Showing posts with label Antarctica Jam. Show all posts
Showing posts with label Antarctica Jam. Show all posts

Sunday, September 20, 2026

Antarctica Adventure Jam Region 3 - Coldwater Lands

 

Missing the random enounter tables, but I'll do those at the end. When I send the whole of my Region 3 in.

## The Inner Coast

### 296-531 Ship of Wandering Nevre

In a galley pulled up against the riverbank with clothes hanging on the line is a young merchant. Nevre is his name and he has absolutely nothing going on in his life for now. He was going to shift good (including slaves but he won’t mention that at first) along the Inner Sea, but then his captain/guild sponsor died in a drunken brawl in Uinpawa 296-532.

Crew discharged without pay and an ample supply of provisions, he whiles away the days awaiting relief (2d6 days away). As a member of the First Lock, he’s seen some things and in exchange for stories, will reveal information.

For every story where the party defeated at least 10 HD of foes, he will reveal one of the following: the who’s who of the Congress, the location and general nature of a settlement on the map or training in the use of a scientific weapon found elsewhere in Antarctica but unknown in these primitive lands.

### 296-532 Town of Uinpawa

500 people in the capital of the Wa-Wapauine (The Border River Tribe) live in sullen fear. The Congress have long been unable to properly govern this far corner of Coldwater lands. When pirates seized the town as a base two generations ago, the Congress send a message saying they could have it so long as they offered fealty and taxes.

The pirates have turned commercial, but no less cruel. Uinpawa is a hub of piracy now. Where crews sell their ill-gotten gains and slaves while other merchants buy them on.

All governed from the Fort of 120 pirates built on the expanded harbour by the defacto tribal king Captain Gig. They have the run of the town and it is a lucrative shame to be recruited to them from among the population.

The Wa-Wapauine have convinced the pirates that the inland cavemen from 302-532 would be a better target. Many would miss the money drunken pirates spend and fence.The pirates of the fort no longer are bound to any crew and have the run of the town, they pay for nothing unless the Captain orders them to. Outsiders who aren't pirates or cause trouble are viewed with suspicion and hostility if openly armed. They have accumulated a massive haul of taxes and sales but only deliver 10% of the total to Yugen 298-539 yearly.

There is a dilapidated Deer Totem Temple and a slightly better cared for Seal Totem Temple, run by three level 1 Clerics and led by Bobboson C2.

70 light foot  (Mv12 6AC 1HD 1d6)

40 crossbows  (Mv12 7AC 1HD 1d6)

10 heavy crossbows  (Mv9 5AC 1HD 1d6)

M C F4 HP:17 AC:1

Armor +2

M C F4 HP:22 AC:1

Armor +1

F C F4 HP:13 AC:1

Shield +1

Copperflame, Lawful Sword +3

M C F4 HP:10 AC:4

F C F6 HP:25 AC:2

M C F6 HP:16 AC:3

Captain Gig the Victorious

F C F9 HP:25 AC:2

Shield +1

18000gp

Gems worth 3 x 50gp, 12 x 100gp, 11 x 500gp, 4 x 1000gp each

Pieces of jewellery worth 800gp, 4 x 1000gp, 1300gp, 1400gp, 2 x 1500gp, 1600gp, 5 x 2000gp, 3 x 3000gp, 6 x 4000gp, 3 x 5000gp, 7000gp, 8000gp and 9000gp

### 297-532 Town of Wawapadok

200 People live in Wawapadok, clan of the Border River Tribe, capital at Uinpawa 296-532. Harassment by pirates stopped when their kin in Uinpawa were defeated and their relief repelled. The pirates just want taxes in the form of food on demand and all the wealth the townsfolk can give at any time of the Captain's choosing.

The townsfolk have been forced to diversify their income, focusing on exploiting all the resources they can from the nearby tundra. Here they built a warehouse and pen to store what’s brought from Oonel 300-531. Hides, furs ivory and cavemen slaves to raft down to Uinpawa. Some cavemen never make it that far and join an unofficial class of slaves slowly hardening over previous debt restitution and family labour.

Leading all of this is Chiefess Pan C9, who manages the Deer Totem and Wombat Totem Temples and the trade depot. She believes that the village must thrive before any other issues can be addressed. She sees alternative leaderships and ideas as threats to her power.

Hol F3 and 2 F1s lead:

10 crossbowmen  (Mv12 7AC 1HD 1d6)

10 light foot  (Mv12 6AC 1HD 1d6)

Chiefess Pan

F L C9 HP:32 AC:1

Shield +1

Wand of Magic Detection

Spellbook: Detect Evil, Light, Purify Food & Water

Bless, Find Traps, Speak with Animals

Continual Light, Locate Object, Remove Curse

Cure Serious Wounds, Neutralize Poison

Create Food, Raise Dead

### 298-532 Forefront of the Furred Snakes.

20 large marsupials of a kind unknown to our palaeontology (Giant Weasels) have climbed down from the highland caves to feast. They are richly furred and a dark brown.

They are hunting everything they can all along the riverbank and are unafraid of weapons or spells unless demonstrated on them.

### 297-536 Town of Vichipa

200 people live in Vichipa, the capital of the Wa-Saluin (The Surround Water Tribe). This otherwise minor tribal capital is the administrative hub for all the Congress decisions in the Coldwater lands. This is because the two administrators find the city of Yugen disquieting. Hte and Teh are not quite middle age and live alone in a purpose-built tower, jutting out of the ruins of the burned half, destroyed by pirates with Congress money. They have servants but no guards or militia, the locals consider them brave and semirespectable. Abjectly terrible administrators, who line their own pockets with the tribal taxes. Anyone sent to assist them or check up on them either gets their own fief to torment or dies to well-informed rebel bandits. Oogd in Anpauinwa 302-548 was the latest. Local organisation is between Sempay F4 and Himoth C5.

They are 8 HD vampires, who choose a different spiritual journey when the Third Lock was formulated and are kept around as historical records. They prey on farmers and travellers and issue orders at dawn or dusk. They have encouraged the settlement of Oonel 300-531 over the years. Using the wealth to restore facades and pay allowances. They want to be seen as improving infrastructure.

When the Young Bloods ravaged the area, they paid off them with taxes as they should have done. They still have 9000gp left.

### 297-537 Town of Ewchipa

400 people live in Ewchipa, clan of The Surround Water Tribe, capital at Vichipa 297-536. Attacked by the same sponsored pirates which burned Vichipa, saved by the Wizard Agueymo the Ceremonious, a Farlander employed by the Congress for his own ends.

Agueymo wears the collar of his status and spends his days in vaguely-stem shaped Seedtower studying the sky. His private forces are from his home and locals. The Young Bloods didn’t get a coin out of him or the town, frightened by his imported wyverns from Uldore Island.

He wants magnetic diamonds from Yuseel 303-538 for his research and will pay a fair percentage to carry a letter of credit in exchange, without telling people the true value. He’s not interested in rebellion and will turn independent if no Congressional oversight.

#### M N MU11 S:5 I:12 W:9 C:16 D:14 CHA:11 HP:37 AC:9

Ring of Djinn Summoning

Wand of Metal Detection

Spellbook: Charm Person, Detect Magic, Protection/Evil, Sleep

Continual Light, Invisibility, Knock, Wizard Lock

Dispell Magic, Fly, Haste Spell, Water Breathing

Growth/Plant, Hallucinatory Terrain, Polymorph Others

Conjure Elemental, Hold Monster, Pass-Wall

3 Wyverns

50 light foot (Mv12 6AC 1HD 1d6)

50  heavy foot (Mv12 4AC 1HD 1d6)

30 crossbowmen (Mv12 7AC 1HD 1d6)

### 303-538 The town of Yuseel

100 people keep to themselves in Yuseel, capital of its own tribe of Wa-Yuseel (New Town Tribe). They boast the magnetic diamonds they find in the hills are worth a fortune for each gem in the town vault. They paid off the Young Bloods without them. Someone has stolen the town treasury though no one yet realises it. The last stranger who went psouth 310-537.

Ruled by a council of Himoth F4, Pendotter C3 and Trapper Bass T4

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

### 29-539 Village of Sentee

46 people farm the leeward slopes where whitebark trees were cut for timber. They are members of the Wa-Oseel, capital at Yugen 298-539. They watch the shores for traders and pirates but do not have houses visible from the water. Lately life has been enlivened by the arrival of a retired mercenary from the March. He calls himself Moebius and he can tell anyone about the situation there. He is from the AMO on the Tiger Coast and for 1,000gp up front, will teach anyone the Sword Dancer Style Fighting Technique.

4 archers  (Mv12 7AC 1HD 1d6)

#### Ochie the Axeman M C F4 HP:12 AC:7

Axe +1

### 298-539 City of Yugen

1000 people live in the traditional centre for the Coldwater people, capital of the Wa-Oseel (Hard Settlement Tribe). Nothing feels good anymore. They have paid or hoarded their taxes regularly, but no chief patronises their crowning hall and even the Congressional administrators prefer half-ruined Vichipa 297-536. Unburned by pirates, the city only succumb to siege after the Congress forces made it clear they would overwhelm and burn the city to the ground rather than be forced to winter around it.

Trade flows up and down the river and on the overland roads, here but the gifts to the empty throne and temples do not come, meaning more tax at the gate. A liberating king is whispered in the drinking houses for a throne empty for generations prior to the Congress. Anyone who can prove sufficient cultural heritage and martial success will need just a reaction roll before the crowd.

#### Guardian of the doors Basson F6 – Pro-glory. Juniors: F3, F2 x 2 F1 x 4

Dagger +2 vs man-sized opponents, +3 vs orcs, goblins, & kobolds

#### Militia Musterer Himoth F3 – More than whatever Basson has. Juniors: F1 x 4.

22 magic arrows

Speaker for the People Pen T5 – Yugen’s wealth must not come from taxes.

Priests of the Deer (Himoth C5), Toad (Croaking Basson C4), Eagle (Doon C4) and Seal (Bobbo C3) totem temples – Authority and tribute must be imposed before anything else. Collective juniors: C3, C2 x 4, C1 x 8.

Scroll of Protection from Lycanthropes

Potion of Levitation

Lawful Sword +1, +3 vs trolls (Intelligence 2, & Knows 2 languages)

Potion of Clairaudience

Priestess of the Penguin shrine Pan C4 – The king must not make the people’s lives worse. Juniors: C1 x 2.

Ring of Water Walking

#### Congressional administrator and member of the Second Lock Raed Posseem F5, opposed to any independence or demonstrations. Juniors: F3 x 2 (First Lock), F2 x 5 (First Lock), F1 x 10.

Chaotic Energy Draining Sword (1 level) (Intelligence 11, Ego 1, Powers: Read Magic, Locate Secret Doors, Detect Traps, Detect magic & 5 languages, & Knows 1 language)

Spear +2

Potion of Posion

The 20 rotating militia still keep order at the gate and the curfew but the defenders are all Congress.

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

40 crossbowmen (Mv12 6AC 1HD 1d6)

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

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

### 299-540 Town of Oseetu

100 people live in growing Oseetu, member of the Wa-Oseel, capital at Yugen 298-539.The danger and violence of malicious and ineffectual Congressional rule has brought more people close to Yugen to repopulate what was burned down during the initial siege. They look to the city for solutions and expect a response.

#### Led by an alliance between Pen, Priestess of the Seal totem temple and Seel, Priest of the Eagle totem temple, both C3.

10 crossbowmen  (Mv12 7AC 1HD 1d6)

10 light foot  (Mv12 6AC 1HD 1d6)

### 301-539 Village of Oseesi

100 people live in angry Oseesi, member of the Wa-Oseel, capital at Yugen 298-539. Yugen did nothing to help them when the Young Bloods came to extort taxes. They feel abandoned and isolation from the populated coast. They have decided to kill and rob any soul who cannot prove they are not a member of the Congress. If weak they attack as a mob in the streets, if strong they attack them in their beds.

Authorising this is their leader Chief Doon F5, assisted by his son Doonson F3 and the Priest of the Toad totem temple Yil C3. They seek a magical weapon to prove their right to independence.

10 archer/light foot depending on the equipment used (Mv12 7/6AC 1HD 1d6)

### 302-541 The Rebel Camp

100 men camp in the foothills, training to sweep the Congress from the coast and rally the people to drive them out completely. They have spent two years reinforcing the camp and the Young Bloods pretended they weren’t there in their reports. They itch to move and will do so next week or when the ice thaws depending on the season. Ten rebels come from Ulend 305-550 and want to exchange messages there with family.

The are led by a council of would-be chiefs and idealists. F8, F6, 3 x F2, 10 x F1. Their names are all some variation on the nom de guerre Yass (Freeman).

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

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

30 archers

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

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

In the officer armoury:

Chaotic Energy Draining Sword (1 level) (Intelligence 6, & Knows 1 language)

Chaotic Sword +1 (Intelligence 5, & Knows 2 languages)

Neutral Sword +1 (Intelligence 1, & Knows 2 languages)

Neutral Sword +1, +2 vs lycanthropes (Intelligence 11, Ego 12, Powers: Read Magic, Note Shifting Walls & Rooms, See Invisible Objects, Detect Evil & 1 language, & Knows 2 languages)

Shield +1

### 299-542 Wolfcastle (Hoologgen)

The Seaside fortress of the Superhero Lukel the Bad. He can across the water and built his stone towers to fight pirates when there was no law beyond Congressional occupation. He refuses to pay tribute to Vichipa 297-536 but bribes them with pirate treasure. He will acknowledge no authority and takes what he believes is owed from any traveller. He attracts the wild and free, so that many would be rebels have joined him.

#### Lukel M C F8 S:9 I:13 W:9 C:6 D:7 CHA:6 HP:26 AC:1

Armor +2

Graveeater, Lawful Sword +1

6 Swashbucklers

Level 4 Cleric

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

50 

10

### 302.543 Garnet Ford

Along the dark gravel bars and riverbanks where the streams meet and slow are reflective spots. Where the water has deposited and uncovered raw garnets from time-to-time worth 100gp. Never enough to make a village out of it. The whiter or clearer stones are magnetic diamonds, which are worth 10000gp or any spell from any scientist or magic-user who can identify them and anyone else will assume is quartz. Can also be used to repair and create anti-gravity devices.

1d6 garnets can be found in a day, there are 2d6 in total and will be replenished in a year. 10% chance of a magnetic diamond per day, 1d6 in total and will be replenished in 10 years. Double amounts found 10 feet below the water along the riverbeds.

### 300.545 Town 300 Weird (Clue to Nearby Hex) Link to 297.536 Settled Lair Link to 300.531 Town 300

### 301-547 Village of Ansepauine

25 people of a clan of the of the Quiet Water Tribe, capital at Anpauinwa 302-548, mill about on the shore of a burned village. Here where a stream meets the sea, the Young Blood, now in 312-548, came demanding taxes. The people here stopped paying taxes when the new administrators in Anpauinwa lost the ability to notice. They fled when they saw the bandits come. Now they are angry and without pity. They will try and rob any travellers who come across them, either at night or in a frenzied mob if they won’t rest.

They are led by Hol F4 and have 2 light foot otherwise  (Mv12 6AC 1HD 1d6).

### 301-548 Idle Kangaroos

Giant wallaby-looking fellows with a sword and sunglasses. Ten Macropods (Antarctic Bestiary p.13) are awaiting a boat on the beach to take them to their next job across the Inner Sea. Not looking for trouble but will defend themselves proactively. Red one with floppy hat will solicit and swap stories, talking about a hex location in the Marches for each story. If told 5 stories, he’ll put a pawprint on a slip of paper as an introduction, worth +2 to reaction rolls in the March.

### 302-548 Town of Anpauinwa

200 people in Anpauinwa, the capital of the Wa-Anootuin (Quiet Water Tribe) live in fear and poverty. Despite the flow of boats between them and their kinsmen across the strait. This is due to the insatiable greed appetites of their Congress masters. Oogd and his 8 fellows were members of the Second Lock and tried to use the newfangled foreign pellets to advance. This transformed them into hulking furred giants (Stats as Ogres). Now they care only for acquiring treasure and food, self-parodies of the high-ranking members of Congress. The administration in XXX in 297-536 sent them here to avoid embarrassment. A report once a year at best.

The garrison stayed long enough to frighten the locals and returned. The locals won’t do anything but flee, the 9 rat-monsters are all the town has for defence. Chief Doon F3 and Ewass C5 sailed to Udor for reinforcements but haven’t returned.

In the filthy den Oogd and his fellows have made of the Chief’s house:

5000cp of seized taxes, never expected to be paid

A piece of jewellery worth 6000gp

Spell Scroll (Detect Magic, Hold Person)

              Frostcusher, Lawful Sword +1

              Int: 12 Ego: 12, Telepathy and speaks 1

              Special Purpose: Slay Monsters, paralyzes Chaotic opponents

              Read Magic

              Detect Sloping Passages

              Note Shifting Walls & Rooms

              Detect Evil and/or Gold

              Clairvoyance

### 303-548 Village of Wanootdok

26 people of a clan of the Quiet Water Tribe, capital at Anpauinwa 302-548, pick through what is left of their home. Surviving mostly by fishing with a few rain-fed farms, the village has existed effectively independent since Anpauinwa stopped being a functioning capital. Especially to avoid the tax-and harvest hungry gaze of the new masters. Unfortunately, other members of the Congress did not care and came to collect unfair and unpaid taxes. They arrived in the night and burned the village in the chaos. They took the dead Chief’s and totem-keeper’s families hostage when the claimed taxes failed to add up.

They kept going back to Congress lands and are currently camped in 312-548.

### 310-548 Town of Ootine

600 people live in misery in the capital of the Wa-Ootend (End of Sound/Language Tribe). Once they prospered as the neighbours to the Congressional lands as merchants used the land road. But they were the first of the Coldwater Lands to be conquered and are still close enough to be taxed regularly. They are ruled by Repalce Lolkaa F6, a member of the Second Lock and his nephew Albe Lolkaa MU3 of the First Lock. The garrison is 60 Congressional troops growing fat and bored, 6 are F1, 3 are F2 and 1 is F3.

There is an Eagle, Toad and Deer Totem Temple each run by a C2 and C1.

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

30 crossbowmen (Mv12 7AC 1HD 1d6)

#### Repalce M N F6 HP:26 AC:4

Shield +1

#### Albe M L MU1 HP:10 AC:9

### 310-549 Town of Yauin

400 people of a clan of the Wa-Ootend, capital at Ootine 310-548, live in grudging anger. Hey were once a prosperous town but now they are close enough to be under constant Congressional supervision. Once they paid almost no tax and donated to the totem temples freely, now the market is checked weekly. They are ruled by Tset Kangeru C5, a member of the Second Lock. 40 Congressional troops are kept wary by petty vandalism, of the heavy foot four are F1 and one is F2, who is a member of the First Lock.

There is a Seal and Deer Totem Temple each run by a C2 and C1.

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

20 crossbowmen (Mv12 7AC 1HD 1d6)

#### Tset F N C5 HP:16 AC:7

Ring of Water Walking

### 305-550 Town of Ulend

100 People behind a stout stone wall and farmland rising above the coast. Clan of the Quiet Water Tribe, capital at 302-548. Small merchant ships for making the crossing to Uldore Island.

Gecko hide cloaks from the heart of Congress 313-549 are all the rage here and locals will pay 100gp per cloak.

This is all thanks to the leatherworker who moved here last summer. Moer has a Congressional accent and will not discuss his business, saying it is better here. His patron died in the March, he left before the Guild foreclosed on his workshop. He knows the First Lock and will teach it to whoever supplies him with 10 skins each.

10 archer/light foot or depending on what equipment they use, one is F1 (Mv12 6/7AC 1HD 1d6)

#### Chief Yilson M N F5 HP:18 AC:0

Shield +2

### 308-550 Lair of the Dire Wombats

All along the coast and the rising grassland beyond are 750 enormous wombats (Draft Horses). Here they congregate during the darkening months and they migrate inland to the highlands and forests in the summer.

They are not as big as they used to be, but they live in sex-segregated herds and will defend themselves with their massive teeth and jaws.

### 309-550 Town of Anyuin

400 people of a clan of the Wa-Ootend, capital at Ootine 310-548, plot violence. They were raided by the Young Bloods, who have since departed. They took everything that could fit in a purse as the taxes unpaid and unasked for had been spent on a new temple complex and fishing boats, now all burnt. The people plot to rob all travellers as revenge for receiving no help and launch a rebellion by quietly killing all people of Congress passing by.

This is led by Ewass Oonchie (Spear in the Hand) (F5) and Ewass Yuie (The Tall) F4. Alongside Sempay Ewie (The Good) C4 and his fellow totem priests: C2 and three C1. Supported by 4 F1s and a F2.

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

10 crossbowmen (Mv12 7AC 1HD 1d6)

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


Tuesday, June 30, 2026

Doing Antartica Adventure Jam Region 3

    With how well the Antarctica Adventure Jam is going, now covering an appreciative fraction of the continent. I feel I am able to make a third region, and maybe a fourth as well if I still have the mojo to do so. Fleshing out a spur of the moment worldbuilding decision, as I rolled wererats in two sperate dungeons, but I wanted to do something different than the other lycanthropes I had described. I’m going to be taking on the suggestion of the Jam creator and keeping it nice and simple. Having learned that dense hex stocking is an enormous pain to do. Though luckily, I don’t have a time frame for this.

    I again encounrage anyone who has any interest in OSR setting and adventure creation to have a look at the Antartica Adventure Jam. There is still swaths of space and the areas filled in could sustain years of games in and out of the dungeons.

https://itch.io/jam/antarctica-jam

And just look at this map of areas people have or claim they will fill out.

https://aaj-map.netlify.app/

    The space I am going to be working on is going to be a colder and more geographically divided area. I hope to integrate more of the rest of the Antarctica Adventure Jam material into it. As when I started, there was only a few areas and a lot of supplementary material like the Antarctica Bestiary reflected only a few contributors. So, I ended up going into a small-scale adventure sandbox amid the strange and unknowable ruins of some ancient prehuman/advanced culture. When looking at the rest of the entries, they tend towards the Zothique and Dying Earth side of the spectrum. The ancient techno-fantasy world is still very much going on in its later years, with aliens and strange shrines abounding. I can chalk my little slice up to distance but that means the closer part requires a mixed approach.

    On the technical side of things, the reduced number of sites to complete theoretically should make the process go faster. But I have other things on my plate and the Jam is over. Removing a lot of the tailwind that propelled me for the first region. But that means I need more content per site, more people, more treasure and more hooks to venture from one area to another. For this, I turn to OD&D, with its much larger wilderness encounter numbers and larger spreads of gold and magical items. This does then change the dynamic, where wilderness adventures get a whole lot more dangerous, so I will have to tweak the random encounter tables to compensate. Mixing B/X and OD&D to get that sweet spot of danger.

    For posting my finished drafts. There really isn’t a lot of material, the same compared to the Lower Peninsula, but spread out further. A little over 80 hexes, which some people could breeze through in a matter of months and others keep playing in for years depending on how much effort they and their GM want to put in. So, I will probably do another round of 20 entries per post, for another month’s worth of content here. Plus, a final entry where I get to insert the extra material of a basic con-language I made up as I went along to keep people and settlement names consistent. And any monsters I create or reinterpreted along the way. This whole need for a third region coming about because I was trying to find a different angle for orcs than generic D&D, pig-men or Tolkien. Even if they play very little in the actual sandbox.

Sunday, May 3, 2026

Antarctica Adventure Jam Lower Peninsula Part 4

Last one, If you want the appendices and or the 5 pages of introduction and random encounters. Go over to the AAJ page and look up the region.

It's well over and this is just me finishing up my too late obligation for taking on a second region. Great fun and stretching the creative muscles from volume alone.

### 219-171 Plain Orcs

250 orcs in a large encampment. Their chieftainess Griddlebones is by necessity, very cunning and skilled at fighting. The plain orcs draw from the Moon Elves and some from the Far Elves. They treat the high plain as their own, demanding tribute from traders and switch to raiding into the Upper Peninsula when their neighbours become organised.

Among the orcs are 30 members of the cannibal-rite Landshark clan (Ogres). Depredations and intra-camp violence let them stay in their war-form near constantly. They urge Griddlebone to join McCavity 222-172 as to join their relative with him.

Her loot pile contains 5000gp in trade bars and coinage and gems worth: 3 x 10gp, 2 x 50gp and 500gp.

### 221-170 Titians Wall

A row of large slabs stands askew in a line going Polar-East-East. They depict a repeating pattern of four figures; short and childlike, tall and upright, round and very large and large but stooped. All have pointed ears. It’s assumed this is titan work for it’s both a megalith but not fancy like Before architecture. Beyond are stumps of mile markers that if followed, would reach 224-171.

Though only the most obscure sage or one of the single-digit Goblin-Friends would recognise it. This is the lifecycle of the Lower Peninsula Goblins, who built a civilisation sometime between Before and now. They grow during crucial periods of nutrition. But all goblins live hard lives and finish in their stunted winter form, the Bugbear, since their settled culture was destroyed.

Born first as Goblins and remain as such until adulthood, the crucial missing stage. Then growing to Hobgoblins and full members of their society. But none will achieve their full size as 4 HD Great Goblins, their skin returning to green.

### 220-171 Treehugger Hall

In the wilds here stands Treehugger Hall. It is not an inn, though the ten family members who live here will exasperatedly put up good-seeming travellers for the night. They are only slightly more cordial to fellow worshipers of the Moon-Asura. No entry or leaving rooms while the moon is full. Orcs avoid this place because they have learned the 10 are Werebears and so fear them. Beorn Mooneye has a chest with a Sword +1 (Flaming) and Elven Cloak and Boots. From a guest’s donation and years of anti-orc service for the Cardinal 220-168.

### 223-170 Mid-River

1000 people in 3 markets. This land under the Duchy of the Moon is quite worried, George C4 marshals what forces he has but is torn between awaiting the call to march and seizing the opportunity (in his mind) of single-handedly rallying the forces of the Duchy and deposing the Cardinal as a more fitting ruler.

Since the forces assembled, a plague of Giant Shrews (25) has emerged. The locals only solace is the arrival of a strange merchant. He can for 1 magic item or two potions teach the secret ways across the continent under the dim noonday sun or give +1 damage to unarmed attacks. Otherwise, his fee for defeating the giant shrews on a property is one night’s meal and a place to rest.

### 224-170 Melonland

55 people in 1 market. Here is the groves and black melon fields of the Traditional Elves. They practise the fey religion with no addition or change. Lady Electra E4 manages this community of a few mansions and dispersed tree houses. Adjoining the centre is 200 gnomes, who converted when the elves first came. The fey emphasis on cultivation alone is wearing thin with them. Many have been tempted to 219-167, for a more varied economy, under pain of death for dealing with heretics.

The community contains 4000ep and the Lady has a Potion of Giants Strength and Staff of Healing.

### 225-170 The Great Grove

170 people in 2 markets. The deep costal groves of the Traditional Elves. Here is where the Fey religion was developed and the beautiful yields that even non-Elves grow were cultivated. The Chief Elf, Asparagus E7 rues that his grandfathers ever let other elves split the sacred authority by converting others or leaving. One market is his mansion and the hollows supporting it. The other is the Great Grove, where all those who will attempt the rites study and make the step.

Recently a sea-trader from beyond named Narrator has come. He brings valuable obsidian but demands buyers also purchase his shell carvings. A Buccaneer or Jellicle islander knows the cursed patterns on them. Large sharks (Great White Sharks 5) have been harrying the fisheries since Narrator came. Just a few of many drawn by the shells up and down the coast.

Full writeup in Appendix F.

### 221-171 Grass Keep

200 people in 1 market. Here is Duchy of the Moon’s outpost on the plains. Piangi C4 mostly leaves the running of the keep to his captain Gilles F5. They force all visitors to camp outside the keep, which is now the crowded temporary sleeping quarters for the community. Paranoia that visitors are orcish scout pretending to be normal people grips the community.

Gilles has a Ring of Fire Resistance he was given to best a solar champion in a tournament years ago.

### 222-171 Mid-Peter

1000 people in 4 markets. This part of the river grows wealthy from moon melons and traffic. This in turn allows the government of Minister C3 (name not title) to withstand interesting times through the depletion of the treasury. Minister has fended off elven relatives and rover raiders and so fears nothing in a group with other leaders. His troops drill and march, awaiting any command to save Vims 222-172. If only it would come.

Minister’s prize possession is a Shield +3

### 223-171 Sprout Village

70 people in 1 market. One of the most exposed domains of the Traditional Elves this community is the first place those who will undergo the fey rites go for their training and education in specialised cultivation. Unofficially it is an exchange point for their produce, shows the Moon Duchy how converts and their descendants benefit from fey magic and proves a final test for those who might wish to leave the elven homeland before they undergo the rites. Anything to reduce the chance of an orc. Easy to grow rind armour (Leather) and roofing tiles are half price here.

Old Barnardo E3 is pale due to his age and has nurtured generations of them to the rites. His stone mansion amid the hollows contains a lifetime of adventure and intrigue; Shield + 2, Staff of Snakes and a waxed paper rind scroll called Dungeon Delving On Short Notice (ventriloquism, read magic, protection from evil 10’ radius (mu), lightning bolt, dimension door)

The trade and donations chests sit with him as well; 12000sp and gems worth 10gp, 15gp 2 x 50gp and 100gp.

### 224-171 Ruinland

65 people in 1 market. Here lies ruins attributed by nearly anyone to Before. Stone slabs teeter in a spiralling sun-facing henge. These are actually the hearthstones and backs of chimneys from the first and greatest city of the goblins. Thrown down by mankind before recorded memory. Lady Carlotta E3 doesn’t care about any history. They are obstructions to the fields and better used as supports.

The farmers have 3000ep among them and have tributed to Carlotta scavenged gems worth 10gp, 3 x 50gp, 4 x 100gp and 500gp.

### 225-171 Elfshore

130 people in 4 markets. Everything is calm here. Sun gourds and prawns dry in the sun for winter and available fresh other times. Lady Syrie E6 has spent a lifetime building a perfect world and outsiders are watched for threats. Wherever they go and whatever they do.

### 219-172 The Ruined Tower

30 people in 1 market. The Far Elves here are uneasy. Beyond being the frontier of the Fey beliefs, here is where the usurper dwelled. His lonely tower is surrounded by a feral garden. It is evident that the locals have not properly cleaned their former lord’s home. For 175 Kobolds have sprouted and maraud at night. 3000cp of alchemical equipment repurposed into elaborate helmets.

### 220-172 Treeless Plain

30 people in 1 market. Another outpost of the Far Elves. One to ride out from for adventure. Otherwise, they grow furniture bushes here. Administered by Lord Coricopat E7, who has also been given authority over the Ruined Tower 219-172. He is sick of travelling back and forth and wants an Elf of level two or higher to swear to manage it.

### 221-172 Upland Fields

300 people in 2 markets. Fear is strong here; crops go unsown or lay in the fields for fear of marauders. The militia patrols waiting for the command from the Cardinal 221-173 to advance. They relive stress but boasting about orc heads and robbing any would-be traveller. Captain Chagny F3 does nothing about this. His authority is seconded from his brother Cleric Chagny, who is assumed to have perished in the failed counterattack on Vims 222-172 months ago.

Chagny hoards his family secrets in the manor, a Bag of Holding and a Sentient Sword, given by the Moon Asura generations ago to maintain the new age.

The Sword of New Beginnings INT 10, Ego 11, Communication Speech, Language Alignment tongue, Common, AL Lawful, Sensory Powers Detect slopes, Detect traps, Detect magic, Enchantment +1 (+3 vs Regenerating Creatures), Dmg 1d8 +1

### 222-172 Vims

2000 people in 3 markets. Founded by Vicomte, the castle has since become Vims and now is anarchy of the worse sort. With the coming of Macavity, the orcs swept aside the defenders and built a briar encampment on top of the cemetery hill. His army consists of 200 orcs and an Ogre, Jerrie of the Landshark clan. The Cardinal has retreated to the Moon Monastery 221-173 and the surviving militia has mutinied. Setting themselves up in the castle as the Free Vims (50 Bandits). They cannot advance but the orcs lack the numbers to assault. Their leader Vicomte the New F3 has acquired the Cardinals ring and sceptre. Everyone else lives like rats scurrying between buildings.

Macavity has amassed 6000gp and jewellery worth 800gp, 900gp, 2 x 1000gp and 1400gp.
Free Vims have secured for apparent safekeeping; 5000sp and gems worth: 4 x 10gp, 4 x 50gp, 2 x 100gp, 2 x 500p and 3 x 1000gp.

### 223-172 Outer Red

100 people in 1 market. Much of the rolling high fields are in disarray as refugee lean-tos prompt against any farmhouse and boundary that will take them as hired hands. The community is deeply frustrated, though these are their fellow Moon-worshippers fleeing Vims 22-172, they outnumber them 2 to 1 and most of the inhabitants cannot afford to feed more hands. Meg C4 has been drafting those able to fight into the militia and is exhorting the troops to liberate Vims with or without the Cardinal 221-173. They will die without support. Meg has a Mace +1.

The refugees are 200 hardy Halflings (Dwarves) who often have worked in the area and are stung by how quickly the populace has turned against them.

### 224-172 Roundtop

50 people in 4 markets. This spread-out collection of hollows is concerned with a small hoard of Giant Shrews that migrated into the domain a few months ago. They do not attack people and barely even eat the ripening super melons, but they do defensively crouch when approached in fields and in hedges. Giant shrews are dangerous to even an elf and Lord Teazer E6 is willing to pay 500gp in produce to find out the root cause. With an advance in the form of a 10gp gem he can’t get rid of.

The total wealth of the community in stored produce, fine material, personal adornments and loose coins comes to 5000gp. On top of Teazer’s Sling +1 he uses on magical foes.

The root cause is the Driver Ant infestation to the pole of the domain in Greendell 223-173 and Border Garden 224-173. It isn’t spreading to Roundtop because the shrews are eating the ants so voraciously, they have no need to bother people. Teazer won’t pay therefore until the shrews are gone but also and won’t pay if the ants come.

### 225-172 The Suncoast

120 people in 4 markets. In a land of sun gourds and prawn harvests, the arrival of strangers with carts and boats is not unusual. Lady Demeter E4 ensures no merchant leaves without inspection, All the better to smuggle elven drugs for whatever she likes. All without paying a copper to anyone.

### 218-173 Little Sister Joining

130 people in 1 market. This land shows its agricultural pride strongly. With a riotous bouquet of herbs, gourds and trees. A major centre of trade, focused of their famous ulfire squash. Lord Carbucketty E6 knows this is due to the attached community of 56 gnomes. Their tax exemptions irritant some and conjure visions of hidden treasure.

### 219-173 Centre Patch

90 people in 3 markets. Surrounded by other elves, the Far Elves here pend their times on theoretical practises. Like exploring the theological limits of the fey religion and the shift in seasons and why is it some rites go wrong. This has resulted in the crop here being grown for inedibility. Lord Andre E2 has perfected the toxins within these strains to uniquely effect those who unbalanced humours. Orcs and svarts. Should his poisons fail him, Andre has a Wand of Fire Balls.

Anyone who swears to kill 100 orcs or svarts in a ceremony, can learn how to brew a weapons-coating gourd-venom that deals +1 damage to orcs and svarts. Those who flee from fights with these foes will be struck by cucurbitacin poisoning. Doing 1 damage per HD per day of distress for 1d4 days.

Inside his mansion courtyard is the community symbol, a ceremonial tree decorated with gems worth 10gp, 4x 50gp, 2 x 100gp and 2 x 500gp.

### 220-173 Howling Fields

70 people in 1 market. Amid the musical gourds the Far Elves walk uneasy. The community is half split between assisting the Cardinal 221-173 with recapturing Vims 222-172 and the other half wish to stay out of it. It really comes down to whether a person hates orcs more than they shun non-believers. Etcetera E4 holds firm for now, claiming she would need a message requesting aid. She fears the dogs more than the orcs. 20 dogs let loose from the Before (Blinkdogs) roam the land. They do not attack unless threatened but vanishing dogs can appear anywhere and seek out food to guard. So far the generational agreement holds but who can say with smart animals.

Either way, Etcetera keeps her Spear +2 with her. They have 7000sp between them.

221-173 Moon Monastery

100 people in 2 markets. Here among the moon wells and night groves, rests the much-missed Cardinal of the Moon Asura. Prime C8 prays for deliverance as fate seems to conspire against him. First the orcs attacked Vims 222-172 when he was on pilgrimage to this monastery. When his ring and sceptre were still in the locked bedroom chest. Now none of his vassals respond. Messengers report back as shunned or never again. He prays the Moon Elves will see the reason in his past request for their vassalage as the Moon Asura’s representative. Which was politics then and survival now.

Skimble C4 and Shanks F6, his Primarchs are sure to keep him such a state. Silencing or coercing outgoing messengers. Soon they will be able to convince the Cardinal to become a hermit figurehead and rally the duchy against the orcs.

Full writeup in Appendix E.

### 222-173 The Stone House

200 people in 1 market. Everything here seems fine; the population go about there business as normal. No one will mention the conflict in Vims 222-172. Everyone will conspicuously dance around the idea that any messenger has arrived, emphatically deny that Moon Duchy rider came a week ago and show outright terror and deny the idea a Red Rodger man is staying at the keep. The moon man is buried in one of two conspicuously fresh grave in the cemetery. The other was Raoul the Cleric.

Jemima F6 wants to complete negotiations and let the Cardinal perish before she will announce her new allegiance. She kills anyone who discovers it ahead of schedule.

The keep is quite a historical relic. A modern stone fortress on top of an earth mound raised by the old village to defend against pirates. In fact, the location Red the Pirate was defeated and sought terms. The mound itself is dirt [packed between goblin ruins, the great Seasonal temple of their second city.

In the excavated room of the summer is Jemima’s magic treasures. A Potion of Levitation, Rod of Cancellation and Sword +1 (+2 vs Spell Users).

### 223-173 Greendell

80 people in 1 market. The edge of the elven lands is never quiet as patrols ensure only the righteous and the produce may pass the boundaries. But lately Lord Fathingay E2 has ignored all but the most egregious smuggler. The land has become lumpy and desolate as 75 Driver Ants spread their nest. Devouring anything when hungry. Farthingay promises all the gold(5000gp) below to be rid of them.

What he won’t mention is the wealth of his community and himself.

The original elven family each have a piece of jewellery, worth; 700gp, 1000gp, 11gp, 1300gp and 1800gp.

Farthingay keeps in his hollow: Leather armour + 1, Shield + 1

On waxed paper gourd rind: Spell scroll (fly, polymorph others, contact higher plane, levitate, wizard lock)

### 224-173 Border Garden

110 people in 2 markets. A smuggler’s paradise, Lady Rose E5 has established a syndicate with Red Rodger bootleggers Johnny T3 and Jenny T3. Ensuring a monopoly on elvish magic and produce in return for illicit drugs and treasure that are made from far-off monsters. 50 Driver Ants have riddled the land with ridges and tunnels though. The general lack of enforcement means few inhabitants are motivated to risk it in a militia.

The ants have yet to find gold, but Lady Rose will offer it as a reward anyway. The populace has 3000sp and 3000ep in their hollows they could reluctantly offer.

Lady Rose has a Bag of Holding and Potion of Heroism on her that she will never give up.

### 219-174 The Garden Palace

160 people in 1 market. Here lies the mansion complex and supporting groves of the High Lord of the Far Elves, Mistoffelees E7, no longer needing the title Duke without a kingdom to hold him down.

Here he engages in three vital tasks to the exclusion and sometimes disquiet of his lords. He is determined to erase the orcish mistakes out on the plains, somehow. He is eager to send fey missionaries beyond the lower peninsula to expand his authority, though few return. And he is preoccupied with the underground magic spring to grow the most outrageous plants. He has even found that with lots of expensive regents, he can grow potion plants for a net halving of the cost to brew them normally. He has one now, having gifted the rest.

If a petition doesn’t match one of these objectives, he’ll order the closest lord to fix it and get back to planning. Leading to many disputes as lords claim to be the one to fix another lord’s problem.

For personally issues Mistoffelees relies on his Wand of Fear to frighten foes and if they refuse to surrender, uses his ducal ring and sceptre to blast them.

In his treasury he can access at short notice; 3000gp, a Potion of Speed, a Helm of Reading Languages and Magic and two waxed paper rind spell scrolls.

Reflections in the Garden (speak with animals, commune, silence 15’ radius, bless, silence 15’ radius)

Miscellaneous Violence and Responses (protection from evil 10’ radius (mu), massmorph, wall of fire, wizard eye, charm person)

### 220-174 Beautiful Grove

30 people in 1 market. This collection of mansions is centred around a large grove of with deep pink flowers. Which complement the blue of their melons. Tantomile E3 must strike a careful balance between maintaining her land and keeping the 100 small Before things (Pixies) in the grove happy. For they are very helpful in maintaining the land. And could just as easily reverse it.

### 221-174 Growltiger’s Camp

150 Orcs in a large encampment. Those who failed or never really belonged to the Far Elves but some from the coastal lands or the Moon Elves. The chief is Growltiger, an orc of subtle brutality and flamboyant authority. He is debating going to reinforce Macavity in 222-172 or letting him overextend and absorbing any survivors. Otherwise, he occupies himself planning fanciful invasions of the Far Elves.

### 222-174 The Hill Castle

400 people in 2 markets. What was once a wild land of independent folk has come under the control of a far-ranging band of adventurers. They have crossed the length of the peninsula, the seas beyond and reached the plains of the Centaurs. Now they have constructed their keep and expect to extort the region as power players.

Full writeup in Appendix D.

### 223-174 Rumpus Land

2000 people in 2 markets. Here Duke Firmin, descendent of Red the Pirate Lord frets incessantly about his isolation and his need to seize some sort of authority. He doesn’t trust the Elves and cannot go polar without having to spend time and effort to tame the wild hill. He fears the orcs, but he also wants capable and powerful heroes to save the Duchy of the Moon in his name.

500 hardy halfling farmers live here tending to their special red pig beans. They are of a more robust stock (treat as Dwarves). The beans apparently taste like pork when cooked and are foul otherwise.

He has amassed various items he dangles as loans for the desperate: A Sword +1, Spell scroll written in the elvish style on waxed paper gourd rind (lightning bolt, read languages, hold portal, invisibility, wizard eye) and (hold portal, ESP, sleep, phantasmal force, lightning bolt)

If asked about his ducal sceptre and ring in combination, he will have them dismissed and hopefully imprisoned or slain at a later opportunity to hide the traditional power.

### 224-174 Newmarket

2000 people in 3 markets. The land that benefits from the Rodger River in the Duchy of the Red Rodger. This is the centre of the old trade with the Elves and still knows how to cultivate some fey plants. Lady Giry MU5 maintains a strict separation but is rumoured to be researching how to grow Kobolds for the duchy’s control.

### 225-174 Polebay

1000 people in 4 markets.  This land is very ill at ease; fishermen dare not get too close to the Elf coasts and farmers fear the wild rise beyond. Still, yellow knobbly pumpkins are plentiful.

### 226-174 Last Hold

1000 people in 4 markets. Here is the border of the Lower Peninsula by politics alone. The lands beyond having defied the Duke for many years. Lord Gilles F3 has no need for conflict and scrupulously patrols the boundaries for smugglers and criminals.

Tuesday, March 31, 2026

Antarctica Adventure Jam Lower Peninsula Part 3

Counting the weeks, it seems I am two posts down, which doesn't match up with my counter but whatever, I need to post these.

### 219-167 Junction of the Rivers

210 in 3 markets. The Elves here are well aware of how others see them, having frequent trade with the Sword Zephyr Clan 218-167 and all along the River Peter. They live in several well-fortified complexes instead of scattered manors. Each mansion interlinked and surrounded by a garden with hidden dangers. Including a secret and forbidden colony of kobolds.

For the growth of their black melons, they rely on the skills of a community of 80 gnomes, who brought them from their homes under the Traditional Elves 224-170. The gnomes have gladly all been sentenced to death for this decision.

Pilate, E4 has a Sword +1, +2 vs Spell Users and a Shield +1

In the community chest there are three gems worth 100gp and 2 x 500gp

### 220-167 Rolling Slopes

210 people in 3 markets. Here is perhaps the most archetypal Moon Elf land. Mansions rest amid horticulture and vineyard that blend seamlessly with the wood line and the from the river, one could think this was untamed forest. The people here spend their extended lives engaged in magical study, the growth of lizard-skinned red cantaloupes and practising sword-dancing. The only blight was the running battles with the denizens of the Spike Swamp 221-166. River traffic is still inspected thoroughly but the day roads are not as well guarded.

Herod E7 is the River Watcher and bears more scars than a normal elf. He possesses a Ring of X-Ray Vision, Wand of Magic Detection and Sword +1 (+3 vs Dragons),

His community chest holds 4,000gp and moon gem necklaces worth 1000gp and 1100gp, for elf-creation rites.

### 221-167 Elf Valley

40 people in 1 market. This land was never well populated and after the population fled the latest orc attack a hundred years ago, the returning survivors were met with elven gardeners and converted. They haven’t grown much since, due to the requirements to become elves. But the Duke of the Lower Valley still considers the lowering slops to be his domain. Should the area somehow suffer a crisis, soldiers would be arriving with a few days, precipitating a standoff.

Pontus E6 guards the border with vigilance, would be merchants are told to go via the river.
her community chest holds 3000ep, Wand of Fear Chainmail +2 and Shield +2

### 222-167 The Castle on the Valley Ridge

2000 people in 2 markets. Here is the capital of Duke Munkus F6, and the Duchy of the Lower Valley. The duke takes pride in the stability of his realm and its place as the last bastion of decorum with the breakup of the kingdom. The Duie having placed the traditions of feudal authority where the Elves, Sun and Moon Cardinals have placed faith. Otherwise, there is not much to say besides the petty intrigues and mercantile goings-on. The Duke is eager to regain territory lost to the elves 221-167 and 221-168 and should the instability in the lands of the Moon Cardinal spread or the Sun Cardinal suffer an unfortunate end, he would mobilise to secure more land for the “sake of stability”.

Besides the silver ducal ring and sceptre. Duke Munkus possesses a Medallion of ESP 30’ and a Wand of Secret Door Detection he can’t use and will gift for a powerful alliance. He got them from his deceased grandfather, a Magic User of some renown.

### 223-167 Hill Watch

200 people in 2 markets. Here strands the vital towers which watches for threats across the sea, the Flats 224-166 and from the Moon Cardinal. While vital to the Ducy of the Lower Valley, the garrison has become hereditary and sedentary. With a few recruits cycled in and out each year to bolster Border Warden Mungo F3 and his well-armed militia.

### 219-168 River Drop
90 people live in 1 market. This out of the way settlement farms red and white pumpkins. Victoria E5 is a recent admitting to the ranks of the Elves and feels she is not trusted with a prestigious position despite having not only undergone the rites but excelled in her growth since. She keeps her plate mail, shield and handaxe by her side to impress. She is open to selling Moon Elf luxuries in one-on-one dealings and pocketing the proceedings.

Her community chest contains 2000sp, a Potion of Heroism, Ring of Protection +1 (5’ radius), Ring of Delusion, Shield + 1, Flying Carpet an a Rod of Cancellation.
As well as two Spell scrolls on waxed paper gourd rinds: (floating disc, invisibility 10’ radius, detect evil, hallucinatory terrain, knock) and (neutralize poison, protection from evil 10’ radius (c), sticks to snakes, striking, locate object (mu))

### 220-168 The Moonglades

210 people in 2 markets. The capital of the Moon Elves, it seems like it is always at least twilight beneath the spreading boughs. The mansions here form a dense maze of paths between hedges. Drawing in the tithes of food and goods produced by other settlements and turning out prayers and prestige. In the central Moon-Lit tower rests the Elven Cardinal of the Moon Asura, Deuteronomy E7.

He is troubled by constant pressures on every border and keeps his ducal ring and sceptre under a tree in the courtyard in a sealed box.

His chest contains the finest gifts and the treasury of the duchy: 4000gp gems worth 2 x 10gp, 50gp, 2 x 500gp, 2 x 1000gp and jewellery worth 1000gp and 1300gp for special occasions.

There is also the old hermit, Moonface C12, his old companions (wife and son) C3 and C5 and his grandsons F5 and F4. While all are still human, his grandsons are children of the nobility and will soon go through the rites.

Full writeup in Appendix E.

### 221-168 Garden Rise

45 people in 1 market. Here is a watchtower built to defend the Moon Elves against those who neither care for the moon or for the fey. To demonstrate this, this tower and surrounding wall is decorated with lunar signs and surrounded by a riotous garden of herbs and poisons. Nevertheless, Simon E3 conducts quiet trading on the side to those who would rather not pay the dues on fairy goods in either duchy.

His community chest merely contains a Crystal Ball and a folio of spell scrolls. Half on waxed gourd rind and the other on vellum.

(growth of plants, hallucinatory terrain, mirror image, haste, levitate), (resist fire, dispel evil, continual light (continual darkness), resist fire, dispel evil), (web, protection from evil (mu), protection from evil (mu), locate object, teleport) and (mirror image, protection from normal missiles, water breathing, dispel magic, telekinesis)

His private chest contains 12000sp and 5000gp.

### 222-168 Orcsbane Castle

1000 people in 1 market. Generations ago, many orcs met their doom here on an ill-fated raid against the Duchy of the Lower Valley. The home of the cunning and ambitious Lord Bustopher F7. He has no time for his brother Duke Munkus’ obsession with courtly decorum and Elven border disputes. The Elves aren’t giving it back. What he has in mind is far greater. Hi cousin, the human Cardinal of the Moon Asura 221-173 is too blind to see his grip on his duchy is sliding away. Bustopher is secretly gathering mercenaries but knows his brother will react badly if found out.

He needs some likely people to steal the ducal ring and sceptre from the Cardinal and open the way for Lord Bustopher to sweep the orcs and the Cardinal out. He offers 2000gp per adventurer, from his hoard. If his Girdle of Giant Strength is stolen, he will pursue the thieves as far as his forces and money will reach.

Hoard: 1000cp of orc treasure, gems worth: 7 x 10gp, 4 x 100gp, 14 x 500gp and jewellery worth: 500gp, 600gp, 2 x 700gp, 1000gp, 4 x 1100gp, 1200gp, 1400gp and 1600gp.

### 223-168 Slope Tower

200 people in 2 markets. A watchtower is now the home of Border Warden Mungo the Younger F3 of the Duchy of the Lower Valley. Youngr brother of Mungo of Hill Watch 223-167. Named in case his brother died of a childhood disease, Mungo has stood in his brother’s shadow his whole life. Even his domain is the same size and suffers the same sedentarism. However, Mungo has a small community of 35 Halflings to farm the rolling slopes with horse gourds. Letting him believe that he is a better steward. He tries to pass them on to all visitors and merchants.

### 224-168 Goldwater

1000 people in 1 market. Here is where Sealand 224-269 of the Duchy of the Moon crosses the Opera River. The problems of the uplands are concerning, but until the levies are called, life will continue as normal. With ships in the dock and caravans in the inns. Lady Meg T8 has done a deal with the Hellions and their leader Munku MU10, to build a fort of 90 soldiers to help guard the river mouth. Hellion barges run up the Opera and caravan across the plains to reach Strap’s fort 218-169.

Full writeup in Appendix C.

### 218-169 Peterturn

45 people in 1 market. Here is the furthest flung outpost of the Moon Elves and is home to only the wildest of their kind. They don’t even have a proper leader, rotating between whoever can demonstrate the flashiest magic. They mostly defer to Strap F10 of the Hellions, as his fort of 150 is the stronghold for the land. Here is the principal trading post for those of the upper peninsula.

Full writeup in Appendix C.

### 219-169 Podland

70 elves in 1 market. This borderland is devoid of the dense tree-cover the Moon Elves like, so the few fortified mansions cluster in a continuous wall of brick, earth and thorns against all commers. Though the rises look beautiful as they grow striped peas here. The elves are always armed against orcs and rovers.

Magdalene E6 keeps the community chest in her bedroom: 12000sp, Potion of Diminution, 2 x Crossbow bolts +2

### 220-169 The Moon Wights

200 people in 2 markets. Rovers who have aligned themselves with the Moon Elves. There is a constant exchange of candidates for the fey rites and worldly plains. Their current leader is Jenny F6, who pushes the Moon Elves to strike across the plains at visible foes.

### 221-169 The Biting Wind Clan

100 people in 2 markets. The elite of this Rover clan ride manticores (20) into battle. Promising either livestock of the bodies of the dead depending on if they fight men or orcs/goblins. Not very friendly except when they go to trade with others. Shunning traders who visit.

### 222-169 Corner of the Plains

100 people in 2 markets. Here is the nowhere place, a claim by the Duchy of the Lowr Valley, to establish a boundary. The people here are descendant of those who were sent away in lieu of a sentence, and happily serve as a centre for smuggling. To keep the raiders at bay, they live in earth-walled villages and subsist on long pod peas.

### 223-169 The Land of the Lion

400 people in 1 market. A surprisingly dense settlement, they live in fear. Not only of the discord upriver, but of the many prides of lions who live in the region. These peninsula lions are grey and once roamed far beyond the peninsula.

### 224-169 Insect Water

2000 in 2 markets. The lower part of the Opera’s mouth. This more urban landscape tries to avoid the brackish, insect marshes at the opening and lies more upriver. Under the authority of Ubaldo C5. It is concerning to visitors but not to locals, that all animals bow to the sea when they see and face it.

### 219-170 Sloth Country

All avoid this land if they can, even the orcs unless they come in great numbers. A troop of 25 Sloth Squash (AAJ Bestiary p.30) lair here amid the overripe gourd trees. They must have come here during the Before times or emerged from the rampart cultivation of the Elves.

Scattered in their lair as playthings and curios are the treasures of their victims: 9000sp, 4000ep, 3000pp in rods, gems worth: 2 x 10gp, 50gp, 4 x 100gp, 2 x 500gp and 2 x 1000gp.

### 220-170 Wild Folk
When one speaks of berserkers, one thinks of benighted coasts where the far ocean whispers and roving killers burn their own villages. But the life of an orc is much the same, promising freedom for those who come to a life of violence and hate. And so here stand a mass of tents and pit houses for 130 Berserkers. Some will become orcs, others will simply kill. No Red Wyrms of Rage.

If one was to empty every stinking shelter, they would find 3000cp in broaches and buttons and gems worth 10gp and 500gp.

Friday, March 27, 2026

Antarctica Adventure Jam Lower Peninsula Part 2

 While I work on a more substantial post, let's have some filler for being delayed a week.

### 219-163 A Crater

Visible through the hex, much of the top of the hill in the centre of the landscape has been blasted away. The blackened remains of the hill reveal three sets of tracks and numerous graves.

The first set are horses; they ride Polar/Polar-East (220-164 if unsure) to the neighbouring hill where there is much confusion. Piles of scavenger-picked bones of men and horses are found here.

Another set seem to come from Polar-West (219-162) up to and partially obscured by the crater before arriving on the same hill, then return. These consist of booted feet and tiger prints. Around the crater are the graves of several warriors, only identifiable by their weapons for the bodies have been mangled or charred.

The last single set appear to wander all over the hills, even being visible in the charred dirt of the crater. They come Polar-East and return Polar-East (220-164).

### 220-163 The Moving Figure

A distant figure can be seen jogging up and down the hills here. The figure will veer off if it sees an approaching party. If caught up, he introduces himself as Baker, medicant merchant. He was selling his metal-repairing services in exchange for the trinkets of the Rovers, but now he’s returning to the Sun Worshippers’ new keep 221-164. As the Tiger in the Grass Clan is out raiding.

If the party ask what he has to trade or inquire if he saw what happened at the crater, he will be evasive and say his caravan was raided by the Rovers. Having escaped with his life, he took his owed pay from what the Rovers missed and fled.

This is a lie; he saw the explosion and came across the wreckage. Tossing the bodies, he found a silver ring on a severed finger and took it. He will attempt to sell it for 25sp. It has a repeating square motif. Which fits a trigger on a scepter, if the players knew it should be there.

### 221-163 The Thicket

100 people in 1 market. The borderland of the Sun Worshipers runs wild with brambles in flattening gullies and in turn shelters night-pumpkin vines. This in turns feeds a colony of 20 Boar: fat, half-feral and territorial.

### 222-163 Vast Garden

1000 people in 2 markets. Very house seems to be growing a bewildering number of squashes, cucumbers and melons. The inland market is dominated by halflings who encourage this. The coastal market still has smaller gardens but fishing boats to make up for it. Fruit, vegetables, rind armour (Leather) and rind roofing is half-price.

### 219-164 The Wild Wind Clan

300 people in 1 market. The Wild Wind Clan of the Rovers exists in a state of indolent wakefulness. They must travel through someone else’s territory to go trading or raiding unless they go north. So, they have less to do with the lower peninsula. If you come from any direction but The Tiger in the Grass Clan 218-163, they will sell you a seal of protection for 100gp per person, acknowledging that an attack on the party is an attack on the clan. It’s in the name of Headman Che F5. They will gladly ally with any non-monstrous force to attack the Tiger in the Grass Clan.

### 220-164 Quiet Vinyards

Amid the creeper vines that form the carpet between the grass and brush, is a hill with an old stone structure, completely enrapt in dark green cords. That is because the hill was once a sorcerer’s tower, where the evil old elf cultivated an army for a failed coup.

The 155 Kobolds remain, the final budding after the sorcerer marched his gourdy horde off to his defeat. The tower fell over in high winds, but the stonework has been fortified with diggings and packed earth to form the central lair. In addition is the 2 HD Chief and the four 1+1 HD Bodyguards. They have 4000cp of copper alchemical equipment, coldworked into weapon points.

### 221-164 Keep Under Construction

200 people in two markets. Rising from between the markets is a shell of a keep. The Albatrosses were an adventuring band who routed the orcs of Old Ruin 221-165, slew the Roving Dragons, found the ducal ring of the Headless and utterly emptied and physically destroyed the Dungeon of the Technicolour Phantom 220-165. For the orcs they received these lands as vassals of the Cardinal, rather than enemies.

They seek any knowledge of the Cardinal’s citadel or the Rovers. For they plot to start usurping and carving out their new domain as soon as their keep is built and they have a reason.

Nominated leader is Bustopher Greengrass D12, a Halfling of Outer Red 223-174. Assisting him is the married couple Alonzo F8 and Meg F7. Not-quite Rovers, who descends from the Sea Breeze Clan 221-162 and the Moon Wights 220-169 respectively. Liaison and would-be usurper for the Cardinal of the Sun Asura is Jacob C7. Providing magical assistance and looking for worth souls is the ambiguous pair of Elves from the Moonglades 220-168. Bomba E6 and Lurina E3, who travelled with Meg.

They have 33sp, 62gp and jewellery worth 700gp, 900gp and 1300gp left over from their adventures in a sealed chest in Bustopher’s room.

Full writeup in Appendix A.

They used to travel with Munku 224-168 and Strap 218-169 of the Hellions and exchange letters.

### 222-164 The Sun’s House

2000 people in 3 markets. The heart of this realm is a temple complex where Cardinal Pharoah of the Sun Asura C8, dwells in splendour. Yet Cardinal Pharoah lives in unease. Without the unifying presence of the distant king, the duchies of the Lower Peninsula fight petty feuds and do not honour the life-giving sun. Worse, it allows those pagans and Heretics of the Elves to grow like weeds in the shade. Spitting out cast-off orcs and xvarts. The cardinal eternally sends out correspondence with his fellow dukes to ascertain their motives and plans. Trying to direct the clergy in other realms to influence their leaders so that they might form a unified front against chaos. Whether that be piracy (successful), elves (unsuccessful) or orcs (needed).

He is always flanked by his bodyguards, two massive men in cloaks of red, orange and yellow. The Brothers Annas F6.

He wears the ceremonial mantle of warm semi-precious stones. The head portion is worth 1400gp, the chest portion is worth 1300gp and contains a Medallion of ESP 30’ and the waist portion is worth 1400gp.

He freely distributes his and his followers’ magical items between themselves to get the best results.

Full writeup in Appendix B.

### 218-165 The Night Sky Clan

100 people in 1 market. The Night Sky Clan are Rovers but very influenced by the Moon Elves to their pole. They know many spells and only raid caravans which trespass on their land. Under Headman Raoul MU4, their relationship with the Red-Eyed people has deteriorated.

The Red-Eyed People are a second market of 59 farmers high on their fortified hill. They jealously guard their magic well whose enchanted water can form a base for any potion, halving the cost. The Red-Eyed People fear Headman Raoul’s tribute requests will eventually drain the well and have stopped paying. A stand-off has turned to mutual crop-burning, but the Rovers can trade or take from others.

###219-165 The Dawn Wind Clan

100 people in two markets. The clan of the Rovers is split between those who seek a closer relationship with the Moon Elves to their pole and those who shun them because they practise body transformation. Headwoman Eva F5, choses to have nothing to do with the Moon Elves except to trade wool for lowland gourds. Headwoman Eva the Changed E2 wishes to become more like the Night Sky Clan and has converted. Violence will soon occur at the next discussion.

### 220-165 The Empty Land

This land has always been too far from the core lands of farming people settle, despite the brooks and grass. Rovers have never settled here due to the presence of a Before mansion. The Dungeon of the Technicolour Phantom, which menaced the land and provided shelter for many monsters. The Albatross 221-164 cleared it and tore it down for good measure. This is prime land now.

### 221-165 The Old Ruins

400 people in 1 market. This land was menaced years prior by the Dungeon of the Technicolour Phantom 220-165 and then by the invading orcs from the swamp south of their Moon Elf relatives 221-166. Those foes were both defeated by the Albatross 221-164 to the humiliation of Deacon Iscariot C4. Should they request it, the Sun-worshipers would gladly swear new loyalties.

### 222-165 Petermouth

2000 people in 1 market. This large river town, fishing villages and surrounding countryside is the part of the Duchy of the Lower Valley. It is quite rich from traffic along the River Peter, where many fantastic vegetables and fruits come down from the Moon Elves. Much to the benefit of Sir Billbailey F6. There are many worshipers of the Sun Asura here and soldiers to guard the border of the duchy.

### 219-166 High Meadows

100 people in 4 markets. Here the Moon Elves raise vinyards, drawing from the seasonal streams when the rains slacken. It is said that Elves under Magdalene E5, make the most potent wine for they will live long enough to properly age it. As part of the cultivation, there is of course Gnomes. A village of 20 lend expertise and a woman there can tell futures. For 1000sp, she will either reveal with absolute certainty an event that has or will come to pass.

In Magdalene’s mansion is the community chest:

Jewellery worth: 3 x 900gp, 1000gp, 2 x 1200gp and 2 x 1300gp, Potion of Clairvoyance, Potion of Delusion and Wand of Enemy Detection

On waxed paper gourd rind: Spell scroll (web, continual light (continual darkness), telekinesis, mirror image, haste)

### 220-166 Home of the Wild Hunt

65 people in 1 market. Here the Moon Elves raise their herds of riding deer, distinguished with their dark grey or night black fur, white bellies and mathematically curving horns. Where each tine resembles the crescent moon. Zealotes E6 is raising the current herd of 35 Moon Deer (Mules) to serve as the riding animals for the elite guard in Moonglade 220-168.

In his mansion, adjoining the feeding pens is his equipment and the community chest:

2000ep, gems worth: 10gp and 2 × gems (100gp, Chainmail + 1, Shield + 1 and Potion of Control Giant

On waxed paper gourd rind: Spell scroll (read magic, hallucinatory terrain, dispel magic, hold monster, conjure elemental)

Spell scroll (massmorph, polymorph self, infravision, detect magic (mu), wizard lock)

### 221-166 The Spike Swamp

The land widens into a bowl. Floods create new ponds and fallen tress form dams. Building up into a sodden ground. Orcs lived here, raiding their relatives until defeated by the Albatross 221-164. Now only their dim, aggressively defensive warbeasts remain. The 15 Stegosaurus who have lived here since before memory and shelter beneath mounds of steaming vegetation each winter.

### 222-166 Floodlands

400 people in 1 market. The River Peter changes often enough that large scale agriculture by the Duchy of the Lower Valley is challenging, despite the fertile soil. But the real threat has been the bandits and orcs which have flocked to The Spike Swamp 221-166. Marchwarden Tumble F2, is hopeful; the destruction of the orcs allows a chance for growth. But recently 20 giant soft eggs have been unearthed by new plots. They might be legendary Pegasi, but Tumble wants them out before they hatch.

### 223-166 Wide Bay

1000 people in 4 markets. The coast here is flat and the etymon wide curve of the shoreline supports farms and fisheries. This prosperity has attracted the worse sort of monsters. A colony of 15 Mauve Dragons has taken over offshore and onshore outcroppings. Finding fishing boats and livestock to be easier if bonier prey.

Sir Mungo F4 has by toll and tax, gathered 10,000gp for the purpose of hiring dragon slayers, plus whatever that can be looted from their hoards.

### 224-166 The Flats

2000 people in 3 markets. Exposed to the Antarctic winds, the mudflats and low rises make a patchwork of sheltered farms, workshops and boathouses. Much is said about the mauve dragons, rumours of pirates, growing of salt-rind squash and the doings of religious fanatics which surround the duchy on all sides. Dame Bella MU3 has paid a portion of the dragon slaying fund, and she urges adventurers to seek Sir Mungo 223-166.

### 218-167 The Sword Zephyr Clan

300 people in 2 markets. This clan of Rovers exists in a precarious balance between river trade with the Moon Elves and caravans to the disorganised territories of the Upper Peninsula. They wish for the magical potency but don’t want to be seen as subservient or constrained by religious law. Headman Brutus F2 is considering the rite but only if he can have it done outside of the knowledge of the Elvish duchies. They rob from those they do not trade with.

Thursday, March 19, 2026

Antarctica Adventure Jam Lower Peninsula Part 1

 Things are starting to run up against each other, so some filler would be a good idea.
This is my Antarctica Adventure Jam 2nd Region. It's past its due date and is going to be back to front. Since I will write the preamble last, after the rest of the content is done and my thoughts are in order. But It should all seem clear after it is put together.


### 222-156 The Island of Jellicle

2000 people in 3 markets. Home of Duke Mungo of the Duchy of the Outer Seas F7. From his coastal castle, the young man plots to gain more territory in these chaotic times.

He and his island are descendants of pirates, made complainant with majesty. Who sailed the length of the peninsula and archipelagos for loot. Their ship cats still roam the island, having eaten the unique fauna. The sea air means they grow only summer wine.

 The most fabulous is said to still be buried beneath the standing stone grave of the first duke. A silver scepter that fits with the ducal ring. Inert without it, worth 5sp on its own.

### 219-157 Headlands (Aha aha)
2000 people in two markets. Headless live here in wary fear. They fear the water as much as any person in these times. But with their lord gone away, there is little to be done to keep their neighbors in check.

30 Hill Giants live along the sea cliffs, under Big Jojo, catching great hauls in their nets. They barter farm labor for alcohol but frequently become enraged at petty things. They say the deal with the lord is worthless without him being present. In bags they have 6000sp and 12000gp from extortion and salvage.

### 219-158 North Bay

1000 people in 1 market. Here the Headless inhabit a single, bisecting coastal road. All crossing through the vacated castle and its stout defenses.

### 220-158 Quiet Beach

2000 people in 2 markets. The Headless here did not name the area. The more human inhabitants of Seacliff Fort did. 130 warriors from the Island of Jellicle (222-156) landed here a few years ago to build it.

Notionally it is to dissuade pirates. But it is clearly an extension of the young Duke’s authority towards the mainland. A base or even an alternative center of power for the dissatisfied.

Led by Jerrie Jerrieson F8, who keeps the 6000sp and 9000gp of payroll, tolls and petty larceny in a locked box under his bed.

### 218-159 The Lands of the Headless

2000 people in 4 markets. Home to the Headless Duke F7, and his massive tournament. All the lords and knights and retinue of the Headless Duchy have come on their headless horses to prepare for his great conquest. The elimination of the dragon nest in 219-159 in a week.

Such an achievement will make the enemies of the duchy (or kingdom as the duke thinks it) beware its borders and pay many warriors.

Headed knights are grudgingly allowed but expect to be thrown in the front as fodder for the monsters. Diplomats are served a multi-course banquet. A course of sheep and bull tongue and brains, then roasted pigs head and if they really don’t get the hint; monkey brains served in the skull.

Hospitality extends only to what is custom and he refuses all discussions until after the dragons are slain. Guests must leave as soon as possible.

55 Noblemen F3, 55 Squires F2 and 275 Retainers F1, feast upon the field. 8250gp worth of coins, decoration and ransoms.

The treasury of the duchy is 1000pp of found artefacts, jewelry worth 500gp, 600gp, 700gp, 6 x 800gp, 2 x 900gp, 1000gp, 5 x 1100gp, 2 x 1200gp, 2 x 1300gp and 2 x 1500gp. The Ducal Ring is worth 5sp.

### 219-159 The Dragon Heath

100 people live in 2 markets. A scattering of Headless outlaws and runaway peasants eked out a hidden and marginal living from the 10 Green Dragons which have piled dirt around their hill hollows to form an extensive burrow of berms and trees. They regularly fly out to ravage the lands of the peninsula near and far.

Somewhat more gauche than others of their ilk. Their hoard is: 140000cp in body decorations, 88000sp in common coinage, 40000ep in trans-ducal bullion, 40000gp in a kingdom’s worth of coins and 14000pp in heirlooms and loot from Before in a variety of small decorations of dinosaurs.

### 220-159 The Humps

2000 people in 4 markets. Headless peasants scattered throughout the coastal plains. Don’t want anything to do with outsiders unless they can make a bit of money by doing something small. The Humps are three low rocks equidistance from each other. Once foundations for a vast Before quay, now just humps.

### 219-160 The Sighing Tower

300 people in 1 market. Atop the hills is the wind-worn Before ruin, where the Headless were first made to pay vassalage to the king of the peninsula. Consequently, the Headless shun this place except for a community of remote peasants, who haven’t paid taxes in years. Recently the tower has stopped making sounds from 5 Tarantella who have stopped the gaps with silk. The body of a trader inside carries 90cp and 41gp.

### 220-160 Headless Hills

2000 people in 3 markets. The Headless are valley farmers and so normally do not live at elevation. But the flatter hilltops here allow the peasants to do well from sheep, grain and rare Upland Red Gourds. But still, they do not venture too far upland for dragons 219-159, history 219-160 and outsiders 219-161 loom.

### 221-160 Headless Creek

2000 people in 3 markets. The Headless naturally have never named the waterway, so sailors from Jellicle 222-156 have. It is the focus of the area, allowing the unique purple gourds of the Headless to grow in abundance. Cured rind roofing and rind (leather) armour is half price. Thery will pay 2000gp after, for the characters to go to 221-161 and burn the port to the ground.

### 218-161 The Wind and the Grass Clan

100 people live in one market. The Wind and the Grass Clan of the Rovers herd here in the upcountry. Led by Headwoman Eva F4, they trade and do jobs in the borderlands of the duchies. But unlike most, they grow their own water gourds and shade-leaves along the slopes to several large sinkholes which dot the land.

These are not proper sinkholes but patches in the buried land from Before. At the bottom are a network of imperishable brick highways. Forming tunnels across the peninsula but inhabited by Troglodytes. Who very occasionally emerge during moonless nights to steal vegetables.

### 219-161 The Endless Sky Clan

100 people in one market. The Endless Sky Clan of the Rovers herd here. Led by Headman Che F5. They trade their greens from the Wind and the Grass Clan 218-161, allowing them to avoid the Headless.

If they had some more allies or mercenaries, they would raid the adjoining but remote Headless farms.

### 220-161 Red Gourd Hill

1000 people in 3 markets. This rising country is home to Headless who build their sod houses with rind windows along the ridgelines where the spring streams flow. The rare Upland Red Gourd is grown here, good for soups. They confront anyone coming from the north and east as Rover raiders.

### 221-161 Tradestop and Hinterlands.

1000 people in 3 markets. The Headless here are sick of the nuisance caused by Tradeport on the coastal flats. Founded by 75 settlers from Jellicle (222-156), the port serves as a smuggling center for weapons and animals. Useful at first to avoid taxes, the extortions to local farmers and the drunkenness of the sailors there have riled the Headless.

With the lord and his retinue called away to 218-159.the Headless will offer 1000gp to burn the settlement down. If the players are tasked from 221-160 to do it, the Headless will pay them one top of that.

The captain of Tradeport is Jemima T4, a rambunctious woman who has sailed up and down the islands of the peninsula with her family’s trade ship and was promoted for her administrative skill. She is trying to sell alcohol to a people with no head and does not care to notice the anger her sailors cause.

### 219-162 The Gusting Blue Clan

200 people in 2 markets. The Gusting Blue Clan of the Rovers lives by herding, garden farming and alternating between small-time trade or riding at the desire of Headman Agustín F6. He has mostly avoided antagonising the river valley to the north. But believes his superior number might allow him to individually unify the Wind and the Grass Clan 218-161 and the Endless Sky Clan 219-161 to achieve a dominate position among the Rovers.

Then he will strike out against either the Headless or against the vicious Tiger in the Grass Clan 218-163.

### 220-162 The Stormflight Clan

200 people in 1 market. The Stormflight Clan of the Rovers lives by trade and do not drive off intruders. But will steal from unknown visitors if they outnumber them by at least 2 to 1. Headwoman Evita F6 would be amendable to raiding the Headless or the Sun Worshipers if there were other clans to hide their involvement.

### 221-162 The Sea Breeze Clan

300 in 1 market. Among the Rovers, only the Sea Breeze Clan under Headman Juan F7 live in the lowland, where they can see the ocean in the distance. They still dwell on top of the hills, but the curious Reverse Hill in their centre. Boulders roll up the hill, creating a natural enclosure. Juan pursues a policy of neutrality to all, though he is keen to somehow gather the other Rovers under his sign.

### 222-162 Headloppers’s Rest

1000 people in 2 markets. This Headless land is surrounded on several sides by those who dislike them. So, the lords in distance past enforced the border harshly, warding off trespassers with staked heads. This has not happened for generations but the Headless here feel wary from neighbours.

### 223-162 Sun’s Heart

1000 people in 3 markets. The most significant being the one surrounding the Temple-Tower of Sun’s Heart, which contains an additional 100 Acolytes C1 and Abbot Potiphar C4. Here they chant and administer for the glory of the Sun Asura, who bring warmth and light more than they bring fire and death. Potiphar defers to the Cardinal 222-164 on anything outside his domain. He hopes to someday displace the Headless if they do not convert but is wary of their numbers. The tower shines like a beacon to ships, with its 90000gp beaten-gold mural. Melons grow in abundance here, as are the long sacrificial and wax gourds. Potiphar possesses a Helm of Reading Magic and Languages and can translate any text.

### 218-163 The Tiger in the Grass Clan

300 people in 1 market. The Tiger in the Grass Clan are technically Rovers, but they hold no truck with the sky reverence of their neighbours, worshipping the wild tigers as their ancestors. Headmen Agustín maintains a pure bloodline as 10 Weretigers. When frequently raiding, they strike first as ambushers or the central line.

With few friends, they spend their loot less frequently. Currently they have: 1000sp, Potion of Invulnerability (smells awful to Agustín), and wrested at 219-163: a lump of worked silver 5sp (ducal scepter) and a fancy sword.

A Farmer’s Tool (INT 12, Ego 12, Communication Speech, Language Alignment tongue + 3, AL Chaotic, Sensory Powers Detect slopes, Detect gems, Detect metals, Extraordinary Powers Clairvoyance Enchantment +1 (+2 vs Spell Users), Dmg 1d8 +1, Special Purpose Slay Warriors)