MASSIVE COMMUNITY HEXCRAWL V 1.7 INTRODUCTION This hexcrawl is a collaborative community project. 42 different people helped bring a strange and dangerous region to life. All text and images are licensed under Creative Commons BY-NC-SA 4.0. You can edit and share any text and images in this document, provided you keep the original attributions, share it under this license, and don’t sell it. Factions Neutral - Black Kalawi Tribe - Purple Researchers - Green Rust Monks - Orange Protean Army - Blue Pallid Knights - White Landforms Badlands - Yellow Barren Fells - Dark Grey Bluffs - Light Grey Savannah - Green Wastes - Brown Everything in this document is a draft. Hexes take 6hrs to cross. They could be twenty miles of flat open ground or one mile of trackless wilderness. A faction is the group that owns the hex. Some areas are Neutral: nobody can control the region successfully. Factions can fight internally. Very little information in this hexcrawl is canonical or definitive. Guess and improvise. Invent new connections. Have fun! And watch out for the wurm. Hex Credits 8.3 - Annon #8107 3.8 - Angus Warman 3.2 - Anni - spectrumcourt.blogspot.com 1.7 - Ben Massey 7.9 - Bradley Carpenter 1.1 - Buzzclaw - buzzclaw.blogspot.com 3.4 - Captain Caveman cyborgsandsorcerers.blogspot.com 1.6, 1.9, 4.6, 4.8, 5.4, 6.2, 6.4, 8.8 - Christopher Audette 2.6, 4.4, 6.7, 7.2 - Chris Paul 1.10, 2.7 - Clemensas152 8.10 - Dan D. - throneofsalt.blogspot.com 6.3 - Daniel MacPhee 2.2 - David Schirduan - www.technicalgrimoire.com 2.5 - Dehumanizer - factsnfables.blogspot.com 4.3, 5.8, 5.10 - Dmitry Gerasimov 5.6 - Grant 3.1 - Goblinist mappingthegoblincaves.blogspot.com 8.1 - G. R. Michael - as-they-must.blogspot.com 3.9 - Harrison Swift 3.6 - Jake Bruce 5.5, 5.7 - James Taylor 3.5 - Jim - d66kobolds.blogspot.com 8.9 - lovelyzoo 5.1 - Marten 2.8, 2.10, 5.3, 5.9 - Mihovil Vinković 2.3, 4.5, 4.10 - Phineas thecosmicorrery.blogspot.com 1.5 - Phlox - whosemeasure.blogspot.com 7.10 - Purplecthulhu - velvetinks.blogspot.com 8.4 - Rodger Thorm 3.7 - Sean F. Smith 1.2, 1.4, 1.8, 2.4, 4.9, 5.2, 6.10, 7.1, 7.3, 7.7, 8.5, 8.7 Skerples - coinsandscrolls.blogspot.com 4.1, 6.9 - SkyDiverV1 7.4 - Solomon VK - http:// worldbuildingandwoolgathering.blogspot.com 4.7 - Starflier 3.3 - Stone Drunk Wizard 2.9 - Tavern Stoep 2.1 - Theo Thaconatos chromaticdraymond.blogspot.com 3.10 - Tmj 6.5 - Tom H - plasticpolyhedra.blogspot.com 6.6, 8.6 - Unknown 1.3 - Vance A - leicestersramble.blogspot.com 8.2 - Vulnavia - thelovelydark.blogspot.com HEX ROW 1 1.1 - Neutral - Wastes 1.6 - Neutral - Bluffs 1.2 - Neutral - Wastes 1.7 - Kalawi Tribe - Savannah 1.3 - Rust Monks - Bluffs 1.8 - Neutral - Bluffs 1.4 - Pallid Knights - Barren Fells 1.9 - Protean Army - Savannah 1.5 - Researchers - Barren Fells 1.10 - Kalawi Tribe - Savannah Terrain: Gray and rust-orange dirt, sickly brown grass. Metal beams protrude. Obvious Feature: Bands of eyeless purplehued humans build small settlements. Will trade warily, listen cautiously, speak rarely. Hidden Feature: The crater-tomb of the Water That Eats. Sacrificing a friend or love one to it grants a boon, often tainted. Terrain: Laminated layers of pristine volcanic glass, as if newly cooled. Obvious Feature: Burbling volcanic pit, ringed by smooth metal gantries and floating wires. Hidden Feature: Slug-like magma sprites, jealous of their hidden mineral wealth. They swim through stone. Terrain: Hoodoo-lined cliff walls of banded ochre and ebon sandstone. Obvious Feature: Cliff-dwellings with windows and eaves designed to 'sing' in the west wind with a meditative drone. Hidden Feature: Collections of mica-leaf volumes etched in alien tongues. Burned translation notes, signs of hasty flight. Terrain: Angular shards of granite and basalt. Eerie hard-light shadows. Obvious Feature: The Starlight Cathedral. Motes of starlight trapped to form windows, arches, pews. Hidden Feature: Pieces of iridescent weightless mirrors, accidentally created. They only reflect the truth. Terrain: Ash covered basalt descents. Sudden updrafts and crosswinds. Obvious Feature: Granite aqueduct carries oily water from 1.4. Drinking it brings you closer to both death and undeath. Hidden Feature: Paper golems tend to meditative redoubt. Disillusioned mortal Researcher curates secrets in rock garden. Terrain: Sharp arid cliffs, rust red rivers, carved to run at sharp angles. Obvious Feature: Iron-forged cliff face of three-headed goddess, free of rust. Her centre mouth has a staircase descending. Hidden Feature: At the deepest point of a pond fed by the river, a vault door. Inside, an armoury of terrible weapons. Terrain: Stands of red-leafed trees dot the scrub. Tall obsidian spires. Obvious Feature: Tribal stronghold extracts, works, trades obsidian. Ivory armour, ironwood walls. Hidden Feature: Internal factional struggle supplanted rightful heir. Partisans lair in mine, skin cut by shards to mark intent. Terrain: Sandstone mesas, tinged with orange streaks and small rockfalls. Obvious Feature: Protean Army scout trapped under a landslide. Bleeding ichor. Promises wealth if removed. Lies. Hidden Feature: Buried hoard of psychic elephant ivory. Valuable. Makes excellent magic items or focuses. Might be haunted. Terrain: Unusually tall kauri trees, bladed shrubs, finger-thick grasses. Obvious Feature: Concentric castle, under construction. Kalawi tribe labour, paid in alcohol, protean drugs, and iron. Hidden Feature: Wellspring of soul-stuff, granting equally power and madness. Psychic elephants stand guard. Terrain: Waist-high grasslands, animal trails, patches of burnt soil. Obvious Feature: Signs of recent battle. Discarded broken weapons, crackling purple fire, smouldering craters. Hidden Feature: Kalawi warcamp licking wounds, buring the dead. Hidden by nearinvisibility magic. HEX ROW 2 2.1 - Rust Monks - Wastes 2.6 - Researchers - Wastes 2.2 - Neutral - Wastes 2.7 - Protean Army - Savannah 2.3 - Rust Monks - Bluffs 2.8 - Kalawi Tribe - Savannah 2.4 - Pallid Knights- Barren Fells 2.9 - Kalawi Tribe - Savannah 2.5 - Neutral - Bluffs 2.10 - Neutral - Wastes Terrain: Dry creek bed. Pockets of sticky liquid seep up and evaporate. Obvious Feature: Suspended mesh parabolic dish, manoeuvred by wires and cranks. Twanging wires, creaking metal. Hidden Feature: Fuschiagogue skyprophet in monitoring dome, directs dish operations, breeds winch-finches. Terrain: Salt-crusted dunes, scattered patches of red moss. Obvious Feature: Huge hole in the ground, reflective green smoke billowing out of it. It drifts a long way before dissipating. Hidden Feature: At the bottom lies an ancient wurm corpse, slowly expelling clouds of acidic gas. Its eye is valuable. Terrain: Sharp, jutting cliffs covered in artificial tessellations. Obvious Feature: Watercarved stair winds up a cliff. Small niches hold meditating monks, watching the sky for rain. Hidden Feature: Every fifth alcove hides a rusted lever. Together they control the cliffs’ patterns. Potentially a weapon. Terrain: Jagged peaks capped with asbestos snow. Obvious Feature: The Elevenfold Table, a monolithic construct on a flattened peak. Ringed by stairs, decrepit bridges. Hidden Feature: By the light of the moon, the shades Elevenfold Knights test new applicants and perhaps answer questions. Terrain: Karsts, tall bushes covering ponds, creeks. Obvious Feature: Right-angle maze of eroded limestone. Damp. Many insects and small scurrying animals. Hidden Feature: Second layer of maze expands. Underground rivers, floods, bone pits, trapped gold, and wurmspawn. Terrain: Ochre pits of sludge. Low hills of oxidized rock. Obvious Feature: A massive rusty hulk with swaying spires, partially buried in the sludge. Traces of meteoric slag. Hidden Feature: The ancient hulk’s golem crew digging holes, scrounging parts from the crash to repair the vessel. Terrain: Dried grass, large bushes, dancing neon flowers. Obvious Feature: Some suspiciously large bushes, actually living granaries for the Kalawi. Empty but still usable. Hidden Feature: Headquarters of Protean infiltrators causing trouble in 1.7. Shed skin, rebirth sacs, scavenged gear. Terrain: Small rivers, dried grass, herds of antelope. Obvious Feature: Elephant graveyard. A Kalawi native helps them pass on. A few elderly elephants milling about. Hidden Feature: Ostereomancer collects elephant bones. Wants exotic bones, spines preferred. Can locate undead. Terrain: Silver grass sea, gently swaying. Patches of taller reed-like brush. Obvious Feature: Round grass-free plain. Single-occupant huts, dispersed. Hairless, speechless elders wander between huts. Hidden Feature: Clusters of tusks carved with intricate fractal patterns, hidden in the grass. Subtly steer ley lines. Terrain: Cracked earth, salt pans. Water pools but nothing grows. Obvious Feature: Cloud constantly raining. Slowly drifts through region. Rain is slightly metallic. Hidden Feature: Kalawi hunger-priest binds the cloud here. He becomes less visible when wet. HEX ROW 3 3.1 - Neutral - Badlands 3.6 - Researchers - Bluffs 3.2 - Neutral - Wastes 3.7 - Rust Monks - Wastes 3.3 - Pallid Knights - Bluffs 3.8 - Neutral - Savannah 3.4 - Neutral - Barren Fells 3.9 - Kalawi Tribe - Wastes 3.5 - Researchers - Bluffs 3.10 - Neutral - Wastes Terrain: Jagged limestone outcrops. Few plants larger than lichen. Obvious Feature: A single bristlecone pine, twisted by wind. Unreachable, always seems to be visible in the distance. Hidden Feature: A rock shelter, scratched with the names and portraits of people who have slept their. Terrain: Huge turtle shells lined with glimmering stars and old skulls. Obvious Feature: City of mobile lights inside a shell. Pool in centre grants one wish per century. Time flows oddly. Hidden Feature: Sleeping void-clad corpse of a fallen starchild. White-furred ratman lives in its heart. Terrain: Steep canyons, steam leaking from sulphur-stained walls. Obvious Feature: Floating pumice-island drifts. Monkey-like ghosts dart out of holes, try to steal organs. Hidden Feature: Island contains alcoves full of decorated brittle armour, coated in a mineral crust. Terrain: Jagged cliffs. Between them, craters filled with black glass. Obvious Feature: A north-south pass. Heavily fortified trading post run by mindaddled ex-Researcher. Hidden Feature: A buried titan, dreaming. Nightmares manifest as solid shadows, hostile to all, but particularly Pallid Knights. Terrain: Trio of high buttes in a windy plain of scrub grass and chalky gravel. Obvious Feature: Metal scaffolds, ladders, and bridges frame and span the buttes. Onion-shaped structures visible above. Hidden Feature: A river runs beneath the buttes, harnessed via enormous iron wheels as a subterranean power source. Terrain: Arid valley, limited wildlife and vegetation. Irregular bluffs. Obvious Feature: Ancient remains of construction camp. Desiccated supplies, rusted tools. Signs project was massive. Hidden Feature: Hidden entrance to inside of largest bluff, which is hollow. Enclosed ecosystem (research project). Terrain: Saltwater sinkholes and ferrous fenland. Manufactured reedbeds. Obvious Feature: Massive basalt altar balances atop vast obsidian centipede. Its sharp feet impale headless carrion birds. Hidden Feature: Shimmering puddle only visible when facing south; an acidic heatmirage that you can reach and drink. Terrain: Spiralling sinkhole miles across. Floating grass islands. Obvious Feature: The Sucking, centre of the sinkhole. Audible from anywhere in the hex, it sprays up plumes of gas and juice. Hidden Feature: Contents of the sinkhole are spat out on the far side of the moon as a vibrant freeze-dried stain. Terrain: Plain of hollow bottletrees, wood stained cyan by floodwaters. Obvious Feature: Silt-enclave of Kalawi Tribe sorcerers. Fanciful wooden machines cook, clean, entertain guests. Hidden Feature: Enclave kidnaps Pallid Knights to drown in tree hollows. Produces oblong gourds that power their magic. Terrain: Forest of giant fungi. White-grey, inedible, burn damply and smokily. Obvious Feature: Stone throne covered in mold and fungal growth. Galleries of faceless kneeling statues. Hidden Feature: Gold-plated mushroom effigy under the mold. A new species of fungus grows in its vicinity every day. HEX ROW 4 4.1 - Protean Army - Bluffs 4.6 - Researchers - Badlands 4.2 - Researchers - Bluffs 4.7 - [Faction] - Badlands 4.3 - Protean Army - Barren Fells 4.8 - Protean Army - Wastes 4.4 - Pallid Knights - Barren Fells 4.9 - Protean Army - Wastes 4.5- Neutral - Bluffs 4.10 - Researchers - Wastes Terrain: Oily rivulets bounded by yellowstreaked crumbling cliff faces. Obvious Feature: Metal-meat hybrid transport barracks halted for repairs. Wild animals fight nearby for cast-off scraps. Hidden Feature: A wurm nest lies calcified in a rock formation. It’s petrified occupants will reawaken if the area floods. Terrain: Square-cut cliffs, right-angle rivulets of murky water. Obvious Feature: Broken golem factorycomplex. Shattered ceramic orbs, maze of conveyor belts and rusted arms. Hidden Feature: Golem-mine and geothermal magic loop in the bowels of the complex. Parasitic Researcher team. Terrain: Desolate plateau, narrow arch bridges over dizzying chasms. Obvious Feature: Camp of Proteans preparing to assault the Pallid keep in 4.4. Scouts, spies, and siege engines. Hidden Feature: Ruins of a lost city in the depths of the canyons, wreathed in toxic fog. Cursed weapons of ancient power. Terrain: Windswept hills of stone and moss, small ponds scattered throughout. Obvious Feature: A keep with a high tower perched atop a rocky crag. A ghostly call draws creatures from miles around. Hidden Feature: Warrens of tunnels and tombs below the keep hold the remains (and spirits) of the Pallid Knights. Terrain: Colossal weatherworn granite spires rise from domed hills. Obvious Feature: Even on clear days, lightning arcs between the spires, strikes metal objects carried between them. Hidden Feature: Researcher wagon caravan lurks, taking notes and sending test subjects into the spire fields. Terrain: Flared Mesas streaked green and purple. Paths of scorched terrain. Obvious Feature: Mines producing threads of purple glimmerglass ore. Researchers study, guarded by Protean deserters. Hidden Feature: At midnight, a beam of coherent light from the sky tracks across the terrain, chasing moving targets. Terrain: Lichen-marked jagged black stone. Circular salt pans, some flooded. Obvious Feature: Five stone spires. Pilgrim trail between them grants destructive power or tears aspirants apart. Hidden Feature: Eel-like water spirit, contains entire ecosystem in its gills. Drowns travellers to feed flock. Terrain: Blasted stone plain, pockmarked with craters and twisting caverns. Obvious Feature: Warcamp of pustular, mutated knights clearing a stinking cave. Heavy on armaments, light on supplies. Hidden Feature: An oasis island, surrounded by a moat of tar. Trees grow inedible fruit. Lake of deadly water. Terrain: Deep drifts of fist-sized white stones. White moths flit between gaps. Obvious Feature: Lost army of diseased knights, reduced to a few stragglers. Refuse to be lead out of the desert. Hidden Feature: Burned remains of luxuries, cast aside to aid progress. Gold scraps, book fragments, scorched silk. Terrain: Low clay mounds writhing with malformed half-buried golems. Obvious Feature: At the centre of the mounds, a rickety observation tower guarded by patchwork golems. Hidden Feature: Bunker beneath the tower is filled with golem-steering whistles, maps of the region. HEX ROW 5 5.1 - Neutral - Badlands 5.6 - Neutral - Badlands 5.2 - Pallid Knights - Bluffs 5.7 - Pallid Knights - Badlands 5.3 - Rust Monks - Barren Fells 5.8 - Neutral - Bluffs 5.4 - Rust Monks - Bluffs 5.9 - Researchers - Badlands 5.5 - Kalawi Tribe - Badlands 5.10 - [Faction] - Wastes Terrain: Huge strip mine canyon. Stepped sides, heaps of spoil, fallen cables. Obvious Feature: Cracked titan bones at the mine’s floor, leaking regenerating marrow from churning extraction plants. Hidden Feature: Buried marrow-vats, a small ocean of protein, awaiting the arrival of long-dead owners. Terrain: Pale granite slopes, blending into each other and concealing deep chasms. Obvious Feature: Ghostly fortified tower collapses at sunrise, reassembles itself in reverse each sunset. Hidden Feature: Time-crypts of the Pallid Knights, where their greatest warriors rest and wait for the end of time. Terrain: High hill surrounded by tar pits and rivers. Leafless trees. Obvious Feature: Walled monastery, bearded monks. Everything made from wood and stone. Hidden Feature: Shrine containing the coagulated soul of a wurm matriarch. Guarded by eight servitor-golems. Terrain: Calderas of geothermally heated water form steep cascades. Obvious Feature: Weathered stone monastery. Monks offer hospitality but slay those who find the tower. Hidden Feature: Beyond the path from the monastery, a tower of alien metal, infinitely tall. Unseen from a distance. Terrain: Sandstorms whirling against stark pillars create ceaseless noise. Obvious Feature: Wind and sand rushing through the World-Etch creates erodes transitory petroglyph prophecies. Hidden Feature: The Tai-Asal of the Yawaal, ritutal kritarchs of the tribe. They speak only the hand-language of judges. Terrain: Massive lonely flat-topped stone dominates landscape. Obvious Feature: Stargazer Rock juts up from surrounding boulders. Stars are wrong when viewed from atop rock. Hidden Feature: Cave’s walls inside of Stargazer Rock depict dozens of unfamiliar star charts and constellations. Terrain: Empyrean heights cut by river canyons. Cerulean alpine lake. Obvious Feature: The Lament of Joscail, a stone that watches over dead Knights, their hollow armour frozen mid-fight. Hidden Feature: Lair of the Lindwyrm. Liquid hydrogen breath, covetous dreams, loathing of the quick and the bright. Terrain: Trench-lined scorched hillsides, craters turned into strongpoints. Obvious Feature: Rust Monastery empty but miraculously intact. Gearwheel guesthouse respected as neutral ground. Hidden Feature: Fortifications and dry aqueducts follow and disrupt ley lines, twisting magical power in the region. Terrain: Small creek nestled between crater-marked hills. Obvious Feature: Abandoned researcher base. Wurm cult markings on the walls. Astrology notes for stars in 5.6. Hidden Feature: Locked bunker-library contains speculative notes on wurm control via astrology. Terrain: Chest-high silver grass. Burnt battle sites. Pools of psychic goo. Obvious Feature: Pallid reinforcements on their way to 5.8, burdened with spoils and prisoners from Proteans driven to 4.9. Hidden Feature: Knights fading from being away from their stronghold for too long. Need a swift messenger to 2.4. HEX ROW 6 6.1 - Neutral - Wastes 6.6 - Rust Monks - Barren Fells 6.2 - Neutral- Badlands 6.7 - Neutral - Barren Fells 6.3 - Rust Monks - Wastes 6.8 - Pallid Knights - Bluffs 6.4 - Researchers - Wastes 6.9 - Neutral - Badlands 6.5 - Neutral - Bluffs 6.10 - Neutral - Wastes Terrain: Dried salt lakebed. Skeletal fish, boats with lightning-blasted masts. Obvious Feature: The Last Tavern, serves only water. Anyone who draws blood within its boundary stones is desiccated. Hidden Feature: Geode-temple of salt spirits, bound in chains of bone and wood, in the deep cellars of the Last Tavern. Terrain: Fissues, constant earthquakes, sparse scrub, and slothful animals. Obvious Feature: Floating city-state of Geodesia, ruled by iron-fisted immortal sorcerer-queen Ica. Major trade centre. Hidden Feature: Fissure filled with solidified souls of political dissidents in gem form. Guarded by lesser criminals. Terrain: Pits of bubbling tar. Heatdistorted petrified trees. Obvious Feature: Mounds of moaning, rusted swords. Monks ritually bind slain souls to the blades that slew them. Hidden Feature: Wurm-cultist shrine in copse of red cacti. Desiccated worm eyes. Eye-shapes carved into shrine. Terrain: Magically radioactive glowing blue dust dunes, freezing gales. Obvious Feature: Tents around crater, contains sizzling meteorite. Researchers wear thick yellow rubber suits. Hidden Feature: Series of covered sinkholes kept clear of dust, hiding underground mutant village of Sheol. Terrain: Impossibly high cliffs of orange stone. Sheer drops, treacherous footholds. Obvious Feature: The safe paths twine between vast pillars scored over centuries by the singing winds. Hidden Feature: One of the pillars floats, suspended by wind alone. A monumental shrine to hidden elementals. Terrain: Volcanic and meteoric craters. Hard to differentiate. Obvious Feature: Monks tending gardens of rust bonsai sprouting from meteorites. Trimmed with diamond saws. Hidden Feature: One meteorite grows strange trees. Is actually an egg, may hatch into a void-creature if heated. Terrain: Ancient mountains worn down to broken mounds above treeline. Obvious Feature: Cerulean lake, ringed by mire. Tumbled towers on a rocky island. Strange lights when the moon is hidden. Hidden Feature: Silver wires draped atop highest fell lead to opening hewn in bedrock. Sets teeth humming upon entry. Terrain: Soft boluses of granite, like a rising wave of bubbles. Obvious Feature: The Blessed Archway. Silver gate, rows of devotional offerings. Anything crossing the arch dies painlessly. Hidden Feature: Tabernacle of penitent vultures, made wise and solemn through cumulative brain-feasts. Terrain: Jagged obsidian spikes erupt from the ground in clusters. Obvious Feature: Huge spire of living amethyst. Moves slowly, attempts to absorb and desiccate all plant life. Hidden Feature: Sentient wizard skull encased in crystal. Rest of bones in amethyst spire, once the wizard’s body. Terrain: Geysers, bubbling mud pits, sulphur flats. Yellow-brown reeds. Obvious Feature: Destroyed geothermal reclamation dome. Hissing pipes, tanks of rainwater, mysterious gears. Hidden Feature: Muck Wurm lair with a clutch of tungsten-enriched eggs. Breathes fire, water, air, and earth. HEX ROW 7 7.1 - Rust Monks - Badlands 7.6 - Neutral - Bluffs 7.2 - Rust Monks - Savannah 7.7 - Researchers - Bluffs 7.3 - Neutral - Savannah 7.8 - Pallid Knights - Barren Fells 7.4 - Rust Monks - Savannah 7.9 - Kalawi Tribe - Badlands 7.5 - Kalawi Tribe - Wastes 7.10 - Protean Army - Wastes Terrain: LINE LINE Obvious Feature: Latticework pillars with support wires. Each holds a single Rust Monk, eyes trained upwards. Hidden Feature: One Rust Monk has transcended, walks clad in mercury. Speaks in maddening riddles, shrieking. Terrain: Rolling hills dotted with tangled patches of brambles. Obvious Feature: A ragged sinkhole filled with turquoise water, tainted by mineral deposits below. Monk’s hut at edge. Hidden Feature: Pasture of obsidian antelope nestled in a low valley. Crooked sickle brand on their flanks. Terrain: Folds of grassland punctuated by bursts of red-orange trees and tall grass. Obvious Feature: Gigantic tuber-like tree with jade green leaves. Headless birds with eye-necks nest in the upper reaches. Hidden Feature: Rhinoceros graveyard. Deep trenches, just the horns or backs protruding. Terrain: Sage-coloured plane, studded with regular rows of crusted tumuli. Obvious Feature: Smallholdings worked by lay sisters of the Rust Monks. They have plenty of fowls but lack cloth. Hidden Feature: The burned husk of an Aether refinery, now used by indolent ethanol distillers. Terrain: Smoky glass brambles growing steadily. Glass dust chokes the air. Obvious Feature: Toppled tower of clear glass, shattered. Called “the Smokestack”, though no one remembers why. Hidden Feature: Cave oasis with clean water and mushrooms. Entrance has a glass charm of protection. Terrain: Octagonal stumps of tiered basalt with drifts of gravel and sand. Obvious Feature: Spawning pit of crystal starfish. Musical, valuable, and soaked in neurotoxins and hallucinogens. Hidden Feature: Failed psychic war elephant initiate lair, full of bitter thoughts and fevered dreams. Terrain: Cracked shallow valleys like the creases of a mummified hand. Obvious Feature: Fortified town of Seraph. Empty gun-port towers, tar-coated streets, battered peacekeeper golems. Hidden Feature: Invisible, cautious Researchers monitor the populace and visitors, testing, altering, and extracting. Terrain: Tilted chalky moor, studded with skeletal projections. Obvious Feature: Painted limestone tors with low footbridges, rickety and switchbacked, over the bog. Hidden Feature: A ramshackle quarry where Pallid Knights excavate boy mummies, some already awake. Terrain: Scarred, arid, flat lands rising into jagged cliffs. Obvious Feature: Village of gourd farmers living beneath a rock face speckled with casket-caves and hanging coffins. Hidden Feature: The village’s ground-level pet cemetery is littered with piles of dirt and empty graves. Terrain: Black igneous rock with upland ridges of quartz. Obvious Feature: Pit of liquidifed, diseased flesh, trying to reform into distinct soldiers. Protean warning-marks. Hidden Feature: Hot springs, waters full of minerals and diluted ghosts. Can induce lethargy, healing, flesh-change. HEX ROW 8 8.1 - Pallid Knights - Badlands 8.6 - Researchers - Bluffs 8.2 - Rust Monks - Savannah 8.7 - Researchers - Bluffs 8.3 - Neutral - Savannah 8.8 - Neutral - Barren Fells 8.4 - Kalawi Tribe - Badlands 8.9 - [Faction] - Badlands 8.5 - Researchers - Badlands 8.10 - Protean Army - Badlands Terrain: Lone and level sands. Extreme temperature swings. No landmarks. Obvious Feature: Corpses in red or white maille litter the sand. Their bronze swords are valuable, still sharp, possibly haunted. Hidden Feature: Pallid warcamp, only at night. Will soon raid the “Amorites” in 8.2. Never will, and there are no Amorites. Terrain: Gorse-tangled hills, scattered with animal bones and olive-coloured trees. Obvious Feature: Monks in pedal-powered stilt-walkers, grinding bones to gravel under iron hooves. Guided by flares. Hidden Feature: Paths form an intricate maze. Walking them correctly leads to a greatwurm’s lair. Terrain: Windswept grass plains with shallow bowls and matching hills. Obvious Feature: Massive fractal-etched monoliths of smooth white or black stone, hovering, slowly spinning in the air. Hidden Feature: The monoliths contain mazes of cell-like tombs or cells, all empty, all lit by flickering yellow lights. Terrain: Sandy, rocky. Few plants. Sacred stone pipes jut from the ground. Obvious Feature: Swept crossroads, allowing easy travel for a few hours. Travellers leave stone marker heaps. Hidden Feature: Giant flag-draped pipes descend at steep angles. Used for Kalawi initiation rituals. Terrain: Sandstone spires encrusted with calcium salts and lumps of quartz. Obvious Feature: Dying or molting wirewurm, a building-sized tangle of thick cables and nodules, wanders and drifts. Hidden Feature: Small researcher team and auto-wagon follow the creature from a safe distance. Terrain: Small pools of sour water, crumbly shale overhangs, narrow gullies. Obvious Feature: Metallic outcrops in the shape of fossil sea life, surrounded by small glowing lights and a smell of salt. Hidden Feature: Researchers camped around a vast ammonite fossil they are studying. Their numbers seem diminished. Terrain: Chalky slopes, dotted with nodules of grey slag and porous stone. Obvious Feature: Researcher samplingcaravans, gathering, trading, carving deep tracks into the soil. Hidden Feature: Dissection oubliettes. Could be repurposed for healing or unnatural modifications. Terrain: Cracked night sky, pouring red starlight. Frigid cold, deep snow. Obvious Feature: Pallid Knight citadel mounting desperate defense against waves of Protean soldiers. No clear victor. Hidden Feature: On a mountain summit, a steel seed, oblong in shape, the size of a person. Sprouting roots into the rock. Terrain: Lilac coloured desert with oases of green crystal formations. Obvious Feature: Giant crimson crane flies flitting from crystal to crystal, feeding on them via a huge proboscis. Hidden Feature: Team of hunters seeking fly larvae, which is considered a delicacy by the Kalawi Tribe. Terrain: Dry riverbeds, multicoloured canyons, fossils in the walls. Obvious Feature: Protean encampment full of wounded soldiers. Fog-shrouded mutant chirurgeons graft better limbs. Hidden Feature: Murdered messenger, bag full of maps and vital commands. A trick, a traitor, or a tragic accident? BADLANDS Badlands (pale yellow) are a middle elevation terrain type. They are often creased with valleys or paths between eroded terrain features. Some feature pillars or mesas, others feature cliffs and plains of scrub. Water is scarce and drains quickly. 1d20 Omen Remains of animal dropped from on 1 high. At night: flapping wings. Long scratches on rocks. At night: 2 Leathery rustle, lantern-eye glow. Ringing bells, distant sobbing, 3 groaning. Occasional shouting. Synthetic-sounding pipe music, 4 laughter, musky smell, shimmering. Barking laughter, panting, smell of 5 wet fur and urine. Patch of drying mud, stench of 6 rotting meat. Plume of black smoke, earthquake 7 rumble, crushed scenery. Flakes of rust, oil drips, bursts of 8 garbled words and static. Trickle of water, small hardy shrubs, 9 white slicks of dried salt. Translucent, iridescent, exoskeleton 10 moults. Echoing shots, bright flashes, 11 incoherent sobbing, weird ideas. Screech of rusted metal, sticky 12 protein sinew webs. Shed skin, sinuous tracks. Burst of 13 rattling. Whispers, intrusive thoughts. Smell 14 of ointment and blood. Harsh chemical smell, gurgling, 15 drips of oil and fire. Boreholes and pits, hoofprints, 16 ragged tent and washing line. Whooping calls, triangular prints, 17 flakes of pale skin. Regular crunching, small piles of 18 washed pebbles, clawed footprints. Delicious smell of meat and spices, 19 drops of gravy, trail of faint smoke. Slimy hoofprints, distant warbling 20 calls, acidic smell. Encounter Flock of 2d6 nightgaunts subdue victims by grappling and tickling, carry them off to a random hex (1d8.1d10). A lone nightgaunt sits on a perch, interrogating the unwary. “Tell me a stooorrry,” it hisses, “and I’ll give you a preeesent.” 3d6 tax collectors riding camels, with 1d10 unfortunate debtors in chains. Proof of payment or money lets you pass. A flying canvas citytent, populated by faerie people. A mobile bazaar, hotel, festival, and orgy. Reality is different inside. A hyena-ox, an escaped beast of burden. Visibly starving. Still muzzled. Pack contains a folded tent and a hammer. A rust worm, born of a giant’s innards. Liquidizes mud to drag down prey. Smells awful, sounds worse. A titan excavator, rumbling on triple treads, snapping at the smell of marrow and warm flesh. Hissing hydraulics, gantries. 1d4+1 rusting mechanical hounds on patrol. Attempt to inject targets with tranquilizer darts, drag to destroyed prison-lair. A small spring protected by 1d6 transparent oozes. Paralytic touch, almost invisible. A giant psychedelic scorpion. Shoots pods from tail which disperse hallucinogenic spray, then attacks disoriented prey. Lone wurm cultist entrenched on a mesa top. Desperate and on drugs, fires his memetic musket at anything that moves. A 13-legged titan rust spider, looking for protein dross to fuel its spinnerets and unusual objects for artistic projects. A harmless gravel snake, imitating a more dangerous serpent. Grey-brown, feisty, delicious with salt. A Protean scout, head quivering with extra eyes and sensory jelly. Beams telepathic impressions back to command post. 2d6 globular firebelchers, like jelly-legged potion flasks full of kerosene. Adorable until they get hungry. A sand prospector and their donkey, searching for the perfect grade of filtration medium. That’s not it. That’s not it either. 2d6 vulture-hounds. Hairless, eyeless, beak, soft padded feet. They follow at a distance, looking for weakness or carrion. A boulder tortoise. steel-trap jaws ready to bite and maim. Makes a delicious but lethargy-inducing soup. Dubious cannibal commissary cart. Wrapped in bandages. Sells pies, sausages, delicacies. Not subtle. Buys bodies. 3d6 deer-snails. Mottled brown and white legs, pink shells, antlers with eyes on the end. Skittish, excellent climbers. BARREN FELLS Barren Fells (dark grey) are the highest elevation terrain type. They are unnatural mountains, cold and forbidding. Alpine lakes might be present. Some are capped with tufts of crystalline asbestos. Others might be crystals themselves. The stars are visible from the top most of the time. 1d20 Omen Encounter Bubbles, noxious fumes. Burping, 1d6 mire zombies, maybe melted together. Grasping claws, 1 wheezing, sighing. Soft splashes. black skin stretched over bursting organs. Drag victims down. Hissing. Rising bands of steam. A sublimator, glittering specks of light in roughly human shape. 2 Smell of scalded earth. Heat. Flies. Solids it touches rapidly transition to gas. Hungry. Scrap of paper with an arrow drawn 2d4 paper golems, like silent origami humans. Limb-knives cut 3 on it, held down by a stone. like steel. Gentle, but deadly when panicked. They fear fire. Hanging bulbous rocks, crisp salt- A mineral dryad, inhumanly beautiful. Sustained by rare metals 4 rimmed footprints. and esoteric alchemy. Trades geode-fruit and advice. Sled-like tracks, drifts of fresh snow, A parasitic alpine scorpion. Bear-sized, weather-bringing. Toxic 5 excavated animal corpse. causes paralysis and frostbite. Broken glass, acrid smells, strange 1d6 Rsearchers, plus a servitor golem, carrying an aetheric 6 clangs, beeps, curses. telescope. Versed in astronomy, awful at terrestrial navigation. Fleeting memories, shivers of terror, 2d4 giant nightmare spiders, wearing the faces of old enemies 7 creaking wood, warbling tones. or dead friends. Venemous, phase-shifted. Clang of metal, feverish whirring, 1d4 geodesian wardens trying to repair their crash-landed flyer. 8 curses, fountains of sparks. What’s in the hold: tribute, weapons, prisoners, secrets? Flickers in the upper atmosphere, Meteorite storm. Causes spell mutations. Will cause physical 9 alteration of weather spells. mutations if exposed to the storm for too long. Clatter of wheels, soft click of limbs, A necromancer’s ambulatory carriage pulled/carried by 4 giant 10 flickering lantern-light. spiders. Sells potions, body parts, dubious advice. Icy chill, sparkles in the air, crunch of 2d4 failed Pallid Knight aspirants, their agonized armoured 11 snow. bodies packed with asbestos crystals. Rising clicking, dancing stones, Shoal of harmless but inedible sand prawns, chittering and 12 ridges of sand. nipping. Bare flesh might be lacerated. Sleeping is impossible. Red vines, dangling skull-charms, A creaking imp, bones and spikes overgrown with red lichen. 13 sound of bending wood. Trades ingots of silver for souls, fresh or bottled. A single huge feather, sunA roc, resplendent and gleaming, posing on a peak before 14 devouring shadow, harsh cry. taking to the air. Whooshing, fleeting shadows, 2d6 winged lions, white and grey against the sky, diving fast. 15 sense of foreboding. They aim for necks and pack-beasts. Trail of salt, tall white banners, 3d6 saltform traders, with 2d6 blind slaves and 1d4 large 16 shrieking trumpets. packbeasts. Trade high purity salt and healing for rumours. Grey mist, dimming light, drips of A wandering ghost. Insists it is not dead, cannot remember any 17 water falling upwards. details of life or goals. Frustrated by foggy amnesia. Cackling, rock-pillar totems, piles of 4d10 starving rock goblins. Camouflaged, cunning, one quarter 18 gnawed bones, deep winding caves. teeth by weight. Burned by water. Zap and roil of lightning, blue-white 2d6 lightning trees, migrating to a new peak. Black and white 19 glow, stripes, coronal discharge, platinum-tipped branches. Rising air pressure, growing light, A low-altitude comet, streaking and weaving. Size of a carriage, 20 flicker of raw magic. made of snow and grit, shedding dust and eerie light. BLUFFS Bluffs (light grey) are a middle elevation terrain type. They feature steep cliffs and sheer drops. The terrain here might be more hazardous than its inhabitants. Bluffs cluster around the base of the Barren Fells. 1d20 Omen Encounter Faint cart tracks near large bluff. 1d6 secretive Researchers with supply caravan. Strange 1 Grating rock sound. equipment and liquids going in, biological samples going out. Dragonfly-hum, flicker of stained Defective optical drone, wants to examine eyes for impurities, 2 glass wings. Questing green laser. replace with leaking oil-soaked orbs if necessary. Low buzzing noise, drifts or red1d12 rust nodules the size of a child’s fist, rolling along the 3 orange dust. Smell of lightning. ground. Infectious touch, makes the skin grow rust barnacles. Doubled corners, twisting A dimension-displaced wurzle-lion, dragged through a 4 perspective, blurred colours. malfunctioning gate . Half bird, half seal, half mad. Raspy rumbling, drops of blood, An injured sand mole. Blind, snuffling. Will pretend to be tame 5 shallow furrows. until the hook in its side is removed. Dried pond, crispy insect skins. Faint 1d4 large dragonflies hover, turn, and strike. Can spay burning 6 buzzing, swift shadows. acid from tails, causing blindness and agony. Reverse waterfall, pressure 2d6 divergent Rust Monks, preparing a disruption mandala in a 7 headaches, nausea. side canyon. Discarded crystals, burnt smell, drill Glitchy spider-like mining robot believes itself to be a mounted 8 whirring, grating martial hymn. Protean Knight. Looking for a commander to report to. The sound of glass clinking, a smell 2d12+1 fulgurites, tiny clouds of glass shards animated by 9 of ozone. Hair stands on end. lightning. Will attack any player using an electric device first. Desiccated bodies impaled on dead A shrike-roc nests nearby. Strikes isolated targets by surprise, 10 tree branches. Some are gnawed. impales them for later. Nest contains rare spices. Crude poles topped with skulls. 2d6 yetisyn bandits, crass and lustful apemen cast out from 11 Half-eaten, animal carcasses. the higher peaks, armed with crude clubs and cruel teeth. Lumps of burning stone, purple A phosphorus dragon roams, searching for rare metals and 12 scorch marks, cracked stone. unusual chemicals. Beware its deadly breath. Freshly broken camp, offerings to 2d6 members of the Kalawi tribe. To see what they are hunting 13 nebulous gods. or tracking roll another 1d20 on this list. High-pitched tone, warm breeze, A 50’ cube of shimmerfish, riding a heat haze. Bursts eyes, 14 smell of chalk and hot oil. plugs nostrils, clogs lungs, worms into ears. Flash of azure and gold, high piping A dire peacock. Hypnotic feathers induce paralysis, then 15 cry, shed hair-like feathers. madness. Very valuable if captured or carefully killed. Bifurcated boulders, winding cracks, A young razorwurm, thin as paper but as hard as steel. Cuts 16 tin-sheet warbling. ankles, slices through armour, challenges swords. Infrasonic booms, odd winds, olive 3d6 howler lizards, throat-sacs full of pressurized air. 17 scales, claw scratches. Deafening at 50’, potentially deadly at 10’. Tinny chattering, scraps of brown A False Rust Monk, constructed from minute gearwheels and 18 cloth, wisps of white smoke. heretical doctrine-wafers. Can solve mathematical problems. Distant thunder, acrid smoke, A biomechanical war crab, festooned with smoking barrels and 19 posthole clawprints. chitin lances. Slow but very deadly. Sawblade claws. Clacking, creaking, rhythmic 3d6 wandering skeletons. Rusting equipment, recently applied 20 marching, flakes of rust. warpaint, sharpened fingers and teeth. SAVANNAH Savannah (green) is the lowest elevation terrain type. They are grasslands, relatively wet and fertile compared to the other terrain types. Though food is easier to find, predators and competitors abound. Clusters of trees or even whole forests might be present. 1d20 Omen Earth rumbling, something whizzes 1 through the air. Thrumming felt in the skull. Sound 2 of clanking armour. Muttering. Strange tracks; thumb-sized holes 3 in the loam, horizon to horizon. Cracked earth, holes from root 4 networks. A large whistling tree. Sweltering heat. Sound of breaking 5 branches. Smell of sap. Silk scraps caught on trees, bursts 6 of melodic song, silver scraps. Instant headache, flickers of false 7 memories. Deep hoofprints, drifting violet 8 tracker-kite. Rippling thunder underfoot, 9 creaking stone. Winding trail of slime, blood, and 10 dying plant life. Laughter and singing, occasional 11 shots. Broken twigs as marks. Low trumpeting, passing headache, 12 zigzagging elephant tracks. Mild headache, wiff of nostalgia and 13 regret. Furrow in the earth. Hundreds of 14 yards long, 20’ wide. Wurmsign. Purring and snoring, incredulous 15 yowls, shining yellow eyes. Clanking, screaming metal, flakes of 16 rust, trail of upturned plants. Bright yellow eyeshine, flash of 17 white fur, snake-like tail, hissing. Floating spherical balloon, spare 18 ropes, smell of pepper. Wild laughter that devolves into 19 muttering, smell of rotten meat, Smell of ozone, fast-moving clouds, 20 twinkling air, dropping temperature. Encounters 2d6 members of the Kalawi tribe hunting an elephant, tiring him out. Angered if their kill is stolen. A Protean knightmare, a psychic mutant amalgamation of knights. Coated in armour, well armed, fast, argumentative. A bone picker, stilt-walking hooded semi-undead scavenger. Imperious. Trades baubles for clean meat and dry socks. A hoard gullet disguised as plant life. Brilliant, gluttonous. Inhales with hurricane-force winds. Inhaled creatures slumber. A baobab branch appears far above. Thick blue leaves, shimmering bark, no trunk. Its oval fruits are priceless. A young harpy covered in ragged finery and loops of jewellery. Will (incompetently) tell fortunes for treasure. Means well. Herd of 2d6 psychic elephants. Purple corona of psy-discharge. Infrasonic trumpeting. Sparks of raw magic and trapped souls. Migratory herd of 3d6 scale-kine. Horned, plated, bulky, and suspicious of two-legged predators. Swarm of fossilized sea life, animated by confused ghosts. A small ankle-breaking wave of stone. A Protean soldier, overcome by mutation, disintegrates into helpless flesh and raw matter. 2d4 overconfident and haughty Researchers, led by 2 untrustworthy Kalawi guides. Faulty monster-warding device. A golem made to imitate a psychic elephant. Observed from a distance by 2 Researchers that created it. An animated psychic elephant skeleton on a half-remembered dream march. Flickering purple bones. 3d6 wurm parasites, cast off and dying in the sun. Looking for new hosts. Enough energy for one or two leaps. A fat and torpid pumble cat, full of fieldmice and sagacity. Appreciates delicacies, offers nothing in return. 2d6 armoured rhinos, plated in iron and brass. Intelligent but impatient. Demands, not negotiations. An eye-grabbing lemur. Long scooping fingers, quick reactions, insatiable hunger for squishy ocular orbs. An aeronautical land-diver, tethered to their support balloon. Green liquid in a brass suit. Gurgles, collects samples. A grand hyenacore, a hyena with a human face. Loves jokes and meat equally, but cannot abide sarcasm or hypocrisy. A sudden cloudburst. Clothes and food soaked, books dampened. Grass immediately revives, flowers in hours. WASTES Wastes (orange) are a low elevation terrain type. They are ruined places, full of chemical hazards, tar pits, and the remains of armies and civilizations. Terrain type varies widely. Craters are common. 1d20 Omen Encounter Reflective green cloud drifting Floating cloud of rusting gas. Dissolves non-living matter. Drifts 1 towards the PCs, shining bright. in a thick layer 2-3’ above the ground. Boneless, tar-coated coyote corpse, Blob of sentient tar. Wants to slurp up bones. +1 HD per 2 decaying flesh mostly intact. skeleton absorbed, approximates combined shape of victims. Pungent, foul stench. Melted bones 1d4 acrid jellyfish, gently floating. Tendrils move with lethal 3 and stone. Sharp hissing. swiftness, paralyzing and digesting. Leaks and sprays acid. Soft singing and distant chords, 1 starlet, whirling colourful fluid and song. Playful, wants to 4 dizziness. Shimmering mirages. dance. Warps gravity and space around it. Inimical to earthly life. Multicoloured shooting star appears 4 bright ones, searing motes of starstuff, collecting memory5 overhead. Sound of singing. tributes for the High Machine. Speak via magnetic dust. Distant snatches of deep and 2d4 lugubrious petroleum mermaids sing and cavort in a tar pit. 6 cloying song. Splashes. Fumes. They will trade hydrocarbon pearls for shiny baubles. Horrid bleach scent drifts by. Skin A sickly Protean squire staggers blindly, tears streaming down 7 crackles, nose burns, eyes sting. its creased face. Its lower back writhes with larval parasites. An unbroken red trail, neither paint 1d3 red ooze centaurs. Slug below, melting humanoid above. 8 nor blood, stains the ground. Faces contorted into soundless screams. Vaporizes iron. Subterranean gurgling, shed teeth, 1d6 predatory craters try to blend in with the landscape. Lure 9 smell of ammonia. victims with gold tongues. Slow but very large. Popping and boiling stone, heat 2d6 magma sprites swimming through stone. Can instantly 10 wave, angry squealing. ignite clothing and flesh at a touch. Singing, a high pitched whine, like 3 bramble fiends, smoke in their veins and silica in their throats, 11 glass edges rubbed together. planting young glass brambles in sandy soil. Whooping hypersonic wails, A burrowing progenitor-wurm seeks the creatures that stole its 12 rumbling, burrows, mounds. selenium egg. Repelled by lightning, salt, and writing. Sizzling oil, groaning metal, stabbing A machine demon, all gears and fluids. Will trade enhanced 13 lights, smoke trails. robot parts and electrical power for pieces of soul. Clang of metal, disassembled 1d6+1 ever-silent Rust Monks scavenge for pieces of broken 14 mechanisms, bare footprints. machinery and arrange them into a garden inside a crater. A smell of corrosion. Marching1d4 ancient clockwork soldiers, bearing faded flags. They may 15 songs in a dead language. Ticking. attempt to bargain for replacement parts, or attack the party. Fresh boot marks, discarded 1d8 Protean soldiers searching for chemical resources. Willing 16 chemical testing equipment. to offer information or medical services. Blaring musical note, red filter, A floating glyph of warding, like a crack in reality. Pours 17 waving and folding vegetation. ethereal bloodlight into the world. Cannot approach. Oil slick wake, flensed corpses, A beached tarpit kraken. Enraged, confused, dying, and still 18 splatters of dense tar. hungry. Flammable, but dangerously quick. Nausea, sweating, headaches, bitter A decaying plutonium golem. Leaking gouts of corium, still clad 19 taste, shimmering air. in burning graphite armour. Will forever taint the land. Trails of clean sand and polished 3d6 horse-sized land starfish, in a variety of pastel colours. 20 bones, quiet popping, smell of salt. Harmless unless you lie down and allow them to gnaw on you. NOTES