While you are welcome to view, you must login to edit articles.
Anarch
The Valley of the Grove
Entwort Isle
Entwort; Imperial Metropolis
Islands of Floating Flowers
Body of Butterfly
Left wing
Right wing
Entwort; Imperial city
Anarch
//
The Islands
Colonial Asian Governor ruled island
Native ruled isles; shaman calls Insect Gargantuan
Native ruled isles; shaman calls - ? - Gargantuan
Gargantuan Turtle grazes in area
5 isle ruled by Colonial Baron; Atoll The great vent Morass
Colonial Governors of 4 Colonial powers ruled 8 isles, 1ofA, 2ofB, 2ofC 3ofD.
Sargasso Island ruled by Pirates
The Valleys’
Shire-brook Valley
Halls
Thorps
Farms
Raft dock
Air-raft dock
Broken-rock rift
Goblin folk King
Golden-wood Valley
Gnome-fen
The Cloud-village;
Sylvan Gardens [Fairy Gate Nexus 3*S- hex ]
Under-hills
Fairy Pool
Fairy Gate
Fairy-friends [fairy God-parents]
Ethereal; ‘Cloud Garth’, ‘fairyland’, ‘Ghost’,
Elder-titan Council
Arrow of the Wild-hunt
Moons of the Titans [Fruit of the Throne]; Fire, Water, Air, Earth, Fairy, ‘Ghost’ [ethereal]
Astral Citadel
The Island Waters
The Snake Sea
The Sea of Weeds
Locathah
Crabman
Kuo-toa
Sahuagin
Ixitxachitl
Dolphin
Triton
Nymph
Nixie
Merman
Seawolf (greater)
Seawolf (lesser)
Wereshark
Selkie
Koalinth (water-hob),
Merrow (aquatic ogre)
Marine Troll (scrag) Freshwater
Marine Troll (scrag) Saltwater
Wave- (aquatic -),
Puddle foot; sailors of the Halflings, mostly prefer river and coastal Rafts and barge work.
Masters of the Wind
T’ien Lung, Storm Giant, Red Dragon, Frost Giant, Tun Mi Lung;
T’ien Lung; Lord Minion of the Council of the Five Winds, Master of the West Wind, and High Citadel
Storm Giant; Master Minion of the East Wind, and High Citadel
Red Dragon; Master Minion of the North Wind, Master of the Evil Dragons, and High Citadel
Frost Giant; Master Minion of the South Wind, and High Citadel
Tun Mi Lung; Master Minion of the Councils Hand, and High Citadel
Masters of the Earth
Li Lung (earth dragon); Lord Minion of the Council of the Lands, Master Minion of the Deeps, Master Minion of the Councils Hand, and High Citadel
Masters of the Seas
Masters of the Fires
Masters of the
Golden Dragon; Lord of the Council of life, Master Minion of the Good Dragons, and High Citadel of the Crystal Cavern
Couatl; jungle step pyramid Temple/Palace Grey Elf-king, Master Minion of the Sylvan-life, High Citadel of Silver Underhill
Underwater Fortress, throne room is High Citadel of the West Wind,
The High Citadels of the winds; North, South, East, West, and Typhoon.
Sylvan Gardens [Fairy Gate Nexus
Fairy Gate
Astral citadel; part of the Hall of the Throne, has astral projection links to all temples in Reflection
Champions Citadel; gate into and out of gate can be opened, closed or moved once per day within Champions’ Settlement Hex area, teleport into and/or out of, is at will for the Champions Hex area.
High Citadel; gate into and out of gate can be opened, closed or moved once per day within High-ones’ Settlement Hex area, Demi-gods powers in High-ones’ Settlement Hex area into and/or out of, is at will for the Champions Hex area.
Spell-Jammers
Cloud-raft; miniature Kcrafted cloud islands this is something that is often made and controlled by Cloud-folk
Citadel Nexus; is an ‘Out Garth’ [extra-dimensional] area which is contains a Gate nexus, which is the only accessibility to that area, the teleport of a champions citadel is considered an aspect of its gate.
Giant-folk
Giant; Titan, Storm -, Cloud -, Mountain -, Stone -, Frost -, Fire -, Fog -, Hill -, Ogre, /Ettin [giant/ goblin-folk mix]
Titan,
Storm Giant,
Cloud Giant,
Mountain Giant,
Stone-Giant,
Frost-Giant,
Fire-Giant,
Fog-Giant,
Hill Giant,
Formorian Giant,
Firbolg,
Verbeeg,
/Spriggan
Ogre,
Merrow (aquatic ogre)
/Ettin [giant/ goblin-folk mix],
Goblin-folk
/Ettin [giant/ goblin-folk mix], Bugbear, Hob-folk; Hob-goblin (Hob), Norker, Koalinth (water-hob)|, Goblin, Orc, /Nilbog, /Ogrillian [ogre/orc mix], /½ -orc,
/Ettin [giant/ goblin-folk mix],
Bugbear,
Hob-folk;
-Hob-goblin (Hob),
-Norker,
-Koalinth (water-hob),
Goblin,
Orc,
/Nilbog,
/Ogrillian [ogre/orc mix],
/1/2-orc,
½-orc Goblin king, Fighter-assassin
Dwarf Folk / “Troll-folk”
-Dwarf; Cave Troll (Elder -), Derro, Durgar (Dross), Hill -, Mountain -, Troll (Slag), Honeycomb,
‘Elder- Dwarf’
Cave-trolls,
Dwarf-folk
Mountain Dwarf,
Hill Dwarf,
Deep-folk
Honeycomb Dwarf (Mountain Deep),
Durgar Dwarf (‘Dross’, grey-ones, grey dwarf),
Troll (slag),
Marine Troll (scrag) Freshwater
Marine Troll (scrag) Saltwater
Slag-Intrusions;
/Giant Troll (mixed giant/troll),
/Giant Two-headed Troll (mixed Ettin/troll),
/Ice Troll,
/Spirit Troll,
Lizard folk
Lizard-men,
Lizard King,
Kobold,
Babbler,
Firenewt,
Dog-folk
Gnoll, Flind, Pack “Servants of the Throne”,
Gnoll,
Flind,
Pack “Servants of the Throne”,
Fairy Folk
-Elf; Gray - (Faerie), Valley -, Dark - (Drow), High -, Wood - (Sylvan -), Wild -, Sky -), Wave- (aquatic -), Half -Elf,
Grey-elf (Faerie),
Valley-elf,
Dark-elf (Drow),
High-elf,
Wood (sylvan-)-elf,
Wild-elf (Grugach),
Sky-elf,
Wave-elf,
/½-Elves,
Little-folk
Halflings, Gnomes,
Halflings; Tall-fellow, Deep-fellow (Stout), Lightfoot, (Hair-foot, Shireling), Raft-fellow; Puddle-foot, Cloud-fellow
Tall-fellow,
Deep-fellow (Stout),
Lightfoot, (Hair-foot, Shireling),
Raft-fellow,
Puddle foot; sailors of the Halflings, mostly prefer river and coastal Rafts and barge work.
Cloud-fellow; Halflings that live on cloud islands, with wind sense, and cloud density control, stereotypical appearance silver hair blue eyes
Gnomes; Forest -, Rock -, Deep - (Svirfneblin), Tinker (gnomad)
Forest Gnome,
Rock Gnome,
Deep Gnomes (Svirfneblin),
Tinker Gnome (Gnomad),
/Spriggan
Mouse-folk
-Mouse folk; White (church-mice, temple) -, Brown Town (house) -, Grey Field (country) -, Black Rat -
White (church-mice, temple) Mouse-folk,
Brown Town (house) Mouse-folk,
Grey Field (country) Mouse-folk,
Black Rat (Mouse)-folk,
Amphibian Folk
Grippli
Muckdweller
Ophidian (snakemen)
“Centaur” Folk
Hybsil (antelope-folk)
Wemic (lion-centaur)
Centaur
Were-folk
Foxwoman
Seawolf (greater)
Seawolf (lesser)
Wereshark
Selkie
Swanmay
5 isles ruled by Colonial Baron;
Atoll Island; has become the hub of trade for the Baron’s
Emerald Dragon Island; the largest of the isles, largest settlement of permanent residents, the largest and most valuable mine, the second best harbor, but most of the island is inaccessible tropical jungle due to the ‘great vent’ and it’s surrounding Morass, as well as the fact that most of the islands beaches where they exist at all are backed by cliff faces. The largest beach is a spur that reaches out to a stretch of reef and creates a quite usable bay
Snake Island; a reef island off Emerald Dragon Island
The Islands
5 isles cluster ruled by Colonial Baron;
Atoll Island; has become the hub of trade for the Baron’s cluster
Emerald Dragon Island; the largest of the isles, largest settlement of permanent residents, the largest and most valuable mine, the second best harbor, but most of the island is inaccessible tropical jungle due to the ‘great vent’ and it’s surrounding Morass, as well as the fact that most of the islands beaches where they exist at all are backed by cliff faces. The largest beach is a spur that reaches out to a stretch of reef and creates a quite usable bay
Villages
Hamlets
Thorps
Village
Hamlet
Thorp
Snake Island {Couatl)
Colonial Settlements
Settlements: Villages, Hamlets, Thorps, Single Dwellings (Manors, Public-houses, Mines, Farm, Dock (ferry, fishing, ),Tollhouse (bridge, road), Chapel (shrine, monastery, )
Hamlets; Snake’s belly- , Snake’s back-, Other-,
Thorps; Snake’s belly- , Snake’s back-, Other-,
Single Dwellings; Snake’s belly- , Snake’s back- Other-,
Hamlets;
“Fang Ridge” hamlet, Baron’s Fee, Castilian Sir-sergeant??
“Fang ridge manor”; Dockside, Jail, Barracks
A ‘Difficult Son’ of the Baron and his Centaur Tutor is staying at the hamlet
“Belly-wash Hamlet”, Baronet “Tiger-shark” of Feather-wash In Hereditary fee to Baron, Shire reeve and Baron’s Magistrate of Snake Isle, Captain sailing sloop,
“Feather-wash Manor”, Wharf side, Gram’s Hall,
Thorps;
Thorp;
Thorp;
Monastery of the Silver Cross; Abbot Dr. Jacque Shilier, Monk/’Law-master’ “Uncle” Robert, “Which of Fire and Blood” Black wolf and Imp
Single Dwellings;
“Snake Mine Manor”; Esquire Granite of Thrane Hall
Miners Guild Militia; Two units of five Dwarven Heavy foot, one unit Human Heavy Foot
“Rafters Hall”
Tribal Settlements
Tribal Settlements: Hamlets, Thorps, Single Dwellings -
Tribal Thorp; Sir Chief of Water Spider Tribe
[Rope, net, cloth, and sail specialist]
Tribal Thorp; Sir Chief of White Dolphin Tribe
[Allied with pod of dolphins]
Tribal Thorp; Chief of Fish Hawk Tribe, Son is Sir Knight?? (War-chief)
[Use hawks for hunting, fishing, and Fighting]
Tribal Thorp; Chief of Blue Monkey Tribe -
[Notorious guerrilla fighters (thieves, barbarians, Rangers) and hunters -
Warrior House of the Blue Monkey- can train thieves, barbarians, Rangers if member of the house or for money
Tribal Thorp; Chief of Storm-raider Tribe-
[Notorious in the past as Brigands and Dog-soldiers] Sea Witch, captive slave of chief’s private household- also called “ghost princess of the Foam”
Tribal Single Dwelling- Druids Outer Grove ‘Druids sanctuary' "Council Vale";
: -Druid 3rd Level-
“Butterfly Grove”; Druids Grove, Native shaman (druid), }, staff of???, champions Citadel
A Grove Holder Grove Sanctuary - (neutral territory) - ceremonial enforcement - attack by an 'animal' on another causes a rebound of temporary h.p. damage. Then when temp' damage equals (0) zero it causes unconsciousness. Grove holder limited powers; confuse & power Command of winged Folk 1 use per day- control plants/entangle 3use per day.
Other Settlements
Alf Village:
-
Silver Underhill Court, Air-court(High-elves), Dark-court (Drow), Bright-court (wood-elves), Stone-court; (Hill-dwarves), Wildman-court, Bamboo-court (OA), Court of the Stars (Gamma World), Court of the Horse-people; (Boot-hill), Castlewood-court,
Master- Silver Underhill “Grey King-of-the-Hill” -Couatl- In Grey-elf Form
Fairy Gate, Crystal Grotto fairy Pool; Fairy Friends club, God-parents
Grey-elves, High-elves, Wood-elves, Sky-elves, Wave-elves, ½-Elves, Halflings; Tall-fellow, Stout, Shirelings, Cloud-fellow Gnomes; -
Sylvan Gardens [Fairy Gate Nexus Lvls]:
#1 Silver Underhill Court; His Majesty “Grey-king-of-the-hill”, a Grey-elf King is actually a Couatl, He has been assigned the title and duties ‘Master of Sylvan Life’, a Master Minion of the Celestial Bureaucracy, as such has a High-citadel linked to his “Silver Underhill” which is a silver clad step pyramid, while it is an underhill is also a temple/ palace.
#2 Air-court; Her Ladyship Elainea, “Countess Gatekeep”, ½ Grey-elf, F/T Witch [major] (1/1) level, NG,
(High-elves)
#3 Dark-court; (Drow);”King” of Unsealy Court "Drive the new animals into the sea."
1/2 Human Daughter Lvl cavalier
Captain of the Unsealy army half-Orc Lvl
Slave harem; red dragon [Prime wife], human, Orc, ogre, goblin,
Ghoul: elite guard
Hag Covey (Enforcers)
Ogremagi (Marshal)
Kobold, Goblin-folk [Army]: (Goblin, Orc, Hobgoblin, Bugbear), Ogre, Troglodyte, Gnoll, Lizard men, Tiefling, Derro
#4 Bright-court; (wood-elves); Oak-Underhill, Lady Bright-court “Golden Leaf” -Wood Elf-
, Crystal Grotto fairy Pool; Fairy Friends club, God-parents
High-elves, Wood-elves, Wave-elves, ½-Elves, Halflings; Tall-fellow, Stout, Shirelings, Cloud-fellow, Gnomes;
Stone-court; (Hill-dwarves) |
Wildman-court; (cavemen)|
Bamboo-court; (OA)|
Court of the Stars; (Gamma World) |
Court of the Horse-people; (Boot-hill) |
Castlewood Court (Wildwood Valley);
“Broken-Tusk Cliffs” Goblin-folk Manor; not in fee to Baron, ½ Orc Knight of the Dark Cavern (Fighter Assassin), Chapel Labyrinth, monastery, Dock,
Captain of great papyrus reed Raft, Rental of Bond servants (Slaves), Baron doesn’t allow slaves in associate settlements
“Belly-wash Hamlet”, Baronet “Tiger-shark” of Feather-wash In Hereditary fee to Baron, Shirereeve and Baron’s Magistrate of Snake Isle, Captain sailing sloop,
“Feather-wash Manor”, Wharf side, Gram’s Hall,
Belly-wash Hamlet
Feather-wash Manor; the Baronet “Tiger-shark” of Feather-wash is in Hereditary fee to Baron. and Baron’s Magistrate of Snake Isle
Shore Road
Belly-wash Camp”; [Main Street, Backstreet, Backstreet gate, Back alleys]
Native “camp”; [Elders circle, Boy’s Walk]
Wharf side; [Board walk, Shire reeves Dock; [Captain Reeves sailing sloop, Frogfisher’s rock, Dock-masters Warehouse], Gram’s Dock]
Gram’s Hall; [Front Stoop, Captains Walk, Gram’s Balcony],
Belly-wash Hamlet
Feather-wash Manor;
The Baronet “Tiger-shark” of Feather-wash is in hereditary fee to Baron and is the Baron’s Magistrate of Snake Isle
Manor House
Outbuildings
Barn
Masters Fields
Shore Road
Belly-wash
Main Street
Backstreet
Backstreet gate
Back alleys
Native “camp”
Elders circle
Main fire of camp, community cooking and planning
Boy’s Walk
Earthen rampart around the native camp, boys commonly run races, and watch their assigned flocks and herds if close enough. Cadet warriors are assigned watch duty on the wall, with an experienced warrior as what the ‘stone house’ call a watch commander with journeyman warriors, on call and frequently trying to sneak up on the watchers with rotten eggs
“House” circles
Stone circles
Wharf side;
Board walk;
Shire reeves Dock;
Baronet “Tiger-shark” is Shire Reeve
Captain Reeve’s sailing sloop;
“Cotton-mouth”, is the name of Baronet Tiger Shark’s sloop, a skeleton crew and Hamlet watch is on board at all times the rest of the crew either bunk in the dock-masters warehouse, or at their homes in the settlement, the crew is made up of a mix of native and stone-house folk though it is difficult to tell the common sailors apart because the native sailing garb is so comfortable in this clime.
“Frogfisher’s rock”;
Dock-masters Warehouse;
Gram’s Dock;
Is a floating dock made of semi-permanently lashed together raft bodies of log, wooden floats, and reed, all coated in tar and sap [yes it is a form of rubber?], and is used by the snake sea raftsman, both Raft-fellows/Puddle-feet [Halflings] and great-fellows [human]
Gram’s fleet;
These are members of gram’s clan, [who actually owns the dock and beach anchorages] who also own their own rafts/ barges,
Belly-wash fleet
Dock Barnacles;
These are Belly-wash rafts [houseboats] that never untie from their community docking site, this is usually done by families that work on the dock, the house-boat is often turned into a shop or secondary family anchorage or both
“Minnow Fleet”;
This is the slang term for the mass of canoes, boats and floating debris clogging the harbor channels.
“Barnacle Fleet”;
These are Raft/houseboats that never untie from their community designated anchorage, the dwellers often service rafts, barges, canoes or even ships boats away from the docks or just live in the water because they don’t feel comfortable on the land.
“Silverfish fleet”;
The common term for the mass of children under foot at the docks is not based on a fish but a bug; you can figure out the rest yourself.
Harbor Anchorage
Gram’s Hall,
Front Stoop
Captains Walk
Top, beach facing ½ circle cliff
Gram’s Balcony “Raven’s Nest”
Aerie Dock, and outlook, settlement & road facing Ό circle separate cliff top
Common Settlement Fields
Native Camp of Belly-wash Hamlet;
Stone-house Dorf
Black-cypress Catacomb Barge Pirate Outpost
Cliff Top
Tree Grove
Brier Maze
Outlooks
Cliff
Sinkhole
'Cliff Dwellings'
Outlooks
Hill
Cave Complex
Entrances
Ridge
Entrance
Ground Surface
Rough
Entrances
Main Pirates Ground Entrance
Water Surface
Braided River Outlets
Major (1) under fall of vines and moss
Main Water Entrance
Raft Cavern
Wharf
Docks
Pirates Warehouse Cavern
Minor (5)
Swamp
Entrances
Island
“Jack Black-arrow” (“Killer”) Character name
Male Tribes-man, Half-orc, Fighter-assassin (1/1) level, LE,
“Lady Elainea” (“Countess Gatekeep”) Character name
Female, ½ Elf, Witch [major] (1/1) level, NG,
“Thunder∼ 천둥” (“?????”) Character name
Male OA 9th rank, Human, Samurai (1/1) level, LN,
“Bushi Jymm” (“Monkey”) Character name
Male OA, Monkey hengeyokai, Bushi (1) level, CG,
Larch (“?????”) Character name
Male Townsman, Human Psionic, Hierophant druid /Arch-mage, () level, NN,
Demigod; Holder of the Throne of the Elements (Reflection), Lord of the Council of Elder Titans’
Alfven (the trenchant) Merchsen “Larch”
Male Townsman, Human psionic, Hierophant druid /Arch-mage, () level, NN,
Demigod; Holder of the Throne of the Elements (Reflection), Lord of the Council of Elder Titans
Born Alfven (later, - the Trenchant); younger son of Merchant-master Keal of Lizard-grove, was Apprenticed to Merchant Guild Magician 6th level, when he began to show the "Signs of Talent" during adolescents learned the 'Trade' of Merchant Mage. Left as soon as possible, to begin life as an Adventuring Mage Started with Vermin, and Dusty-foot courts, began to have problems with headaches and hallucinations
Reflection [major Lehrer planetoid]
Reflection, the Throne of the Titans
Anarch
The Valley of the Grove
Entwort Isle
Entwort Metropolis]
Citadel
Mages Tower
Palace
Labyrinth
Government Hall
Islands of Floating Flowers
Body of Butterfly
left wing
right wing
Reflection [major lehrer planetoid]
Reflection, the Throne of the Titans
Anarch; Island continent to the north of The Isle of Entwort.
The Valley of the Grove; The Grove of the Hierophant Druid Larch, and the settlement that supplies the druids in the grove.
Entwort Isle; A Great island to the south of Anarch in the bay of Anarch
Entwort Metropolis]
citadel
Mages Tower
Palace
Labyrinth
Government Hall
Larch
Holder of the Seat of the Throne of the Titans, and prime Contender for the Mastery of the Lehrer planet-
Larch of the Pack-
Hierophant Druid/ Archmage-
Great Lord Archmage of the High Capital Entwort-
High King of the Isles-
Wives - 7
Lady ... ( )
Princess ... (Archmage); Highest ranking wife and chair of the wives council, and Dean of the Magic-user Collage, and Entwort University.
Lady Cat ( Giant Lynx, mate and mother of seven Kits, seventh kit would have died but for Larches use of psionic healing on pregnant mate. )
Children - 22
Animal Friends - ?
Chirp (Bird); Animal Friend- supposedly poison gas sniffer
Cheese (Giant 'Sumatran' Rat): [Friend-Henchman, King of the rodents of Entwort], caught in random magical water trap with Larch, Intelligence raised.
Wererats, Giant rats, Mouse folk, mice, and rats.
Hound (Alien beast 1/2 wolfhound, 1/2 eagle); 'liberated' from Alien army.
Ralph ( Pseudo-dragon) Magical Familiar,
Homunculus ( )
Minotaur ( ) Adopted during an adventure, as a small calf. treats father Larch with great respect due to his great power and turns his delight at battle and dominance to enemies of Larch's properties, and occasionally when on vacation uses his permission to use Larch's teleport gate, to instead of visiting his herd of female. Wears mithril plate amour, large adamantium +4 magical halberd, and a blacksnake whip of cruelty. Also acts as court executioner, and 'punisher' (The use of a punisher instead of court imposed punishment is a matter of free will)
Animal Band Allies
Giant Eagles ( ) flock in Nesting aerie in the mountains near the Grove Valley
Beavers ( ) band in the river on Entwort, many bands on the larger island, Entwort band loyal due to Larches activities as 'marriage' go between with other off island bands
Baboons ( )
Carnivorous Apes ( )
Whales ( )
Phase Spider ( )
Ice Toad ( )
Winter wolf ( )
Men Bands Raiding
Berserker ( ) War-house Humans and Lycanthrope, especially Were-boar and Were-tiger which have their own war houses
Tribesmen ( ) Band of Humans
Cavemen ( ) Band of Humans
Lizard men ( ) Tribes will answer a summons by Larch, to arms in war bands.
Stone Giants ( )
Yeti ( )
Fae Courts;
Dryads
Centaurs
Gnomes
Halflings
Leprechaun
Merman
Nixie
Nymph
Pixie
Satyr
Sprite
Sylph
-Griffon, Harpy, Hippocampus, Hippogriff, Hydra, Fire Lizard, treant, Unicorns
Elemental Servants of Throne:
Planer Elemental;
Air, Earth, Fire, Water, Ethereal
Para-planer; etc.
...; Aerial Servant, Invisible Stalker, Wind-walker,
Genies; Efreeti, Djinni,
...; Triton,
Giant Grey Ooze ( )
Mimic ( )
Trapper ( )
Yellow Mold ( )
Staff of the Magi-
Wand of Wonder-
Flute of Ye ΏCind?
Shambling Mound
Criosphinx
Gynosphinx
Giant Owl
Wyvern
Water Naga
Dragon Turtle
Dragonne
Neo-otyugh
Otyugh
Displacer Beast
Owl-bear
Slithering Tracker
Basilisk:
Gorgon
Roc
Cave Bear:
Dire wolf
Axe Beak
Giant Badger
Giant Goat
Irish Deer
Smilodon
Weasel, Giant
?Lich?
Shambling Mount
Tree Raft
Citadel:
Mages Tower-
Alchemy lab
Ritual circles
Craft workshops
Blacksmith
Whitesmith
Carpenter
Potter
Weaver
Leatherworker
Scribeworks
Palace-
Imperial living chambers
Family Quarters
Harem lounge
Nursery
Wives quarters
Adult Children suites
Married children apartments
Harem visitors lounge
Major lounge
Dinner room
Meeting rooms
Sleepover rooms
Minor lounges
Ballrooms
Dining Halls
Gardens
Labyrinth-
Catacombs;
Mausoleum
Crypt
Prince's Hall of Heroes
Maze;
Barracks
Cisterns
Smoke-pits
Halls
Waterways
Magazines [unmanned] /stores [manned]
Drains /Sewers
Battle-web;
Caverns
...
...
Government Hall-
Great Court
Scribes Hall
Barracks
Dungeon Masters Reference
Pages
Braided River
Burrow
Halfling dwelling
Halfling hall
Cave Burrow
Cave bear
Fire lizard
Mobat
Dragon
Castle [shell keep] ruin
Castle [linear] ruin
Castle [tower] ruin
Castle [motte & bailey] ruin
Island [swamp]
Island [river]
Island [sea]
Island [atoll]
Island [volcanic]
Island [floating water]
Island [flying]
Cloud
Brier Maze
Tree?
Tree [elven]
Tree [gnome]
Fortress
Battle mount
Cliff dwelling [ ]
Cliff dwelling [temple] ruin- cavemen
Cliff dwelling [town] ruin- cavemen
Cliff dwelling [thorp] ruin- cavemen
Cliff dwelling [hamlet]
Ruin- cavemen
Cliff dwelling [sea city] - ruin- cavemen
Cliff dwelling [fortress] - cavemen
Ruin
Dervish
Bandit
Brigand
Lord
Merchant
Lake
Shore
Beach
Shelf
Bottom
Islands
Foot hills
Ridges
Knobs
Glen
Mountain valleys
Peaks
Ridges
Rivers
Vales
Swamp
Open water
Shallows
Grasses
Islands
'Mangrove'
Desert
Oasis
Sand
Barrens
Butte
Gulch
Plateau
Forest
Upper canopy
Main canopy
Under story
Brush
Forbs
Litter
Black Forest
Upper canopy
Main canopy
Dark under story (parasitic ivy)
Under story
Bramble (parasitic/ carnivorous plants)
Fungi
Litter
Swamp
Open water
Shallows
Grasses
Islands
'Mangrove’
Fairy Hills
npc
Court Grey Elf
Court Hill Elf
Court Rock Gnome
Court Tall-fellow
White Mouse-folk
Animal
Charts
Fairy Forest
npc
High Elf
Wood Elf
Wild Elf
Rock Gnome
Forest Gnome
Tall-fellow
Caveman
Black Mouse-folk
Grey Mouse-folk
Animal
Charts
Fairy Wood
npc
High Elf
Rock Gnome
Forest Gnome
Tall-fellow
Caveman
Grey Mouse-folk
Animal
Charts
Sylvan Forest
npc
Wood Elf
Forest Gnome
Rock Gnome
Hill Dwarf
Stout
Tall-fellow
Wildman
Grey Mouse-folk
Brown Mouse-folk
Animal
Charts
Sylvan Wood
npc
Wood Elf
High Elf
Forest Gnome
Tall-fellow
Grey Mouse-folk
Brown Mouse-folk
Animal
Charts
Forest, Dark
npc
Wild Elf,
Caveman,
Black Mouse Folk,
Animal
Black Squirrels,
Charts
Fungus Chart,
Brier Maze Chart,
Neighbor Chart,
Local Colonies Chart,
Dark Wood
npc
Black Mouse-Folk,
Grey Mouse-Folk
Animal
Black Squirrels,
Charts
. Fungus Chart,
Brier Maze Chart,
Neighbor Chart,
Local Colonies Chart,
Forest, Wilderness
npc
Animal
Charts
Wood, Wilderness
npc
Animal
Charts
Forestland [Wild-land],
npc
Animal
Charts
Woodland [Wild-land],
npc
Animal
Charts
Forest, Common
npc
Animal
Charts
Wood, Common
npc
Animal
Charts
Forest, Noble
npc
Animal
Charts
Wood, Noble
npc
Animal
Charts
Forest, Royal
npc
Witch of the Green
Animal
Charts
Wood, Royal
npc
Animal
Charts
Forest, Mushroom
npc
Animal
Charts
Wood, Mushroom
npc
Animal
Charts
Green Shire;
npc
Stout,
Raft-fellow;
Puddle-foot,
Cloud-fellow,
Shire;
Tall-fellow,
Stout,
Lightfoot (Shireling);
Animal
Charts
Amazon Valley;
npc
Maidens of the Moons;
Warlock of the Sun; sometimes mistaken for the White Chief;
Animal
Charts
GUIDES
Trail, track, road, highway,
Creek, stream, river
Local landsman guide
Can travel off trails in local area with out misplacement, also knows locations of travel, blocks, bars, open, and negotiable areas)
Local waterman guide/ pilot
Knows local port, dock, or landing hazards (including swamp off passage travel without misplacement. knows locations of travel, blocks, bars, open and negotiable areas)
Trail guide
Knows location of trails through local area and under normal conditions will not lose it.
Waterman guide
Knows location of passable rivers and streams through local areas and swamps, under normal conditions will not run boat or ship aground. Also knows location of portage and barge donkey trails. May have own boat to rent.
Professional guide
Armed general contractor has contacts with reliable trail and local guides or local trusted advisor on such in areas outside of own local territory. Professional guide often acts as camp supervisor.
Professional pilot
General contractor has contacts with reliable port and river pilots or local trusted advisor on such in areas outside of own local territory
Guild pilot/ guide
Professional that belongs to network of pilot/guides, so has access to reliable advisors on local guides far beyond own experience and territory.
Travel access
Temporary barrier
hex side boundary line which area inside of under certain circumstances [ tides, flooding, fog, etc. ] some form of access becomes more difficult or accessible by one or more levels; blocked: (Form; water, ground, air), barred (type; personal (walking / swimming), steed (horse etc.), conveyance (cart, boat, glider)), negotiable, open, trail or passage, or even changes[ beach or swamps floods or drops, etc. ], as noted in «map index»
Blocked hex side
(Can not pass using a given form of travel; water, ground, air)
Barred hex side
(Can not pass using a given type of travel; personal (walking / swimming), steed (horse etc.), conveyance (cart, boat, glider), but a lower level type of travel, will treat as negotiable hex side)
Negotiable hex side
(Can pass using given type of travel, but could become misplaced or lost, (if view of areas major landmarks are blocked or non-existent.))
Open hex side or passage
(Can pass using marked type of travel)
Trail or water passage hex line
(Can pass quickly using steed, or conveyance travel, if pushed [greater chance of being surprised] or guided; Pro. guide, pilot, local [Cartier, bargeman, etc. ] )
Temporary barrier circumstances access changes
Some changes slow travel by turning air, water, or land passages into open or even negotiable access. Some temporary circumstances prevent some types of travel completely such as barred or blocked hex side.
Fog can turn air passages into open hex side; do to the need to slow down to avoid crashing into hills, cliffs and mountain or becoming lost. While open hex side becomes negotiable for the same reason. It is the same for the next levels of access. some changes cause forms to link such as a tide rising making sea rocks and reefs become open while the same tide causes land travel on the beach become negotiable do to the waves and water cover on the beach, while nearby negotiable rocks become barred do to same incoming waves.
Temporary barrier
Blocked hex side
Barred hex side
Negotiable hex side
Open hex side or passage
Trail or water passage hex line
Temporary barrier circumstances access changes
Visibility
Eco'
Trees
Ground cover; (trees (new growth)), shrubs, tall grass
Terrain
Major rough
Hills
Ridges
Mountain
Weather
Precisp'
Cloud/fog
Night
Movement
Redirection
Eco'
Trees (old growth)
Ground cover; (trees (new growth)), shrubs, tall grass
Terrain
Major rough
Slope major; hills, ridges, mountain
Weather
Precip'
Cloud/fog
Difficult passage
Eco'
Ground entanglement
Terrain
Minor rough
Slope moderate; hills, ridges,
Weather
Ice
Wind
Slope, entanglement, visibility, hazard
Slope- fatigue/distance (time)
Entanglement- fatigue/ distance (time)
Visibility- speed / misdirection & hazard
Hazard-
Monsters
1/10
Bat, toad
Bat;
Toad;
-1/8-
Tiny monstrous centipede, rat
Tiny monstrous centipede;
Rat;
1/6
Lizard, monkey, raven, donkey, kobold, tiny skeleton, tiny zombie
Lizard;
Monkey;
Raven;
Donkey;
Kobold;
Tiny skeleton;
Tiny zombie;
-1/4-
Cat, goblin, small monstrous centipede, tiny monstrous scorpion, tiny monstrous spider, owl, pony, war pony, small skeleton, weasel, small zombie
Cat;
Goblin;
-Small monstrous centipede;
-Tiny monstrous scorpion;
-tiny monstrous spider;
Owl;
Pony;
War pony;
-Small skeleton;
Weasel;
Small zombie;
-1/3-
Dire rat, dog, giant fire beetle, hawk, medium-size skeleton, tiny viper snake
Dire rat;
Dog;
-Giant fire beetle;
Hawk;
-Medium-size skeleton;
-Tiny viper snake;
-1/2-
aasimar, abyssal dire rat, tiny animated object, baboon, badger, deep dwarf, hill dwarf, mountain dwarf, eagle, elf, giant bee, forest gnome, rock gnome, halfling, hobgoblin, locathah, merfolk, medium-size monstrous centipede, small monstrous scorpion, small monstrous spider, orc, porpoise, small viper snake, stirge, tiefling, worker formian, medium-sized zombie,
aasimar;
-Abyssal dire rat;
-Tiny animated object;
Baboon;
Badger;
Deep dwarf;
Hill dwarf;
-Mountain dwarf;
Eagle;
Elf;
Giant bee;
Forest gnome;
Rock gnome;
Halfling;
Hobgoblin;
Locathah;
Merfolk;
-Medium-size monstrous centipede;
-Small monstrous scorpion;
-Small monstrous spider;
Orc;
Porpoise;
-Small viper snake;
Stirge;
Tiefling;
-Worker formian;
-Medium-sized zombie;
-1-
small air elemental, small animated objects, camel, dark mantle, derro (dwarf), small earth elemental, small fire elemental, ghoul, giant ant worker, gnoll, grimlock, heavy house, homunculus, krenshar, lemure, light horse, light warhorse, lizard-folk, large monstrous centipede, medium-sized monstrous scorpion, medium-size monstrous spider, mule, octopus, pseudo-dragon, medium-size shark, shrieker, large skeleton, medium-size viper, grig sprite, nixie sprite, squid, svirfneblin gnome, troglodyte, small water elemental, wolf, large zombie
-Small air elemental;
-Small animated objects;
Camel;
Dark mantle;
Derro (dwarf);
-Small earth elemental;
-Small fire elemental;
Ghoul;
-Giant ant worker;
Gnoll;
Grimlock;
Heavy house;
Homunculus;
krenshar;
lemure;
Light horse;
-Light warhorse;
Lizard folk;
-Large monstrous centipede;
-Medium-sized monstrous scorpion;
-Medium-size monstrous spider;
Mule;
Octopus;
Pseudo-dragon;
-Medium-size shark;
Shrieker;
-Large skeleton;
Medium-size viper;
Grig sprite;
Nixie sprite;
Squid;
-Svirfneblin gnome;
Troglodyte;
-Small water elemental;
Wolf;
Large zombie;
-2-
medium-size animated object, ape, azer, bison, black bear, blink dog, boar, bugbear, cheetah, choker, crocodile, dire badger, dire bat, dire weasel, dretch, giant ant queen, giant ant soldier, giant bombardier, giant lizard, giant praying mantis, heavy warhorse, hippogriff, imp, kuo-toa, lantern archon, leopard, huge monstrous centipede, large monstrous scorpion, large monstrous spider, ogre, sahuagin, flame brother salamander, satyr ( no pipes ), large shark, shocker lizard, huge skeleton, skum, constrictor, large viper snake, thoqqua, varououille, wererat, wolverine, worg
medium-size animated object;
Ape;
Azer;
Bison;
Black bear;
Blink dog;
Boar;
Bugbear;
Cheetah;
Choker;
Crocodile;
Dire badger;
Dire bat;
Dire weasel;
Dretch;
-Giant ant queen;
-Giant ant soldier;
-Giant bombardier;
Giant lizard;
-Giant praying mantis;
-Heavy warhorse;
Hippogriff;
Imp;
Kuo-toa;
-Lantern archon;
Leopard;
-Huge monstrous centipede;
-Large monstrous scorpion;
-large monstrous spider;
Ogre;
Sahuagin;
Flame brother salamander;
Satyr ( no pipes );
Large shark;
Shocker lizard;
Huge skeleton;
skum;
Constrictor;
-Large viper snake;
Thoqqua;
Varououille;
Wererat;
Wolverine;
Worg;
-3-
------------------------------------
Briar maze, burrow, nest, braided river,
Briar maze;
Burrow;
Nest;
Braided river;
Unsealy Court
npc
”King” of Unsealy Court Drow
Drow "Drive the new animals into the sea."
o 1/2 Human Daughter Level cavalier
Captain of the Unsealy army half-Orc Lvl
Slave harem; human, Orc, ogre, goblin, red dragon?,
Ghoul: elite guard
Hag Covey (Enforcers)
Ogre-magi (Marshal)
Kobold
Goblin-folk; [Army]
Goblin
Orc
Hobgoblin
Bugbear
Ogre
Troglodyte
Gnoll
Lizard men
Tiefling
Derro
Kobold
Single predator; young rouge male, stealing and collecting trophies and supplies, using them to gain favors from young females in small band and lone with hidden lairs and nests they can't belong to him if he doesn't know the location, he collects from the females’ sex and required kobold items/crafts.
Small pack of rouge males, trading with larger lair in the same manner as a loner, these are usually socially lesser kobolds then the loner. The loners are more often able to convince lone or small isolated groups of females to accept him as Bull. the small packs of males more often attempt to trick the female into revealing the location of the nest, small groups of females will band together to assist each other to hide a collective nest, males can take what they wish from the females, sex, equipment, anything they can take, learning the location of the nest by torture is even acceptable, and in many cases this is the first step in a courtship, But the death of a female makes one an outlaw the prey of anyone even females. Facing torture is a proof of strength of the females’ ability to endure and actually gains the female status among males. One that gives up becomes little more then a sex object and servant, females that never leave the birth lair are the property of any in the lair that would use them, and are often traded among the lairs. A female that is tricked into revealing the lair doesn't lose any status to a courting male but loses the ability to barter with the male for additional advantages in exchange for the location of her nest/lair like the survival of any of her eggs and or young a large # of both is considered a sign of fertility, but unless the male becoming the lairs Bull doesn't state that they won't be killed he is likely to destroy them to make sure that that female has plenty of time for eggs that are his. Young females that don't leave the lair that are from before his time as Bull become his secondary wives, and slaves to their mother. Females that are from eggs fertilized by him are traded with other lairs for females that are of use to all males in the Bulls lair.
Goblins
Little Folk
Atomie- 1/2d8 CN...
Buckawn- 1-1d8 N... 2'+tall
Grippli- 1d8+1 N... 2 1/2'
Grig- 1/2d8+1 N (g).. 1 1/2'
Hybsil- 1d8-1 LG... 3'
Korred- 6d8+1 CN.. 3'
Mandragora- 1d8+1 or 2d8+2 NE.. 1' or 2'
Muckdweller- 1d4 LE... 3'?
Myconid- 1d8-6d8 LN... 2' per 1d8
Quickling- 1 1/2d8 CE... 2'
Tasloi- 1d8 CE.. 2-3'
Vegepygmy- 1d8-6d8 N... S
Booka- 1d4 N (cg).. S
Bullywug 1d8 CE.. s-m
Dark Creeper- 1d8+1 CN... 4'
Galltrit- 2hp CE.. 6"
Jermlaine- 1d4 NE (l).. 1'+
Killmoulis- 1d4 Ncg).. s
Meenlock- 4d8 LE.. 2'
Mite- 1d8-1 LE.. 2' tall
Screaming Devilkin- 3d8 LE.. 3'
Fairy Critters
Al-mi'raj- 1d8 N 3'
Death Dog- 2d8+1 N(e).. 4' shoulders
Elfin Cat- 3d8+6 N... S
Fairie Dragon- 1-16hp CG.. 1-1 1/2'
Firefriend- 1d8+4 N (g).. 1'+
Hollyphant- 8d8+8 G (l).. 2'+
Luckeater- 4d8 N... 1'
-Minimal: Ape, Ape-gorilla, Ape-carnivorous, Baboon, Badger, Bear; black-brown-cave Boar;wild-warthog, Buffalo, Bull, Camel-wild, Dog;war-wild, Elephant;Asian-African, Hippopotamus, Horse-wild, Hyena, Jaguar, Leopard, Lion;Standard-mountain, Lynx, Mammoth, Rhinoceros, Stag, Tiger, Wolf _
Moon dog- 8d8+16 NG.. 3' shoulder
Squirrel, Giant Black- 1d8+1 N(e).. 2'
Vulchling- 1d8 CE.. M
Devil Dog- 6d8 CE.. 3' shoulder
Men
Bandit
Berserker/dog soldiers
Brigand
Bucaneer
Caveman
Character
Dervish
-Giant: Cloud, Ettin, Fire, Fog, Frost, Hill, Mountain, Stone, Storm, Titan, Troll (Giant), Troll (Giant Two-headed) _
-Lycanthrope: Werebear, Wereboar, Wererat, Weretiger, Werewolf, Seawolf (greater, lesser), Foxwoman, Wereshark _
Merchant
Nomad
Pilgrim
-Shape-shifter: Bear, Boar, Deer, Rat, Tiger, Wolf, Eagle _
Pirate
Tribesman
Men
-------------------
HUMANS
Human;
half-human; -orc, -elf, -giant, -ogre, -dragon_
Man
Common Man (1d6) 5+1
Settled Man, (1d4+1)
Tribesman (1d8),
Clansman
Nomad (1d8),
Caveman (2d8),
Aboriginal (1d6),
(low tech civilization): Nation, Land folk, Wild Man (1d6) _
waku 14+1
__________
DEMI-
-Dwarf; Cave Troll (Elder Dwarf), Derro, Durgar (Dross), Hill, Mountain, Troll (Slag)
-Elf; Aquatic Elf, Cloud Elf, Drow, Gray (Fairy), High Elf, Wood Elf (Sylvan), Wild Elf, Half-Elf _
-Gnome; Forest Gnome, Rock Gnome, Svirfneblin, Tinker (Nomad) _
-Halfling; Tall-fellow, Deep-fellow (Stout), Lightfoot, (Hairfoot, Shireling), Cloud-fellow,_
_______________
-OID
-Giant; Hill, Stone, Fire, Frost, Cloud, Storm _
-Mouse folk: White (church mice, temple), Brown (house), Grey (field), Black (Rat folk)_
____________________
CLASSES:
-Kit Classes; Adept, Aristocrat, Commoner, Warrior_
-Cavalier; Cavalier, Samurai OA _
-Cleric; Cleric, Cleric (sphere specialist), Druid (specialist mythist) (1st/2nd), Shukenja (specialist mythist) OA, Sohei OA, Shaman (), Cleric (Line), Shukenja (non good) var,
-Fighter (Warrior); Barbarian, Barbarian OA, Bushi OA, Kensai OA, Fighter(1st/2nd), Paladin (1st/2nd), Ranger (1st/2nd),
Loremaster;
-Craftmaster (Expert); Title, Archer, etc.
Sage??
-Magic-user (Wizard); Magic-user (Mage), (1st/2nd)
Illusionist (Socialists-Wizard),(1st/2nd), Other Specialist School-Wizards ( ) 2nd: [Academician 2nd kit, Amazon Sorceress 2nd kit, Anagakok 2nd kit, Militant Wizard 2nd kit, Mystic 2nd kit, Patrician 2nd kit, Peasant Wizard 2nd kit, Savage Wizard 2nd kit, Witch, 2nd kit, Wu Jen 2nd kit], WuJen (Wizard elementalist) OA, Witch-doctor, Witch minor _
-Monk; Monastic, Monastic OA_
-Paladin; Cavalier/Paladin, Paladin, _
-Prestige; Arcane Archer, Assassin, Blackguard (Anti-paladin Minor), Dwarven Defender (Rock-head Berserkers,, Steel Dogsoldiers), Loremaster, Ninja, Shadowdancer, Spy, Thief/Acrobat _
-Thief (Rogue); Bard 2nd, Thief, Thief/Acrobat, Thug (Assassin), Yakuza OA,
Ultraclass; Bard Major (Ultra-bard), Witch Major (Ultra-witch), Anti-paladin Major (Ultra-anti-paladin), Minion (Ultra-Multiclass),
----------------------
Patrols
Noble, Gentle, Aerial, Baronet, Royal, Church, Lettered, Ronin
-Harbored; Baronet, Royal, Church, Select, Lettered,
-Horsed Baronet, Royal, Church, Select, Lettered.
-Sergeant Royal, Church, Select, Sergeant Lettered
-Esquire Royal, Church, Select, Lettered
Civil: common, Elder, Yeoman
-------------------
-patrol noble, gentle, common _
-Farmers: field-man, herd-men, handymen _
-settlement foragers: private, common, market
-settlement hunters: private, common, market
-settled raiders: bandits, brigands, warrior band, duelist, nomad raiders _
Undead
Apparition
Coffer corpse
Ghast
Ghost
Ghoul
Haunt
Huecuva
Lich
Mummy
Pκnanggalan
Poltergeist
Shadow
-Skeletons, Animal, Demi~Human~iod, Monster _
Son of Kyuss
Spectre
Vampire
Wight
Wraith
Zombies: Demi~Human~iod, Juju, Monster
FAE LORD: Sprites assist adventurers because a local Fae Lord likes to keep them active
Booka
Brownie LG
Blink dog
Clubnek
Dragonfly, giant
Dragon horse N (G)
Dryad
Elf
Firefriend (giant firefly)
Gnome
Halfling
Homonculous
Jann
Kenku
Leprechaun
Mobat
Needle man
Nixie
Nymph N (G)
Pixie
Pseudo-dragon N (G)
Quickwood (spy tree)
Raven, giant
Selkie N (G)
Satyr
-Sphinx: andro- CG, crio-, gyno-
-Spider: phase-, water-
Sprite N (G)
Sylph N (G)
Tabaxi CN
Triton N (G)
Werebear CG
Warg N (E)
Wemic
Winter wolf N (E)
Wyvern N (E)
Wereboar
Weretiger
Lynx, giant
Owl, giant
Lizardman
Barge guild master
Barge guild
Teamster’s guild master
Teamsters’ guild
Miners’ guild master
Miners’ guild
Artisans’ guild master
Artisans’ guild
Settlement
Single dwelling
Thorp/dorf
Hamlet
Village
Town
City
Megalopolis
Guild
Shop/house
Hall
Post
Guild Fort
Free Town
Merchant city
Mix of all of
Church
Shrine
Church-house
Temple
Monastery
High-Temple
Holy-city
The above three
Last edited by C-h Freese, March 10 2015 14:10:45. Open game article. You can edit it once you log in.
Meta: path=37318/reflection | edited by=C-h Freese