Sunday, September 27, 2026

Antarctica Adventure Jam Region 3 - The Farlands and Payuul/Highlands

I know this is not in the required format for the Antarctic Adventure Jam. What matters here is getting my thoughts down on time.

When I submit the collective material to the jam, I will fix all the formatting errors. Those of you reader who cannot access the jam, I suggest you do. It can only get better.


### 303-530 Edge of Nothing Town

500 people in an increasingly hard to distinguish network of windbreaks and earth ramparts. The most remote of the Farland settlements, these people speak with thick accents, containing many Hunter and Coldwater words. They live by resupplying hunting bands and selling the ivory of their hunts to traders from Oonel 300-531, Yuseel 303-538 or downriver once a year. The last time they had to pay any sort of tax was when the River Cat 310.530 came two summers ago.

Led by Headwoman Ochoo and Spirit-Talker Sam

#### Ochoo F N F6 HP:19 AC:3

Potion of Delusion

Spell scroll (web, dimension door, dispel magic, massmorph, growth of plants)

Spellbane, Neutral Sword +1

INT 12, Ego 12, Speaks 4

Special Purpose Slay Arcane spell casters

Locate secret doors

Detect shifting architecture

Detect slopes

Healing

#### Sam F N C6 HP:25 AC:7

Spellbook: light (darkness), detect evil

snake charm, bless (blight)

Bag of Holding, Potion of Fire Resistance

Spell scroll (create water, protection from evil 10’ radius (c), speak with plants, know alignment, neutralize poison)

### 306-528 Frozen Spring Town

100 people who try to stay out of affairs closer to the coast. They hunt, gather shellfish and trade tundra goods for scant warmer luxuries. They don’t want any trouble, have never received any trouble and if asked about politics, claim there is a three-day guest rights for visitors and the questioner better not overstay it.

Led by Headman Gideo and Spirit-talker Alfoon.

#### Gideo M N F3 HP:8 AC:5

Spear +1

#### Alfoon M C C2 HP:6 AC:7

Spellbook: Purify Food & Water

10 light foot (Mv12 6AC 1HD 1d6)

10 crossbows (Mv12 7AC 1HD 1d6)

### 310-530 Lair of the River Cat

A small forest of masts and spars protrude from the windswept tundra, sod sheds, windbreaks and tents among them the deposed lord of the Farlands has staked his camp here, far beyond the reach of Congress and sets out to reclaim his throne. Mostly by exorting his rightful taxes as a river pirate and ambushing Congress vassal patrols.

A man whose cold eyes are at odds with his heroic smile. He would like to find a reason to give up his cursed hereditary sword, but it symbolises his right. He took his Wizard and Spirit-Talker with him.

140 light foot (Mv12 6AC 1HD 1d6)

80 crossbows (Mv12 7AC 1HD 1d6)

20 heavy crossbows (Mv9 5AC 1HD 1d6)

M N F4 HP:16 AC:0

Shield +1

F N F4 HP:11 AC:2

F N F4 HP:18 AC:2

Greatcusher, Lawful Sword +1

Int: 10 Ego: 6, Speaks 1

Note Shifting Walls & Rooms

Detect Meal & What Kind

Detect Evil and/or Gold

M N F4 HP:25 AC:2

F N F4 HP:12 AC:0

Armor +2

F N F4 HP:13 AC:2

* N F4 HP:12 AC:4

F N F4 HP:7 AC:1

M N F5 HP:13 AC:2

F N F5 HP:27 AC:0

Shield +1

M N F6 HP:25 AC:2

Horncleaver, Lawful Sword -2 (Cursed Sword)

M N F6 HP:28 AC: -1

Armor +2

Shield +1

M N F8 HP:38 AC:3

Shield +1

Glorycleaver, Lawful Sword +1

Lord Martony the River Cat

F N F9 S:11 I:14 W:12 C:10 D:16 CHA:11 HP:33 AC:-2

Armor +1

Shield +1

M N MU11 HP:28 AC:9

Ring of Invisibility

Spellbook: Hold Portal, Protection/Evil, Read Magic, Sleep

ESP, Knock, Levitate, Locate Object

Clairaudience, Dispell Magic, Fly, Water Breathing

Charm Monster, Dimension Door, Polymorph Others

Conjure Elemental, Magic Jar, Transmute Rock-Mud

M L C8 HP:33 AC:1

Armor +2

Spellbook: Detect Magic, Protection/Evil

Find Traps, Hold Person

Continual Light, Locate Object

Create Water, Turn sticks to snakes

Dispell Evil, Insect Plague

15000gp

Gems worth: 3 x 10gp, 3 x 50gp, 8 x 100gp, 4 x 500gp and 2 x 5000gp

Pieces of jewelry worth: 400gp, 4 x 900gp, 10 x 1000gp, 1100gp, 1300gp, 4 x 2000gp, 8 x 3000gp, 4 x 4000gp, 5 x 5000gp, 8 x 6000gp, 7000gp, 8000gp, 9000gp and 10000gp

All embossed with symbols from the land of Congress

Map to Potion of Delusion

Martony says this is the Potion of Longevity and will trade the map for his life. It is buried under a stone 311-532, already being overtaken by grass.

Potion of Longevity

Potion of Flying

Beeblade, Lawful Sword -2 (Cursed Sword)

Int: 10 Ego: 1, Speaks 3

Detect Traps

Detect Meal & What Kind

Detect Evil and/or Gold

### 312-530 Safe from Treachery Town

600 People cling to the leeward sides of a hill ridge, away from the biting interior winds. The name refers to the vast expanse of cold swampland fenced off by the tributary. The neighbouring landscape freezes in winter, but for the rest of the year is soggy, poorly marked and teeming with birds and animals. Otherwise, the locals farm hill terraces closer to the sun.

The Farland inhabitants are wary of strangers; they have met with the exiled River Cat on their journeys to 310-532 and they are not impressed. They remember his tax collectors more than the Congress invaders, who visited once, extorted and forgot about them.

70 light foot (Mv12 6AC 1HD 1d6)

50 archers (Mv12 7AC 1HD 1d6)

They are led by Headman Kelvern F4 and Spirit-Talker Alevo C4.

### 300-531 Village of Oonel

71 people, mostly hunters and trappers, live a precarious life beyond the edge of Coldwater lands. They were sent here by the people of Vichipa 297-536 to rebuild their fortunes by taking direct control of the fur and ivory trade. Rather than wait for hunters from the Wa-Wapauine to come down the river and along the coast. This has turned out to be mutually beneficial, for Wa-Wapauine hunters also use the camp and their need for cavemen slaves has made the camp permeant. Attracting Farland and Hunter (culture not profession) traders. Has an Eagle totem shrine.

In times of trouble, they can raise 14 light foot/archers (Mv12 6/7AC 1HD 1d6)

Led by Head Hunter Yilson F5 and Boboson C1 (brother to the same in 296-532)

### 302-531 Mastodon Feeding Grounds

45 Mastodon feed here, stripping the shrubs of the tundra back by ripping up clumps of grass as well. They have migrated from the forests on their seasonal march up towards the highlands and back and are wary of human hunters. They will steal fruit and vegetables if left on the ground.

### 302-532 Pits of the First People

150 Cave Men live in deliberate isolation and concentration around a series of deep shaft caves.

To sustain their enormous (for cavemen) population, they strike out in bands of 30 into surrounding hexes to hunt big game, fish, gather or delve into the mysterious underground ecology. They will not attack a party but will steal unattended supplies and butcher animals.

They fight with Hunter bands for control of limited summer herds; steal produce from farms and will never spare someone dressed like a Coldwater. For the slave market of 296-532 makes good money selling hardy labourers and gladiators captured from them.

### 310-532 No Tree Town

300 people who are the primary recruiting and fencing site for the buccaneers. They celebrate and, in some ways, fear the buccaneers 310-530 and will not fight or in any way obstruct them. They fish, hunt and grow sparse vegetables in windbreaks. The entire town has no alcohol or gems as it was drunk or taxed by the buccaneers as they passed through. They do have piles of Congress coins they are eager to exchange.

They are led by Headman Macaro F3 and Spirit-Talker Giagori C3.

Giagori has Armor +1.

### 305-533 Hill Hidden Village

50 descendants from the Farland river people live in a state of paranoia. They see any outsider as a potential Congressional spy, here to oppress them. Or even in their fevered imaginings (during winter) orcs who have learned to wear clothes. They have a -2 rection roll to people not born in the village. Outsiders who are grudgingly let in are forced to surrender all weapons and have all their possessions searched. With all food seized as a good behaviour bond. Any excuse will be used to eat the food and give poisoned food in return.

Their contact with the outside world comes from a mixed (village/other Farland) trapper family who haunt the hills as occasional bandits. They can guide people to and from the village (then subjected to the bond) or any hex in the hills by verbal description alone.

They are led by Headman Alfoon.

M N T6 S:10 I:6 W:15 C:14 D:14 CHA:12 HP:19 AC:6

Hawkhammer, Lawful Sword +1, +2 vs Lycanthropes

Int: 12 Ego: 2, Telepathy and speaks 1

Read Magic

 Note Shifting Walls & Rooms

 Detect Gems (# and Size)

Detect Evil and/or Gold

Teleportation

5 light foot (Mv12 6AC 1HD 1d6)

5 archers (Mv12 7AC 1HD 1d6)

### 315-533 Fort Dnal-Talf

70 disgruntled soldiers of the Congress are fortified amid undulating shrubs and grass. In an artificial hill of rammed earth and pit houses. They are here to prevent foes from the March and even the definition of the March itself from overtaking the empty inland regions. It’s a two-year posting, with nothing but weekly resupplies and idle speculation. They are at least issued with foreign rifles and even radium pistols for the leaders. They torment and assault any non-uniformed visitors out of boredom.

Ffie Videl knows the Second Lock and was sent here to complete her tour of duty. She has mixed feeling, it’s not prestigious but not dangerous. She will pretend any visitors are not there to avoid having to make a report.

Beside her radium pistol, she has foreign pellets for herself and Hree, they will turn them into ogres, but Ffie does not know.

Hree Quell knows the Second Lock and Ffie’s lover, they met as First Lock junior officers. She wants nothing more to turn Ffie’s pistol on something that isn’t a passing animal. She will only act if she thinks Ffie will approve.

70 medium foot with Oiligan Battle Rifles (Mv12 4AC 1HD 1d10) see AAJ Appendices p.16

#### Ffie

F C F5 S:13 I:7 W:11 C:8 D:8 CHA:8 HP:13 AC:3 Radium pistol (2d6)

##### Hree

F C F4 S:12 I:12 W:12 C:5 D:9 CHA:12 HP:5 AC:-1 Radium pistol (2d6)

Shield +3

### 309-534 Far From River Town

300 people in a state of disarray, having recently had their ancestral totem stolen by orcs while it was asleep. The town was built by Farland refuges after various villages and settlements along the river were burnt by Congress invaders years prior. After they appealed to the Meteor Spirits, they received a totem and the Congress negotiated a fair tax. A week ago, orcs came down from the hills and stole it, burning down part of the temple.

They believe arriving characters are chosen to save it by the chaotic spirits. If the characters refuse, they will threaten and hold baggage hostage unless the players agree. They will try and guard it anyway in case the players try and flee. They fear the Congress will try and invade if it becomes known, they are right.

Thy are led by a married couple, Headman Macaro and Spirit-Talker Millano.

Macaro

M L F4 S:13 I:6 W:6 C:9 D:3 CHA:14 HP:16 AC:2

Armor +2

Millano

F L C4 S:15 I:10 W:16 C:8 D:9 CHA:10 HP:13 AC:2

Spellbook: Cure Light Wounds, Light Hold Person

70 light foot (Mv12 6AC 1HD 1d6)

50 crossbowmen (Mv12 7AC 1HD 1d6)

### 313-534 On the Grass Town

400 people live by irrigating from wells rather than the river like most people of the Farlands. The town started as a camp for hunters and has grown into a proper town. The Congress travelled by boat during their invasion and negotiated a normal tax rather than take the time to divert. This has made the town popular for people leaving the river settlements. The people are neutral to the Congress for this reason, and the fort 315-533 presents some safety.

This will change when the administration announces new taxes and levies for the start of next spring. To raise another force for the Marches.

The town is run by Hwat Vobmat, who knows the Second Lock and assisted by local enforcers Headman Orovern and Spirit-Talker Ochoo. The heavy foot are from the Congress.

#### Hwat Vobmat

C MU5 S:11 I:10 W:8 C:9 D:7 CHA:6 HP:4 AC:9

Wand of Fear

Spellbook: Detect Magic, Hold Portal, Protection/Evil, Read Magic

Locate Object, Wizard Lock

Clairaudience

80 light foot (Mv12 6AC 1HD 1d6)

32 heavy foot armed with Oiligan Battle Rifles (Mv12 4AC 1HD 1d10) see AAJ Appendices p.16

48 crossbowmen (Mv12 7AC 1HD 1d6)

### 306-536 Lair of the Returners

An orc cave complex, all blind turns, firepits and rooms with multiple entries for flanking. The Returner tribe has climbed back up to a Mesolithic culture witch substantial influence form their neighbours. Not that they would show themselves to outsiders, except as night raiders seeking food. These orcs are fascinated with light and the interplay of refractions, adopting a dualistic religious system about gradient of light and dark on top of their preceding ritual gorging rites that produce their champions (stats as Ogres).

But they need a stronger spiritual protector due to their increasingly less Troglodyte biology and culture. The meteor spirit (stats as Balrog) of Far From River Town 309-534, was seeking a more Choas-aligned community and spoke to them. Now they have the meteorite iron idol and it doesn’t want to leave.

200 orcs (NC Mv9 6AC 1HD 1d6)

2 ogres (C Mv9 5AC 4+1HD 1d6+2)

balrog (C Mv6/15 2AC 10HD 1d6+1)

1000gp in beaten gold prized off the idol

Jewellery made from subterranean cave molluscs, ivory and stolen gems worth: 700gp, 1200gp, 2 x 3000gp, 5000gp and 9000gp

### 311-536 Old Man and Old Woman River

These two colossal turtles have nested high in this tributary since before the Titians remade the world. They sleep most months, mud and plants covering them to look like sandbars. They shift in the winter to keep their noses warm.

This mated pair have grown tired of their kind's undersea war and retreated here.

It is customary without remembering why to throw a coin into the waters here to appease the river spirits. Bigger boats need bigger coins and all of them go into the hoard.

2 x 11 HD Dragon Turtle

60000gp weight in assorted coins

Gems worth: 2 x 50gp, 2 x 100gp and 2 x 500gp

### 312-536 Fork of the River Town

100 people live by the rivers and streams, getting most of their physical money from travellers resting after having to negotiation the local undulations. The village is really four big houses and eight smaller houses. One belongs to Lenodaro, a ruling Wizard with the appropriate Congress-mandated collar. Another belongs to Spirit-Talker Kelvern Quell, a mixed cousin of the powerful Quell family, in 310-541. The other two are rival inns and taverns combined, not above sabotaging each other’s trade.

#### Lenodaro M L MU4 HP:9 AC:9

Spellbook: Detect Magic, Light, Read Languages, Read Magic Invisibility, Wizard Lock

Potion of Clairvoyance

#### Kelvern Quell M N C3 HP:7 AC-2

Spellbook: Detect Evil, Light

Armor +2

Shield +1

### 315-536 Throne City

4000 people live in what was once the capital of the Farlands. It is good land and little clusters of homes surround the central fortified palace. This is now the administrative hub for the Congress and it treated with the seriousness that deserves. The inhabitants bemoan the extra commerce from supplying the Congressional troops and elite do not outweigh the extra taxes and bullying from them. They are looking for a new leader, preferrable a known Farlander, but anyone who can lead until they are disposed of is welcome to pitch their uprising in the temples and the drinking houses. A temporary mob equal to 300 light foot and 60 archers could be raised in the name of freedom.

There are three Congressional leaders responsible for maintaining control over the Farlands, all residing in the palace. Elft Lolkaa, who controls taxation, Oogd Libbies, who is responsible for military activity and Repalce Quell, who organises the correspondence with local leadership. They all know the Second Lock.

They are supported by a dozen Farlander nobles who have been allowed to keep their spheres of influence. Six Headmen (F3 x2 F4 x2, F5, T3) and six Spirit-Talker (C3 x2, C3 x2 and C4 x2).

#### Oogd

M N F8 S:7 I:7 W:8 C:14 D:8 CHA:14 HP:41 AC:3 Radium Pistol (2d6)

#### Repalce

F C F7 S:8 I:14 W:7 C:9 D:10 CHA:7 HP:30 AC:2 Radium Pistol (2d6)

Mace +2                                                                          

#### Elft

M N T6 S:9 I:9 W:10 C:8 D:7 CHA:8 HP:12 AC:7

Leather Armor +1

Ring of Regeneration

40 heavy foot armed with Oiligan Battle Rifles (Mv12 4AC 1HD 1d10) see AAJ Appendices p.16

20 medium foot (Mv12 4AC 1HD 1d6)

20 light cavalry (Mv24 6AC 1HD 1d6)

20 light foot (Mv12 6AC 1HD 1d6) – Farlander

20 heavy crossbows (Mv9 5AC 1HD 1d6) – Farlander

### 316-536 Tower of Gideo Who sees The Realms Invisible

From the Tower-Castle, Gideo is a Wizard in good-standings with the Congress, wearing the ceremonial collar and keeping a watch for treasonous magic from other Wizards. He also wants to seize control of known orc lair 306-536 and master the underground labyrinth, ultimately to build the centre of an empire with humanoid armies.

Gideo will pay in future land and wealth to get assistance. This does require overthrowing the Congress and installing himself as Wizard-King.

His apprentice Rovern MU4, is going along with in the hopes that Gideo will make him his heir or at least get a large chuck of land along with arcane knowledge.

Gideo lets his Gargoyles fly out each night to drink the blood of either random neighbours or his enemies.

#### Necromancer Gideo the Collared

M N MU10 S:18 I:14 W:5 C:10 D:15 CHA:12 HP:27 AC:9

Wand of Metal Detection

Spellbook: Charm Person, Light, Read Languages, Read Magic

Continual Light, Knock, Levitate, Phantasmal Forces

Fly, Protection/Evil, 10' r., Protection/Normal Missiles

Charm Monster, Polymorph Self, Wall of Fire

Magic Jar, Telekenesis

2 Gargoyles

Level 4 Apprentice Magic-User

50 light foot (Mv12 6AC 1HD 1d6)

50 heavy foot (Mv12 4AC 1HD 1d6)

30 crossbowmen (Mv12 6AC 1HD 1d6)

### 310-537 Tracks

Sunk into the mud of the pnorth bank is a set of footprints leading up to a shelter where a man is camped. He says he is a trapper and a mercenary, going to Hex 312-536. The rebel who stole the magic item and 30,000gp of magnetic diamonds (3) from Yuseel. He is willing to lend it (but won’t mention the diamonds) if the party swear an oath (implied but not magically binding) to fee the Coldwater lands from the Congress.

#### Hoolyassie

M L F5 S:17 I:14 W:8 C:14 D:14 CHA:12 HP:19 AC:4

Neutral Sword +1, +2 vs lycanthropes (Intelligence 7, Ego 11, Note Shifting Walls & Rooms, & Knows 1 language)

### 313-537 Swift Water Town

400 people labour as they always have. They hate the Congress for seizing control and directing both taxes and conscripts towards their own ends. But life goes on. Besides Headman Macaro F4 and Spirit-Talker Gideo C3, Mutnat Libbies knows the First Lock and this is his first practical exercise as an administrator. He has seized the ferry that crosses the river for his personal income. Frequently travelling to 315-536 to make reports. The levy members will only turn up unless the town itself is threatened.

#### Mutnat

M C F3 S:14 I:10 W:9 C:12 D:7 CHA:4 HP:14 AC:6

Chaotic Sword +1, (Intelligence 2, & Knows 1 language)

20 light foot (Mv12 6AC 1HD 1d6)

20 crossbowmen (Mv12 6AC 1HD 1d6)

10 crossbowmen (Mv12 4AC 1HD 1d6) - Congress

10 light cavalry (Mv24 6AC 1HD 1d6) - Congress

### 315-538 River Feeding Spring Town

600 people trudge through life. The natural spring here allows for sustained agriculture away from the river and their proximity to the Congress, 316-538 and 315-536 brings trade. But that just seems to create more opportunities for their Congressional administrator to tax them more. Funding his own endeavours on the side. Headwomen Sam T3 is at odds with Spirit-Talker Lenodaro C5. For Lenodaro’s sister is Chatoic the Congresswoman, being of a mixed trading family and she knows the First Lock.

Chatoic spends all her time inside devising new magical experiments and observations, she is willing to sell spells to further her power in the Farlands as she will never be allowed to advance.

A group of traders has set up some tents outside the boundary wall. These 10 are all C1 and Chaotic in alignment. They seek to overthrow the Congress in the Farlands for a renewing anarchy. They will question characters subtly about how they feel and reveal their intentions if satisfied. They claim to have been sent by the spirits in 314-541.

#### Chatoic

F N MU9 S:9 I:17 W:6 C:5 D:11 CHA:12 HP:16 AC:9

Potion of Invisibility

Spellbook: Hold Portal, Light, Protection From Evil, Read Magic

Invisibility, Detect Invisible

Fire Ball, Water Breathing

20 light foot (Mv12 6AC 1HD 1d6)

20 heavy foot (Mv12 4AC 1HD 1d6)

20 crossbowmen (Mv12 6AC 1HD 1d6)

### 316-538 Side Branch Town

200 people begrudgingly offer normal hospitality here unless money is obvious. If asked, they explain that most of their custom is with Fort Draug-Revir and the Congress forces there are prone to abusing credit. Rovern F3, is the headman and does nothing anymore. The fort itself is little more than a complex of rammed earth and wooden palisade surrounding a pair of beached riverboats. They have the vital goal of insuring nothing from the Marches intrudes up the river. Due to this, they are armed with rifles and radium pistols.

Nevre Kangeru jut learned a cool trick from a wandering mercenary who drifted up the river. He was taught the Sureshot Technique as payment to let the woman pass. He and his brother Fra both know the secret of the Second Lock. Fra knows his brother doesn’t focus; he will engineer a situation to make one of them into a hero for decisive action.

The Sureshot Technique is just spending a round aiming to double the To Hit modifier.

He really wants to show his aim off. He’ll let this slip the wanderer while drunk, if character pays his tab and new drinks, some 50gp. She was heading to Coldwater lands but passing through Congress territory along the way. She is found in 312-545.

60 medium foot armed with Oiligan Battle Rifles (Mv12 4AC 1HD 1d10) see AAJ Appendices p.16

#### Nevre

M N F4 S:15 I:12 W:5 C:14 D:10 CHA:10 HP:9 AC:4 Radium pistol (2d6)

#### Fra

M C F3 S:11 I:9 W:9 C:13 D:9 CHA:14 HP:12 AC:5 Radium pistol (2d6)

### 310.539 River From Up High Town

500 people get by here. They unhappily pay their taxes to the Quell and Congress more broadly. But they were only moderately more happy paying taxes to the old king. They are ruled by a foreign mercenary, who the Congress paid in land to sweep the settlements along the hills. His rule has brought a garrison drawn from all parts of the Congress’ holdings and he takes his taxes in labour to have built and maintain his castle. The 10 myrmidons are his oldest comrades.

#### Lord Kenard the Curly

M L F9 S:10 I:13 W:9 C:8 D:10 CHA:15 HP:33 AC:1

Armor +1

Sheavebreaker, Lawful Sword +2

10 Myrmidons

30 crossbowmen/light foot (Mv12 7/6AC 1HD 1d6)

30 heavy foot (Mv12 4AC 1HD 1d6)

30 medium cavalry (Mv18 4AC 1HD 1d6)

### 306-540 Large stone

A large stone juts from the top of a steep hill, all vegetation and elevation fall away from this high place. It’s pnorth side cut by a sheer 20-foot drop to a ravine below. Approaching it means clambering up the scree slopes (save vs dragons breath or slide 20 feet and take 1d6 damage). On the stone itself is carved writing in Antarctic Common:

“For the underserving fourth people of the hard town. Open me up and receive a fitting tool”

If the stone is broken open with tools (6 turns), levered off the top of the hill to smash in the ravine below (takes two attempts) or combined methods. It reveals a Dagger +2 vs man-sized opponents, +3 vs orcs, goblins, & kobolds.

This is for 301-539.

### 307-542 Hilltop Camp

A camp sits on a rise, protected by brambles. Though the greeting is friendly enough. Here is Bobbino T6, a man of the highlands. He is shelling, preserving and extracting and fire beetles. He knows how to make glowing torches from fire beetle glands and can be persuaded to share this knowledge for 100gp of supplies, not money. To reveal the additional trick where the glands are distilled into light that reverts werebeasts back to original form. He wants a magical item or consumable.

### 305-545 Village of Ewyuoo

35 people live a simple life up in the clan of Ewyuoo, which has never been part of a tribe, as it was in the times of old. People here live by terrace farming and hunting in the hills. Life is hard but quiet, no Congress force nor Yugen tax collector has come by for decades. Only the occasion trader. Chief Himothson F4 knows how to get into the tunnels beneath the hills. He used to hunt a vicious if finely furred animal down there. They have all gone and he’s willing to give fifty per cent of profits; 1gp per pelt for an entire season, if they can track where they went. This will require going through the tunnels and out the other side of the hills to Hex 298-532.

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