TEXT: -1-
  Wilderlands of High Fantasy
  Revised Edition
  Judges Guild
  Original Edition
  Designers: Bill Owen & Bob Bledsaw
  Assistant Designers: Marc Sumerlott, Debra Bledsaw, and Norma Bledsaw
  Illustrator: Pixie Bledsaw
  Cover Art: Sorcerers’ Guild.
  Revised Edition
  Layout & Cartography: Robert S. Conley
  Editor: Adam Baulderstone
  Art: The Forge Studio, Maciej Zagorski, Pawel Dobosz, Jason Sholtis, Matt Morrow
  Copyright 1977, 2018, Judges Guild.
  
  -2-
  Wilderlands of High Fantasy
  1977 Introduction
  All within are merely inspiration for the active and pontifical judges of the guild. Please alter, illuminate, expand, modify, 
  extrapolate, interpolate, shrink, and further manipulate all contained to suit the tenor of your campaign.
  Introduction
  It is hard to believe that it has been nearly forty years since I first held a copy of Wilderlands of High Fantasy. When I first 
  bought it, it was a curiosity. I loved maps, and the fact that it had ten of them (five maps for the judge and five for the 
  players) was a great selling point, especially for the price: $8.50. 
  At the time, the World of Greyhawk was my setting of choice, but as a young kid in Junior High School, my experience 
  was limited. I struggled to come up with ideas to fill the empty 30-mile hexes. In contrast, the Wilderlands had a wealth 
  of local detail. For every three or four 5-mile hex, there was something, whether it was a settlement, a lair, ruins, or a 
  mysterious island-- perfect for a young teenager struggling to master the strange game of tabletop roleplaying. I made the 
  switch and never looked back.
  Over the decades, my version of the Wilderlands morphed into the Majestic Wilderlands, a version that reflected my own 
  tastes in fantasy and what my players found interesting. Then in 1999, thanks to the Internet, I started talking regularly 
  to Bob Bledsaw. He graciously gave me the opportunity to contribute to various Judges Guild revival projects. 
  Recently, I was given permission by his son, Robert Bledsaw II, to redraw the original maps so they could be reprinted for 
  a new generation of gamers. To accompany those maps, I took original listings of villages, ruins, lairs, castles, and islands 
  and reformatted them for this new revised edition to allow a new generation of gamers to make the Wilderlands their own.
  Overview
  There are some additions and corrections. Several villages in the original Judges Guild releases were missing pieces of 
  information. These have been filled in with information from the Judges Guild Wilderness products and other Judges 
  Guild related products. Additional settlements have been added that were detailed in the Wilderness series, in particular 
  Spies of Lightelf and Shieldmaidens of Sea-Rune. Also, several known issues with aligning maps have been corrected. 
  The Hex Map
  A grid of hexes, arranged in columns, make up the map.  The hex numbers are given in a four-digit format (1213, 
  0114, etc.).  For example, 0211 means that it is in the “02” column (the 2nd column of the map) and is 11 hexes down.  
  Sometimes the hex number will not be clear because of the terrain in the hex.  In this case, you will need to count the 
  hexes.  Each map hex is 5 miles. This system of using hex numbers allows a referee to quickly find the locales on the map 
  and what is near a location.  This helps keep the map uncluttered and easy to read.  
  Adventuring Advice
  This format is designed to make it easy to referee players as they explore the world.  With a list of locales, it is easy for the 
  referee to determine what is over the next hill and what possible challenges the players might face.  In addition, since the 
  players can largely be left to their own devices, this allows the referee more time to focus on the core adventures in his 
  campaign. Referees are encouraged to add material and make the setting unique to their campaigns.
  It is suggested that to get maximum use of this setting that the referee look over the locales, and then chose the ones that 
  best suit the campaign.  Note any NPCs and monsters and develop a short background for them.  Develop a timeline of 
  events if the characters are not involved.  Detail important locales and add new ones of your own design.  Do the same for 
  the NPCs, and make notes on their motivations and personalities. 
  After each session of the campaign, review what the players did.  Look at your original timeline of events, see what impact 
  their actions had, and make the needed changes.  Sometimes, the players’ actions will lead to a new and unexpected 
  chain of events.  
  The creativity of the referee comes by not forcing his players to follow a predetermined story, but to develop new and 
  interesting consequences based on the players’ actions.  Use the NPC’s motivations and personalities to decide which 
  consequences are the most likely and pick the most interesting. 
  The result is a campaign where the players feel they are forging their character’s destiny within a living, breathing world.  
  It will not only be fun and adventurous, but also filled with surprises.  Consequences will accumulate and spin the 
  campaign into unexpected directions. 
   
  
  -3-
  Organization
  The Wilderlands of High Fantasy are divided into 18 hex maps with each hex equaling 5 miles. Each map has 52 columns 
  of hexes and 34 staggered rows covering an area 260 miles east to west by 170 miles north to south. The 18 maps are 
  arranged in three columns of six maps each. The entire Wilderlands covers an area of nearly 800 miles east to west, and 
  slightly over a 1,000 miles north to south. 
  Each map overlaps the other maps to the north, west, east, and south. The 01XX hex column overlaps the 52XX column 
  of the map to the west. The 52XX hex column overlaps the 01XX hex column to the east. Due the geometry of the hex grid 
  Judges Guild choose to use, the maps shift by one hex south as you go from west to east. 
  Every odd hex in the XX01 hex row overlaps every hex ending in XX34 on the map to the north. Conversely, every hex 
  ending in XX34 overlaps every odd XX01 hex on the map to the south. This means each map only overlaps the maps to 
  the north and south by a half of a hex row. 
  Each map has listings for villages, castles & citadels, ruins & relics, idyllic isles, and lurid lairs.
  Rob’s Notes: How Judges Guild chose to overlap their maps has caused a lot of confusion. Even the staff had trouble 
  keeping it straight as Map 1 is shifted by one hex compared to Map 6 Viridstan and Map 2 Barbarian Altanis. The worst 
  misalignment occurs with Map 17 Silver Skein Islands with the “toe” of the Isle of the Blest at the northwest corner of the 
  map. For this project, it has been decided to correct these issues, and the listings have been adjusted accordingly.  
  Villages
  This section lists the various settlements on the map, ranging from small hamlets to major city states.
  Level
  Civilization
  Leader
  Defenses
  Technology
  0
  Anarchy
  Warlord
  Manor, Caves, Pits
  Papyrus, Stone, Wheel
  1
  Democracy
  Hetman
  Earthworks, Ditches
  Stirrup, Waterwheel, Bronze
  2
  Tribal
  Chief
  Pallisade, Patrols
  Agriculture, Rudder, Iron
  3
  Agrarian
  Mayor
  Citadel, Militia
  Sundial, Linen, Candles
  4
  Religious
  Cleric
  Temple, Traps
  Lantern, Chariot, Felt
  5
  Tributary
  Governor
  Keep, Garrison
  Screw, Windmill, Silk
  6
  Oligarchy
  Noble
  Outside Troops
  Crossbow, Chainmail, Spinning Wheel
  7
  Republic
  Senator
  Walls, Machines
  Hourglass, Stagecoach
  8
  Aristocracy
  Overlord
  Fortress, Reserves
  Knitting Machines, Compass, Plate Mail
  9
  Feudal
  King
  Castle, Vassal Armies
  Rocket, Glasses, Damascus Steel
  10
  Dictatorship
  Emperor
  Multiple Fortresses, Allies
  Telescope, Calculus, Sextant
  Hex, Village Name
  The hex location in XXYY format is given, as well as the name of the village.
  Population (Pop)
  This figure represents the number of able-bodied men in the village. 
  Multiply by four to get the actual population. Any village with a population 
  over 1,000 able bodied men is highlighted in bold.
  Village Type
  The dominant race in the village. Abbreviations include H-elf for Half Elves, 
  Half. for Halflings and Gob. for Goblins.
  Civilization Level (Civ)
  This is a rating that indicate the technological level and government type of the village. There are ten levels ranging from 0 
  to 10. The listings only use 0 to 9 with zero being interpreted as either a 0 or a 10 at the judges’ discretion. 
  Rob’s Note: My recommendation is to treat the technology aspect of the civilization level as an indication of what the 
  village is able to make for themselves. For example, a mining village could have high quality steel tools but unable to make 
  them. If the village is sufficiently isolated, then it is likely the technology level is also an indication of knowledge as well. 
  For government type, I recommend using it as an indication of possible types of government. Pick the one that makes the 
  most sense for your campaign.
  
  -4-
  Abbr.
  Class
  AL
  Alchemist
  AS
  Assassin
  BA
  Bard
  CL
  Cleric
  DR
  Druid
  FTR
  Fighter
  IL
  Illusionist
  MNK
  Monk
  MU
  Magic-User
  PAL
  Paladin
  RGR
  Ranger
  SA
  Sage
  TH
  Thief
  (monster)
  Ruler is a monster type
  Alignment (Align)
  The Wilderlands of High Fantasy was written prior to introduction of the nine alignment system. It used a prototype five 
  alignment system introduced in a newsletter article. The five alignments are Lawful Good (LG), Lawful Evil (LE), Neutral 
  (N), Chaotic Good (CG), and Chaotic Evil (CE).
  Rob’s Note: I used alignment as more of an indication of the atmosphere of the village: whether it is a freewheeling 
  cutthroat every man for himself place (Chaotic Evil) or a peaceful law-abiding settlement with its inhabitants looking out 
  for one another (Lawful Good). Sometimes, when a cleric or paladin is the leader, the alignment will also be the moral 
  philosophy the village follows.
  Ruler Information
  The next columns detail the name of the 
  ruler and their class, level, and race (type). 
  Any ruler that is name level (generally 9th) 
  or higher is highlighted in bold. The class 
  abbreviations are listed to the right.
  Resources
  The primary resource 
  found within the village. 
  The Market resource 
  means the village is a 
  trade hub for the region.
  Castles and Citadels
  Castles are comprised of several sections, among them: a keep, an outer 
  wall, and a gatehouse. A citadel only has a keep or tower. Each citadel 
  or castle is listed with it hex location in XXYY format, its type (castle 
  or citadel), and how many fighting men occupy the fortification. Also 
  the class, level, and alignment of the ruler of the castle or citadel is 
  detailed. Any castle or citadel that has a ruler who is name level (9th) is 
  highlighted in bold.
  Rob’s Notes: Often I would have a small hamlet or village attached 
  especially if it is a citadel and there is a large number of men. Sometimes 
  this settlement will be found in an underground dungeon like in the 
  adventure Citadel of Fire.
  Ruins and Relics
  This section lists interesting locales to visit. Each has a hex location in XXYY format and a description of what is in the 
  locale.
  Idyllic Isles
  The Wilderlands of High Fantasy is dotted with dozens of islands. The smaller ones are listed here. Each has a hex 
  location in XXYY format and a description of what can be found on the island.
  Rob’s Notes: The Wilderlands of High Fantasy always supported seafaring adventures. Read the island descriptions 
  carefully. Some are described with large settlements and important details that are only mentioned in the Idyllic Isles 
  listing.
  Lurid Lairs
  This section describes the numerous lairs dotting the landscape and found underneath the sea. Each lair has its hex 
  location described in XXYY format, what type of monsters can found here, and how many there are.
  Rob’s Notes: Like Idyllic Isles, some lairs can be considered villages particularly those with the demihuman races, like 
  elves and dwarves, and humanoid races, like orcs and goblins. Some of the original listings had to be altered as they were 
  not released as open content for use by third-party publishers.
  
  -5-
  Map Notes
  Map One, City State of the Invincible Overlord
  This map was first detailed in Installment K and later released as part of the Wilderlands of High Fantasy, which 
  contained the first five Wilderlands maps. In many ways, this map was a prototype for the entire series. For example, it 
  lacks a separate Ruins and Relic section, but it does have the largest number of lurid lairs. It is recommended that some 
  of the lairs be treated as ruins.
  The map was drawn in a slightly different style compared to the other seventeen Wilderlands maps. Regrettably, the map 
  was also drawn a half hex row off compared to the adjoining maps. This was corrected in the revised maps by tweaking 
  the coastlines and shifting the handful of shared locations to where they were drawn on this map.
  Map One is home to the City state of the Invincible Overlord, the Wilderlands most famous city but not its largest. As 
  a port at the head of the Estuary of the Roglaroon, it is situated in a strategic location. From its location, there is a 
  direct route to the west towards Viridistan, the City of Spices. It runs through a 50-mile wide gap between the Majestic 
  Mountains to the north and the Cloudwall Mountains to the south. The eastern frontier of the Empire of Viridistan is 
  found on Map Six just beyond the western border of this map.
  Other notable settlements exist in the area. Thunderhold, a kingdom of dwarves, to the north of the City State and a 
  longtime ally of the Overlord. Warwick which is a rival to the Overlord and City State and has slightly less than half of City 
  State’s population. Modron, which is sited 20 miles up the estuary from the Mouth of the Roglaroon. It is dominated by 
  the lawful Church of Mitra and is an ally to the City State. Nearby to Modron is Sticklestead about which little is known 
  except raising horses dominates its economy. Last is Ossary along the Pagan Coast. It is home to Alkazed, the King of the 
  Skandian Vikings, relative newcomers to the region. The Skandians of Ossary are rivals to the City State, and their navies 
  often skirmish. 
  Judges Guild’s Wilderness series of supplement detailed several area of Map One. The Mines of Custalcon focused on 
  the area surrounding Byrny (Hex 2312) and Trollslore (Hex 194). The Spies of Lightelf focused on the Gnome Kingdom of 
  Lightelf centered on Lightelf (Hex 4622). The River Pirates of Hagrost focused on the villages of Wormingford (Hex 4126) 
  and Oakenbridge (Hex 4226). The Shield Maidens of Sea Rune focused on Sea Rune (Hex 4927). Finally, Witches Court 
  Marshes focused on the area around Grita Heath (Hex 0115)
  Rob’s Notes: The history behind the Skandian Vikings was a major theme in many of my early campaigns. The situation 
  of the Pagan Coast, with the invading barbarians, strongly parallels the situation in 5th and 6th century Britain and 
  King Arthur. In one of the first major changes to the Wilderlands, I reworked the region from Wormingford to the north to 
  Shodan in the south into my take on the King Arthur myth. In lieu of the Saxons, I kept the Skandian Vikings, and King 
  Arthur was Artos, Prince of Nomar with his capital at Dorn (Hex 3827).
  Map Two, Barbarian Altanis
  This is the second map to be detailed as part of the 
  Wilderlands of High Fantasy. It joins with Map One City 
  State along its northern edge. The Barbarian Altanians live 
  here, the ancestors of those who first settled in the City 
  State. Barbarian Altanians are nomadic tribesmen who roam 
  the lands of their more advanced ancestors. The citizens of 
  the City State disdain the barbarian Altanians to the south 
  and would be appalled if they knew of their close kinship.
  The tribes of the Altanians are organized the same as 
  Nomads wearing leather armor, except for every 100 
  Altanians there are 3 shamans acting as sub-commanders 
  and a Protector, a young woman with psionic abilities who has the powers of mind blast, wiping memories, precognition, 
  and can read the thoughts of animals. Altanian Chiefs in their prime are Fighters with 1d4+5 levels. They can track the 
  same as a Ranger of a similar level.
  Many of the Barbarians receive work in the Mercenary Guild, in spite of the blood hatred with some of the Noble Clans of 
  the City-State. Altanian Lords get one vote in the Senate per 400 men at arms. The Tributary Lords of South Altanis are 
  known as the Traitor Barons. Three Traitor Barons have abandoned old tribal ways, building strongholds from which to 
  carry on an active slave trade. There are ancient cities never ventured into by the barbarians because they are considered 
  the home of powerful spirits of the ancient ones.
  The largest settlement in the region is Antil (Hex 1309). It is located on the Romilion Sea and likely an important trade 
  hub given the sea route to the Sea of Five Winds through the Straits of Clashing Rocks and the Straits of Maerstag. 
  Rob’s Notes: Despite the details on the Barbarian Altanis in the City State of the Invincible Overlord there is little explicit 
  detail found in the listings for Map Two. However, since much of the map is wilderness with only one major village (Antil) 
  it is not hard to work the nomads in. 
  
  -6-
  Map Three, Glow-Worm Steppes
  This map is the furthest north and furthest east of the 18 maps. It is dominated by the Valley of the Ancients and the 
  Glow Worm Steppes to the southeast. The Steppes lie on top of a large plateau which forms the southern edge of the 
  Valley of the Ancients. The region’s largest settlement is Tarsh (Hex 0206). Tarsh lies on the River Dor and can be reached 
  by ships sailing the Winedark Sea. Tarsh also dominates the eastern half of Map Five Valon.  See the notes on the realm 
  of Kazar under the notes for Map Five Valon.
  Rob’s Notes: This is the area where I ran my first campaign within the Wilderlands. The players had characters in TSR’s 
  World of Greyhawk and were in the midst of a series of planar adventures. They discovered a portal to the Wilderlands 
  that opened to the Valley of the Ancient. There they found a series of squabbling petty kingdoms (the villages of Map Three 
  and Five fleshed out). Over the next couple of sessions, they conquered these realms and established the Kingdom of 
  Nome (named after the Falls of Nome (Hex 2011)).
  Map Four, Tarantis
  This map lies directly to the east of Map One City State, across the Winedark Sea. To the northeast is the southern half of 
  the Glow-Worm Steppes which lies on top of a large plateau. The region is dominated by Tarantis ruled by Atar the Lion. 
  Tarantis is the center of a small kingdom ranging from Bastinadi (Hex 2007) in the north to Ganzir-Galad (Hex 4230) in 
  the south. 
  Rob’s Notes: This area was fleshed out in Tarantis, one of the last Wilderlands products to be published. In the product, 
  Edario I, Atar’s father and a noted pirate, conquered Tarantis in 4340 BCCC (the present is 4433 BCCC). Note that the 
  date in the product is off by a hundred years. Because of this, I thought it was logical to make Edario a Viking and his 
  conquest of Tarantis another exploit of the Skandian Vikings.
  Rob’s Notes: BCCC stands for Balokinzar Corrected Commoner’s Calender. It is based on a mistaken date for the creation 
  of the world. The present day of the various Wilderlands products is assumed to be 4,433 BCCC. The City State of the 
  Invincible Overlord was founded in 3,075 BCCC. Viridistan, the City State of the World Emperor was founded in 101 
  BCCC.
  Map Five, Valon
  This map lies directly north of Map One City State. It is the first map to be detailed that is dominated by the sea and 
  islands. The Uther Penwergern Sea dominates the map with areas of land to the west and northeast. The largest 
  settlement is Valon (Hex 2603) ruled by Artarias the Bear. It is notable for being one of the few powers in the Wilderlands 
  unequivocally on the side of good. The navies and merchants of Valon (Map Five), Tarsh (Map Three), and Warwick (Map 
  Four) contend for power and wealth in the region.
  The realm of Kazar
  On Map Five Valon, there are three nearby villages that appear 
  to be related. Two dwarven villages: Uriah-Kazar (Hex 4402) 
  and Cidin-Kazar (Hex 4711), and one gnome village Neang-
  Kazar (Hex 4703). There are also several villages from Map 3 
  Glow-Worm Steppes that could be part of this realm: two more 
  dwarven villages Zarast (Hex 1313) and Charmack (Hex 1507), 
  and another gnome village Dorne (Hex 1808). These could be all 
  part of a single realm called Kazar. Given that the ruler of Tarsh 
  is a druid it is likely there is an alliance or at least friendly 
  relations between the two.
  Rob Notes: On the cover of City State of the Invincible Overlord 
  is a thumbnail map of the entire Wilderlands which also marks 
  the major cities. One of the two cities marked for this region is 
  Sotur. When Map Five was published no entry was published for 
  Sotur in the village listing. There was however a ruin that stated 
  that Sotur was a ruined city. Confusingly this was marked for 
  hex 1814. This been corrected to 0814, the location of Sotur on 
  the map.
  When I started using the Wilderlands, I opted to adapt a major 
  city published by another company as a stand-in for Sotur. 
  Sotur became one of the powers contending for control of the 
  region. My take on Valon was that it was also a Viking kingdom 
  like Ossary and Tarantis, except they were the good guy Vikings, 
  loud and boisterous, but true to their word and dependable in a 
  fight. 
  
  -7-
  New Monsters
  Aboleth
  A revolting intelligent alien fish-like amphibian, primarily 
  living in the ocean deeps and flooded subterranean caves. It 
  is the size of a killer whale. It looks like a bloated catfish with 
  four long tentacles and orifices along its belly. Its tentacles 
  can be used to move itself when it is out of water. It has 
  three eyes arranged vertically above its mouth. They have an 
  obscure relationship with Mind Eaters and sages believe they 
  come from the same outer dimension.
  Aboleth
  AC 3[16]; HD 9; HP 35; Save 6;
  Move 90’/ 120’ (swim); CL/XP 12/2,000;
  Attacks (x4)
  Tentacles x4; HTB +9, DMG 1d6 + Poisonous Slime;
  Special
  Innate Magic: Charm Monster (3/day); 
  Phantasmal Force (3/day);
  Mucus Cloud: When in water can expel a cloud of mucus, 
  10 feet in radius. Make a saving throw or be unable to 
  breathe air for 3 hours.
  Poisonous Slime: A target suffering damage from a 
  successful tentacle hit will need to make a saving throw 
  vs. disease. On failure the slime changes the victim’s 
  skin to a rubbery slick texture. Victims will now have to 
  immerse themselves in water every hour or suffer 1d6 
  damage.
  Harvest 
  Aboleth Slime: 2d6 oz. (100 sp per oz.)
  
  -8-
  City State of the Invincible Overlord
  Campaign Map One
  Villages for the City State of the Invincible Overlord
  Major settlements and name level characters have been highlighted in bold. 
  Hex
  Name
  Pop
  Type
  Civ
  Align
  Ruler Name
  LVL
  Align
  Class
  Type
  Resources
  0115 
  Grita Heath 
  110 Men
  4 CG
  Iskarban 
  7 LG
  CL 
  Man
  Spices
  0122 
  Caelam
  490 Men
  7 CE 
  Jiralmar 
  16 N
  TH
  Man
  Pelts
  0210 
  Havocia 
  155 Men
  0 N
  Gartang 
  4 LG 
  FTR
  Man
  Flint
  0231 
  Jasonyria 
  252 Men
  5 N
  Nativad 
  7 N 
  AS
  Man
  Silk
  0328 
  Shavenoar 
  140 Men
  2 LG
  Markant 
  5 CG 
  FTR
  Man
  Copper
  0428 
  Skaney         
  284 Gnoll
  2 N
  Foxiling 
  4 N
  FTR
  Gnoll
  Furniture
  0510 
  Greybeard 
  445 Men
  5 N
  Rabagan 
  8 CG
  MU
  Man
  Tin
  0531 
  Charnock 
  470 Men
  5 N
  Tovekerd
  9 CE 
  TH
  Man
  Lead
  0607 
  Irungsway 
  180 Men
  6 CG
  Lepsarn 
  13 N
  MU
  Man
  Oil
  0633 
  Wildwood      
  154 Half
  3 LG
  Agbertal 
  9 CG
  FTR 
  Halfl
  Vineyards
  0703 
  Finmark 
  300 Men
  2 N
  Barlatarn 
  15 N 
  FTR
  Man
  Pearls
  0727 
  Red Cliffe 
  126 Men
  4 N
  Rockaster 
  9 N 
  DR
  Man
  Copper
  0823 
  Springle 
  366 Men
  6 CG
  Hanutar 
  8 LG 
  FTR
  Man
  Sulfur
  0828 
  Hlymadle
  340 Men
  4 N
  Burlak 
  12 CE 
  CL
  Man
  Zinc
  0831 
  Hankam 
  183 Men
  6 LE 
  Stapelan 
  11 CE
  MU
  Man
  Market
  0905 
  Smitten 
  460 Men
  6 N
  Belian 
  14 N 
  MNK 
  Man
  Market
  0907 
  Elixer 
  390 Dwarf
  10 CG 
  Cortnay 
  9 N 
  MU
  Man
  Market
  1013 
  Hindfell 
  334 Men
  6 CE
  Garerd 
  7 N
  FTR
  Man
  Market
  1031 
  Dart
  270 Gob.
  0 CE
  Hetvamar 
  13 N 
  FTR
  Man
  Market
  1123 
  Lakenheath 
  515 Men
  3 N
  Runalf 
  12 LE
  FTR
  Man
  Market
  1128 
  Landmarch 
  442 H-Elf
  5 LG
  Tornald 
  11 LE 
  MU
  Man
  Market
  1209 
  Bernost 
  488 Men
  6 N
  Malric 
  12 CG
  FTR
  Man
  Market
  1308 
  Doom 
  305 Men
  3 CG
  Gubard 
  11 N
  RGR
  Man
  Market
  1313 
  Catalan 
  492 Men
  4 CE
  Eablin 
  10 N 
  DR
  Man
  Market
  1423 
  Anguikan     
  412 Elf
  2 CG
  Tabernas
  13 CE
  IL 
  Man
  Market
  1429 
  Bondmaid 
  166 Men
  5 CG
  Hakaman 
  15 LG
  PAL
  Man
  Market 
  1533 
  Hunwood 
  452 Men
  2 CG
  Coturn 
  12 CG
  FTR
  Man
  Market
  1609 
  Wenlock 
  220 Gob.
  5 CE
  Berbant 
  7 N
  MU
  Man
  Market
  1623
  Foremost 
  350 Men
  4 CG
  Redwuif 
  10 LG 
  CL
  Man
  Market
  1715
  Hledra     
  216 Gob.
  5 CE
  Armengart 
  4 N 
  FTR
  Man
  Granite
  1720 
  Bulwark 
  293 Half.
  4 LG
  Jahungir 
  10 CE 
  CL
  Man
  PipeWeed
  1812 
  Smite 
  310 Men
  3 N
  Ramtalan 
  7 CG
  FTR
  Man
  Iron
  1815 
  Omen 
  236 Men
  2 LG
  Banfort 
  9 CG
  FTR 
  Dwarf
  Gold
  1907 
  Crucible     
  166 Orc
  1 LE
  Fastis 
  11 LE 
  FTR
  Man
  Iron
  1934 
  Sunfells 
  410 Elf
  6 N
  Synake 
  14 N 
  TH
  Man
  Market
  2004 
  Orlage 
  166 Men
  5 CG
  Lyrdan 
  11 N 
  FTR
  Man
  Market
  2015 
  Shewolf
  163 Men
  6 CG
  Gorogatan 
  10 CG
  FTR
  Man
  Market
  2032 
  Goblin Hill
  457 Men
  2 LG
  Zolamat 
  10 CG
  MU
  Man
  Granite
  2120 
  Gaehill      
  394 Dwarf
  6 N
  Baldacan 
  6 N 
  FTR
  Man
  Lead
  2125 
  Flint 
  292 Men
  0 N
  Disbad 
  12 LE 
  FTR
  Man
  Marble
  2312 
  Byrny 
  462 Men
  5 CG 
  Hetalan
  9 N 
  FTR
  Man
  Iron
  2314 
  Trollslore        
  194 Gob.
  0 CE
  Cusalcon 
  11 LE 
  FTR 
  Man
  Gold
  2321 
  Haghill 
  152 Men
  0 N 
  Huberic 
  7 N 
  FTR 
  Man
  Horses
  2422 
  Darkfield 
  175 Men
  5 N
  Snarzak 
  11 LE 
  MU 
  Man
  Market
  2503 
  Maskholm 
  390 Men
  6 CG
  Bolash
  17 LE
  IL
  Man
  Market
  2509 
  Anvil 
  184 Men
  4 N
  Fladhal 
  11 N 
  CL
  Man
  Silver
  2529 
  Dearthmead 
  310 Men
  6 N
  Oramek 
  11 LG
  FTR
  Man
  Market
  2606 Thunderhold
  2,000 Men
  9 LG
  Boralin
  8 N
  FTR
  Man
  Gems
  2622 
  Woe 
  270 Men
  3 CE
  Vardanit 
  7 LG
  FTR
  Man
  Hides
  2623 City State
  20,000 Men
  8 N 
  Balarnega 
  16 LE
  FTR 
  Man
  Market
  2626 
  Goodhap 
  215 Men
  5 N
  Kofsyra 
  10 N 
  FTR
  Man
  Market
  2630 
  Luckstone 
  224 Men
  3 LG 
  Sulakarn 
  8 N 
  FTR 
  Man
  Vineyards
  2708 
  Ered Chimera 
  258 Orc
  1 CE
  Kemac 
  10 LG 
  CL 
  Man
  Lead
  2711
  Troth 
  177 Men
  5 CG 
  Tregaric 
  7 N 
  FTR 
  Man
  Market
  2733 
  Atwain     
  320 Half.
  3  N
  Astcaran
  8 CE
  FTR 
  Man
  Pipeweed
  2814 
  Tain 
  404 Men
  5 N
  Krogin
  6 CG 
  FTR
  Man
  Market
  
  -9-
  Hex
  Name
  Pop
  Type
  Civ
  Align
  Ruler Name
  LVL
  Align
  Class
  Type
  Resources
  2926 
  Bier 
  170 Men
  3 CG
  Laskinor 
  4 N
  TH 
  Man
  Market
  3003 
  Thelamie 
  165 Men
  6 N
  Ranian 
  5 CG
  FTR
  Man
  Market
  3005 
  Karn 
  265 Men
  2 CE
  Bretharch 
  10 CE 
  MU
  Man
  Copper
  3007 
  Carmage 
  240 Men
  1 LG
  Harilik 
  7 LG 
  FTR
  Man
  Timber
  3117 
  Adderwood    
  312 Elf
  2 CG
  Gofynan 
  7 LG 
  PAL 
  Man
  Furs
  3204 
  Sea Hill  
  294 Men
  4 LG
  Langorin 
  8 N
  FTR
  Man
  Market
  3213 
  Elf-burn  
  144 Elf
  5 CG
  Ermidon 
  7 N
  FTR 
  Elf
  Market
  3313 
  Limerick 
  150 Men
  5 N
  Bedestyr 
  11 N
  BA
  Man
  Salt
  3325 
  Varin’s Firth 
  440 Men
  1 CE
  Penarkon
  6 CE
  TH
  Man
  Pitch
  3402 Warwik 
  9,400 Men
  9 N
  Gadelen 
  3 N
  FTR
  Man
  Market
  3406 
  Seasteadholm 
  146 Elf
  1 N
  Gronrhy
  6 CG
  MU
  Elf
  Market
  3412 
  Boughrune 
  230 Men
  0 N
  Halewnlyn 
  5 LG
  MU
  Man
  Iron
  3529 
  Hel 
  460 Men
  2 CG
  Tarhinagh
  8 CE
  MU
  Man
  Gems
  3615 Modron 
  1,230 Men
  9 N
  Anoethin 
  10 N
  CL
  Man
  Gems
  3625 
  Rockhollow
  210 Men
  5 N
  Eanqar
  8 CG 
  FTR
  Man
  Zinc
  3704 
  Zarthstone 
  416 Men
  4 LG
  Kamlan
  8 CG
  CL
  Man
  Market
  3706 
  Wolfstone
  400 Men
  4 LE
  Ledwig 
  9 N 
  CL
  Man
  Mercury
  3806 
  Ottergild
  184 Men
  4 N
  Narthin 
  8 CE 
  CL
  Man
  Salt
  3827 
  Dorn 
  230 Men
  6 CG
  Rakinach 
  11 LE
  FTR
  Man
  Market
  3919 
  Ryefield 
  128 Men
  6 LE
  Ciloxinin 
  7 CG
  RGR
  Man
  Pitch
  3933 
  Guilding 
  306 H-Elf
  2 N
   lgryan 
  5 LG
  FTR
  Man
  Market
  4008 
  Forecastle        
  155 Gnoll
  7 CE
  Zademidan 
  4 CE
  FTR
  Gnoll
  Market
  4013 Sticklestead 
  2,540 Men
  5 N
  Kargrol
  8 LE
  FTR
  Man
  Horses
  4015 
  Brushwood 
  132 Men
  2 LG
  Gakatig 
  6 LE
  CLR
  Man
  Market
  4123 
  Ashenshaft 
  426 H-Elf
  5 CG
  Ceidric
  8 CE
  FTR
  Man
  Market
  4126 
  Wormingford 
  172 Men
  1 CE
  Cathorn
  3 LG 
  CL
  Man
  Market
  4226 
  Oakenbridge 
  318 Men
  3 N
  Mervanal
  10 N
  DR
  Man
  Market
  4229 
  Fireside 
  330 Men
  6 LG
  Amlenfrik 
  8 CG
  CL
  Man
  Market 
  4313 
  Seastrand 
  412 Men
  3 CE
  Vagnakar
  8 N
  FTR
  Man
  Market
  4314 
  Sunlitten 
  450 Men
  3 LE
  Rasarel
  7 N
  TH
  Man
  Market
  4416 
  Tegel 
  230 Men
  3 N
  Ternelmor 
  7 LE
  FTR
  Man
  Market
  4431 
  Heatherbrush 
  196 Men
  3 N
  Kelbardan 
  8 LE
  FTR
  Man
  Market
  4518 
  Benobles 
  266 Elf
  9 CG
  Elidoel 
  6 N
  DR
  Man
  Market
  4528 
  Mill Haven 
  190 Men
  6 CG
  Glasiglin 
  5 CG
  RGR
  Elf
  Market
  4534 
  Serpeant Little 
  136 H-Elf
  2  N
  Grugal 
  8 N 
  RGR
  Man 
  Market
  4609 
  Croy 
  458 Men
  9 N
  Melrik
  11 LE 
  FTR
  Man
  Pearls
  4622 
  Lightelf 
  415 Gnome
  9 CE
  Veranken
  2 LG
  FTR
  Man
  Timber
  4732 
  Swarins Cairn 
  156 Men 
  5 N
  Ablikar
  9 N
  FTR
  Man
  Fish
  4804 
  Armagh 
  267 Men
  5 N
  Dunbarin 
  8 CE
  FTR
  Man
  Fish
  4821
  Shipshore Harbor
  93 Men
  3 CN
  Bintrall
  7 CE
  FTR
  Man
  Timber
  4829 Ossary     
  3,200 Men
  8 CE
  Alkazed 
  8 CE
  FTR
  Man
  Market
  4923 
  Palewood  
  114 Elf
  1 CG 
  Giwaldyn 
  3 CG 
  FTR
  Man
  Pitch
  4927 
  Sea Rune 
  135 Men
  5 CG
  Drudnak
  7 N
  DR
  Man
  Market
  4928
  Farad
  90 Men
  3 N
  Gorm
  4 N
  FTR
  Man
  Fish
  5025
  Thorsvirke
  90 Men
  3 N
  Eric
  3 N
  FTR
  Man
  Fish
  5127
  Hrimsglo
  90 Men
  3 N
  Eric
  4 N
  FTR
  Man
  Fish
  Villages for the City State of the Invincible Overlord (Continued)
  Major settlements and name level characters have been highlighted in bold. 
  
  -10-
  Citadels & Castles for City State of the Invincible Overlord
  Citadels are only the tower or keep without stone walls. Castles add stone walls and gatehouses to the keep. Castles and 
  citadels with rulers of name level (9th) or higher are highlighted in bold.
  Hex
  Type Class
  LVL
  Align
  Men
  0107 Cit
  MU
  7 CE
  40
  0125 Cas
  FTR
  6 N
  130
  0203 Cas
  CL
  6 LG
  70
  0216 Cit
  FTR
  5 CG
  40
  0312 Cas
  FTR
  8 LE
  120
  0324 Cit
  MU
  5 N
  12
  0330 Cit
  FTR
  5 LE
  60
  0402 Cit
  RGR
  5 LG
  30
  0420 Cit
  FTR
  6 CG
  60
  0515 Cas
  FTR
  8 LE
  120
  0602 Cit
  MU
  6 CG
  10
  0620 Cas
  FTR
  7 LG
  50
  0628 Cit
  MU
  8 N
  50
  0701 Cit
  CL
  4 LG
  15
  0712 Cit
  CL
  7 LG
  60
  0818 Cit
  MU
  5 LE
  20
  0911 Cas
  FTR
  6 N
  150
  0929 Cit
  PAL
  5 LG
  10
  1003 Cas
  FTR
  8 LE
  110
  1119 Cas
  FTR
  7 N
  80
  1206 Cas
  CL
  6 LE
  70
  1225 Cit
  MU
  6 N
  60
  1316 Cit
  FTR
  5 LE
  14
  1333 Cas
  FTR
  8 N
  130
  Hex
  Type Class
  LVL
  Align
  Men
  1423 Cit
  CL
  4 LG
  40
  1505 Cit
  MU
  5 LG
  20
  1607 Cas
  FTR
  5 LE
  120
  1623 Cit
  FTR
  7 LG
  30
  1715 Cit
  FTR
  5 N
  50
  1824 Cit
  MU
  5 N
  40
  1906 Cas
  FTR
  8 LE
  100
  1913 Cit
  CL
  7 LG
  20
  2010 Cit
  MU
  5 N
  50
  2024 Cas
  CL
  7 LE
  100
  2127 Cit
  FTR
  8 LG
  10
  2232 Cas
  CL
  5 LG
  150
  2334 Cas
  FTR
  6 LE
  130
  2422 Cas
  IL
  6 N
  110
  2503 Cas
  CL
  7 LG
  120
  2509 Cit
  MU
  6 N
  30
  2529 Cas
  MU
  8 LE
  160
  2604 Cas
  FTR
  7 LG
  130
  2611 Cit
  FTR
  5 LG
  60
  2620 Cas
  CL
  6 LE
  70
  2626 Cit
  FTR
  5 N
  40
  2708 Cit
  MU
  6 N
  30
  2732 Cas
  FTR
  8 LE
  120
  2814 Cas
  FTR
  5 N
  60
  Hex
  Type Class
  LVL
  Align
  Men
  2916 Cit
  FTR
  6 LG
  20
  2926 Cit
  MU
  8 CE
  20
  3021 Cit
  FTR
  7 N
  40
  3127 Cit
  CL
  4 CE
  40
  3204 Cas
  FTR
  8 LE
  90
  3230 Cit
  FTR
  5 LE
  40
  3325 Cit
  FTR
  6 CG
  60
  3402 Cas
  FTR
  8 LE
  120
  3406 Cit
  CL
  5 CG
  10
  3418 Cit
  FTR
  7 CE
  45
  3529 Cas
  MU
  8 CG
  140
  3616 Cas
  CL
  7 LG
  90
  3827 Cit
  FTR
  5 N
  40
  3933 Cit
  CL
  5 LE
  10
  4008 Cas
  FTR
  5 N
  50
  4133 Cit
  FTR
  6 CE
  30
  4206 Cit
  FTR
  6 CG
  40
  4313 Cit
  MU
  7 CE
  40
  4429 Cas
  FTR
  7 LE
  110
  4528 Cit
  FTR
  5 N
  50
  4608 Cit
  CL
  6 LG
  60
  4633 Cit
  FTR
  5 N
  36
  4806 Cas
  FTR
  7 CE
  80
  4927 Cas
  FTR
  8 LG
  130
  5123 Cit
  MU
  7 CE
  25
  5231 Cit
  MU
  8 LE
  40
  Idyllic Isles for City State of the Invincible Overlord
  Hex
  Description
  0301
  Isle of  the Twelve: Twelve 70’ to 120’ tall Bronze Statues of the gods Thetis, Ino, Oceanus, Tethys, Neptune, 
  Amphitrite, Doris, Triton, etc. The statue of Thetis is hollow and contains treasure worth ten dragon hoards. The 
  statue of Triton will animate to protect the treasure. Giant Statue; AC -8 [27]; HD 10; HP 180, Spec: immune to 
  magic, +3 weapons or better to hit; Atk: +5 Trident DMG: 7d6;
  0701
  Isle of  Laiah: Abode of a 19th level sorceress (very lonely).
  1101 Isle of  the Halflings: 27 shipwrecked Halflings evading a Cyclops.
  1701 Isle of  Honor: An ancient temple containing a water naga.
  1901 Isle of Ampedocles: A castaway pirate who knows fears the return of a giant crocodile which hates him.
  3101
  Isle of  Midheaven: 116 females and two ancient sages fervently desire a champion who will enter the cave of 
  their god to ask for the return of the male villagers sent to ask his aid, a Catoblepas.
  4001 Isle of  the Talisman: A pirate citadel, 120 pirates, and two sloops.
  4101 Isle of  the Water Sprites: A sea Hag and 6 daughters’ live in a mountain cave.
  4102 Isle of  the Elect: A completely deserted city with a dungeon beneath the temple.
  4409 Isle of  Empyreal Dawn: Overrun by Giant Frogs and Giant Leeches.
  4502 Isle of  the Sea Witch: 36 wrecked ships inhabited by ghouls and a Dragon turtle.
  4510 Isle of  the Ringlet: Abode of an ancient Wizard desiring a vial of water from Council Lake.
  4601 Isle of  Damarah: Giant octopi occupy a buccaneers treasure cave.
  4611 Isle of  Slumber: The ruins of an ancient city overrun by apes hide a wishing well.
  4612 Isles of  the Shadow Dragon: Stronghold of the pirate brotherhood.
  4813 Isles of Eerie: Mist shrouded isle of vineyards visited by Nixies.
  4915 Isles of Wight: 56 extremely poor Vikings and one longship.
  5017 Isle of  the Thousand: Abode of rebels, outlaws and exiles.
  5116 Isle of  Tombs: 1,420 tombs full of undead and demons.
  5119 Isle of  Black Idols: Ebony statues guarded by a black dragon.
  5215 Isle of  the Vortex: 356 Lizard Men who worship a giant Manta Ray.
  
  -11-
  Ruins & Relics for City State of the Invincible Overlord
  Map One only has one Ruin (from Map 6, Viridistan) detailed. But it does have more lairs than any other Wilderlands 
  maps. Some of these should be turned into ruins or contain relics guarded by the monsters living there.
  Lurid Lairs for City State of the Invincible Overlord
  Hex
  Monster
   NA
  0102 Minotaurs 
  6
  0109 Wereboars
  15
  0117 Hill Giants
  4
  0125 Hobgoblins
  120
  0134 Salamanders
  3
  0206 Giant Ants
  36
  0314 Griffons
  14
  0219 Medusae
  3
  0225 Ogre-Magi
  4
  0229 Lizard Men
  30
  0317 Catoblepas
  2
  0324 Dire Wolves
  12
  0334 Centaurs
  12
  0403 Treants
  15
  0414 Kobolds
  330
  0431 Basilisks
  4
  0504 Unicorns
  2
  0512 Wild Pigs
  22
  0533 Tigers
  17
  0614 Gorgons
  3
  0730 Cave Bears
  10
  0818 Nixies
  95
  0903 Gnolls
  140
  0909 Giant Spiders 
  23
  0920 Giant Beetles
  8
  1002 Mermen
  40
  1016 Wild Dogs
  43
  1028 Wolves
  16
  1030 Owl Bears
  3
  1134 Wild Dogs
  12
  1112 Giant Snakes
  5
  1119 Werebears
  10
  1134 Sahuagin
  37
  1206 Trolls
  10
  1230 Sea Monsters
  2
  1305 Bug Bears
  3
  1327 Wild Horses
  46
  1301 Giant Ants
  276
  1332 Green Dragons
  3
  Hex
  Monster
   NA
  1415 Mountain Lion 
  12
  1419 Wild Cattle 
  17
  1505 Ogres
  13
  1507 Frost Giants
  6
  1602 Aquatic Elves
  260
  1611 Orcs
  190
  1626 Giant Weasels
  4
  1705 Leprechauns
  3
  1722 Giant Skunks
  6 
  1807 Yeti
  4
  1831 Bears
  15
  1903 Tritons
  21
  1911 Cloud Giants
  4
  2129 Giants Ram
  15
  2209 Hydras
  3
  2222 Crocodiles
  25
  2232 Manticoras
  1
  2325 Lizard Men
  30
  2334 Red Dragons
  4
  2406 Cockatrices
  5
  2432 Salamanders
  3
  2521 Giant Frog
  6
  2618 Giant Beaver
  3
  2734 Minotaur Lizards
  2
  2818 Wood Nymph
  5
  2822 Treants
  18
  2905 Giant Wasps
  6
  2923 Dryads
  6
  2933 Giant Crocodiles
  6
  3011 Fire Lizard
  3
  3017 Pixies
  40
  3103 Giant Ants
  160
  3111 Giant Toads 
  11
  3123 Giant Lynx 
  12
  3126 Mountain Lions
  13
  3131 Giant Weasels
  14
  3226 Weretigers
  15
  3233 Wild Dogs
  14
  3308 Giant Shark
  8
  Hex
  Monster
   NA
  3311 Wild Horses
  12
  3318 Hippogriffs
  2
  3329 Orcs
  180
  3421 Giant Otter
  14
  3431 Hydra
  11h
  3508 Trolls
  7
  3515 Wild Dogs
  18
  3527 Hobgoblins
  180
  3612 Giant Centipedes
  10
  3628 Trolls
  5
  3631 Hill Giants
  3
  3708 Giant Leech 
  8
  3711 Mososaurus 
  3
  3809 Giant Ants   
  120
  3812 Wild Horses 
  24
  3821 Unicorns
  1
  3829 Wild Horses
  21
  4006 Minotaurs 
  1
  4016 Gorgons
  2
  4021 Bears
  26
  4128 Giant Lizards
  8
  4206 Wererats
  7
  4215 Stirges
  24
  4224 Giant Toads
  10
  4232 Harpies
  9
  4404 Dolphins
  13
  4421 Wild Pigs
  22
  4524 Giant Weasels
  14
  4602 Sea Horses
  6
  4625 Wereboars
  3
  4630 Stags
  12
  4704 Owl Bears
  5
  4805 Manticoras
  2
  4934 Elasmosaurus
  2
  5008 Plesiosaurus
  3
  5025 Giant Crabs
  4
  5117 Aboleth
  10
  5122 Werewolves
  8
  Hex
  Description
  0111
  A tall blue monolith sticks out of the surface of the ground. The monolith is a total of 90 feet tall but the bottom ten feet are 
  covered by dirt. In the base of the monolith (beneath the surface) is a secret panel guarded by a poison nettle in which are 
  located 100 platinum pieces.
  
  -12-
  Hex
  Name
  Pop
  Type
  Civ
  Align
  Ruler Name
  LVL
  Align
  Class
  Type
  Resources
  0108
  Actun
  436 Elf
  4 LG
  Redon 
  11 LG 
  FTR
  Elf
  Market
  0114
  Quitzit
  113 H-Elf
  1 CG
  Ilialetus 
  5 CG
  MU
  Man
  Silver
  0221
  Besgar
  242 Men
  4 LG
  Angthor 
  7 N
  FTR
  Man
  Market
  0302
  Plychen
  151 Orc
  3 CE
  T’Danz 
  4 CE
  FTR
  Orc
  Hides
  0406
  Stigrix
  344 Gnoll
  2 CE
  Cidring 
  4 LE
  CL
  Man
  Pitch
  0512
  Tenoch
  255 Men
  1 N
  Gof the Old 
  6 N
  FTR
  Man
  Market
  0528
  Brafylia
  422 Goblin
  3 LE
  Ruythat 
  4 LE
  FTR
  Ogre 
  Leather
  0702
  Algasar
  132 Men
  1 CG
  Thenric 
  8 N
  SG
  Man
  Market
  0734
  Xochete
  167 Half
  1 LG
  Ramabuck 
  7 N 
  TH 
  Half
  Pipe Weed
  0821
  Piyramys
  216 Men
  2 N
  Naf Wig 
  3 LG
  CL
  Man
  Market
  1024
  Ucatanis
  110 Men
  0 N
  Alar Reed-cutter 
  5 N
  IL
  Man
  Fish
  1110
  Kestizar
  270 H-Elf
  2 LG
  Elidarth 
  6 LG
  MU
  H-Elf
  Pearls
  1117
  Daitia Hill
  334 Goblin
  3 LE
  Caw Bow-back 
  5 LE
  FTR
  Man
  Market
  1309
  Antil
  1,172 Men
  4 N
  Galgod the Hewer 
  4 N 
  FTR
  Man
  Market
  1327
  Mysk
  346 Men
  2 LG
  Nert Iron-fist 
  5 LG 
  FTR 
  Man
  Market
  1423
  Renth
  234 Elf
  4 N
  Cyn Light-foot 
  4 LG
  MU
  Elf
  Rope
  1605
  Palen Spring
  173 Men
  3 N
  Morthor Cof 
  11 CE
  CL
  Man
  Market
  1722
  Colisth
  261 H-Elf
  1 N
  Filor 
  6 CG
  MU
  H-Elf
  Silk
  1803
  Little Kor
  170 Orc
  2 CE
  Prazat 
  5 CE
  FTR
  Orc
  Market
  1815
  Valera
  310 Men
  0 CG
  Marash 
  5 CG
  CL
  Man
  Fish
  1901 
  Sunfells 
  410 Elf
  6 N
  Synake 
  14 N 
  TH
  Man
  Market
  1926
  Bisgen
  562 Men
  2 LG
  Parre 
  7 LG
  FTR 
  Man
  Horses
  2007
  Kukul
  217 Goblin
  3 LE
  Amash V.
  5 LE
  MU
  Man
  Market
  2105
  Strantath
  412 Men
  1 N
  Resisa 
  8 LE
  CL
  Man
  Oil
  2133
  Barath
  196 Orc
  3 LE
  Tinz 
  3 CE
  FTR
  Orc
  Sulfur
  2209
  Chacban
  431 Dwarf
  4 N
  Frandal 
  6 LG
  FTR
  Dwarf
  Iron
  2312
  Halafic
  390 Men
  3 LE
  Turus 
  7 LE
  CL
  Man
  Hides
  2429
  Ractuan
  305 Gnome
  3 N
  Drudil 
  4 N
  FTR
  Gnome
  Lead
  2518
  Talud
  187 Men
  2 LG
  Sildith 
  5 LG
  MU
  Man
  Market
  2721
  Bisituni
  253 Half
  1 N
  Bifolls Stalker 
  3 CG
  FTR 
  Half
  Market
  2732
  Carchimish
  323 Men
  0 CE
  Mytsh 
  7 LE
  MU 
  Man
  Market
  2812
  Anatal
  372 Elf
  4 LG
  Cildarith 
  9 LG
  MU 
  Elf
  Weapons
  2903
  Jarmoco
  220 Men
  3 LE
  Jasten 
  4 N 
  FTR 
  Man
  Flint
  2918
  Kolda
  357 Dwarf
  4 N
  Dorin 
  4 N 
  FTR 
  Dwarf
  Weapons
  3027
  Hara
  244 Men
  3 LE
  Earani Cor 
  4 CG 
  CL 
  Female
  Market
  3120
  Nippuri
  236 Men
  2 N
  Ragiun VI 
  5 LE 
  FTR 
  Man
  Lead
  3313
  Onhir
  456 Elf
  4 LG
  Cuchulainn 
  7 LG 
  MU 
  Elf
  Gems
  3329
  Ahyf
  312 Men
  3 N
  Briaron 
  3 LG 
  FTR 
  Man
  Market
  3518
  Shedezar
  286 Gnoll
  2 LE
  Tutxtla Ventor 
  3 LE 
  FTR 
  Gnoll
  Zinc
  3602
  Britis
  123 Goblin
  0 CE
  Horbig 
  2 LE 
  FTR 
  Goblin
  Pitch
  3611
  Zothay
  555 Men
  5 LG
  Kritas the Red 
  6 LG 
  MU 
  Man
  Market
  3624
  Ketche
  142 Men
  0 CG
  Beklomdamor 
  4 CG 
  FTR 
  Man
  Fish
  3721
  Tristor
  273 Elf
  1 CG
  Nikuelanor 
  5 LG 
  FTR 
  Elf
  Spices
  3906
  Shodan
  252 Men
  2 N
  Medlaf 
  4 N 
  CL 
  Man
  Market
  4204
  Sykmet
  436 Men
  3 LG
  Big Hiram 
  7 LG
  FTR 
  Man
  Timber
  4311
  Halkmenan
  346 H-Elf
  4 LG
  Trildir Dry-lip 
  3 LG 
  MU 
  H-Elf
  Market
  4501 
  Serpeant Little 
  136 H-Elf
  2  N
  Grugal 
  8 N 
  RGR
  Man 
  Market
  4502
  Kauran
  522 Men
  3 N
  Ozmic 
  9 LE 
  MU 
  Man
  Market
  4728
  Doratis
  185 Men
  1 N
  Brasnato 
  4 N
  FTR 
  Man
  Fish
  4806
  Horaja
  390 Orcs
  2 CE
  Gwy the Mighty 
  6 CE
  FTR
  Troll
  Furs
  4930
  Bistan
  246 Sea Elf
  4 N
  Thisafil 
  4 N 
  MU 
  Sea Elf
  Pearls
  Barbarian Altanis
  Campaign Map Two
  Villages for Barbarian Altanis
  Major settlements and name level characters have been highlighted in bold. 
  
  -13-
  Castles and Citadels 
  for Barbarian Altanis
  Citadels are only the tower or keep without 
  stone walls. Castles add stone walls and 
  gatehouses to the keep. Castles and citadels 
  with rulers of name level (9th) or higher are 
  highlighted in bold.
   Lurid Lairs for Barbarian Altanis
  Hex
  Monster
   NA
  0102 Minotaurs 
   6
  0109 Giant Weasel  
  22
  0206 Giant Beetles 
  9
  0225 Wild Dogs
  16
  0301 Centaurs
  12
  0321 Elephants
  8
  0332 Giant Snakes 
  7
  0402 Dire Wolves
  12
  0415 Giant Ants
  97
  0510 Wild Cattle
  17
  0525 Wild Horses
  32
  0704 Wolves
  25
  0719 Wart Hogs 
  4
  0813 Mammoths
  5
  0825 Giant Turtles
  3
  0908 Flightless Birds
  11
  0931 Wild Pigs
  9
  1015 Giant Crocodiles
  8
  1022 Catoblepas
  1
  1101 Wild Dogs
  12
  1113 Giant Goats
  8
  1134 Sahuagin
  37
  1301 Giant Ants
  276
  1321 Wild Pigs
  14
  1406 Wild Horses 
  19
  1410 Giant Centipedes
  12
  1521 Hippos
  4
  1533 Wild Dogs
  10
  1612 Wolves
  17
  1625 Giant Snakes 
  3
  1702 Bears
  4
  1717 Wild Cattle
  12
  1905 Giant Ticks
  6
  1914 Pixies 
  4
  1931 Giant Weasels
  2
  2120 Wild Dogs
  11
  2213 Tyrannosaurus Rex
  1
  Hex
  Type Class
  LVL
  Align
  Men
  0103 Cit.
  TH
  4 N
  10
  0210 Cas.
  FTR
  5 CE
  130
  0306 Cit
  MU
  3 N
  40
  0323 Cit.
  MNK
  4 LG
  70
  0601 Cas.
  FTR
  5 CG
  90
  0612 Cit.
  FTR
  4 CE
  50
  0727 Cas.
  PAL
  4 LG
  120
  0734 Cit
  PAL
  7 LE
  105
  0883 Cas.
  FTR
  4 LG
  100
  0920 Cit.
  IL
  5 LE
  50
  1014 Cit.
  FTR
  5 CG
  20
  1111 Cas.
  FTR
  7 N
  100
  1130 Cit.
  FTR
  4 N
  70
  1217 Cit.
  TH
  4 CE
  40
  1423 Cas.
  CL
  8 LG
  80
  1511 Cit.
  MU
  6 N
  10
  1619 Cit.
  FTR
  4 LG
  70
  1704 Cas.
  MU
  6 LE
  50
  1729 Cit.
  CL
  5 CE
  60
  1812 Cit.
  FTR
  4 CG
  60
  2022 Cit.
  TH
  6 N
  30
  2131 Cas.
  FTR
  4 LE
  50
  2301 Cas
  FTR
  6 LE
  130
  2416 Cit.
  CL
  4 CE
  60
  2428 Cit.
  FTR
  5 CE
  10
  2610 Cit.
  MU
  4 N
  20
  2704 Cit.
  FTR
  8 N
  40
  2832 Cit.
  IL
  5 LG
  70
  2902 Cit.
  AS
  4 N
  30
  3112 Cas.
  CL
  5 CG
  60
  3120 Cit.
  FTR
  4 LG
  40
  3127 Cas.
  RGR
  9 LG
  120
  3233 Cit.
  FTR
  4 LE
  50
  3308 Cit.
  BA
  5 N
  70
  3418 Cas.
  FTR
  7 CE
  50
  3424 Cas.
  TH
  6 N
  70
  3730 Cit.
  MU
  3 N
  40
  3807 Cit.
  FTR
  4 CE
  10
  3820 Cas.
  FTR
  6 LE
  70
  3913 Cas.
  CL
  7 LG
  80
  4003 Cas.
  DR
  4 N
  130
  4206 Cit.
  FTR
  4 N
  30
  4309 Cas.
  FTR
  3 N
  50
  4504 Cit.
  MU
  3 CG
  20
  4706 Cit.
  IL
  3 LE
  10
  5007 Cas.
  FTR
  5 N
  100
  5030 Cit.
  AL
  6 N
  40
  Hex
  Monster
   NA
  2230 Manticoras
  2
  2301 Red Dragons
  4
  2408 Leopard
  1
  2525 Spotted Lions
  5
  2602 Cave Bears
  4
  2633 Griffon
  1
  2701 Minotaur Lizards
  2
  2718 Jaguars
  3
  2828 Wild Pigs
  7
  2909 Irish Deer 
  8
  3004 Titanotheres
  3
  3031 Mastodons
  1
  3124 Owl Bears
  3
  3214 Giant Skunks
  5
  3512 Mtn Lions
  2
  3522 Giant Rams
  3
  3607 Wild Horses
  12
  3715 Wild Cattle
  15
  3733 Mermen 
  10
  3801 Wild Dogs
  26
  3918 Lizard Men
  7
  4023 Giant Octopus
  1
  4107 Wolves
  13
  4129 Giant Crabs
  8
  4212 Roc
  1
  4334 Tritons
  2
  4509 Giant Fish 
  27
  4522 Lizard Men
  3
  4613 Queen Dragon Turtle
  1
  4703 Giant Squids
  2
  4817 Sea Monsters
  1
  4934 Elasmosaurus
  2
  4904 Unicorns
  2
  4927 Giant Lizards
   8
  5010 Giant Fish
  13
  5132 Nixies
  4
  5225 Mermen 
  6
  
  -14-
  Idyllic Isles for Barbarian Altanis
  Ruins & Relics for Barbarian Altanis
  Hex
  Description
  1106
  Isle of Ekur: 2 Giant Lizards attack all who land.
  3929
  Isle of Dread: Black Dragon and hoard. The dragon is often seen preying on passing ships.
  4028
  Isle of Dzian: Has injured Roc, who will reward those who aid it.
  4032
  Isle of GreenLight: Overgrown with vegetation and cannibals.
  4134
  Isle of Ogigian: Large Statue of Neptune pointing north.
  4329
  Isles of Chebrexy: Maze with Minotaur at center.
  4422
  Isle of the Unclean: Leper Colony, 2% chance per turn while on Isle, that the disease will be contracted.
  4428
  Isle of Trytonis: Giant Snake in cave sleeping around large pearl.
  4514
  Isles of Muraloti: A lone insane wizard who lives on the largest isle.
  4613
  Isle of Warglewood: Forest covered with large Ent tending the woods.
  4813
  Isles of Jynoquil: Haunted by ghosts of dead seamen.
  4828
  Isle of Helaria: Hradno, a hermit, hero of Halkemenan lives here in self-exile.
  4829
  Isle of Quarmouth: Dense forests hide the ruins of a lost city.
  4929
  Isles of Quicksilver: A pirate stronghold, cleverly hidden 79 Pirates, 1 Sloop.
  5011
  Isle of Xeytaria: A colony of sea elves keeps the island open for elven trade.
  5015
  Isle of Verchiona: Bejeweled statues will animate for 2d6 rounds if molested.
  5018
  Isle of Sydaria: Small whales that cavort offshore are rumored to be human nobles polymorphed after their cruel 
  rule.
  5019
  Isle of Bargurir: Several Minotaur lizards occupy an abandoned cliff dwelling.
  5116
  Isle of Zueringi: Numerous zombies protect a magic user attempting to strengthen their kind.
  5117
  Isle of Blue Rest: 3 to 4th level witches will care to the needs of strangers in exchange for stories.
  Hex
  Description
  Monster
  0112
  Spent Fuel in Crevice
  1 Hill Giant
  0403
  Charred Worm eaten Artifacts of Protective Device
  21 Wild Dogs
  0420
  Dangerously Operational Relic of Weapon inside Cavern
  3 Zombies
  0723
  Tumbled Monolith on Rocky Slope
  6 Werewolves
  0729
  Corroded Leadership Device in Large Crater
  l Wererat
  0811
  Charred Remnants of Eroded Bridge
  3 Goblins
  1018
  Partially Sunken, Worm-eaten Spent Sewage
  l Wight
  1028
  Refuse of Worm-eaten Food Covered with Mold
  4 Gnolls
  1032
  Moldy Stonepile Marking Tomb inside Cavern
  3 Giant Snakes
  1104
  Contaminated Rock Covered Cottage on a Slope
  39 Rats
  1212
  Corroded Engraving
  3 Zombies
  1414
  Partially Sunken Fully Operational Chariot
  l Giant Pig
  1531
  Charred Roof Collapsed
  l Cockatrice
  1601
  Partially Covered with Earth God Totem
  4 Stirges
  1707
  Beacon in a Large Crater
  2 Werewolves
  1918
  Partially Covered with Ashes Offal
  l Umber Hulk
  2010
  Inside a Cavern a Worm-eaten Longboat
  8 Skeletons
  2128
  Partially Sunken Defaced Statue
  3 Phase Spiders
  2203
  Crystallized Titans Skeleton Fully Covered with Vines
  3 Trolls
  2207
  Tumbled Down Hovel Beneath Overhang
  2 Giant Owls
  2223
  Moldy Pair of Boots in a Thicket
  None
  2430
  Eroded Animal Fountain
  l Unicorn
  2606
  Fully Covered with Earth Burial vault
  l Mummy
  2621
  One foot square opening to Eroded Sewer
  l Rust Monster
  2625
  A Fully Operational Flyer Harness in Crevice
  4 Kobolds
  2715
  Partially Covered With Earth Worm-eaten Chest
  4 Snake
  3007
  63 Houses & 1 Temple Covered with Webs & Dust in a Cavern
  5 Vampires
  3022
  Charred & Burnt Loom in a Crevice
  None 
  3115
  Crumbling Sacrificial Mound
  3 Giant Lizards
  3331
  Idol on a Rocky Slope Crumbled
  3 Giant Ticks
  3402
  A Fully Operational Spyglass in a Thicket
  4 Bears
  3514
  Partially Covered Wine Vines Crumbling Tower
  1 Hill Giant
  3610
  A Dangerous Operational Anti-Grav, in a crevice
  4 Trolls
  3723
  Fully Covered with Ashes Worm-eaten Sewage
  None
  4009
  A Storm Giants Skull Worm eaten
  2 Wererats
  4231
  Partially Sunken Collapsed Siege Tower
  30 Bats
  4302
  Above Ground Disfigured Doll
  None
  4417
  Charred & Burnt Villa
  6 Gnolls
  4506
  Petrified Throne Fully Covered with Cinders
  9 Wolves
  5104
  Fully Operational Coal in a Cave
  2 Wereboars
  5123
  A Partially Caved-in Cistern
  l Umber Hulk
  5128
  Partially Covered Concrete Road
  None
  
  -15-
  Glow-Worm Steppes
  Map Three
  Villages for Glow-Worm Steppes
  Major settlements and name level characters highlighted in bold.
  Hex
  Name
  Pop
  Type
  Civ
  Align
  Ruler Name
  LVL
  Align
  Class
  Type
  Resources
  0109
  Discam
  383 Men
  6  N
  Sternwinder
  10 LG
  PAL
  Man
  Market
  0206
  Tarsh
  3,560 Men
  8  N
  Marlenius
  15 N
  DR
  Man
  Market
  0218
  Shaboban
  172 Men
  2  CG
  Gar Forkbeard
  6 LG
  FTR
  Dwarf
  Fish
  0305
  Klest
  678 Men
  3  LG
  Telegonis
  4 CE
  MU
  Man
  Timber
  0410
  Ruti
  556 Elves
  4  LG
  Hriand
  5 LE
  FTR
  Man
  Copper
  0614
  Cudgel
  334 Men
  2  CE
  Atarardes
  5 CE
  MNK
  Man
  PipeWeed
  0708
  Obaltion
  234 Half
  4  N
  Silenier
  4 LG
  Gold Dragon
  Hides
  1115
  Lepas
  173 Men
  4  LE
  Rygard
  4 LE
  MU
  Elf
  Furniture
  1304
  Dwim
  123 Men
  4  CE
  MarshAwen
  4 CE
  MU
  Man
  Pelts
  1313
  Zarast
  485 Dwarf
  4  N
  Finhorn
  4 CE
  CL
  Man
  Marble
  1507
  Charmack
  573 Dwarf
  3  N
  Rybolt Bighip
  8 N
  MNK
  Man
  Iron
  1618
  Greenswabs
  501 Men
  2  LG
  Okar Longarm
  6 N
  Troll
  -
  Market
  1808
  Dome
  164 Gnome
  4  N
  Gnerwen
  6 N
  FTR
  Elf
  Tin
  1934
  Tustoral
  391 Men
  5  LG
  Critaecious
  4 LG
  IL
  Man
  Pitch
  2214
  Ninsum
  222 Men
  5  N
  Merabor
  5 N
  MU
  Man
  Salt
  2327
  Quitlant
  284 Orcs
  5  N
  Gragnor
  4 N
  AS
  Man
  Ore
  2412
  Fransk
  109 Men
  3  N
  Lernitig
  6 LE
  MU
  Man
  Pelts
  2413
  Gazarack
  95 H-Elf
  4  LG
  Hypornal
  4 LG
  FTR
  Elf
  Silk
  2422
  Hurickta
  162 Men
  1  N
  Hillarane
  11 N
  BA
  Man
  Lead
  2705
  Illirasi
  165 Men
  4  LG
  Pesh Hale
  9 LG
  FTR
  Man
  Vineyard
  2730
  Jackal
  556 Orcs
  1  CE
  Argorik
  8 LE
  CL
  Man
  Flint
  2910
  Namatar
  181 Gnoll
  1  LE
  Zshaetsh
  4 N
  IL
  Man
  Market
  3019
  Suitizor1
  122 Men
  0 CG
  Fyurtig
  7 LG
  FTR
  Elf
  Hides
  3226
  Chumner
  236 Men
  2 CE
  Warstag III
  9 CE
  CL
  Man
  Sulfur
  3304
  Infamy
  198 Men
  4 CG
  Arnphal
  8 CG
  FTR
  Man
  Timber
  3413
  Tonat
  143 Men
  1 N
  Nerhaw
  4 N
  TH
  Man
  Horses
  3606
  Korqua
  211 Dwarf
  4 N
  Mayagir
  14 LG
  RGR
  Man
  Granite
  3734
  Mitlakarn
  203 Orcs
  3 LE
  Hyastis
  5 LE
  FTR
  Man
  Market
  3911
  Pyre
  163 Goblin
  2 N
  Coatel of Scorn
  11 CE
  FTR
  Balor
  Market
  4202
  Shagarack
  291 Men
  2 LE
  Skaggar
  4 LE
  FTR
  Man
  Silver
  4218
  Salyzar
  507 Men
  4 N
  Sesozic
  8 N
  FTR
  Man
  Hides
  4405
  Tammuzi
  218 Men
  3 CE
  Vegenale
  4 CE
  CL
  Man
  PipeWeed
  4429
  Arkat
  285 Half
  1 GG
  Gambalrain
  14 N
  CL
  Man
  Market
  4718
  Windstorm
  348 Men
  2 LE
  Mauritz
  4 LE
  TH
  Man
  Gold
  4734
  Glackin
  241 Dwarf
  4 N
  Atlain
  4 N
  Giant
  -
  Gems
  4902
  Weredstone
  131 Men
  3 N
  Canthorane
  6 L
  FTR
  Giant
  Furniture
  5024
  Veshnar
  345 Men
  4 N
  Igohan
  6 N
  CL
  Man
  Market
  5107
  Myriad
  207 Men
  2 CE
  Hriash
  16 CG
  AB
  Giant
  Market
  5215
  Karnesh
  118 Orc
  4 LE
  Bizbarek
  7 LE
  TH
  Man
  Pitch
  
  -16-
  Lurid Lairs for Glow-Worm Steppes
  Citadels & Castles for Glow-Worm Steppes
  Citadels are only the tower or keep without stone walls. Castles add stone walls and gatehouses to the keep. Castles and 
  citadels with rulers of name level (9th) or higher are highlighted in bold.
  Hex
  Type Class
  LVL
  Align
  Men
  0108 Cas.
  PAL
  4 LG
  160
  0307 Cit.
  MU
  6 LE
  50
  0313 Cas.
  FTR
  5 LG
  120
  0503 Cas.
  FTR
  4 LG
  130
  0708 Cit.
  CL
  5 N
  20
  0815 Cas.
  FTR
  7 LE
  80
  1007 Cas.
  FTR
  5 N
  70
  1119 Cas.
  MU
  6 CG
  110
  1611 Cit.
  MU
  7 CE
  40
  1802 Cit.
  FTR
  6 LE
  60
  2103 Cas.
  FTR
  3 N
  150
  2121 Cas.
  CL
  7 CE
  90
  2224 Cit.
  MU
  4 LG
  15
  2232 Cas.
  FTR
  5 N
  70
  2801 Cit.
  MU
  4 N
  20
  2923 Cit
  CL
  7 LG
  30
  3304 Cit.
  CL
  5 LE
  20
  3904 Cas.
  FTR
  3 N
  130
  4026 Cas.
  MU
  6 CE
  90
  4932 Cit.
  FTR
  4 LG
  10
  5005 Cit.
  CL
  5 CE
  20
  5117 Cit.
  MU
  3 LG
  40
  Hex
  Monster
   NA
  0101 Bears
  5
  0116 Boars
  8
  0121 Killer Whales
  6
  0226 Giant Squid
  2
  0323 Giant Snakes
  5
  0402 Wild Horses
  18
  0416 Giant Crabs
  6
  0533 Tritons
  16
  0609 Sp. Lions
  11
  0704 Giant Slugs
  2
  0719 Giant Toad
  1
  0725 Mermen
  145
  0813 Giant Snakes
  2
  0906 Fire Beetles
  5
  1020 6 Headed Hydra
  1
  1111 Hill Giants
  4
  1128 Giant Leeches
  2
  1201 Ogres
  6
  1217 Minotaurs
  2
  1222 Giant Octopus
  1
  1307 Trolls
  3
  1513 Griffons
  4
  1705 Giant Hippos
  2
  1733 Dragon Turtle
  1
  1815 Giant Turtles
  9
  1918 Centaurs
  3
  Hex
  Monster
   NA
  2012 Bugbears
  10
  2110 Wererats
  19
  2126 Sea Elves
  189
  2132 Giant Porcupines
  3
  2211 Giant Weasels
  35
  2307 Treants
  4
  2315 Kobolds
  312
  2401 Catobelpa
  1
  2429 Giant Skunks
  2
  2512 Black Dragon
  1
  2525 Neanderthals
  22
  2608 Hobgoblin
  52
  2726 W. Bison
  225
  2803 G Crayfish
  7
  2813 Stirges
  16
  3008 Wereboars
  2
  3032 Dire Wolves
  11
  3113 Saber-toothed Tiger
  4
  3209 Nymphs
  2
  3218 Giant Ants
  410
  3429 Wild Horses
  36
  3506 Dryad
  2
  3515 Manticoras
  3
  3601 Giant Flies
  732
  Hex
  Monster
   NA
  3621 Fire Liz.
  2
  3710 Wolves
  24
  3816 Gargoyles
  11
  3825 Trolls
  4
  3914 Yeti
  7
  4007 Giant Slugs
  3
  4111 Crocodile
  14
  4120 Trolls
  6
  4327 Wild Camels
  23
  4411 Tyrannosaurus Rex
  1
  4415 Pterodactyls
  6
  4507 Cave Men
  54
  4524 Leopards
  9
  4608 Triceratops
  3
  4712 Giant Snakes
  7
  4816 Mountain Lions
  18
  4907 Stags
  13
  4920 Giant Goats
  9
  5010 Crocodile
  14
  5102 Giant Sloth
  3
  5127 Buffalo
  48
  5208 Lizard Men
  216
  5211 Giant Leeches
  44
  5224 Giant Scorpions
  19
  
  -17-
  Idyllic Isles for Glow-Worm Steppes
  Hex
  Description
  0229
  Isle of Greysend: A shipwrecked squadron of charmed knights who have married all of the goblin women.
  0322
  Isle of Noringer: A fire elemental occupies a forgotten temple on this volcanic isle.
  0620
  Isle of Wgnhaven: Twelve ogres roll rocks down on ships docking at the only natural harbor.
  0727
  Isle of Ravensrill: Hot springs, open fissures and recent lava flows have frightened off settlers.
  0827
  Isle of the Darhangel: A spectre, commanding numerous ghouls waylays seamen stopping at fishing hamlet 
  here.
  0833
  Isle of Safe Havens: This isle has lost its distinction after a Dragon turtle moved in.
  Ruins & Relics for Glow-Worm Steppes
  Hex
  Description
  Monster
  0129
  Partially Buried Mound of Charmed Goblin Skeletons
  1 Sea Monster
  0201
  Buried Foodstuffs
  41 Cavemen
  0428
  Partially Buried Statues
  5 Giant Fish
  1002
  Above Ground Ruined Temple
  3 Windwalkers
  1031
  Buried Under Water Suit
  26 Lizard Men
  1416
  Overgrown Road
  1 Giant Spider
  1610
  Overgrown Calendar Stone
  5 Wild Pigs
  1810
  Buried Petrified Food
  7 Wild Horses
  2304
  Altar in Cave
  3 Crocodiles
  2609
  Above Ground Ruined Village
  20 Wolves
  2822
  Overgrown Antique Paintings
  1 Copper Dragon
  2912
  Above Ground Mechanical Power Armor AC l, add +1 to STR
  3 Werewolves
  3104
  Partially Overgrown Engraved Plaque
  2 Unicorns
  3310
  Partially Overgrown Man-Size Dancing Statue
  3 Giant Frogs
  3503
  Above Ground Ruined Village
  1 Will O’ Wisp
  3511
  Above Ground Ruined City
  2 Wraiths
  4114
  Overgrown Tombstones
  4 Giant Owls
  4409
  Overgrown Aqueduct
  2 Giant Crayfish
  4521
  Above Ground Petrified Offal
  16 Wild Dogs
  4602
  Partially Buried Crystal Ball
  1 Giant Snake
  5004
  Overgrown Ruined Village
  3 Ghouls
  5113
  Buried Petrified Wood
  4 Giant Centipedes
  
  -18-
  Tarantis
  Campaign Map Four
  Villages for Tarantis
  Major settlements highlighted in bold.
  Hex
  Name
  Pop
  Type
  Civ
  Align
  Ruler Name
  LVL
  Align
  Class
  Type
  Resources
  1112
  Dark Odyssey
  290 Half
  3 LG
  Dithil the Usurper
  4 LG
  PAL
  Man
  Fish
  1116
  Wolfskin
  488 Men
  2 N
  Winithar
  3 CE
  FTR
  Man
  Market
  1215
  Regina-Far
  252 Men
  0 CE
  Bani the Jackal
  6 N
  TH
  Man
  Pearls
  1901
  Tustoral
  391 Men
  5 LG
  Critaecious
  4 LG
  IL
  Man
  Pitch
  2007
  Bastinad
  169 Elf
  4 LG
  Witheric
  5 CG
  FTR
  Elf
  Market
  2017
  Tallulah
  215 Men
  5 LE
  Rugalas Many-
  Beard 
  4 LE
  CL
  Man
  Fish
  2030
  Redflood
  317 H-Elf
  1 N
  Ilbadan
  6 CG
  FTR
  Elf
  Market
  2104
  Kanakis
  359 Men
  3 N
  Anatole Agate
  5 N
  MU
  Man
  Horses
  2125
  Gishmesh
  423 Men
  0 N
  Rufcoliman
  4 N
  SG
  Man
  Market
  2219
  Bökozia
  201 Men
  2 LE
  Athanaric
  8 LE
  FTR
  Giant 
  Oil
  2311
  Andalusia
  266 Gob.
  1 CE
  Narbon Khitar
  4 N
  FTR
  Ogre
  Pitch
  2327
  Tarantis
  6,000 Men
  9 LE
  Atar the Lion
  13 LE
  FTR
  Man
  Market
  2331
  Stonebow
  112 Men
  2 N
  Oloron of Nergal
  5 N
  TH
  Man
  Market
  2409
  Borsippa
  179 Orc
  1 CE
  Black Thonric
  4 LE
  FTR
  Man
  Pelts
  2505
  Aelfstead
  332 Gnoll
  3 N
  Sengoz Wolfram
  6 N
  FTR
  Troll 
  Market
  2516
  Hykos-Faring
  148 Men
  4 LE
  Fostric Stump-
  puller 
  5 LE
  MU
  Man
  Market
  2607
  Nergol
  209 Men
  3 N
  Stanwix Tiglath
  4 N
  FTR
  Man
  Hides
  2713
  Dier
  439 Men
  4 CG
  Condet the Small
  7 LE
  CL
  Man
  Market
  2724
  Surintal
  476 Orc
  2 LE
  Kolda Cracker of 
  Bones 
  8 LE
  FTR
  Orc
  Sulfur
  2818
  Tamarizk
  262 Men
  1 CE
  Fearless Belvort
  4 N
  FTR
  Man
  Market
  2833
  Algiran
  397 Men
  2 CG
  Golsum the Mystic
  4 CG
  MU
  Man
  Market
  2927
  Paldorius
  163 Men
  0 N
  Leklark
  6 N
  AS
  Man
  Market
  3110
  Megidolar
  358 Goblin
  3 N
  Treuil Fast-Fingers
  5 N
  TH
  Man
  Market
  3115
  Ashkelon
  109 Men
  2 N
  Agades Dardan
  5 LE
  FTR
  Man
  Salt
  3129
  Meri-Amon
  414 Elf
  4 LG
  Bilmathrik
  7 LG
  FTR
  Elf
  Market
  3220
  Urillius-Elos
  236 Men
  0 CE
  Ferret Shingar
  4 CE
  DR
  Man
  Market
  3304
  Avaris
  379 Men
  2 N
  Lenchat III
  4 N
  FTR
  Man
  Market
  3323
  Willowsfen
  224 Men
  1 N
  Mendoren
  4 CG
  IL
  Man
  Timber
  3407
  Bethan
  463 Men
  3 CG
  Sangrad Khetasar
  3 N
  FTR
  Man
  Market
  3430
  Blackpit
  317 Orc
  2 LE
  Kinstacesh
  4 LE
  FTR
  Ogre
  Pitch
  3509
  Sinacherib
  125 Men
  0 N
  Grib the Elder
  4 N
  CL
  Man
  Lead
  35l7
  Lakhish
  439 H-Elf
  3 LG
  Arradol
  6 LG
  MU
   H-Elf 
  Market
  3627
  Redharm
  243 Men
  1 LE
  Cowen
  4 LE
  FTR
  Man
  None
  3701
  Mitlakarn
  203 Orcs
  3 LE
  Hyastis
  5 LE
  FTR
  Man
  Market
  3911
  Balash
  185 Men
  4 CG
  Vidan One-Eye
  7 CG
  FTR
  Man
  Iron
  4006
  Farine
  268 Men
  0 N
  Crabby Trune
  4 LE
  CL
  Man
  Market
  4026
  Soma
  218 Men
  2 N
  Bramangate
  8 N
  FTR
  Man
  Market
  4134
  Tashmetun
  260 Orc
  3 CE
  Kasrax Skull 
  Breaker 
  10 CE
  FTR
  Balor 
  Sulfur
  4208
  Drakevain
  451 Men
  2 LG
  Mad Catalis
  7 LE
  FTR
  Man
  Market
  4230
  Ganzir-Galad
  104 Men
  1 N
  Ampang the Peer
  5 CE
  IL
  Man
  Furniture
  4316
  Nuriedidin
  374 Elf
  3 CG
  Calandia
  4 CG
  MU
  Elf
  Market
  4422
  Bastet
  298 Men
  1 N
  Varale the Panther
  5 N
  BA
  Man
  None
  4506
  Delos
  148 Men
  0 CE
  Tinakan the Reaver
  4 N
  FTR
  Man
  Fish
  4613
  Arrowdale
  203 Men
  4 N
  Barent Quick-Foot
  8 N
  FTR
  Man
  Market
  4627
  Brldgefields
  300 Men
  0 N
  Dautles the 
  Transgressor
  4 N
  SA
  Man
  None
  4701
  Glackin
  241 Dwarf
  4 N
  Atlain
  4 N
  Giant
  -
  Gems
  4732
  Fenshaft
  408 Goblin
  3 CE
  Kazan Arpad
  4 CE
  FTR
  Ogre
  None
  4807
  Nisan-Moot
  337 Men
  2 LE
  Montzen Faraway
  5 CE
  CL
  Man
  Spices
  4825
  Caldia
  193 Men
  3 LE
  Milord Chapnel
  4 N
  FTR
  Man
  Market
  4933
  Garzan
  298 Dwarf
  3 N
  Thion Copper-Toot
  6 LG
  FTR
  Dwarf 
  Iron
  5010
  Blackroot
  355 Men
  1 N
  Jenap XII
  5 CG
  FTR
  Man
  Copper
  5018
  Hadramawti
  230 Gnoll
  1 N
  Mezdranet
  7 LE
  MU
  Man
  Market
  5104
  Shadowmirk
  149 Men
  0 CE
  Blodent the Craven
  4 N
  FTR
  Man
  None
  5206
  Lithyan
  379 Elf
  2 LG
  Balamir
  3 N
  FTR
  Elf
  Silver
  5222
  Sintar
  117 Men
  0 N
  Ratiger
  4 CE
  FTR
  Man
  Market
  
  -19-
  Citadels & Castles for Tarantis
  Citadels are only the tower or keep without stone walls. Castles add stone walls and gatehouses to the keep. Castles with 
  name level characters are highlighted in bold.
  Hex
  Type Class
  LVL
  Align
  Men
  0132 Cit
  MU
  8 LE
  40
  1011 Cit.
  FTR
  6 N
  30
  1928 Cit.
  BA
  4 CG
  110
  2104 Cas.
  FTR
  5 N
  60
  2114 Cit.
  MU
  4 CE
  20
  2126 Cas.
  FTR
  7 LE
  110
  2402 Cit.
  RGR
  8 LG
  100
  2423 Cit.
  FTR
  4 N
  40
  2518 Cas.
  MU
  4 N
  70
  2620 Cit.
  AS
  6 N
  20
  2629 Cit.
  FTR
  7 LE
  50
  2704 Cit.
  IL
  4 CE
  10
  2916 Cit.
  FTR
  4 N
  30
  2922 Cas.
  FTR
  4 N
  60
  3013 Cas.
  FTR
  6 LG
  70
  3031 Cit.
  FTR
  3 LE
  20
  Hex
  Type Class
  LVL
  Align
  Men
  4211 Cit.
  CL
  4 LG
  70
  4334 Cit.
  FTR
  4 N
  40
  4528 Cas.
  SA
  7 N
  80
  4619 Cit.
  FTR
  3 N
  20
  4713 Cas.
  PAL
  6 LG
  120
  4733 Cas.
  FTR
  9 LE
  150
  4812 Cit.
  MU
  5 N
  30
  4912 Cit.
  CL
  4 LE
  10
  4924 Cit.
  FTR
  7 LE
  50
  5020 Cas.
  FTR
  4 N
  70
  5132 Cit.
  BA
  4 N
  30
  5206 Cas.
  FTR
  7 LG
  90
  5210 Cit.
  MNK
  5 N
  50
  5217 Cit.
  FTR
  11 LE
  80
  Hex
  Type Class
  LVL
  Align
  Men
  3110 Cas.
  CL
  5 CE
  10
  3127 Cas.
  FTR
  4 N
  40
  3207 Cit.
  TH
  6 CE
  10
  3217 Cit.
  CL
  4 CG
  20
  3229 Cas.
  FTR
  5 LG
  40
  3502 Cit.
  FTR
  5 N
  30
  3511 Cit.
  CL
  8 LG
  60
  3617 Cas.
  MU
  10 LE
  100
  3623 Cit.
  FTR
  4 N
  50
  3807 Cit.
  FTR
  5 N
  40
  3915 Cit.
  DR
  4 N
  70
  3933 Cit.
  FTR
  7 CE
  30
  4017 Cit.
  FTR
  4 N
  40
  4023 Cit.
  AL
  15 N
  50
  4028 Cit.
  FTR
  4 LE
  20
  4203 Cit.
  FTR
  8 N
  60
  Lurid Lairs for Tarantis
  Hex
  Monster
   NA
  0615 Giant Sharks
  7
  0926 Giant Otter
  3
  1121 Sea Horses
  11
  1613 Dolphins
  37
  1831 Giant Lobster
  1
  2011 Wild Pigs
  13
  2021 Trolls
  2
  2114 Stags
  17
  2302 Giant Ants
  59
  2420 Salamanders
  4
  Hex
  Monster
   NA
  3827 Goblins
  173
  3914 Hydras
  2
  4104 Bison
  240
  4419 Were Rats
  8
  4534 Unicorn
  2
  4606 Dragon Turtle
  1
  4730 Gargoyles
  15
  4818 Orcs
  39
  5113 Manticora
  1
  Hex
  Monster
   NA
  2524 Ogres
  11
  2626 Treants
  6
  2708 Werewolves
  4
  2831 Gorgon
  1
  2913 Harpies
  3
  3002 Wild Horses
  117
  3313 Giant Weasels
  8
  3432 Wild Dogs
  23
  3522 Owl Bears
  7
  3605 Wild Cattle
  152
  
  -20-
  Hex
  Description
  0116
  Isle of the Vortex: 356 Lizard Men who worship a giant Manta Ray.
  0526
  Isle of Midjourney: Noxious vapors escape from crevices along the beach but in the dense jungle tropical birds 
  abound fresh-water springs. The springs flow from a huge boulder called “Weeping Rock of the Basilisk” and 
  200’ up a bluff is the “Cavern of Profundity”, where an aged Satyr (visible only to virgins, any gender) makes 
  predictions for gifts of food.
  0930
  Isle of Brass: The ‘Museum of Memorabilia’, located in a hidden grove, supplies mages with useful knowledge of 
  ancient artifacts located deep within the ‘fake’ museum on ground level. A lich and his two Efreets administer the 
  time capsules, charging magic items for a few minutes perusal of a genuine artifact.
  1014
  Isle of Kotha-Min: An aged cleric desires an adventurer to lead him on his last ‘great journey’ to the court of the 
  ruler of Valon. Although blind and slightly senile, the cleric has foreknowledge of an imminent doom which only a 
  relic owned by the ruler can eliminate.
  1312
  Isle of the Beacon-Fire: Villagers charged with a centuries old oath to the ‘King of the Lost-Lands’, maintain an 
  eternal bonfire atop a crag to warn ships off the hidden reef.
  1317
  Isles of the Wolf-Liege: The larger of the two islands has a small walled stronghold of a pirate band ruled by 
  Captain Black-Blood. One sailed war galley, small sloops, and 214 pirates, capture merchant ships and leave 
  prisoners on the Isle of Grath.
  1417
  Isle of Grath: Abode of four huge Ogres which relish human flesh. Every Ogre has three eyes, and flaming red 
  hair. A pet giant crocodile follows them to feast on their leavings.
  1418
  Isle of Hornwrith: Three harpies harass 12 castaway dwarves on this rocky land fall. Unknown to all the 
  dwarves except one, a yawning cave is the treasure trove of pirates. The three chests are guarded by 4 skeletons.
  1519
  Isle of the Stone Men: Mysterious stone statues dot this isle and a female gargoyle guards her 22 eggs in a 
  rocky crevice.
  1710
  Isle of Darkening Trees: The central pool is surrounded by the sacred oak grove of a gregarious druid. Man-
  eating plants have overgrown the eastern half of the island and a pack of 17 hyenas search the white beach every 
  morning.
  1828
  Isle of Plaxsy: A natural harbor is the waystation of naval fleets operating in the Wine-Dark Sea. Supply catches 
  are buried within 100’ of the beach. Ten deserters eke out a meager existence in the marsh. One has a treasure 
  map to a ship wreck containing 16,000 SP
  4805
  Isle of Moak: A green dragon with 5 female slaves from the village of Lithyan inhabits the wooded shore. 
  Thousands of sea-gulls nest on the rocky beach.
  Hex
  Description
  0308
  The collapsed wreckage of a large sailed warship lies far beneath the surface. Upside down, the hull forms a cave which 
  is inhabited by a giant squid.
  0620
  A half sunken wizard’s tower stands on a broken reef. The seaweed covered rooms shelter three giant snakes.
  0731
  The sunken city of Amphoriantis: 112 buildings surrounded by a crumbling wall and a central temple which is 
  frequented by sharks. The moss covered streets contain pits every 100’ which are activated by counterweights.
  1005
  Partially buried in the sandy seabed, a ship’s figurehead of a sea nymph holding a scimitar.
  1111
  Almost completely overgrown with vegetation, a sage’s hut is still protected by a wraith... one of the dead sage’s 
  vanquished enemies.
  1622
  Three worm-eaten treasure chests lie on the sea bed. All contain 2000 GP and in the center chest, a large electric eel 
  abides.
  2110
  A vine covered stone chair large enough for a hill giant stands beneath a huge oak tree.
  2322
  A crevice in which the entrance to a north-south 8’x8’ sewer houses a colony of 16 wererats.
  2503
  A fallen cavern provides ingress to a chamber with a huge pile of petrified dragon muck.
  2632
  The crystallized skeleton of a dragon turtle is buried on the sandy beach. The skull houses a giant leech.
  2710
  A carriage partially covered with rocks and earth protrudes from the bank of a river.
  2825
  An unmarked vault, fully covered with vines and fallen trees, contains a +2 neutral magic sword. The vault is guarded by 
  a Spectre which is surrounded with a red mist.
  3006
  Partially buried in earth, the wreck of a hang glider and the skeleton of its pilot lies upside down. Both are fully 
  operational.
  3217
  An aqueduct section 1350’ long, made of steel reinforced concrete, is collapsed in upon itself.
  3401
  Protruding from the earth, with all but the topmost portion overgrown with vegetation, a signpost pointing north written 
  in archaic dwarven runes states “Fools venturing beyond this point, must suffer the welcoming axe’.
  3630
  In a small vale, stands a partially operational Trebuchet waiting for its builders to return.
  3709
  Cut into the overhanging cliff, is a battle scene depicting a tall slim race decimating a short ugly one with “flaming tubes’.
  4021
  A stone cottage with a fallen roof is the liar of a were tiger. The were tiger assumes the shape of an elderly hermit during 
  the day.
  4225
  A pile of chipped coal lies at the rear of a salamander’s cave.
  4411
  Two ogres occupy the collapsed watchtower of a forgotten kingdom.
  4504
  A large store of dwarven picks, shovels, and axes lays within a crevice in which a troll seeks his lost mate.
  4830
  Within an extinct crater, a six-headed hydra guards its nest of eggs. The nest is constructed of brambles and the remains 
  of an elf; still wearing his +2 chainmail tunic.
  5208
  The funeral pyre of scores of hundreds stands in a hollow between the low hills. The pyre contains many broken weapons 
  and the hollow is haunted by a ghost of a dead captain.
  Idyllic Isles for Tarantis
  Ravaged Ruins for Tarantis
  
  -21-
  Hex
  Name
  Pop
  Type
  Civ
  Align
  Ruler Name
  LVL
  Align
  Class
  Type
  Resources
  0112
  Milirth
  210 Elf
  3 LG
  Maganrod
  5 LG
  MU
  Elf
  None
  0203
  Freeman’s Fen
  315 Men
  1 N
  Tullus
  6 LG
  PAL
  Man
  Market
  0224
  Deluan
  180 Half
  3 CG
  Anklan the Good
  4 CE
  FTR
  Man
  Oil
  0316
  Harrowdale
  340 Men
  2 N
  Shabakan
  4 N
  FTR
  Man
  None
  0407
  Fomaland
  420 Men
  4 N
  Hernigu
  5 N
  DR
  Man
  Market
  0431
  Brendare
  160 Goblin
  3 CE
  Stokey Gray
  4 N
  FTR
  Ogre
  Pelts
  0526
  Lith-Maven
  270 Men
  2 LE
  Granbritan IV
  3 LE
  FTR
  Man
  Market
  0704
  Moskilt
  152 Men
  0 CG
  Gallorun
  7 LE
  TH
  Man
  Market
  0813
  Canopusar
  465 Men
  2 CE
  Dorn the Pillar
  4 CE
  FTR
  Man
  Horses
  0819
  Grawaste
  125 Men
  4 N
  Bodenith
  11 CG
  CL
  Man
  Market
  0909
  Zindar
  146 Men
  0 CG
  Big Atundorn
  4 LG
  MU
  Man
  None
  0916
  Ameron
  160 Men
  2 N
  Nilthic Roth
  6 N
  FTR
  Dwarf
  None
  0928
  Kianith
  212 Men
  3 CG
  Stumpy Slepoth
  3 LE
  MU
  Man
  Pipeweed
  1005
  Doomsford
  330 Men
  1 N
  Boklazar
  4 N
  FTR
  Man
  Furs
  1110
  Berclazaw
  105 Men
  3 N
  Wensilth
  4 N
  MU
  H-Elf
  Silver
  1203
  Ironholm
  386 Dwarf 
  3 N
  Duralin Raven-eye
  5 N
  FTR
  Dwarf
  Iron
  1405
  Vorsteria
  452 Men
  2 LE
  Mindang
  4 LE
  FTR
  Man
  None
  1503
  Roversport
  85 H-Orc 
  4 LE
  Sidcut Enil
  8 LE
  FTR
  Man
  Market
  1511
  Stumpy Point
  90 Men
  3 CG
  Omagil
  4 N
  IL
  Man
  Market
  1708
  Oakenclear
  248 Orc
  4 LE
  Gahtoh the Toad
  6 N
  FTR
  Troll
  Mercury
  2001
  Aldebaren
  310 Men
  2 CG
  Kalzarck
  4 CE
  FTR
  Ogre
  None
  2022
  Tirthsen
  110 Men
  2 CE
  Mulsast
  8 CE
  MU
  Man
  Market
  2123
  Denpasar
  240 Men
  3 N
  Birst Menkag
  3 N
  FTR
  Man
  Hides
  2124
  Etlanna
  122 Men
  0 N
  Ayol Wide-Stride
  4 N
  BA
  Man
  Market
  2603
  Valon
  1,690 Men
  6 LG
  Artarias the Bear
  9 LG
  FTR
  Man
  None
  2702
  Tilleasy
  225 Men
  1 LG
  Ereg the Wanderer
  3 LG
  FTR
  Man
  Market
  2819
  Heatherdale
  360 Gnome
  2 N
  Breaker Tessan
  4 N
  FTR
  Man
  None
  3320
  Orinco-Dier
  450 Men
  0 N
  Nabot
  6 N
  FTR
  Man
  None
  3722
  Norodom
  224 Men
  5 LE
  Lord of Faces
  4 LE
  MU
  Man
  Fish
  3822
  Arcturan
  180 Men
  5 LE
  Meldar the 
  Ancient
  10 LE
  Red 
  Dragon
  Market
  3823
  Melnabone
  160 Men
  9 LE
  Wailing Bailrik
  9 LE
  FTR
  Man
  Market
  4003
  Kirilith
  436 Goblin 
  1 CE
  Rider of Rontagin
  4 CE
  MU
  Man
  Zinc
  4006
  Garthain
  310 Men
  3 N
  Burgess
  4 N
  FTR
  Man
  None
  4210
  Fairlea
  115 Men
  1 N
  Numa the All-Lord
  4 N
  FTR
  Man
  None
  4309
  Breem
  254 Elf
  2 LG
  Cil-Drith
  5 LG
  FTR
  Elf
  Market
  4402
  Uriah-Kazar
  510 Dwarf 
  5 LG
  Kanthor the Hearty
  6 LG
  FTR
  Dwarf
  Iron
  4505
  Fairway
  610 Men
  1 N
  Hederan
  4 N
  MU
  Man
  None
  4608
  Gnomestead
  218 Men
  3 N
  Sparks Argesul
  3 N
  TH
  Man
  None
  4703 
  Neang-Kazar
  220 Gnome
  0 N
  Rodine
  4 N
  FTR
  Man
  Pelts
  4711
  Cidin-Kazar
  150 Dwarf
  6 LG
  Dimrock
  6 LG
  FTR
  Dwarf
  Market
  4722
  Hallhavew
  212 Men
  2 CE
  Polmak Pabel
  4 CE
  MU
  Man
  Fish
  4908
  Zubardor
  420 Men
  3 N
  Vizier Brenton
  4 N
  AL
  Man
  Market
  5103
  Nimbartan
  170 Men
  3 N
  Jerimon the White
  3 N
  FTR
  Man
  None
  5115
  Orcholding
  120 Orc
  2 LE
  Cur Bludath
  6 LE
  FTR
  Troll
  Pitch
  5208
  Torgress
  215 Men
  4 CG
  Egalit the Vulture
  6 7
  CL
  Man
  Market
  Valon
  Campaign Map Five
  Villages of Valon
  Major settlements and name level characters are highlighted in bold.
  Citadels & Castles for Valon
  Citadels are only the tower or keep without stone walls. Castles add stone walls and gatehouses to the keep. Castles and 
  citadels with rulers of name level (9th) or higher are highlighted in bold.
  Hex
  Type Class
  LVL
  Align
  Men
  0121 Cit
  FTR
  3 N
  40
  0129 Cit
  FTR
  4 N
  80
  0207 Cit
  FTR
  4 LG
  60
  0211 Cas
  TH
  7 N
  100
  0320 Cit
  MNK
  6 N
  40
  0403 Cas
  FTR
  10 LE
  110
  0527 Cas
  CL
  5 LG
  100
  0614 Cit
  FTR
  3 N
  30
  0711 Cas
  FTR
  6 CG
  60
  0730 Cit
  MU
  4 N
  20
  0801 Cit
  CL
  4 CE
  70
  Hex
  Type Class
  LVL
  Align
  Men
  3723 Cas
  PAL
  8 LG
  100
  4005 Cas
  CL
  5 LE
  60
  4009 Cit
  AL
  7 N
  20
  4304 Cit
  FTR
  4 CE
  140
  4510 Cas
  FTR
  6 LE
  50
  4605 Cit
  CL
  4 LG
  100
  4813 Cit
  FTR
  5 CG
  40
  4903 Cit
  TH
  3 N
  130
  5111 Cit
  SG
  9 N
  50
  5204 Cas
  FTR
  7 CG
  60
  Hex
  Type Class
  LVL
  Align
  Men
  1007 Cas
  FTR
  5 LG
  180
  1018 Cit
  FTR
  6 N
  50
  1103 Cit
  MU
  5 N
  20
  1226 Cit
  IL
  8 N
  30
  1404 Cas
  FTR
  4 N
  100
  1501 Cit
  FTR
  3 LE
  60
  1508 Cit
  TH
  6 CE
  110
  1924 Cit
  FTR
  7 N
  40
  2501 Cit
  BA
  4 N
  50
  2702 Cas
  FTR
  6 LG
  80
  
  -22-
  Lurid Lairs for Valon
  Hex
  Monster
   NA
  0105 Wererats
  25
  0228 Hill Giants
  3
  0318 Wild Dogs
  123
  0513 Will o' Wisp
  1
  0728 Orcs
  169
  0805 Wild Cattle
  190
  0923 Giant Sharks
  14
  1113 Giant Squid
  4
  1206 Storm Giants
  3
  1330 Sea Monsters
  2
  1417 Giant Sea Snake
  4
  1625 Sea Elves
  216
  1801 Unicorn
  7
  1911 Lizard Men
  127
  2223 Hobgoblins
  42
  2431 Dragon Turtle
  1
  2502 Ogres
  6
  2608 Sea Horses
  34
  2825 Giant Sea Otters
  8
  3202 Giant Walrus
  4
  3516 Dolphins
  46
  3823 Green Dragon
  1
  3902 Werewolves
  18
  4030 Sperm Whale
  2
  4207 Grizzly Bears
  13
  4320 Giant Clam
  3
  4405 Trolls
  37
  4611 Hippogriffs
  12
  4727 Giant Eels
  3
  4804 Giant Crocodiles
  7
  4912 Were Bears
  13
  5107 Wild Horses
  28
  5133 Giant Seals
  44
  5215 Boars
  5
  5220 Killer Whales
  6
  Hex
  Description
  0129
  A giant painting of ten Monks praying to an Idol is hanging from two large columns. 
  Anyone cursing or touching the painting will let one of the monks in the painting 
  out to fight the group until the party leaves or the monk dies. The Monk will then 
  re-appear in the painting.
  0131
  In a clearing of vegetation is a partially sunken telescope which, if cleaned, will cut 
  in half the sighting distance of an object that is viewed with it. A rattlesnake has 
  made his home underneath it.
  0505
  Beneath a large outcropping of granite is a partially fallen castle. Its gates and 
  timbers are burned out and the wraith of the long dead Lord Wainail haunts the 
  ruins.
  0720 A large calendar stone lays on the bottom where it was dropped by a priest’s ship.
  0814
  This is the ruined city state of Sotur, destroyed by a duel between two wizards a 
  millennia ago. It is infested by the magical beasts and demons the two summoned 
  in their epic duel. There are still numerous magical curses and traps that are still 
  active.
  0929 In long grasses is the crumbling scraps from a leather working shop.
  1101
  There is a large well that is overgrown with brush and it is filled with waste oils. 
  These oils are highly flammable and the vapors are explosive.
  1421
  The sunken village of Gossett lays partially covered with red sands. The village 
  consists of 27 cottages and is surrounded by a ditch. It is inhabited by five giant 
  sharks.
  1606
  A small cave whose entrance is covered with trees and brush is the lair of three 
  werewolves. The beasts do not know of the partially operational hot-air balloon that 
  is buried at the back of the cave.
  1720
  In a blasted area is a large crater. A rusted breast plate with the crest of the World 
  Emperor on it is worn by a skeleton.
  2015
  Here lays a large galley whose bottom was holed by a dragon turtle. The monster 
  still stalks the area for food.
  2125 Under a pile of rocks is a large clay pot full of wax. A pack of 17 wild dogs nest 
  within the rocks.
  2402
  Two skeletons, one of a man and one of a troll, lay still locked in mortal combat. 
  The man’s ghost lingers here until he is set free by telling the story of how he, 
  Gonthar, defeated a troll in unarmed hand-to-hand combat.
  2519
  A large sunken fountain from Altantis stands in nearly two hundred feet of water.
  3632
  In a well hidden crypt is a ring of Brathecol, one of the kings of old Altantis. A stone 
  golem is guardian of the crypt which appears as a monolithic block of limestone.
  3825
  A blackened Great Keep whose roof has caved-in and the gates have rotted down, 
  provide shelter for four giant pigs.
  3905
  A broken, worm-eaten trade sign whose condition is so bad that readers can only 
  make out the words, Come Alive... written in Elvish.
  4215
  On the sea bottom, covered with sand, is a monolith to Zeus. It is laying on it’s side 
  where it was knocked down by a lightning bolt.
  4425
  Partially sunken, in the volcanic ash of the seabed, is the outpost tower of a long 
  forgotten kingdom.
  4603
  In a weed infested crevice are 13 rusted shield bosses.
  4807
  Deep underground in a large cavern is the fabled Dwarven city of Krazandol. It 
  was once the capitol of a Northern Kingdom of dwarves that stretched for many 
  miles. Krazandol’s craftsmen were famed all over the world for their works in iron, 
  silver, gold, and mithral. The city became rich and powerful, from the trade that it’s 
  craftsmen drew and soon held sway over much of the north. But it’s riches were 
  to be it’s downfall because it was so well known that the Dragons of Banzot heard 
  about it, and in a three-day battle drove the dwarves out. The Great Worms and all 
  of the riches are still in the dwarven city of one Great Keep and 317 houses.
  4829
  The sunken dolmen of an ancient king can be reached via a short sea-cave formed 
  by a toppled marble column. A silver inlaid diadem within is the ingress to the royal 
  grave. A giant manta ray frequents the area.
  4918
  An abandoned Triton village is the lair of a giant octopus. The central plaza is the 
  location of a sacrificial stone which has a secret compartment containing a +1 
  trident.
  5101
  The remains of a flint pit lie in the weeds of a mud bank. An obsidian sword 
  projects from the bank.
  5124
  A moldering skeleton of a long dead storm giant is still clothed in a huge leather 
  hauberk, iron helm, and rotting linen. The giant’s sword is wedged tightly in a 
  boulder.
  5228
  Partially Buried Mound of Charmed Goblin Skeletons with 1 Sea Monster in the 
  area.
  Ravaged Ruins for Valon
  
  -23-
  Hex
  Description
  0334
  Ant Island: A giant ant colony with a huge network of tunnels is worshiped by goblins. The goblins gather sap from maple 
  trees and sacrifice prisoners by chaining them to the rocks beneath the ant hills.
  0734
  Isle of High Place: Formed by a now inactive volcano, this rocky isle is overrun by wolves and lemurs. Inside the cave are 
  the ruins of a looted pyramid built over an extensive lava pit. The pyramid has poisonous gas traps which still function 
  although the treasure has been taken long ago.
  1134
  Isles of Fiery Swine: Wild boars battle mountain goats for dominion over the grove of apple trees. Some boars are 
  polymorphed sailors who drank from the enchanted spring. Some goats are polymorphed sailors who sampled the island’s 
  grapes.
  1325
  Lava Flow Isle: A large active volcano is the principle feature... PROB 10 % of eruption per visit. Four triceratops and three 
  tyrannosaurus dinosaurs inhabit the sparse jungle.
  1332
  Monkey Isles: Wild monkeys acting as First level thieves overrun these isles. Giant boring beetles and ticks are their only 
  predators.
  1413
  Findrive Isle: A lonely castaway, Ratar Criksin, has been stranded here for 16 years. He offers one pink pearl for passage 
  to the continent.
  1622
  Isle of Ljosjafaheim: The tree covered hills conceal the great hall of a Viking Chief, Fortel of High Hallick. Now aged and 
  broken, he desires a champion to slay the enslaver of his small band.
  1628
  Isle of Maidens: A sand bank surrounds this isle on all but northern approach. A small walled convent for the novice 
  priestess of Aganju is protected by 23 female initiates, 12 female bishops, and one sage. The convent is located at the head 
  of a fresh water stream within the dense forest. A band of 26 cavemen inhabit the headland rocks above the convent.
  1722
  Mariner’s Isle: A sheltered cove and the hives of giant honey bees make this isle a welcome stop for merchant ships. In a 
  hidden seaward cavern, a school for thieves is operated by Effendi Balorast... a master thief of eccentric nature. His pupils 
  (2d6 thieves ) practice on the Effendi’s guards... 16 orcs.
  1734
  Isle of Terraces: The abode of a simple but industrious people, which have covered the hills with terraces. The 24 farmers 
  are all related and trade flax and corn for provisions. They take refuge in a centrally located storm cellar when marauders 
  appear.
  1934
  Isles of Biting Horses: These isles are covered with dense vegetation, small herds of miniature wild horses, and a pride of 
  tigers.
  2217
  Cornmill Isles: A band of 96 gnomes trade corn for necessities. A werewolf rampages through the village during every full-
  moon and man-eating plants dot the rocky heights.
  2229
  Interlude Isle: An enthusiastic sorcerer dreams of world dominion as he labors in his underground laboratory to produce 
  the “perfect” warrior, an armor plated flesh golem. His assistants are 3 gnome mediums and an elderly hermit which lives 
  outside the entrances.
  2308
  Isle of Revelers: Consuming the red berries which grow on this lush island causes “instant” intoxication. Two-headed blue 
  snakes lurk amongst the parrot-filled trees.
  2521
  Volcano Isle: A village of headhunting natives lies in a dell beneath the large inactive volcano.
  2620
  Four Fence Isle: The dwarven deer called ‘Nicalitail’ is a gourmet item of great value in distant lands. The ‘Nicalitails’ are 
  extremely fast and difficult to trap. Mountain lions frequent the shoreline at dusk.
  2921
  Isle of Tears: Amidst the misty mounds is the cave home of a woman troll named Stonerax. Jealously guarding a small 
  treasure hoard buried on a hill top, she lives with three slave girls whom she mistreats.
  2922
  Isle of Forthanal: Three extinct volcanoes mark the rugged vista. A very old Black Dragon inhabits the largest of the 
  silenced caves.
  3003
  Isle of Breach: A simple tribe of men tend crops and hunt in the shady green vales.
  3015
  Devils Isle: The accursed stockade here holds the luckless prisoners of Valon. The garrison of seventy is commanded by 
  Lord Darbath.
  3027
  Isle of Iron: Eons ago a huge meteorite fell here to form this isle. Miners would exploit the high grade nickel iron were it not 
  for the 9 rust monsters here.
  3121
  Isle of Coral: Central to this isle is a large cliff of coral uplifted by volcanic action. A herd of hippogriffs inhabit the caves 
  atop the cliff.
  3132
  Isle of the Serpent: An intelligent giant snake (8 HD) able to speak most languages (60%) lives in this lush forest. Able to 
  swim only a short distance, he will beg for passage to the mainland. Always having failed he will try to sneak aboard.
  3134
  Isle of  Midheaven: 116 females and two ancient sages fervently desire a champion who will enter the cave of their god to 
  ask for the return of the male villagers sent to ask his aid, a Catoblepas.
  3423
  Isle of Knowledge: An order of monks train missionaries to the mainland.
  3520
  Shell Isle: A large sand bar juts out from the isle, home for Giant Clams and crabs.
  3707
  Woolness Isle: An orc tribe maintains a log palisade around the sacred pool of a Spirit Naga (CE,AC5,15”, 10HD, cause 
  saving throw vs. charm).
  3720
  Silk Isle: Giant Mulberry trees cover the land, where Giant Silk Worms (4 HD) can be found.
  3927
  Isle of Foresight: Here lives a Cyclops with acute vision (6 times that of a normal man). He will swim out to passing ships 
  to board and wreck havoc.
  3928
  Isle of Green Crystal: Giant green crystals surrounding this island are actually a mutated sea creature able to swim and 
  bore through a ship’s hull. The only inhabitants are a mad wizard and his prisoner, a dwarven armorer.
  3932
  Gorelith Isle: Home of an elven ship builder, Lethpiril, who will gladly help elves, distrusting others.
  4134
  Isle of Basolith: This deserted isle is enchanted so that one venturing inland will lose his sense of direction and have only a 
  5% chance per turn of finding the shoreline.
  4221
  Isle of Reckoning: Here a ruined temple contains a transparent stone, that when touched, will answer one historical 
  question per day (95% PROB of veracity).
  4731
  Isle of Wanderers: A myriad mix of miscreants populate the camp on this isle.
  4822
  Hemp Isle: A large producer of hemp for the ropes of Valon, this isle is also infamous for its cruel slavery.
  4922
  Hanging Isle: A small community of ex-slaves work the fields and groves, barely self-sufficient.
  Idyllic Isles for Valon
  
  -24-
  Designation of Product Identity: The following items are here by designated as Product Identity in accordance with 
  Section 1(e) of the Open Game License, version 1.0; Any and all Judges Guild logos, identifying marks, and trade dress; 
  Any and all Bat in the Attic Games logos, identifying marks, and trade dress; all names, plots, descriptions, artwork, 
  maps, symbols, and illustrations; except such items that already appear in the System Reference Document.
  Designation of Open Content: Subject to the Product Identity designation above, all creature and NPC statistic blocks 
  are designated as Open Gaming Content, the section titled New Monsters is designated as open content, as well as all 
  material derived from the SRD or other open content sources.
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights 
  Reserved.
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, 
  Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original 
  material by E. Gary Gygax and Dave Arneson.
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  S&W Monster Book: 0e, Copyright 2008, Matthew J. Finch
  The Wilderlands of High Fantasy, Revised Edition, Copyright 2018, Judges Guild.
  
SOURCE: textdata/thevault/Swords & Wizardry/SW Adventures & Settings/Majestic Fantasy Wilderlands (SW)/The Majestic Wilderlands Revised/Wilderlands Rev 1 Wilderlands High Fantasy/Wilderlands of High Fantasy Rev [rev 12] (SW).pdf