All geographic features on this map are Warm unless otherwise noted.
Alderock, River (Calm Aquatic): This narrow, deep river flows from the Adderwood into the Estuary of Roglaroon. Periodically, gold is found in the shallows, triggering gold rushes every few years.
Archlin Stream (Calm Aquatic): Tributary from the River Hagrost. Watering area for hill wildlife. Encounters: badgers, deer
Adderwood (Dense Forest): Twisting trees and vines with a life of their own gave this place its name. Encounters: Carnivorous plants
Barzanit, Falls of (Stormy Aquatic, Perilous): Majestic falls
where the River Wakeful plummets from the heights of Lanshan Cap, the
falls are visible in the distance to those on the Crossings of
Ricaridge, but are not easily accessible.
Battleplain Gwalion (Battlefield, EL 8): Legendary site of barbarian and nomad wars. The ground is fertile from spilled blood and contains the remains of many dead. Encounters: ghosts, skeletons
Bendigroth, Plateau of (Grasslands): The
Plateau of Bendigroth is a hundred-mile-wide swath of grassy
steppes only sparsely interrupted by small copses of wind-stunted trees.
It is ideal country for cavalry and horsed nomads, and is widely
renowned for the availability of expert horsemen as light cavalry
mercenaries. Many battles have been fought on these plains, as hordes of
Tharbrian nomads have periodically swept down from the northwest.
These plains provide a source of flint for the villagers of
Havocia. Minotaur and wereboars are dangers for the local villagers. A
certain region of Bendigroth is known as the Plain of Skulls, since one
cannot walk for ten paces in any direction without encountering human
bones, as a result of a horrific battle between invading Tharbrians and
the forces of the World Emperor at Viridistan. At the eastern end of
the plan are row upon row of skulls, human and otherwise, all facing
east. It is said that they form a part of some religious ritual. Encounters: skeletons, specters, wraiths, witches
Brezal Isle: Just
north of Croy is the Skandik island Brezal Isle and its capital city,
Armagh. The king of Brezal is believed to be a tributary king under the
rule of the Skandik Warlord, Alkazed, at Ossary. Sailors tell dark
tales of the great sea monsters that swim near Brezal Isle. It is said
that the island is the peak of a sunken mountain range, submerged during
a battle between sea mages countless ages ago. The ruins of many
buildings, walls and even entire towns have been found underwater
Briskly, River (Calm Aquatic): Connects Council Lake with the Witches’ Court Marshes. Many fish reside in the area around Council Lake.
Brushwood (Medium Forest): Light
forest east of Modron, the wood here is highly prized for its
flexibility and strength. Bows made from the wood here are always in
Encounters: foresters, goblins, hunters, poachers, wood elves
Brytalin Stream (Calm Aquatic, Busy): This branch of the Estuary of the Roglaroon is a shallow stream terminating in the low hills.
Buckol, River (Calm Aquatic): This slow, shallow river that feeds several bogs and fens.
Buskin Wood (Medium Forest): Hardwood forest on the northern tip of the Romillion Sea. Encounters: fey, hill giants, halflings, hunters.
Cairns, Plains of (Grasslands, EL 6): Along
the plains of Cairns run many wild horses. They are herded andtraded in
the nearby villages and attract predators. Theplain is dotted with the
tombs of ancient warriors, including spirit-haunted cairns of the
ancient Orichalans who occupied this area ages ago during their Dragon
Empire. Encounters: ghosts, wights, undead of all types
Caravan Crossing (Calm Aquatic, Busy): Traditional area of caravans crossing from the City State to southern areas. Well patrolled, piracy is rare here.
Carrion Abyss (Forbidding Mountains, Giant): A
grand crevasse that houses many buzzards and carrion birds. Its depths
hold various dangerous predators and scavengers. All intelligent
creatures and beasts shun the place. A coven of Carrion Druids has built
a foul citadel in its depths. Encounters: carrion crawlers, otyughs, stirges, evil Carrion Druids
Cloudwall Mountains (Forbidding Mountains, high peak; some Giant): The
high peaks of these mountains are often shrouded in the clouds. Steam
boils out from fissures in low areas causing the mountain to be in
perpetual fog. Encounters: kobolds, perytons, steam mephitis
Conqueror’s River (Calm Aquatic, Busy): Running from
the Mountains west of Tain, the Conqueror’s River empties into the
Estuary of the Roglaroon near the City State. Its name comes from the
fact that armies always used the ford to cross as it is a natural path
Council Lake (Calm Aquatic): Nomads (mostly Tharbrians) from the various plains travel here yearly to trade goods and celebrate springtime. The forests around the lake, however, are quite dangerous. Encounters: bandits, barbarians, goblins
Croy (City State): The
isle of Croy sits just east of the Mouth of the Roglaroon and contains
the Skandik kingdom of Croy, which is not aligned with the warlike
Skandiks at Ossary. The isle of Croy contains an ancient shrine to Odin
(known as “Wotan” to the Skandiks). It is said that the shrine contains a
huge oak, a seedling from the divine World Tree, and that the oracle of
the shrine is very wise.
Darkling Woods (Dense Forest, EL 12): Haunted woodlands,
full of many magical plants and animals that can be used by wizards as
spell components. Normally avoided by all except the nomads who travel
to Council Lake. As All Hallows’ Eve draws near, many witches traveling
to the annual ritual in the Witches’ Court Marshes stop for several
weeks in this wood to harvest the plentiful mandrake root and other
herbs and creatures that are usable as spell components or potion
Deadroot Marsh (Swamp): Large boggy area; black lotus can be found in the deepest bogs. Encounters: giant frogs, giant leeches
Dearthwood (Dense Forest, portions are Giant; EL 12): Dearthwood
is a vast and dense forest to the north and east of the City State. It
is home to the Wild Orcs of the Purple Claw. The wild orcs worship a
four-armed blood goddess and, until recently, were led by an Amazon
queen. Fourteen years ago, the orcs challenged to cut of all supplies to
the city and were finally beaten back when the city established a
redoubt across the river. Although the redoubt guards were slain to a
man, the queen of the wild orcs was killed, and the orcs retired to
crown her daughter. Since then, the Overlord has successfully appealed
to the druids to protect his woodsmen brave enough to live adjacent
to Dearthwood. No one has located the orcs’ stronghold, although many
expeditions have been lost attempting it. The Overlord has posted a
reward for the slaughter of the orcs and has staffed many surrounding
strongholds to lead
forays into the wood against the orcs. The wood is also occupied by many druids and the hardy Dunael wood folk, who are noted rangers. Encounters: deer, elk, mountain lion, smilodons, orcs, orcs and more orcs
Demon Tongue: Thirteen
miles northeast of Thunderhold, the Rorystone Road turns east to an
area of abandoned mineshafts. The area gets its name from the switchback
Desolate Swamp (Swamp, EL 10): This
swampy marshland is between two sets of highlands. Few travelers
venture near the swamp because of rumors of a hideous hag and numerous
trolls. Encounters: giant insects, hydrae, snakes (vipers), trolls
Devil Whip Rapids (Stormy Aquatic): The
winding and switchback stream is a constant rapid for nearly 10
miles. Villagers from the Howling Hills come here to test the waters.
Difring, River (Rough Aquatic): Fast moving river that branches off from the Modron River into the hills west of Tegel.
Elvenstar, River (Calm Aquatic): Fed by the hills between the Grimlon plains and the Grimlon Outlands, this river flows all the way into the Romillion Sea.
Emperor’s Way: One
of the marvels of Viridian engineering, the Emperor’s Way is a wide
road that winds through the mountains from Rathold Valley to the
lowlands north of Catalan. The road is well-patrolled by Viridian
Eorlbane, River (Calm Aquatic): A branch of the Conqueror’s River, Eorlbane serves as the northern border of the Troll Fens. River trolls live along its banks.
Erlag, River (Calm Aquatic): Along with its sister river, the Fairgem, this waterway circles a large stand of mighty oaks. Treants live in the forest.
Ered Cantref (Forbidding Mountains, high peak): Known
for its abundant outcroppings of fine marble. The only means of
traversing this high range is Twinhorn Pass. Lanshen Cap rises to a
height of 17,000 feet. Encounters: giant eagles, storm giants
Ered Losthain (Rugged Mountains, low peak/high pass): Mountains
east of the Old South Road. Many copper mines have been found in this
area. The northern reaches of this range span from the Dearthwood near
the City State all the way south to the mid Altanis region. Griffons
nest in the area near the Wellnigh fields.
Fairgem, River (Calm Aquatic): This river travels from the hills east of Redcliffe south to the Selgat Haven.
Fatherhorn Mountain (Rugged Mountains, low peak/ high pass): Great dragons have been sighted near the summit of this great peak.
Fiery Scarp (Forbidding Mountains, high peak): This high
and impressive peak is known to be volcanically active, and has erupted
several times over the years, showering surrounding lands with ash.
Gasconfold Plain (Grasslands): Nestled to the northeast of Modron, this plain is the home of wild horses and ponies.
Gilring, River (Calm Aquatic): Slow but powerful river drawing from the Estuary of Roglaroon.
Gnarith, River (Rough Aquatic): A
rough, fast-flowing river that passes through the rugged country
around Castle Gaurdhrakh before joining the River Briskly to the south.
Goodholm Haven (Calm Aquatic, Perilous): A shallow bay, noted for its numerous sandbars and hazardous navigation.
Gorbad Stream (Calm Aquatic): Muddy waterway with beds of shellfish near the mouth of the stream.
Graven Hollows (Gentle Hills, EL 7): Low hills containing the ancient burial cairns of the southern barbarians. Riches and doom abound. Encounters: undead of all sorts
Green Gate Passing (Dense Forest): Thick,
ancient coniferous woods grow close amid tangled undergrowth.
Creatures from the Mermist Marshes are sometimes found here, as
are hunters and woodcutters from Dearthmead and Goodhap.
Grimlon Outlands (Moor): Desolate basin north of the Grimlon Plains. It is mostly uninhabited rocky terrain. Encounters: basilisks, perytons
Grimalon Plains (Grasslands): Verdant
grasslands west of the Romillion Sea’s northern tip. It is home of
several tribes of Tharbrian nomads. Encounters: barbarians, dire wolves,
wild herd animals
Hagrost, River (Calm Aquatic, Busy, EL 8): Pirates whom
often raid the Estuary of Roglaroon base here in the village of
Wormingford. This river joins the River Gilring and thereafter the
Estuary of Roglaroon to form the Caravan Crossing River that leads
downstream to the City State of the Invincible Overlord. Fish are
plentiful in the river and the woods that surround its northern bank are
Harridrim Cap (Forbidding Mountains, high peak): Very
high mountain, the top of which looks like a crooked wizard’s hat.
Rumors tell that caves in the region hide the long-abandoned dwelling
place of a cabal of ancient wizards.
Herald Peak (Forbidding Mountains, high peak): The highest peak visible from the City State.
Hetflas Dunes (Gentle Hills): Gentle hills east of the Cloudwalls. Cave entrances lead to underground caverns. Encounters: goblins, ogres
Hodar Rapids (Stormy Aquatic, EL8): Wickedly churning waters are what give this mouth of the River Syfwitch its name.
Howling Hills (Rugged Hills, EL 9): Fierce predators prey upon unsuspecting travelers and villagers. Encounters: dire wolves, trolls, werewolves
Inflow, River (Calm Aquatic): A muddy shallow river.
Keystone Peak (Forbidding Mountains, high peak): Westernmost
peak in the Cloudwall Mountains. Rumors say an item knows as the
“Keystone” controls all the dimensional portals in the Wilderlands is
hidden around or beneath the mountain. Encounters: giant eagles, outsiders of various sorts
Kirmier Stream (Calm Aquatic): A branch of the river Twiling, the Kirmir flows deep into the Graven Hollows burial grounds. Encounters: lacedon (ghouls)
Lanshan Cap (Forbidding Mountains, high peak):
Longship Havens (Calm Aquatic, Busy): Inflow
from the Winedark Sea. Shallow coastal waters make for easy navigation.
The area is used by the Skandiks to build their longships and the seas
surrounding the area are constantly patrolled. Encounters: barbarians.
Majestic Fastness: The
Majestic Fastness is a vast underground complex that is the ancestral
home of the dwarves who now occupy Thunderhold. They were driven out of
their halls 400 years ago by the great red dragon, Analegorn, and his
young who now rule over the dark domain. Analegorn has called to him
hordes of evil creatures that guard the hundreds of miles of corridors
and deeps of the Fastness and do his will. In addition to being the
fiercest dragon living, it is rumored that Analegorn is also a wizard
equal to the most powerful archmage. The dwarves of Thunderhold are said
to be planning a strike against him to regain their ancestral home.
Majestic Mountains (Forbidding Mountains, high peak, EL 15): The
Dwarves of Thunderhold originated at the Majestic Fastness, deep in the
Majestic Mountains. However, they were routed by the Dragon, Analegorn
and its three young who dominate the mountains to this day. The sides of
the mountains, once lush with alpine meadows, still bear the scorching
of the assault by the dragons over 400 years ago. Analegorn has not
emerged since, but his young can often be seen circling the mountaintops
and raiding the local area. Surprisingly, the dragons have not yet led
an attack against Thunderhold.
Marling Stream (Calm Aquatic): Fed by the Witches’ Court Marshes, the Marling Stream is a grey, lonely river that flows slowly to join the River Briskly.
Merrilin Stream (Calm Aquatic, Busy): Slow stream branching off the river Gilring. Fish are abundant, making fishing this stream quite easy. Encounters: scrag (aquatic trolls)
Mermist Marshes (Swamp): Located
southeast of the City State, there are many rumors of merfolk
associated with this swamp. In the past, the Mermist Swamp was home to
refugees from war. Those refugees came to worship a deity called The
Toad, the God of the Mermist Swamp. His worship has not spread much past
the swamp, but there is a temple to him in the City State. Encounters: giant frogs, giant toads, giant slugs, debased fey
Modron, River (Calm Aquatic, Underwater, EL 8): Many
sea creatures prowl the deep waters around the city of Modron, sunken
ships litter the river bottom, and aquatic adventure abounds for those
brave enough to enter the River Modron and the Estuary of Roglaroon. The
mercity of Crespar lies under the water near the city. Encounters: mer-elves, sharks, lacedon (ghouls)
Moonraker Moorlands (Moor): These
moors are pocked with craters that resemble the surface of the moon in
some spots. The Moonraker Moorlands are home to the Moonraker Moor-Folk,
a strange bloodline of human believed to be descended from the
Orichalan Dragon Kings that once ruled the area where the City State now
Nazhorrow Woods (Dense Forest): A great stand of evergreens north of the River Stillring. Wood elves live in and around the woods. Encounters: elk, goblins, mountain lions, wood elves
Neuwag’s Neck (Rugged Mountains, low peak): The eastern branch of the Ered Losthain range. Giants live in this area.
Nimbus Tor (Rugged Mountains, high peak): The highest peak in the northern Majestic Mountains is often wreathed in dark clouds and illuminated by lightning.
North Mantle (Grasslands): The
flint fields of the Plateau of Bendigroth give way to a richer, loamy
soil. It is excellent for agriculture and supports many
nomadic Tharbrian tribes. Farther west, the North Mantle grows rougher
and more perilous (Viridistan). Encounters: nomads, wolves
Old South Road: The
only safe overland road south of the City State, this “Old Road” still
sees much use, and brigands and highwaymen steer clear of it for fear of
reprisal from the Overlord’s patrolling Throngs.
Phantom Peak (Forbidding Mountains, high peak): A semi-dormant
volcano, occasional bursts of steam released from far below give a
haunted, howling wail that can be heard for miles away.
Poreeh Wash (Swamp): Flood plain leading to the Deadroot marsh. Encounters: giant mosquitoes
Prydon Plain (Grasslands): Grasslands between the forests of northern Altanis and the Cloudwall Mountains. Encounters: dire wolves, wild horses
Quoth, Crossings of: Two
natural bridges connecting the Grimlon Outlands with the Stonefolk
Plain. The eastern crossing is the home of a two-headed troll that
lives under the bridge.
Rathold Valley (Grasslands): This
clearing on Emperor’s Way was a favored stopping place. It is very
level and quite free of debris. Encounters: mercenaries, merchants,
Ricaridge, Crossings of: Natural land bridges crossing the River Wakeful.
Rocky Rapids (Stormy Aquatic, EL 7): Winding through
the Majestic Mountains, the Rocky rapids are treacherous with half
submerged rocks and whirlpools all along its path.
Roglaroon, Estuary of the (Calm Aquatic, Busy, Underwater): This
great river runs some 120 miles from the City State all the way to the
sea. It is almost beach-like from the City State to Modron, where it
becomes much deeper. The estuary is patrolled by the sea
monster Maelstron, who is rumored to be aligned with the Overlord and to
aid him in hunting pirates. How this monstrous aid was gained is a
matter of debate and speculation.
Roglaroon, Mouth of the (Rough Aquatic, Busy): This
delta is the mouth of the main river feeding the City State. The river
is very deep and fast until it reaches Modron to the south, where it
Romillion Sea (Calm Aquatic): See Barbarian Altanis.
Rorystone Road: Cobblestone
is the main road that runs from the City State all the way to
Thunderhold. Patrols search for bandits living in the area that prey
on travelers and caravans.
Sabre Scarpe (Grasslands, EL 5): Called
such for the razor-like grass growing along the hills. Travelers
not taking precautions will take 1d6 slashing damage each turn of
Saddlebow Path: Well worn path from Warwik in the north to Seasteadholm in the south.
Severn, River (Calm Aquatic): This wide, slow river is one of the deepest in the world. The bottom of the river has never been reached in some sections.
Silverwood Valley (Grasslands): The
reflected sunlight from the woods to the northwest give this valley
a silvery hue. Many ponies and grassland horses live in this valley.
There are rumors of unicorns being seen in the valley. Encounters: birds with exceptionally bright plumage, fey, giant ants
Smokeweed Fens (Swamp): The leaves of plants in the deepest regions of this swamp fetch high prices for their hallucinogenic nature. Encounters: dire crocodiles
South Mantle (Grasslands): See Viridistan.
Steadfast Stream (Calm Aquatic): This small and shallow stream never seems to lose any of it water during the seasons.
Stilling, River (Calm Aquatic): This
river starts on the edge of the Nazharrow Woods and ends nearly upon
the Howling Hills. In some places river trolls lair near the
waters edge. Encounters: hunters, river trolls or scrag (aquatic trolls)
Stonecast Stream (Calm Aquatic): This slow meandering stream is a favorite spot for wildlife from the hill regions.
Stonefolk Plain (Rocky Desert): Desolate plain of stone and flint that is very inhospitable. A few tribes of nomads call this area home. Encounters: barbarians
Swarthlad Plain (Grasslands): Tribes of nomads call this place home. Some from as far away as Altanis make their way here. Encounters: barbarians, cavemen
Syfwitch, River (Calm Aquatic): The woods near this river hold many woodsmen, who have spoken of a “White Robed Witch” who patrols the river. Encounters: hunters, rangers, witches
Tharbrian Coast: The northern portion of the regionwas the landing site of many Tharbrian invasions, and retains its name to this day.
Thunder Crag (Forbidding Mountains, high peak, Giant): A looming peak that overlooks the Kingdom of the Dwarves. The mountain is often circled by black clouds.
Torn, River (Calm Aquatic): Reaching from the Winedark Sea to the hills fifty miles inland, the Torn is a deep and narrow river suitable for most ships
Troll Fens (Swamp, EL 10): Legend has it that the fens are home of a group of stone trolls. Encounters: crocodiles, giant frogs
Twilight Road: The northwestern overland route to the City State, Emperor’s Way turns into the Twilight Road as it skirts the Troll Fens.
Twiling, River (Calm Aquatic, Busy): A wide, busy river that flows from the heights south of Oakenbridge, ending at the Skandik shipworks near Ossary.
Twinhorn Pass (Forbidding Mountains, high peak, Giant): Two
massive, looming peaks guard what is the only safe passage through the
northern Cloudwalls. The Twinhorn Gate (2127) polices the pass and
charges a toll for travelers, though providing rest.
Wakeful, River (Calm Aquatic): Distilled
water from this river has a stimulant quality, and can keep an
imbiber awake for long periods of time. Highly addictive.
Wellnigh Fields (Grasslands): Grassy lowlands between the Fatherhorn Mountains and the Graven Hollows. This area is rich with wildlife. Encounters: coyotes, mastodons, giant sloths, smilodons
Werewood Crossing (Calm Aquatic): Tales of werewolves roaming these lands have never been proven.
Wildwood (Dense Forest): Thick jungle at the southern edge of the Grimalon Plains.
Willowmead Valley (Grassland): Rich
grasslands north of Council Lake, home to nomadic centaurs and often
crossed by caravans heading to or from the settlements around
the Plateau of Bendigroth. The Grita Heathmen and the folk of Hindfell
are often found here, hunting antelope and bison.
Witches’ Court Marshes (Swamp, EL 12): The
Witches’ Court Marshes are a very special and dangerous place. This
is where all the evil witches of the world (except for eccentric, Secret
Order witches) gather on All Hallows’ Eve (the last day of the
fifteenth month according to the Commoner’s Calendar of the City State)
for a massive enclave that serves many purposes.These witches are some
4000 in number, and the power of evil that is concentrated in that one
spot that night is truly awesome. The site of the Witches’ Court is
protected all year around by the Kanak’raudak Dogorn (“Mystic
Mother/Guardian”), the leader and most powerful of all the evil witches
that congregate there. The Marmon Hags (see Viridistan) do not take
part, however. It is a nexus point between this world and Hell, making
the summoning of demons and devils by the Kanak’raudak Dogorn a very
easy thing. The current Kanak’raudak Dogorn is a witch named Mordridda
(Female Human LE Wit19/Thaumaturge 4; levitation cape, magic wand of
icicles, skull of withering, ring bearing the seal of the Kanak’raudak
Dogorn). Her main apprentices are Thungra (Female Human LE Wit17, snake
rod, spell weird), Karallna (Female Human LE Wit11), Zarbell (Female
Human LE Wit9), Dorkalla (Female Human LE Wit8) and Thornessa (Female
Human LE Wit7). She has a personal bodyguard of 8 glabrezu demons
(CR 13; hp 174).
Wizard’s Web Crossing (Dense Forest): A
tangle of massive evergreens spans the river Torn at this point.
Who built the crossing is unknown, though there is no doubt that the
great trees were woven together in this manner using great magic.
Wormshead Point (Rugged Mountains, low pass): High cliffs allowing a person to view Brezal Isle. Many sea birds nest in the cliff face.