand large fort / small fortress), and 09.13 (ruined city of Toba, which marks the end of a new region).

The Realm of the LUA covers 5 hexes: 09.14 (LUA fortress and quarry), 10.13 (fortress, logging camp, ruined fortress under reconstruction), 10.14 (farmland, watchtower, semi-hidden hillside fortress), 10.15 (farmland, city of Xan, which is mostly repaired and the capital of the LUA), and 11.14 (more farmland, watchtower, floodplain).

The Felar Wood consists of exactly 2 light forest hexes southeast of the wall, and is under the control of James M. The three foot tall inhabitants with pointed ears and slate grey skin call themselves “Fela,” and are largely non-hostile. They were of great interest to the dearly departed Leshanna, and their affinity with spiders makes them a formidable local military power, albeit a timid and defensive one. There are many spiders in the Felar wood, which are often tamed by the Fela.

The Dark Forest is east of the Felar Wood, covering 7 deep forest hexes: 05.14, 05.15, 06.14, 06.15, 06.16, 07.14, and 07.15, and is under the control of James M. It is called the dark forest because the canopy trees here permit almost no light to reach the forest floor. It is inhabited by the Fala, whose settlements are in 07.14 (plus the tiny outpost of Nospiderden in 6.14), the K’sshan, whose settlements are in 05.14 [formerly; we destroyed Vinering on Expedition 36] and 06.14, and Lurker rifts (holes in the ground) in 05.15, 07.15, and some abandoned ones in 7.14. The Unseeing Witnesses live in 06.15. The Stalkers (weird canopy-dwelling corrupted elf descendants with awesome jumping abilities) have a home base in the canopy of 7.15.

The Jungle of Poison Rain covers 4 hexes: 08.15, 08.16, 09.15, 09.16, and is under the control of David W. There is a small city / large fortress of snake people bearing weapons of burning air in the NE corner of 08.16. Snake people bearing normal weapons were spotted in 08.12, so maybe they’re a different breed.

The Felltower Wood covers 5 hexes of forested hills: 8.11, 8.12, 9.10, 9.11, and 9.12. At the center of this area is a glowing purple tower, possibly a tower from the Old Empire Node Network whose inhabitant was overcome by the corruption. The area is thick with Banded, various kinds of humanoids with silver control bands. They are VERY stupid, but sometimes they get Eye of Sauroned from the tower and become much more scarily effective. The Banded are a major threat, since they overran the forts in hex 7.12, and also were able to capture a LUA raiding party (6+ CR2 fighters) easily.

The Southern Plain extends due south from the wall, covering 4 hexes: 03.14, 03.15, 04.16, and 05.16. Humanoid creatures with Tan fur covered in grey flecks conceal themselves in the tall grasses, and giant hyenas and small elephants have been sighted as well. Two scouts reported creatures with crimson skin and burning eyes moving further to the south. The Tan furred creatures are the Abyssal Guard, who maintain two forts in 04.16 and 05.16. They fight the demons that spawn in The Demon Plain further south, and are the primary thing preventing the demons from spreading north.

The Demon Plain is south of The Southern Plain, covering the hexes of 04.17, 05.17, and 06.17, and possibly more to the south. These hexes are thick with dangerous demons, and a fight with one nearly ended in instant death for a level one character due to its fearsome proboscis.

The Broken Forest covers at least 3 hexes: 07.16, 07.17, and 08.17. It is the most deadly biome encountered thus far, containing megamonitors (house sized lizards that can do 40 damage with a single bite attack), giant eagles, and manysnakes (hydras, we think, but haven’t encountered). The humanoid inhabitants we have dubbed Diggers (and made peaceful contact with them).

The Known Regions

Silanya James_Elcombe JamesMinor