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 two hexes due north of the wall, and some additional hexes north of those, but it bleeds into the larger forest to the north. The most common observed inhabitants were scaly humanoids with long curling tails, animals including panthers, bears and wolves, and a couple of hybrid monstrosities as well.
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. These reports are few and unverified, but scouts exploring the area felt their hair stand on end, and one never returned.
The Grey Hills are northeast of the wall. 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 scouts have reported twisted humanoids with yellowish skin ranging between four and seven feet tall, as well as a few huge nine or ten foot tall humanoids that carried long spears and large hammers. They also saw large bears, wolves and their larger cousins, and one reported seeing a huge beast circling overhead.
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.
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, possibly 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. 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. 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 Eastern Fela in 07.14 (and possibly elsewhere), the K’sshan in 05.14 and 06.14, and the Lurkers in 05.15 and 07.15. The Unseeing Witnesses live in 06.15. Stalkers have been spotted a few times in the Dark Forest and the Felar Wood, but their home base is unknown.
The Jungle of Poison Rain covers at least 4 hexes: 08.15, 08.16, 09.15, 09.16, and 10.16 (the last two of these are also very hilly). 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 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).