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map.tex
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\chapter[The Cartographers]{Cartography}
\label{makingTheMap}
\epigraph{%
I have township, yet no houses.
Forests, but no trees.
Rivers, but no water.
}{What am I?}
Welcome to \gls{fenestra}.
Let's look around\ldots
\begin{multicols}{2}
\noindent
Fantasy stories have two special characters -- magic, and the landscape.
The audience discover both, just as they learn about the other characters.
As \pgls{gm}, your character is the landscape, and making a map is your character creation.
The map here has ten `points', rolled at random, in \autoref{yourMap}.
You can add detail to any points that look interesting in \autoref{mapCharacter}, then look at what to expect from \gls{fenestra} with the random tables in \autoref{encounters}.
The first few chapters were written to be slightly interactive, providing more random results than straight-forward reading.
\end{multicols}
\section{Rivers \& Roads}
\label{yourMap}
\label{civilization}
\begin{multicols}{2}
\mapentry{The Pentacle \& the Points}
provide the map's layout.
Take a pencil, a blade, and some dice, then cut out the map-skeleton on the left.
Go along each point, from 1 to 10; roll $1D6$ and add that point's number to find out what's on that point on the map.
You might just roll $10D6$ all at once, and then pick them in left-to-right order.
This process should feel a little sloppy.
\begin{multicols}{2}
\begin{enumerate}
\raggedright
\setcounter{enumi}{1}
\item
(D)~Dragon on a mountain
(\autopageref{dragonPoint})
\item
(\Hu)~Humans
(\autopageref{humanPoint})
\item
(\Hu)~Humans
\item
(\Hu)~Humans
\item
(\Dw)~Dwarves a mountain
(\autopageref{dwarvenPoint})
\item
(\Hu)~Humans
\item
(\El)~Elves
(\autopageref{elvesPoint})
\item
(B\Hu)~Bandits
(\autopageref{banditsPoint})
\item
(\Gn)~Gnomes on hills
(\autopageref{gnomePoint})
\item
(\Nl)~Gnolls
(\autopageref{gnollPoint})
\item
(\N)~Ogre
(\autopageref{ogrePoint})
\item
(+\hspace{-3pt}\El)~Dryad
(\autopageref{dryadPoint})
\item
(H)~Hag
(\autopageref{hagPoint})
\item
(\D)~Lich
(\autopageref{lichPoint})
\item
(\Hu)~Humans
\end{enumerate}
\end{multicols}
\begin{exampletext}
For example, if your first die reads `\dicef{4}', then the result is $4+1 = 5$, and you can write `humans', or just `\Hu' on the map.
If the next roll is `\dicef{6}', then you would write `elves' or `\El' next to point 2 on the map.
\end{exampletext}
Each dot has four neighbours.
The highest neighbour is the neighbour with the highest number, and the lowest neighbour, is the neighbour with the lowest number.
\mapentry{Mountains}
go onto the map first.
They always form a line where the earth has cracked.
\begin{itemize}
\item
If only one point has a mountain, extend it with a long line of mountains, staying outside of the other points.
\item
If you have more than one point with a mountain, connect them all with a mountain-range.
This range should avoid going through all other points, but might cut across the centre of the map.
\item
Place a valley of hills near the centre of the mountain range.
\end{itemize}
\mapentry{Rivers}
\label{mapRivers}
come from mountains, then flow to the sea.%
\footnote{You can add a coastline to the map, but no civilizations sit at the coastlines, because the \gls{storm} destroys everything by the sea.}
\begin{enumerate}
\item
At each point with a mountain, draw a river to every neighbour without a mountain.
Draw your rivers with wavy, lazy, lines.
\item
Each river flows down-hill, towards the highest neighbour.
They avoid mountains and avoid doubling-back to a point they've already been at.
\item
Rivers begin small, but when another river joins it, they run faster and wider.
Draw these rivers with a \emph{thick} line.
\item
When the strength of a third river joins, it becomes a canyon, and it will flood during \gls{cThree}.
Draw the canyon with a parallel~line.
\item
If a fourth river adds its strength, they all form a loch.
The loch exits towards the lowest neighbour as another thick line (with the strength of two rivers).
\item
Once a river has nowhere else to go, it flows off the map, to uncharted lands.
\end{enumerate}
\mapentry{Hills \& Bogs}
provide water to any point without a river.
If you don't have any points without a river, just skip this step.
\begin{enumerate}
\item
The highest point without water has a bog between it and its highest neighbour.
The bog is three miles across.
\item
All outer points (i.e. `1 to 5') without water receive some small hills.
\item
The hills provide small streams, which journey to the highest point without water, as per step \ref{mapRivers}, above.
\textit{However}, they will avoid the bog.
\end{enumerate}
\mapentry{\Glsfmtplural{lonelyRoad}}
\index{Roads}
\label{drawRoads}
Humans always litter the land with roads, and roads out always start from \glspl{broch}.
\begin{enumerate}
\item
At each human settlement, draw $1D6$ tall \glspl{broch}.
They sit around 5 miles apart, and usually form triangles.
\item
Connect each human settlement to every other settlement with \pgls{lonelyRoad}.
\begin{itemize}
\item
If a road crosses a small river, draw a small bridge.
\item
If it crosses a larger river, drawn with two lines, draw a larger bridge.
\item
If a canyon or loch blocks a road, people may find another way around, or may just have to row across the river, or descend into the canyon.
\end{itemize}
\item
The human settlement with the highest number has a road leading out of the map, towards the closest border.
\label{roadOut}
\item
If a dwarvish settlement has human neighbours, it connects to the nearest road.
\item
Label some roads with their length in miles.
\begin{itemize}
\item
The short distance between points 6 and 7 is about 10 miles.
\item
The medium distance between points 1 and 6 is about 15 miles.
\item
The long distance between points 1 and 2 is about 25 miles.
\end{itemize}
\item
If any road stretches for 40 miles or more, draw \pgls{lonelyTavern} half-way along that road with an `L' (details \vpageref{lonelyTaverns}).
\item
Long roads have \glspl{bothy} placed along them for travellers to rest.
\label{bothyRolls}
For every road over 10~miles long, place \pgls{bothy} half way along.
Repeat on each empty stretch.
\end{enumerate}
\bigLine
\paragraph{Do not draw trees on the map,}
just know that they cover everything.
A twilight of towering trees covers everything which people have not cut down, but if you draw a few trees, the rest of the map will appear naked by comparison.
\paragraph{The map's name}
should come from a distinctive feature.
A good starting point is the most prolific feature of the map.
For example, a map with a bog and three elvish settlements ranges might receive the name `Faebog', or one with two dragons and a lot of lochs might receive `Lochscale'.
\end{multicols}
\section{Zooming In}
\label{mapCharacter}
\begin{multicols}{2}
\noindent
You can add detail to every point on the map once the \glspl{pc} arrive, but there's no need to prepare everything too far ahead of time.
Each point on the map needs more detail -- but only once the \glspl{pc} arrive.
The \gls{campaign} begins on the lowest human settlement.%
\footnote{If there are no human settlements on your map, you have found a rare place in \glsentrytext{fenestra}.
The troupe are likely lost, and will need to return to civilization, which will not be easy without any roads!}
Create a few details with the random lists \vpageref{humanPoint}.
Whenever you find out a new location's details, note them down as a key to the main map, and check if you can add any features to the main map.
Alternatively, you can start a smaller map which covers only one or two points.
\subsection{Civilization}
The civilized lands have people of all types.
Elves, humans, gnolls, dwarves, or gnomes -- any place with a population that either sustains itself, or trades with others, counts as `civilization'.
\subsubsection[Dwarven Settlements]{\Dw\ Dwarven Settlements}
\label{dwarvenPoint}
begin with 100 dwarves, and a mushroom garden to sustain them.
Roll $3D6$, then combine each pair of 2 dice to find each unique feature.
Whenever you roll 8 or more, add 100 dwarves to the population.
\begin{exampletext}
For example, on the roll `\dicef{2} \dicef{4} \dicef{3}', you would use the results for:
\begin{itemize}
\item
$2+4 = 6$
\item
$4+3 = 7$
\item
$3+2 = 5$
\end{itemize}
The unique results are `5', `6', and `7'.
\labelledDiceTrio{2}{4}{3}{Magma Stream}{Tin Seam}{Polite Passage}
\end{exampletext}
\begin{enumerate}
\stepcounter{enumi}
\item
A king rules this population.
Dwarves consider this bad luck, but the king promises to have a daughter and let her take his place in the next generation.%
\exRef{stories}{Stories}{dwarven_structure}
\item
Gold seams run through the mountain, allowing the dwarves to make precious items, and to trade with overland peoples.
\item
A Hall of Records stands at the base of this mountain, guarded by heavy doors.
It works a little like a library, but only contains factual accounts of the things dwarves take interest in, such as facts about rocks, the lineage of queens, descriptions of how to farm on mountains, and techniques to measure altitude.
Each book has a minimum of three seals, pressed a dwarven record-keeper, who has verified the authenticity of every statement in the book personally.
\item
The `Polite Passage', is the name dwarves use for the long, thin, bridges they create, with only room for a single dwarf to walk at a time.
Settlements have one for entering, and another for exiting.
Larger rooms around the mountain's exterior store wide equipment, such as wagons.
\item
Magma streams in the mountain's heart flow eternally, and mix with underground rivers, producing a great plume of steam at the top.
Some tunnels contain steam-traps, where a metal grate will ring the `dinner bell', and allow hot steam to flow in to cook the intruding predator.
\item
A tin seam allows dwarves to mine, and trade with nearby settlements.
\item
In the dark \gls{deep} below the mountain, extensive underground tunnels, filled with fungi, moss, living oozes, skein, and umber hulks.
With enough traps laid out for the monsters, this creates a kind of rough garden, or `hunting ground' for the dwarves to gather additional food.
It also provides dyes, which dwarves use to turn their beards and hair green, yellow, or blue, depending on their wealth and gender.\index[Dye]
\item
$1D6$ farms extend outside the mountains, across the fertile lands at the base.
The dwarves create them with high stone walls, and polish each brick until it has nothing to hold onto, and no way to climb up.
Inside, may allow as much space as any \gls{village} to grow vegetables for the mountain.
\item
An elevated barley garden around a third of the way up the mountain, provides food for the settlement.
Nobody can see the gardens from below, as it grows on steps carved into the mountain.
A series of rock-bells will sound when anything steps on them, but do not ring in response to the wind.
\item
An iron seam allows dwarves to create quality weapons and armour.
If they have no road out, then they only make rare, wholesale trades.
\item
Half way up the mountain, shepherds take sheep and goats on long walks, then put them safely away at night, to sleep in stone rooms.
\end{enumerate}
\subsubsection[Elven Grounds]{\El\ Elven Grounds}
\label{elvesPoint}
centre themselves around a couple of powerful spellcasters who provide safety and often food.
Roll $3D6$, then combine each pair of 2 dice to find each unique feature of the local elven territory.
Take the highest roll, and multiply it by 5 to find the population.
\begin{exampletext}
For example, a roll of `\dicef{4} \dicef{4} \dicef{6}' would show a powerful enchanter lives here, who tames griffins for the other elves to ride
(discard duplicate rolls).
Another elder has constructed a massive tree-dwelling, with rooms inside and paths between the various trees.
In total, ($\dicef{6}\dicef{4}\times 5 =$) 50 elves live here.
\labelledDiceTrio{4}{4}{6}{Enchanter}{Tree-house}{Enchanter}
\end{exampletext}
\begin{enumerate}
\stepcounter{enumi}
\item
An elder, focussed on the Force Sphere, often casts portal spells around the many bushes and briers in the area, warping space.
Anyone entering may accidentally emerge at the other side of the elvish lands.
\roll{Wits}{Survival} to notice, \tn[7] in the day, or \tn[12] at night.
(Name fragment: `\textit{ando}')
\item
Expert archers leave their marks on every tree.
They always collect every arrow, but the marks remain.
(Name fragment: `\textit{pilin}')
\item
An elder, focussed on the Life Sphere, often casts spells around the perimeter to make anything there shrink.
Replace every second encounter with a miniaturized version (e.g. miniaturized \glspl{crawler} or bears).
The spell does not affect elves or gnomes.
(Name fragment: `\textit{pitya}')
\item
An elder, focussed on the Light Sphere, often casts illusions of elves.
Anyone entering will find $2D6$ dancing apparitions scattered around the area, but not responding to them.
(Name fragment: `\textit{pirne}')
\item
The elves mostly live underground.
Many of the elves are proficient in the Earth \gls{sphere}, and use it to make rocks or slate partially transparent.
The glass rooves allow them to live underground, with Sunlight gently dabbing the dwellings.
(Name fragment: `\textit{cal--}')
\ifodd\value{r3}
\item
An elder with the Life Sphere creates enchanted gardens around the area, but always puts them in a new location each time (so the soil never becomes depleted).
This elder has taken to shape-shifting, and will soon leave the other elves (or the elves will leave them), to wander free as \pgls{dryad}.
(Name fragment: `\textit{lelya}')
\else
\item
A wide loch spans the area, providing fish.
(Name fragment: `\textit{ailin}')
\fi
\item
Useful plants grow all over the region.
Each of the three dice you have rolled indicates one common plant in the area:
\randomPlants
Find the plants \vpageref{plants}.
(Name fragment: `\textit{tarwa}')
\item
An elder, focussed on the Mind Sphere, often casts spells around the perimeter, which confuse anyone who enters.
They lose a portion of the day, wander aimlessly, and emerge somewhere else, without any memory of what they have done.
The elder occasionally enchants griffins in the area, allowing a few elves to fly on their backs.
(Name fragment: `\textit{vanwa}')
\item
A peat-bog furnishes the elves here with iron, allowing them to craft iron weapons.
(Name fragment: `\textit{norna}')
\item
Slow spells from the Life Sphere have crafted massive tree-houses around the area.
When the lights are on, anyone can see them.
When the lights go out, they appear like normal trees.
(Name fragment: `\textit{alda}')
\item
Expert artisans live in this community.
Local clay deposits allow them to craft excellent pottery, including ceramic armour.
If they have dwarven neighbours, they also trade for gold and silver, and make fine jewellery.
(Name fragment: `\textit{namba}')
\end{enumerate}
\paragraph{The settlement's name}
comes from combining the name fragments in each feature.
Combine two `a' sounds wherever possible.
\begin{boxtable}[YcYcY]
vanwa & & & = & Vanwa \\
pitya & + & ando & = & Pityando \\
vanwa & + & alda & = & Vanwalda \\
lelya & + & alda + namba & = & Lelyalda Namba \\
\end{boxtable}
\subsubsection[Gnoll Grounds]{\Nl\ Gnoll Grounds}
\label{gnollPoint}
Gnolls typically wander back and forth around a territory.
They will use roads when they see them, but never like to rely on them.
The tribe has $2D6 \times 5$ members, and the same number of hunting dogs.
Roll 3 dice and check every combination of 2 to find the characteristics the gnolls who wander this ground.
\begin{enumerate}
\stepcounter{enumi}
\item
The tribe have taken in a bear-cub, and raised it as one of their own.
It hunts with them, and understands when to be quiet, and when to alert people to danger.
\item
This tribe suffer from isolation.
Where most tribes have members who learn the neighbouring languages, but these gnolls only know how to trade with explicit allies, and still cannot speak their languages properly.
\item
The lowest neighbour with \pgls{fiend} has killed a few of these gnolls, and they want revenge.
\item
The highest neighbour with civilization (i.e. any spot without \pgls{fiend}) pays well for the gnolls' hunting dogs, so many of the tribe members have items from them, along with a general feeling of kinship.
For example, if the highest neighbouring point near them has elves, then they will have elven jewellery, and plenty of elven songs (though the thick accent may not make this obvious).
\item
The tribe have figured out how to use local plants as hair-dye, and they have decided that this is the best thing ever!
\index[Dye]
\item
A powerful druid advises the tribe.
\item
These gnolls have some of the best hunting dogs around, and plenty of them.
Double the number of hunting dogs, so they have twice as many dogs as tribe-members.
\item
The gnolls know all the local plants, including where to find \glspl{marchingMushroom} and screechmoss (\autopageref{screechMoss}).
\item
The tribe keep a herd of aurochs, and wander constantly in order to let them graze.
They have no fences, but they can still stop the aurochs wandering away -- each one of their dogs knows to stop them escaping.
\item
The tribe keep a small herd of sheep.
\item
Everyone has contracted \nameref{Torpid Flesh}.
They are hairless, and look half-dead
(see \autopageref{Torpid Flesh}).
\end{enumerate}
\subsubsection[Gnomish Warrens]{\Gn\ Gnomish Warrens}
\label{gnomePoint}
interact in subtle ways with their four neighbouring points.
Every point which might benefit the gnomes results in another warren, with some new specialization.
Each warren on the point connects to a nexus cavern below, which allows the warrens to trade, and (on rare occasions) fight.
\paragraph{Beneficial neighbours}
mean another warren.
\begin{itemize}
\item
If they have gnomish neighbours, they enlarge the natural tunnels beneath them to make an underground road.
The ups and downs mean the path is twice as long below ground as above.
It is also not without danger, but underground roads have far fewer creatures than above-ground.
This also allows a gnexus large enough to sustain a complete warren, far below ground.
\item
For each neighbouring point with mountains, a new warren is built with an underground stream-boat-ride, which goes from the mountains.
\item
If a neighbour has a loch, another warren arises with a grotto to lay traps for fish and eels.
These traps catch so much that nobody else has much luck fishing.
\item
If gnolls live nearby, a warren trades for hunting dogs, and occasionally ride them when going out.
\end{itemize}
\paragraph{Neutral neighbours}
do not add a warren, but do add their own complications.
\begin{itemize}
\item
If they have a road nearby, they construct a series of underground bothies, each 6 miles apart, to reach the road.
They can walk above ground, but always have somewhere to rest along the way.
\item
If \pgls{dryad} lives nearby, they create irritating songs which get stuck in your head, and sing them constantly. Dryads hate this kind of thing.
\item
If \pgls{ogre} lives nearby, they create pit-traps with spikes at the bottom.
When \pgls{ogre} steps in one, they cannot walk straight for a week.
If a goblin steps in one, it usually dies.
(\roll{Wits}{Survival} \tn[12] to notice, $1D6+1$ Damage for failure)
\item
If \pgls{hag} lives nearby, the gnomes grow wheat, and use an underground mill to make flour, and finally, to bake cakes. Cakes and a little flattery always works on old crones.
\item
If elves live nearby, they arrange for a magical dual (just for sport), every \gls{cOne}.
The gnomes also add a road between them and the elves.
Most elves don't appreciate roads, but the road serves as a useful warning that if anyone attacks the gnomes, they may attack the elves next.
\end{itemize}
For each warren, roll $1D6$ to find its political structure.
\begin{dlist}
\item
Do-opoloy (you decide how something works by making it work)
(population: 20)
\item
Thaumocratic (alchemists rule)
(population: 40)
\item
Anarcho-syndicalist (which consists of debating how anarcho-syndicalism works)
(population: 60)
\item
Technocratic (whoever understands most about a subject decides how it's done)
(population: 80)
\item
Direct Democracy (dinner takes about 3 hours each night)
(population: 100)
\item
Indirect democracy (people vote once a week, documentation is crucial)
(population: 120)
\end{dlist}
\subsubsection[Human Settlements]{\Hu\ Human Settlements}
\label{humanPoint}
\index{Towns}
begin with \pgls{broch}, which protects two \glspl{village}.
If the farmers manage to survive long enough, the \gls{guard} will build another \gls{broch} within a few miles, which give a protective area for a couple more \glspl{village} between the two guardian towers.
A third \gls{broch} completes a triangle, which means the settlement has a safe space in the centre for a town.
You have already placed $1D6$ \glspl{broch} here, in step \vref{drawRoads}.
\begin{enumerate}
\item
For each \gls{broch}, place 2~\glspl{village}.
\begin{itemize}
\item
Most \glspl{village} stay between \glspl{broch}.
\item
All \glspl{village} must be within 5~miles of \pgls{broch}.
\item
\Glspl{village} prefer to sit beside a river, but avoid the first few miles downriver of another \gls{village} (otherwise they risk drinking waste-water).
\end{itemize}
\item
If the settlement has more than 2~\glspl{broch}, place a town in the centre.
You can fill in the town's details when needed (\vpageref{mapTown}).
\item
Connect each town \gls{broch} and \gls{village} by plotting roads between.
\end{enumerate}
\paragraph{\Glsfmttext{village} Features}
\label{villageFeatures}
should make the \gls{village}'s name, so everyone can remember the place easily.
Roll $3D6$, then combine each pair of 2 dice to see how the \gls{village} looks.
The population equals $1D6 \times 50$ (use the first die).
\encVillageFeatures
Note down the \gls{village}'s features, and combine them with the landscape to make a name.
\labelledDiceTrio{2}{3}{1}{moat}{copper spikes}{wire chimes}
The result above could indicate \pgls{village} of 100 people called `Ringchime' (where `ring' indicates a ring of water around the \gls{village}).
\Pgls{village} with \nameref{screechMoss} nestled in hills could receive the name `Mossdale', or `Screechvale'.
\subsection{Fiends}
\label{mapFiends}
\subsubsection{Bandit \Glsfmtplural{village}}
\label{banditsPoint}
\index{Dragons}
\Pgls{village} left alone, with broken roads and the threat of starvation, has only one option -- banditry.
\Gls{fenestra}'s thick forests create a natural barrier around any \gls{village} which wants to remain hidden.
One road leads out of their settlement and joins with the nearest main road in secret; it splits into many roads at the last moment, so none of them look well-trodden.
The bandits cover their tracks with foliage once they enter the main road, and only leave their private road at night.
A total of 200 villagers live in the commune, but only 50 regularly exit to perform robberies.
See \autopageref{bandit} for details on the \gls{fiend}.
Roll $3D6$, and apply every result.
\begin{dlist}
\item
Ten of the bandits have a suit of partial plate armour.
\item
Fences among the \gls{village} with the lowest number help the bandits sell their wares.
Without this aid, they must journey to settlements themselves, or make deals with people from other lands, accessible only through the long road out of the map.
(see step \vref{roadOut})
\item
The bandits have brokered a temporary alliance with whatever \gls{fiend} has the highest number.
If there are no other \glspl{fiend} on this map, the alliance is with \pgls{fiend} in another land -- accessible by the long road.
\item
An imprisoned gnomish alchemist performs tricks and makes \glspl{talisman} for the bandits.
\item
They hold an old \gls{broch}, abandoned by the \gls{guard}.
It watches the private bandit road, and always has $1D6$ bandits watching, with crossbows.
At night, the \gls{broch} can send signals back to the bandit \gls{village}.
\item
\Pgls{witch} leads the bandits from the rear, arming them with \glspl{talisman} and information.
%\item
% A fake \gls{village}, upon a rocky area which leaves no footprints.
% Only a dozen bandits stay inside, but it looks sufficiently lived-in that anyone could think they had found the real bandit \gls{village}, and not look any further.
\end{dlist}
\subsubsection{Dragon Coves}
\label{dragonPoint}
\index{Dragons}
Dragons may live in deep caverns, shallow caverns, or sometimes just lay about in a Sunny patch of forest, without any roof.
In any case, they like to live close to mountains -- surrounding trees can make flight difficult, while having a tall crag to leap from helps them take flight.
Their destructive habits and association with the sky make people think they are divine.
Of course, in \gls{fenestra}, this is not a good thing.
See \autopageref{dragon} for details on the fiend.
Roll $3D6$, and apply every result.
\begin{dlist}
\item
An abandoned dwarvish settlement.
Roll up a dwarven settlement, then replace those dwarves with a dragon (\vpageref{dwarvenPoint}).
\item
Complete plate armour, made by gnomes under threat of death.
\iftoggle{core}{(See the core rules, \autopageref{bandingArmour}.)}{}
\item
Knowledge of the local languages.
Dragons without this know only elvish (it doesn't change much).
\item
A glass-smelting workshop (everyone needs a hobby).
Glass statues litter the dragon's lair.
\item
A portal to another realm, filled with glass flowers which function as every type of \gls{ingredient}.
The suffocating heat in that strange desert inflicts 3~\glspl{ep} every \gls{interval}.
\item
Three eggs, which will hatch next \glsentrytext{cycle}.
Once that happens, the dragon will need to venture out to feed her newborn.
\end{dlist}
\subsubsection{Dryad Gardens}
\label{dryadPoint}
\index{Dryads}
Dryads concern themselves with plants and animals more than people\ldots but they also consider most people to be animals.
See \autopageref{dryad} for details on the fiend.
Roll $3D6$, and apply every result.
\begin{dlist}
\item
A dozen ex-farmers, now transformed into strange mutant creatures.
\item
A maze of venomous thorns envelopes the entire area.
Touching them inflicts \glspl{ep}.
\item
The dryad makes \glspl{talisman}, just for fun, and leaves them as gifts for travellers who behave politely.
Other \glspl{talisman} find their way to less polite travellers.
Sensible people leave all of them alone; one can never tell what a dryad considers good behaviour, or what they consider a `reward'.
\item
Deep caverns exit in the centre of the dryad's lair.
The dryad sometimes journeys down, to bring up umber hulks and oozes, and observe them, then release them into the wild.
These caverns go down into the \gls{deep}, and eventually connect to each other point which has caves.
\item
$1D3$ \glspl{basilisk} live with, and love, the dryad.
They will protect the dryad with their lives.
(find \glspl{basilisk} on \autopageref{basilisk})
\item
$1D6$ griffins, used as protectors and steeds.
(find griffins on \autopageref{griffin})
\end{dlist}
\subsubsection{Hag Cottage}
\label{hagPoint}
\index{Hags}
Here, an old lady lives alone in a hut.
Of course, in \gls{fenestra}, only one type of old lady lives alone.
See \autopageref{hag} for details on the fiend.
Roll $3D6$, and apply every result.
\begin{dlist}
\item
The \gls{hag} has a dozen griffins circling her hut at all times.
Each one will kill anyone who gets close to the hut, but will not attack them before they approach.
\item
The \gls{hag} keeps 4 \glspl{crawler} as pets.
They spin webs across every window and tree.
(find \glspl{crawler} on \autopageref{chitincrawler})
\item
\Glspl{digger} create pot-holes around the entire area, and ensure nobody attacks from below.
(find \glspl{digger} on \autopageref{mouthdigger})
\item
A garden of carrots and \nameref{screechMoss} encircles the cottage.
It screams the moment someone steps on it.
(find \nameref{screechMoss} on \autopageref{screechMoss})
\item
Spells have ravaged the soil in all directions.
The trees have no leaves, the grass looks half-yellowed, and no animals inhabit the area except some small insects.
The \gls{hag} now has to take long walks to grow food, which continuously degrades more and more of the landscape.
\item
An assortment of potion bottles line her shelves.
Each one has a poorly-written label, or the wrong label.
\end{dlist}
\subsubsection{Ogre Hovels}
\label{ogrePoint}
\index{Ogres}
\index{Goblins}
The \gls{ogre} has $2D6 \times 5$ goblins, ready to raid all the local \glspl{village}.
See \autopageref{ogre} for details on the fiend.
Roll $3D6$, and apply every result.
\begin{dlist}
\item
The goblin population grew until they ate an entire \gls{village}, and then consumed every \gls{village} in this area.
They laid siege to the city here, and then managed to enter by using a catapult and primitive parachutes.
The city was half-burnt, and remains inhabited by the goblin horde, and their king.
Everyone remembers this area, and takes it as a warning to deal with small problems before they become big problems.
Check the details for this lost city \vpageref{lostCities}.
\item
Long caverns below provide the goblins a mushroom farm.
They extend to a cold region, and eventually into the \gls{deep}.
\item
The \gls{ogre} has a set of complete plate armour, created by a blacksmith he still holds prisoner in an abandoned \gls{broch}.
\item
The goblins have acquired 10 crossbows and 100 quarrels, and have started to figure out how to use them.
\item
The \gls{ogre} king has a pack of $3D6$ hobgoblins.
\item
A travelling dryad, who found the goblins rude, erected a living hedge-maze, as vengeance for their bad manners.
It changes a little each year, so the route out changes with it.
And every \gls{cTwo}, the hedge maze vanishes, to reveal a horde of starving goblins.
\end{dlist}
\subsubsection{Lich Lairs}
\label{lichPoint}
\index{Liches}
Every \gls{lich} has a set of caverns to stay.
Finding \pgls{lich} in the cold, twisting \gls{deep} makes a near-impossible challenge, as they change location at random.
See \autopageref{lich} for details on the fiend.
Roll $3D6$, and apply every result.
\begin{dlist}
\item
The \gls{lich} waited for centuries, building an army of ghouls.
When a nearby human town weakened, the \gls{lich} attacked.
He remains in the town to this day.
The local \glspl{village} have rotted, but 3~\glspl{broch} remain standing.
Create a lost city for the \gls{lich}, on \vpageref{lostCities}.
\item
An old \gls{broch}, lost to the \gls{guard}, now used as an alchemical workshop.
\item
The \gls{lich} keeps a crew of $3D6$ ghasts, ready to follow orders.
\item
A cabal of ten necromancers-in-training visit with bodies to feed the \gls{lich}'s army, in exchange for tutelage.
They frequent local towns, and pick up the dead with a cart.
\item
The \gls{lich} has complete plate armour for himself and any steed.
\item
When \pgls{basilisk} attacked, he killed it, turning it into an undead steed.
It remains inside the city, waiting for the \gls{lich} to summon it.
\end{dlist}
\end{multicols}
\section{Stone Walls}
\label{mapStrangePlaces}
\begin{multicols}{2}
\subsection{Towns}
\label{mapTown}
Towns depends on the surrounding hamlets to feed them, and those hamlets depend on the surrounding \glspl{village} and \glspl{broch} to keep them safe.
To explore the town, roll $1D6$ plus the number of \glspl{village} around it three times, and accept each result once.
For example, if a human settlement with 2~\glspl{broch} will have 4~\glspl{village}, so a roll of \dicef{4} \dicef{4} \dicef{5} would mean accepting results \textbf{8} and \textbf{9}.
\begin{enumerate}
\setcounter{enumi}{6}
\item
The outer stone wall has three layers, structured like a maze.
Sporadic arches mean that even griffins can struggle to leave quickly.
\Glspl{monster} which enter often become lost, or at least trapped long enough for the \gls{sunGuard} to pick them off.
\item
White rock (actually limestone).
\item
Statues of heroes litter the roads all around town.
The \gls{warden} loves a good story of battle.
\item
The local \gls{templeOfPoison} thinks the \gls{warden} has become too big for her boots and needs to die.
They begin by ingratiating themselves with the \gls{warden}'s children, then start planting clues about one of the \gls{warden}'s other enemies making a grab for power.
\item
The \gls{warden} has a secret alliance with whatever lies on point 9 of the map.
\item
`Demi-human suburbs', where various non-humans live.
\item
A fight about marriages and road taxes has caused an argument between the town \gls{warden} and the next point with a human settlement (if there are no human settlements with a higher number, the next is on the next map).
The \gls{sunGuard} will march to war within three months\ldots
\item
A grand \gls{court} where the town \gls{warden} finds beasts guilty, and has them fight for entertainment.
Live beasts fetch a premium price -- 1~\gls{sp} per \gls{cr}.
\item
The grandest \gls{templeOfCuriosity} known, with books (and soaps) of every size and type.
Some say alchemical gateways to other lands hide within the library, but those people always mysteriously vanish before long.
\item
The \gls{warden} is \pgls{witch}, and does not feel shy about using his skills publicly.
\end{enumerate}
\paragraph{Name the settlement}
something which fits the entire area.
If it has half a dozen \glspl{village} with mills and a swamp, you might call it `Millrot'.
If the local town's ruler practices open \gls{witchcraft}, it might be `Hexward'.
Settlements often receive the same name as their town, if they have one.
Try some word-association with the town's theme or location.
Write the settlement's name next to it, and underline it.
\subsection{Lost Cities}
\label{lostCities}
\index{Lost Cities}
\widePic[t]{Nelness/city}
People call them `\gls{yonder}'s house', as a reminder that most people who enter never return, but remain with \gls{yonder}.
People also call them `land \glspl{deep}', because these spaces act according to their own rules; they do not have the usual wandering monsters, but some predators always take residence in them, along with the fiend who ruined the city.
Before the \glspl{pc} enter, you should make some rolls to find out the nature of the town.
What creatures live there?
Which towers are still standing?
Roll dice to find out which tall towers still stand in the city, in steps \vrefrange{lostDwellers}{lostTowers}.
Once the \glspl{pc} enter, they can attempt to look for valuables, quietly, in steps \vrefrange{lostWhispers}{lostForaging}.
Entering a lost city will go something like this:
\begin{exampletext}
The \gls{gm} knows the troupe are headed to the lost city, where \pgls{ogre} stays with his goblin horde.
First, she rolls up the inhabitants.
`\dicef{3} \dicef{3} \dicef{6}' indicates two city-dwellers: \glspl{crawler} and a coven of $1D3+1$ demiliches.
One more roll shows that means a coven of 3 demiliches have made a little secluded spot for themselves in the lost city, unbothered by the goblins.
Perhaps they use the \glspl{crawler} as a source of \glspl{ingredient}?
Next, she rolls $4D6$ to find the towers, and finds `\dicef{2} \dicef{2} \dicef{6} \dicef{4}' -- that means that this lost city still has 3 tall towers standing
(towers let the \glspl{pc} take in an overview of the city).
As the troupe enter, she describes the scene to the players.
\begin{boxtext}
The city seemed massive from outside, but here at the rusted gate, you can only see doorways and windows lying open like black eyes.
Thorny bushes with little multicoloured berries grow all down the street ahead, where the Sunlight strikes brightest.
Dropping around them suggest deer frequently come here to feed.
\end{boxtext}
The troupe moves quietly towards the location their map claims the old guild halls once stood, by the market.
But before hunting for loot, they roll \roll{Dexterity}{Stealth} (\tn[8]) to stay silent.
The group roll succeeds, so they move quietly, then roll \roll{Intelligence}{Vigilance} (with a +3 Bonus for the map) at \tn[12].
The first roll fails, so the \gls{gm} mentions that they can cover more ground by splitting up if they want.
But \pgls{interval} has already passed while they hunted, and the Sun is beginning to set.
The troupe is now deep into the lost city, so they can wait in the dark, or navigate back out again, replacing the usual city encounters with the wandering monsters outside.
They decide to stop foraging, and hide in an abandoned house, then wait to see what morning brings.
During the night, the \gls{gm} must keep track of what the dwellers in the lost city get up to.
Since the city has demiliches and \glspl{crawler}, it makes sense that the demiliches would want to use the \glspl{crawler}' bodies as \glspl{ingredient} for \gls{witchcraft}.
The \gls{gm} describes the sounds of demiliches casting Death magic on \glspl{crawler}, so they can use their bodies to make \glspl{boon}.
They probably don't make much sound -- shuffling, grappling, and swooshing cloaks as the necromancers gesticulate to cast spells.
\end{exampletext}
\mapentry{Finding the City}
It may seem difficult to lose a city, but when grass grows over the roads, and the wooden \glspl{village} crumble, cities can become almost invisible.
If the troupe only know about a city's location through legend, they will have to roll \roll{Intelligence}{Survival} at \tn[14] to locate the city.
Cities which have fallen more recently often still have a visible road, and will not require any roll to find.
\mapentry{Wandering Dwellers}
\label{lostDwellers}
Each city has some population of the servants of the local fiend.
If \pgls{lich} lives in the city, it has a lot of ghouls; if \pgls{ogre} king lives here, it has goblins.
Additionally, lost cities attract other creatures which end up taking residence.
Roll $3D6$ -- each number which comes up determines one type of city-dweller.
Ignore any repeats.
\begin{dlist}
\item
\textbf{\Pgls{seeker} of the \gls{templeOfCuriosity}} has enlisted $1D6+4$ fully armoured \glspl{sunGuard} as part of a reconnaissance mission for \pgls{warden}.
A camp sits nearby, with two more \glspl{sunGuard}, six donkeys, and 20 days' rations.
The \gls{seeker} won't like anyone interfering with his business, so if he encounters the troupe, roll a Morale check (see \vpageref{morale}); on a pass, he tries to kill them.
\item\label{lostOoze}
\textbf{Oozes} of all types slide across the streets, which seem strangely clean, and free of debris or foliage.
\item
\textbf{\glspl{crawler}} hide in every abode.
Verdant berries of every colour have encouraged deer into the area, but every shadow gleams with thick webbing.
$1D6+8$ live here in total.
\item
\textbf{Griffins} look down from every tower.
The high towers make perfect perches to surveille the area, and the degrading wood helps to make nests.
Each tower has 2 griffins at the top.
\item
\textbf{\Glspl{woodspy}} have not only made this place their home, they have taken to imitating the items in the area, such as stools, piles of books, or chests.
$1D6+4$ live here in total.
\item\label{lostDemilich}
\textbf{Demilich} covens help these undead sorcerers study with their own kind.
However, their lack of basic empathy makes them dangerous to each other -- none of them really trust the others, so they share information slowly, always hinting that they have more to teach while masking their true abilities.
Whenever one is wounded while another is not, they both attack each other (the first has spotted the right moment to slay a potential enemy, and the second knows what the first is thinking, as they all operate by the same unempathic principles).
Roll $1D3 + 1$ to determine the number of demiliches.
\end{dlist}
\begin{figure*}[t!]
\foragingChart
\end{figure*}
\mapentry{Tall Towers in the Labyrinth}
\label{lostTowers}
Wooden rooves rot, leaving bear stone walls across much of the fallen city.
Some walls collapse, opening new passages, while trees grow and thorny bushes grow to block doors and streets.
A twisted, mossy, labyrinth forms.
Despite the rot and chaos, some buildings still stand tall.
Once \pgls{pc} climbs to the top of a tower, two things happen:
\begin{itemize}
\item
The tower's vast perspective grants a +2 Bonus to foraging, as they spot good places to investigate (such as places which look like guild houses, or less-damaged areas of the city).
This only works while the character can see, so it probably only works during daylight.
\item
Any undead in the city can clearly see the character, and will begin moving towards them.
\item
There is a 1-in-6 chance of seeing the dwellers of the city interact with each other (start lowest to highest).
If the city has a curious \gls{seeker} and some acidic oozes, then the character may see the \gls{seeker} running away from the oozes.
Or if the city has \glspl{crawler} and griffins, they may see a griffin caught in a web.
\end{itemize}
Climbing these buildings gifts a wide perspective of the city, which grants a +2~Bonus to the \glspl{pc}' foraging rolls.
Roll $4D6$ -- each number which comes up indicates a tower in the lost city.
\begin{dlist}
\item
This old \gls{templeOfPoison} had lavish beds up at the top, though the only current inhabitants are dead spiders and rat-droppings.
The kitchen has a basement, filled with sealed clay pots.
The wooden ladder has rotted, and will break once anyone of \gls{weight} 6 or more steps onto it.
Anyone investigating the basement should make an \roll{Intelligence}{Vigilance} roll (\tn[10]).
Success means they have found a secret stash of 2~\glspl{gp}, hidden in a honey pot.
Failure means that a clay pot has gone rotten, and explodes; the character has contracted Corpse Hands (\vpageref{Corpse Hands}), and they will start to feel the effects after 2~\glspl{interval}.
\item
This tower has one wall remaining -- a \roll{Speed}{Athletics} check (\tn[8]) allows the climber to see a little in all four directions.
\item
This tower once held the \gls{sunGuard}, but now has a single servant of the local fiend (usually goblins or ghouls).
If the \glspl{pc} do not take it by surprise, it will shout for aid (the undead can shout to other undead silently).
\item
This tower stands tall enough to see all around.
The bones of dead humans fill the stairway.
Any movement which disturbs the bones will send them falling down the stairs with a clank and a thud.
\Glspl{pc} must roll \roll{Dexterity}{Stealth} (\tn[11]) to move past the bones without issue, or else waste \pgls{interval} moving everything down by hand (in this case they roll \roll{Dexterity}{Crafts}, \tn[7]).
\item
The old citadel still stands, despite decay.
Parts of the original \gls{warden}'s home have rotten flooring, so moving through it requires a \roll{Wits}{Crafts} roll (\tn[8]) to notice weak areas of flooring, and the best way to walk.
Failure indicate that the character falls two~\glspl{step}%
\exRef{core}{Core Rules}{falling}