Showing posts with label citadel. Show all posts
Showing posts with label citadel. Show all posts
Thursday, 23 April 2020
d100 Courtly Scandals & Dramas
So when you get to name level and forced to attend court or if you just serve a member of the court and come as a follower of someone important there are lots of exciting things always happening. Some of these are opportunities to gain fame and influence for the person making a career among the nobility.
d10 Type
01 Romance
02 Fortune
03 Feuds
04 Hostages
05 Spies
06 Plots
07 Murder
08 Health
09 Fashion
10 Supernatural
d100 Courtly Scandals & Dramas
01 Several lovers from the court are on the run and families scandalised
02 Some great lover of the court has fathered a dozen children in secret
03 Someone in the ruling family rumoured to have a secret lover
04 A bastard child has arrived in secret in the court to cause trouble
05 Court leaders gluttonous sexual appetite and has many secret offspring
06 Court all speculating who are secret lovers someone spotted from a tower
07 Court members in scandals about town in vice and gambling dens with prostitutes
08 Rumours say some court members have been having secret orgies
09 Many court men taken to demanding duels over accusations of wives fidelity
10 Court members racing to see who can have the most high status lovers
11 The head of the court has been forcing new titled nobles and adventurers to lend money
12 A famous explorer visited court and many locals have sworn to go exploring
13 A noble reclaimed some mines lost to monsters and now everybody trying
14 A court member returned from plundering treasure from non-humans
15 A court member has returned from plundering an exiting foreign place
16 A court member was caught cheating on taxes and thrown in prison
17 Noble family offering marriage for paying off family debts
18 Lord's titles and land revoked and has become a robber knight refusing to give up19 Old weak noble being bullied for land and daughters by rich families
20 Noble traveller gave a great exotic gift to the ruler and now a favourite
21 Two clans have lost many to blood duels and legal actions
22 Two rich merchants trying to get court sympathy against each other
23 Two fighting siblings put a whole clan at risk
24 Two clans have been kidnapping each other as hostages
25 Two clans have been having assassins kill each other off
26 Two clans compete in sports of all kinds and locals cheer them on
27 Two great feuding merchant clans have both become banks
28 A new faith competes with old order among some nobles
29 Two families competing for public feats of charity and monuments
30 Two families carry on an ancient feud from long ago
31 Important youth for arranged marriages was kidnapped by a secret society
32 Clan matriarch was taken hostage by a rebel kinsman
33 Noble has taken mistress of a major influencer hostage for political reasons
34 A family trying to raise hostage fee of cleric taken by savage humanoids
35 Child heirs of a noble taken hostage and family desperate and going broke
36 Court maiden has been taken by some horrible monster demanding treasure
37 Court youth was taken by a forest robber knight and taken to his gruberhole as a hostage
38 Lover of noble captured by enemies for blackmail
39 A senior family member was lost as a hostage years ago in distant war just returned
40 One clan runs a notorious inescapable private prison full of enemies
41 A popular court lover could be a foreign spy
42 A servant was caught reading noble letters and awaits court, torture and execution
43 One of the important courtier's lovers was a foreign agent
44 A popular lady in waiting possibly poisoned her lovers and escaped with secrets
45 An important senior scribe of a clan going into hiding and selling secrets
46 A number of sales and servants have been discovered pilfering secrets of late
47 Sabotage from some enemy power has increased
48 Visiting nobles are very keen to see historic maps and learn local history from records
49 Visiting scholars examining family trees and records
50 A popular bard has been befriending court and learning about the land
51 Someone has been whispering about illegitimate heirs around the court
52 Courtiers are taking of war and trying to get support for a conflict
53 Younger heir resents older family leader who mysteriously dies from poisoning
54 False evidence of witchcraft cults has been used to ruin some clans
55 Poisoning went wrong and family leaders all died at a feast
56 Lord argument with bishop who was murdered recently by robber knights
57 Lord has been outlawed and has refused to pay tax, urges other lords do same
58 A recent attempt to kill a court member failed but assassin died before questioning
59 A tortured spy spoke of an unknown court member providing information to enemies
60 The leader of the court had a number of nobles rounded up for plots of treason
61 Noble killed many rebelling serfs then refused offers of charity from church to help
62 Two famous clan warriors had a private duel and both died weakening both families
63 An older noble was poisoned recently making many fearsome
64 A noble was stabbed to death by servants in their own home
65 Peasants rose up recently but the leaders of the movement were murdered
66 Letters revealing a murder plot had a noble beheaded publicly
67 A knight bewitched by dark elves murdered his whole family
68 A noble was exposed as a cult leader so they sacrificed all hostages and fled
69 Tools of an assassin were found in a noble's castle by accident
70 An old noble who died recently is rumoured to have been killed by own children
71 An elderly noble is squandering money on elixirs and cures for ageing72 A recent plague victim was found in the region and many are worried
73 A desperate search is on for medicine to awaken a poisoned maiden
74 An old noble has called all their house to attend a feast to announce retiring
75 An ailing noble has retired to a monastery and left money to their heirs
76 A recent outbreak of sickness killed many older nobles and people in power
77 An important court woman is pregnant but some question the real father
78 An old noble recovered from deathbed to find sons destroying the estate fighting
79 A strange illness bringing odd dreams to the area, some blame invisible imps
80 A number of strange deaths have been reported in the area this year
81 A fanciful kind of shoe or hat keeping local crafters and merchants busy
82 A new bard sound has everyone excited to hear the new school sound
83 New dishes from the other lands have become the fashion but there is a shortage of cooks
84 A noblewoman has demanded a certain rare fabric for her wedding but the last wagonload was taken by bandits
85 A new hairstyle is popular but the church find scandalous and complain frequently86 Jousts are all the rage with nobility now and a new tournament is called
87 A new type of stronger faster horse from far away has reached the market
88 More knights have full plate now making older obsolete armours embarrassing
89 Many new preachers are gaining popularity but some now declared heretics
90 Witch mania strikes and witch hunters and panic break out across the kingdom
91 A noble has a haunting on their estate and at a loss what to do
92 A noble has been struck by a curse and the magician responsible demands something
93 A monster has been roaming by night near court worrying many who frequent it
94 Blood drained corpses of servants were found in the court chambers
95 A secret cult has been making attempts to infiltrate and influence the court
96 Witches have been spreading menace across the countryside
97 A powerful wizard has threatened the kingdom from their forbidden lair
98 Location of an ancient tomb complex has exited many scholars
99 A haunted ruin from the history of the kingdom stirring alarming some in court
100 A wicked evil priest menacing the kingdom has an underground temple complex
Monday, 20 April 2020
Rich District of Shadelport
1 Navigators Run
Descendants of founding pirate families and richest ship owners
The rich here keep the most opulent riverside wharves and rich private boats. A private militia keeps out riff-raff and fish out dead corpses from upriver and dump them out at sea. These families are strong supporters and peers of the ruling Baron and 366 families are represented by the Navigators guild. Many are wizards. The law here is a private militia and the gang known as the Davey Jones Boys run vice discreetly
2 Fortunes Nest
Rich families of arcane and priestly magicians
Notoriously close to the university and the holy district this area has some of the most unusual houses. Wizards clans, especially on townhouses and towers, erect sculptural figures from their clan shields. Sorcerers pleasure domes and priestly palaces all rub shoulders here. A sect of templars helps guard the street with militia assisted by poor wizard students. The biggest gang the Gilded Porpoise Club has risen up helping up and coming poor wizards then getting favours in return later.
3 Iron Men's Rock
Families promoted to nobility for worthy military or civil service deeds
While old inherited title families treat the Iron Men as inferiors, in fact, they are the most loyal to the Baron and highly regarded by the secret police. Eventually, they marry into nobility and move up. A rather quiet and austere area with gated communities with own guards. Militia and secret police keep streets very clear at night. The secret police are the closest thing to a gang and report to the Baron
4 Palace Hill
Richest and most powerful nobles of the city who look down on everyone else
Many walled estates and palaces here with many private gate guards. These families are directly working with the Barons international trade, piracy and privateer empire. Some of the ancient reclaimed manours have hidden secrets and hauntings. Many deal with specific foreign lands or defected to the Baron from far away. A youthful chariot gang like to run down poor people intruding in area
5 Dragon Hill
Older farm estate families, landlords, and demihumans in declining old houses
Once was wealthier are but these older "poorer rich" families that insist on true blood nobles only. As their leaders declined in health and sanity so did their fortunes and relevance, especially as the Baron created a class of farming and fighting common landowners. Even many of the slaver families here are in decline as non-human labour is cheaper. Probably the wildest streets with excentric locals defending own blocks. The Hellfire gang are rich privileged youths who occasionally take over blocks with guns and thugs just for violent fun.
Thursday, 16 April 2020
Holy District of Shadelport

Bells, chanting, rattles, drums all kinds of music can be heard and smells of incense and wine fill the streets. Paradise Hills smells sweet and fragrant and great choirs and orchestras can sometimes be heard. Celestial point smells more spicy and narcotic with chanting and insane gibbering of cults. Shriner's End smells of poverty, livestock and cheap and faded incense and sounds like a marketplace. Sacred Gardens smells of flowers and vegetation with a hint of exotic spice and fruits. Garden is the quietest area with sounds of the chattering of birds and monkeys broken occasionally by chants or screams
1 Paradise Hills
Monumental famous holy places
Richest, most popular, holiest and greatest temples are here that interact most often with the government and receive to most donations. Several sprawling cathedral complexes are here rivalling any in the world. Templars patrol the street and guide pilgrims and keep order. Various churches provide clerics for this but several specialise
Richest, most popular, holiest and greatest temples are here that interact most often with the government and receive to most donations. Several sprawling cathedral complexes are here rivalling any in the world. Templars patrol the street and guide pilgrims and keep order. Various churches provide clerics for this but several specialise
2 Celestial Point
Esoteric, foreign & new temples
These are the more new and esoteric religions from foreign lands that are successful but not established or supported by the state. Many are cults and some are more philosophical even sorcerer personality cults. Some streets have blocks for rows of proselytisers where common folk can choose a religion. Vigils are initiated performing labours to church, amateur but zealous
These are the more new and esoteric religions from foreign lands that are successful but not established or supported by the state. Many are cults and some are more philosophical even sorcerer personality cults. Some streets have blocks for rows of proselytisers where common folk can choose a religion. Vigils are initiated performing labours to church, amateur but zealous
3 Shriner's End
Petty gods & temples for commoners
Were shrines and temples of commoners are found in the thousands, Streets of idols in walls and even alleyways have shrines. Poorer peoples welcome here otherwise require official pilgrims permit to visit nicer areas. Petty gods often visit here but meeting them is mostly trouble. Priests here are more down to earth and practical with charity. Many stalls sell relics and souvenirs. City militia act as law here and treat everybody poorly and are unimpressed by unpopular cults
4 Sacred Gardens
Rambling gardens & run down ancient temples
This area is full of parks and gardens, temples here are older and some prehuman ruins. Many abandoned and overgrown buildings where scorpions, monkeys and snakes scurry about. Crumbling ziggurats, worn pyramids and vast mausoleums are here. Some are painted. Temples here are quieter and less popular, many old religions here have been forgotten in other places. Druidic priests and other older religions manage a presence here. Nonhumans operate many holy places here. The quieter streets here have attracted cult kidnappings and local temples tend to secure their own immediate streets with city militia sweeping streets by night looking out for monsters, murder cults or squatters
Monday, 13 April 2020
Merchant District of Shadelport

So revising Shadelport again and filling out extra suburb as I did one in detail before as it was where the adventurers spent the most time. This is the second most popular one. It has a mix of wealth, lots of shops and housing. Also features lots of industry.
Thinking I need list of all suburbs gangs and possibly the vigils who enforce the law who are kind of gangs.
1 Tinker Town
Sweatshops & poor crafters
Employs the most casual scum from ghettos over the river with the lowest rates and licencing and law enforcement. Peddlars, tinkerers and crime flourish. Law is brutal and hasty. Sewer Swine gang run the streets
2 Marketplace
Commoners market
Where most of the cities food and goods sold in with blocks of cramped shops and spacious market complexes with parks. Loitering without money is a crime here. Golden Hand gang run most of the rackets here especially numbers, gambling, con games, pick pocketing
3 Dyers Row
Fabric industrySpinners, weavers, clothiers, tailors, hatmakers, felters, laundries and all kinds of industries thrive here making colourful clothing from products grown in the countryside. People here are busy and hot-headed. Scarlet Hearts gang are sleazy lotharios and pimps who sing and have poetry battles in the street in front of ladies
4 Guilders Stead
Guild halls & town hall
All the important guildhalls, banks and the city council have offices here and meeting halls. Grey Rat gang deal in corruption, blackmail, fraud and slander for political causes. They use sewers all over the district from here.
5 Glimmer Market
Magical market
The district sells exotic spell materials, paper, bookbinding also services like alchemists, wizards, apothecaries and herbalists. Potions and petty spells are common, only the nobility or name level persons are allowed in magic auctions. The Blue Flame gang are quasi-mystical and include wizards and prefer magic crime
6 Merchant Hills
Wealthy merchants
Main housing district for better-off merchants. Includes mansions, gated communities, townhouses and parks. The law keep uninvited guests and non residence away. Lucky Dice gang like gambling, horses, chariot racing, drugs and illegal fights. They are related to the vigils and help them keep out rifraff
7 Black Heath
Metal work and industry
Metal and glassworks here make the are soot-covered, smokey and noisy. A +1 quality item is x5 cost and you have a 30% chance of finding one per day or you need to order one with a year waiting list. Coal Hill Gang run protection and stolen goods and provide muscle to protect common man versus the rich
Wealthy merchants
Main housing district for better-off merchants. Includes mansions, gated communities, townhouses and parks. The law keep uninvited guests and non residence away. Lucky Dice gang like gambling, horses, chariot racing, drugs and illegal fights. They are related to the vigils and help them keep out rifraff
7 Black Heath
Metal work and industry
Metal and glassworks here make the are soot-covered, smokey and noisy. A +1 quality item is x5 cost and you have a 30% chance of finding one per day or you need to order one with a year waiting list. Coal Hill Gang run protection and stolen goods and provide muscle to protect common man versus the rich
Wednesday, 1 January 2020
In the Black Halls of the Outsider Gods
Woo had good writing buzz here from all the compliments I received...
I appreciate any feedback or discussion.
This project has legs now so here goes...
So my most recent thoughts on new content to design is explore ruins of the elder age. Ive done a few posts on my monster age of night and refered to it in my Exilon and Stnone Coast and Monster Island settings. Im a bit inspired by HPL's "The Mountains of Madness" and "The shadow out of time". Also there was a blog I used to read wich had a great vikings exploring a city of old ones in frozen north in a setting (if you remember who let me know). Brian Lumley also did vikings types exploring the corpse city of Cthulhu in one book and I used this as climax of my Viking Cthulhu game.
For this project I will touch on the monster empire in the age of night but will also look at the sealed cities of the outsiders who even the monster kings sealed away with black magic.
So my monster kings in the age of night was an age of mostly twilight and darkness ruled by abhumans serving evil gods. But even these evil gods were recognisable kin of other gods. Even demons and devils were part of the order established in the beginning of the universe. But there was before the first dawn intruder gods from the void who came into the world and hid in the dark placed under the earth and under the sea where light never reached. These beings were alien and while they might be called demons and evil gods in reality they are alien outsiders. Their insane mutterings and black magic gave aid to bad gods and demons and wizards that led to the end of the dawn age and began the age of night.
Early in this age the monster kings included worms and insect races. Bats and vultures came at the end of the age after the worms and bugs were betrayed and turned into food by their evil allies. But in the early times the dark beings from outside came from hiding and strided the world teaching blasphemous evil magic and devouring those who fled the monster kings. Some races hid in dungeons aided by the weakened good gods, many slept until the enemy were weakened. Most of the outsiders came from several cities and a few outposts. Sated by souls they rested and called more of their kind from the void.
Eventually their servants the monster kings and their gods realised their masters served only entopy and the world would be left but a husk so they turned on their evil mentors sealing them away and banishing them into the beyond. The monster kings wanted to rule forever but without their masters and new victims they turned on their allies. They destroyed the worm and insect emperors and propped up new warm blooded replacements. This was stable for a while but the dark races were lazy and greedy so they increasingly used modified humans and orcs as their legions. Finally these abhuman orc and humans revolted, then the sleeping and hidden peoples came from their great stone vaults and the old gods of creation returned ending the second age. Most of the monster races fled and hid to isolated places and beneath the earth.
Humans and orcs led by their modified kin became plentiful and came to dominate the world as the bred faster than the demihumans and beast folk of old. The ruined strongholds of the outsiders were hidden away in the cold of the north or the great lands of flame to the south or lesser outposts in hard to find places. But eventually humans found these places and some sought magic and power forgetting that the wickedest black magic of old was used to seal and conceal them.
The void is outside our universe but intertwined though ours. It is the vacuum the world was born into in the first act of the universes creation. It is a realm of anti life energy & entropy. It has magical shadow realms within its's curtain maze of darkness. Void beings guard the shadowmaze. It overlaps and interacts with many other planes such as the nightmare realms or parts of hell. Some witches walk through the void with magic or call on it's power. Evil star spirits in the sky and certain elder gods with their minions can bridge the worlds. All undead and level draining beings make use of its dank negative powers. Void beings change when they enter the world and human dreams to more recognisable horrors but made of hungry darkness
The locations of these cities are in horrible places.
The evil gods and monster kings placed magical barriers to keep them hidden.
The entrances are usually sealed but there may be several
These hazards might be resisted by means of magic or research
The great chambers of the citadels are organic shaped like organs, bones, shells or exoskeletons. Perhaps these alien cities were once living and may again. Many chambers are unfathomable and the script of the outer ones is inscrutable. The chambers are huge for titanic outer horrors. The outer seals are in the script of the monster kings empire.
d12 Main Locations of the Citadels of the Outsiders
1 Buried under a glacier or in a frozen waste, partly exposed
2 Buried beneath the sands in some desert, partly exposed
3 Under the sea with some peaks having formed islands
4 In the sea surrounded by great weed sargassums for miles
5 Buried under a mountain dropped by gods
6 Hidden in some isolated lifeless wasteland, partly exposed
7 Buried under a plane of ash, partly exposed
8 At the centre of a plain of glass, partly exposed
9 In a volcanic crater surrounded by lava, partly exposed
10 In the heart of a foul swamp, tainted by the cities evil power
11 In a huge crater full of boiling mud and steam geysers
12 In a boiling acidic lake with toxic mineral deposits
d12 Obstacles to finding the Citadels of the Outsiders
1 A veil of invisibility keeping it hidden
2 A veil of illusion keeps it hidden or frighten outsiders away
3 A invisible maze of force walls
4 Tar pits choked with prehistoric bones
5 A horrible stinking miasma carrying the plague
6 A barrier distorts time and space making direct approach impossible
7 Poison smoke from the ruins kills all life in area
8 Corporeal undead burst from underground as approached
9 Non corporeal undead spirits swarm around it warning intruders away
10 A barrier of stasis has frozen the ruins in time
11 An aura of madness drives victims to violence and despair
12 An aura of fear terrifies and ages intruders
d12 Sealed Entries of the Citadels of the Outsiders*
1 Great black basalt plug covered with curses and magical wards
2 Adamantium portcullis gate
3 Great iron gate decorated with seals of the monster kings
4 Petrified wood door with a adamantium bar
5 Bricked up with huge stone slabs
6 A waterfall of molten iron
7 A crystal wall as hard as steel
8 Magical barrier of flame
9 Pillars with constant arcs of lightning
10 A barrier of darkness that drains souls
11 A pair of idols with eye beams of disintegration
12 A prismatic wall
* There is a 1in6 chance someone has opened the seal
d12 Quick Chamber Decor
1 Room shrouded in mist
2 Eerie green light (or violet)
3 Disgusting smell
3 Sticky slimy secretions of ectoplasm or ichor
4 Clusters of mould and fungus
5 Inscriptions in elder glyphs (possibly useful spell research)
6 Relief carvings of blasphemous beings performing evil rites
7 Relief carvings of outer alien gods feasting on mortals
8 Huge decorated pots bigger than a human in groups around room
9 Rows of squat evil inhuman idols each with a small altar for offerings
10 Several huge statues of blasphemous alien gods
11 Ornamental bathing pool d6 1=dry 2=water and lampreys 3=slime 4=black rotting compost matter 5=worms 6=ectoplasm
12 Living statues or golems with 1in4 chance of broken ones scattered about usually hostile to intruders
d12 Things from the void depicted in art
1 Void walkers or void elemental's are black clouds. When embodied in the world for a time may form many clawed arms or a mouth as needed. often depicted sucking up a victim into nothingness
2 Void demons Void demons are crackling spheres of darkness energy often burning with ebon flame or shooting arcs of black lightning. Given time embodied in the world they begin to conform to the the nightmares of their cultists but worse. which frequently
3 Void knights were ones a servitor person who has become bound to a outer god and now they are out of sync and in a flux between alive and dead for eternity, they appear like shadows at first but over time embodied in the world, come to have silhouettes of menacing warriors, their touch drains life energy and those they kill become undead (greater the knight the greater the undead). In art they are massacring victims or serving some god, some have a minion of god as a familiar
4 Formless Spawn are tar like liquid creatures that can change form and left to guard holy places of the outer gods. They are near invisible in darkness to light and heat. Their touch is deadly and sometimes wounds infect a victims who gradually turns into a spawn
5 Shoggoths are created by elder magic to serve by a mostly extinct race of void travelling tentacled plant-flesh creatures. These were the krinoids* travelling worlds to study and experiment on life. In art they are showing the race of alchemists at study while shoggoths build this ruin. Sometimes it shows shoggoths as surly or resentful. Some scenes show naughty shoggoths being punished. Shoggoths are a mas of eyballs in a mass of thick ropy sticky protoplasm shat it shapes as it needs or forms into organs as they need. Some shoggoths are opaque white or black, some luminous green or blue, some like flesh or transparent a few like mass of clotted blood. They often scream out in voices of the ancient krinoids
6 Tsathlaan, the sleeping one, progenitor of wizardry, begetter of nightmares, lord of the outer void, depicted as a great sleepy behemoth that sits in a cave on a monolith, served by a race of toadlike chaos creatures
7 Nullax, the black lightning, soul eater, undeath bringer, lord of the outer void, depicted sometimes as a huge floating eye in darkness often firing a ray of anti life into the universe destroying all it sees from beyond, served by things that are undead or require negative energy
9 Xor, the endless thing of flesh, world devourer, great host of infinite parasites, lord of the outer void, depictions of a land of flesh populated by beings stranded from devoured worlds living as savages
10 Astragaran or Azog the primordial one, the mindless watcher from beyond, lord of the outer void, often appears as a viscous opaque liquid sludge that forms eyes and its colour constantly changes in a hypnotic display to drive mortals insane, served by race of insectoid-fungus beings that fly from earth into the void relaying messages and secrets of the outer gods
11 Menglar Thatan, the ravenous one, mother of a million gibbering ones, lord of the outer void, its form of a mass of stinking organic gelatinous matter that forms smaller horrendous creatures that are unique mutant spawn, most die some grow gigantic
12 Iok Kothos the kronovore, eater of time and destroyer of all, lord of the outer void, its form is a glowing cloud with eyes and mouths and all kinds of beings especially mutants and wizards worship it
*This is the default builder race of the standard eldritch ruins but there are many others not on this list
d12 Encounters inside every ten turns
1 Golem or living statues on patrol or labouring
2 Shoggoth muttering to self on way somewhere feeling hateful
3 Coporeal undead 1=jujuzombies 2=ghouls 3=wights 4=mummies
4 Non coporeal undead 1=spectral minion cultists 2=shadows 3=wraiths 4=spectre
5 Formless spawn often in form of a pool or puddle or covering whole floor
6 Adventurers d4 1=shamans quest 2=greedy wizards seek lore 3=evil templar priests pilgrimage 4=civilised murder hobo explorer party
7 Bestial albinos once bred as food to be kept in cave larders d6 1=human 2=demihuman 3=humaoid 4=abhuman 5=giant bats 6=carnivorous apes
8 Tentacled horror cavern octopus or cave squid, often tries to ambush from a vent or arch or pool, 1in20 are voidsquids that try to snatch you into another dimension to eat later
9 Voidknights on some quest to aid the masters return offer party eternal life like them before attacking, mock mortals in fights using esp
10 Swarm of tiny vermin resembling natural bugs and crawlies but not d4 1=worms 2=trilobites 3=mutant rat things 4=flesh eating moths
11 Cultists on quest to revive the outer gods d6 1=cult wizards 2=cult templars 3=occult curious adventurers 4=cult orc guard squad 5=evil abhuman shaman with with hunters and a d4 pets 6=beast headed abhumans serving old monster kingdoms
12 Unique slimy mutant spawn of some god d3 animal types and d4 huge body parts or organs, colours may vary
d100 Great Chambers of the Outsiders Citadels
01 Mummified bodies of some strange alien servitor race, crowd the chamber, who's souls song ago drained as fuel for the hungry outer gods of the void
02 A great open sarcophagus with a elder titan's corps, it's sould long ago returned to the void
03 Lesser mortal servitors of the outer gods, mummified in hundreds of niches, which extracted their sould as food for the once livingcity of black magic
04 Thousands of carbonised human, beastfolk and demihuman corpses long ago consumed by the feeding outer ones
05 A great onyx sarcophagus with seals, wards and curses containing a slumbering demigod of the outer ones
06 A voidship of the outer ones designed to return to the outer realm of darkness, a rotting alien god sits at the controls slain by something long ago
07 A great pit sealed with a basalt plug with glyphs of warding and explosive runes, faint gibbering of some formless horror within can be heard
08 A great throne where some alien titan sat long ago
09 Hundreds of ashen silhouettes of worshippers, vaporised in a flash of soul devouring dark flame from a hungry god
10 A great brazier filled with charred skulls, if lit a black soul consuming flame rises from the pit
11 A great stone arch way with symbol of the outer ones, if a sacrifice is made at the nearby altar, the gate to another elder city is opened
12 Huge deformed headed statues line the chamber looking down at a altar, if a victim is sacrificed their eyes open and they will answer one question according to the inscrutable laws of the outer void
13 A great mirror disc surrounded by elder glyphs in a wall. If the right sequence of glyphs are pressed a gate to the negative realm of outer darkness outside the universe opens. All seeing this must save vs madness. If left open 1in4 chance per turn some being comes through
14 A great stone basin is before a squatting idol with jewelled eyes, inside is a bubbling tar like liquid, a formless spawn of the outer gods that will arise to attack thieves
15 A great diabolic face in the wall, by a altar with a grid of coloured gems. If aranged in correct sequence the mouth opens and is a gate to hell. Various sequences open in various locations in hell
16 Open pits in the floor and arcane symbols decorate the chamber. If explorers make any sound insane gibbering from amorphous horrors in the pits start up causing confusion to all who fail a save
17 Rows of huge sarcophagi against a wall, each with a lever. If pulled the sarcophagi opens and a umber hulk comes out, it will use it's glare while trying to awaken other sleepers here
18 A great chamber covered in outer god glyphs and other elder languages. If any are read a whispering mutter starts up and all in the chamber feel an alien presence from beyond viewing them. Any see invisible, detect magic or true sight may detect the scrying of alien beings from the void
19 A statue of a tentacled horror covered in mouths and eyes is central to the room with a altar. If a star shaped stone is removed from the altar before the statue, it begins to come to life unless the stone is returned
20 Signs of a adventurers camp from some time ago with lifeless husks with their throats torn out and looks of agonised horror on their faces
21 Rows of glass cylinders with various races in stasis within. A control altar can awaken them if operated correctly but if a mistake made they crumble into bones. The beings are from the age of darkness and they are slaves of the monster kings sent here as food
22 Hundreds of metal jars in niches fill the room holding ancient brains of mortal servants of the gods. If one is placed in niche on altar the jar glows and the prehistoric brain is able to speak though mostly they are long insane cultists
23 Great braziers surround a magic circle of elder runes. If lit and runes read the yellow smoke forms into a phantom robed being in tattered scalloped yellow robes and a mask. If addressed the being will remove its mask causing visitors to make a save or become confused. Those victims will dream of the yellow phantom and will be able to write but not comprehend a alien script
24 Thousands of tablets inscribed with language of the outer ones and the monster empire in niches mostly dealing with black magic and contacting the outer void
25 Strange metal tables with arm and leg restraints under crystalline apparatus. If a being is strapped down and the levers of the device are manipulated a mutagen ray pulses against the prisoner. A skilled operator can induce specific mutations otherwise they are random
26 A garden of gigantic alien fungus grows here. Many have magical effects or might be poisonous, but several are ambulant and hostile
27 A crystalline sphere in the middle with a door. If the control altar is activated while a being is inside images of the beings thoughts appear on the wall. A skillful operator sometimes gets future images that might come true
28 A series of crystal sarcophagi here with open lids, if anyone lays in one while a control altar is activated the person in the niche changes into a type of abhuman beast folk. A skilled operator can produce a specific type
29 A row of crystal chairs with a helmet and restraints. If a victim is in chair with helmet and the control altar is manipulated the seated makes a saving throw. On fail they are insane, success they can read and speak the outer gods alien language
30 A huge crystal ball here is a scrying device the void dwellers used to spy with subjects known to them
31 much of the room is caved in with crushed alien servitors half buried under rubble
32 A altar with gems in niches in the centre of the chamber and several onyx sarcophagi. If the gems are taken beings take shape within coffins over a d3 rounds. The created servitors arise to attack
33 Ahuge ornamental bell, if struck all feel pain and sound continues for ten minutes, then a dimensional horror comes to see who has rung the bell. Normally the elder wizards know rituals of command and offer it blood
34 A circular clear crystal colum with a green glowing meteor inside. Their is a control altar if engaged correctly causes the meteor to glow and activated all the citadels lights. If performed wrong an alarm rings as the reaction goes critical. The stone glows too much spreading sickly rays that cause mutations and damage all in chamber. Then melts its way out of the column despite the inside flooding with blue gelatinous coolant, then melts through the floor
35 What looks like a huge alien creature is just a shed skin, if touched it crumbles to dust
36 A chamber covered in hundreds of huge eggs of some horrible being with a long hatching period, some are just broken shells
37 Dozens of man sized organic sacks hang from the ceiling
38 Chamber with hundreds of pots containing black liquid which twitches if approached, each is a baby formless spawn in hibernation
39 Huge hideous multi eyed statue looms over room. An altar in front of it has several strange relics. If taken from the room the statue awakens a huge monstrous stone golem
40 Faceless gargoyle perched on ledges overlooking the room
41 A huge stone pool in the floor full of viscous bubbling liquid that forms eyes, tentacles and other features before absorbing them. Small disgusting creatures are born from the liquid but cannot scramble out and are devoured back into the liquid
42 A huge strange metal brazier full of low value gems, if lit a unholy flame erpts to the ceiling then subsides revealing a efreeti who asks why it has been summoned
43 Two crystal sarcophogi, if a being lays in one and the control altar in between is manipulated a evil duplicate appears in the empty one
44 A huge metal mirror several stories high with a control altar before it. If altar manipulated the mirror shimmers opening a gate to a pocket universe where prisoners have been stored for aeons unaware of the passage of time
45 Salty pools with trilobites or squid or isopods or horseshoe crabs scuttling about
46 A stasis field with slave gladiators in mid battle used as a artwork, if field entered you are trapped till the end of time or freed by powerful magic (or ring of free action?). This is a artform of the elder gods and a control altar will usually be in a niche or hidden panel. Defective use of controls might leave victims turn to dust and bones
46 A courtyard with almost a hundred statues of slave peoples. A few are torturing the rest with cruel implements to dismembering and disembowel them. All look with horror at a podium in the centre with expressions of horror. All were petrified by the sight of a alien being from the void. Monsters used to stand on pedestal and enjoy the pain-garden view
46 A great circular chamber overgrown with thick carpet of mound, various monster mould types
48 Overgrown with a huge black tree in soil mass full of human like skeletons. The tree is plumbed into walls with stone pipes with a control altar for the climate controls. The tree sap is shadow ichor used to feed hungriest life eating beings. 1in6 a cultist engineer crew and a battle templar group here trying to produce the substance
49 Huge slimy black toadstools in a chamber with flying fungal moth creatures, some of the exotic fungi is walking others are squawking and gibbering, 1in4 times magicians come here to gather fungus d4 1=civilised evil cult wizards expedition 2=cult savage shamen and followers 3=goblin shaman with hero, three goblin troop squads, a hobgoblin sub boss, and a bugbear scout 4=dark elf cult of sadism self titled void elves
50 Cave is dripping with green slime with some remains of objects resistant to slime 1in4 times d4 1=+2 stone hand axe head 2=+2 stone mace head 3=+1 mammoth cape of protections 4=+1 always venomous dagger, wavy and made from meteoric steel
51 A huge coloseum sized pit half full of rotting mutant corpses 1in6 chance of monsters d4 1=ghoul 2=giant leech 3=infested with rot grubs 4=surviving mutant cant get out and eating corpses 5=juju zombies 6=demon flies
52 A museum with stone shelves covered by transparent mica sheets, in cases are 1=taxidermy monstrosity experiments 2=prototype abhuman 3=alien beings 4=human like races wearing fur loincloths with clubs looking afraid, often stealing crops
53 A huge arena with seating for giant things to watch with huge steps, in the centre once gladiators battled. For everyone who enters a random monster is plucked from time and space to battle them but usually
54 Huge room with dinosaur and monster skeletons on display with a few demon and human like races 1in3 are stuffed instead with artful taxidermy
54 Large walkway over pits each with a monster in it furious and angry, daily they get food. Are a d6 living but mad ones and a d6 are dead. A bronze golem comes from a secret door to capture new possible specimens who enter. Creatures here were once selected for death sports like the ancient Pa Ku Mun or just pitfights d6 1=giant scopion 2=giant beetle 3=giant spider 4=black pudding 5=giant frog 6=human like slave
55 Hugre room with huddling mob of ancient alien builders petrified by some great weapon of the outsider gods
56 Room of magic crystal mirrors, each can be walked through one way to a part of the complex
57 Burbling pool of lava with a altar on one edge. Victims were hurled in to summon evil fire elementals
58 Pit with a pool with a giant squid used for sacrifices
59 Defenestration pit with long drop into pile of broken skeletons. A altar by the sacred pit with a victim hurled in could summon a air elemental
60 Sinkhole with running water into a deeper cavern full or giant albino cave creatures
61 A stone circle built by giants and wizards where sacrifices at a altar summon a earth evil elemental
62 Sacrificial pool where victims were drowned or dropped into a flooded pit to summon a water elemental
63 Crystal coffins where vampire agents sleep. One magic coffin turns a human like being into a vampire under a full moon if they make a saving throw. If they fail they just die and sose their soul
64 A hundred small apartments stacked up ten stories around inside of giant pit open to sky. Slaves lived here and their humble poor belongings and signs of a battle remain
65 A huge ceiling with hexagonal tubes in stone walls where sacrifices are fed to giant worms that grew into giant bugs for all kinds of purposes
66 A funerary temple in a great pit of ravenous worms. A walkway connects it to rest of the room floor. Inside a dozen cultist sons of kyusss await to be set on the world as revenge. Intruders awaken them but a lone quiet person might manipulate their control altar to awaken or destroy them
67 A great dark black pool full of eel swarms or venomous snakes, on a platform in the pool is a relic and a anti magic shell
68 The floor has hundreds of sarcophagi lids, if disturbed by outsiders or without prayers to them awakens mummies of the builder alien race
69 Four huge pits with wheels turned by slave shoggoths, the room is well lit
70 Chamber with huge occult sigil of the outsider gods. If entered summon d4 1=shadow daemon 2=beholder 3=petty outsider god 4=alien time travellers
71 Fountain several stories too of crude rocks with a magic spring d4 1=blood 2=shadow ichor to sate hungry undead 3=slime 4=mutagen 5=healing 6=unholy water
72 Large round room with conical pit, the bottom tapers into a sphere of anihilation used for garbage or destroying things forever
73 Hall of mirrors that show dreams of random peoples across the world. Looking at them is mesmerising save to resist charm. Experienced users can explore a individual dreamers mind
74 High ceiling all lined with gigantic relief carvings of outsiders and their minions
75 Worn down sacrificial altar and cracked megaliths shattered by some attack aeons ago
76 Golem factory with clay moulds with varied head designs. A altar and slab next to a crystal coffin transfer the soul of a slave into a clay figurine to be an immortal obediant servant
77 Burned corpses of alien outsiders who built this place in chamber open to sky, some massacre aeons ago didn't have enough fuel to burn a hundred of them all into ash
78 Dozens of control altars studded with gem controls, crystal screens on walls show views outside the city if controls operated properly. With time they might unlock a few interior viewing crystals
79 Pit full of beast headed mummies a dumped here long ago. Some have bejewelled decorations. If pit entered some mummies awaken to kill intruders
80 Room with control altars with slots for cystals in them. The wall have other colourd crystals if inserted a crystal screen lowers from ceiling and
81 Area seems to have high pressure, save or noseblled and sore ears. if a turn is spent in here say examining outsider silver runes in the stone, spirits from beyond began to manifest forms starting with things resembling deep sea fish made of darkness. one a roundfor a turn 1 HD, the next turn a void demon per round appears
82 Chamber is supernaturally cold with a large frozen slab in the middle, several frost salamanders live in a ice cave inside. Frozen bodies of ancient creatures are in blocks of ice
83 Monolithic gateway
84 A series of huge silver tuning forks around room, if any struck all vibrate causing all in chamber save or get a blood nose while things from beyond become visible. The chime lasts 2d4 rounds but after a d4 rounds the swimming alien beings from beyond attack, a d6 1hd att d6 bite creatures per round come through until tuning forks stop when they vanish
85 Titanic fossilised kaiju monster, a city destroyer petrified as a form of storage for a future was with the gods. A control altar in in a niche to monitor it and possibly revive it. Signs cultists have been here taking rubbings of wall glyphs
86 Hexagonal patterned dome ceiling, panels have moving coloured lights that are disturbing to look at. 1in6 times cultists are here staring at the ceiling in hope of triggering visions. Some of them look starved and some are drooling
87 Banks of crystal coffins for draining souls and making wights, the drained life force is channelled into a statue of a outer god who devours the souls over millions of years
88 Huge pools of glowing fluid with brain squid swimming within, telepathic brains cry out to be left alone and increasingly build collective psionic power to attack with telekinesis and
89 Chamber walls are flesh with veins and tuxtured skin, pulsing organs are visible through skin. Slime filled pits grow various monsters and servitor races. Placing a sample specimen creature in pool and letting it digest lets you grow a servitor copy obedient to the outer ones. Operating a living console altar can grow other beings if you know how but most are hostile
90 Huge room with piles of treasure and chests actually all cult mimics
91 A museum with plinths each occupied one has a spotlight from above on it. The occupied plinths have various strange relics many cursed and most unfathomable. Many perform magic at some cost like HP or attribute points or levels
92 Iron golem 30 foot tall with beast head stands in middle of room. A step ladder goes up to a door in golems back to access a chair and controls. Rusted and broken golems and step ladders are scattered about but only one remains functional. Golem scrap might be useful also for magic
93 Horribly mutilated corpses of cultists killed by some unsympathetic minion of the void. Remains of their camp, spell books and magic items
94 Undead adventurer wights guard a strange alien relic plus their own mortal magic items
95 Room full of pearls actually the remains of souls excreted by gods after aeons of digestion. the pearls have a evil taint make anyone wearing or carrying them sad or sob with a failed save
96 Boulders with moulded racks for weapons including minor magical swords, axes, maces and spears all made from magic stone as hard as steel, once a turn searching you might find a better magic weapon with a +1
97 Telepathy lobsters, connect nippers to your ears and they telepathically translate and allow you to talk to other telepaths, the creatures swim in a pool and require hour a day in salt water and food. The dwell in brine pools by huge salt crystals
98 Ornithopter made from dead animal parts sewn into a hybrid monstrosity standing in its landing circle, hole in high ceiling allows it to exit and enter
99 Serpent folk ray staff 3d6 charge crystal, shoots fiery ray 2d8 damage 6 range
100 A huge broken apparatus here for some great magical effect requiring burning gems and sacrificing humans, its vessels are shattered, its scaffolding burned
One option is when inside there are a d6 doors. Every time you enter a door you go to a random chamber and and door after a turn goes to a different room. Possible some rooms are trap rooms with a single one way door inside. Obviously maps are useless.
Will be more of this stuff...
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Thursday, 7 March 2019
Beyond Exilon

These places are distant trading partners slightly too far away to war with but influential. They might be visited or mentioned. Assuran is at war with bloody aztec like jungle empires to the east. Also it is possible players could come from these lands or went to a war there.
Serpent Isle
a former central hub of the monster Empire and a important sea trade city for their occupation of the world when sea levels were higher and the north less frozen. Now only a small island remains as it was since humans, humanoids and demihumans destroyed the monster empire. Shadelport a great ruined city has attracted pirates to re settle it and who knows if anything will come of this mostly ruined city. Sea Travel away from the coast is risky limiting contact with this land. Monster Island off the coast is a magically preserved remnant of the Monster Empire where humans would never voluntarily go. Many colony ships have gone there but little contact returns due to poor sea navigation for humnans.
In a future age it is renamed Exile Island and the city Shadelport is a world famous haven for pirates and adventurers. Under the rule of a mysterious masked immortal Barron.
Encounters
1 Pirates out exploring
2 Escaped slaves from monster territories 3d6
3 Elven warriors 2d6
4 Dwarvern warband 2d6
5 One eyed cyclops orc tribal hunters 2d6
6 Giant hunting for snacks
7 Troll band hunting d4
8 Serpent man wizard with lizard man minions
9 Settlers searching for new home to colonise
10 Barbarian tribe hunting wizards and monsters
11 Adventurer band looking to loot something
12 Tribal natives looking for colonists to drive away
Hex Content d4+2 per hex
1 Dungeon entrance
2 Ruined temple
3 Ruined tower
4 Ruined manour house
5 Ancient grave yard
6 Huts with tribal villagers 12-25 pop
7 Colony of villagers 26-50 pop
8 Barbarian Tribal village 26-50 pop
9 Demihuman village 12-25 pop
10 Humanoid village 26-50 pop
11 Huge cave entrance
12 Monster lair d4 1=chimera 2=dragon 3=demon 4=giant
Lizard Kings
Civilized lizard folk with many kingdoms and great cities. They split from the serpents and dragons and survived the end of the monster age. They are a proud civilized people. They have domestic dinosaurs and worship a few naga and dragons still in the country areas still. Most worship a reptilian dynasty of gods similar to the human ones. Tribal varieties vary much in skin colour and skull shape. Some have dorsal crests and horns or frill necks. These features speak volumes to lizard folk about ancestry and homeland. They often war with humans
d12 Encounters
1 Lizard folk farmers
2 Lizard folk herders with dinosaurs
3 Lizard folk warband with dinosaur pulled chariot
4 Lizard fork priests carrying statue to another temple
5 Wild dinosaurs on the prowl
6 Human thralls working on a road or monument
7 Merchants from other kingdom
8 Giant snake
9 Giant lizards
10 Serpent folk wizard on palanquin with lizard folk slaves
11 Dragon flies past
12 Hungry wyverns attack d3
Hex Content d4+2 per hex
1 Ancient stone monolith
2 Ancient ruins
3 Sinkhole into underground world
4 Huge cavern entrance
5 Reptile folk village 26-50 pop
6 Reptile folk town 150-500 pop
7 Reptile folk city pop 1-2 thousand with own king
8 Great holy monument complex 500-1000 pop
9 Huge remains of gargantuan creature
10 Vast swamp teeming with dinosaurs
11 Serpant folk wizard tower
12 Monster lair d4 1=Naga 2=Dragon 3=reptilian demon 4=gargantua reptile sleeping
In a future age it is renamed Exile Island and the city Shadelport is a world famous haven for pirates and adventurers. Under the rule of a mysterious masked immortal Barron.
Encounters
1 Pirates out exploring
2 Escaped slaves from monster territories 3d6
3 Elven warriors 2d6
4 Dwarvern warband 2d6
5 One eyed cyclops orc tribal hunters 2d6
6 Giant hunting for snacks
7 Troll band hunting d4
8 Serpent man wizard with lizard man minions
9 Settlers searching for new home to colonise
10 Barbarian tribe hunting wizards and monsters
11 Adventurer band looking to loot something
12 Tribal natives looking for colonists to drive away
Hex Content d4+2 per hex
1 Dungeon entrance
2 Ruined temple
3 Ruined tower
4 Ruined manour house
5 Ancient grave yard
6 Huts with tribal villagers 12-25 pop
7 Colony of villagers 26-50 pop
8 Barbarian Tribal village 26-50 pop
9 Demihuman village 12-25 pop
10 Humanoid village 26-50 pop
11 Huge cave entrance
12 Monster lair d4 1=chimera 2=dragon 3=demon 4=giant
Lizard Kings
Civilized lizard folk with many kingdoms and great cities. They split from the serpents and dragons and survived the end of the monster age. They are a proud civilized people. They have domestic dinosaurs and worship a few naga and dragons still in the country areas still. Most worship a reptilian dynasty of gods similar to the human ones. Tribal varieties vary much in skin colour and skull shape. Some have dorsal crests and horns or frill necks. These features speak volumes to lizard folk about ancestry and homeland. They often war with humans
d12 Encounters
1 Lizard folk farmers
2 Lizard folk herders with dinosaurs
3 Lizard folk warband with dinosaur pulled chariot
4 Lizard fork priests carrying statue to another temple
5 Wild dinosaurs on the prowl
6 Human thralls working on a road or monument
7 Merchants from other kingdom
8 Giant snake
9 Giant lizards
10 Serpent folk wizard on palanquin with lizard folk slaves
11 Dragon flies past
12 Hungry wyverns attack d3
Hex Content d4+2 per hex
1 Ancient stone monolith
2 Ancient ruins
3 Sinkhole into underground world
4 Huge cavern entrance
5 Reptile folk village 26-50 pop
6 Reptile folk town 150-500 pop
7 Reptile folk city pop 1-2 thousand with own king
8 Great holy monument complex 500-1000 pop
9 Huge remains of gargantuan creature
10 Vast swamp teeming with dinosaurs
11 Serpant folk wizard tower
12 Monster lair d4 1=Naga 2=Dragon 3=reptilian demon 4=gargantua reptile sleeping
Assuran Empire
A conquering empire that has reached its limits. Famously cruel and many say it's common gods are actually devils in disguise pretending to be the common gods. Their state deity might well be a form of Asmodeus. They war with several jungle empires of bloody chaos cults to the east and wasteland barbarians. Highly efficient war machine and engineering of their empire have kept them strong. Their legendary cruelty has them surrounded by enemies.
d12 Encounters
1 Marching infantry off to war
2 Marching infantry leading slaves, cattle and treasure to the king
3 Chariot of noble with skirmishers and guards
4 Chariot of noble hunters chasing wolves or lions or auroch
5 Devil cultist out on the prowl in hooded robes
6 Witch looking to create trouble
7 Priests performing sacrifice with war prisoners
8 Slaves on public works whipped by soldiers
9 Peasants hard at work
10 Merchants off to market
11 Imp causing mischief
12 Devil causing mischief
Hex Content d4+2 per hex
1 Crossroads small village population 12-25
2 Medeum village population 26-50
3 Large village population 51-150
4 Shrine 1in4 with attendant
5 Military outpost like tower or stockade 1in4 abandoned
6 Nobles estate population 100 1in4 abandoned
7 Temple estate population 100 1in4 abandoned
8 Ancient ruins exposed
9 Ancient stone monuments
10 Huge stone monument to the empire
11 Famous monster lair such as d4 1=Sphynx 2=shedu 3=dragon 4=demon
12 Tribal seasonal camp site 1in6 occupied currently
A conquering empire that has reached its limits. Famously cruel and many say it's common gods are actually devils in disguise pretending to be the common gods. Their state deity might well be a form of Asmodeus. They war with several jungle empires of bloody chaos cults to the east and wasteland barbarians. Highly efficient war machine and engineering of their empire have kept them strong. Their legendary cruelty has them surrounded by enemies.
d12 Encounters
1 Marching infantry off to war
2 Marching infantry leading slaves, cattle and treasure to the king
3 Chariot of noble with skirmishers and guards
4 Chariot of noble hunters chasing wolves or lions or auroch
5 Devil cultist out on the prowl in hooded robes
6 Witch looking to create trouble
7 Priests performing sacrifice with war prisoners
8 Slaves on public works whipped by soldiers
9 Peasants hard at work
10 Merchants off to market
11 Imp causing mischief
12 Devil causing mischief
Hex Content d4+2 per hex
1 Crossroads small village population 12-25
2 Medeum village population 26-50
3 Large village population 51-150
4 Shrine 1in4 with attendant
5 Military outpost like tower or stockade 1in4 abandoned
6 Nobles estate population 100 1in4 abandoned
7 Temple estate population 100 1in4 abandoned
8 Ancient ruins exposed
9 Ancient stone monuments
10 Huge stone monument to the empire
11 Famous monster lair such as d4 1=Sphynx 2=shedu 3=dragon 4=demon
12 Tribal seasonal camp site 1in6 occupied currently
Faerie Wilds
Elfland full of magical beings, humanoids and demihumans and forbidden to humans. The faerie king and queen of the region are gods who's personas and ambitions vary with the seasons. Humans mostly keep away and the forest has been expanding for generations. Smaller isolated pockets exist and faerie folk have magical roads connecting them as if their land was contingent.
d12 Encounters
1 Werewolves
2 Goblinoid tribe 1=kobold 2=goblin 3=hobgoblin 4=bugbear
3 Satyrs
4 Centaurs
5 Demihuman merchant 1=gnome 2=dwarf 3=halfling 4=elf
6 Elven warriors
7 Giant Animals
8 Tree folk
9 Tree or animal spirit folk
10 Dryad or nymph
11 Faerie party
12 Woodland petty deity
Hex Content d4+2 per hex
1 Colossal tree with houses inside
2 Dryad grove with multiple dryads, their pets and enthralled lovers
3 Tree fortress
4 Monoliths
5 Ancient haunted tombs
6 Faerie village
7 Elf Village
8 Faerie rings able to be used as gates to faerie land
9 Small sylvan humanoids in quaint cottages 25pop
10 Cavern entrance to the underland
11 Place of natural beauty
12 Powerful fairy home
d12 Encounters
1 Werewolves
2 Goblinoid tribe 1=kobold 2=goblin 3=hobgoblin 4=bugbear
3 Satyrs
4 Centaurs
5 Demihuman merchant 1=gnome 2=dwarf 3=halfling 4=elf
6 Elven warriors
7 Giant Animals
8 Tree folk
9 Tree or animal spirit folk
10 Dryad or nymph
11 Faerie party
12 Woodland petty deity
Hex Content d4+2 per hex
1 Colossal tree with houses inside
2 Dryad grove with multiple dryads, their pets and enthralled lovers
3 Tree fortress
4 Monoliths
5 Ancient haunted tombs
6 Faerie village
7 Elf Village
8 Faerie rings able to be used as gates to faerie land
9 Small sylvan humanoids in quaint cottages 25pop
10 Cavern entrance to the underland
11 Place of natural beauty
12 Powerful fairy home
The Arcane Empire
First great empire that developed the common language, weights and measures. Wizards thrive here and serve in the army for part of their lives to pay for their state schooling. They are great merchants scholars and archers. They are great merchants with slaves from across the world speaking their common tongue. Their greatest city scrapes the heavens and some gods are displeased by mortal arrogance.
d12 Encounters
1 Wizard with apprentices
2 Chariot pulled by magical being or summoned creature
3 Army on the march to fight barbarians
4 Merchants with exotic slaves for sail
5 Merchant with strange animals or monsters for sale
6 Demi human traders visiting
7 Villagers bringing food to city
8 Lions or auroch
9 Giant scorpion
10 Sphynx asks riddles and eats losers
11 Manticore eating travellers
12 Elemental
Hex Content d4+2 per hex
1 Crossroads small village population 12-25
2 Medeum village population 26-50
3 Large village population 51-150
4 Shrine 1in4 with attendant
5 Military outpost like tower or stockade
6 Nobles estate population 100
7 Temple estate population 100
8 Ancient ruins exposed
9 Ancient stone monuments
10 Huge stone monument to the empire
11 Wizards tower
12 Alchhemical refinery
The Belloron Empire
Their great cities are full of temples and ziggurats are famous for piety and holy festivals. Their priest kings are holy people and the descendants of the gods. They were founded by a hero king monster slayer who gained divinity from the gods for destroying a cosmic monster. To this day they use many exotic breed monsters subserviant to the gods as beast cults.
d12 Encounters
1 Priests marching on processional route with statue of a god
2 Pilgrims touring the empires holy places
3 Templar warriors of various religions on the march with pet monsters
4 Priests collecting tithes of the gods with escort troops
5 Crusaders off to fight a holy war
6 Monks or nuns with holy relic
7 Returning hero being praised by commoners
8 Commoners off to visit the temple
9 Beast folk cultists serving the empire
10 Griffons, Sphynx or lamia block road hungry for flesh
11 Cherubim or good minor spirit make apearance
12 Archon or Shedu or angel or djinn come to reward the good with gifts (gifts only work for lawful good beings)
Hex Content d4+2 per hex
1 Crossroads small village population 12-25 pop
2 Medeum village population 26-50 pop
3 Large village population 51-150 pop
4 Shrine 1in4 with attendant
5 Military outpost like tower or stockade
6 Nobles estate population 100 pop
7 Temple estate population 100 pop
8 Ancient ruins exposed
9 Ancient stone monuments
10 Huge stone monument to the empire
11 Huge temple or ziggurat estate with 1000 pop
12 Pilgrim attraction where holy miracle took place and left a sign
Necromancer Kings
Kingdoms ruled by ancient liches and immortal necromancers in the north. Villages are a parody human ones with undead farmers working with their undead animals. Many living serve too dreaming of being made into superior undead. While to the south a new heretical school of flesh carnomancy magic has taken hold from the world of Xor. Now necromancers fight each other. The flesh wizards seek to use living matter as tools. The Death templars nearby as comparison were more theocratic while the necromancer kings were wizards.
Encounters
1 Zombies wandering in dust storm
2 Skeletons burst from ancient rubble
3 Wight knight or bone golem with 2d4 zombie soldiers
4 Fast zombies
5 Ghouls
6 Spectral Minions or shadow from ancient battle
7 Undead templar warriors
8 Templar warrior cultists led by priest
9 Mounted undead templars on zombie horses
10 Skeleton Wizard with 2d6 skeleton soldiers
11 Necromancer, d4 students and 2d6 bodyguards
12 Jackal men mercenaries
Hex Content d3 per hex
1 Ancient stone monument
2 Ruined city
3 Ruined temple
4 Ruined keep
5 Ruined manour house
6 Ancient grave yard
7 Wizard tower
8 Ghoul infested graveyard
9 Ancient barrow mound tomb
10 Village of undead
11 Mousoleum complex
12 Pit of bones

d12 Encounters
1 Priests marching on processional route with statue of a god
2 Pilgrims touring the empires holy places
3 Templar warriors of various religions on the march with pet monsters
4 Priests collecting tithes of the gods with escort troops
5 Crusaders off to fight a holy war
6 Monks or nuns with holy relic
7 Returning hero being praised by commoners
8 Commoners off to visit the temple
9 Beast folk cultists serving the empire
10 Griffons, Sphynx or lamia block road hungry for flesh
11 Cherubim or good minor spirit make apearance
12 Archon or Shedu or angel or djinn come to reward the good with gifts (gifts only work for lawful good beings)
Hex Content d4+2 per hex
1 Crossroads small village population 12-25 pop
2 Medeum village population 26-50 pop
3 Large village population 51-150 pop
4 Shrine 1in4 with attendant
5 Military outpost like tower or stockade
6 Nobles estate population 100 pop
7 Temple estate population 100 pop
8 Ancient ruins exposed
9 Ancient stone monuments
10 Huge stone monument to the empire
11 Huge temple or ziggurat estate with 1000 pop
12 Pilgrim attraction where holy miracle took place and left a sign
Necromancer Kings
Kingdoms ruled by ancient liches and immortal necromancers in the north. Villages are a parody human ones with undead farmers working with their undead animals. Many living serve too dreaming of being made into superior undead. While to the south a new heretical school of flesh carnomancy magic has taken hold from the world of Xor. Now necromancers fight each other. The flesh wizards seek to use living matter as tools. The Death templars nearby as comparison were more theocratic while the necromancer kings were wizards.
Encounters
1 Zombies wandering in dust storm
2 Skeletons burst from ancient rubble
3 Wight knight or bone golem with 2d4 zombie soldiers
4 Fast zombies
5 Ghouls
6 Spectral Minions or shadow from ancient battle
7 Undead templar warriors
8 Templar warrior cultists led by priest
9 Mounted undead templars on zombie horses
10 Skeleton Wizard with 2d6 skeleton soldiers
11 Necromancer, d4 students and 2d6 bodyguards
12 Jackal men mercenaries
Hex Content d3 per hex
1 Ancient stone monument
2 Ruined city
3 Ruined temple
4 Ruined keep
5 Ruined manour house
6 Ancient grave yard
7 Wizard tower
8 Ghoul infested graveyard
9 Ancient barrow mound tomb
10 Village of undead
11 Mousoleum complex
12 Pit of bones

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