Key Points
Symbol | Name | Description |
F1 | Farport | A large city of roughly 100,000 humans, founded about 130 years ago. The streets are paved with bricks and stones and the buildings are made out of single, magically produced pieces of wood that can be furnished and decorated as the residents see fit. |
E2 | Rusted Plains Town | The elf town of the Rusted Plains, the buildings are all constructed inside of artificial hills which are covered in irongrass with patches of bushes hiding the entrances. |
E3 | Bluesalt Marsh Town | The elf town of Bluesalt Marsh, the buildings are all disguised as thick patches of reeds, shrubs, and trees on drier portions of land surrounded by the moss, mud, and salty crust of the marsh proper. |
E4 | Crusty Mountains Town | The elf town of the Crusty Mountains, the buildings here are all either disguised as massive pine trees or built into natural caves in the immediate area. |
E5 | Bronze Woods Town | The elf town of the Bronze Woods, the buildings here are all disguised as massive bronzeleaf trees. |
D6 | Fleance the Dragon's Lair | A series of carefully excavated and decorated caves inside the peak of the tallest mountain on the Lonely Island, Mt. Fleance. Inside, not only does Fleance the dragon make his home, but he also keeps his massive collection of live medicinal plants and the many medicines he's made from them. Fleance is unwilling to share these wonders with anyone except fellow dragons, however, so anyone who wants some better be good at disguises. |
B7 | The Shovel Tusker's Meadow | The location where the Shoveltusker goes to sleep every night. The bronzeleaf trees surrounding this meadow are covered in deep gouges from the beast's teeth. These gouges are encrusted with dried bronzeleaf sap, a highly desirable ingredient in perfumes and incenses. |
B8 | The Terror of Farport's Nest | The nest where the Terror of Farport prefers to sleep. Aside from being well hidden in the reeds, this nest is full of the magical ropes the Terror of Farport makes out of bird feathers. |
W9 | Walled Garden Facility: Marine Research Station | A place where the mages of the Walled Garden were performing experiments on sea creatures, presumably to aid in an amphibious assault of the First Empire. |
W10 | Walled Garden Facility: Deadly Disease Nursery | Here, Walled Garden mages were attempting to manufacture contagious diseases with all sorts of terrible effects, all of which would ultimately end in death. Most of the labs and containers are still sealed off, however no one has checked for leaks in centuries. |
W11 | Walled Garden Facility: South Entrance to the Crusty Tunnel | The southern entrance to a tunnel which goes in a straight line from one side of the Crusty Mountains to the other in order to help the mages of the Walled Garden get around the Lonely Island more easily. |
W12 | Walled Garden Facility: North Entrance to the Crusty Tunnel | The northern entrance to a tunnel which goes in a straight line from one side of the Crusty Mountains to the other in order to help the mages of the Walled Garden get around the Lonely Island more easily. |
W13 | Walled Garden Facility: Weather Control Station | A facility at the top of a mountain where Walled Garden mages used the high altitude to aid in experiments with controlling the weather. |
W14 | Walled Garden Facility: Experimental Artillery Range | Here, mages of the Walled Garden not only fired experimental magic artillery, but built the shells. Today, the range is still a minefield of not only valuable materials but hazardous magical effects. |
W15 | Walled Garden Facility: Enchanted Sword Factory | The Walled Garden intended to manufacture weapons for their invasions here. While their vision never happened, the factory built a considerable stockpile of enchanted weapons before the elves revolted. |
W16 | Walled Garden Facility: Undetectable Poisons Lab | A lab where Walled Garden mages worked on poisons and chemical weapons that would be completely undetectable to all but the most sensitive magical tests. There are many valuable artifacts in here, it's just that one never knows when they're about to walk into something lethal. |
S17 | Magical Scar: Eternal Avalanche | A roiling, boiling mass of snow, ice, rocks, and debris that takes up an entire mountainside. The avalanche that started hundreds of years ago appears to still be moving with all the force of the day it began, yet never seems to move any further downhill. To enter the area is incredibly dangerous as the whirling masses of snow maintain all of their force, instantly pulling in whatever touches it and pummeling it to bits. However, it is said that one can get the occasional glimpse of an old Walled Garden facility in the middle of the avalanche, untouched and probably brimming with magical artifacts. |
S18 | Magical Scar: Giant Glowing Skeleton | The massive skeleton of what appears to have been a gigantic lizard. The bones glow a haunting green which is visible for miles at night. Getting close to the skeleton, living things begin to get sick, losing their hair and coughing up blood before death takes them. A small group of smaller glowing lizards lives among the bones and attacks anyone who gets too close, adding another reason not to get too close. In the center of the massive ribcage, however, sits a pristine, shining sword that any human could wield with ease. |
S19 | Magical Scar: Massive Iron Cube | A massive iron cube that takes up a cubic mile of volume. From the outside, the cube seems to be made of solid iron save for a single door in the center of each of the cube's faces. If one is strong enough to open one of these doors, they will discover that the cube is actually hollow and home to a replica of the surrounding environment made of pure iron. Plants and animals inside of the cube are also made of pure iron, however they seem to otherwise act like normal, albeit highly violent, versions of whatever they are shaped as. Floating in the exact center of the cube is a wand which apparently has the ability to produce this effect. |
S20 | Magical Scar: Lake of Molten Glass | A lake full of red-hot, molten glass in the middle of the plains. The source of the heat that keeps the glass melted is unclear, but there is an island in the middle of the perfectly circular lake with what seems to be a lit bonfire in its center. The bonfire never seems to go out, but no one has ever been able to survive the trip to the center of the lake to figure out what is going on. |
S21 | Magical Scar: Invisible Cloud of Poison Gas | A large area near the Undetectable Poisons Lab which contains an unmoving cloud of invisible, unscented, and flavorless gas which is instantly lethal to anything that breathes in the cloud. No matter how windy it is, the cloud stays put, however this does not prevent unwitting animals from walking into the cloud every day. Their bodies mark the edges of the cloud. As far as anyone is able to tell, the gas is being contained by some magical device inside the cloud, however no one is able to get far enough into the cloud to verify this. |
S22 | Magical Scar: Paused Explosion | A gigantic ball of purple energy that appears to be lodged in the side of a mountain. The energy ball does not move, change shape, or fluctuate in any way, however anything that touches it is vaporized on contact. This is the explosion which destroyed the Walled Garden facility that used to be in its center, however some magical effect seems to have stopped it before it could destroy much of the Lonely Island. No one knows how big the explosion would get before it ended if the magic pausing it were to be removed, so no one is too interested in messing with it. |
S23 | Magical Scar: Bottomless Pit | A pit in the ground which seems to go on forever, despite the fact that the planet Tero is roughly spherical and any such hole would logically punch through the other side after a certain point. This has not happened, for some reason, and nothing that has ever been sent into the pit has ever returned. According to elvish history, many highly valuable items and magical weapons ended up in here during their revolt, so anyone who figures out how to get those items back out would instantly become wealthy and powerful. |
S24 | Magical Scar: Place Where People Can Only Feel Fear | A region where the only emotion anyone is able to feel is fear. People tend to avoid this area as much as possible, but there are some who seem to think that is emotional field is hiding something. |
S25 | Magical Scar: Animate Tree That Attacks Everything | A large bronzeleaf tree which is able to whip its limbs around and attack any living thing that gets within range. It is said that the cause of this state is buried underneath the tree itself, and anyone who can obtain that item will not only be protected from the tree, but be able to make other trees like it. |
L26 | Ancient Lizard Folk Ruins: Statue of Lizardry | A massive bronze statue of a lizard person which is 200 feet tall and overlooks the ocean in the direction of the nearest land. The statue is clothed in a robe and seems to be holding a book in one arm and holding up a torch with the other. Within the hollow statue is a complex network of rooms, passages, stairs, and ladders which a band of pirates has taken up residence in. These pirates hide their boats on the shore nearby and opportunistically target lone merchant ships around the Lonely Island. |
L27 | Ancient Lizard Folk Ruins: Fish Market | An old fish market that the ancient lizard folk used to use. Some of the stalls even still have the remains of fish and butchering tools. Although the fish remains may not be very appealing, ancient lizard folk butchering tools can still be functional and highly valuable. |
L28 | Ancient Lizard Folk Ruins: Rusted City | The remains of an ancient lizardfolk city that was built entirely out of iron, and which is now mostly rust. Despite this, there are still many valuable items to be found in the ruins, although exploring the rusty, decaying ruins can be incredibly dangerous thanks to the corroded metal structures. |
L29 | Ancient Lizard Folk Ruins: Shrine to Fleance | An old shrine surrounded by a small temple where ancient lizard folk would leave offerings to Fleance the dragon. This shrine has not been maintained for a very long time, however, and only Fleance himself seems to visit it with any regularity. Fleance mostly just tidies up, but it seems like he has left many of the old offerings untouched. Although these have sentimental value to Fleance, explorers might be tempted by the wide array of valuables and enchanted items that were gifted to the dragon of the Lonely Island thousands of years ago. |
L30 | Ancient Lizard Folk Ruins: Last Holdout Village | The ruins of the last village of free lizard folk to hold out against the Arcane Order of the Walled Garden and their heinous experiments on the lizard folk of the Lonely Island. Within these old stone buildings, one can find a complete history of the Lonely Island lizard folk, written in ancient lizardfolk script and language, as well as several ancient lizard folk artifacts that had been hidden here under the assumption that the holdout lizardfolk would be able to escape the Walled Garden and reclaim their heirlooms. |
Random Encounter Tables
roll 2d6 | Farport | The Rusted Plains | Bluesalt Marsh | Crusty Mountains | Bronze Woods | Big Bay |
2 | An angry mob has an alleged snake person and are performing "tests" to see if the person is actually a reptilian shape shifter, most of which involve causing harm to their victim to force them to shift to their natural form, assuming they actually are a snake person (50/50 chance) | The Armored Behemoth, grazing and ignoring everything around it | The Terror of Farport, chasing down a bird so it can pluck it and make rope from its feathers | The Elephant Bird, inhaling all vegetation in sight and plucking trees clean with its trunk | The Shovel Tusker, using its tusks to dig up bronzeleaf roots and eat them | Shepherd Jim, tending his herd of cold water manatees |
3 | One of the 5 priestly orders of the Church of the Island is holding a festival which completely blocks off the main roads in the city, people must use side streets to get around | A fresh trail of short-cropped irongrass which was left by the Armored Behemoth in the last day | A recently plucked bird shivering in the open marsh with tracks from the Terror leading back to its nest | A trail of bare trees left by the Elephant Bird within the last day | A trench dug by the Shovel Tusker within the last day | A recently killed and partially butchered cold water manatee from Shepherd Jim's flock on the nearest bit of shoreline |
4 | Someone in the party overhears someone talking about the most recent news of pirates on the west coast of the island | A giant plains chameleon tries to nab a random member of the party with its tongue | A large nesting ground which will take some time to walk around, but walking through risks angering the thousands of birds with eggs and chicks in the area | A resin possum chatters at the party and will fire resin bullets from its tube-like snout if anyone gets too close to its tree | A battery of artillery possums is bombarding a large hollow bronzeleaf tree where a pack of sabertooth ferrets is hiding after a failed hunt against the possums | The floating corpse of a shark bearing the signs of attack by Shepherd Jim, probably in response to the shark going after a manatee |
5 | A rat scurries into an alley | A stilted rat runs into a nearby thicket of bushes | A large stork gets spooked and flies away | A mountain rat runs and hides in a nearby bush | A pistol possum runs up a tree trunk and hides in the branches | A lone cold water manatee swims back to it's herd as fast as it can |
6 | A construction project blocks a single key instersection | A patch of wild rustroot, about 1/4 are ready to be harvested | A huge flock of birds flies overhead and briefly blocks out the sun | Some songbirds fly through the trees and chirp at the party | A bronze-billed woodpecker starts pecking at a tree, making a sustained metallic clanging noise | Seagulls fly overhead |
7 | nothing | nothing | nothing | nothing | nothing | nothing |
8 | Someone finds a gold coin on the ground | A pack of sabertooth ferrets about 100 feet away, they will attack the party if they get too close | A solitary sabertooth ferret about 100 feet away, it will run away if it spots anyone else | A pack of sabertooth ferrets about 100 feet away, they will attack the party if they get too close | A pack of sabertooth ferrets about 100 feet away, they will attack the party if they get too close | A pack of sabertooth ferrets can be seen on shore, watching the party |
9 | A recruiter for the Academy of Arcane Casting is shouting about the school from a soapbox on a street corner | A herd of metallic kangaroos hops past at maximum speed | A solitary sabertooth ferret about to raid a bird nest on the ground about 50 feet away | A pack of sabertooth ferrets chases a small group of mountain rats through the woods | A family of pistol possums is firing at a pack of sabertooth ferrets from the branches of a bronzeleaf tree to try to make the larger predators go away | A stilted rat swimming in the water |
10 | Fleance the dragon can be seen flying in the distance | Fleance the dragon can be seen flying in the distance | Fleance the dragon can be seen flying in the distance | Fleance the dragon can be seen flying in the distance | Fleance the dragon can be seen flying in the distance | Fleance the dragon can be seen flying in the distance |
11 | A pushy merchant, Janet of Many Blades, decides to follow the party and convince them to come visit her shop, she will go away if the party is firm with her, but if they follow, she will take them to a shop with every weapon anyone has ever heard of and lots of high quality armor | A group of farporters on expedition to gain a greater understanding of the Lonely Island and what it has to offer (1/10 chance of being members of the Thieves in the Garden, 1/100 chance of having recently encountered one of the unique creatures, an elf, or one of the magical scars) | A group of farporters on expedition to gain a greater understanding of the Lonely Island and what it has to offer (1/10 chance of being members of the Thieves in the Garden, 1/100 chance of having recently encountered one of the unique creatures, an elf, or one of the magical scars) | A group of farporters on expedition to gain a greater understanding of the Lonely Island and what it has to offer (1/10 chance of being members of the Thieves in the Garden, 1/100 chance of having recently encountered one of the unique creatures, an elf, or one of the magical scars) | A group of farporters on expedition to gain a greater understanding of the Lonely Island and what it has to offer (1/10 chance of being members of the Thieves in the Garden, 1/100 chance of having recently encountered one of the unique creatures, an elf, or one of the magical scars) | A group of farporters on expedition to gain a greater understanding of the Lonely Island and what it has to offer (1/10 chance of being members of the Thieves in the Garden, 1/100 chance of having recently encountered one of the unique creatures, an elf, or one of the magical scars) |
12 | The Duck Man, sitting at a market stall in a random alley somewhere with Mary Lou and his magic wagon directly behind him | An elf who runs away as soon as they notice the party | An elf who runs away as soon as they notice the party | An elf who runs away as soon as they notice the party | An elf who runs away as soon as they notice the party | The Duck Man riding on the driver's seat of his wagon as it floats on the water and is pulled along by Mary Lou, who is swimming |